The psychic warrior is fine. No comments

Tiavals wrote:I'll hold my own comments until Blue Salamander has said his piece.
But the gist is, I disagree a huge amount about some of your propositions(most seem pretty good). I'll go into more detail about it later.
I'm giddy as a school girl with expectation
You may be right, but I saw this as a way to make the Paladin and the Cleric's Smite ability as more attractive. Paladin is often criticised in the D&D 3.5 rules, it shouldn't be!- I suggest that you change smite and similar abilities so they are used up even on failed attempts. They are very powerful abilities generally, and should not be free.
Okay while the added options from Pathfinder certainly seem very interesting, I would question two things - first the power of the class and second the principle that this class is supposed to be something easy to manage. In terms of raw power the barbarian is already the one class with the highest attack bonus and that makes it attractive on this basis alone. Next I think that the Barbarian should be simple - just like the type of character it embodies. I don't see a Barbarian as a tactician who needs to think whether to bite or pounce. It's just 'see enemy - kill enemy' IMO. That's his charm. An additional bite attack would seem pretty minor compared to a normal attack with a weapon. The Pounce ability, as a feat maybe, I'm not sure. Bull rush as part of an attack - see the Knockback feat in the general list of feats.For the Barbarian, I would suggest taking notes from Pathfinder, which handles the Barbarian in an excellent manner.
What if you're running out of bard ability uses, though?- Lingering Song is absolutely useless.
No swift actions but most (probably all) free actions will be useable once per round only. Just like 5-foot-step or Use inventory in KotC.- Initiating a song should probably be a Swift action, not a free action. Have you implemented Swift actions? If not, just keep it as a free action, it's not that big of a deal.
Power attack, Fighting Defensively and Total Defense will not be implemented as I don't like them.by way of power attack and strength bonus
Okay. Personally I like the concept; he's a bit like the Duelist. You do music, help in fighting as long as you have HP, and in some circumstances you use spells. You are saying: give him buffs. Then, how about a bard spell to gain temporary HPs? I don't really get the point of reducing his BAB and HP and then giving him a spell that increases his BAB and HP? Perhaps it's not clear in the page that the Bard also benefits from the effect of his own songs?the bard is perhaps not good enough on the terms of just its abilities.
Yes that's doable. Your level progression seems lopsided, how about 1,7,15 instead. But there is something cool in having access to two powers right from the start too.[Cleric] My only suggestions would be granting a single Domain Power on levels 1, 5 and 15, so it feels like there is some progression in the class besides spellcasting.
Yes.Do the 1/day powers also expend turn attempts?
Why? Tiavals even thought that this option isn't good enough as is. Fortitude would make it worse.Paralysis: Should be a Fortitude saving throw.
Okay for removing 1/day. Loot always stay behind. Auto dispel of summons - no, because, your cleric of level 20 shouldn't have his summons dispelled by a cleric of level 1 without a check.Banishment: I would never pick this domain power. It is very narrow, and most creatures will make their saves. Make it dispel all summons in the area automatically as well as banishing other outsiders as it does now, and remove the 1/day rule. Make sure loot stays behind. These changes would make me consider picking it
They are permanent. But they lose in usefulness when you get Heal or Harm.Destruction and Healing: Is this a permanent passive, or does it have a duration?
Yes, but lots of classes have high Will already, while few have high Ref so I figure a change would be a good thing. They're a bit close to the Rogue after all.[death knight] Base saves: Should be high Fort and Will, in my opinion, and low Ref. High Ref doesn't make much sense.
I think I prefer that the Charisma ability be the relevant factor for the number of smites. Also, I'd prefer if the player isn't afraid of wasting his smite (because then he might refrain from trying to smite a high-AC monster).Smite: I would give the Death Knight more Smite attempts. Something like at levels 1, 3, 6, 9, 12, 15 and 18. Especially if you add my change regarding losing Smite attempts if the attack does not hit.
I don't like this.Life drain: Make this usable as part of an attack instead like smite, but keep the requirement of a standard action. This makes it a natural part of what the death knight wants to do - it wants to attack. So it should say "You can make a single attack at your full base attack bonus that deals an additional amount of damage equal to 1d6 Hit Points per two levels, rounded up. A creature is entitled to a Fortitude saving throw do cut this additional damage in half. The death knight is healed of an amount equal to the additional damage dealt."
The ability works when you lose your Dex bonus to AC. So it already includes Grappled, Pinned, Held, Paralyzed, Blinded and Stunned.Death Attack: "Extra damage dealt in melee to an enemy who is sickened, nauseated, fatigued, exhausted, blinded, stunned, held, paralyzed, confused, disabled, fascinated, shaken, frightened, helpless, grappled, panicked, pinned, prone, staggered, limping, impaired, or bleeding. This ability only works if the enemy is not immune to critical hits." This makes it worse than sneak attack because the target needs to have a condition applied, but better because it works on creatures that are concealed and doesn't need flanking or loss of Dex to work.
Possibly. It's probably because I'm not too fond of the druid in D&D 3.5.[druid] I am tempted to call it, quite possibly, the most horrible class of all the classes
Okay apparently this feat is not good enough so maybe two feats instead of three (one cuts threshold from -10 to -15 and the other from -15 to -20). Disagree with fighting in negative HP.[fighter] Survival: This should be one feat that does two things: Firstly, it should double the death cap (from -10 to -20) and secondly it should allow the fighter to keep fighting until he drops to -10. Otherwise, I'm not sure this feat is at all worth it.
Maybe. It's mostly to keep the Barbarian's supremacy that the fighter has D10.First off, give the fighter d12 HD. This is really not unbalanced.
Okay.Tower-Shield Expertise: This should be one feat that reduces the penalty to 0, again, to give the Fighter some umph.
There's already a feat called Two-Handed Weapon Expertise (+1 to damage with all two-handed weapons and with one-handed weapons wielded with two hands). Don't you think your feat would make two-handed fighting the only viable option?Two-Handed Specialization: Ups the strength multiplier from 1.5 to 2 when using two-handed weapons. Requires 16 strength and fighter level 6+.
No as this would actually reduce the usefulness of the race Half-giant.Powerful Build: Increase weapon damage and grapple as if half-giant, without actually becoming large, and taking no penalties to AC and Attack. Requires fighter level 5+, non-half giant.
Good but I thought we were trending towards eliminating weapon specialisations.Powerful Criticals: Increase critical hit multiplier for selected weapon group by 1 (for example, from x2 to x3). Requires Greater Weapon Group Specialization.
Maybe.[Monk] - Grant it d10 HD.
The unarmed damage you mean? yes, I guess you're right.- My first order of the day would then be changing the damage dice. It's a relatively simple way of upping the monk's power a bit. My changes would be to make all dice one step higher so it would be: d8/d10/d12/2d8/2d10/2d12.
This proposal is overpowered from level 15, possibly even from level 10.the monk gains Fatiguing Fist, which applies the fatigue condition on a failed save for 1 round. This is upgraded to Sickening Fist on level 5, then Blinding Fist on level 10, Stunning Fist on level 15 and finally Paralyzing First on level 20.
Okay.- Grant monks a +2 bonus on grapple checks on level 4, then another +2 bonus on level 8. This also synergizes with their Sleep Hold.
We've already discussed this and settled for Tiger's Leap instead.- Grant the Monk the Pounce ability on level 11 (full attack on charge)
He already gets Spell Resistance so maybe that's overkill.- As a final order of business make them immune to certain conditions on certain levels. Example could be one immunity each 4 levels, starting on level 4 with immunity to being sickened, then 8th blinded, then 12th slowed, 16th critical hits, 20th ability drain. Or something along those lines.
I don't see why and thus I disagree with all your suggestions to boost his power.The paladin's problem is that it is pretty inferior compared to the Death Knight at the moment
Mmmm. The Careful Shot ability still sounds good to me but upon review the penalty seems too harsh especially considering it takes a full-round action. How about just dropping the dodge penalty. As for cutting the Aimed Shot penalty there's already a feat for that (Aimed Shot Expert).[Ranger]- Careful Shot: This ability is useless. On almost every occasion I would not use this ability. My suggestion is the following: Careful Shot 1: The ranger reduces the penalty taken on an Aimed Shot by 1 (to -3). Gained on level 7. On level 14, the Ranger gains Careful Shot 2 (which reduces the penalty by a further 1).
Sounds good to me.- Aimed Shot is nice, but remember that you give up plenty of attacks to do it. Thusly, it should improve later on, say level 11 for instance. Legs and Arms become d8 rounds, Head becomes D4 rounds and they gain "Heart" which automatically inflicts a critical hit if it hits and the victim does not save.
I suppose so.- Archery Bonus should be bigger. Say +1 at level 5, +2 at level 10, +3 at 15 and +4 at level 20.
I disagree.- As the paladin, grant the ranger the ability to cast spells as a swift/free action once per day at 10th and twice per day at 20th.
Mmmm. In the current design the Ranger can take Rapid Shot through his available feats. Improved Rapid Shot sounds a bit too much. When fighting with two weapons, the additional attacks incur the traditional penalty of -5/-10/-15.- Grant the ranger Rapid Shot at level 6. Rapid Shot means it can take a penalty of -2 to attacks and in turn is granted one extra attack per round at full BAB. At level 12 grant it Improved Rapid Shot; the penalty remains -2 but it can now make two extra attacks per round at full BAB. This is akin to two-weapon fighting, except the ranger still uses the inferior method of ranged attacking instead of melee attacking.
With a composite bow, they already get the Strength bonus.- Grant the Ranger the "Powerful Shot" ability on level 8, enabling it to add its Dexterity modifier to damage with ranged attacks. This is to make up for the inherent powerlessness of ranged attacks (they can't use power attack and so on).
So that they can't cast a stilled spell, manifest a power, or use a breath weapon?why would I ever use Stun Arrow instead of Hold Arrow?
MMmmmmmm.... They already get crippling strike which reduces Strength. Fatigue/Exhaustion on top is just too much.[Rogue] Death Strike: Again, percentile-based abilities are bad, especially when they kill. How about instead giving the rogue's sneak attack condition-inducing effects? It gains 5% death chance at level 14 - you could substitute that with a 100% chance of Fortitude save to avoid the "fatigued" condition on each successful sneak attack. At level 18 it gains 10% - upgrade fatigued to exhausted.
Yeah but I don't want any character to be completely immune to things like Fireball or dragon breath.Evasion: Rogues should get Improved Evasion later
But then you completely negate any usefulness from Strength, no? I'd rather have every ability be useful in some way.Dexterity: Perhaps grant the rogue the ability to use Dexterity as damage modifier instead of Strength at level 10 or so? Or alternatively make a Rogue-only feat that does this? This is a relatively easily gained feat in Tome of Battle, which makes a big difference for rogues.
Very powerful, but then again a character can only cast one spell per round. So it's more flexible but not necessarily more powerful than a wizard.[Sorcerer] it's hard to get a complete view of just exactly how powerful gaining access to both cleric and wizard spells is.
Considering my own choice would be either Toad or Spider, I don't think I should make them any better. (HP is a lot more important than the saves in the beginning; and SR would come into effect more often than any of the saves)just a note on the familiar
You may be right, but I saw this as a way to make the Paladin and the Cleric's Smite ability as more attractive. Paladin is often criticised in the D&D 3.5 rules, it shouldn't be!
Okay while the added options from Pathfinder certainly seem very interesting, I would question two things - first the power of the class and second the principle that this class is supposed to be something easy to manage. In terms of raw power the barbarian is already the one class with the highest attack bonus and that makes it attractive on this basis alone. Next I think that the Barbarian should be simple - just like the type of character it embodies. I don't see a Barbarian as a tactician who needs to think whether to bite or pounce. It's just 'see enemy - kill enemy' IMO. That's his charm. An additional bite attack would seem pretty minor compared to a normal attack with a weapon. The Pounce ability, as a feat maybe, I'm not sure. Bull rush as part of an attack - see the Knockback feat in the general list of feats.
What if you're running out of bard ability uses, though?
No swift actions but most (probably all) free actions will be useable once per round only. Just like 5-foot-step or Use inventory in KotC.
Power attack, Fighting Defensively and Total Defense will not be implemented as I don't like them.
Okay. Personally I like the concept; he's a bit like the Duelist. You do music, help in fighting as long as you have HP, and in some circumstances you use spells. You are saying: give him buffs. Then, how about a bard spell to gain temporary HPs? I don't really get the point of reducing his BAB and HP and then giving him a spell that increases his BAB and HP? Perhaps it's not clear in the page that the Bard also benefits from the effect of his own songs?
Yes that's doable. Your level progression seems lopsided, how about 1,7,15 instead. But there is something cool in having access to two powers right from the start too.
Why? Tiavals even thought that this option isn't good enough as is. Fortitude would make it worse.
Alternatively, how about a Banishment domain that would only give a +1 bonus to all your cleric Protection from Alignment, Mass Protection from Alignment, Greater Protection from Alignment, Dispel, Greater Dispel, Dismissal and Banishment spells?
They are permanent.
Yes, but lots of classes have high Will already, while few have high Ref so I figure a change would be a good thing. They're a bit close to the Rogue after all.
I think I prefer that the Charisma ability be the relevant factor for the number of smites
Life drain: Make this usable as part of an attack instead like smite, but keep the requirement of a standard action. This makes it a natural part of what the death knight wants to do - it wants to attack. So it should say "You can make a single attack at your full base attack bonus that deals an additional amount of damage equal to 1d6 Hit Points per two levels, rounded up. A creature is entitled to a Fortitude saving throw do cut this additional damage in half. The death knight is healed of an amount equal to the additional damage dealt."
I don't like this.
The ability works when you lose your Dex bonus to AC. So it already includes Grappled, Pinned, Held, Paralyzed, Blinded and Stunned.
Now, should it also work when the target is fatigued/exhausted, and should Life Drain make the target fatigued? Good question.
Possibly. It's probably because I'm not too fond of the druid in D&D 3.5.
If the natural armor bonus is not enough we can increase. The druid has some unique powers. Like if you cast 'Call Ligthning' after resting, you'll basically have an at-will power to deal shock damage in a 10' radius every round. Not too shabby I think. Perhaps a bonus of 1 shock point of damage per level is in order though. I don't intend for any class to be able to summon more than one creature at a time. But Free action summoning spells (not Spell-like abilities) sounds like a good idea. Aspects would be too complicated and possibly overpowered.
Okay apparently this feat is not good enough so maybe two feats instead of three (one cuts threshold from -10 to -15 and the other from -15 to -20). Disagree with fighting in negative HP.
Don't you think your feat would make two-handed fighting the only viable option?
No as this would actually reduce the usefulness of the race Half-giant.
Good but I thought we were trending towards eliminating weapon specialisations.
The unarmed damage you mean?
This proposal is overpowered from level 15, possibly even from level 10.
We've already discussed this and settled for Tiger's Leap instead.
He already gets Spell Resistance so maybe that's overkill.
I don't see why and thus I disagree with all your suggestions to boost his power.
Mmmm. The Careful Shot ability still sounds good to me but upon review the penalty seems too harsh especially considering it takes a full-round action. How about just dropping the dodge penalty.
- Aimed Shot is nice, but remember that you give up plenty of attacks to do it. Thusly, it should improve later on, say level 11 for instance. Legs and Arms become d8 rounds, Head becomes D4 rounds and they gain "Heart" which automatically inflicts a critical hit if it hits and the victim does not save.
Sounds good to me.
Mmmm. In the current design the Ranger can take Rapid Shot through his available feats. Improved Rapid Shot sounds a bit too much. When fighting with two weapons, the additional attacks incur the traditional penalty of -5/-10/-15.
With a composite bow, they already get the Strength bonus.
So that they can't cast a stilled spell, manifest a power, or use a breath weapon?
MMmmmmmm.... They already get crippling strike which reduces Strength. Fatigue/Exhaustion on top is just too much.
Yeah but I don't want any character to be completely immune to things like Fireball or dragon breath.
But then you completely negate any usefulness from Strength, no? I'd rather have every ability be useful in some way.
Considering my own choice would be either Toad or Spider, I don't think I should make them any better. (HP is a lot more important than the saves in the beginning; and SR would come into effect more often than any of the saves)
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