Showing posts with label Classes. Show all posts
Showing posts with label Classes. Show all posts

Wednesday, February 12, 2014

Classes of Artheria (PHB Edition)

Much like the races of Artheria, there have been some class changes as well. First, one should know how characters are made in Artheria. (General note, I'm linking to the source site for my images in the captions below.)

*RULE CHANGE* Since we are playing gestalt characters, favored class really doesn't mean much. I am making a subtle change to make the favored classes of races more tempting. If you have your favored class in your gestalt combo, two things happen. First, every time you level up your favored class, regardless of what you roll for HD, you gain a +1 bonus to it, and 2nd, the base skill points for the class increase by +2. (Example, a halfling is a rogue/fighter. He would roll 1d10 still for HD, explained below if you are unfamiliar with Gestalt rules, gaining a passive +1 bonus on top of constitution modifier, and their rogue levels would have 10 skill points base instead of 8.) These two changes should make picking your racial favored class more tempting.

First, all PCs (player characters) are a modified gestalt build. Gestalt, for those of you unfamiliar with the term, is a type of character that levels up two classes instead of one each time they level, taking the best abilities of the classes. That sounds a little confusing, let me use an example. We are going to make a standard fighter/wizard.

We look at the classes, and we take the best aspects of both. The fighter wizard combo would use fighter base attack bonus (BAB), and fighter hit dice, (HD for short, a d10 in this case) and get the combined saving throws, fighters having strong fortitude saves and wizard having strong will saves, thus a fighter wizard has good will saves and fortitude saves, but reflex still levels up slowly. A fighter/wizard gains bonus feats like a fighter, gets spells and familiar like a wizard, and is able to use both abilities freely. (Of course things like arcane spell failure still apply.)

That is pretty much identical to the rules in Unearthed Arcana, where my rules change is with skill points. I have always thought that the skill points in 3rd edition are too few, and my new formula takes care of that. To figure out skill points per level, we take class 1 base skills, + class 2 base skills, +2, + intelligence mod, per level.

Using our fighter wizard example, we have 4 base skills for fighter, (change I made to the class) 2 base for wizard, +2 for the general bonus, + intelligence modifier, we will say the fighter/wizard has 16 intelligence, which is +3.

Therefore, our fighter wizard receives 4+2+2+3 (11!) skill points per level, x4 at level 1. (44 at level 1) Level limits on skill points still apply, you should just have a lot of skill points. The fighter/wizard above could start at level 1 with 11 skills at 4 ranks each. He might have several knowledge and craft skills in addition to the standard athletics and spellcraft of a fighter/wizard. I like my players to have a lot of skills, and to be creative with them.

Being that every character is gestalt, there isn't much reason to overhaul all the classes, as classes start to add up, the bonuses become more and more powerful. While some classes have been much more upgraded than others, (Sorcerors and wizards are completely different now, for example.) certain classes have never needed upgrades. (Clerics and Barbarians for example) While others have been under powered from the start. (Thinking mainly about the Bard in this instance.)

We will start with the classes in the Players Handbook...

My format is essentially going to be me ranting about my thoughts on the various classes, my reasoning for the changes I list, followed by a simplified, short and sweet version of the changes. If anything seems confusing in here, look at the short version at the end.

Barbarian: Barbarians are insane already, they are, frankly, one of the best classes in the game. Rage is an incredible ability that continues to increase in power as they level, they gain innate damage reduction, and they have several rogue qualities, (uncanny dodge and trap sense) that other warrior classes don't get, and there are several EXTREMELY good prestige classes available only to Barbarians. (Frenzied Beserker and Bear Warrior are two really overpowered examples of this.) The disadvantages of the barbarian, mainly illiteracy, will most likely be negated by whatever your 2nd gestalt class choice is. (If you pick anything with an education, that will go away.) The only increase I'm giving barbarians is increased damage reduction (DR). It starts with 1 at level 1, then increases every 3 levels. (1,4,7 etc.)

Simplified: Damage reduction at levels 1,4,7, etc.
(Barbarians are fierce, brutal warriors, able to shrug off more than any other class.)

*Bard:* *Complete Overhaul* The bard, even with a lot of extra spells and bonus weapons and feats, still just doesn't cut it. This class has been a conundrum for many, and I personally have tried over 4 ways now to rework them, from turning the bard into a Skald-like class, (d8 and fighter BAB) to advancing spell levels to level 9, to just a lot of feats.... none of these have worked though, and kept the feel of the bard that I like.

(General update, bards may be of any alignment, this is a house rule that has been around in my games so long I forgot to even include it... 12-13 year old rule. Rogues can be any alignment but not bards? Makes no sense at all.)

This brings me to my 4th attempt, and I think my best. Taking a page from the Seeker of the Song prestige class, I'm giving bards several more songs, increasing the HD, and some specific gestalt bonuses to make the class more attractive and useful overall.

This too was a great challenge, because if I gave the bard all the seeker of the song abilities, and then eliminated the prestige class altogether, (which I did in the first, non-published update I've been working on...) the Bard becomes too strong quite frankly, with DCs based on ranks in perform giving them the hardest to resist abilities in the game, and nearly 20 additional song abilities if you count the refrains on the seeker songs. (For those unfamiliar with the class, this sounds like technical mumbo jumbo, because it is, but it means way too good.)

I didn't want to eliminate the prestige class either for it's even better abilities, like combine songs. The seeker of the song makes the bard go from a horrible class to an incredible class... it just takes 10 agonizing levels of bard to unlock. The other bardic prestige class, the sublime chord, allows spell level up to level 9, and while this does really balance out the bard, I don't like it stylistically at all, because what is a bard? The bard is a jack of all trades musician, traveler, poet, etc. They aren't wizards or sorcerers. The magic of the bard comes from their music and their performance. So I stuck with the general idea of seeker of the song, meaning I like the idea of more musical abilities. I'm going to actually borrow from many of my previous attempts at bard, and mix in something completely different.

First off, making the bard a tougher character in two ways, they now have a d8 for hit dice, and they gain 3 bonus martial weapons at level 1, and 1 bonus exotic weapon proficiency.

I'm also keeping the bonus spell every 4 levels, which may be taken from the wizard, cleric, wu jen or shugenja list, these spells are vitally important as a bard will have to pick spells like levitate or fly to enchant airships if the bard is wishing to captain their own airship. (There is always use magic device though.) I like the versatility idea of bards, so I'm hoping bonus spells will really help with that. To further enhance this, I'm increasing bard base skills to 8 + int mod, no longer 6.

The final changes, and the actual good ones, are the new songs.

First off, at level 2, a bard gets the Intimidation song, this song is a very simple effect, performance vs will save, if those who hear fail, they are shaken, suffering a -2 on most rolls. This is a mind affecting fear effect, and things like paladin immunities or halfling bonuses apply. The penalty lasts for as long as the bard sings/plays, and 1 round per point of charisma mod after.

Then, at level 5, the bard gains the Elemental Rock Out ability. The bard chooses one element, and they can play a song that deals 4d6 damage of that element, modified by the result of their perform roll. This ability continues to improve every 5 levels, the bard gets to choose another type of element that they can deal damage with, and the base damage also increases by 2d6. (6d6 level 10, 8d6 level 15, etc.) The ability allows a reflex save for half damage, the DC is always half bard level + charisma mod. This abilty is modified by how well the bard performs, according to the chart below:

Check Result:

1-15: ability does not function. (Natural 1 always fails, even if the bard can not roll below a 10.)
16-20: ability functions at half damage dice, and can only be a 20' line ranged touch attack.
21-25: functions normally, 20' ranged touch only.
26-30: normal damage, 30' line or 20' cone. +1 to save DC.
30-35: +1d6 damage, 40' line, 25' cone, +1 save DC.
36-40: +1d6 damage, 50' line, 30' cone, +2 save DC, can arc line up to 3 other targets, full damage
41-45: +2d6 damage, 60' line, 35' cone, +2 save DC, arc up to 4 targets, or element specific attack mode. (Huge area of effect (AOE) for fire, damage over time for acid, large stunning radius effect for sonic, slowing for cold, and dazed for electricity)
46-50: +2d6 damage, 70' line, 40' cone, +3 save DC, arc up to 5 targets, can add an earthquake spell, centered on you. (Bard and his 'band mates' are immune, can combine this with element specific effects, example, tossing out a cone of acid that deals damage over time, while the earth shakes.)
51-55:  +3d6 damage, 80' line, 45' cone, +3 save DC, arc up to 6 targets
(Results continue like so.)

Critical performances: rolling a natural 20 on an elemental rock out is a great thing. First off, they aren't that hard to confirm, the DC for the confirmation is always 25, which will be difficult to hit in the level 3-5 range, but once you're a moderately more advanced bard, with a decent charisma score, that 25 will be achieved over 70% of the time. (95% of the time by the time you're level 12.)

The following effects occur:

Double damage (example, a level 5 bard critically confirms a performance check, his total on the perform check is 32, which gives +1d6 damage and +2 to DC. This would be 5d6 damage, because of the critical it is 10d6 damage)

Added Elemental Effect, (From the 41-45 chart) even if the bard doesn't qualify for it. If he does, the effect intensifies by 50% (The area of a fire effect increases further, daze, slow, and stun last longer, acid deals another round of damage over time, at half dice.)

And the reflex save DC that those affected have to make increases by an additional +2.

That concludes elemental rock out, the next song is gained at level 7, and is the Summoning Song. This functions like a summon monster spell, modified by the perform check. At level 7, the base spell is summon monster 2, every 7 levels after, the base increases by +1, (Summon Monster III at level 14, IV at 21, etc.) this is modified though by the chart below.

Performance check result:
1-20: Ability does not function
21-35: Normal function
36-50: +1 spell level, (Summon Monster II to III, for example)
51-65: +2 spell level
66-80: +3 spell level, add augmented summoning feat.
For every 15 points higher, add +1 more to summoning level. This can not increase a summons Summon Monster IX, though it may add in an extra summon monster IV or V for truly epic results.

Critically confirming is on a DC 30, and adds the augmented summoning bonuses even if you don't match the mighty 66 roll. If you are over that number, double the stat bonuses on a confirmed critical.

There is one final song I'm adding to bards, the dispelling song. This song functions very much like a greater dispel magic spell, with the bards level as the caster level. The bard gains this at level 10.

The final bonus I'm giving the bard is the gestalt hybrid bonus, which is a special added effect depending on gestalt class combination.

Bard/Barbarian: This would historically be called a skald, who was just the best storyteller/poet/musician of a warrior group. (The narrator character who is sent away from the last battle in 300 is a great example of this.) This class combination can use bardic abilities while raging, and gain a +2 bonus on perform checks while doing so.

Bard/Druid: This is an interesting combination, nature's bard, this combination can use a bardic music ability while in wildshape to perform the intimidation song, summoning song, (functions identically just as a summon natures ally) and elemental rock out. (as a mighty roar or some such)

Bard/Paladin or Bard/Knight: This is essentially the celebrity musical noble leader, and as such, this combination starts with the leadership feat, for free, regardless of starting level.

Bard/Fighter: This combination is exceptionally skilled with exotic weapons, this gestalt combination gains 4 bonus exotic weapon proficiency feats, instead of 3 martial and 1 exotic. This bonus is only available upon character creation, a bard character can't just toss in a level of fighter and get 4 bonus weapon feats.

Bard/Wizard or Wu Jen: Unlike any other armored caster combination, (except the magi-tek engineer) the bard can pass his innate light armor casting to the wizard or wu jen classes. Should the bard/wizard become proficient in medium armor somehow, they may take the armored caster feat from the complete arcane. Bard/magi-tek engineers may also take the armored caster feat.

Bard/Dragon Shaman: May activate songs and auras at the same time, and may combine elemental rock out with draconic breath weapons in the same round for extra elemental bursting capability.

Bard/Swashbuckler: Once the bard/swashbuckler reaches level 3 in both classes, the insightful strike ability deals bonus damage equal to both intelligence modifier and charisma modifier. This may only be done with the same weapons that qualify for precise strike.

Bard/Samurai: The 'singing samurai' gains a unique bonus, Iaijutsu with a chosen instrument. If the bard is a mandolin player, the bard may perform a surprise attack Iaijutsu, denying the opponent a dexterity bonus to AC, and typically dealing 1d4+str bonus +*cha bonus too!* + Iaijutsu bonus. (Bard/Ninja/Samurai would add sneak attack damage as well.) Many bard/samurai have battle ready instruments that do much more damage. (Charisma bonus damage only applies when using the instrument)

Bard/Ninja: The bard/ninja is a great combination, that has an entirely different outlook on the ninja, hiding in plain sight. Distracting with song, and then vanishing. The bard/ninja gains 2 bonus songs, at both classes being level 3, you gain the disappearing song, which allows you to make a perform check, and all in attendance must make a will save against whatever you roll. Should the crowd fail, you can leave whenever you desire, and the crowd will believe you are still there playing for a round per point of charisma mod. The next song is unlocked at level 8 for both classes, and is the Iaijutsu Ninja Song. This allows you to make a perform check, and make a sonic based sneak attack. This deals 2d8+charisma mod, + sneak attack, subdual damage to all that can hear. ('Band mates' immune if the ninja so chooses)

Bard/Duskblade or Bard/Warmage: The bard may cast bardic spells in whatever armor the warmage or duskblade levels grant the player.

Bard/spellthief: At level 6 each, the Bard/Spellthief gains a new song, Stealing Song, this very potent song may steal a spell level, like the spellthief's spell steal ability, and may also affect other bards taking music abilities or spell levels. This forces all who hear to make a save to make a will save (DC = 10 + half bard level + cha mod.) or suffer the effects of a spell steal. This is an instantaneous song ability that may not be maintained with concentration.

*Bard/Monk: The singing monk is a great class, that can help their allies while smacking around everyone with fist and banjo. Monks may use their musical instruments as exotic monk weapons in their flurry of blows, dealing unarmed damage with it. (until it breaks, more experienced monks have custom made battle instruments) Monk/Bards, at level 5 each, adds the characters charisma bonus to AC and saving throws for special abilities, stacking with the wisdom mod.

Bard/Magi-tek engineer: this combination is the ultimate jack of all trades, and the ultimate in 1 man bands. The bard/m-tek engineer gains 2 companions, but they must be incorporated into his act in some way. (Even if it means function as a giant moving speaker...)

Thus concludes the hybrid bonuses, I might add more as I think of them, hopefully this complete overhaul will allow bards to shine on their own two feet, and be able to compete with the other buffed up classes of the world.

Simplified: HD to d8, 8 + int mod skill points, intimidating song level 2, elemental rock out level 5, summoning song level 7, dispelling song at level 10, gestalt bonuses, and 3 bonus martial and 1 bonus exotic weapon feat.
(Traveling musicians, spell casters, warriors. Bards are the jack of all trades.)

Cleric:* the spell casting heavily armored holy warriors are often overlooked in many games, (Ahh... a healer? come on!) and this is stupid, quite frankly. Clerics are one of the most flexible, greatest classes in DnD. They can wield any weapon or armor that they are proficient in, and have total freedom of spellcasting without any specific class or feat requirements. Also, unlike wizards or sorcerors, clerics just have access to all their spells, this is an amazing advantage. Open up the PHB, complete divine, draconomicon, almost any book with spells, and you will find cleric spells, guess what, unless it is restricted by your alignment, you can memorize it.

Add in the spontaneous conversion ability of clerics and you don't even need to memorize healing spells, almost ever. You can stack buffing spells and attack spells, and if you don't use them, just convert into healing spells and patch everyone up... and while you're at it, you have full plate armor on and a heavy shield, wade into that melee.

Clerics were upgraded hugely from 2nd edition to third edition. Not limiting weapons on clerics was a truly amazing thing. Have 1 level of fighter or paladin, and your cleric can now use any martial weapon. Screw maces and hammers, get out the longbow and claymore. If you know how to build a cleric, they are amazing, and they only become better in gestalt mode.

The only 2 thing I change with clerics is flexibility in deity weapon and domains, and an extra domain every 10 levels. If you worship Pelor, for example, ignore the listed domains on the chart in the PHB, and ignore the chosen weapon. As long as you can make a good reason for whatever your character wishes to pick for domains and favored weapon, go for it. The books are really repetitive with domains and chosen weapons. (Sickle, heavy pick, and unarmed strike being really popular for whatever reason.) While this is a relatively small change, it will make clerics a little more battle capable without any major alterations. Every 10 levels, the cleric also gets closer to their deity, and gains another domain.

*Major change* despite the PHB specifically saying clerics don't have to worship a god, they can just worship an idea, I'm changing that. If you are a cleric, you need a deity. This change doesn't affect any current characters in the trial games.

Simplified: Freedom of choice for domains and deity's favored weapon. Bonus domain every 10 levels.
(The power to heal. The power to harm. The burden of choice.)

Druid: Druids are another often underrepresented class in DnD, (They weren't even included in the first PHB for 4th edition... much to my dismay.) which is unfortunate, because they're amazing. Druids casts spells just like clerics do, which is really really good, they just can't cast it in any kind of metal armor. They can, however, use any weapon they are proficient in without penalty. Which brings me to the only change I've made to druids, weapon proficiency. I've always thought the druid weapon choices don't make any sense. Why can I use a scimitar as a druid and not a bow or a long sword? The 'peasant weapon' theme that druids apparently have really doesn't make sense in DnD, and a lot of it is the scimitar, why is that a nature weapon? Scythe would match that theme much better, for example. As far as buffs go, bonus feat every 10 levels, must be a 'wild' or nature based/styled feat.

Simplified: Bonus feat every 10 levels, must be a 'wild' feat or nature based/styled. Weapon proficiency changes to all simple weapon proficiencies, and on the martial chart, they also have handaxe, kukri, light & heavy pick, trident, scythe, falchion, short bow and long bow. Druids of Artheria are much closer to rangers in mindset than on other worlds, and this improved weapon selection represents that.
(Priests of nature, druids have many mysterious powers.)

Fighter: Fighters are the most flexible class in the game. All fighters get are bonus feats, every 2 levels, forever. This means the effectiveness of the individual character is entirely up to the player, and the feats chosen. This makes fighters an exceptional primary or secondary class. If you want to make the most incredible tough warrior around, play a dwarf or orc barbarian/fighter. If you want to be a spell casting sword wielder, fighter/sorcerer or fighter/wizard. And the damage output of a fighter/rogue is absolutely incredible. (Sneak attack with that bastard sword with weapon specialization.... it will hurt really really bad.)

Overall, the only change I've added to fighters is an increase in base skill points, now being set from 2 base to 4 base. (4+int modifier instead of 2+ intelligence modifier.) Fighters have always been a very good class, in gestalt, they're just better.

*8/30* Adding a few skills as class skills for Fighters, Knowledge (Warfare) and Survival are now class skills for Fighters. Probably going to be adding some more of these as I go.
(Fighters come in a wide variety from every culture)

Monk: The monk is a very unique class. One that isn't based mainly on attack power, but on special abilities and survival. Monks will get more AC (armor class) then anything else in the game, by far. Also, the bonuses that monks get to their ac count for touch AC, and they are nearly impossible to catch flat footed once they reach mid level. Monks, as a DM, are very difficult to deal with, they have all great saves, evasion and improved evasion, and a huge amount of special attacks. (Like Stunning fist) Gestalt monks are very powerful, being set up to easily be arcane or sacred fists. (Monk/wizard or monk/cleric) For a more unique combat monk, monk/fighter or monk/druid can be an incredible combo as well.

The only change to monks I'm making is when the monk gets a choice of bonus feats, they get both feats. For example, a monk doesn't have to pick between improved grapple and deflect arrows, they get both.
(Monks are mighty unarmored warriors, masters of body and mind.)

Paladin: The paladin I've made 3 major changes too. The first, and most important, is innate damage reduction. Paladins gain 1 DR every 5 levels. This stacks with any other sources, such as dwarf or orc DR, barbarian or dwarven defender levels. Also, I have increased the power of the Smite Evil ability, a paladin adds their charisma bonus, if any, to the attack roll, as normal. However, the damage bonus is now level + charisma mod, not just level. (Example, a level 4 paladin with 18 charisma would get a +4  to hit, and +8 damage, 4 for level 4 for charisma mod) Finally, paladins receive an innate ability to neutralize poison, as the spell, every time they gain remove disease. They get to use both abilities per week, like listed in the chart.

Overall, I've always really liked paladins, lay on hands and a special mount are awesome. Over the many years of DnD games I've ran though, I've found that paladins just can't keep up with the other warrior classes. Fighters have awesome feat selection, the abilities and HP of barbarians are superior to paladins, and the skills and abilities of rangers, with their spell selection, makes them a superior class as well. 2nd edition paladins were exceptionally good, and very difficult to unlock. (you had to roll a 17 out of 18 on charisma to be a paladin... and they were worth it.) I'm hoping these 3 changes will even out the Paladin, and make it a comparable class to the other warrior options. *UPDATE* To add differentiation between paladin and knight mounts, paladin mounts now gain a template, this can be anything from celestial to draconic, or even something more mundane, like warbeast from monster manual II. Either way, a paladin mount will be better than a knight mount.

Simplified: DR at levels 5.10,15,20, etc. Smite evil deals bonus charisma damage, and paladins can heal poison as well as disease later on. Also, template added to special mount.
(Halfling paladins are fearsome warriors.)

Ranger: Rangers are possibly my favorite class. (it's really a toss up between Druid, Ranger, and Sorcerer.) Saying that, rangers are also one of the most balanced classes in 3.5. (They were truly awful in 3rd edition... weakest class IMO back then.) in 3.5, they are practically perfect in my mind. Super skillful, capable warriors, and the way they redid favored enemies is great. (I enhance this slightly, the damage bonus becomes to hit and damage.) The weapon styles are also fantastic. Add in animal companions and spells, and rangers are really a fantastic class. The only change I make to them is adding another level of combat mastery at level 16. If the ranger has two weapon fighting, they gain Two Weapon Mastery, which adds a fourth attack with the off hand, if they have archery, they gain the shot on the run feat.

Elves do not innately gain these ranger abilities at level 16, (see the elf entry on the playable races post for more information.) though elven rangers would get both at level 16.

Simplified: Favored enemies now add the bonus to hit and damage, and at level 16, there is another level of weapon mastery.
(Rangers are exceptional hunters and trackers.)
*Rogue:* The rework of the first and 2nd edition thief, the rogue is one of those "better in almost every way possible than it was" classes. Very few people in 2nd edition played a pure thief. (not counting kits in this, which alter everything in 2nd edition.) Despite its way faster level tree, the skills, other than backstab (which if you had the assassin kit or were just a high level thief was insane), were absolutely required in any dungeon, but truly horrible to attempt to play. First off, the skills like stealth and finding traps, were based on percentage dice, which no matter what started out terrible. You could be a halfling thief with 19 dexterity wearing nothing (which was the best possible way to use thief skills, getting bonuses for not having armor.) and at levels 1-3, you still barely had a 50% chance of success for most skills. It made every party I ever played with have either a fighter/thief, mage/thief, or fighter/mage/thief. (Oh yeah... love me some old school AD&D games sometimes. The classes are really weird.) 3rd edition introduced an actual functioning skill system that was incredibly kind to the rogue class, and allows much more wiggle room as a DM to custom tailor things to your group.

Rogues really are one of the most customizable classes in the game, and they are only better in gestalt mode. The combinations that rogues can undertake are truly great, a fighter/rogue is a heavily armed and armored killing machine, able to extreme advantage of any flaws in an opponents defense, ranger/rogues are the most skillful combination in the game, and would become the ultimate hunter, sneak attacking favored enemies for extreme damage. Wizard/rogues are set up for becoming arcane tricksters, which are exceptionally capable in gestalt mode. Overall, the only changes I'm making to rogues are that they may sneak attack with any weapon they are proficient with, (Why the hell can't I swing my scythe perfectly under his ribs from behind? Or kidney shot with my great axe?) and they also gain a bonus feat every 5 levels. (5, 10, 15 etc.) This feat may be any that the character has the prerequisites for.

Simplified: May sneak attack with any weapon, and while wearing any armor the rogue is proficient with. (Though certain rogue abilities, like evasion, require light armor.) Bonus feat every 5 levels.
(Beware, they're sneaky.)


Sorcerer: The sorcerer class was my favorite class on the original 3rd edition release... in idea anyway. An innate caster, whose power comes not from book learning, but from innate willpower. The description in the players handbook is that of a rugged, self taught adventurer, traveling the world, unlocking secrets of themselves and the world around them. The issues? They are practically identical to wizards in every way numerically. Same hit dice, same base skills per level, same crappy base attack bonus. They get fewer spells, can't specialize, and don't get bonus metamagic feats. Also, charisma primary casting stat, so they will have not have even close to the skill points of wizards. In addition, you couldn't even use some metamagic feats (quickened spell...) since casting a spell with a metamagic feat is a full round action no matter what. This made almost every person I've ever seen play a sorcerer make them multiclass, which slows their already slower spell progression.

The changes I've taken in part from complete arcane, with a few added of my own thoughts. First off, sorcerers now can cast in light armor, gaining light armor proficiency as well. They use a d8 for hit dice instead of that paltry d4. They also use cleric BAB. They now have 4 base skill points instead of 2. They do lose familiars however. This makes sorcerers much more viable for gestalt warrior characters, paladin/sorcerers are truly awesome.

Simplified: hd increase to D8, use cleric BAB, 4 base skills, light armor casting and proficiency, at the cost of familiars.
(The power of the sorceress comes from within)

Wizard: The studious robe wearing caster, head in a book, an arm full of scrolls. This is the image of the stereotypical wizard, and wizards are amazing. Wizards in the PHB gain spells at a much faster rate then sorcerers, and while they don't get as many spells per day as a sorcerer, they get bonus metamagic feats, and in the original rules they fought just as well as sorcerers and were just as tough. With the proper usage of feats, the damage output of a wizard is insane, much more so than any sorcerer. Any wizard worth anything will take quickened spell, which allows you to cast a spell as a free action by memorizing the spell using a spell slot 4 levels higher. This allows you to cast 2 spells in the same round. Playing out our scenario, we have a level 14 wizard, he has access to 7th level spells. Approaching a village of giants, the wizard has memorized a quickened fireball, and delayed blast fireball. The wizard stands about 700 feet away, since both spells have long range, and launches an opening salvo of a fire ball and delayed blast fireball. At level 14, the fireball does 10d6, and the delayed blast fireball does 14d6. 24d6 damage in a single round from farther than any archer can be. Now lets say they're frost giants, and have fire vulnerability, that wizard just did 48d6 damage in a large area, all of which is based on a reflex save, guaranteeing damage to the giants.

By the time the wizard hits level 17 and gets 9th level spells, a wizard can unleash so much damage stacking quickened spells and normal spells while time stopped, (9th level spell) as to start breaking game dynamics.

Now that I've established how awesome wizards are when used properly, lets point out the obvious weaknesses. Terrible hit dice, can't wear any armor, base attack bonus is terrible, and with the upgrades I made to the sorcerer, wizards just aren't as effective in gestalt. To augment this, I've increased the magical capability of wizards significantly. Wizards now gain more spells, more feats, and more spell power. Wizard spell progression continues to 6 spells per level, (it stops at 4 currently) and they gain bonus metamagic feats every 4 levels, not 5. They also gain the improved familiar feat for free at level 7. The final increase is that wizards get to add their intelligence bonus as a flat bonus to all spell damage. This is only applied once, for example, a wizard with 18 intelligence, (+4 bonus) who casts a lightning bolt spell (lets say he's level 10) would deal 10d6+4, this would apply the same way to a spell like magic missile. The same mage would deal 5d4+5+4 (+9 total) with magic missile. (The bonus wouldn't apply to each missile) These changes truly separate the wizard and sorcerer. Wizards are much better casters now, and sorcerers are much more flexible for gestalt play.

*update* I seem to have forgotten all about specialist wizards. I'm only making one addition to the specialist, at level 1, and at every 10 levels after, (10, 20, etc.) +1 passive DC increase for specialty school. This stacks with spell focus, racial bonuses and the like.

Simplified: Increased spell capacity, progress to 6 max per spell level, not 4. Bonus metamagic feat every 4 levels, not 5. Free improved familiar feat at level 7, and apply intelligence bonus to spell damage.
((The embodiment of wizardry.)

And thus concludes all the classes in the PHB, later we will go into changes to the classes in PHB II, the complete warrior, complete divine, complete arcane, and complete adventurer. Classes for the game are only allowed from those books.

"Do not meddle in the affairs of wizards, for they are subtle and quick to anger." J.R.R. Tolkien

Tuesday, February 11, 2014

Classes of Artheria (PHB II edition)

(UNIVERSAL UPDATE! I am linking directly to webpages with the class information, so there is a easy frame of reference, this should make comparing the classes a lot easier.)

Next book in line for some revamps, the Players Handbook II. Overall, probably one of the most balanced books. It has really good core classes, and a lot of really good feats, (like two weapon rend...) and affiliations and groups are another way to add extra depth to a game. The four new classes are all very good, and this update is actually the least work for me.

We start with the Beguiler, a mix between the rogue and an enchanter/illusionist. They specialize in using surprise and spells to overcome their opponents.  They get access to 9th level spells, (unlike the hexblade or duskblade) and while they aren't as tough as either of those classes, they are a great core class that has properties of both rogues and wizards. If I didn't buff the other classes, I wouldn't even have to buff them. Even so, I'm only changing two things, the first thing is the advanced learning can be from any school, not just illusion or enchantment. The next, every 5 levels after 10, the beguiler gets a bonus feat, this must be chosen from the wizard bonus feat list. This will enhance the flexibility of the class, and as we are playing gestalt, the beguiler will only be made stronger depending on the class combination.

Simplified: Advanced learning may select any wizard spell, and a bonus feat every 5 levels after 10, (15, 20, etc.)
(The power to manipulate thought, and wield blade, the beguiler is an impressive force.)
Dragon Shaman: One of the genuinely most unique support classes in any book, the Dragon Shaman, while stylistically nothing like the bard, with its auras, great hit points and combat ability, fills the 'help out the group/4th or 5th member' slot significantly better than a bard ever would. And yes, I realize drawing a connection between these two classes is rather odd, but hear me out. The bard has many kinds of songs, some of which you won't unlock until level 16, with all manner of buffing/debuffing capabilities, increasing bonuses on skill checks, and the like. The dragon shaman has auras that don't require skill points, and by level 9 you will have 7 to choose from. You can give everyone in your party, (that is 30 feet from you) bonuses to damage, elemental resistance, even healing. So, the dragon shaman is pretty much as effective in the support role as the bard. Then the dragon shaman has natural armor and breath weapons and energy immunity. This class is great. The only change I'm making to them is increasing the HD from d10 to d12. They're already great, they don't need anything else. (Pondering the idea of a dragon shaman/bard... stack auras and song, now that is an idea...)

Simplified: HD is now d12.
(Dragon Shaman use their connection with draconic power to project auras of power.)



Duskblade: The duskblade is a fantastic class. Spell casting warrior wearing armor and channeling spells through their blades. There have been many prestige classes attempting to do just this since 3rd edition began. A core class that has fighter BAB, decent HP, and casts spells in mithril full plate? Yep, that is the duskblade. This is one of my favorite classes, and the only one that actually needs an overhaul in the PHB II, and the reason? The spell progression is really weird. First off, they use intelligence as the primary casting stat, but they learn and cast spells like a sorcerer. (UPDATE: you can choose to have either charisma or intelligence as your primary casting stat, duskblade/paladin go!) Then, they only learn very very few spells. They start with 4 at level 1, +1 per intelligence mod, then they gain 1 per level, (sounds fine so far...) until level 5. Then every 2 levels, they get the option of losing a spell to learn another. Then it gets stranger, as duskblades get more spells per day than any spell casting class in the game. They top out at 10 (!) per level, the most other classes get is 6, so it is a huge difference, and with incredibly limited spell selection. So keep using the exact same spells over and over and over again... My changes to duskblade then? Change the stupid spell progression. Instead of having to sacrifice a new spell after level 5, you now gain a new spell every level, and not sacrifice an old spell anymore. (The spell list is really long for duskblade as well, I don't know what they were thinking with it.)

Simplified: No longer have to sacrifice an old spell to gain a new one after level 5, and new spells every level instead of every other level. Can choose intelligence or charisma for primary casting stat.




Knight: The knight is a really good class in PHB II. They have great HP, wonderful crowd control abilities, and great fighting ability. I have a theory with this class, they made it too strong. They have willpower as their only good save, and they get a lot of mounted combat style feats, but they don't get any sort of mount. I feel like if they did that, the knight would just be so much better than the paladin as to really over shadow it. The new additions I'm adding are two fold, first off, primary saves are now fort and will, and they gain a special mount, like a paladin. (NOTE: Check the PHB post again, adding a boost to paladin mounts to change them from knight mounts!) Overall, the knight is a phenomenal class, and gestalt wise, it is only better. (Paladin/knight is the embodiment of holy mounted warrior.)



Simplified: Fort and Will now strong saves, and gain a special mount, (using the paladin table) at level 5. 



Thus concludes my easiest post yet. All the PHB II classes are really good, as I've said, you can't really go wrong with having any of these classes in your gestalt combo. 


“The supreme art of war is to subdue the enemy without fighting.” Sun Tzu, The Art of War

Sunday, February 9, 2014

Classes of Artheria (Complete Warrior Edition)

Welcome back to Artheria,

Today we discuss more playable classes in Artheria, and the alterations made to them, we will be covering the core classes listed in the Complete Warrior. We will be following the same format as the PHB post, some rambling of thoughts on the class, then a simplified version of the changes, picture with source underneath.

Starting with the complete warrior, we have 3 classes to cover, the hexblade, the samurai, and the swashbuckler.

Starting with the hexblade, the most powerful class in the complete warrior in my opinion, and made only better by being gestalt. This class is sort of a dark mix of duskblade and warlock. They get spells like a ranger or paladin, they have an innate decently powerful curse, they gain familiars and bonus feats. If I didn't change around the other classes, I wouldn't need to do anything to hexblades. (A hexblade/sorceror gestalt character is very powerful)

However, as I have altered the other classes, I do need to enhance hexblades a little. I'm only making a few subtle changes. First, hexblades get a bonus feat at level 1, and then another at levels 5,10, 15 etc. like normal on the hexblade chart. I'm also giving them the improved familiar feat for free at level 14. The only other difference I'm making is when choosing bonus feats, you can select off of both the hexblade list (found in the complete warrior, it is exclusively things like spell focus and combat casting.) or the fighter bonus feat list.

Simplified: Bonus feat at level 1, improved familiar at level 14, fighter bonus feats as well as the hexblade list.
(Hexblades are masters of dark magic and martial might.)

Samurai:* I'll be honest that I have a samurai obsession. The way that that they are set up currently is really... just awful. The three main abilities of the samurai are dual wielding, which isn't bad just isn't really appropriate, stare down, which is ok but clerics, mages, and paladins can do some very similar effects with spells, and Kiai smite, which is essentially a weaker smite evil. The samurai is known for Iaijutsu, or the quick draw strike. The class has this feature, but it means you get the quick draw feat and improved initiative. Want to see how badass the katana is as a weapon, and how awesome the samurai were? There. (I was actually looking for the deadliest warrior katana test... but I couldn't find it. Here is some more katana love here.) Now, I have given the samurai proper Iaijutsu, which translates into a to hit and damage bonus on the first strike of battle, and may only be done with a katana with two hands. It starts at +2, and increases by +2 every 4 levels. The other change I have is to the two swords as one skill, I realize that a lot of people want to dual wield, so I'm not removing the ability, I'm making it an option. (You can still use the Iaijutsu technique with two swords, just only with one weapon or the other, and that weapon is the first attack.) You may either keep the two swords as one ability, or you may opt out of it, and instead gain a bonus feat each time that you would gain another rank of two swords as one, this feat may be any fighter bonus feat. Once this choice is made, it can not be undone. Samurai, in practice and in past games, I found to be really under powered compared to my fighters and barbarians. (The groups level 2 ranger/4 fighter was way more effective then the groups level 6 samurai.) To enhance this, I'm enhancing samurai with the Iaijutsu ability, the choice of feats or dual wielding, and enhancing skill point base to 4 per level.

Simplified: Iaijutsu attack, first katana strike of battle, starts at +2, increases by +2 every 4 levels, this attack is considered to have the great cleave feat applied, even if the samurai doesn't have the feat. Choice of dual wielding or bonus feats, and 4 skill points per level.
(Orc samurai are exceptionally skilled.)
Swashbuckler: The final core class is one that I really do like in theory, I just view it as another under powered new class. The idea of the finesse fighter taunting and tumbling around the battlefield with dazzling flare is a great one, just the execution of the class in the complete warrior needs major work. They are now much more like rangers or rogues. I am reducing their HD to a d8 from a d10, skill point base increases to 6 from 4, and they gain the bluff skill, knowledge (local history), spot and listen to the class skill list. The other ability I grant them is precise shot, which is exactly like sneak attack, just gained every 4 levels, starting at level 1. (Leveling up at half the speed of rogue sneak attack.) This attack may only be done with weapons that may be used with the weapon finesse feat. Unlike multiclass rogues gaining to ability to sneak attack with any weapon, precise shot only works with weapon finesse weapons. Swashbuckler/rogues using a weapon like a rapier, can stack the bonuses on sneak attacks, dealing great damage.

Simplified: D8 from D10, 6 skill points per level from 4, and precise shot, +1d6 every 4 levels, only with weapon finesse weapons.
(Flashy, graceful fighters, the swashbuckler is often underestimated)

That concludes the complete warrior, we will pick up with either the complete arcane or complete divine next. I don't know where to put this, but the swashbuckler is reminding me, weapon finesse applies to more weapons than it does normally in 3.5, while I will compile a complete list in the future, in short any monk weapon, (quarterstaff, kama, etc.) any sword, (Longsword, katana, falchion) any spear, (halfspear, naginata, longspear) and most polearms. (Halberd, bec de corbin, mancatcher, etc.) I'll make the full list later, but it greatly enhances the utility, and makes more sense that way, I can describe almost any weapon in a finesse way, it doesn't have to be always brute force.

“If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle.” Sun Tzu, The Art of War.






Saturday, February 8, 2014

Classes of Artheria (Complete Adventurer Edition)

Today we tackle, what is in my opinion the best of the "complete" series, the Complete Adventurer. The book is full of great new core classes, a lot of really nice prestige classes, and some nice spells as well.

We start things out right with the ninja. Unlike the samurai in the complete warrior, the ninja is already fantastic. They have sneak attack, ki abilities that allow them to do things like turn invisible temporarily, dodge blows, leap really far... then they get monk AC bonus too. Awesome! The one thing I'm giving the ninja is the Iaijutsu ability... the issue, in reality, the ninja used ninja-to to quick draw faster than the samurai katana. That would translate into some kind of better than samurai in some way ability. This doesn't work as ninja are a much more balanced class than samurai. Game dynamics trump realism, so the ninja gain the +2 bonus to hit and damage every 7 levels, starting at level 1. (+4 at 7, +6 at 14, etc.) This just makes the ninja more realistic. In gestalt, ninja's are an exceptional choice. They can use all their abilities in light armor, which makes them ideal with various combat classes, like the ranger, and ninja/sorcerer is a great combo as well.

Simplified: Iaijutsu ability, +2 at level 1, increases every 7 levels.
(This ninja is allowing himself to be seen. It is the only reason you can see him.)
Scout: The scout is possibly the best class in the Complete Adventurer. Tougher than the other classes in the book, with many great abilities, they are essentially a slightly toned down ranger with more rogue abilities. Skirmish is great, and really shines once the scout gets spring attack or shot on the run. Gestalt scouts are even better, a ninja/scout can hit and run for extreme damage and have a lot of HP. A scout/monk is similar, but more melee oriented. Scout/sorcerer and scout/wizard to scout/arcane archer is another absurdly good combo. This is another conundrum, what to do with the class? With ninja, I had a real life influence, the scout, however, is something different. I could just give them bonus feats, but I did that with the rogue, so instead, I'll give them all good saves. Scouts are great. Now they're tougher.

Simplified: All good saves.
(Capable, agile combatants, scouts are a very versatile class.)
Spellthief:* The spellthief is a very unique class, it isn't a bad class at all, it is just the least versatile of the new classes. They can do most rogue abilities at reduced effectiveness, but they can 'steal' spells from spell casters, an ability that is really awesome, just completely worthless on anything without spells, (or certain spell like abilities). It is a difficult problem to tackle with this one. If you increase the sneak attack at all, the class becomes too strong, and giving them too many bonus feats would also make them over powered. So I'm doing a combination of things, I'm increasing their hit dice to a d8, and I'm giving them bonus feats every 5 levels. (5,10,15. etc.) This is really a shot in the dark, I have the least experience with this class. The idea of a gestalt paladin/spellthief as a sort of inquisitor is is a fun idea, and spellthief augments the standard rogue, ninja, or ranger very well. 

Simplified: HD to d8, bonus feat every 5 levels.
(A great anti-mage, the spellthief is part rogue, part mage, all awesome.)
This was another really easy book to do. Rogues, especially in gestalt mode, are really really good. Sneak attack, evasion, special abilities, and more skill points than all other classes, all the classes in the 'skilled rogue type' category are really good. As sneak attacks stack, the damage capability of these classes starts becoming really outrageous. Other than not great HP, all these classes are very hard to kill. Also, these classes are the only classes that can disarm traps, which is something I'm really into. I played Baldur's Gate II a lot as a kid, and I can remember the first time I played without a thief and went into the graveyard, and the catacombs underneath.... and died horribly. My players in the trial run have learned this a little bit already, I'm a fan of the old style "Indiana Jones taking the treasure and then the boulder chases after you" style adventures. There needs to be at least 1 of these types of characters in a group, otherwise, like in old Baldur's Gate II, (Or wizardry for that matter...) you will die to traps. In fact, so far in trials, the only player death has been to a spring loaded log triggered by a pressure plate in the floor, which knocked said player into a pit of spikes. Beware when venturing in the dungeons of Artheria, for they are very dangerous.

“There is nothing like looking, if you want to find something. You certainly usually find something, if you look, but it is not always quite the something you were after.” J.R.R. Tolkien, The Hobbit.


Friday, February 7, 2014

Classes of Artheria (Complete Divine Edition)

Welcome back to Artheria,

*UPDATE* Reworked spirit shaman.

Today we cover my least favorite book of all the 'complete' series, the Complete Divine. The complete divine is a really bipolar book. The core classes are all really under powered, and the prestige classes are all over the place, some are really really good, (Divine oracle, Radiant Servant of Pelor, Stormlord...) some seem purely meant as enemies, (Black Flame Zealot, Blighter) While others are not bad just... I don't know, entire purpose is to change a cleric or fighter into a paladin. (Hospitaler, Holy Liberator.)

The three new classes are quite the conundrum. The first class, the Favored Soul, is the attempt at a sorcerer style cleric, and while it is a good idea, it is really under powered. (Even before my buffs to the other classes.) The next class is the shugenja, the oriental adventures cleric. The idea and style behind the class is interesting, but it is in my opinion the weakest class in the game, (yes, even worse then the bard I argue.) and the final class, the spirit shaman, is the most balanced of the new classes, with a truly unique style of casting, but it is still really out classed by the druid, which it is attempting to rival.

The problem for this is actually quite simple, it is hard to improve upon perfection. The cleric and druid are the classes I did the least changes too, (essentially more flexibility with domains and weapons) because they are really really good classes, that are exceptional in gestalt play. (There are many people who claim on DnD forums that the Lawful Neutral gestalt monk/druid is the most powerful class combination around.... flurry of blows in wild shape is awesome.) This puts the new classes at a disadvantage, as they really can't compete.

We will start with the favored soul. This sorcerer version of the cleric, as written, is a really funky class. They look pretty cool, they innately channel divine power, knowing spells like a sorcerer, drawn from the cleric list. They also gain combat abilities as they level that are really good, but it is all based around the deities favored weapon, which really limits your selection of gods, as most of them have really crappy weapons. (Heavy pick...) They also do gain energy resistance, wings, and eventual damage reduction. The issue there? most of those abilities don't show up until after 10, which means you can't branch out into prestige classes... which is another major advantage of clerics. Another massive advantage of clerics? Only 1 casting stat, everything is based on wisdom. Favored soul? Charisma for bonus spells, wisdom for DCs, and you need some physical stats since all the other class abilities are based around deity weapons... so you end up with a really statistically demanding class, that doesn't reward you that much for it. The class does have some good things, all good saves are nice, and so are the energy resistance and the other passive abilities... but comparing the favored soul to the cleric or paladin? Paladin's are way better warriors, and a cleric can be just as good of a fighter, (as a favored soul) have turning/rebuking undead, domains, and significantly better casting ability. This puts the favored soul into a tough place, if you enhance their fighting ability too much, they are better than paladins, but you can't really alter the spell casting much without changing the class around a lot. My changes to the class are 4 fold... the first is the same change as the cleric with regards to deity and favored weapons, meaning if you can make a good argument for it, you can have it. (example, I worship a sun god and want longsword as my favored weapon... the longsword represents the piercing ray of the sun) The second change is to the primary casting stat, it is now a choice between wisdom or charisma. The 3rd change is increasing the HD to d10, and the final change is giving them the lay on hands ability, just like a paladin. The hope with these changes are to give more of a niche for the favored soul, an effective healer/buff/support warrior. The thing is, even with these 4 pretty major changes, I feel like the cleric is still the better class, domains, spontaneous conversion, and the best spell casting set up of any class is hard to match.

Simplified: Flexible deity chosen weapons, charisma or wisdom* mod for all casting abilities, HD to d10, and lay on hands like a paladin.
(Innately channeling divine energy, the favored soul is a unique blend of warrior and cleric.)

Shugenja: The oriental adventures cleric is, in my opinion, the weakest core class in any book. The basis of the class is an unarmored elemental cleric, who draws power from her chosen element. As far as gameplay goes, they are a strange mix of sorcerer and druid. The shugenja starts his adventure by picking a primary element, and this is the single most important choice a shugenja makes. If you pick water, you can heal and get a few attacks, but you can't cast fire spells, which really hampers your damage. If you pick earth, you can still get fire and water, but you lose air, which has the wonderfully useful spells like fly and levitate. Picking air and losing earth will cost you an enormous amount of buffing spells. (bull's strength and the like) This, right off the bat, is a big disadvantage. Clerics have spell limitations, but that is based on alignment, being good and not being able to cast 'evil' spells, isn't a giant deal, there are so many other options on the cleric list that you can find things that will work. The shugenja list is unique, and has spells from the cleric, druid, and wizard spell lists, it is just a really small list still, and the shugenja gets very few spells known. Give them wizard BAB, no armor proficiency, really crappy weapon proficiency, and a d6 for HD, and you have a class that is pretty much worse than the cleric, druid, or wizard in every way.

This led me to the internet, and to many DnD forums, (which I mentioned very briefly earlier.) with many asking the question, "how do I make Shugenja's not suck?" The responses were all over the place, and while things like my changes to the favored soul were pretty consistent, it was obvious that few people have figured out what to do with this class. The very loose consensus was to change the spell list around... and that is way more work than I'm willing to do right now. The problem with this class is, if you tweak it too much, the spirit of the class gets lost and we'll pretty much have another cleric type. Making changes to this class then is really just educated guessing on my part. I'm making two major changes to the class, first I'm giving the shugenja an advanced learning ability every 4 levels. (4,8,12, etc.) This is an extra spell, that must be of the shugenja's chosen element. However, it can be chosen from the Cleric, Druid, Shugenja, or Wu Jen list. This should hopefully enhance the shugenja versatility with spell selection. The other change I'm making is subtle, but very important. When you pick a favored element, you lose access to the opposing element. Pick fire? No healing spells for you. Pick earth? No flying for you. Ever. I'm making 1 change to this. You may now have 1 spell on your list per spell level, (1 level 1, 1 level 2, etc.) of the opposing element. These two changes should increase the spell casting capability of the shugenja, without compromising the style of the class itself. To further enhance this class, I'm adding Shugenja's Edge, which means they add their wisdom mod to damage on spells, like wizards or warmages do. I am also giving then a bonus feat every 5 levels, this must be chosen from the wizard list.

*UPDATE!* Artherian shugenja, over the last 1000 years, have learned some from their more warrior oriented brethren. They have been practicing Iaijutsu with their chosen wakizashi. They now gain this ability exactly like a ninja, starting with +2 at level 1, and increasing every 7 levels. (+4 at 7, +6 at 14, +8 at 21, etc.) This stacks with ninja or samurai Iaijutsu. 

Simplified: Bonus spell (of chosen element) from Druid, cleric, shugenja, or wujen list every 4 levels. Allowed 1 forbidden element spell known per spell level. Shugenja's Edge, wisdom bonus to damage, and bonus feat every 5 levels. Iaijutsu every 7 levels.
(Unique elemental priests, the Shugenja is one of the more unique casters in the game.)
*Update, reworked.*

The final class in the Complete Divine is the spirit shaman, in my opinion the best of the new classes... and still under powered compared to the druid. The spirit shaman is a druid like class with very unique abilities. Every class ability they have affects 'spirits,' which, since I'm not using the Oriental Adventures book, means incorporeal undead, fey, and elementals. And while there is nothing wrong with that, comparing those abilities to things like wild shape, and the spirit shaman can't cut it. The spirit shaman to me, almost feels like a prestige class. The abilities are really specialized, so your character will either really shine in a situation or be pretty worthless.

Let us start with what they got right with the spirit shaman, the casting type. It is a clever mix of sorcerer and cleric. You have access to all the spells, like a cleric or druid, but each day, you select so many that you know for the day. You then get to cast those however you desire, like a sorcerer would. It takes a little bit to get used to, but they are the only class that casts spells like this, and it is really neat and unique. Also, a lot of the abilities, like chastise spirit, are really good. This doesn't make up for the versatility of wild shape or elemental shape, but it is great when you're against fey, elementals, or undead. A lot of the abilities are pretty nice against those opponents.

I made a 5th level spirit shaman and a 5th level druid, and had them face off. I had a wood element wolf against a druid with a bear, (not upgraded) and the druid took it pretty easily. Then I made a few encounters with the shaman and druid on the same side against some monsters, and while the fights against elementals were definitely better as the spirit shaman, the druid was still effective in that battle, and was far better in the normal fights. This means I need to change some things around. First off, the spirit companion is now at level 1, and is decided on a 1d4 roll, (see below.) I'm also increasing the base usage of chastise spirit from 3 + casting mod to 5 + casting mod. I'm also giving spirit shaman the ability to turn or rebuke all spirits. This takes a use of the chastise spirits ability. I'm also giving the spirit shaman a flexible casting stat, chosen at character creation, they can choose either charisma or wisdom. The final bonus is bonus feats every 5 levels, 5,10, 15, etc. Hopefully the feats will enhance the versatility, while the increased abilities and spirit companion make it more comparable to the druid.

Spirit companion: roll 1d4
1-2: Spirit animal (Animal companion with elemental template from manual of the planes)
3. Small Elemental (Dependent on spirit guide, a bird will give an air elemental for example.)
4. Tiny Fey creature, (Pixie for example) 

Simplified: Spirit companion at level 1, increased ability uses, 5+casting mod per day, turn/rebuke spirits, like a cleric of the spirit shamans level, can choose wisdom or charisma for casting stat, and bonus feats every 5 levels.
(A spirit shaman communing with the dead.)
That concludes the complete divine... the book that has been the most work of the 'complete' series. Currently, only the favored soul has been tested... and I've found that even with the nice upgrades I gave it, that I still prefer the standard cleric. I think my changes to the shugenja will work, and now I think the reworked spirit shaman is much better.

“It is not our part to master all the tides of the world, but to do what is in us for the succour of those years wherein we are set, uprooting the evil in the fields that we know, so that those who live after may have clean earth to till. What weather they shall have is not ours to rule.” J.R.R. Tolkien
   

Thursday, February 6, 2014

Classes of Artheria (Complete Arcane Edition)

*Big update! Doing some edits on a few things, warlock being the first, fixing a lot of typos and changing some things around. If I place an "*" next to the entry, it means it has been altered. (Warlock and spirit shaman are two examples.)

Tackling the final book in the 'complete' series, the complete arcane is probably my 2nd favorite book. The core classes are all decent, and there are a lot of really cool prestige classes. (And some not very good ones as well...) The issue with this book is more my own making then the classes themselves. I buffed wizards and sorcerers a lot, which puts these 3 classes in a bind, because all of them are mostly alright, just like the classes in the complete adventurer, these are mostly good.

The first class up on our list is the Warlock,* a unique caster, with a cursed bloodline. They don't cast spells per say, they have invocations, which are often spell effects, and the eldritch blast ability. Then they get damage reduction and energy resistance, and rogue hp, which if you're using standard everything, is better than mage hp. They are a very balanced class, they don't deal as much damage or have the utility of a wizard, but make up for it with different abilities and a lot of toughness. So what am I doing? Pretty much a full rework. They are pretty buff now, with really cool story line possibilities. First off, I'm increasing the HD to D8, and I'm making another change, power source. The complete arcane says that most warlocks are created by an ancestor making a deal with a dark power, and that is the most common, but there are now options, and depending on what you roll, you will gain certain bonuses. We roll a 1d10 to determine what the source is, and you gain a bonus at level 1, then every 6 levels. (6,12,18) If a player has a specific warlock story idea that one of these fits in with, I could be convinced to just assign an ancestry and not roll one. The majority of warlocks come from some sort of dark contract. (70% on my chart.)

*Update* Reworked a lot of abilities, reformatting the table, and adding explanations of what everything is. I make a lot of assumptions of knowledge, which is a mistake on my part.

1-2. Demon: Typically chaotic evil outsiders of the Abyss, called Tanar'ri. Brutal and impulsive creatures, one bright side to their chaotic nature is these creatures are the most likely of the 3 primary demonic races to free a mortal. Alignments can be any, but tend towards chaotics and evils.
Level 1: Darkvision +60, Level 6: Darkness 2/day Level 12: 5 fire and acid resistance, stacks with any warlock resistance, Level 18: +2 charisma and strength, word of chaos 1/day
2-5. Devil: Lawful evil outsiders of the Nine Hells of Ba'ator, known as Baatezu, often make signed contracts with mortals. A descendant of that contract gains in power, but has a contractual agreement often on their soul. Alignments for warlocks of this descent can be any, but they will suffer consequences of some sort from that choice no matter what it is.
Level 1: Familiar, always infernal and matches character alignment. This is in essence a small companion placed by the owner of your contract on you. If you are evil it will be a willing servant of the devil who owns your soul, reporting on you or some other personal story events. If the player is a non-evil alignment, the creature is a fiendish misaligned companion, that wishes to get out from under the devils contract.
Level 6: Blur 2/day, Level 12: 5 fire and electricity resistance, Level 18: +2 charisma and intelligence, dictum 1/day.)
6-7. Yugoloth: Neutral evil outsiders that reside in Hades, they are known as great mercenaries of the blood war, ruthless, efficient, and motivated by pure greed. They hold on to the dark contracts that form the warlock with malicious greed, only freeing a family line when given no other choice.
Level 1: Natural poison immunity, (scorpions, centipedes, etc.), Level 6: Spider Climb 2/day, Level 12: 5 cold and sonic resistance, Level 18: +2 charisma and +2 dexterity, spell dependent on character alignment, blashpemy, dictum, etc. 1/day.)
*8.* Pseudonatural: Pseudonatural is a template that was originally introduced in the epic level handbook, then again in the Tome and Blood wizard book. It is in essence taking a creature, and making it a writhing, tentacled, spikey nightmarish mess. (Here is an example, a troll.) There are two separate templates in these books, a lower powered one used mainly for the alienist prestige class, and the epic level making anything over CR 20 version. All abilities with templates use the complete arcane version.
Moving on from the technical, epic psuedonatural creatures arrived on Artheria when the reckoning occurred 1000 years ago. These creatures arrived from space, piercing the atmosphere encased in a strange ore, capable of atmospheric entry. (There will be a blog entry about the reckoning in greater detail later, I'll cover the various ores and specifics of those things at that point.) These creatures were in all manner of shapes and sizes, types, species, they all seemed to serve a greater force though. That force tempted mortals during that time, 1000 years ago, with power from beyond space and time. The ancestors of those mortals are cursed with power that drives most of them insane. (Much like the alienist prestige class in the complete arcane.) Warlocks from this ancestry are very much reworked. Unlike other warlocks, this ancestry forces a non-lawful alignment restriction. Major change, the primary ability stat for pseudonatural warlocks is intelligence, not charisma. Anything that is based on charisma, (like spell and invocation DCs) is now based on intelligence. This power source ONLY.
*Level 1:* +2 intelligence, -2 wisdom and charisma, +1 natural armor, all knowledge skills become class skills. Level 6: Companion from Beyond Space and Time, above average strength animal companion with pseudonatural template. Level 12: 5 all elemental resistances, +1 natural armor, -2 wisdom and charisma. Level 18: +2 intelligence and constitution, +1 natural armor, -2 wisdom and charisma, Contact Pseudonatural plane 1/week. As Contact outer plane, just only goes to incredibly powerful pseudonatural entities to answer questions/receive aid, etc.)
9. Fey: The only non-evil alternative to warlock power listed in the complete arcane, the intentional or unintentional surge of wild magics can cause the strange abilities that warlocks gain. Those that have this ancestry most likely don't have a contractual force peering down their very soul. Only evil fey would make contracts like this, and of the evil fey that exit, very few have the patience and desire to enslave a line of mortals. Most evil fey are creatures like brownies or ragewalkers, that prefer killing and torturing over subtle centuries long soul ownership. This makes this ancestry the most 'natural' of all of them, as the vast majority don't have a dark power looking over them, they are the most 'free' of the warlocks. Fey warlocks of all alignments exist, and for the most part, they don't suffer the social stigmas of other warlock types.
 Level 1: +2 charisma, spirit animal companion, animal from standard druid list, with an elemental template from the manual of the planes. (Fire, water, wood, etc.) Level 6: invisibility 2/day. Level 12: 5 acid and electricity resistance. Level 18: +2 charisma and wisdom, Wind walk as the spell, 1/day)
10. Paragon: Paragon is another absurd template from the epic level handbook, and like pseudonatural creatures, paragon creatures came from the stars as well, crashing down onto Artheria encased in powerful ores. While a pseudonatural creature is a chaotic, unstable form of the base creature, a paragon form is the perfected one. They are better than the base version in every way, gaining massive stat bonuses, always max rolls on HP, and other great epic level bonuses.
These creatures can be of any alignment, though the ones that enslaved mortal souls are obviously evil. Like pseudonatural creatures, the vast majority of paragon creatures seemed to be serving some other force. Also like psuedonatural, this is another rework. First off, the warlock must be lawful good, lawful evil, chaotic good, or chaotic evil. whatever force has the contracts of paragon warlocks does not accept neutrality of any kind, and has altered the very souls of those mortals lines as such. This ancestry also has a significantly different upgrading style, they won't gain the abilities of the others, but they will have all manner of innate bonuses.  
Level 1: All weapons count as chaotic or lawfully aligned to overcome damage reduction, dependent on character alignment. +2 to all stats. Level 6: +1 all stats, 8+con mod bonus HP. Level 12: +1 all stats, 10 all resistances. Level 18: +2 all stats, touch of perfection 1/day. Make any roll you make a natural 20. You can apply this to anything you personally do, attack roll, reflex save, skill check, etc. (This can not contribute in any way to surges)

Eldritch blast types: While there is a lot of variety in the style of individual warlock blasts, this is a general guideline for how they will be described and what options you have.

Demon, Devil, or Yugoloth: These all are the stereotypical types of warlock blasts, purple being the most common color. Any darker color can be used though, red, orange,  dark blue, or even black.

Pseudonatural is very unique. Your blasts and invocations peel away at space and time, and rip the folds of reality itself. Blasts seem to be starlight, or stardust. Some even just warp gravity in on itself momentarily in the shape and style of the performed blasts. The best I can think of to describe this is with this classic from Chrono Trigger or Final Fantasy VI.

Fey will have their own unique style as well, nature colors are common, greens, blues, browns, whites, and yellows. There is also those that seem to blasts leafy, pebble filled blasts of wind that do the exact function. Fey warlocks, even at their most terrible, don't have the evil intimidating blasts that the other ancestries have.

Paragon is based on alignment, lawful good warlocks might have gold or silver, lawful evil red or black. Chaotic alignments might have vibrant colors, pink or blue on good ones, mixed grey/red or perhaps black/purple for evil.

Overall, warlocks are no longer an even close to simple class. They are great, even more powerful than before. Gestalt combos will be really absurd. (Try a warlock/sorcerer or warlock/wizard for extreme magical ability, perhaps a lawful good warlock/paladin for a warrior warlock.)

This is a really big upgrade, and may make the warlock look overpowered, and maybe it is late game, I did run a trial fight though with a paladin/warlock and paladin/sorcerer though, both set at level 6 so they would have just reached their first real tier of abilities. (First upgrade on warlock chart, level 3 sorcerer spells) I used a demon base warlock. The few quick sparring matches I ran placed them as a balanced class, I won 1 of the 3 matches with the warlock/paladin. (Haste was my paladin/sorcerers best friend, gave her a big advantage.) So while it is a big rework, they are really comparable to a sorcerer, with a very different style, which is exactly what I believe they were meant to be.

Simplified: HD to d8, ancestry chart. (1d10)
(Dark power incarnate, warlocks are a tough, different type of caster.)

Warmage: The warmage is essentially a damage focused, armored sorcerer. They are really similar to sorcerers, just better. (Before my sorcerer upgrades.) Cast the exact same way as sorcerers, same casting stats, same BAB, better HD, and really good armored casting. The "downside?" Rather limited spell selection to purely battlefield damage type spells. Yes, this greatly limits the versatility of the class to things like fireball and magic missile. You aren't going to fly or haste your allies as a warmage, but you will be able to launch fireballs and meteorswarms while wearing armor and using a shield. So, the warmage is kind of like a sorcerer evoker style specialist, with armor. This is another class that if I didn't change sorcerers around so much, they'd be fine. To make them stand out from the new sorcerer, we're changing the HD to a d8, and giving them cleric BAB. The other major change I'm making to the warmage is continuing with the armored mage motif, they are now the most heavily armored casting class in the game. The armored progression will continue, at level 12, the warmage gains medium shield proficiency, and at level 17, they gain heavy armor proficiency, at level 20, heavy shield. This will allow warmages to be the most heavily armored casters in the game. Adamantine full plate, heavy shield, meteor swarm, 'nuff said.

*Minor Update* Warmages may choose, when they gain ranks of advanced learning, any spell from the conjuration, transmutation, alteration, necromancy, or evocation schools. This will enhance their versatility a bit.

Simplified: HD increases to d8, cleric BAB, armored mage continues to advance, medium shield at level 12, heavy armor at level 17, and heavy shield at level 20.
(The most heavily armored, no nonsense battle style mage, the warmage is a great introductory caster.)

*Wu Jen:* The oriental adventures wizard, and the best class in the complete arcane, in my opinion. Pretty much identical to the wizard, just with a greater emphasis on elemental spells. The spell secrets are fantastic, permanently altering a spell with 1 of 4 metamagic feats is a fantastic skill, and elemental mastery is fantastic too. This is one of those classes that would need very little adjustment if I hadn't buffed everything else. The first change we're doing is they gain wu jen's edge, which adds intelligence modifier to spell damage, like wizards and warmages have. They also now gain a spell secret and elemental mastery at level 6, and the final change is a bonus metamagic feat every 6 levels. (10 was too slow, wizards are buff as hell.) These three relatively small changes should hopefully make the wu jen comparable to the wizard. If you want the best caster in the game, Wu Jen/Wizard is the way to go. *update* Elemental mastery now has one more effect, a +1 bonus on all damage dice for the chosen element. Example, level 10 wu jen picks fire mastery, fireball now does 10d6+10 instead of 10d6.  

Simplified: Spell secret level 6 and elemental mastery, intelligence modifier to spell damage, and bonus metamagic feats every 6 levels. Elemental mastery now adds +1 damage per dice.
(The Wu Jen is a master of elemental wizardry)

Thus concludes the final class entry for Artheria. Classes are only allowed from the PHB, PHB II, and complete books. I will add psionics at some point, but I've never ran a 3rd edition psionics, so I need to learn that a little more first. Really glad to have these done.... if anything needs to be changed as play continues, we will do that. A lot of these are untested.

"For even the very wise cannot see all ends." J.R.R. Tolkien