Opinion on some house rules [Archive] - Wizards Community

Post/Author/DateTimePost
Stormonu

08-10-07, 12:59 PM
These are the house rules that I'm using or planning to use in my own game. I'd like to get some thoughts on pitfalls I might encounter with these changes.

Lances: lances do an extra 1d6 damage on a charge. Spirited charge adds an extra 1d6 as well. No more x2 or x3 damage.

Paladins: smite evil deals an extra 1d6 damage per 2 levels instead of +1 damage/level. (this is a change to fit in with changing lances). Using 3.0 rules for mounts (can't stand the "summon mount from celestial plane" crap).

Fighters: ignore ability score prerequisites for feats (all other requirements are still in place). Also using an "ability pool" feature (see below)

Armor: worn armor can be sundered, but ignores a certain amount of damage each combat (beyond hardness), based on type (Light = 5 hp, Medium = 10 hp, Heavy = 15). For every 5 points of damage the armor takes (past hardness), the armor loses 1 point of Armor Bonus. Craft (Armorsmithing) can be used to repair damaged armor (1 minute to repair 1 point of damage).

HP: At less than 50% of your total hit points, you are considered fatigued. At less than 25% of your total hit points, you are considered exhausted. (Some sort of save to overcome this? Say Fort DC 15 + 1/10 hp damage?)

Heal Skill: You can use the heal skill to restore hp. Base DC 12 heals 1 hp. Each additional 2 points you beat the DC by restores 1 extra hp. You can only heal up to 1/2 your total hp through use of the heal skill.

------------ This one's a bit long and complex------------
Counterspelling
This is an optional rule that encourages the use of counter-magic and provides a improved basis for wizard duels and the like. It is presented here, instead of the class section because of its optional nature.

Counterspell: A wizard or sorcerer gains a number of counterspells per day equal to 3 + spellcasting modifier. A counterspell is not an actual spell - it is in effect knowledge of magic on how to effictively "shut down" a spell in progress. To use a counterspell, a spellcaster must know what spell he/she is attempting to counterspell and must be within 30 feet of the enemy spellcaster to effectively disrupt their ability to manipulate magical energies.
Normal counterspelling is an Attack of Opportunity. Thus, you may counterspell only once per round, unless you have Combat Reflexes. Even if you have Combat Reflexes, you may only attempt to counterspell one spell from an enemy, even if they use Quicken spell or other methods to unleash more than one spell a round.
Counterspelling provokes Attacks of Opportunity, the same as if you were casting a spell. You may attempt to defensively counterspell and prevent opponents from gaining an attack of opportunity by making a successful DC 15 + enemy spell level Concentration check. If you are struck for any damage while attempting to counterspell, your attempt to counterspell automatically fails.
A counterspell requires verbal and somatic components, but not material. If you have the Silent metamagic feat, you may counterspell without requiring a verbal component. If you have the Still metamagic feat, you may counterspell without requiring a somatic component. Counterspelling is affected the same way as spellcasting when the counterspeller is deafened or grappled.
To counterspell, a caster must first identify the enemy spell that is being cast. As a free action, a spellcaster may attempt once per spell to identify an enemy spell being cast within 30 feet of their person with a successful DC 15 + spell level Spellcraft check. Arcane casters attempting to identify a divine spell add +4 to the DC to identify, and vice-versa.
If you successfully identify the spell being cast, you may attempt to perform a counterspell. You must be able to cast spells of the same level as the spell you are countering. Once you have identified the enemy spell, you expend one of your counterspells and make a level check (1d20 + your level) against a DC of 10 + enemy spellcaster's level. If you have the Improved Counterspelling feat, you add +2 to your level check. If you equal or exceed the DC of the level check, you counter the enemy spell and it is lost from memory. If you fail the level check, the enemy spell works normally.
You may also use the ready action to counterspell an enemy spell, using the normal rules below or using your counterspell ability from above. This allows you to possibly shut down an enemy spellcaster who attempts to cast more than one spell a round by countering one spell with your readied action and countering the second with an Attack of Opportunity counterspell.

Ready A Counterspell: As a ready action, you can prepare a counterspell. You may prepare a counterspell as above or burn one of your own spells to attempt to counter an enemy spell.
You must be within 30 feet of the enemy to attempt to counterspell when the enemy begins casting. Readying a counterspell provokes attacks of opportunity, unless defensively performed (as per a normal counterspell). If you intent to burn one of your own spells to counter an enemy’s spell, you make a Spellcraft check opposed by the enemy’s Concentration check. If you fail the check, the enemy’s spell is cast as normal. If you succeed the check, you subtract twice the level of the spell you expend from the enemy’s caster level. If you have the Improved Countering feat, add +2 to your result. If you reduce the enemy’s caster level to 0 or less, their spell fails. Otherwise, the enemy’s spell is cast at the reduced level. If you happen to burn the same exact spell as the enemy was casting, you automatically counter the enemy’s spell.
Instead of burning a spell slot, you may use one of your counterspells to counter a spell, using the normal counterspelling rules.


----------Fighter Ability Pool-----------------
At 1st level, 5th level, 10th level, 15th level and 20th level, the fighter gains an Ability Pool ability from the list below. These Ability Pool abilities can also be taken as fighter feats. All Ability Pool abilities are extraordinary abilities.
Any ability pool feat that allows you to endow a single attack as a swift action can be used to endow up to all of your attacks for the round at an additional cost of one use per additional attack (even if the initial cost is more than one use). For example, a 20th level fighter with 4 attacks can endow all his attacks with +10d6 damage from Devastating Blow for a total cost of 7 uses (4 uses for the initial 10d6 damage, plus 3 uses for the additional 3 attacks in the round). You cannot pay for additional uses with ability pool feats that use an immediate action, nor can you use the swift action single-attack abilities to endow Attacks of Opportunity. However, swift actions that affect all attacks until your next action DO endow your Attacks of Opportunity as well as your normal attacks.
Any Ability Pool ability that allows you to endow your “next attack” with an ability must be used before the next round of combat begins. You cannot “carry a charge” from round to round with an ability use.
The fighter’s Ability Pool has a total number of uses per day equal to 3 + Con modifier (minimum 1).

Armor Boost
You let your armor soak damage for you
Prerequisite: Fighter 5th level, proficiency with armor, Armor Focus
Benefit: As a swift action, you can convert your armor’s armor bonus to DR X/- on a two-for-one basis. You cannot convert an armor’s enhancement bonus to DR, nor can you convert a shield bonus to DR. Adamantine DR stacks with armor conversion, but not other DR sources (such as Body of Iron or a Barbarian’s DR ability). The change lasts until you choose to change it again. The use of this feat does not cost any uses from your ability pool.

Armor Enhancement
You use your armor to make connecting a blow more difficult
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a +1 armor enhancement bonus to your AC for every three fighter levels you have. This effect lasts for one minute. The use of this ability costs one use from your ability pool.

Assume Feat
You gain a sudden burst of insight for performing a martial maneuver.
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat. Combat Reflexes, Power Attack, Combat Expertise, Improved Unarmed Strike, Improved Grapple, Cleave, Mounted Combat, Weapon Finesse, Dodge, Mobility, Spring Attack, Precise Shot, Far Shot, Rapid Shot, Mounted Archery, Shot on the Run, Shield Bash, or Two-weapon Fighting. You retain the use of the chosen feat for one minute. Use of this feat costs one use of your ability pool. At 5th-9th level, you may only assume one feat at a time. At levels 10th-14th, you can assume up to two feats from this list at one time. At 15th-19th level, you can assume up to three feats from this list at one time, and at 20th+ level, you can assume any number of the above feats at once. Each feat you assume still costs one use of your ability pool.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Pinnacle Feat
You gain a sudden burst of insight for performing a masterful martial maneuver
Prerequisite: Fighter 10th level, Assume Feat
Benefit: As a swift action, you can endow yourself with one of the following feats, as if you met all the prerequisites for the feat: Tactical Strike, Whirlwind Attack, Improved Critical, Spirited Charge, Multishot or Greater Two-weapon fighting. Use of this feat costs one use of your ability pool. You may use the assumed feat for 1 minute. At 10th-14th level, you may assume one pinnacle feat at a time. At 15th-19th level, you may assume up two pinnacle feats at one. At 20th+ level, you may assume any number of pinnacle feats at once. Each pinnacle feat you assume still cost one use of your ability pool.
Special: You cannot use the feat prerequisites for a feat you gain with this feat unless you actually possess the feat.

Assume Weapon Skill
You gain a sudden burst of insight that allows you to use an exotic weapon proficiently.
Prerequisite: Fighter 1st level
Benefit: As a swift action, you endow yourself with the skill to wield an exotic weapon as if you had the appropriate exotic weapon proficiency. You retain proficiency for one minute. You may endow yourself with skill to utilize more than one exotic weapon at a time, but each different weapon type requires a separate use of this feat. Each use of this feat costs one use of your ability pool.

Bleeding Wound
You leave your opponent with bleeding wounds
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause all attacks with slashing or piercing weapons to deal 1 point of temporary Constitution damage, in addition to your normal damage. This effect to your attacks lasts until your next action and uses one use of your ability pool. Constitution damage inflicted with this feat can be negated by a DC 15 Heal check. Increase the DC by 1 for each additional point of Constitution damage inflicted.

Blinding Strike
You can temporarily blind an opponent with a hit
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to blind your opponent on a successful hit, in addition to your normal damage. The victim must succeed a Fort save (DC 10 + ½ Fighter level + Int Mod) or be blinded for 1d4+1 rounds. A Heal DC 15 check can remove this condition. Creatures immune to critical attacks cannot be affected by this ability.

Body of Iron
You can ignore some damage to yourself
Prerequisite: Fighter 5th level, Endurance
Benefit: As a swift action, you gain DR 2/- until your next action. Every 3 levels past 5th (8th, 11th, 14th, 17th, 20th) you can increase the DR by 1. Use of this feat cost one use of your ability pool.

Boost, Agility
You make yourself more agile for a short period of time
Prerequisite: Fighter 5th level, Dex 13+
Benefit: As a swift action, you gain a +4 Dexterity enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + Constitution rounds, and costs one use of your ability pool.

Boost, Constitution
You make yourself more resilient for a short period of time
Prerequisite: Fighter 5th level, Con 13+
Benefit: As a swift action, you gain a +4 Constitution enhancement bonus. This bonus lasts for 3 + your new Constitution in rounds, and costs one use of your ability pool. Raising your Constitution with this boost does not increase your ability pool. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8.

Boost, Skill
You can perform an astounding skill stunt
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you gain a bonus to your next skill check equal to twice your fighter level. You may only apply this skill bonus to a fighter class skill (Climb, Craft, Handle Animal, Intimidate, Jump, Ride, Swim or skills chosen through Skillmonger). The use of this feat costs one use of your ability pool.

Boost, Speed
You move with sudden determination
Prerequisite: Fighter 1st level, Dex 13+
Benefit: As a swift action, you gain +10 feet to your base movement rate. At 10th level, if you are wearing light or medium armor and carrying a light load, you gain +20 feet to your base movement rate. At 15th level, if you are wearing light armor and carrying a light load, you gain +30 feet to your base movement rate. This effect lasts one round and costs one use of your ability pool.

Boost, Strength
You can suddenly increase your strength for a short period of time
Prerequisite: Fighter 5th level, Str 13+
Benefit: As a swift action, you gain a +4 Strength enhancement bonus. At 10th level, the bonus increases to +6, and at 15th level, the bonus increases to +8. This bonus lasts for 3 + Constitution rounds, and costs one use of your ability pool.

Counterstrike
While your opponent is occupied trying to hit you, you strike.
Prerequisites: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you can make an attack using your highest BAB against an opponent that has just attempted to strike you in combat and missed. This attack does not count against your attacks of opportunity for the round. Making a counterstrike costs one use of your ability pool.

Craft Magic Item
You know the secret craft to create items of magic, without need to cast spells.
Prerequisites: Use Magic Device 4+ ranks, Craft (any one) 5+ ranks
Benefit: Choose a Craft skill you have ranks in. You may create a limited range of magic items by use of your craft skill. You cannot create spell completion items (such as wands, scrolls or staves).
For the purpose of crafting magic items, you treat your caster level as equal to your fighter level. You must pay ½ the normal item cost in materials and 1/25 the item cost in XP. You can fashion up to 1,000 gp of magic items per day. An appropriate Craft check (DC 15 + required Caster Level) must be made for each day’s work.
A sample list of the type of items you can create, based on your Craft skill, is listed below.

Craft Skill Magic Item Type
Craft (Armorsmith) Magic armor, Bracers, Helmets and Shields
Craft (Blacksmith) Bottles, Chimes, Cubes, Flasks, Horseshoes, Shackles,
Craft (Bowyer/Fletcher) Magic bows, arrows and bolts
Craft (Brewing) Potions, Elixers and Oils
Craft (Carpentry) Wondrous items (composed of wood)
Craft (Jewelry) Amulets, Beads, Brooches, Circlets, Crowns, Diadems, Earrings, Figurines, Gems, Headbands, Periapt, Phylacteries, Tokens and Rings
Craft (Leatherworking) Backpacks, Belts, Quivers, Pouches and Ropes
Craft (Musical Instruments) Drums, Harps, Horns, Lyres, and Pipes
Craft (Tailor) Bags, Boots, Breeches, Cape, Cloaks, Dresses, Hats, Gloves, Pants, Mantle, Slippers, Shirts, Surcoats and Vests
Craft (Weaponsmith) Magic weapons (but not bows, arrows or bolts), Scabbards

Certain items have been purposely excluded from the list – for example creating manuals and tomes with Craft (Bookbinding), the ability to create Robes with Craft (Tailor), the ability to create pearls, orbs, ioun stones and crystal balls with Craft (Jewelry). This is intention, as these items tend to be the purvue of spellcasters alone.

Special: You may take this multiple times, each time for a different craft skill.

Crippling Strike
You can disable a foe with a blow
Prerequisites: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you can endow your next strike to deal ability damage. If you successfully hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Int Mod) or take 1d4 points of ability damage to Strength, Constitution or Dexterity (your choice). Use of this feat costs you one use of your ability pool. Creatures immune to critical attacks cannot be affected by this ability.

Crushing Impact
Your blows with a bludgeoning weapon crush limbs
Prerequisites: Fighter 10th level, Weapon Focus with a bludgeoning weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with bludgeoning weapons. Also, when you score a critical threat with a bludgeoning weapon, the victim of your attack must make a Fort save (DC 10 + ½ level + Str mod) or be stunned for a round. Creatures immune to critical hits are immune to the stun effect. Use of this ability does not cost any uses of your ability pool.

Defense Against Magic
You have trained yourself to shrug off magic
Prerequisites: Fighter 10th level, Spellcraft 5+ ranks, Onslaught Against Magic
Benefit: As an immediate action, you gain Spell Resistance equal to 10 + ½ your fighter level + Con modifier against the next spell cast against you. The use of this feat costs one use of your ability pool.

Deadly Aggression
You deal devastating damage with your attacks
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action you gain an insight bonus to hit and damage equal to ½ your fighter level. This bonus lasts for a number of rounds equal to your Constitution modifier. The use of this feat costs one use of your ability pool at 1st-9th level, and two uses at 10th+ level.

Devastating Blow
You deal extra damage with an attack
Prerequisite: Fighter 1st level, Str 13+
Benefit: As a swift action, you can endow one or more of your next attacks to deal an extra 1d6 damage. For every 3 levels past 1st, you may deal an additional 1d6 damage. Each attack you endow costs you one use of your ability pool. Creatures immune to critical attacks cannot be affected by this ability.

Disrupting Blow
Your mighty blows disrupts spellcasters
Prerequisite: Fighter 10th level, Onslaught Against Magic
Benefit: As a swift action, you empower your next attack, on a successful strike, to automatically dismiss the highest level dismissable spell or a spell requiring concentration a spellcaster has in effect on their person. You must deal at least one point of damage to dismiss the spells. The use of this feat cost two uses of your ability pool.

Evasion
You can avoid magical and unusual attacks with great agility.
Prerequisite: Fighter 5th level, Dex 13+
Benefit: While wearing light or no armor, if you make a successful Reflex saving throw against an attack that normally deals damage on a successful save, you instead take no damage. If you are helpless, you do not gain the benefit of this feat. Use of this feat does not cost an Ability pool use.

Gird Life
You prepare yourself to survive an attack
Prerequisite: Fighter 1st level
Benefit: As a swift action, you gain 2 temporary hit points per Fighter level. These temporary hit points remain for one minute. Use of this feat costs one use of your ability pool.

Foil Action
You can prevent a foe from acting aganst you
Prerequisite: Fighter 10th level, Sense Motive 5+ ranks
Benefit: As an immediate action, you can interfere or otherwise distract an opponent, causing them to lose their action. The victim makes a Concentration check DC 10 + ½ fighter level + Wis modifier. If the check is failed, the opponent’s standard action or move action is lost (as chosen by the fighter). If the foiled action had a limited number of uses per day or required components, they are considered used and lost for the day. The fighter must be within reach of the opponent to foil an action. At 15th level, a fighter can foil an action from up to 10 ft. away and at 20th level, the fighter can foil an action up to 30 ft. away. Foiling an action costs one use your ability pool.

Follow-Up
You hound an opponent
Prerequisite: Fighter 5th level
Benefit: As an immediate action, you can take a 5 ft. step. This does not count against the normal 5 ft. step you can take in a round, and can be used in-between attacks (or even between cleave attacks). Using this ability costs one use of your ability pool.

Fortify
You summon up great fortitude
Prerequisite: Fighter 1st level, Great Fortitude
Benefit: As an immediate action, you gain a bonus to your next Fort save equal to your Fighter level. The bonus must be used before your next action or it is lost. Use of this feat costs one use of your ability pool.

Furious Strike
You shatter your opponent’s defenses
Prerequisite: Fighter 5th level, Power Attack, Str 13+
Benefit: As a swift action, you can ignore up to 5 points of DR when attacking with melee weapons. This effect lasts until your next action. At 10th level, you can ignore up to 10 points of DR when attacking with a melee weapon. Use of this feat costs one use of your ability pool.

Hail of Blows
You strike again and again
Prerequisite: Fighter 5th level
Benefit: You may activate Hail of Blows as a swift action. As part of a full attack, you gain an extra attack at your highest base attack bonus. This is a haste effect. This effect lasts for a number of rounds equal to your Dexterity modifier (minimum one). Use of this feat costs one use of your ability pool.

Head Blow
You hit your opponent in the head, knocking them senseless
Prerequisite: Fighter 10th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to knock your opponent senseless. If you hit and deal at least 1 point of damage to your opponent, they must make a Fort save (DC 10 + ½ fighter level + Str modifier) or be stunned for 1 round. At 15th level, even if the victim makes the save, they are still dazzled for 1d4+1 rounds. You must be able to reach the opponent’s head for this ability to work, and the opponent must not be immune to critical hits. Use of this feat costs two uses of your ability pool.

Hobble
You reduce the movement rate of an opponent
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you cause your next attack to slow down the movement rate of your opponent if you successfully hit. You deal normal damage if you hit. If your opponent is a biped, their movement rate is halved. If your opponent is a quadraped, their movement rate is reduced by ¼. Creatures with six or more legs are unaffected by this feat. Creatures immune to critical attacks cannot be affected by this ability. Adding this effect to your attack costs you one use of your ability pool.

Improved Ability Pool
You can perform extraordinary abilities more often
Prerequisite: Fighter 5th level
Benefit: You gain 2 more uses of your Ability Pool.
Special: You may take this ability more than once. Its effects stack.

Instant Critical
Your blow is well-placed and deadly
Prerequisite: Fighter 10th level, Improved Critical
Benefit: As a swift action, you empower your next attack to automatically critical on a successful hit, regardless of the weapon’s critical range. You do not need to roll to confirm the critical. Use of this feat costs two uses of your ability pool. You cannot use this ability on an opponent that is immune to critical hits.

Maiming Strike
You may disable your opponent with a single blow
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As a swift action, you may endow your next attack to maim the opponent. On a successful hit, you deal normal damage and the victim must make a Fort save (DC 10 + ½ Fighter level + Str modifier) or suffer a –2 penalty to hit for the rest of the combat, and lose 5 feet of movement. Multiple maiming strike effects stack. A successful Healing DC 15 skill check removes one accruement of maiming strike penalties from the victim. Use of this feat costs one of your ability pool uses.

Maximized Attack
You put everything into your next blow
Prerequisite: Fighter 5th level, Weapon Focus
Benefit: As a swift action, you empower a weapon with which you have weapon focus to deal maximum damage on your next attack. Use of this feat costs one use of your ability pool.

Mental Prowress
You exert great will over your actions
Prerequisite: Fighter 1st level, Iron Will
Benefit: As an immediate action, you gain a bonus to your next Will save equal to your Fighter level. The bonus must be used before your next action or it is lost. Use of this feat cost one use of your ability pool

Moment of Opportunity
You force your opponent to lower his defenses
Prerequisite: Fighter 5th level, Combat Reflexes
Benefit: As an immediate action, you force a hole into your opponent’s defenses allowing you an attack of opportunity. Use of this feat costs one use of your ability pool.

Onslaught Against Magic
You relentlessly harass spellcasters
Prerequisite: Fighter 1st level, Spellcraft 1+ ranks
Benefit: As an immediate action, you can prevent a spellcaster you threaten from casting defensively. If the spellcaster attempts to take a 5 foot step out of a space you threaten to cast a spell, you gain an attack of opportunity against the spellcaster. Use of this feat costs one use of your ability pool.
Normal: A spellcaster can take a 5 foot step without provoking an attack of opportunity.

Parry
You can thwart an opponent’s attack
Prerequisite: Fighter 5th level, Combat Expertise
Benefit: As an immediate action, you can cause an single opponent of your choice to suffer a –20 penalty to hit you. You must use this ability before the attack roll is made. Use of this feat costs one use of your ability pool. You cannot use this ability when flat-footed.

Penetration
You are good at finding holes in your opponent’s armor
Prerequisites: Fighter 5th level, Wis 11+
Benefit: As a swift action, you may endow all of your attacks for the round to ignore a single opponent’s Armor Bonus up to equal to twice your Wisdom modifier (minimum +1). You cannot treat the victim’s Armor Bonus as less than 0 by means of this feat. Use of this feat costs one of your ability pool uses.

Piercing Strike
Your attacks with piercing weapons bores deep into opponents
Prerequisite: Fighter 10th level, Weapon Focus with a piercing weapon
Benefit: You gain a +1 bonus to hit and a +2 bonus to damage with all piercing weapons. Also, if you score a critical threat with a piercing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or the victim is impaled by the weapon. A victim who remains impaled suffers 1 point of damage per round of strenuous activity, and suffers damage equal to the base weapon damage if the impaled weapon is removed (as a move-equivilant action). If you are still holding a weapon you have impaled a foe with, you may wrench the weapon free as a move-equivilant action, causing damage to the opponent as noted above. Creatures immune to critical hits are unharmed by being impaled (though it still takes a move-equivialant action to remove the offending weapon). Use of this ability does not cost a use of your ability pool.

Reign of Destruction
You hammer your opponent with a series of blows
Prerequisite: Fighter 6th level, Str 13+, Dex 13+
Benefit: As a full-attack action all of your melee attacks with your primary hand use your highest Base Attack Bonus. Use of this feat costs one use of your ability pool at 6th-11th level, and two uses at 12th+ level.

Replenish
You can shrug off damage you have taken
Prerequisite: Fighter 1st level
Benefit: As a full round action, you regain a number of hit points equal to your Fighter level X Constitution modifier (minimum 1/level). Replenishing costs one use of your ability pool.

Shatter Defenses
You ignore an opponent’s ability to stop your blows
Prerequisite: Fighter 10th level, Penetration, Improved Critical
Benefit: As a free action, you may ignore an opponent’s armor bonus, natural armor bonus or Dexterity modifier to AC. You may only choose to ignore one of the three bonuses. This effect lasts until your next action. Use of this feat costs two uses of your ability pool.

Shield Against Harm
You use your shield to avoid energy damage
Prerequisite: Fighter 5th level, proficiency with shield, small shield or larger
Benefit: As an immediate action, you can give up your shield bonus to AC to grant yourself 5 points of energy resistance against an energy-based attack (acid, electricity, fire, ice or sonic). At 10th level, the energy resistance increases to 10, and at 15th level, the energy resistance increases to 15, and at 20th level, the energy resistance increases to 20. A large shield grants an extra 5 points of energy resistance, and a tower shield grants an extra 10 points of energy resistance. The use of this feat costs one use of your ability pool, or two at 15th level and 20th level.

Shrug Magic
You can shake off magical effects without suffering harm
Prerequisite: Fighter 10th level, Con 17+
Benefit: You gain a +4 bonus on saves against spells or spell-like abilities. If you make your save against a spell, you do not suffer any partial effects. The bonus to your saving throw does not cost you any uses of your ability pool, but ignoring a partial effect of a spell costs one use of your ability pool.

Slashing Fury
Your strikes with edged weapons cut deeply into foes
Prerequisite: Fighter 10th level, Weapon Focus with a slashing weapon
Benefit: You gain a +1 bonus to hit and +2 bonus to damage with all slashing weapons. Also, if you score a critical threat with a slashing weapon, the victim must make a Fort save (DC 10 + ½ fighter level + Str mod) or lose an additional +2d6 hit points to bleeding wounds. Creatures immune to critical attacks or that do not have a circulatory system are immune to the extra damage. The use of this ability does not cost a use of your ability pool.

Slay
You kill a foe with a single blow
Prerequisite: Fighter 15th level, Str 17+
Benefit: As a swift action, you empower your next attack to kill a foe if it hits. The victim must make a Fort save (DC 17 + Str mod) or be instantly slain. Even if the victim makes the save, they still suffer normal damage from your attack. Use of this feat costs two uses of your ability pool.

Skillmonger
You trade in some combat ability for skill use.
Prerequisite: Fighter 1st level, Int 11+
Benefit: When you take this feat, choose any two skills (For skills with subsets, such as Knowledge, you must specifiy which subskill this feat works for). You gain these skills as class skills for your Fighter class, and gain 2 additional skill points per level. The use of this feat does not cost any uses from your ability pool.

Slip Aside
You nimbly avoid blows for a short time
Prerequisite: Fighter 1st level, Dodge, Dex 11+
Benefit: As an immediate action, you can add your Fighter level to your AC as a competence bonus until your next action. Use of this feat costs one use of your ability pool.

Smite
You strike a foe with deadly blows
Prerequisite: Fighter 5th level, Str 11+, Deadly aggression
Benefit: As a swift action you gain a +4 insight bonus to hit and an insight bonus to damage equal to your fighter level until your next action. The use of this feat cost one use of your ability pool.

Stance, Defensive
You assume a protective posture meant to better defend yourself
Prerequisite: Fighter 5th level, Dex 11+
Benefit: As a swift action, you gain a +1 bonus to AC and the benefits of Uncanny Dodge. This allows you to retain your Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker. You can maintain this stance for 3 + Constitution in rounds. Use of this feat costs one use of your ability pool.

Stance, Offensive
You assume a posture that offers a better chance to hit.
Prerequisite: Fighter 5th level, Str 11+
Benefit: As a swift action, you gain a +1 bonus to hit with all your attacks. You also gain an extra attack with your primary weapon, although at a –5 penalty to hit. However, your stance gives you a –2 penalty to AC. You can maintain this stance for 3 + Constitition in rounds. Use of this feat cost one use of your ability pool.

Strike True
You can strike a target without fail
Prerequisite: Fighter 5th level
Benefit: As a swift action, you can ignore any concealment and/or cover bonus the target may have until your next action. Use of this feat costs one use of your ability pool.

Stunning Blow
You can stun a foe with a blow from your weapon
Prerequisites: Fighter 5th level, Wis 13+
Benefit: As a swift action, you can endow your next attack to stun an opponent on a successful hit. The victim gains a Fort save (DC 10 + ½ Fighter level + Str modifier) to avoid being stunned until your next action. A stunned character can’t act and loses is considered flat-footed against any attack made against him. Attackers likewise gain a +2 bonus on attack rolls against the stunned opponent. Use of this feat costs one use of your ability pool.

Surge
You can temporarily ignore a heavy load.
Prerequisities: Fighter 1st level, Endurance
Benefit: As a swift action, you can ignore the movement penalties for wearing medium or heavy armor, or carrying a medium or heavy load. This ability lasts for a number of rounds equal to twice your Constitution modifier (min. 1 round). After this time, you are considered fatigued and must rest for 1 minute to recuperate. Use of this ability does not cost any uses of your ability pool. At 10th level, you are not fatigued at the end of your surge, but you cannot reuse the ability for 1 minute.

Swift and Deadly Strike
You can combine your Dexterity and Strength to harm an opponent
Prerequisites: Fighter 1st level, Str 13+, Dex 13+
Benefit: As a swift action you can endow all your attacks for the round to use both your Strength and Dexterity modifier to hit and to damage rolls, instead of only your Strengh (or Dexterity to hit if using Weapon Finesse). The Dexterity bonus to damage follows the same rules as Strength (1 ½ Dex modifier with two-handed weapons, ½ Dex modifier on off-hand weapons). The use of this feat costs one use of your ability pool.

Timely Avoidance
You quickly move out of the way of danger
Prerequisite: Fighter 1st level, Lightning Reflexes
Benefit: As an immediate action, you gain a bonus to your next Reflex save equal to your Fighter level. The bonus must be used before your next action or it is lost. Use of this feat cost one use of your ability pool.

Uncanny Dodge
You can react to danger before your senses would normally allow you to.
Prerequisite: Fighter 5th level, Dex 15+
Benefit: You retain your Dexterity bonus to AC even when flat-footed or struck by an invisible attacker. This ability does not cost a use of your ability pool.
trapspringer

08-10-07, 01:36 PM
Pshaw... that's a lot to read.

OK; you're mounted combat rules scream "I had a bad experience with a mounted paladin and blame the game engine instead of taking responsibility myself."

Thoughts?

Your fighter rules, on the other hand, are pretty neat. I can't speak to the upper-level abilities with much authority, but I say with confidence that the lower-level abilities are spot-on.

I think you need to revise your method for determining the size of an ability pool. I think it will leave low-level fighters overpowered and upper-level guys will be hurtin'. Remember the problems with a fighter; early peak and early crash. Your pool emphasizes the existing problem.

Let's look to some other classes that get similar abilities. The swashbuckler variant from CM allows them to swap out grace for some magical effects which are very much like what your giving to your fighter. For example they might choose the ability to blur themselves once a day plus one for each point of ability bonus from intelligence.

If you think about your fighter house rule, you've got abilities in there that will last for a whole fight and enough slack in your ability pool that you can hit off two effects a fight on a standard four-a-day combat system, and that's assuming all four are actually combat. What if you have a puzzle and an RP encounter? Suddenly the fighter has three points for each (assuming a con of 16, which isn't unreasonable) at level one. He's going to be so vastly better than the barbarian, who's only got one rage for the whole day.

Balance your fighter rules against the barbarian. Dont' fight the one against the other, that won't prove anything. Build one of each with 28 pt. buy and put 'em through some modules at various levels. Right now your fighter is, I think, much better at lower levels and then even fading to inferior as you move up the level ladder.

Your Counter Spell rules will drastically reduce the effectiveness of spell casters. Take that into consideration with your house rules buffing fighters. We make it seem like the power curve is vastly different around here, but the reality is that high levels magnify the difference that is there; they are closer than you think under most normal adventuring circumstances. Boosting one and crippling the other will reverse the problem.

I'm not sayin' your rules won't work, I'm just saying you need to play test that stuff. It has the potential to cut spellcasting down to less than half strength, and what's worse is to exaggerate the existing problem (yes, I know, hard to believe) because while the party of characters will have crippled magic, the one-off high level caster can't be touched because of his access to higher-level magic.
Stormonu

08-10-07, 04:23 PM
OK; you're mounted combat rules scream "I had a bad experience with a mounted paladin and blame the game engine instead of taking responsibility myself."

no, not personally, but have heard of some outrageous halfling dog rider builds and have seen that the paladin's smite is basically built around using it with a lance. It was clear I couldn't change smite without figuring in how it would be affected with a lance. I personally wouldn't want to see a paladin doing 1d8+Str mod + magic mod + 10d6 x3 on a single charge with a lance.

Besides, changing the lance makes it match the rogue in the change of multipliers for backstab to the d6's for sneak attack. Personally, I think any feat or ability that does x2 this or x3 that is poorly designed (with exception, perhaps to critical hits), because it can be so easily abused.

The change to smite is to actually make it better - and more useful with weapons beside lances, and similar in use to having a good aligned weapon quality (that gets better and better...).

I think you need to revise your method for determining the size of an ability pool. I think it will leave low-level fighters overpowered and upper-level guys will be hurtin'. Remember the problems with a fighter; early peak and early crash. Your pool emphasizes the existing problem.

We playtested it (level 1 to 8) originally using 3 + 1/2 fighter level + Con modifier. It was way too much. The idea was to keep it steady throughout the game at about 1-2 uses per combat/encounter, but to grow the abilities so they would be relevant at higher levels. I do not want to include anything "supernatural" into the fighter pool repitoire, and that has made designing higher level abilities more difficult. If you have any ideas for high-level pool abilities, I welcome them.

Your Counter Spell rules will drastically reduce the effectiveness of spell casters. Take that into consideration with your house rules buffing fighters. We make it seem like the power curve is vastly different around here, but the reality is that high levels magnify the difference that is there; they are closer than you think under most normal adventuring circumstances. Boosting one and crippling the other will reverse the problem.

The "Ready A Counterspell" section was designed to help against higher level casters (an issue that did come up in "boss" fights during testing).
I confess I haven't throw a lot of enemy spellcasters against the party, but the times it has come up it had a fairly dramatic effect on combat - the involved casters became caught up in the war of countering each other's spells; overall it made a mixed combat incredibly interesting (getting an SoD spell off to instantly end the combat took tactics and a bit of luck if you were facing someone who could counter you). For the most part, it was exactly what I was looking for the system to do - downplaying magic but not making it irrelevant. I can see where characters facing off against a single caster opponent could really hose the opponent or PCs facing waves of enemy spellcasters might get frustrated as their own spells are constantly countered by the enemy. Again, this was something that has been playtested to level 8, and has received several tweaks (and I don't feel it's perfect yet for most people's games).
trapspringer

08-10-07, 07:00 PM
no, not personally, but have heard of some outrageous halfling dog rider builds and have seen that the paladin's smite is basically built around using it with a lance. It was clear I couldn't change smite without figuring in how it would be affected with a lance. I personally wouldn't want to see a paladin doing 1d8+Str mod + magic mod + 10d6 x3 on a single charge with a lance.

Besides, changing the lance makes it match the rogue in the change of multipliers for backstab to the d6's for sneak attack. Personally, I think any feat or ability that does x2 this or x3 that is poorly designed (with exception, perhaps to critical hits), because it can be so easily abused.

The change to smite is to actually make it better - and more useful with weapons beside lances, and similar in use to having a good aligned weapon quality (that gets better and better...).


So this was an "OMG t3h Brokken!!!1!" rule fix?

OK, you should consider if, in your campaign, it will be possible to charge on horseback often enough that the strategy will still be appealing. It may be the case, mounted combat is a highly campaign-specific kinda' thing (IMHO). In many games, setting up the charge for uber damage is a multi-round process which requires a little pre-combat planning. In some games it isn't.

We playtested it (level 1 to 8) originally using 3 + 1/2 fighter level + Con modifier. It was way too much.

Did you... did you read my post or skim it? That was my point. I don't think you have sufficiently reduced the ability point pool. I think your abilities themselves are actually pretty good, but I don't think a fighter oughta' be firin' off two or more a combat. Four uses per day should be more than sufficient. You could achieve that by setting their uses per day to one plus constitution modifier, like the swashbuckler variant. No one is going to be dumping CON as a fighter, especially with your house rule.

I'd suggest giving the fighter more chances to pick up new abilities as a simple way to steepen the power curve. Options are power in D&D; that's why wizards are so awesome.

The "Ready A Counterspell" section was designed to help against higher level casters (an issue that did come up in "boss" fights during testing).
I confess I haven't throw a lot of enemy spellcasters against the party, but the times it has come up it had a fairly dramatic effect on combat - the involved casters became caught up in the war of countering each other's spells; overall it made a mixed combat incredibly interesting (getting an SoD spell off to instantly end the combat took tactics and a bit of luck if you were facing someone who could counter you). For the most part, it was exactly what I was looking for the system to do - downplaying magic but not making it irrelevant. I can see where characters facing off against a single caster opponent could really hose the opponent or PCs facing waves of enemy spellcasters might get frustrated as their own spells are constantly countered by the enemy. Again, this was something that has been playtested to level 8, and has received several tweaks (and I don't feel it's perfect yet for most people's games).

So, where those tweaks not represented in your post above?

And don't get me wrong, I'm not saying a counterspell system (or even your counterspell system) is a bad idea. I think some consequence for failed attempts (and maybe some added pop for succesful attempts) wouldn't hurt.
TheDarkLord

08-10-07, 07:31 PM
I've been trying to come up with a unique counterspelling method, and I think you just gave me an idea, with your Counter spell (AoO)method. The one thing that struck me as ... well just plain wrong, was that you had to be within 30 ft of a spellcaster to counter the spell. Perhaps give it a Line of Effect, or Line of sight type deal.

And just in my general experience, including dungeons, my PC's spellcasters are never within 30 ft... of well anything other than their allies or walls. Any ideas.
Stormonu

08-11-07, 02:40 AM
So this was an "OMG t3h Brokken!!!1!" rule fix?

*shrug* I guess so.

So, where those tweaks not represented in your post above?

The tweaks I've done are already in the counterspell rules. I can't really come up with a rule for spamming PC spellcasters with NPC spellcasters to shut him down or the reverse other than pointing out its a way to hose either side.

And don't get me wrong, I'm not saying a counterspell system (or even your counterspell system) is a bad idea. I think some consequence for failed attempts (and maybe some added pop for succesful attempts) wouldn't hurt.

For me, that the spell gets off is enough reward, and reducing or losing your spell power is enough of a negative for the base rules. I did just think about, perhaps, adding a feat that if you beat the caster with a counterspell by say 5 or 10 on the Spellcraft vs. Concentration check, you can turn the original spell against the caster (Caster Level = lowest caster level between caster and counterspeller).

And just in my general experience, including dungeons, my PC's spellcasters are never within 30 ft... of well anything other than their allies or walls. Any ideas.

30 feet seems to be the "close enough to see details" range of most abilities - gaze attacks, sneak attack, etc.

The only problem with going beyond 30 feet is you put spellcasters in positions where they can virtually hide anywhere on the battlefield and stomp on enemies all they want (and with some spell's ranges, that can get pretty far). With a 30 ft. limit, the caster has to be somewhere close to his enemy (within "walk up and slap" distance) ensuring the caster is, in a small way, part of the combat. There's nothing stopping increasing the range, but I think 30 ft. is good (obviously). However, requiring the counterspeller to have line of effect to the target sounds like a good idea; and while I'm thinking about it, it might be worth putting in negative modifiers if you can't see (caster is invisible) or hear (caster is using silence metamagic) the spell being cast.

Did you... did you read my post or skim it? That was my point. I don't think you have sufficiently reduced the ability point pool. I think your abilities themselves are actually pretty good, but I don't think a fighter oughta' be firin' off two or more a combat. Four uses per day should be more than sufficient. You could achieve that by setting their uses per day to one plus constitution modifier, like the swashbuckler variant. No one is going to be dumping CON as a fighter, especially with your house rule.

I read it. Dropping it to 1 + Con modifier does seem like a good idea, but I'm still leery. Some of the abilities are nice stackers (Strength Boost + Maximize Damage, for example) or have different uses (say, if a fighter wanted to use Deadly Aggression and Evasion in the same fight), and it's nice for the fighter to be able to get a combo off in a fight on occassion or to be offensive and defensive at the same time. Of course, I tend to run adventures that will have 8-10 encounters in a day, so the 1 + Con modifier might be better for not-so-aggressive DM's.
TheDarkLord

08-11-07, 02:22 PM
Yeah.. but 30 ft is like 10 yards. I can see great detail much farther away than that. At least enough to know what's going on in a decently lit area. 30 ft just seems to short a distance.
trapspringer

08-11-07, 04:11 PM
I can't. I'm a little near-sighted (I mean, my sights good enough for tha' Gov'ment, but still).

Sounds like a feat to me!

Long Range Counterspell
Prerequisite: Improved Counterspell
Benefit: You can stop an enemy spellcaster from completing a spell from a greater distance than normal. You only need to be within sixty feet to counterspell.
Normal: You must be within thirty feet to counterspell.
ragoftag

08-13-07, 05:01 PM
Paladins: smite evil deals an extra 1d6 damage per 2 levels instead of +1 damage/level. This sounds like a great feat in the offing, perhaps keyed to a particular god, Paladin only. How about:

Improved Smite [Paladin]
Your service to your god has been noted and you have been made into a better focus for heavenly wrath.
Prerequisite: X god.
Benefit: Paladin's Smite Evil class feature deals an extra 1d6 damage per 2 Paladin levels. This replaces base bonus of +1 damage/level.

Note that 1 per 3 levels would not significantly improve the damage (3 vs. 3.5).
Khadmus

08-13-07, 07:18 PM
Paladin is gimped. They could use the bonus.
ragoftag

08-15-07, 10:41 AM
Khadmus Paladin is gimped. They could use the bonus.
Perhaps some 'Paladin-only' feats that are tailored to the god they serve?

Full Turning
Prerequisite: Paladin and Cleric levels.
Benefit: Your Turning ability equals that of a Cleric of your Paladin level. If you have Cleric levels, they stack with your Paladin levels. This feat does not otherwise increase your total turns per day.

Wrath of X
Prerequisite: Paladin levels.
Benefit: You may combine your Smite with Whirlwind attack (other attacks?) provided you have enough Smites to target all that are to be attacked. After the attack, you may become stunned (Fort save against DC 20 + Smites used).

Thoughts?