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

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