The title line is pretty self-explanatory - what changes to base and core classes have you made to your games, why, and how have those changes worked out?
A couple of ours:
Wizards, in place of Arcane Bond or Familiar can gain as a spell-like ability an energy attack that has a range of 30'and deals 1d6 damage per level of the highest level spell they currently have memorized. This attack deals fire, cold, electricity or acid damage. The Wizard decides which when his charater is created and once this choice is made it never changes. Reflex save for half damage (DC 10 + INT mod + ½ Wizard level).
Clerics much choose between their Channeling ability and 1 Domain.
Summoners don't get the Summon Monster as a SLA (though they do still have access to the spells) while Master Summoners can only access their Eidolons through their spells. Master Summoners progress their uses of the Summon Monster SLA at CHA mod +1 for every 2 class levels. Gate is placed on the Summoner spell list but removed as a class feature and instead at 19th level the class gains 'Perfect Summoning' (Summoned creature or Eidolon has maximum hit points).
Barbarians cannot begin and end a Rage in the same round.
Paladins do not get Detect Evil as an at-will power and they do not deal double damage against select foes when Smiting.
Prepared Divine Spellcasters have a Prayer Book that functions akin to Wizards Spellbook. Domain Spells are automatically added to this book.
All spellcasters use spellpoints.
Paladins are not immune to all disease but get to add their wisdom modifier to saving throws against disease once they attain "Divine Health."
No Alignments really.
We use the Talented Rogue and Fighter from Super Genius Games.
We almost always use something like what Evil Lincoln has developed to get rid of the x-mas tree effect.
We also usually add on additional class features, allowing each character to choose a generic archetype presented in Super Genius Guides products.
|Craig Bonham 141|
Fighter doesn't need to meet ability score requirements for bonus combat feats. And may choose Reflex or Will as an additional good save.
Gunslinger doesn't get martial weapon proficiency(including melee part of firearms like the axe musket)
Monk may use DEX to attack and damage with flurry instead of STR, but it's considered precision damage in regards to multiplying(and always x1 even with two handed).
Barbarian gets greater rage at 8th and mighty rage at 16th, and ultimate fury at 20th(no rage penalties)
Alchemist must have mismatched eyes(not really, but I do suggest it).
No rolling or point buy, you get the ability scores that your character needs, by agreement. (Not really a class change, but MAD classes do get more than SAD.)
I once let a dwarf sorcerer/dragon disciple use constitution as casting ability, and it was awesome.
We have no alignment restrictions on classes.
The paladin is renamed into templar and needs an alignment fitting his deity (some of the abilities get refluffed as the character progresses, i.e., detect law if he is of chaotic alignment).
The Witch gets two patrons and two bonus patron spellslots. The healing hex is now usable 5+Int modifier times per day. She can opt to have a spiritual familiar. (My player hates familiar interaction and is pretty annoyed by them).
The Summoner can have his eidolon AND summons active (the eidolon counts as one use of the SLA). The eidolon stays even if the summoner is asleep (because our characters treat their eidolons as friends and companions).
Rogues, Barbarians, Witches etc. get their even-level abilities (rage power, rogue talent, hex, etc.) at first, second and then every even-numbered level.
Our classes can mix and match archetypes, which results pretty much in nitpicking (needs to be backed up with the character concept and the background).
We're working on the classes as we go and see fit. Balancing issues are irrelevant, we are only a two person group with different needs.
+5 Toaster wrote:my group uses a con based monk that gains an insight bonus equal to wis based checks equal to his monk level.This is interesting: con based how?
linkhowever I am re-writing some of it to be more supportive of those who want to use more wisdom inherently in their build (and therefor doesn't invalidate current wisdom based builds).
Everyone gains as a class ability at +6 BAB the ability to do a single move/full attack as a full round action (in that particular order, no full attack/move is permitted). At +11 BAB fighters and barbarians gain the ability to do a charge/full attack. Barbarians, and barbarians only, have the option to reverse the order of these two abilities.
The Sorcerer may use their first level bloodline power at will; some powers are exempt from this rule such as The Serpentine Bloodline, they've got the bite attack at all times the poison is still only 3+cha times per day. To be honest any class that has a 3+stat times per day thats small and is supposed to extend the work day at early levels gets that at will, within reason.
The Bonethrall ability of the Gravewalker Witch grants a subsequent save each day after the first day and unintelligent undead don't automatically fail the save.
The White-Haired Witch uses it's caster level as it's base attack bonus and it's Intelligence in place of Strength while using it's White Hair. The caster level is used instead of bab when using CMB.
The Wizard may take Spell Focus instead of scribe scroll but only in the school they specialize in.
If you are an Arcane Caster who prepares spells from a spellbook, familiar, or formula book you may take Spell Mastery as a feat.
These are just some simple fixes for holes I've perceived and are actual rules I use in my game.
oh i forgot one ranger: the favor enemy list looks like this
Animal and Vermin
Humanoid (goblinoid and gnoll)
Magical beast and Monstrous humanoid
Ooze and Plant
because i not going to pick out 3 elves out of my grope of 9 bandits
i really dislike the amount the ranger needs out of the DM because of favored enemy and terrain