Changes you've made to the standard classes?


Homebrew and House Rules

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I'm curious what changes other players have made or their GM's have made to the standard classes in an effort to improve/balance them. These are ours - some are pretty minor and some fairly substantial...

Wizards
In place of Arcane Bond, Wizards may choose 'Arcane Channel' which allows them to choose 1 energy type (acid, cold, electricity or fire) at the time of creation. They may, as a spell-like ability, cast a ray that deals 1d6 damage of that energy type per level of the highest level spell they currently have memorized. The ray is cast as a standard action and has a range of 30'. As their spell ability is diminished so too is their Arcane Channelling ability. This has been enormously popular and we've actually created a number of feats to support the ability and allow the bonus Wizard feats to be used to select them if this option is taken.

Clerics
Clerics don't automatically get a Channel ability - they much choose between it and their second Domain. We've found this balances the Cleric a bit and makes them a lot more specialized to their particular Deity.

Summoners
Summoners do not gain the Summon Monster SLA while Master Summoners can only access their Eidolon through spells. Its essentially one or the other though standard Summoners still of course get access to Summoning spells. Master Summoners progress their uses of the Summon Monster SLA at a rate of CHA mod +1 for every two class levels (at 2nd, 4th, 6th etc.). Gate is placed on the Summoner spell list but removed as a class feature - instead at 19th level the class gains 'Perfect Summoning', where eidolons and summoned creatures appear with maximum hit points.

Barbarians
A Barbarian cannot end and begin a Rage during the same turn.

Paladins
Do not gain Detect Evil as an at-will power and their Smite does not deal double damage against select foes when first used.


Sounds like the wizard got a boost (my opinion), but the others sound reasonable if you think it fixes your game. What do the players think?


I did a few things, the minimum skill points for all classes became 4+int, clerics got heavy armor back and barbarians are still illiterate(untill they multiclass or spend a skill point).

For the record I do like your barbarian change.


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Fighters get 4 skill points a level, Perception as a class Skill, can choose between Armor Training and Dodge Training (gain a +1 Dodge Bonus to AC at appropriate levels) and gain "Master of Arms" at 8th level which allows them to apply any weapon-specific feat (such as Weapon Focus or Improved Critical) to all weapons in that weapon's group.

Rogue/Ninja Uses the Talented Rogue from SGG, gain proficiency in shuriken, get "Shadow Stalker" feat for free at 3rd level (House Feat that ignores concealment granted by dim light for attack rolls/sneak attack) and some talents have been tweaked, particularly those that only work once per day now get additional uses equal to Rogues' Int or Cha bonus (chosen when talent is taken).

Samurai Completely re-wrote class to remove mount and combine elements of Pathfinder class and old 3.0 Oriental Adventures class. Choose between 5 Clans. Each Clan has its own fighting style that can be progressed in, or you can choose to take bonus feats from your Clan list instead. Ronin simply get bonus feats. Must follow Bushido, with loss of class abilities for violations. Samurai/Ronin who don't follow Bushido are Fighters, Rangers or Ninja instead.

Cleric and Paladin Must choose a deity. Archetypes are restricted by deity.

Summoner, Witch and Gunslinger Don't exist in my games.


I have a plan to do the following:

- all classes with 2+int skill points per level except those working off intelligence get 4+int sp/level .

Fighters:
- bravery gives +1 to saves vs fear and rolls to stabilize per every 2 levels
- Weapon training gives bonuses to AC against those weapon types and weapon specialization gives +1 to all bonuses of WT with one specific weapon
- Armor training lets you choose between the current benefits or +1 dodge bonus to AC .
- Somewhere around their mid levels get an ability that reduces the attack penalty of using an improvised/untrained weapon to -2

Rogues:
- get a charisma-based special resource (need to determine if it should work like the ninja ki or the gunslinger grit). It gives them stuff like bonuses on skill checks, rerolling a save or attack, empowering (+50% damage) a sneak attack, etc (welcoming ideas here).

Monks:
- monks have an option to sacrifice their higherst-BAB attack to move and do full attack like the mobile fighter (not sure if it should cost a ki point or not, probably yes). AC bonus likely to be a bit boosted. There will be wondrous items working like the gloves from NWN (basically enchanting their unarmed strikes) at more decent prices.

Rangers/Druids:
Can choose to get a familiar instead of an animal companion.

Now you mention specializing clerics, I think I might go for the variant domain channeling. It still gives them something when it comes to healing/undead blasting, but is more individualized. Something like the old cloistered cleric with less combat ability and more skill points/other stuff would also be interesting.


The Shaman wrote:

Rangers/Druids:

Can choose to get a familiar instead of an animal companion.

I like this a lot.


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Cleric
If the cleric is already proficient with their deity's choses weapon they get weapon focus for that weapon as a bonus feat instead. This is just meant to mitigate the advantage you get for choosing a deity that is proficient with a weapon that the cleric class is normally not proficient with

Fighter
4+Int skillpoints/level

That's all i changed to classes directly in my games. All my other balancing efforts are made by changing the basic rules, not classes.


Ciaran Barnes wrote:
Sounds like the wizard got a boost (my opinion), but the others sound reasonable if you think it fixes your game. What do the players think?

It was done to help Wizards out at low levels without making every Gandalf wanna-be have to lug around a crossbow. If you think about it, its not really a buff. You lose a Familiar or a Bonded item and in return you gain a spell-like ability that can, at most, do 9d6 damage to a single target. Plus, it fits the flavor of many, many storied versions of spellcasters who don't cast their five spells for the day and then spend the rest of the story shrugging at their party.

A 5th level Wizard deals 3d6 damage with this ability to a single target, substantially less than any martial of the same level would... and then only until he casts his 3rd level spells, after which he deals 2d6 damage. When he runs out of 2nd level spells he deals 1d6 and when he runs out of first level spells he's out of arcane power until he rests. At higher levels the ability honestly isn't very useful (compared to say, an extra Wish spell), but at lower levels it seems to make all the difference.


I have small list of general changes. No alignment means no restrictions, classes that aren't int based and got 2+ before now have 4+, and everyone receives proficiency in simple/martial weapons and light/medium armor.


One of my big monk changes was changing them to be keyed off constitution. I came to this decision when i read about the shaolin and their belief that enlightenment follows the mastery of ones own body.


Wiggz wrote:


It was done to help Wizards out at low levels without making every Gandalf wanna-be have to lug around a crossbow.

Why no love for sorcerers? Many of whom have the same problem.

- Torger


BTW, what would you think of having an option for warriors to give up martial weapon proficiencies and instead get +1 to attack/damage with simple weapons instead? I am thinking of ways to make classical weapons like spears, maces etc more useful to skilled combatants. You'd think rangers with staves or spears wouldn't be endangered species ;) .

Also - has anyone equalized the rate at which spontaneous and prepared casters get new spells, and do you think this is ok to do?


Torger Miltenberger wrote:
Wiggz wrote:


It was done to help Wizards out at low levels without making every Gandalf wanna-be have to lug around a crossbow.

Why no love for sorcerers? Many of whom have the same problem.

- Torger

Honestly I - and my group - tends to much prefer Sorcerers to Wizards... I guess we're happy with how the spontaneous character plays, and there wasn't an easy swap out as there was with Arcane Bond. I don't deny that they have a similar problem, but a crossbow doesn't seem as out of place on a Sorcerer as it does a Wizard in my opinion.

Which is funny now that I think about it, because out of the half-dozen or so Sorcerers we've run, not one of them has ever actually carried a crossbow.


Forgot, I also replaced Fighter's Bravery with Disciplined, and it applies its bonus to resist Fear, Intimidate, Charm, and Compulsion effects as well as Bluff checks made to Feint or Distract.


Mythic +10 Artifact Toaster wrote:
One of my big monk changes was changing them to be keyed off constitution. I came to this decision when i read about the shaolin and their belief that enlightenment follows the mastery of ones own body.

more specifically I did this.


I have a bunch of different house-rules... Don't always use all of them, though.

There are quite a few changes to most classes:

Bard:

- Whenever a Bard gets a new versatile performance, he can transfer skill points from one of the replaced skills to the appropriate Performance skill.
- Modified Spells Known progression. Check the Magic & Spells session

Cleric:

- 4 + Int Modifier skill points per level
- Channel Energy heals and additional number of hit points equal to the Cleric’s level.
- Number of daily uses of Channel Energy is equal to Cha modifier + half Cleric level (min. 1)
- At 8th level, Clerics can spend 1 use of Channel Energy to instead cast Lesser Restoration on a single character.
- At 16th level, A Cleric’s Channel energy ability also includes the benefits of Lesser Restoration.
- Clerics of deities who have Unarmed Strike as their favored weapon get the Improved Unarmed Strike feat as a bonus feat.

Fighter:

- 4 + Int Modifier skill points per level
- Heal, Perception and any 2 other skills of the player's choice are class skills
- Good Reflex saves
- Bravery applies to fear, possession and mind control effects.
- Bravery scales slightly differently: +1 at 3rd level and another +1 for every 3 Fighter levels thereafter
- Immunity to fear effects at 10th level.
- Immunity to possession and mind control effects at 20th level
- At 1st level, Fighters can take Improved Unarmed Strike or Exotic Weapon Proficiency instead of Tower Shield Proficiency.
- Weapon Mastery and Armor Mastery come 1 level earlier.
- Full attack as a standard action at 20th level.
- Martial Versatility/Mastery at 10th level.

Gunslinger:

- 6 + Int Modifier skill points per level
- Firearms work differently. Check the Weapons & Armor session.
- Disable Device, Escape Artist and any 2 other skills of the player's choice are class skills
- Number of Grit points is equal to Wisdom modifier + half Gunslinger levels. (min 1)
- Can use make Kn(Engineering) skill checks instead of Craft(Alchemy) skill checks.
- At 6th level, Gunslingers no longer need a free hand to reload firearms.
- Reduce all firearms’ misfire chance by 1 for every 8 Gunslinger levels. (min 0).
- Get a bonus equal to ⅓ Gunslinger level against all fear, possession and mind control effects, as long as you have at least 1 Grit point remaining.
- Immunity to fear effects at 10th level, for as long as you have at least 1 grit point remaining.

Inquisitor:

- Unlike most spell-like abilities, the DC for an Inquisitor’s Discern Lies ability is based on Wisdom, rather than Charisma
- Tracking bonus applies to all Survival skill checks
- Inquisitors of deities who have Unarmed Strike as their favored weapon get the Improved Unarmed Strike feat as a bonus feat.
- Modified Spells Known progression. Check the Magic & Spells session

Magus:

- 4 + Int Modifier skill points per level

Monk:

- New version of Amulet of Mighty Fists. Check the Equipment session.
- 6 + Int Modifier skill points per level
- No Flurry of Blows. Instead, Monks get a +1 bonus to attack rolls made with unarmed strikes and Monk weapons. This bonus increases by +1 for every 5 Monk levels. Abilities and feats that allow Monks to use FoB with other weapons instead grant this bonus to those weapons.
- Can deal bludgeoning, piercing and slashing damage with unarmed strikes.
- Monks are proficient with all Monk weapons.
- Slow Fall no longer requires a vertical surface. It simply reduces all fall damage by 1d6 per Monk level and allows Monks to always fall on their feet.
- Able to regain 1 Ki with 30 minutes of uninterrupted meditation.
- MoMS archetype given for free. <Under Revision>

Oracle:

- Good Fortitude save progression.
- Modified Spell progression. Check the Magic & Spells session
- Learn their Mystery spell as soon as they have access to the appropriate spell level

Paladin & Antipaladin:

Paladin
- 4 + Int Modifier skill points per level.
- Intimidate and Kn(Planes) are class skills.
AntiPaladin
- 4 + Int Modifier skill points per level.
- Diplomacy and Kn(Planes) are class skills.

Ranger:

- Acrobatics and one Knowledge skill of the player’s choice are class skill.
- Druid level for Animal Companion is equal to Ranger level instead of (Ranger level -3)
- List for picking animal companion is the same as a Druid's.
- Tracking bonus applies to all Survival skill checks.
- Bonus to all saves made to resist effects caused by one of your Favored Enemy's SLA or Supernatural abilities (but not spells). This bonus is equal to 1/2 the attack bonus granted by your Favored Enemy class feature against that creature. This bonus applies against spells granted by racial HD, but not against spells obtained through class levels.

Rogue & Ninja:

- Rogues and Ninjas get proficiency with bucklers.
- Rogues and Ninjas get proficiency with whips.
- Rogues get Trap Spotter as a bonus Rogue Talent at 3rd level.
- Rogues get Improved Evasion as a bonus Rogue Talent at 9th level.
- Ninjas get Evasion as a bonus Ninja Trick at 2nd level.
- Revised list of Rogue Talents (found here).

Sorcerer:

- 4 + Int Modifier skill points per level
- Diplomacy as a class skill.
- Learn their Bloodline spell as soon as they have access to the appropriate spell level
- Modified Spell progression. Check the Magic & Spells session

Summoner:

- 4 + Int Modifier skill points per level
- Summoner Spells that are also present in the Wizard/Sorcerer spell list use a spell slot of the same level specified in that list. (e.g.: Haste is a 3rd level Wizard spell, so it’s also a 3rd level Summoner spell)
- Summoners can no longer use Gate as an SLA.
- Master Summoner and Synthesist archetypes are banned.
- Modified Spells Known progression. Check the Magic & Spells session

I also made adjustments to other mechanics. They are not class specific, though:

Other changes:
Movement Followed by Multiple Attacks

When a character reaches BAB +6, she gets the ability to use a full-round action to move up to her full movement speed and make up to 2 attacks. However, the second attack must be provided by something other than BAB. (e.g.: Two-Weapon Fighting, Haste, natural weapons, etc). Obviously, the character must be able to use this extra attack in the first place. (i.e.: You don’t get to make an extra attack if you don’t have an extra attack to make. No TWF attack without TWF)

Similarly, when a character reaches BAB +11, she gets the ability to use a full-round action to move up to her full movement speed and make her first 2 iterative attacks and up to 2 extra attacks, for a total of 4 attacks (2 from BAB, 2 from something else).These extra attacks must be provided by something other than BAB. (e.g.: Two-Weapon Fighting, Haste, natural weapons, etc). Obviously, the character must be able to use these extra attacks in the first place. (i.e.: You don’t get to make an extra attack if you don’t have an extra attack to make. No TWF attack without TWF)

These attacks use the same bonuses they would have during a full attack.

Armor Check Penalty and Arcane Spell Failure

When a character uses armor or shields she is not proficient with, she suffers heavy penalties. Her movement is reduced by 10 ft. (5ft. if her base movement speed is 20ft or less) and all Strength and Dexterity based checks, as well as all concentration checks, are made at a considerable penalty (-2 for light armor, -4 for medium armor and -8 for heavy armor). Mithral armor reduces this penalty by half.

Similarly, casting arcane spells while donning armor is difficult, and creates the risk that the spell won’t work, wasting the spell slot. This chance for spell failure is 10% for light armor, 20% for medium armor and 40% for heavy armor. Mithral Armor reduces this chance by half.

Characters do not suffer ACP or reduced movement speed for donning armor they are proficient with. However, ASF still applies, unless the character has an ability or class feature that prevents it.

Spontaneous Casting

Spell Progression: Sorcerers and Oracles get access to their spell levels at the same rate that Wizards and Clerics do.

Known Spells: Spontaneous casters start with 2 known 1st level spells and learn 2 additional spells of any level they can cast whenever they go up a level in. At least one of these spells must be of their highest spell level available. If they have access to cantrips, they start with 4 known cantrips and get learn an extra 2 cantrips every 4 levels.

Metamagic Feats: Metamagic feats do not increase the casting time of spells if the final spell level (including levels added by the metamagic feat) is at least 2 levels lower than your highest level spell known

Spell-Like Abilities: Spell-like abilities do not count as spells for the purpose of fulfilling feat prerequisites unless specifically stated otherwise.

There are other changes too... Especially to feats and spells (scaling feats and rebalanced spells, mostly). If anyone is interested, these house rules can be found here.


Kalshane wrote:
Forgot, I also replaced Fighter's Bravery with Disciplined, and it applies its bonus to resist Fear, Intimidate, Charm, and Compulsion effects as well as Bluff checks made to Feint or Distract.

Hmm, I was thinking of letting them have a bonus to saves to effects that would impose conditions that make them stop fighting (stunned, held, dazed, etc), but leave the mind control/charm one open.


Figther gets 4 skill points and all good saves.
Rogue gets the nimble class feature from the gunslinger and one more good save of (her choice) as well as a bonus feat every 5 level starting on 5.
I give the monk free vital strike chain and the abillity to lower SR for free(like deciding not to save)vs. friendly spells and my game have handwraps that make Unarmed strike magic for the price of a weapon.


Wiggz wrote:
I'm curious what changes other players have made or their GM's have made to the standard classes

Oh, man, have I got a deal for yo-

Wiggz wrote:
in an effort to improve/balance them.

Oh. Oh, er. Um. Hm. How awkward.

>.>

<.<

Nevermind.

(Personally, it heavily depends on the campaign and the setting I'm using and what's going on with it. Often I leave them alone. Often I change them. So, both really. The link is just one example.)


I use many of the things already mentioned. I've tried giving Fighters, Paladins and Clerics more skill points, and inevitably ran into the optimizing int dumpers, so it's only available at certain times.

The biggest change I've made is Clerics and Paladins must choose a deity and their spell lists are altered based on that choice. Deities grant a wider variety of things (weapon focus or other feats, additional skill points, etc) I also created a pantheistic cleric archetype, but that has only been used once. This same thing is done for Sorcerers and Wizards based on bloodline, school and/or archetype. Also, Wizards can not learn, memorize, or use items with opposition school spells/effects.

Summoners are outright not allowed and considered to not exist as far as their effects on the rules. (spell levels for item creation, primarily) This remains the only thing that is outright banned from the game. We generally don't use eastern classes (monk included), but they are still available in the right circumstance. The gunslinger is banned for now... awaiting the right AP to allow it (Iron Gods?). The cavalier has been played once in Kingmaker, and languishes in apathy otherwise.

The Rogue needs the most help, and I'm still compiling potential changes. It will be a long list that will need to be carved down to the best changes through play. That's if anyone ever decides to play a Rogue again.


I modified Monk with a new class ability, and a modification to two-weapon fighting (An' thus flurry)

Living Weapon:
Living Weapon
At 1st level, whenever doing so is beneficial, a Monk treats her body as a single, masterwork weapon. A Spell Caster may enchant her Body as per the Magic Weapon Creation rules. The cost for this enchantment is equal to the amount required to enchant a single weapon.

Treating her body as one weapon allows the unarmed monk to do what armed monks and zen archers already can; Flurry with a single Monk Weapon.

Two-Weapon Fighting:
Two-Weapon Fighting
When Fighting with Two-weapons, you may take an additional attack with your offhand weapon anytime you use the attack or full attack action.

This allows two-weapon fighters to maintain their DPS while moving, keeping them competitive with Two-handed Fighters. Solves the monk Flurry/Mobility conflict as well.


All full-9th level spont casters in my games (Sorc, Oracle, etc.) are treated as one level higher for purposes of spells known and spells per day. This way they advance at the same rate as the prepared casters.

At level 19 we have to add in a customized level because that's where it gets wonky, and level 20 is unchanged, but otherwise it works out well.


@Darkbridger

Gunslingers are banned in our game - well, technically just guns - but I can't imagine a better AP to introduce them than Skull n Shackles.


Here are some that I've given to players as DM.

1. Monks get a full attack bonus and Wisdom to damage.
Some other goodies, but that was the main one.

2. Spontaneous casters get magic at the same rate of prepared casters.
Always hated that.

3. 4 skill points per level is the basement. Rogues are raised to 10.

4. Rogues get +1 to damage per sneak attack die at 1 and at 10 and at 15 and at 20 and deal half Rogue level in extra sneak attack damage per sneak attack (minimum +1). So for instance a 10th level rogue sneak attacks at 5d6+10.


I've proposed that Fighters get an extra point of BAB at lvl 3 and every 2 levels thereafter. So their net BAB progression would go as follows:
Modified Fighter Bab Progression

Spoiler:
1) +1
2) +2
3) +4
4) +5
5) +7/+2
6) +8/+3
7) +10/+5
8) +11/+6/+1
9) +13/+8/+3
10) +14/+9/+4
11) +16/+11/+6/+1
12) +17/+12/+7/+2
13) +19/+14/+9/+4
14) +20/+15/+10/+5
15) +22/+17/+12/+7/+2
16) +23/+18/+13/+8/+3
17) +25/+20/+15/+10/+5
18) +26/+21/+16/+11/+6/+1
19) +28/+23/+18/+13/+8/+3
20) +29/+24/+19/+14/+9/+4

That gives them an edge as a class focused heavily on straight combat because they qualify for BAB prerequisites earlier, gives them more iterative attacks earlier, better Power Attack/Combat Expertise progression, etc.


Kazaan wrote:

I've proposed that Fighters get an extra point of BAB at lvl 3 and every 2 levels thereafter. So their net BAB progression would go as follows:

Modified Fighter Bab Progression
** spoiler omitted **
That gives them an edge as a class focused heavily on straight combat because they qualify for BAB prerequisites earlier, gives them more iterative attacks earlier, better Power Attack/Combat Expertise progression, etc.

Imagine an archer with that!


Dot


Combine Climb and Swim into Athletics. Jump can either use Acrobatics or Athletics (or maybe just Athletics, as how far you can jump is lower-body strength versus weight, not agility nor manual dexterity)


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Rogue
Rogue talents that are 1/day are changed either to at-will or 3+Cha mod/day, depending on their initial power level (skill rerolls are always at will, but only once per check).

I've considered adding some free "skill tricks" based on the number of ranks the rogue has in a given skill, which will be geared to make him seem more like a skill specialist. This will make the class stand out as the "skill expert" as they are now capable of doing things with their skills THAT NO ONE ELSE CAN.

For example...

Acrobatics 5+ ranks - Modifiers for obstructions, slipperiness, unsteadiness, slopes, and for moving on narrow or uneven surfaces no longer apply to you.
Acrobatics 10+ ranks - You are always considered to have a running start when jumping and you are no longer considered prone when taking damage from a fall (you always land upright on your feet).
Acrobatics 15+ ranks - If you succeed at an Acrobatics check to reduce the damage from a fall, you instead reduce all damage from falling by half.

Climb 5+ ranks - You can climb up to half his speed with a move action (or up to his full land speed with accelerated climbing).
Climb 10+ ranks - You do not lose your Dexterity bonus or risk falling when attacked while climbing.
Climb 15+ ranks - You can climb a perfectly smooth, vertical surface; such surfaces are considered to have a base climb DC of 40. You still may not climb a perfectly smooth inverted surface (such as a ceiling).

There will be a set of these for EVERY skill. This way, the rogue will be better at skill-based tasks than anyone else--kind of like how the fighter is generally better at fighting than anyone else.


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A whole lot of neat ideas here.

I'm currently in the process of overhauling many classes in the game.

HOO BOY!! HERE WE GO!

Inspired Bard v1.2: This is pretty close to a complete overhaul for the bard. It's a prepared caster (still using charisma as its primary casting score), and bardic performances have been replaced with an "Inspiration" pool which it can use to activate its Inspire Courage ability and various "Muses" (which effectively replace bardic performance. It still gains the versatile performance ability, but it has been concentrated into one class ability so it's, you know, useful. Overall, I wanted to change the bard from a Travelling Minstrel class that also has magic to more of an Adventuring Artist that draws inspiration from the world and people around him.

Mystic Monk v1.2: So...no lies here. This is pretty much a modified rip-off of Ashiel's Heroes of Alvena Monk. It's psionic (6th-level manifester), medium BAB, and gains Monk Secrets as it levels. It does, however, possess a re-tooled flurry of blows class feature, increased movement speed, and AC Bonus to fit with the new skeleton. Overall, I feel it's a much more versatile monk that can fill many roles.

Trained Fighter v1.1: This one's actually pretty simple. Bonus feats have been replaced with special "Combat Arts", essentially fighter talents. Armor and Weapon Training have been replaced with Martial Training, which includes armor and weapon training (though armor has been changed slightly, granting DR in place of increased Dex), along with several others (Swift training, tactical training, etc.). Bravery has been replaced with Bonus Feats, as-presented in the standard fighter. Bravery itself is now a combat art.

You should note that this one is still in the process of being completed, as I'm currently transitioning various fighter archetype class abilities into combat arts and forms of martial training.

Tricky Rogue v1.3: This is actually more of a template added onto the rogue than a class re-build. Tricky rogues gain a pool of Guile, which functions similarly to grit. They can spend Guile to use Skill Tricks, which emulate spells (they have "casting" up to 6th level, as a bard), and can also spend guile at 4th level to gain sneak attack die on any attack.

In addition to those fleshed-out class alterations, I've also made minor alterations to the following classes:

Barbarian: I tend to call them berserkers, since I've always hated the thematic corner that the word "barbarian" paints the class into. In addition, instead of a boost to Constitution, I give them a delayed damage pool equal to the amount of bonus HP they would have gained.

Magus: Spell combat, instead of being overly complicated and tied to two-weapon fighting and stuff, now just allows you to cast a single spell for free at the beginning or end of a full-attack. It's more powerful, but I don't think it breaks the game.

Gunslinger: I am not a big fan of this class, and generally discourage its use. When it is used, however, I have altered guns to function like normal ranged weapons, eschewing the touch AC rule, granting decent range increments, and either doing away with misfires altogether or only having them affect the gun on a 1 (also, a fouled barrel can be cleared by anyone as a full-round action).

And finally, I'm working on altering the following:

Sorcerer: I'm working on making this one a bit more like the oracle, in that I'm consolidating bloodlines (Devil, Demon, and Daemon are compressed into "Damned", for example), and allowing the sorcerer to choose its bloodline powers as it increases in level, instead of gaining automatic powers.

Wizard: Mostly, I'm working on an evoker mod, though I may continue this and modify other schools. Evokers, instead of gaining +1/2 their level on damage spells, instead gain +1 damage on each die of an evocation spell that deals damage at level 1. At levels 8 and 15, this increases to +2 damage and +3 damage per die. This boosts their damage output significantly, making them actually useful at higher levels.

And...that's it, I think. Lotsa stuff. Huh.

...Catch Phrase,

-Chris


I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.


Not really a change to a class, but this one is a feat change:

Whirlwind Attack: As a Full-Round action, you deal damage with one of your wielded weapons against all targets you threaten. Reflex save negates, DC = 10 + melee attack bonus for weapon used.


I always look at these and I think "No one likes Alchemists". I honestly think they get forgotten lots :P.

For Monks, Flurry as a standard action and some mods to equipment availability and cost.


For all those giving Monks full BAB, why then play a Fighter or a Ranger?

We make almost no changes to the classes, per se.


DrDeth wrote:

For all those giving Monks full BAB, why then play a Fighter or a Ranger?

We make almost no changes to the classes, per se.

Fighter: metric ton of bonus feats, and armor and weapon expertise. (I know it's not that great, but Fighters are generally considered comparatively underpowered already.)

Ranger: far more damage potential, skill boost, the ability to use certain exceedingly useful spells (and their related magic items, like wands) and many more options.

The main thing a Monk gains from a full BAB (aside from the HD-bump due to the strange linking of them) is a decent attack option when not flurrying. Flurry of blows is "fake-full-BAB+two weapon fighting" and, in this case, it would simply become, "gain two weapon fighting - plus a few tricks while using it."

It might make a few more feats available (or available earlier), but I'm not entirely sure of that. It might allow them a few prestige classes more quickly, but I'm not sure of that either.

I personally don't find it necessary, usually, to modify the classes (we've run plenty of things normally before). I do find it fun and generally a better over-all experience to modify the classes (thus the ideas I mentioned before on how it varies by campaign).

EDIT: it should be worth noting that I don't think that everyone should modify the classes inherently. Similarly, I don't think anyone should avoid modifying the classes inherently.

I think, instead, that people should (or should avoid) modifying the classes based on their group and play style and fun quotient therein.

My point in replying DrDeth isn't to repudiate or argue, but to answer. I'd still enjoy playing a ranger, personally.


*sees the cleric nerf in the first post, cries*


Oh, one thing we really like (though we don't always use it) is "replacing" Channel Energy with a feature called "Channel Divinity". It's like Channel Energy - almost identical, in fact - but is, in fact, both a series of options (generated by and linked to their domains) and a straight up (but selective) "wave" instead of the "do you heal living or harm undead/the reverse" option it currently is.

We don't always use it, but we've enjoyed it each time.

Yes, it's a buff. I know. I'm aware. It still works in our games. :)


Tacticslion wrote:

Oh, one thing we really like (though we don't always use it) is "replacing" Channel Energy with a feature called "Channel Divinity". It's like Channel Energy - almost identical, in fact - but is, in fact, both a series of options (generated by and linked to their domains) and a straight up (but selective) "wave" instead of the "do you heal living or harm undead/the reverse" option it currently is.

We don't always use it, but we've enjoyed it each time.

Yes, it's a buff. I know. I'm aware. It still works in our games. :)

We lost heavy armor proficiency, have a lackluster spell list till 9th level and lost turn undead and its very many cool substitutes. Battle Clerics had many of their staples hit and holy sword doesn't show up till 13th level.

I'm quite fine with any buffs to the cleric. Especially if its thematic.

I allow retraining of feats at the same levels you gain them at normally.


Mythic +10 Artifact Toaster wrote:
I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.

What sense does that make? People don't expect to be attacked when someone levels a gun at them?


dot for later dump of HB


Clerics: can worship aspects of life allowing them to pick their domains and weapon the weapon can not be excoic

paladins:must make their code which must consist of 3 thing that they can not or must do similar to a cavalier edicts, which must be approved. this is because i don't use alignments

rangers: Favored Enemy list (Aberration and Ooze),(Animal and Vermin),(constructs), (dragon), (fey), (Humanoid Civilized),(Humanoid Uncivilized),(Magical Beast and Monstrous Humanoid), (Outsider elemental), (Outsider, Aligned), (Plaint), and (Undead).
Camouflage:A ranger of 12th level or higher can use the Stealth skill to hide in any terrain, even if the terrain doesn't grant cover or concealment with a hour of preparation for the environment.
instead of favored Terrain rangers can pick a ranger trick from the KQ's spell-less ranger list

rogue:full bab - ninjas don't

witches: may cast with CHA or INT players choose

and i pretty much willing to change anything for the players consep with in balance


Mythic +10 Artifact Toaster wrote:
I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.

Both good changes IMO, though I'd probably bump skills for the witch to 4+ if I did this.


Threeshades wrote:
Mythic +10 Artifact Toaster wrote:
I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.
What sense does that make? People don't expect to be attacked when someone levels a gun at them?

They might expect it but they should be unable to dodge it... and armor and shields should help ward off musket balls and whatnot.

Though to be fair, I absolutely hate the introduction of firearms into the game as well as the leaps of logic that have to be made to include them. Honestly, a gunslinger can reload a gun faster than I can swing a sword?


Wiggz wrote:
Threeshades wrote:
Mythic +10 Artifact Toaster wrote:
I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.
What sense does that make? People don't expect to be attacked when someone levels a gun at them?
They might expect it but they should be unable to dodge it... and armor and shields should help ward off musket balls and whatnot.

I see how that makes sense now. Well, you also can't really dodge an arrow, once its fired. Dex and dodge bonuses also come from generally staying in motion making yourself hard to hit, you're not dodging the bullet, but rather the muzzle.

Quote:
Though to be fair, I absolutely hate the introduction of firearms into the game as well as the leaps of logic that have to be made to include them. Honestly, a gunslinger can reload a gun faster than I can swing a sword?

There's a whole thread of people whining about how they can't anymore, especially when talking at the same time, because of a FaQ.


Megasmilax wrote:
I always look at these and I think "No one likes Alchemists". I honestly think they get forgotten lots :P.

I just figured they (and Inquisitors, which I don't see here at all either only see one very minor adjustment) just don't need any tweaking.


Threeshades wrote:
Wiggz wrote:
Threeshades wrote:
Mythic +10 Artifact Toaster wrote:
I made witches cast off wisdom, and I made gunslingers hit against flatfoot instead of touch.
What sense does that make? People don't expect to be attacked when someone levels a gun at them?
They might expect it but they should be unable to dodge it... and armor and shields should help ward off musket balls and whatnot.

I see how that makes sense now. Well, you also can't really dodge an arrow, once its fired. Dex and dodge bonuses also come from generally staying in motion making yourself hard to hit, you're not dodging the bullet, but rather the muzzle.

Quote:
Though to be fair, I absolutely hate the introduction of firearms into the game as well as the leaps of logic that have to be made to include them. Honestly, a gunslinger can reload a gun faster than I can swing a sword?
There's a whole thread of people whining about how they can't anymore, especially when talking at the same time, because of a FaQ.

LOL - I saw that... though technically they can, they just can't do it at an unlimited rate. And for the record, from 30' away or more, much, much easier to dodge an arrow than a bullet in my opinion, if only because it can be seen.

Shadow Lodge

Rogue:
Rogues double their sneak attack dice when they manage to catch a target flat-footed or otherwise unaware, allowing them to actually make some stealth kills pretty early in their carriers and actually have them stick if they play smart, something I have an intense joy in promoting within the class. Second I've begun to mess with the uses per day mechanics of a lot of their abilities as many of them seem to be completely arbitrary and counter productive to their actual use. One good example is the camouflage rogue talent that takes 10 minutes to prep and yet can only be used once a day, I removed the per day option and left the 10 minute prep.

Cleric:
Mostly I've added to the cleric as I love the idea of the class but find the actual execution to be very lacking, it has always felt off to me that I should be bored at the prospect of leveling up my literal MORTAL HAND OF GOD in any pathfinder game I play when classes like paladin, oracle, and druid have shown us interesting avenues to make a divine casting class connected to a god interesting and thematic to their god's story.

One of the first things I did was give clerics craft reliquary at about 3rd-5th and transform one of their items (a piece of armor, favored weapon, or book whatever is considered a good symbol of their god) into a reliquary item. Usually this is explained in game through some feat within the plot either they reforge the chosen item, it suddenly is etched with their god's symbols, or their receive it from their church after finishing the rituals to be worthy of having it.

After that I've started to work on more options for channeling that allow the clerics to do more things with their channel then just heal or harm. Basically every few levels the cleric can pick 1 new channel option from a large list and now may use said option with the use of channel energy. Each option is themed around the various domain options and have extra abilities if the cleric shares domains with its original theme. This way a cleric of a god of trickery might be able to take the "feel the love" channel option and use it to romance others out of their hard earned coin but a cleric who actually has the charm domain will have more options.

Wizard:
I wouldn't call this a true mechanics change so much as a style change but what the hell, In my home games I don't allow wizards to take spells from books outside of the Core Rulebook. From their I start to sprinkle them in as random loot drops in the forms of scrolls, ancient spells, secret magical rites of other cultures, or things they invest money and time into researching and creating. This opens up some angles for role play when I said wizard is no longer meta'ing towards that awesome spell that lets him freeze a man's blood in his veins and is now literally investing time and research cash into discovering the process.


Barbarian: Only get d10 HD to be in line with the other high BAB classes. They instead get Toughness as a bonus feat at 1st level.

Cleric: Must choose a deity from among my world's deities. No General Clerics.

Druids: Must choose a Domain. Base druids are not proficient with Scimitars or Scythes. They get a bonus weapon proficiency based on their domain. Animal: great club, Plant: scythe, Air: short bow, Earth: heavy pick, Fire: scimitar, Water: trident, Weather: warhammer

Paladin: The "anti-paladins" are LE rather then CE and called Black Guard.

Sorcerer: Uses a mana based system of my own design rather then a spell slot system.

Wizard: Must choose a school to major in. No Universalist wizards.

Oracle: All combat features drop by one step to D6 HD, low BAB, and light armor only. They can however cast all touch spells at range short. They use the same mana based casting system as my Sorcerers.


Pretty much rewrote all of them.
Beta versions, which have since been revised.
I've promised not to link this stuff in the PF discussion threads, but don't see why not comment where specifically relevant in the Homebrew section. Feel free to steal houserule ideas from me; I don't mind.


Orthos wrote:
Megasmilax wrote:
I always look at these and I think "No one likes Alchemists". I honestly think they get forgotten lots :P.
I just figured they (and Inquisitors, which I don't see here at all either only see one very minor adjustment) just don't need any tweaking.

Nah - I just don't like Alchemists.

:-P

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