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Yet ANOTHER Alt.Monk
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<blockquote data-quote="Spatzimaus" data-source="post: 3049111" data-attributes="member: 3051"><p>Short versions:</p><p>RANGER: We made it a d8 HD, 6+INT skill point class. The Favored Enemy points were boosted, and were a bit more freeform in how they were assigned. The 2-weapon feats were replaced with a short list of feats that could be picked at levels 2, 5, and 8.</p><p>In other words, we did almost exactly what THEY did in 3.5E, so once 3.5E came out we switched back to the "book" version, except for a couple really minor changes (like adding a few more combat styles; one for polearms, one for 2-handed swords, that sort of thing).</p><p>(Also, the Half-Orc's favored class was switched to Ranger, but that's because of other changes.)</p><p></p><p>PALADIN: We created four Paladin subclasses, one for each extreme alignment (LG, LE, CG, CE). In other words, very similar to the UA variants, with three exceptions:</p><p>1> The <em>detect evil/good</em> and <em>smite evil/good</em> abilities were switched to the law/chaos axis. <em>detect evil</em> had just become too much of a carte blanche to attack an enemy. Law/chaos is a bit fuzzier.</p><p>2> We totally reworked the mount rules. An old version of our rules was posted <a href="http://www.enworld.org/showthread.php?t=48419" target="_blank">here</a>. That post is a bit out-of-date; for one thing, we switched it to where most of the "passive" abilities increase on even dice and the "active" ones increase on odd dice (or maybe it was the other way around). If there's interest, I might fix that post.</p><p>3> We removed the disease immunity and <em>remove disease</em>. Instead, the Paladin now picks one domain of his deity, gets the domain's granted power, and can swap his spells spontaneously for the spells of that domain (like how a Cleric swaps for <em>cure</em> spells). We also added a few domains, including a Purification domain that includes <em>remove disease</em>.</p><p></p><p>BARBARIAN: We unofficially renamed it "Berserker", to imply that it's nearly as common in the "civilized" societies as it is in the more primitive ones, and removed the Literacy part. The Rage ability is very customizable, and is called a "rage", "trance" or "stance" depending on what abilities you choose for it. You pick a major drawback (like the "can't cast" of the existing rage), a couple minor drawbacks (like "-2 to AC" or "fatigued afterwards"), and three minor stackable bonuses ("+2 CON") at level 1. Every couple levels, you get to pick a new minor ability, upgrade a minor one to a major one (extra DR, fast healing), or remove a minor drawback (the major one never goes away).</p><p>Effectively, the PHB Barbarian becomes very close to one of the possible upgrade paths, but you could just as easily end up with something like the Dwarven Defender stance. Generally speaking, for flavor reasons each player picks an animal that seems appropriate for the abilities chosen. One player's Berserker picked a "Panther" trance that boosted DEX, gave darkvision, boosted run speed, that sort of thing.</p><p></p><p>The bottom line was that each of these classes now had decisions to make each time they levelled up, instead of the automatic increases the PHB versions forced on them. Sure, it might only be a matter of tweaking a Rage or Mount's abilities, but it's still something.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3049111, member: 3051"] Short versions: RANGER: We made it a d8 HD, 6+INT skill point class. The Favored Enemy points were boosted, and were a bit more freeform in how they were assigned. The 2-weapon feats were replaced with a short list of feats that could be picked at levels 2, 5, and 8. In other words, we did almost exactly what THEY did in 3.5E, so once 3.5E came out we switched back to the "book" version, except for a couple really minor changes (like adding a few more combat styles; one for polearms, one for 2-handed swords, that sort of thing). (Also, the Half-Orc's favored class was switched to Ranger, but that's because of other changes.) PALADIN: We created four Paladin subclasses, one for each extreme alignment (LG, LE, CG, CE). In other words, very similar to the UA variants, with three exceptions: 1> The [i]detect evil/good[/i] and [i]smite evil/good[/i] abilities were switched to the law/chaos axis. [i]detect evil[/i] had just become too much of a carte blanche to attack an enemy. Law/chaos is a bit fuzzier. 2> We totally reworked the mount rules. An old version of our rules was posted [url=http://www.enworld.org/showthread.php?t=48419]here[/url]. That post is a bit out-of-date; for one thing, we switched it to where most of the "passive" abilities increase on even dice and the "active" ones increase on odd dice (or maybe it was the other way around). If there's interest, I might fix that post. 3> We removed the disease immunity and [i]remove disease[/i]. Instead, the Paladin now picks one domain of his deity, gets the domain's granted power, and can swap his spells spontaneously for the spells of that domain (like how a Cleric swaps for [i]cure[/i] spells). We also added a few domains, including a Purification domain that includes [i]remove disease[/i]. BARBARIAN: We unofficially renamed it "Berserker", to imply that it's nearly as common in the "civilized" societies as it is in the more primitive ones, and removed the Literacy part. The Rage ability is very customizable, and is called a "rage", "trance" or "stance" depending on what abilities you choose for it. You pick a major drawback (like the "can't cast" of the existing rage), a couple minor drawbacks (like "-2 to AC" or "fatigued afterwards"), and three minor stackable bonuses ("+2 CON") at level 1. Every couple levels, you get to pick a new minor ability, upgrade a minor one to a major one (extra DR, fast healing), or remove a minor drawback (the major one never goes away). Effectively, the PHB Barbarian becomes very close to one of the possible upgrade paths, but you could just as easily end up with something like the Dwarven Defender stance. Generally speaking, for flavor reasons each player picks an animal that seems appropriate for the abilities chosen. One player's Berserker picked a "Panther" trance that boosted DEX, gave darkvision, boosted run speed, that sort of thing. The bottom line was that each of these classes now had decisions to make each time they levelled up, instead of the automatic increases the PHB versions forced on them. Sure, it might only be a matter of tweaking a Rage or Mount's abilities, but it's still something. [/QUOTE]
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