Class buffs all around [Archive] - Wizards Community

Post/Author/DateTimePost
JimProfit

10-12-07, 08:25 AM
I'm working on a campaign, it's going to use core matiral (and XPH if you count them) only. And no clerics/wizards..

The classes (except druid, psion, and psychic warrior) have all been buffed, some obviously more then others in the hopes to balance them all-together. Tell me what'chu think of these edits.

FIGHTER:
Bonus feat every level
Hit die d12
+1 on all normal damage rolls per fighter level

BARBARIAN:
Increase critical hit multiplyer by x1 at fifth level
(For example the club's x2 is now x3)
Lower critical requirement for normal attacks by one at nineth level
(For example the dagger's 19-20 is now 18-20)
Increase normal damage by an extra die at twelveth level
(For example the greatsword's 2d6 is now 3d6)

ROGUE:
5% Poison penalty does not apply at first level
At eleventh level normal attacks may cause fatigue to opponent, if already
fatigue become exhausted, if already exhausted become unconciouse, the
opponent makes a fort save DC equal to charisma score
Hit die d8

MONK:
Full BaB
Hit die d12

PALADIN:
Smite can now apply to ranged attacks
Good fort/will saves
Damage reduction /1 per paladin level against evil creatures

RANGER:
Damage reduction /1 per ranger level against favored enemies

DRUID:
No changes

Sorcerer:
At second level and above, whenever the sorcerer makes and fails a will
saving throw, she may make a charisma check, if the charisma check of
equal DC succeeds, treat the will save as though it were succesful.

Bard:
Hit die d8

Psion:
No changes

Psychic Warrior:
No changes

Soulknife:
Hit die d12
Mindblade bypasses all damage reduction
At seventh level, mindblade now with each succesful strike may cause the
foe to become dazed if they fail a will saving throw of 14.
At nineth level, mindblade now with each succesful strike deals 1d2 con
or str damage if opponent fails will saving throw of 15.

WILDER:
Hit die d12


New mutliclass rule:
To avoid possibly breaking classes (like fighter with X), proficietcies don't stack unless you got them by feats, instead, your class profitietcies become whatever class you took last.

So if you took a fighter level then decided to switch to sorcerer, you're now only profficient with simple weapons and nothing more.
Tordak

10-12-07, 11:40 AM
Fighter is a little strong, should be either the damage bonus or the feat every level;
Monk full base is a good idea, hit dice should be a little less (d10); you could add mettle to the class progression;
Paladin should have DR 1/good every other level (max DR 10 at level 20) (else it will be quite powerful since it will be fighting evil creatures most likely anyway);
Ranger DR should be equal to is bonus against favored enemy (so if the bonus is +4 that's DR 4/- against that particular enemy), or twice the bonus if you want something large;
Sorcerers could have a few bonus heritage feats;
Also, the barbarian extra dice to damage might become abusive (bastard sword deal 2d10 now, for example)
If you want more ideas, altough you're only using basic core classes, to buff them you could give the classes some level substitution or class option from other sourcebook without having to sacrifice any other ability. Sorcerer could have their spell shield (Dungeonscape), paladin there spirit (while keeping there summon mount, also Dungeonscape), fighter the Dungeon Crasher (once again, Dungeonscape; give them and let them keep their feats). You could also use the dead level suggested by WOTC; on the main D&D page, enter 'dead level' in the search bar.
goawayugh

10-12-07, 12:55 PM
Huge abuse potential with the Barb crit stuff. Plus, you just made the fighter an even more tempting dip for melee types.