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How to make 3.5 not a pile of shit

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May 9th, 2013
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  1. Changes
  2. • Banned classes – Wizard, Cleric, Druid, Archivist, Artificer, Erudite, Sorcerer, Favored Soul, Psion.
  3. • Allowed classes – Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder, Duskblade, Factotum, Warblade, Psionic Warrior, Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Spellthief, Marshal, Fighter, Monk, Ninja, Healer, Soulknife, Paladin, Knight, Swashbuckler.
  4. • Any extra maneuvers can be chosen from any school as long as they are of the same maneuver level.
  5. • Classes have no alignment restrictions. If it has a specific code tied to an alignment, speak with the DM.
  6. • Any skill tied to a school (such as Concentration for Diamond Mind) becomes a class skill.
  7. • No extra attack can be at more than a -5 penalty.
  8. • Duskblade has access to Diamond Mind and Stone Dragon martial schools. Same progression and refresh as Warblade.
  9. • Factotum has access to all schools, but only gains stances and maneuvers equal to his Arcane Dilettante level and uses per day. Can switch maneuvers and stances after 8 hours of rest. Same refresh as a Swordsage.
  10. • Barbarian has access to Tiger Claw and Iron Heart martial schools. Same progression and refresh as Warblade. Barbarian has class level + (new) constitution modifier rounds of rage to use throughout the day as he sees fit. However, he becomes fatigued after any amount of rage ends. At 8th level, the number of rounds he gets from his (new) constitution modifier doubles. At 16th level, it triples, and at 20th level, it quadruples. He also gains fast healing along with his damage reduction.
  11. • Rogue has access to Desert Wind and Shadow Hand martial schools. Same progression and refresh as a Swordsage. The damage from sneak attacking applies to every hit in a round. Rogue gains intelligence modifier to attack rolls.
  12. • Scout has access to Shadow Hand and Setting Sun martial schools. Same progression and refresh as a Swordsage. The damage from skirmishing applies to every hit in a round. Scout gains intelligence modifier to AC.
  13. • Ranger has access to Tiger Claw and Desert Wind martial schools. Same progression and refresh as Warblade. Ranger gains wisdom modifier to attack and damage favored enemies.
  14. • Hexblade has access to Diamond Mind and Iron Heart martial schools. Same progression and refresh as a Crusader. Hexblade’s Curse becomes once per encounter instead of once per day, and at every four levels beyond 1st (5th, 9th, 13th, and 17th) a Hexblade gains the ability to use his curse one additional time per encounter, and the curses still don’t stack. Aura of Unluck also becomes per encounter and can be used twice an encounter at 16th level, and 3 times an encounter at 20th level.
  15. • Marshal has access to Diamond Mind and White Raven martial schools. Same progression and refresh as a Crusader. They also can grant standard maneuvers in addition to move maneuvers at the same rate. Major auras gain a bonus equal to the Marshal’s Charisma modifier.
  16. • Fighter has access to all martial schools. Can switch known maneuvers, stances, and bonus feats after 8 hours of rest. Same progression and refresh as a Warblade.
  17. • Ninja has access to Shadow Hand and Setting Sun martial schools. Same progression and refresh as a Swordsage. Gain Weapon Finesse at 1st level. Ghost Strike is a swift action instead of a move action. A ninja can use ki powers a number of times an encounter (instead of per day) equal to a quarter of her class level rounded up plus her wisdom modifier.
  18. • Healer gains Resistance, Guidance, and Virtue as 0th level spells; Bless, Comprehend Languages, Divine Favor, Endure Elements, Entropic Shield, Hide From Undead, Magic Weapon, Protection from X, Remove Fear, Shield of Faith, Ray of Hope as 1st level spells; Aid, Align Weapon, Bear’s Endurance, Bull’s Strength, Consecrate, Eagle’s Splendor, Find Traps, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Shield Other, Zone of Truth as 2nd level spells; Continual Flame, Daylight, Dispel Magic, Helping Hand, Invisibility Purge, Locate Object, Magic Circle against X, Magic Vestment, Prayer, Protection from Energy, Water Breathing, Water Walk as 3rd level spells; Control Water, Discern Lies, Imbue With Spell Ability, Greater Magic Weapon, Sending, Spell Immunity, Tongues as 4th level spells; Hallow, Spell Resistance, Stoneskin, True Seeing as 5th level spells; Mass Bear’s Endurance, Mass Bull’s Strength, Greater Dispel Magic, Mass Eagle’s Splendor, Find the Path, Mass Owl’s Wisdom, Spellstaff, as 6th level spells, Repulsion, Renewal Pact, Righteous Wrath of the Faithful, Mass Spell Resistance, Fiendish Clarity, Pact of Return, as 7th level spells; Antimagic Field, Aura of X, Greater Spell Immunity, Brilliant Blade, Spread of Contentment as 8th level spells; Antipathy, Miracle, Sublime Revelry, Sympathy, Mass Death Ward as 9th level spells. The Healing Hands class feature works off of Wisdom instead of Charisma. A Healer can channel stored spell energy into healing spells that the Healer did not prepare ahead of time. The Healer can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
  19. • Psychic Warrior has access to the Diamond Mind martial school. Same progression and refresh as a Warblade. Psychic Warriors can switch their bonus feats after 8 hours of rest.
  20. • Soulknife gains psionic talents as a Psychic Warrior. Has access to the Desert Wind martial school. Same progression and refresh as a Warblade. A Soulknife’s Wisdom modifier is added to his weapon’s damage and attack rolls instead of strength. Psychic Strike is replaced with Focus, in which a Soulknife uses a full round (once per day) to do 2.5 times as much damage (rounded up) the next round of attacks or spellcasting. At every 4 levels past 3rd (7th, 11th, 15th, 19th), the Soulknife can use Focus one more time per day. Knife to the Soul now automatically applies to Focus and he can chose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for damage. He deals 2 points of damage to the ability he chooses per attack during Focus. He can divide the damage up between stats as he chooses.
  21. • Paladins lose Smite Evil, and instead deal as much damage with every accurate strike against undead creatures. Detect Evil is replaced with at-will Detect Undead. For every use of Smite Evil per day the Paladin would normally have, it instead deals an extra d6 of damage to undead. For example, a 10th level Paladin deals an extra 3d6 damage against undead creatures, and adds his charisma as a bonus to attack rolls and damage. Gains access to Devoted Spirit and Stone Dragon martial schools. Same progression and refresh as a Crusader.
  22. • Knights gain access to Devoted Spirit and White Raven martial schools. Same progression and refresh as a Crusader. Gains best fortitude save progression. A knight can use his Knight’s Challenges a number of times per encounter (instead of per day) equal to a quarter of his class level rounded up plus his charisma modifier. Gains Smite X, which works similarly to Paladin’s Smite Evil, except this consumes a use of his Knight’s Challenge instead of being per day.
  23. • Swashbuckler’s Insightful Strike now keys off of Dexterity instead of Intelligence, and also gives the Swashbuckler the keening enchantment on light weapons. Grace extends to all saves. They also gain access to Tiger Claw and Setting Sun martial schools. Same progression and refresh as a Warblade. Dodge bonus applies to all enemies the Swashbuckler can see. Acrobatic Charge becomes Dramatic Movement – if the Swashbucker acts to move in a dramatic matter, such as leaping on a chandelier or jumping through a window, the Swashbuckler gains a Dexterity modifier bonus to the skill check to pull it off. Dramatic Movement Mastery allows the Swashbuckler to take 10 on such checks.
  24. • I have a homebrew Monk class on my flash drive that you guys can use instead of the normal mess.
  25. • I might be willing to help homebrew a full casting class based around Abjuration similar to how focused Warmages and Dread Necromancers are.
  26. • Added Fate Points, points players can use to reroll anything they want. Everyone starts play with 2, and can gain them through good roleplaying or executing really awesome plans.
  27. • Upon falling to -10 HP, the player has the choice to either die and roll a new character, or the DM will roll 1d4 damage to a random stat.
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