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Ardent
- Upon reaching 5th level, and at every ardent level after that, an ardent can choose to learn a new power in place of one she already knows. In effect, the ardent "loses" the old power in exchange for the new one. The new power’s level must be the same as that of the power being exchanged, and it must be at least two levels lower than the highest-level ardent power the ardent can manifest.
- Ardent Empowerment (Ex): An ardent that single handily focuses on her discipline can employ her powers more often. At 2nd level an Ardent gains an additional power point, gaining another power point every level thereafter.
- Rote Detect Psionics (Ps): A 2nd level ardent gains Detect Psionics 1/day as a psi-like ability. This becomes 3/day at 6th level and at will at 10th level.
- Rote My Light (Ps): A 4th level ardent gains My Light 1/day as a psi-like ability. This becomes 3/day at 8th level and at will at 12th level.
- Rote Far Hand (Ps): A 6th level ardent gains Far Hand 1/day as a psi-like ability. This becomes 3/day at 10th level and at will at 14th level.
- Rote Daze, Psionic (Ps): An 8th level ardent gains Daze, Psionic 1/day as a psi-like ability. This becomes 3/day at 12th level and at will at 16th level.
- Bonus Feat: At 11th level and every 3 levels thereafter an Ardent gains a bonus psionic or metapsionic feat that she meets the prerequisites for.

Archivist
Please download the attached document. The spells per day table is included below.

Last updated 06/08/13
Status: Done, not 100% happy with the power level given the class is tier 1, but short of reducing the power of every PrC, the features are as weak as they can be without the class being ditch for PrC bait.

Spells per Day table

Soulborn
- Increase their will save to an average progression from a poor progression.
- Increase their skill points to 4 + int mod skill points per level.
- Gain Meldshaping at first level, and your meldshaper level is equal to your soulborn level.
- Smite Opposition: Instead of daily uses, you have encounter uses. Instead of doing 1 damage per level, you deal an extra 1d6 at level 1, and deal an additional 1d6 every 3 levels thereafter, dealing 7d6 damage at 19th level.
- Incarnum Grace (Su): At 2nd level, a soulborn gains a bonus equal to her Charisma bonus (if any) on all saving throws, up to a maximum of her class level.
- Bonus Feat: You gain a bonus feat at 3rd level as normal, and an additional 1 every 4 levels thereafter. In addition to incarnum feats she can select general feats in MoI.
- Share Incarnum Defense: Gain this at 4th level, not 9th. Gain an additional use every 4 levels thereafter. It’s a move action to use. You also grant the ally your charisma modifier to saving throws. The duration is half your soulborn level + your charisma modifier.
- Charka Bind: Gain Crown binding at 4th level, Feet and Hands at 6th level, Brow binding at 12th level, Throat and Waist at 16th level, and Soul binding at 19th level.
- Incarnum Surge (Ex): At 3rd level a soulborn may once per day reroll a saving throw. This increases to two uses a day at 10th level and three uses a day at 17th level.
- Extra Smite (Su): At 6th level when a soulborn uses her smite opposition it affects an additional attack before the end of her round. At 12th level it affects an additional two attacks before the end of her round and at 18th level it affects an additional three attacks.
- Improved Smite Opposition (Su): At 8th level a soulborns smite opposition also now affects true neutral targets.
- Quicken Essentia (Ex): A soulborn at 9th level may now invest Essentia as an Immediate Action, as opposed to a Swift Action.
- Greater Smite Opposition (Su): At 15th level a soulborns smite opposition now affects anyone who doesn’t share her exact alignment.
- Timeless Body: Gain this at 17th level, instead of 19th.
- Surpass Mortality (Ex): At Level 20 a soulborns Type changes to Outsider with the appropriate Alignment Subtypes (i.e. if you're Chaotic Evil you gain the Chaotic and Evil Subtypes), and the Native Subtype. Your attacks are now the same Alignment as yourself for purposes of overcoming Damage Reduction. You no longer age, or take age penalties, and cannot be magically aged. Effectively you will never die from aging, though you are still susceptible to anything else that would harm a mortal being.


Soulborn MeldShaping
LevelSoulmeldsEssentiaCharka Binds
1110
2110
3110
4221
5231
6241
7251
8361
9372
10382
11392
124102
134113
144123
154133
165143
175154
185164
195174
206184

Sorcerer
- Increase skill points to 4 + int mod per level, and add intimidate and knowledge dungeoneering to their list of skills.
- Increase their fort save progression to average from poor.
- Instead of knowing a limited amount of Cantrips, a Sorcerer knows every Cantrip that is her spell list.
- Upon reaching 5th level, and at every sorcerer level after that, a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast.
- Eschew Materials: A sorcerer gains Eschew Materials as a bonus feat at 1st level, even if she does not meet the prerequisites.
- Inner Power (Sp): Once per day at 2nd level a sorcerer can tap into the raw potential of their magic and release a blast of energy at her foes, though the exact nature of the attack depends from sorcerer to sorcerer. A sorcerer can use Inner Power three times per day at level 9 and at-will at level 16. Note that spell resistance applies to all uses of Inner Power. Pick an Energy Type and Shape when you learn Inner Power.
Type:
  • Fire: Deal 1d6+1 Fire damage per every 2 sorcerer levels.
  • Cold: Deal 1d6+1 Cold damage per every 2 sorcerer levels.
  • Electricity: Deal 1d6 Electricity damage per every 2 sorcerer levels, treat your caster level as 2 higher to defeat spell resistance.
  • Acid: Deal 1d6 Acid damage per every 2 sorcerer levels.
  • Force: Deal 1d4 Force damage per every 2 sorcerer levels.

Shape:
  • Ray: Your Inner Power takes the form of a 60-foot ray, requiring a ranged touch attack as normal.
  • Cone: Your Inner Power takes the form of a 15-foot cone. Targets caught in the cone can make a reflex save (DC=10 + 1/2 sorcerer level + cha) for half damage.
  • Line: Your Inner Power takes the form of a 30-foot line. Targets caught in the line can make a reflex save (DC=10 + 1/2 sorcerer level + cha) for half damage.

- Energy Resistance (Ex): At 3rd level pick one of Acid, Cold, Electricity or Fire. The sorcerer gains 5 resistance to that energy type. She may pick again at 9th and 15th level, gaining 5 resistance to another energy type, or even improving an existing resistance by 5.
- Fundamental Detect Magic (Sp): A 3rd level sorcerer gains Detect Magic 1/day as a spell-like ability. This becomes 3/day at 5th level and at will at 7th level.
- Bonus feat: Gain a bonus metamagic or reserve feat at 4th level and every 4 levels afterwards.
- Extra Spell: At 5th, 8th, 11th, 14th, 17th, and 20th level, the sorcerer gains an additional spell known. This can be any spell that she could normally select, but must be two levels lower than the highest level she could normally learn.
- Fundamental (First Cantrip) (Sp): A 7th level sorcerer gains a cantrip of her choice 1/day as a spell-like ability. This becomes 3/day at 9th level and at will at 11th level.
- Fundamental (Second Cantrip) (Sp): An 11th level sorcerer gains a cantrip of her choice 1/day as a spell-like ability. This becomes 3/day at 13th level and at will at 15th level.
- Fundamental (Third Cantrip) (Sp): A 15th level sorcerer gains a cantrip of her choice 1/day as a spell-like ability. This becomes 3/day at 17th level and at will at 19th level.
- Improved Inner Power (Sp): At level 19, a sorcerers Inner Power ability improves; the range doubling (the Ray becoming 120-foot, the Line becoming 60-foot and the Cone becoming 30-foot).


Sorcerer Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
163--------
274--------
3753-------
4764-------
57653------
67664------
776653-----
876664-----
9766653----
10766654----
117666543---
127666544---
1376665443--
1476665543--
15766655433-
16766655533-
177666555333
187666555433
197666555443
207666555444



Sorcerer Spells Known
Level01st2nd3rd4th5th6th7th8th9th
1All3--------
2All3--------
3All42-------
4All43-------
5All532------
6All543------
7All6432-----
8All6543-----
9All65432----
10All66543----
11All665432---
12All666543---
13All6665432--
14All6666543--
15All66665432-
16All66666543-
17All666665432
18All666666543
19All666666543
20All666666654

Bard
Please download the attached document for the most updated version. Below is a summary of the changes.

•Instead of knowing a limited amount of Cantrips, a Bard knows every Cantrip that is on her spell list.
•Upon reaching 10th level, and at every even bard level after that, a bard can choose to learn a new spell in place of one she already knows. In effect, the bard "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast.
•Increase their hit die to d8 from d6.
Inspire Courage: Increases to +2 at 5th level and by an additional 1 every 5 levels thereafter.
Countersong: Gain this at 2nd level, not 1st.
Fascinate: Gain this at 2nd level, not 1st.
Fundamental Detect Magic (Sp): A 2nd level bard gains Detect Magic 1/day as a spell-like ability. This becomes 3/day at 6th level and at will at 10th level.
Inspire Competence: Increase this to a +3 bonus. Increase the bonus by an additional 1 every 3 levels thereafter.
Fundamental Summon Instrument (Sp): A 4th level bard gains Summon Instrument 1/day as a spell-like ability. This becomes 3/day at 8th level and at will at 12th level.
Bonus Feat: A Bard at 7th, 10th, 13th, 16th, and 19th level gains a bonus bardic music, metamagic, or reserve feat that she meets a prerequisite for.
Fundamental Prestidigitation (Sp): A 11th level bard gains Prestidigitation 1/day as a spell-like ability. This becomes 3/day at 14th level and at will at 17th level.
Extra Spell: At 13th, 16th, and 19th level, the bard gains an additional spell known. This can be any spell that she could normally select, but must be one level lower than the highest level she could normally learn.
Fundamental (Cantrip) (Sp): A 14th level bard gains a cantrip of her choice 1/day as a spell-like ability. This becomes 3/day at 17th level and at will at 20th level.

Bard Spells per Day
Level01st2nd3rd4th5th6th
150-----
261-----
362-----
4620----
5631----
6632----
76320---
86431---
96432---
1064320--
1164431--
1265432--
13654320-
14654431-
15655432-
166554320
176554431
186555432
196555443
206555444


Bard Spells Known
Level1st2nd3rd4th5th6th
12-----
23-----
33-----
442----
543----
643----
7542---
8543---
9543---
105542--
115543--
125543--
1355542-
1455543-
1565543-
16665442
17666443
18666443
19666554
20666555

Ranger
- Increase their hit die to d10 from d8.
- Add acrobatics as a class skill.
- Favoured Enemy: Gain your second favoured enemy at 4th level, not 5th. Gain an additional one every four levels thereafter.
- Combat Style: This replaces Combat Style, Improved Combat Style, and Combat Style Mastery. At 2nd, 6th, 11th, 16th, and 20th level you gain a bonus feat from the follow list. When gaining a feat from Combat Style, you may ignore any attribute requirements of the feat, and may treat your ranger level as your fighter level. You otherwise must meet the prerequisites as normal. If the Ranger does not meet the attribute or fighter level requirement, she can only use the feat while she wears light or no armour.
Greater Manyshot, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Precise Shot, Improved Rapid Shot, Manyshot, Point Blank Shot, Precise Shot, Quick Strike, Rapid Shot, Two-Weapon Pounce, Two-Weapon Rend, Two-Weapon Fighting, Weapon Focus, Weapon Specialization
- Intuitive Knowledge (Ex): At 2nd level a ranger may use her wisdom modifier instead of her intelligence modifier for Knowledge Nature Checks.
- Trap Finding (Ex): Gain trap finding as a rogue at 2nd level.
- Fast Movement (Ex): At 3rd level a Ranger gains Fast Movement as a Barbarian.
- Animal Companion: Your effective Druid level is Ranger level minus 3, using the unedited animal companion rules in the PHB for the Druid.
- Bonus Feat: At 4th level and every 3 levels thereafter, a Ranger gains a bonus feat from the following list. She must meet the prerequisites as normal.
Adaptable Flanker, Alertness, Athletics, Blind Fight, Combat Reflexes, Far Shot, Greater Manyshot, Improved Critical, Improved Favoured Enemy, Improved Precise Shot, Improved Rapid Shot, Manyshot, Mobility, Point Blank Shot, Precise Shot, Quick Strike, Rapid Assault, Ranged Disarm, Ranged Pin, Ranged Sunder, Rapid Shot, Shot on the Run, Spring Attack, Two-Weapon Pounce, Two-Weapon Rend, Two-Weapon Fighting, Weapon Focus, Woodland Archer
- Favoured Enemy Insight (Ex): At 5th level a Ranger when attacking a favoured enemy adds her wisdom modifier as an insight bonus to her damage rolls.
- Shapeshift (Su): At 6th level a Ranger gains a limited form of shape shifting. Except as noted here, this functions exactly the same as a Druid’s shapeshift ability. At 6th level, the ranger gains access to the Predator form, gaining Mobility as a bonus feat while in that form at 9th level. She gains access to the Aerial form at 11th level, that form gaining Flyby Attack at 14th level.
- Woodland Hunter (Ex): At 10th level, a ranger can make "get along in the wild" checks while moving at her full overland speed.
- Camouflage: Gain this at 12th level, not 13th.
- Perceptive Tracker (Ex): At 13th level, a ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.
- Seasoned Explorer (Ex): At 14th level, a ranger can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at her full overland speed.
- Hide in Plain Sight: Gain this at 15th level, not 17th.
- Improved Evasion (Ex): At 17th level a Ranger gains Improved Evasion as a Rogue.
- Instinctive Tracker (Ex): At 18th level, a ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at her speed.
- Survivalist (Ex): At 19th level, the ranger becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so.

Druid
- You must use the Shapeshift variant in PHB2.
- Reduce their fortitude save to an average progression from a good progression.
- Change Nature Sense to a +3 competence bonus to Knowledge Nature, which improves to +4 at level 6 and by 1 every 5 levels thereafter.
- Change Resist Nature’s Lure to a competence bonus.
- Nature Lore (Ex): At 2nd level a druid gains a +3 competence bonus to knowledge nature checks made to identify animals and plants. This improves to +4 at 4th level and by another 1 every even level thereafter.
- Intuitive Knowledge (Ex): At 5th level a druid may use her wisdom modifier instead of her intelligence modifier for Knowledge Nature Checks.
- Bonus Feat: At 6th level a druid gains a bonus metamagic or reserve feat.
- Fundamental Detect Magic (Sp): A 7th level druid gains Detect Magic 1/day as a spell-like ability. This becomes 3/day at 13th level and at will at 19th level.
- Improved Resist Nature’s Lure (Ex): At 11th level Resist Nature’s Lure also works on the supernatural abilities of fey.
- Greater Resist Nature’s Lure (Ex): At 17th level Resist Nature’s Lure also works on the extraordinary ability of fey, and the supernatural and extraordinary abilities of plants.
- Woodland Sprint (Ex): At 19th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
- Repel Nature's Lure (Ex): At 20th level, a druid gains spell resistance against the spell-like abilities of fey equal to her current druid level + 10.


Druid Spells per Day
Level01st2nd3rd4th5th6th7th8th9th
141--------
252--------
3521-------
4532-------
55321------
65332------
754321-----
854332-----
9544321----
10544332----
115444321---
125444322---
1354443221--
1454443321--
15544433211-
16544433311-
175444333111
185444333211
195444333221
205444333222

Barbarian
- Lion Totem is banned.
- Increase their reflex save progression to average from poor.
- Damage Reduction: Gain DR 2/- at 1st level. The DR improves to DR 3/- at 4th level, and by an additional 1 every 3 levels thereafter.
- Bonus Feat: At 2nd level and every 3 levels thereafter a Barbarian gains a bonus feat from the following list. You must meet the perquisites as normal.
Athletic, Blind-Fight, Brutal Strike, Cleave, Combat Brute, Danger Sense, Destructive Rage, Extended Rage, Extra Rage, Greater Resiliency, Improved Bullrush, Improved Toughness, Instantaneous Rage, Intimidating Rage, Karmic Strike, Knockback, Leap Attack, Mad Foam Rager, Power Attack, Power Critical, Rampaging Bullrush, Reckless Rage, Robilar's Gambit, Shock Trooper, Three Mountains Style, Toughness
- Trap Sense: Is gained at 2nd level, not 3rd level, and the bonus is equal to half your barbarian level.
- Fast Movement: Is gained at 3rd level, not 1st.
- Pounce (Ex): A Barbarian gains Pounce at 6th level.
- Indomitable Will: Gain this at 9th level, not 14th.
- Tireless Rage: Gain this at 15th level, not 17th.
- Mighty Rage: Gain this at 19th level, not 20th.
- Rage (Temporary Hit Points) (Ex): At 20th level, while raging, the barbarian gains 10 temporary hit points at the beginning of every single round.

Other Feats
Please download the attached file.

Monk
Please download the attached file for the rebalanced Monk. Please remember to review the rules for feats and items to get a full scope of the balance changes made to the class.

Last Updated 06/08/13
Status: Likely 100% complete, might need it's bonus feat list updated as feats are updated.

Swashbuckler
Please download the attached file.

Soulknife
Please download the attached file.

Last updated 06/08/13
Status: Likely 100% completed, possibly the bonus feat list will need updating as feats are updated.

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