If you do use a Homebrew Class, it stands on its own, and the character cannot use any of the Character Generation House Rules.
Ability Scores: Roll 7 4d6s, drop one, and use the best three. Roll until you get a character you enjoy playing. Do not ever use a point-buy unless you're generating cohorts or something.
At levels where a character gains an Ability Score increase of +1, it is now +2, which can be divided among two abilities or placed in the same one. This is ONLY for heroes or villains of appropriate calibre. Players have no business applying this rule to anyone but PCs.
Hitpoints/Health: Max Hitpoints/HD/Level. Unmodified Constitution Score Modifiers to Hit Points are Retroactive.
Alignment: Any non-stupid, if you ever use your alignment to justify a character's actions, a paladin will come after you.
Feats: Every odd-level in place of standard feat progression.
Jun 20 '12 6:13pm
Swim + Climb + Jump = ATHLETICS (STR)
Decipher Script + Forgery = WORDSMITHING (INT)
Bluff + Diplomacy + Intimidate = PERSUASION (CHA)
Hide + Move Silently = STEALTH (DEX)
Handle Animal + Ride = ANIMAL AFFINITY (CHA)
Balance + Tumble = ACROBATICS (DEX)
Listen AND Spot = PERCEPTION (DEX)
DISABLE DEVICE + OPEN LOCK + SLEIGHT OF HAND = THIEVERY (DEX)
Survival becomes a function of KNOWLEDGE(Nature). Survival Checks cannot be made without at least 4 Ranks in Knowledge(Nature). Classes with Survival as a Class Skill can use Wisdom or Intelligence as the Skill Ability Modifier, whichever is more favorable.
SPELLCRAFT and CONCENTRATION remain separate. CONCENTRATION can be based on the primary spellcasting statistic. You may choose whichever spellcasting ability you wish, but must use it for all Concentration Checks from then on.
A character can choose whether to use Constitution or a primary spellcasting ability for their Concentration Checks, once this choice is made it is final.
ESCAPE ARTIST AND USE ROPE remain separate.
PROFESSION, PERFORM, GATHER INFORMATION, SEARCH, HEAL, SENSE MOTIVE, APPRAISE, KNOWLEDGE, SPEAK LANGUAGE, and CRAFT remain unchanged.
Only the highest modifier from any one source or type, including untyped bonuses, stack in regard to skills and skill checks.
At the start of a Base Class-level, a character gains the quadruple the per-level skill points when multi-classing.
Opposed Checks rule; at any point where another character makes a Skill Check against another character, an Opposed Check may be made, with standardized DCs being rendered irrelevant in place of a within 20 result.
Skill Synergies no longer exist.
In place, Skills 'Stack', if, by multiclassing, one class offers Swim, the other offers Climb and the other offers Jump, they stack to make Athletics a Class Skill.
The Diplomacy Skill, now part of Persuasion has been fix'd.
Class Skills: If a new Skill has 50% or more of a the original class skills, its still a Class Skill.
Jun 20 '12 6:14pm
Spell Point System with the Vitalizing Variant, in order to offer some balance for mundane non-casters.
After Spell Points for Caster Level and Bonus Spell Points for Ability Scores are calculated, increase Spell Point Pool by 50
Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) still deal damage based on caster level, not as if cast by a character of the minimum level of the class capable of casting the spell, as the Spell Point Rules ask for. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) still use the spellcaster’s normal caster level to determine damage. The character’s normal caster level is still used for all other effects, including range and duration.
Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.
A spellcaster gains bonus spell points for high ability scores as RAW.
A spellcaster can choose, for each spell-level he can cast, to get bonus spells for their high ability scores OR bonus spells from domains and specializing.
As an example, I take Welby, the 14th-level cleric with 24 Wisdom and 16 Constitution.
With his high Wisdom Score, Welby gets 2 Bonus Spells Per Day 1st to 3rd-level bonus spells, and 1 Bonus Spell Per Day for 4th to 7th.
As a cleric, he'd also have access to domain spells at each of those levels which he could cast; two as a cleric and a domain spell for three.
As a 14th-level Cleric, and with the House Rules Welby has 304 Spell Points = (136 for 14th-level Cleric + 58 for 24 Wisdom + 9 for 16 Constitution)x1.5, and can only cast 2 7th-level spells, and his his 7th-level domain spell OR his 7th-level spell for high Wisdom.
You must choose, between high ability or domain for each spell level which you can cast, and cannot change it until you prepare spells for the day.
The addition of Vitality may seem rough, so I'm going to keep looking at it, and am considering letting Constitution, as well as high ability Scores give bonus Spell Points, which would effectively make Spell Point calculation look like this: (Spell Points by Class & Level + Bonus Spell Points by high Spellcasting Ability Score + Spell Points by high Constitution Score)x1.5
Making this even sweeter, is that damage output remains the same.
The balancing factor is that when half a spellcaster's spell points are used, he is fatigued and when three-quarters are used, he's exhausted, and that non-casters, ranged and melee are getting boosts as well.
Welby, a Level 14 looks to be a good example. He gets 149 Spell Points as a 14th Level Sorcerer, 58 Spell Points for 24 Charisma and his ability to cast 7th Level spells, and 9 more Spell Points for 16 Constitution and his ability to cast 7th Level spells, giving him a grand total of 324 Spell Points after adding it all up and slapping on another 50%.
At 162 Spell Points, he'd become fatigued and at 81 Spell Points, he'd be positively exhausted. Though if things get really bad, he can attempt to draw even more Spell Points through his sheer will and health.
It should also be noted that after these modified rules, Welby has been casting more spells, and dealing the same amount of damage per spell when he was using Slots!
Metamagic And Spell Points
Ignore this section of the SRD...
Particularly these entries:
In the spell point system, a GM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells—they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spell’s casting time.
The first option is to apply an additional spell point cost to any spell cast with a metamagic feat.
The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat’s effects three times per day at no additional spell point cost.
Spells known, preparation and casting of spells with spell points are separate, including in regard to metamagic feats.
Specifically, spontaneous casters cast their spells known as normal from their spell points pool, and prepared spellcasters cast their prepared spells. They must still prepare their spells with metamagic feats.
Jun 20 '12 6:17pm
Archmages and Hierophants
The Archmage and Hierophant Prestige Classes are by request only.
An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating using one existing spell slot (she cannot eliminate use a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description. An archmage may choose to eliminate use a spell slot of a higher level than that required to gain a type of high arcana. The archmage prepares their High Arcana in their spell slots in the same manner they prepare spells.
The Hierophant's Special Abilities work the same way. Instead of gaining a single special ability each time the gain a level day, they use a spell slot instead, preparing them anew each day and gaining more as they level.
Can substitute another energy source of acid, cold, electricity, fire, or sonic in the Arcane Fire Supernatural Ability.
Versatile Attack (Ex): A monk learns advanced martial arts that make her a more flexible attacker. While she is unarmored, she adds the better of her Strength, Dexterity or Wisdom bonuses to attack with unarmed strikes and special monk weapons, and to all contested combat maneuvers (such as bull rush, disarm, grapple, overrun, sunder, or trip checks).
After third level, Monks gain bonus feats exactly as as Fighter would after third level.
Gains +1 to AC at first, and every four levels, not five.
Fast Movement (Ex)
At 1st level, a monk gains an 10 ft. enhancement bonus to their speed. A monk in armor or carrying a medium or heavy load loses this extra speed. Shift the speed increases up by two.
At 1st-level, the monk also receives Decisive Strike, without having to give up Flurry of Blows.
Wholeness of Body (Su):
Beginning at 2nd level, a monk with a Wisdom score of 12 or higher can heal wounds (her own or those of others) by touch a number of times each day equal to her monk level + her Wisdom bonus. She can heal a total number of hit points of damage equal to her monk level × her Wisdom bonus. Using Wholeness of Body is a standard action.
Monks are proficient with their own bodies.
Monks get full BAB.
Tongue of the Sun and Moon (Ex)
This is nottongues. A monk of 7th level or higher can understand and be understood by any living creature. The monk does not know every language, and those observing him hear him speaking the language he is indeed speak, and whatever creature he is speaking with, reply. The creature must be capable of vocal communication.
A multi-class, unarmored monk uses 75% of the Defense Bonus they're entitled to. Round down.
A single-class, unarmored monk uses 100% of the Defense Bonus they're entitled to. A single-class, unarmored monk, and only a single-class unarmored monk, has their defense bonus effected by a monk's belt.
Rangers use d10s for Hit Dice
Favored Enemy (Ex)
At 4th level and every 4 levels thereafter (8th, 12th, 16th, and 20th-level), the a character with this class feature may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the character choose the same enemy, he simply adds another +2 bonus, and it still naturally increases. Choosing the same favored enemy results in a +20 bonus at 20th-level.
This bonus now applies to attack and damage rolls.
For Rangers, and Rangers only, they can apply half this bonus to their armor class, saves, and opposed checks against attacks, effects and checks made by their favored enemies as morale bonuses.
Rangers get Two-Weapon Defense and Two-Weapon Parry at levels 6 and 11 instead. They still get Two-Weapon Fighting at level 2.
When a ranger is equipped with a bane weapon of their favored enemy, they increase the damage dice, from 2d6 to 3d6.
Smite Evil (Su): A paladin with a Charisma score of 12 or higher can Smite Evil a number of times each day equal to her paladin level + her Charisma bonus with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch a number of times each day equal to her paladin level + her Charisma bonus. She can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. Using lay on hands is a standard action. Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her allotment of points per lay on of hands to use as damage after successfully touching an undead creature.
Turn Undead (Su): When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to her paladin level + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Druid Domains With this option, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Plant, Sun, and Water. The druid gains a bonus spell of each spell level, which may be used only to prepare a domain spell of that level (or of a lower level, if affected by a metamagic feat). The druid also gains the domain's granted power, except as noted below.
Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]), since Knowledge (nature) is already a class skill for druids.
A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her level, and cannot perform a greater turning
Barbarians gain DR x/- equal to their Con modifier or their Barbarian class level, whichever is lower. This is in addition to the DR x/- gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
Barbarians of level 11 or higher also have Mettle, but only while raging.
A character with Mettle can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.
At 11th-level, a barbarian can take 2 Constitution Ability Damage to gain another Greater Rage for the day.
While in a Rage (Ex), and after successfully performing a Feat-based Special Attack, like a Power Attack, Improved Trip or Improved Sunder, a barbarian can add their class-level to an Persuasion(Intimidate) Check as an Immediate Action. They must have the Feat in question to make use of this bonus, and can may choose any target they wish. If the barbarian does not use the bonus, they must lose it. For a Power Attack, success counts as dealing damage.
The Shadow Dancer's Darkvision (Su) is now Darkvision (Ex)
Wizards and their Spellbooks
These house rules are ONLY for the initial creation of a WIZARD at the start of a campaign. This House Rule does NOT take effect as play progresses and the wizard levels.
At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.
Additionally, it is assumed a wizard of greater than 1st-Level will have spells they found and copied from elsewhere. These extra spells are equal to the wizard's Intelligence modifier + 2. The +2 are those described in the PHB ruling.
These bonus spells are NOT retroactive. An increase of intelligence does not gain even more spells for past levels of wizard.
If the character does not take more levels in wizard, they do not gain the new spells.
A wizard with 12 Intelligence gains 2+1 spells of each spell level they can cast, and a wizard with 20 intelligence gains 2+5.
Prestige and Paragon Classes that advance existing classes, allow the character to make use of all the advanced classes features for that related class' level except for hit dice, class skills, skill points, BAB, and Base Save Bonuses, which must be taken from the advancing class.
The advancing class cannot be used on itself.
The requirements for the advancing class and the original class must still be met.
Ideally, a 15 Wizard/5 Archmage would cast spells as a 20th-level wizard
At every 4th-level a character achieves in a base-class, and a base-class only, the character gains a bonus feat. Non-core or PHB base-classes benefit from this house rule as well, so Favored Souls are covered. As an example, a Barbarian 4/Fighter 8/Assassin 5 would receive a bonus feat for four levels of barbarian, two bonus feats for eight levels of fighter, and zilch for his levels in assassin, but at this time, he'd have +8 to his Ability Scores, and the full Weapon Focus Path to a Weapon or Weapon Group as a Fighter.
Jun 20 '12 6:20pm
With the upped powers of mortals, there's no doubt that epic level and characters with divine ranks also got a pat on the back.
Epic Level Basics
From 20th-level, and on, a character's ability score increases are doubled.
The 'Epic Level Basics" have been changed to make the following text; "A character’s base save bonuses and base attack bonus don’t increase after 20th level.", not true.
Beyond 20th-Level, a character's save and attack bonuses are extrapolated, with the Epic Save and Epic Attack Bonuses being stacked and added upon it.
A 20th-Level Fighter has a BAB +20/+15/+15/+15, while a 25th-Level Fighter would be extrapolated to have a +25/+20/+20/+20 and +12/+6/+6 Base Save Bonuses for Fortitude, Reflex and Will Saves respectively. With the modified Epic Level Basics, these Base Bonuses would become +27/+22/+12/+12 and +15/+9/+9
A 28th-Level Wizard has a BAB +12/+7/+7, and +8/+8/+14 bonuses for Saves. With the same Epic-Level Bonuses, it would become +16/+11/+11 and +12/+12/+18.
At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat.
An epic character also continues to gain non-epic feats at every level divisible-level.
The character effectively gains two feats at 21st-level and beyond; they must take an epic and a non-epic feat, and not take two of each.