Re Balanced Compendium

download Re Balanced Compendium

of 79

Transcript of Re Balanced Compendium

  • 8/2/2019 Re Balanced Compendium

    1/79

    1

    Dungeons & Dragons 3.5

    Rebalanced Compendium

    V 1.0

    Organized by Robert RobbyPants Van Ark

    2008 2009

  • 8/2/2019 Re Balanced Compendium

    2/79

    2

    Contents

    Chapter 1: Races 3

    Chapter 2: Classes 4

    Chapter 3: Skills & Feats 26

    Chapter 4: Combat & Rules 33

    Chapter 5: Equipment 35

    Chapter 6: Magic 37

    Acknowledgements

    Id like to thank everyone who helped to make this possible, especially Bauglir, Bier,

    Bihlbo, Bkdubs123, Chemus, DaveoftheRave, Eldariel, Hallack, InnaBinder, JaronK,Kuroimaken, McPoyo, Midnight_V, Mister_Sinister, OneWing4ngel, Pfooti, Psychic

    Robot, RabidPirateMan, Risada, Runestar, Shadowhowler, SiggyDevil, Sinfire Titan,

    SKRP, Soda, Sunic_Flames, Ubernoob, Veekie, VennDygrem, ZanKhellendros,ZeroSum, and all the other wonderful people at Brilliantgameologists.

  • 8/2/2019 Re Balanced Compendium

    3/79

    3

    Chapter 1

    Races

    Favored Classes

    Favored class rules no longer apply. There are no experience penalties for

    multiclassing.

    Races

    The changes below are in addition to the races existing traits.

    Half-elf A half-elf gains a humans bonus skill point. At first level, the half elf gains an

    extra four skill points and one extra skill point each level thereafter.

    Half-Orc Remove the -2 penalty to Charisma. Add a +2 racial bonus to Intimidate checks. Add weapon familiarity. A half-orc can treat a greataxe as a simple weapon

    and an Orcish shot-put as a martial weapon.

    Hobgoblin The ability score adjustments are +2 Dexterity,-2 Wisdom (removing the +2

    bonus to Constitution). Add Toughness as a bonus feat. Add a +1 racial bonus to attack rolls against elves. Add a +2 racial bonus to Knowledge(History) and Profession(Siege Engineer)

    checks.

    Reduce level adjustment to +0.

    Kobold Remove the -2 penalty to Constitution.

    Orc Add a +2 racial bonus to Intimidate checks. Add weapon familiarity. An orc can treat a greataxe as a simple weapon and

    an Orcish shot-put as a martial weapon.

  • 8/2/2019 Re Balanced Compendium

    4/79

    4

    Chapter 2

    Classes

    Core Classes

    Some of the classes presented are full re-writes of the old versions. These classes

    will have a new table showing the progression of class abilities. Other classes are

    presented as a few minor alterations to the existing class.

    Barbarian

    Level Special

    1 Fast movement, illiteracy, rage 1/encounter, Rage (Temporary Hit

    Points)

    2 Uncanny dodge

    3 Rage (Mettle)

    4 Rage (Fear Immune)

    5 Improved uncanny dodge

    6 Pounce

    7 Damage reduction 1/-, Rage (Damage Reduction)

    8 Rage (Haste, 1)

    9 Temporary Hit Points (x3)10 Damage reduction 2/-

    11 Greater rage

    12 Rage (Haste, 2)

    13 Damage reduction 3/-

    14 Indomitable will

    15 Rage (Improved Mettle)

    16 Damage reduction 4/-, Rage (Haste, 3)

    17 Tireless rage

    18 Temporary Hit Points (x3)

    19 Damage reduction 5/-

    20 Mighty rage, Rage (Haste, continuous)

    Rage (Ex): Per the PHB with the following exceptions: the barbarian can use rage

    once per encounter instead of per day. Instead of gaining a +4 bonus onConstitution, the barbarian instead gains a +2 morale bonus on Fortitude saves. Toaccount for no Constitution increase, rage lasts five rounds + the barbarian's

    Constitution modifier.

    The morale bonus to fortitude saves increases to +3 at 11th level when the

    barbarian gains Greater Rage and to +4 at 20th level when he gains Mighty Rage.

  • 8/2/2019 Re Balanced Compendium

    5/79

    5

    Rage (Temporary Hit Points) (Ex): While raging, the barbarian gains a number oftemporary hit points equal to double his class level. These temporary hit points

    overlap with other temporary hit points and do not stack. For example, a 3rd level

    barbarian would gain 6 temporary hit points per round, but the total would neverincrease above 6.

    At 9th level, the barbarian gains a number of temporary hit points equal to threetimes his class level per round. This increases to four times his class level at 18thlevel.

    Uncanny Dodge (Ex): At 2nd level, the barbarian gains Uncanny Dodge, per thePHB.

    Rage (Mettle) (Ex): At 3rd level, the barbarian gains Mettle when he is raging.

    Rage (Fear Immune) (Ex): At 4th level, the barbarian is immune to fear while

    raging.

    Improved Uncanny Dodge (Ex): At 5th level, the barbarian gains ImprovedUncanny Dodge, per the PHB.

    Pounce (Ex): At 6th level, the barbarian gains Pounce.

    Damage Reduction (Ex): At 7th level, the barbarian gains Damage Reduction per

    the PHB.

    Rage (Damage Reduction) (Ex): At 7th level, the damage reduction granted frombarbarian levels doubles while the barbarian is raging.

    Rage (Haste) (Ex): At 8th level, as a swift action the barbarian can gain the

    benefits of Haste for one round while raging. This ability does not stack with any

    other rage ability.

    At 12th level, the barbarian can gain the effects of Haste for two rounds while raging,although it need not be two consecutive rounds. Each separate activation takes a

    swift action, although the barbarian can use it for two consecutive rounds for a single

    swift action activation. At 16th level, the barbarian can gain the benefit of Haste forthree rounds. At 20th level, the duration of the Haste is limited only by the

    barbarian's rage.

    Indomitable Will (Ex): At 14th level, the barbarian gains Indomitable Will, per the

    PHB.

    Rage (Improved Mettle) (Ex): At 15th level, when the barbarian is raging, he gainsImproved Mettle. This works exactly like Mettle, except on a failed save, he onlytakes the partial effects instead of the full effects of the spell or ability.

    Tireless Rage (Ex): At 17th level, the barbarian gains Tireless Rage, per the PHB.

    Bard

    No changes.

  • 8/2/2019 Re Balanced Compendium

    6/79

    6

    Cleric

    The cleric's spell list is now much smaller (see the Spell List section). Eachdomain (with the exception of Healing) grants three spells per level. Thecleric's list of "spells known" is the cleric list plus any spells from theirdomain. The cleric spontaneously casts from this list, but still uses Wisdom

    as the casting stat.

    The cleric gets 4 skill points per level. Use modified Turn Undead mechanic (see chapter four: Combat & Rules) Most other changes will come in the form of changed spells.

    Druid

    Use the Shapeshift alternate class feature found in the PHB II. The druid no longer has full access to his entire spell list. Instead, he chooses

    a number of spells known from the spell list similar to a sorcerer. The druidcasts from this list spontaneously, but still uses Wisdom as the casting stat.

    Druid Spells Known

    Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1 5 3 - - - - - - - -

    2 6 3 - - - - - - - -

    3 6 4 2 - - - - - - -

    4 7 4 2 - - - - - - -

    5 7 5 3 2 - - - - - -6 8 5 3 2 - - - - - -

    7 8 6 4 3 2 - - - - -

    8 9 6 4 3 2 - - - - -

    9 9 6 5 4 3 2 - - - -

    10 9 6 5 4 3 2 - - - -

    11 9 6 6 5 4 3 2 - - -

    12 9 6 6 5 4 3 2 - - -

    13 9 6 6 6 5 4 3 2 - -

    14 9 6 6 6 5 4 3 2 - -

    15 9 6 6 6 6 5 4 3 2 -

    16 9 6 6 6 6 5 4 3 2 -

    17 9 6 6 6 6 6 5 4 3 2

    18 9 6 6 6 6 6 5 4 3 2

    19 9 6 6 6 6 6 6 5 4 3

    20 9 6 6 6 6 6 6 5 4 4

  • 8/2/2019 Re Balanced Compendium

    7/79

    7

    Fighter

    Class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump

    (Str), Knowledge(History) (Int), Knowledge(Nobility) (Int), Listen (Wis), Profession(Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).4 skill points per level

    Level Special

    1 Bonus Feat, Weapon Aptitude, Active Defense

    2 Bonus Feat

    3 Art of War

    4 Bonus Feat

    5 Battlefield Recon, Surprise Lunge

    6 Bonus Feat

    7 Shake it Off, Foil8 Bonus Feat

    9 True Grit

    10 Bonus Feat

    11 Array of Stunts

    12 Bonus Feat

    13 Improved Shake it Off

    14 Bonus Feat

    15 Improved Foil

    16 Bonus Feat

    17 Improved Array of Stunts

    18 Bonus Feat

    19 Greater Shake it Off

    20 Bonus Feat, Supreme Reach

    Weapon Aptitude (Ex): As the Warblade ability.

    Active Defense (Ex): The fighter can make an attack of opportunity as animmediate action if provoked. This is in addition to his normal limit for the round.

    Art of War (Ex): Fighters train extensively in the basic arts of combat. At 3rd level

    the fighter gains a +1 bonus to opposed Trip, Disarm, Bull Rush, Sunder, Grapple,

    Feint, and Overrun checks. This bonus increases by +1 every three fighter levels

    thereafter.

    Battlefield Recon (Ex): Fighters battle against a great many foes, and learn to

    identify them quickly. A Fighter of 5th level or higher may add his class level to allKnowledge checks to identify creatures and to gain Strategic Advantage in planningfor a large battle (Heroes of Battle). The fighter always counts as trained in any such

    Knowledge check.

    Surprise Lunge (Ex): As an immediate action the Fighter may treat his threatened

    area as 5' farther than usual, and any interrupted action which would then trigger an

    attack of opportunity does so. The fighter moves 5' such that the creature now

  • 8/2/2019 Re Balanced Compendium

    8/79

    8

    triggering this attack of opportunity would be within his normal threat range, andthen resolves the attack of opportunity. His threatened area then returns to normal.

    Shake it Off (Ex): At 7th

    level, the fighter gains the ability to shake off variousimpeding effects. As a full round action, a fighter can attempt remove one of the

    following effects: blind, confused, dazzled, deaf, exhausted, fatigued, shaken, or

    sickened. To remove the effect, the fighter is allowed to roll another saving throw,at the original DC of the effect.

    If the effect was caused by a spell that did not allow a saving throw, the fighter may

    attempt a Fort save against a normal DC for a spell or spell-like ability of thatlevel. Any other condition that does not allow a save cannot be removed with thisability.

    Foil (Ex): At level 7, a fighter can attempt to foil an opponent's action, causing it tofail, as an immediate action against an adjacent opponent. A fighter may foil

    another attack, a spell (even if cast defensively), or a skill check. To resolve the foil,

    the fighter makes an opposed attack roll using his full base attack bonus and allmodifiers he'd normally add. If the fighter wins this opposed roll, the action fails.

    If foiling an attack, the opponent opposes the fighter with his attack roll. If foiling aspell, the caster opposes the fighter with a Concentration check. If foiling a skillcheck, the opponent opposes the fighter with the appropriate skill check.

    True Grit (Ex): Fighters must learn to tough it out under fire. A Fighter of 9th levelor higher may add his constitution bonus to any Reflex or Will save he has to make.

    Array of Stunts (Ex): At 11th level the fighter gains an extra swift action each

    round. This extra action can also be used as an immediate action.

    Improved Shake it Off (Ex): At 13th level, a fighter can use shake it off to remove

    one of the following effects: cowering, dazed, fascinated, frightened, nauseated,panicked, paralyzed, and stunned. A fighter may use this ability despite the

    condition preventing him from using full round actions.

    Improved Foil (Ex): At 15th level, the fighter can use his foil ability at a greater

    range with a melee or ranged weapon. If using a melee weapon, the fighter can usefoil against any opponent within his reach. If using a ranged weapon, the fighter can

    use foil with 30 feet or the weapon's first range increment, whichever is greater. All

    range penalties (if any) apply to the opposed roll.

    Improved Array of Stunts (Ex): At 17th level the fighter gains an extra swiftaction each round, which is in addition to the extra swift action he gains from Array

    of Stunts. This extra action can also be used as an immediate action.

    Greater Shake it Off (Ex): At 19th level a fighter may use Shake it Off and

    Improved Shake if Off as a move action.

    Supreme Reach (Ex): At 20th level, a fighter's melee reach increases by five

    feet. All range increments for ranged weapons are doubled. The fighter may use

    Foil with a ranged weapon at a distance of up to 60 feet.

  • 8/2/2019 Re Balanced Compendium

    9/79

    9

    MonkThis version was finalized by Midnight_V, with help from Risada and Orion:

    Class Skills: The monks class skills (and the key ability for each skill) are Balance(Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist

    (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int),Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive(Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

    6 skill points per level

    Level AC Bonus Speed Special

    1 +0 +0 AC bonus, Improved Unarmed Strike, flurry of

    blows, Enlightened Strike

    2 +0 +0 Bonus Feat, Evasion

    3 +0 +10 Combat Insight, Still Mind

    4 +0 +10 Ki Strike (magic) , Slow Fall (20')

    5 +1 +10 Purity of Body

    6 +1 +20 Bonus Feat, Storm of Blows, Slow Fall (30')

    7 +2 +20 Wholeness of Body, Ki Strike (cold iron)

    8 +2 +20 Ki Reinforce, Slow Fall (40')

    9 +3 +30 Improved Evasion

    10 +3 +30 Ki Strike (lawful), Slow Fall (fly 1/enc)

    11 +4 +30 Diamond Body

    12 +4 +40 Abundant Step, Slow Fall (fly 2/enc)

    13 +5 +40 Diamond Soul, Ki Strike (Ghost Touch)

    14 +5 +40 Slow Fall (fly 3/enc)15 +6 +50 Quivering Palm

    16 +6 +50 Ki Strike (adamantine), Slow Fall (fly 4/enc)

    17 +7 +50 Timeless Body, Tongue of the Sun and Moon,Diamond Soul (rebound)

    18 +7 +60 Slow Fall (fly 5/enc)

    19 +8 +60 Empty Body

    20 +8 +60 Perfect Self, Slow Fall (fly 6/enc)

    Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or

    heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken,siangham, and sling.

    Monks are not proficient with any armor or shields.

    When wearing armor, using a shield, or carrying a medium or heavy load, a monk

    loses her AC bonus, as well as her fast movement and flurry of blows abilities.

    AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdombonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level.

    This bonus increases by 1 every odd level thereafter (+2 at 7th, +3 at 9th, and +4 at11th level, etc).

  • 8/2/2019 Re Balanced Compendium

    10/79

    10

    These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she

    wears any armor, when she carries a shield, or when she carries a medium or heavy

    load.

    Flurry of Blows (Ex): as PHB.

    Improved Unarmed Strike: as PHB.

    Enlightened Strike (G. Stunning Fist / Immobilizing strike): At 1st level, a

    monk gains a special version of Stunning Fist as a bonus feat. Stunning Fist forces afoe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + your character level + your Wis modifier), in addition to dealing damage normally, or

    be stunned for one round.

    Immobilizing Fist forces a foe damaged by your unarmed attack to make a reflex

    saving throw (DC 10 + your character level + your Wis modifier), in addition to

    dealing damage normally or have their movement modes reduced to "0" for oneround.

    A monk who selects this feat may attempt a stunning attack a number of times perday equal to + the monks level, plus one more time per day for every four levels shehas in classes other than monk.

    Bonus Feats (Ex): At2nd and 6th levels, the monk may select a bonus feat, drawnfrom the list of fighter feats.

    Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving

    throw against an attack that normally deals half damage on a successful save, sheinstead takes no damage. Evasion can be used only if a monk is wearing light armor

    or no armor. A helpless monk does not gain the benefit of evasion.

    Combat Insight (Ex): starting at 3rd level and at every 3 levels thereafter the monk

    gains a +1 insight bonus on attacks of opportunity, Disarm, Grapple and Tripattempts. Additionally, whenever the monk succeeds at such checks, it may make a

    free attack againt her foe (at her highest attack bonus). This attack isn't considered

    an attack of opportunity.

    Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her

    speed, as shown on Table: The Monk. A monk in armor or carrying a medium or

    heavy load loses this extra speed.

    Still Mind (Ex): A monk of 3rd level through discipline and focus can postpone the

    effects of spells and effects from the school of enchantment. The monk must makehis save as per normal however you may delay the actual effects for a number ofrounds equal to your wisdom modifier or 4 which ever is lower at which point you are

    affected normally.

    Ki Strike (Su): At 4th level, a monks unarmed attacks are empowered with ki. Her

    unarmed attacks are treated as magic weapons for the purpose of dealing damage to

    creatures with damage reduction. Ki strike improves with the characters monk level.

    At 7th level the unarmed attacks are also treated as cold iron for the purpose overdealing damage to creatures with damage reduction. At 10th level, her unarmed

  • 8/2/2019 Re Balanced Compendium

    11/79

    11

    attacks are also treated as lawful weapons for the purpose of dealing damage tocreatures with damage reduction. At 13th level the monks unarmed strikes gain the

    "ghost touch" weapon property. At 16th level, her unarmed attacks are treated as

    adamantine weapons for the purpose of dealing damage to creatures with damagereduction and bypassing hardness.

    Slow Fall (Ex): At 4th level or higher, a monks masters the art of slow falling andultimately to defy gravity for short bursts. When first using this ability, a monk takesdamage as if the fall were 20 feet shorter than it actually is. The monks ability toslow fall (that is, to reduce the effective distance of the fall) improves with her monk

    level until at 10th level.

    At 10th level, she can Swift fly once per encounter as an immediate action, with a

    movement equal to half the monks base speed. This does not count towards themonks movement in any individual round and can use this ability one additional timeper encounter every two levels thereafter (two times at level 12, three times at level

    14, etc).

    Purity of Body (Ex): At 5th level, a monk gains immunity to all poisons anddiseases except for supernatural and magical diseases.

    Storm of Blows (Ex): At 6th level, as a full-round action, monks can move betweenflurry attacks. The can move their base speed (the equivalent of one move action),

    and make one full Flurry attack. They must move at least 5 feet before and 5 feet

    after their first and last attacks.

    Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds.She can heal a number of hit points of damage equal to 4 times the monks level

    each day, and she can spread this healing out among several uses. Additionally themonk may instead spend 5 points from this pool to heal 1 point of ability damage or

    20 points to remove a negative level.

    Ki Reinforce (Sp): starting at 8th level, three times per day, the monk can make a

    Concentration check as a swift action, and then imbue her attacks with force damage,based on the check result, as below:

    Check Result Bonus Damage

    15 or below + 1d6 Force Damage

    16-25 +2d6 Force Damage

    26-30 +3d6 Force Damage

    31-35 +4d6 Force Damage36+ +5d6 Force Damage + the opponent saves or is knocked prone

    from the impact

    This ability lasts for 1 minute.

    Improved Evasion (Ex): At 9th level, a monks evasion ability improves. She stilltakes no damage on a successful Reflex saving throw against attacks, but henceforth

    she takes only half damage on a failed save. A helpless monk does not gain thebenefit of improved evasion.

  • 8/2/2019 Re Balanced Compendium

    12/79

    12

    Diamond Body (Su): At 11th level, the monk, gains immunity to the followingconditions: Blindness, Deafness, exhaustion, fatigue, Nauseated, Petrified, stunned,

    sickened, and can ignore the effects of being staggered or unconscious (effectively

    gaining the die hard feat but without allowing it to qualify for other feats).

    Abundant Step (Su): At 12th level or higher, a monk can slip magically between

    spaces, as if using the spell dimension door, once per point of wisdom modifier perday. Her caster level for this effect is one-half her monk level (rounded down).

    Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her

    current monk level + 15. In order to affect the monk with a spell, a spellcaster mustget a result on a caster level check (1d20 + caster level) that equals or exceeds themonks spell resistance.

    At 17th level, any effect that fails to overcome the monks spell resistance isrebounded upon the caster as the spell turning spell. (this second effect is an

    immediate action and you will not activate if you've used an immediate or swift

    action within the current round).

    Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within

    the body of another creature that can thereafter be fatal if the monk so desires. Shecan use this quivering palm attack once per day, and she must announce her intentbefore making her attack roll. Constructs, oozes, plants, undead, incorporeal

    creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the

    monk strikes successfully and the target takes damage from the blow, the quiveringpalm attack succeeds. Thereafter the monk can try to slay the victim at any later

    time, as long as the attempt is made within a number of days equal to her monklevel. To make such an attempt, the monk merely wills the target to die (a free

    action), and unless the target makes a Fortitude saving throw (DC 10 + themonks level + the monks Wis modifier), it dies. If the saving throw is successful,

    the target is no longer in danger from that particular quivering palm attack, but it

    may still be affected by another one at a later time.

    Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties toher ability scores for aging and cannot be magically aged. Any such penalties that

    she has already taken, however, remain in place. Bonuses still accrue, and the monk

    still dies of old age when her time is up. Damage reduction increases by two

    Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with

    any living creature.

    Empty Body (Su): At 19th level, a monk gains the ability to assume an etherealstate for 1 round per monk level per day, as though using the spell etherealness.

    She may go ethereal on a number of different occasions during any single day, aslong as the total number of rounds spent in an ethereal state does not exceed hermonk level.

    Perfect Self (Su): At 20th level you have reached a level of mental, spiritual, andphysical perfection. Some call it "transcendence", or "enlightenment" but ultimately

    you have reached a level of "oneness" with the universe that has allowed you to

    shed your mortal constraints. This manifests in a variety of ways:

    Your type changes to: Outsider (Lawful). You are no longer on the path, but you are instead of the path.

  • 8/2/2019 Re Balanced Compendium

    13/79

    13

    You are now immortal you have no maximum age limits and will not die dueto the effects of aging also, you are forevermore treated as an outsider rather

    than as a humanoid (or whatever the monks creature type was) for the

    purpose of spells and magical effects. If subjected to any dismissal effect itwill simply move you to the ethereal plane (which you can return from at your

    leisure barring dimensional locking effects).

    Unlike other outsiders, the monk can still be brought back from the dead as ifstill a member of the previous creature type

    You gain damage reduction 10/Chaotic and silver. Enlightened One: You may radiate an immaculate light to a range of 60ft at

    will. This grants you total concealment and lasts 4 rounds. This is a visualeffect that is not bypassed by true seeing. However, creatures who do not usesight (oozes and such) are unaffected by this power. This effect may only be

    dispelled by a Darkness spell of 7th level or higher. You may use this abilityeach day a number or times equal to your wisdom modifier.

    Awe of perfection: You are under the permanent effects of a Sanctuaryspell DC = 10 + monk level + Wis modifier). Constructs, Elementals,

    Mindless undead, and other outsiders are immune to this effect, and anyother creature that does not have an age maximum age limit (or that isdefined as immortal) are immune to this effect (this does however include

    exceptionally long lived creatures Dragons, elves, elan, etc...). Immunity to Magic (Ex): You are immune to any spell or spell-like ability

    that allows spell resistance. Though you may suppress this ability as a full

    round action, and the suppression lasts for one round (until just before your

    next turn.) This replaces the Diamond Soul ability. Walk the path: You may plane shift (as the spell) twice per day as a

    supernatural ability. You are immune to the harmful environmental effects(temperature extremes, lack of oxygen). This ability takes one full round to

    use.

    Paladin(From OneWing4ngels paladin athttp://forums.gleemax.com/showthread.php?t=761045)

    4 Skill Points per level

    Level Special Spells Per Day

    1 2 3 4

    1 Aura of Good, Detect Evil, Smite - - - -

    2 Evil 1/encounter, Divine Grace, Lay on Hands - - - -3 Aura of Courage, Divine Health, Hero's Courage - - - -

    4 Turn Undead 0 - - -

    5 Smite Evil 2/encounter, specialization 1 - - -

    6 Panacean Touch 2 - - -

    7 Bonus Feat 2 0 - -

    8 Aura of Devotion 3 1 - -

    9 Revitalizing Touch 3 2 - -

    10 Smite Evil 3/encounter 3 2 0 -

    11 Vigilance 4 3 1 -

  • 8/2/2019 Re Balanced Compendium

    14/79

    14

    12 Refreshing Touch 4 3 2 -

    13 Aura of Resolve 4 3 2 0

    14 Bonus Feat 4 4 3 1

    15 Smite Evil 4/encounter 5 4 3 2

    16 Break Enchantment 5 4 3 2

    17 Constant Vigilance 5 4 4 3

    18 Aura of Faith 5 5 4 3

    19 Energizing Touch 5 5 4 3

    20 Smite Evil 5/encounter, A Hero Never Falls 6 5 4 4

    Aura of Good (Ex): The power of a paladins aura of good (see the detect goodspell) is equal to her paladin level. It is not a switchable aura.

    Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.

    Smite Evil (Su): Once per encounter, a paladin may attempt to smite evil with one

    normal melee attack. This damage is not multiplied on a critical, or by any other

    multiplier that would not count "bonus dice." If the paladin accidentally smites acreature that is not evil, the smite has no effect, but the ability is still used up for

    that encounter.

    At 5th level, and at every five levels thereafter, the paladin may smite evil oneadditional time per encounter, as indicated on Table: The Paladin, to a maximum of

    five times per encounter at 20th level. An encounter is considered over when you do

    no strenuous action for 1 minute or more.

    Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma

    bonus (if any) on all saving throws, up to a maximum of her class level.

    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. She gains a pool of

    healing, which allows her to heal a total number of hit points of damage equal to herpaladin level her Charisma bonus. A paladin may choose to divide her healing

    among multiple recipients, and she doesnt have to use it all at once. A Paladin mayfill this pool with a full minute (10 rounds) of concentration and prayer. Refreshing

    the pool brings the Paladin's pool of healing back up to the maximum (Paladin level *

    Charisma Bonus). She may fill her healing pool a number of times per day equal to 1+ half her Charisma modifier (rounded down).

    Alternatively, a paladin can use any or all of this healing power to deal damage toundead creatures. Using lay on hands in this way requires a successful melee touchattack and doesnt provoke an attack of opportunity. The paladin decides how many

    of her daily allotment of points to use as damage after successfully touching an

    undead creature. The target may make a Will save (DC 10+1/2 Paladin Level+Cha)to negate the damage.

    The paladin's Lay on Hands gains additional capabilities as she progresses in level asa paladin. The paladin may use all additional effects in conjunction with healing, aslong as she spends enough points.

  • 8/2/2019 Re Balanced Compendium

    15/79

    15

    Switchable Auras: All auras except Aura of Good are switchable as a move action.You may have only one aura other than Aura of Good active at a given time. These

    auras function while the paladin is conscious, but not while the paladin is

    unconscious or dead. The paladin's auras only affect her allies, and not the paladinherself.

    Aura of Courage (Ex): At 3rd level, the paladin may exude an aura of courage thatinspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on savingthrows against fear effects. Aura of Courage's bonuses scale by level. At level 8,allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level

    13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. Atlevel 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is aswitchable Aura.

    Hero's Courage (Ex): Beginning at 3rd level, a paladin is immune to fear (magicalor otherwise).

    Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, includingsupernatural and magical diseases.

    Turn Undead (Su): When a paladin reaches 4th level, she gains the supernaturalability to turn undead. She may use this ability a number of times per day equal to 2+ her Charisma modifier. She turns undead as a cleric of her level.

    Spells: Per the PHB, except that through 3rd level, a Paladin has no caster level. At4th level and higher, her caster level is her Paladin level minus 3.

    Specialization: Upon reaching 5th level, a paladin may choose any of three abilities

    representing three different specializations: Charging Smite (Aggressive), SpecialMount (Mounted), and Argent Bastion (Defensive)

    Argent Bastion:The paladin gains a number of abilities as she rises in level.

    Paladin Level Ability

    5 Shield Ward

    8 Cover

    11 Retribution

    15 Divine Wall

    Shield Ward: The Paladin gains Shield Ward as a bonus feat, even if

    the paladin does not meet the prerequisites.

    Cover (Ex): Once per round, as long as the paladin is wielding a

    shield (and is not flatfooted or otherwise prevented from taking action),the paladin may interpose herself between an adjacent ally and anincoming attack as an immediate action. The paladin absorbs all

    damage the damage from this single attack, and any additional effects

    it might have (such as something requiring a save, etc). You mustdecide to use this ability after the attacker determines the attack has

    succeeded but before she rolls damage.

  • 8/2/2019 Re Balanced Compendium

    16/79

    16

    Retribution: The paladin gains Retribution* as a bonus feat, even ifshe does not meet the prerequisites.

    Divine Wall (Su): As long as the paladin wields a shield, her squareblocks line of effect for all effects. For example, if allies hid behind the

    paladin when a dragon used its breath weapon from the opposite side,

    it would only hit the paladin.

    Charging Smite:As PHB II variant.

    Special Mount (Sp):As the PHB.

    Panacean Touch (Su): Upon reaching 6th level, whenever a paladin expends atleast 10 points of healing from her lay on hands she may remove poison from any

    person she touches, and whenever she spends at least 20 points of healing she may

    remove disease from any person she touches. This is in addition to hit pointsrestored.

    Bonus Feats: At 7th level, and again at 14th level, the Paladin gains a bonus feat. Ateach such opportunity, a paladin may choose any Smite feat*, or a feat drawn fromthe following list. If a feat is labeled with "Aggressive", "Defensive", or "Mounted",

    then that feat may only be chosen by a paladin of the corresponding specialization.

    Divine Cleansing (CW)

    Divine Might (CW)Divine Resistance (CW)

    Divine Shield (CW)Divine Vigor (CW)

    Sacred Vengeance (CW)

    Extra Smiting*Divine Armor (PHB II)

    Divine Justice (PHB II)

    Shield Specialization (Defensive) (PHB II)

    Armor Specialization (Defensive) (PHB II)Agile Shield Fighter (Defensive) (PHB II)

    Active Shield Defense (Defensive) (PHB II)

    Improved Shield Bash (Defensive)

    Mounted Combat (Mounted)Mounted Archery (Mounted)

    Ride-By Attack (Mounted)Spirited Charge (Mounted)Trample (Mounted)

    Intimidating Strike (Aggressive) (PHB II)Power Attack (Aggressive)

    Cleave (Aggressive)

    Great Cleave (Aggressive)

    Weapon Focus (Aggressive)

  • 8/2/2019 Re Balanced Compendium

    17/79

  • 8/2/2019 Re Balanced Compendium

    18/79

  • 8/2/2019 Re Balanced Compendium

    19/79

    19

    Eschew Materials/Bonus Feat (Ex): Sorcerers have two options:

    1) Pick a heritage (draconic, infernal, celestial, etc...). Get the appropriatebase heritage feat at 1st level (instead of Scribe Scroll) and a new heritage

    feat of the appropriate type with each new bonus feat.

    2) Do not pick a heritage. Get Eschew Materials at level 1 and a bonus itemcreation or metamagic feat with the new bonus feats.

    Advanced Learning (Ex): Pick a spell off of a printed Sorcerer/Wizard list (not thenew generalist list). This spell is added as a spell known.

    Spells Known: Increase the sorcerer's spell's known as follows:Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

    1 5 3 - - - - - - - -2 6 3 - - - - - - - -

    3 6 4 - - - - - - - -

    4 7 4 2 - - - - - - -

    5 7 5 3 - - - - - - -

    6 8 5 3 2 - - - - - -

    7 8 6 4 3 - - - - - -

    8 9 6 4 3 2 - - - - -

    9 9 6 5 4 3 - - - - -

    10 9 6 5 4 3 2 - - - -

    11 9 6 6 5 4 3 - - - -

    12 9 6 6 5 4 3 2 - - -13 9 6 6 6 5 4 3 - - -

    14 9 6 6 6 5 4 3 2 - -

    15 9 6 6 6 6 5 4 3 - -

    16 9 6 6 6 6 5 4 3 2 -

    17 9 6 6 6 6 6 5 4 3 -

    18 9 6 6 6 6 6 5 4 3 2

    19 9 6 6 6 6 6 6 5 4 3

    20 9 6 6 6 6 6 6 5 4 4

    Wizard

    Level Special

    1 Scribe Scroll, Familiar

    2 Advanced Learning

    3

    4 Bonus Feat

    5

    6 Advanced Learning

    7

  • 8/2/2019 Re Balanced Compendium

    20/79

    20

    8 Bonus Feat

    9

    10 Advanced Learning

    11

    12 Bonus Feat

    13

    14 Advanced Learning

    15

    16 Bonus Feat

    17

    18 Advanced Learning

    19

    20 Bonus Feat

    Familiar: Per PHB

    Scribe Scroll/Bonus Feat: Per PHB.

    Spellcasting: Other than from Advanced learning (see below), the wizard uses thenew generalist Sorcerer/Wizard spell list in the Chapter 6: Spells.

    Advanced Learning: Pick a spell off of a printed Sorcerer/Wizard list (not the newgeneralist list). This spell is added to their spell book. Note that a specialist wizard

    cannot pick a spell of a prohibited school.

    Specialist Wizards: A specialist wizard uses the original Sorcerer/Wizard (as

    printed in the PHB) list when selecting spells for his school of specialization. The newgeneralist list is used for all other non-prohibited schools.

    Psionic Classes

    Psion

    No changes to the class (all changes are made to powers).

    Psychic Warrior

    The psychic warrior adds 2 power points cumulative per level.Level Power Point Total

    1 2

    2 5

    3 9

    4 13

  • 8/2/2019 Re Balanced Compendium

    21/79

    21

    5 17

    6 23

    7 29

    8 35

    9 41

    10 47

    11 57

    12 67

    13 77

    14 87

    15 97

    16 111

    17 125

    18 13919 153

    20 167

    Soulknife

    The soulknife will be dropped, and an alternate class feature will be available to thepsychic warrior. The original link can be found at the Minds Eye

    (http://www.wizards.com/default.asp?x=dnd/psm/20070214a).

    Soulbound Weapon

    You can summon a specific weapon to your hand that is bound to your very

    soul.Level: 1st and 2nd.

    Replaces: You lose your 2nd-level bonus feat.

    Benefit: You must choose a soulbound weapon at 1st level and you gain the

    Weapon Focus feat with this weapon. Also, the first power you learn must becall weaponry. You can summon your chosen soulbound weapon to your hand

    using call weaponry.

    At 2nd level, you gain the soulbound weapon class ability, and the weapon yousummon using call weaponry is of the same type as you chose at 1st level. Its

    physical appearance slowly changes, growing in power as you do. You mustmanifest the power call weaponry to obtain your soulbound weapon; youretain the weapon for the duration of the power. You may still use the call

    weaponry power as normal if you wish. This is a specific weapon every time

    you summon it, and it automatically gains a weapon enhancement at the

    following levels:

    Level Enhancement Bonus

    4 +1 weapon

    8 +2 weapon

    12 +3 weapon

    16 +4 weapon

    20 +5 weapon

  • 8/2/2019 Re Balanced Compendium

    22/79

    22

    Also, add the following augmentation to your call weaponry power:

    Augmentation: When you manifest your soulbound weapon, for eachadditional 5 power points you spend, you may add a weapon enhancement of

    +1 value to the weapon. For example, if you spend an additional 10 power

    points, you could add two +1 weapon enhancements or a single +2 weaponenhancement.

    Wilder

    Powers Known: The wilder starts at first level with two powers known. Each levelthereafter, she learns another power.

    Wild Surge/Psychic Enervation: This version of Wild Surge removes the need forPsychic Enervation. Now, surging is a gamble, slightly in favor of the wilder. Whenusing wild surge, your manifester level is modified (see the table below). If the

    power has an augment cost, any boost to your manifester level adds the same

    amount of points when you activate the power (so you can augment for free). Ifyour manifester level drops below one, the power fails. Note that this modification is

    applied after any other effect that would adjust your manifester level, such as thePracticed Manifester feat.

    Wilder Level Manifester Level

    1-4 +1d4-2

    5-8 +2d4-4

    9-12 +3d4-613-16 +4d4-8

    17-20 +5d4-10

    Volatile Mind: If someone targets you with a mind affecting spell, power, or ability,they must make a Will save (DC 10 + Wilder level + Cha mod) or be dazed for

    one round. This does not apply if you are in a mind affecting area of effect. VolatileMind is a mind affecting ability, although it does not trigger Volatile Mind from other

    wilders.

    Other Classes

    Swashbuckler

    This has been replaced with an alternate class feature for the fighter (see below).

  • 8/2/2019 Re Balanced Compendium

    23/79

    23

    Warmage

    Modify the damage granted by Warmage's Edge. The extra damage granted is equal

    to the warmage's Int mod (minimum 1) x the spell's level. The warmage adds hisInt mod (minimum 1) to 0-level spells. The ability functions the same in all other

    respects.

    Scout

    Skirmish deals damage to creatures immune to critical hits, but it only doeshalf damage.

    Warlock

    Eldritch Blast damage is 1d6 per warlock level. The warlock gains an invocation every level, instead of the old 12/20

    progression.

    Damage Reduction/Cold Iron starts at 2 points at 2nd level, and increasesanother two points every four levels thereafter.

    Alternate Class Features

    Druid - Beastmaster

    Lose: Shapeshifting

    Gain:

    Animal Companion (per the PHB)

    Fighter - Swashbuckler

    Lose:

    Medium and heavy armor proficiencies. Light, heavy, and tower shield proficiencies (but retain buckler proficiency). Battlefield Recon at level 5 True Grit at level 9

    Move:

    Art of War is moved from level 3 to level 5. The bonus begins as +1 at 5thlevel, and increases every three levels (+2 at 8th, +3 at 11th... +6 at 20th)

    Gain:

    Balance as a class skill.

  • 8/2/2019 Re Balanced Compendium

    24/79

    24

    Canny Defense at level 1. The fighter adds his Intelligence mod to AC, to amaximum of his fighter level. This bonus only applies if wearing light or no

    armor, wearing a buckler or no shield, and carrying a light load. If the fighter

    his denied his Dexterity bonus to AC, he does not apply this bonus. Insightful Strike at level 3. The fighter can add his Int mod to damage on any

    melee weapon with which he could use the Weapon Finesse feat.

    Tuck and Roll at level 9: The fighter can add his Dexterity mod to anyFortitude or Will save that he makes.

    So, the progression would look like this:

    Level Special

    1 Bonus Feat, Weapon Aptitude, Active Defense, Canny Defense

    2 Bonus Feat

    3 Insightful Strike

    4 Bonus Feat

    5 Art of War, Surprise Lunge

    6 Bonus Feat

    7 Shake it Off, Foil

    8 Bonus Feat

    9 Tuck and Roll

    10 Bonus Feat

    11 Array of Stunts

    12 Bonus Feat

    13 Improved Shake it Off

    14 Bonus Feat

    15 Improved Foil16 Bonus Feat

    17 Improved Array of Stunts

    18 Bonus Feat

    19 Greater Shake it Off

    20 Bonus Feat, Supreme Reach

    Note: As written, Daring Outlaw is no longer needed. Unless the feat is rewritten, it

    should not be allowed with this version of the swashbuckler.

  • 8/2/2019 Re Balanced Compendium

    25/79

    25

    Chapter 3

    Skills & Feats

    Skills

    Regarding cross class skills

    The cap for cross class skills still applies to maximum ranks. What changes is all

    skills (class or cross-class) are purchased one rank per point. Effectively, this giveseveryone the Able Learner feat.

    Feats

    Alertness * You gain a +2 competence bonus on Spot and Listen checks. You gain Spot and Listen as class skills.* Note: All other +2/+2 skill feats such as Athletic, Persuasive, and Nimble

    Fingers follow this pattern. You add both of the two skills as class skills.

    Dodge You gain a +1 dodge bonus to AC (usable against all opponents). You may only take this feat once.

    Great Fortitude You gain a +2 bonus on Fortitude saves. Instead of rolling one save, you

    may roll two dice and pick the higher of the two results. You may reroll in

    this fashion one time day plus one for every three character levels (rounddown).

    Improved Toughness Prerequisites: Toughness, Base Fort +2 You gain +10 additional hit points. You may take this feat multiple times. Each time you gain an additional ten

    hit points.

    Iron Will You gain a +2 bonus on Will saves. Instead of rolling one save, you may roll

    two dice and pick the higher of the two results. You may reroll in this fashionone time day plus one for every three character levels (round down).

  • 8/2/2019 Re Balanced Compendium

    26/79

    26

    Lightning Reflexes You gain a +2 bonus on Reflex saves. Instead of rolling one save, you may

    roll two dice and pick the higher of the two results. You may reroll in this

    fashion one time day plus one for every three character levels (round down).

    Persistent Spell [METAMAGIC](Proposed by Veekie)

    Spells affected by this metamagic have their duration increased as per thetable below:

    Initial Duration Modified Duration

    Concentration rounds/level

    rounds/level minutes/level

    minutes/level 10 minutes/level

    10 minutes/level hours/level

    hours/level 24 hours

    Spells of instantaneous or permanent duration cannot be affected by this feat,and spells whose effects are discharged still end normally when they aredischarged. You dont need to maintain concentration on persistent detect

    spells (such as detect magic or detect thoughts) for you to be aware of the

    mere presence or absence of the subject detected, but gaining additionalinformation requires concentration as normal. Spells with fixed durations have

    their duration increased to 10 times normal, to a maximum of 24 hours.

    A persistent spell uses up a spell slot two levels higher than the spells actuallevel.

    Shot on the Run Drop all the prerequisites except Point Blank Shot. This feat can be taken at

    level 1.

    Skill Focus Pick a skill. You gain a +4 competence bonus on skill checks for that skill. You gain the selected skill as a class skill.

    Spring Attack Drop the prerequisites. This feat can be taken at level 1.

    Toughness You gain a number of hit points equal to the number of hit dice you have plus

    two. Each hit die you gain after taking this feat grants you an additional hitpoint.

    You may only take this feat once.

  • 8/2/2019 Re Balanced Compendium

    27/79

    27

    Two-Weapon Fighting In addition to the normal benefits, you gain a second off-hand attack when

    your BAB is +6*. This attack is at -5 from your BAB. When your BAB is +11,

    you gain a third off-hand attack*, which is at -5 from your BAB**. Whenyour BAB is +16, you gain a fourth off-hand attack, which is at -5 from your

    BAB**.*Note: You are counted as having Improved Two-Weapon fighting at BAB +6and Greater Two-Weapon Fighting at BAB +11 for purposes of prerequisites.

    **Note: This is taking into account that all iterative attacks are at -5 BAB.

    Weapon Focus Choose a weapon. You gain a +1 bonus on attack rolls with that weapon. A fighter of 4th level and higher adds a +2 bonus to all damage rolls with the

    chosen weapon. He is counted as having the Weapon Specialization* feat for

    purposes of prerequisites. A warblade of 6th

    level also gains this ability. A fighter of 8th level and higher adds an additional +1 bonus to all attack rolls

    with the chosen weapon (for a total of +2). He is counted as having the

    Greater Weapon Focus* feat for purposes of prerequisites. A warblade of10th level also gains this ability.

    A fighter of 12th level and higher adds an additional +2 bonus to all damagerolls with the chosen weapon (for a total of +4). He is counted as having the

    Greater Weapon Specialization* feat for purposes of prerequisites. A

    warblade of 14th level also gains this ability.

    *Note: This replaces the feats Weapon Specialization, Greater Weapon Focus,and Greater Weapon Specialization.

    New Feats

    Act on the moveYou are skilled at performing complex actions while you move.

    Prerequisites: Spring Attack or Shot on the Run.Benefit: When taking a standard action, you can move both before and after the

    action, provided that your total distance moved is not greater than your speed.

    Shield SpecializationYou have learned to get the best defense from your shield.Prerequisite: Proficiency with shields.

    Benefit: Choose a type of shield with which you are proficient. The shield bonusgranted by that shield increases by +1. In addition, when making a Reflex save forhalf damage, you add your shield's shield bonus (but not any enhancement bonus)to Reflex saves you make. You may also add your shield bonus (including any

    enhancement bonus it might have) to Tumble checks made to avoid attacks ofopportunity.

    The shield bonus granted by this feat increases by +1 for every two fighter levels a

    character has, by +1 for every four non-fighter, full Base Attack class levels acharacter has, and by +1 for every six levels of other classes. For example, an 8th

    level fighter would get a +5 shield bonus from this feat, an 8th level barbarian would

    get a +3 shield bonus, an 8th level cleric would get a +2 shield bonus, and 4th level

  • 8/2/2019 Re Balanced Compendium

    28/79

    28

    fighter/2nd level barbarian/2nd level blackguard would get a +4 shield bonus (thebarbarian and blackguard levels add together as full Base Attack classes).

    Special: You may take this feat multiple times. Each time it applies to a different

    type of shield. A fighter may take Shield Specialization as a fighter bonus feat.

    Studied PrecisionYour knowledge of strange and exotic creatures allows you to strike them precisely.

    Prerequisite: +1d6 Sneak Attack, Sudden Strike, Skirmish, or Precise Strike

    damage.Benefit: You apply full Sneak Attack, Sudden Strike, Skirmish, or Precise Strike

    damage to creatures immune to critical hits based on your ranks in various

    Knowledge skills. You need to have at least three ranks in the appropriateKnowledge skill to deal full precision damage with this feat. Use the table below to

    find the appropriate Knowledge skill for each creature type:

    Knowledge Skill Creature TypeArcana Constructs, Dragons, Magical Beasts

    Dungeoneering Aberrations, Oozes

    Local Humanoids

    Nature Animals, Fey, Giants, MonstrousHumanoids, Plants, Vermin

    Planes Elementals, Outsiders

    Religion Undead

    Normal: You only do half Sneak Attack, Sudden Strike, Skirmish, or Precise Strike

    damage to creatures immune to critical hits.

    Two-Weapon ParryYou are skilled at using one of your weapons to tie up an opponents weapon.

    Prerequisites: Two-Weapon Fighting, Dex 15+

    Benefit: You may forgo your off hand attacks during a full attack, although you stilltake the normal penalties for fighting with two weapons with your main hand

    attacks. If you do so, you may designate one opponent you threaten as

    flanked. This condition lasts until the beginning of your next turn. You must use at

    least one of your attacks against this opponent.

    You must be wielding a weapon in your off hand to use this feat. You may use an

    empty hand if you have the Improved Unarmed Strike feat. You cannot use armor

    spikes to parry with this feat.

    Opponents with multiple weapons or shields may negate this flanking bonus. An

    opponent with multiple weapons can negate the flank by forgoing all attacks with

    one weapon on his next turn, but he must take a full attack option if able. Anopponent with a shield can negate the flank, but he does not add his shield bonus to

    AC until the end of his next turn.

  • 8/2/2019 Re Balanced Compendium

    29/79

    29

    New Paladin Feats(From OneWing4ngels paladin)

    New feat type: [Smite]

    A smite feat allows you to channel the holy energy used to smite evil enemies in newways, expanding your options in combat.

    All smite feats require the user to expend uses of their Smite Evil ability. Only one

    use of Smite Evil may be applied to any single attack. All Smite feats are considered

    Supernatural abilities, and cannot be used in any situation that such abilities would

    not function (such as in an anti magic field)

    Celestial Lightning [Smite]A fearsome bolt of lightning streaks from the sky and strikes your upraised weapon,arcing out in all directions and striking down surrounding foes.

    Prerequisite: Holy Wrath (Electricity), Smite 3/encounterBenefit: By expending a smite attempt as a full-round action, you raise your

    weapon above your head, and a lightning bolt strikes your weapon before arcing off

    in all directions to hit other targets. This is treated as a Chain Lightning Spell, with acaster level equal to your level in smiting classes. The weapon is considered the

    initial target (but takes no damage).Note: Alternatively, the player may decide that the initial target is any other piece ofequipment, or the character's body, as this is purely a flavor element.

    Consecration [Smite]You channel fearsome holy energy into your weapon and slams it into the earth,unleashing the stored energy into the ground and uplifting the earth around you in a

    powerful shockwave.Prerequisite: Smite 4/encounter, Str 15

    Benefit: As a standard action, by expending a use of your smites per encounter, you

    can unleash a powerful surge of holy energy into the ground. You immediately makea bull rush attempt against all enemies within a 30ft radius of you, for the purposes

    of this attack, you are considered one size category larger than normal, and addyour Charisma to the check rather than strength. Enemies may move further than 5

    feet as if you had bull rushed and moved with them. Additionally, all enemies

    affected take damage equal to twice your Charisma modifier.

    Conviction [Smite]Holy energy fills you with righteous conviction, driving you forward in battle.Prerequisite: Smite 1/encounter, Hero's Courage class feature, Cha 15

    Benefit: By expending a use of your Smite Evil ability, you gain a morale bonus onyour attack roll equal to your Charisma bonus for a single attack.

    Divine Cross [Smite]Prerequisite: Two Weapon Fighting, Smite 1/encounter

    Benefit: When you are wielding two weapons (or a double weapon) and use a smite

    attempt, you may instead make a smite attempt with both one primary weaponattack and one offhand attack, but only expend one use of your smites per encounter.

    Holy Wrath [Smite]You summon holy energy in order to smite your foes.

  • 8/2/2019 Re Balanced Compendium

    30/79

    30

    Prerequisite: Smite 2/encounter, Cha 13Benefit: As a standard action, you may expend a smite Evil attempt in order to

    create a burst of holy energy that damages a single target. The energy deals

    damage equal to 1d6 per level of smiting class, and the target get a reflex save (DC10+1/2 paladin level+Cha) for half damage. Half of the damage dealt is of either Fire,

    Electricity, or Cold damage (Chosen at the time the feat is taken), and the other half

    is pure divine energy, which is not subject to energy resistance.Special: This feat may be taken multiple times. Each time, the paladin's holy wrathmay correspond to a different element. For example, a paladin could take the HolyWrath (Electricity) and then take Holy Wrath (Fire).

    Inspiration [Smite]You inspire your allies by channeling a divine presence.Prerequisite: Smite 2/encounter, Cha 15, switchable aura class feature

    Benefit: You may expend a smite attempt as a swift action to activate this ability.

    For the next round, the Paladin's switchable aura's radius is tripled, and any bonusesare doubled. In the case of a benefit that may normally be used once per round, itmay be used twice this round.

    Judgment [Smite]You channel pure holy energy into your weapon, and unleash a holy explosion with aswing, hurtling forward in a line through your enemies.

    Prerequisite: Cha 15, Smite 3/encounter, Holy Wrath

    Benefit: You may expend a use of your Smite Evil ability to use this ability as a

    standard action. You call forth a violent burst of holy energy, dealing 1d6 sacreddamage per level of smiting class in a 5 foot wide line. The length of the line is equal

    to 25+5 feet/2 levels of smiting class. Targets get a reflex save (DC 10+1/2 paladin

    level+Cha) for half damage.

    Reckoning [Smite]You channel powerful holy energy into an overwhelmingly forceful blow that stuns

    your enemy.

    Prerequisite: Str 13, Smite 2/encounter

    Benefit: You may expend one use of your Smite Evil as a standard action in order tomake a single melee attack. An enemy struck by this attack must make a Fort save

    (DC 10+1/2 level+Cha modifier) or be dazed for one round (In addition to taking

    normal damage from the attack).

    Retribution [Smite]You channel holy energy into your shield which is unleashed when you are attacked.

    Prerequisite: Smite Evil 3/encounter, Shield SpecializationBenefit: As an immediate action when an opponent attempts to strike you, you may

    expend a use of your Smite Evil to add your Charisma bonus to your Shield Bonus toAC against this attack. If the opponent's attack misses, they are automatically

    knocked back 5 feet by the unleashed holy energy and take damage equal to twice

    your Charisma modifier. The movement provokes an attack of oppurtunity fromanyone but you.

    Vindication [Smite]By channeling holy energy into your weapon, it can cross the nexus between planes

    and harm ethereal foes.Prerequisite: Cha 13, Smite Evil 1/encounter

  • 8/2/2019 Re Balanced Compendium

    31/79

    31

    Benefit: You may expend a Smite Evil use to give all attacks for 1 round the benefitof the Ghost Touch weapon enhancement.

    Holy Arrow [General]Your presence and faith guide your arrows true. Your faith is not limited to the

    single-minded close combat of your peers.Prerequisite: Smite Evil 1/encounter, Point Blank ShotBenefit: You may use the Smite (alignment) ability with ranged weapons.

    Extra Lay on Hands [General]You are a focused healer, and are able to draw upon more holy power in order to

    heal yourself and your allies.

    Prerequisite: Wis 13, Lay on Hands class feature

    Benefit: You may refresh your Lay on Hands pool one extra time per day.

    Extra Smiting [General]You can make more smite attacks.Prerequisites: Smite ability, base attack bonus +4

    Benefit: When you take this feat, you gain one extra smite per encounter.Note: This replaces the Extra Smiting feat written in Complete Warrior, which does

    not apply to the Rebalanced Paladin.

    Tactical and Style Feats

    Shield Guard [Tactical]Your extensive training with shields has taught you how to protect others as well as

    yourself.

    Prerequisite: Proficiency with shields, Shield Specialization, Combat Expertise, BaseAttack Bonus +6Benefit: Shield Guard gives you three maneuvers you can use with a shield:

    Shield Ally: As an immediate action, you may grant any adjacent ally a shield

    bonus to AC equal to that provided by your shield plus it's enhancementbonus. However, you do not benefit from the shield's shield bonus to AC or

    the enhancement bonus. This effect lasts until the start of your next turn or

    until you and your ally are no longer adjacent.

    Shielded Interception: When an ally is charged and the charge line is within 5'

    of you, you may take a 5' step into the charge line as an immediate action ifyou are wielding a Heavy Shield. The charging enemy now counts ascharging you for all purposes, and you take a -2 penalty to AC until thebeginning of your next turn.

    Shielded Defense: When using the Combat Expertise feat, any bonus you addto your Armor Class from Combat Expertise is also added to your Reflex saves

    you make for half damage.

    Special: A fighter may take Shield Guard as a fighter bonus feat.

  • 8/2/2019 Re Balanced Compendium

    32/79

    32

    Chapter 4

    Combat & Rules

    General Combat

    All iterative attacks come at a -5 penalty from the attackers full BAB, instead of a

    cumulative -5 penalty. So a full BAB attack routine at level 20 would look like

    +20/+15/+15/+15 instead of +20/+15/+10/+5.

    The following forms of precision damage work against creatures immune to critical

    hits, but they deal half damage: Sneak Attack Sudden Strike Skirmish Precise Strike

    Turn Undead

    Turn UndeadYou create a burst of positive energy centered on yourself with a thirty foot

    radius. All undead creatures in the area take 1d6 points of damage per Cleric level.A successful Will save (DC 10 + cleric level + Cha mod) halves the damage. All

    living creatures in the area are ]healed the same amount (Will save for half,

    harmless). You are not affected by your own turn attempts.

    Undead creatures with Turn Resistance take less damage. For each point of turn

    resistance, reduce the number of damage dice by one. So if a ninth level Cleric (9d6turn damage normally) would turn a vampire (turn resistance 4), he would roll 4d6

    damage less, so he would only deal 5d6 damage to the vampire.

    Bolster Undead (replace rebuke undead)You create a burst of negative energy centered on yourself with a thirty foot

    radius. All undead creatures in the area are healed 1d6 points of damage per Clericlevel (Will save for half, harmless). All living creatures in the area take the same

    amount of damage, with a Will save for half damage (DC 10 + Cleric level + Chamod). You are not affected by your own bolster attempts.

    Improved Turn UndeadPrerequisite: Ability to turn undead

    Benefit: When you turn undead, all undead creatures in the area are dazed for anumber of rounds equal to half your Cleric level plus your Cha mod. If they succeed

    on the Will save for half damage from turning, they are not dazed.

  • 8/2/2019 Re Balanced Compendium

    33/79

    33

    Rebuke UndeadPrerequisite: Ability to bolster undead

    Benefit: When you bolster undead, all undead creatures in the area must make aWill save (DC 10 + Cleric level + Cha mod) or risk falling under your control. If

    your Cleric level is at least double the undead creature's hit dice and it fails its Willsave, it is under your mental control. You may control any number of undeadcreature's whose total hit dice does not exceed your Cleric level.

    Other Rules

    Repairing Magical Equipment

    If a magical item is destroyed, but can still be physically repaired, then it is possibleto restore it's enchantment.

    First, the item must be fully physically repaired to its original masterwork quality. Ifthe item has been partially or wholly destroyed (disintegrated, burned, dissolved,

    etc), then it cannot be physically repaired.

    Second, the enchantment needs to be "repaired". The broken pieces still contain

    residual magical energies, so once the item is made whole, those energies need to

    be refocused to get the item to full working order. Repairing the enchantmentrequires the person to have the appropriate item creation feat, and any other specialcreation prerequisites for the specific item. This repair costs 1/10 of the market

    price of the item, and 1/25 ofthat cost in XP. As usual, the repair takes one day per1,000 gp of the repair cost.

    For example, if a +1 longsword is sundered, and later repaired, the enchantment can

    be repaired for 200 gp (one tenth the original 2,000 gp cost to enchant it), andwould cost 8 XP (1/25 of 200).

  • 8/2/2019 Re Balanced Compendium

    34/79

    34

    Chapter 5

    Equipment

    Weapons

    Great club is now a simple weapon instead of a martial weapon.Orcish shot put reduce the critical from 19-20/x3 to 20/x4.

    Armor

    Light ArmorsType AC Max Dex ACP ASF% Cost

    Light leather +2 +6 -0 10% 10 gp

    Light mail +4 +4 -2 20% 100 gp

    Medium Armors*Type AC Max Dex ACP ASF% Cost

    Full leather +4 +5 -2 20% 50 gp

    Full mail +5 +4 -3 25% 150 gp

    Light plate +6 +3 -4 30% 200 gp

    Heavy Armors**Type AC Max Dex ACP ASF% Cost

    Full plate +9 +1 -6 40% 1,500 gp

    *The penalty for movement in medium armor is that your run speed is x3 instead of

    x4**The penalty for movement in heavy armor is both your run speed is x3 instead of

    x4 and your speed drops depending on your base speed (40 to 30, 30 to 20, 20 to

    15).

    Special materials

    Mithril: Per the DMG.

    Adamantine: Adamantine armor grants damage reduction overcome by adamantine

    weapons. The amount of damage reduction is half (the armor's AC bonus plus itsenhancement bonus to AC (if any)), round down. This bonus is further boosted by

    +1 for light armor, +2 for medium, and +3 for heavy.

  • 8/2/2019 Re Balanced Compendium

    35/79

    35

    So the numbers would look like:

    Light Armors

    Type AC Max Dex ACP ASF% SpecialAdamantine light mail +4 +4 -2 20% DR 3/adamantine

    Mithril light mail +4 +6 -0 10%

    Mithril full mail +5 +6 -0 15%

    Mithril light plate +6 +5 -1 20%

    Medium ArmorsType AC Max Dex ACP ASF% Special

    Adamantine full mail +5 +4 -3 25% DR 4/adamantine

    Mithril full mail +6 +3 -4 30% DR 5/adamantine

    Mithril full plate +9 +3 -3 30%

    Heavy ArmorsType AC Max Dex ACP ASF% Special

    Adamantine full plate +9 +1 -6 40% DR 7/adamantine

    Magic Items

    Animated ShieldThe animated shield works as listed in the DMG, except that it only provides the user

    a shield bonus to their AC. It cannot be used with any shield based maneuvers, and

    the user cannot apply the benefits of the Shield Specialization to an animated shieldwhile animated.

    Candle of Invocation Instead of treating the cleric as two levels higher for purposes of spell

    preparation, the candle grants the cleric +1 to his caster level for the duration.

    Remove the Gate feature. Market price: 4,000 gp

  • 8/2/2019 Re Balanced Compendium

    36/79

    36

    Chapter 6

    Magic

    Abusive Spells

    The three Planar Binding spells

    You can only force a bound creature to use a spell or spell-like ability of a lower level

    than the level of the Planar Binding spell cast. So if you use Planar Binding (a 6th

    level spell) to bind an efreeti, you could not force it to cast anything above 5th

    levelin exchange for it's freedom (thus, no Wishes). The creature could decide to usethese types of spells to fulfill its service, but at its discretion.

    Gate

    The only use of this spell is now for the transport feature. Use Planar Binding and

    Summon Monster for other summons. Also, specific creatures can be called with

    gate, but they do not have to travel through.

    Alter Self

    Works as printed in the PHB with the following exceptions:

    The natural armor gained by the spell is capped at 1/3 caster level (max +5at 15th level).

    Any racial skill bonuses gained by the spell is capped at 1/3 caster level (max+4 at 12th level).

    Any movement speeds gained by the spell is capped at 10 feet per 3 casterlevels (max 50 feet at 15th level). Use the caster's base land speed if it ishigher. Flight speeds are not granted until caster level 5, and the

    maneuverability is never greater than average.

    Polymorph

    You form changes into that of another creature. You may increase or decrease yoursize by one size category. Increasing your size gives you a +2 bonus to Strength

    and a -2 penalty to Dexterity, and decreasing your size gives you a +2 bonus onDexterity and a -2 Penalty on Strength. You have the reach of a long creature ofyour new size. If using this spell to impersonate someone, you gain a +10

    circumstance bonus on your Disguise check.

    You gain a number of points equal to your caster level, to a maximum of 15 at 15th

    level. You can use these points however you want to purchase special abilities and

    ability enhancements.

  • 8/2/2019 Re Balanced Compendium

    37/79

    37

    Abilities:

    Ability Score Increase (2 points): You gain a +2 enhancement bonus toStr, Dex, or Con. You can use this ability multiple times, but you cannot gainan enhancement bonus to a single ability greater than +6. If you gain a

    bonus to your Con score, you do not gain additional hit points.

    Natural Armor (1 point): You gain a +1 bonus to your natural armor, whichstacks with existing natural armor. You can take this ability multiple times, toa maximum bonus of +5.

    Flight (4 points): You gain the ability to fly at your base speed with averagemaneuverability.

    Swimming (2 points): You gain a swim speed equal to your base landspeed and a +8 bonus on Swim checks. You may take 10 while swimming

    and may charge while swimming in a straight line. You are able to breathunderwater.

    Scent (2 points): You gain the scent ability Natural attack (2 points): You either gain bite, slam, or tentacle attack

    that deals 1d8 damage (2d6 if large, 1d6 if small). Alternately, you gain twoclaw attacks that deal 1d4 damage each (1d6 if large, 1d3 if small). A singleattack adds one-and-a-half times your Str modifier to damage. Paired

    attacks simply add your Str modifier. This can be taken more than once togain both a single attack and a pair of attacks. Choose which is your primaryattack form and which is the secondary. All secondary attacks take a -5

    penalty on the attack role (-2 if you have the Multiattack feat).

    Reach (4 points): Your reach increases by five feet. Burrow (4 points): You gain a burrow speed equal to your base land speed. Low light vision (1 point): You gain low light vision. Darkvision (2 points): You gain dark vision 60 ft. Speed (1 point): Your base land speed increases by 5 ft. This can be takenseveral times. Energy Resistance (1 point): You gain energy resistance of 5 for any one

    of the five energy types (acid, cold, electricity, fire, or sonic). You can takethis ability several times, either increasing the resistance of one type by 5,

    and/or by gaining resistances to new energy types. Energy Immunity (6 points): You are immune to one of the five energy

    types (acid, cold, electricity, fire, or sonic). This ability can be taken multiple

    times, granting you immunity to a different energy type.

    Blasphemy(Proposed by Sunic_Flames)

    Any non-evil creature within the area of a blasphemy spell must make special Willsave (DC = spells save DC - creatures HD + your caster level + 1). or suffer the

    following ill effects.

    Save Result Effect

    Failed save Dazed

    Failed save by 2-5 Weakened, dazed

    Failed save by 6-10 Paralyzed, weakened, dazed

    Failed save by 11 or more Killed, paralyzed, weakened, dazed

  • 8/2/2019 Re Balanced Compendium

    38/79

    38

    The effects are cumulative and concurrent.

    Dazed: The creature can take no actions for 1 round, though it defends itselfnormally. Weakened: The creatures Strength score decreases by 2d6 points for 2d4

    rounds. Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Killed: Living creatures die. Undead creatures are destroyed.

    Furthermore, if you are on your home plane when you cast this spell, non-evil extra-planar creatures within the area are instantly banished back to their home planes.Creatures so banished cannot return for at least 24 hours. This effect takes place

    regardless of whether the creatures hear the blasphemy. The banishment effectallows a Will save (as above, but at a -4 penalty) to negate.

    Mordenkainen's Disjunction

    Works as normal, except the item's magical properties are merely suppressed for

    one hour. After this period, they begin working as normal. The items do not get asave.

    Spells in General

    This is to help balance direct damage, save or dies, and crowd control, and othersave-based spells.

    General Direct Damage Change

    Here's the basic idea: A direct damage spell directly opposes a monster's HP. Now,

    a monster primarily gets HP from two sources: their hit dice and their Con mod (*their HD). Because their Con mod is multiplied by their HD, they get a very solid

    boost at higher levels. This is a way to boost damage on a per-damage die basis for

    direct damage spells.

    The idea is to add a bonus to the damage per damage die of the spell. This bonus

    damage would be the spell's level plus one, divided by two (or spell's level, dividedby two, round up). So, 1st level spells would add 1 point per damage die, 1 point for2nd level spells, 2 points for 3rd level spells, etc. The bonus per spell level would be:

    Spell Level Bonus damage per die

    0 +0

    1 +1

    2 +1

    3 +2

    4 +2

    5 +3

  • 8/2/2019 Re Balanced Compendium

    39/79

    39

    6 +3

    7 +4

    8 +4

    9 +5

    A few examples:

    A 12th level wizard casts Fireball for 10d6+20 (+2 per die for a 3rd level spell). The

    same wizard casts Cone of Cold for 12d6+36 (+3 per die) and Magic Missile for5d4+10 (an additional +5 on top of what Magic Missile normally does).

    The spell gains additional abilities based on the damage type of the spell:

    [fire] On a failed save the target catches fire (taking spell level d6 firedamage each round) for a number of rounds equal to half the spell's level(minimum 1). It requires a full-round action (that provokes an attack of

    opportunity) to extinguish the flames.

    [cold] On a failed save the target takes a penalty to your Strength score

    equal to the spell's level, but this cannot reduce your Strength score below1. This penalty overlaps with other Str penalties from other cold spells. The

    penalty lasts for a number of rounds equal to the spell's level.

    [acid] On a failed save, the target becomes sickened for a number of roundsequal to the spell's level.

    [electric] On a failed save the target takes a penalty to your Dexterity scoreequal to the spell's level, but this cannot reduce your Dexterity score below

    1. This penalty overlaps with other Dex penalties from other electric

    spells. The penalty lasts for a number of rounds equal to the spell's level.

    [sonic] On a failed save the target is deafened for a number of rounds equal

    to half the spell's level (minimum 1).

    [Force] On a failed save, small and smaller creatures are knocked

    prone. Higher level spells are capable of knocking larger creatures prone, per

    the table below:

    SpellLevel

    Creature Size

    0 small and smaller

    1-2 medium and smaller

    3-4 large and smaller

    5-6 huge and smaller

    7-8 gargantuan and smaller

    9 colossal and smaller

    Save or Dies

  • 8/2/2019 Re Balanced Compendium

    40/79

    40

    All save or dies take a full round to cast (not to be confused with a full-round action),assuming the casting time isn't already longer. The simple fix is to increase the

    setup time for the spell.

    Crowd Control

    Crowd control is somewhat of a large category. This can be broken down into other

    types, such as de-buffs, terrain modification, and save-or-lose spells. Now, it's the

    save-or-lose spells that are the most potent, generally speaking, as they can oftenhave the same effect as a save or die. Any spell that would impose a status on a

    target that limits the actions they can take is more potent than one that merely givesa penalty. So, any spell that gives any of the following conditions to the target will

    have a casting time of one full round (assuming the casting time isn't already longer):

    Blinded Confused Dazed Disabled Dying Fascinated Frightened Helpless Nauseated Panicked Paralyzed Petrified Staggered Stunned Unconscious

    Spells with a Casting Time of an Entire Round

    Once the caster decides to cast a spell with a casting time of one full round, he

    cannot change the spell, although, he can opt to stop casting before the spell goesoff and save the spell slot. The target or area of effect does not need to be picked

    until the spell goes off, so the caster can dynamically target as needed. If no valid

    target is available (or desirable), then the caster can dismiss the spell at the lastminute.

    It is possible to counter a spell with a casting time of an entire round. Doing so

    takes a standard action (even though the spells casting time would otherwise be anentire round).

    Cantrips and Orisons

    Casters gain unlimited daily use of their 0-level spells. In addition, the direct

    damage cantrips gain a small, non-scaling boost to damage, to make them useful at

    low levels. Being 0-level spells, they would not gain any bonus damage from theprevious changes to direct damage spells. Also, they will not gain any special

  • 8/2/2019 Re Balanced Compendium

    41/79

    41

    secondary effects for their energy type. Each of these spells has a range of closeand requires a ranged touch attack to hit.

    Acid Splash - 1d6 acid damage. Electric Jolt - 1d6 electric damage. Finger of Flame - 1d6 fire damage. Force Ball - 1d3 force damage. Ray of Frost - 1d6 cold damage. Sonic Snap - 1d4 sonic damage.

    Do note that this change would make unlimited healing available to several castersquite easily through Cure Minor Wounds. This healing would be slow (one point perround), so it would only be useful out of combat, like most other existing, unlimited

    healing tricks. For DMs who think this is a problem, there are several possiblealternatives: Only allow Cure Minor Wounds to work if the target is either at 0 HP orlower, or if the target is below half HP.

    Spell Lists and Domain Powers

    Cleric Spells and Domains

    Cleric

    Level 0Create Water

    Cure Minor Wounds

    Detect MagicDetect Poison

    GuidanceInflict Minor Wounds

    Light

    MendingPurify Food and Drink

    Read Magic

    Resistance

    Virtue

    Level 1

    BaneBlessBless Water

    Cure Light WoundsCurse WaterDetect Chaos/Evil/Good/Law

    Detect Undead

    Endure Elements

    Inflict Light WoundsMagic Weapon

  • 8/2/2019 Re Balanced Compendium

    42/79

    42

    Remove FearShield of Faith

    Level 2Aid

    Cure Moderate Wounds

    Delay PoisonEagles SplendorEnthrallInflict Moderate Wounds

    Make WholeOwls WisdomRemove Paralysis

    Restoration, Lesser

    Level 3

    Consecrate

    Create Food and WaterCure Serious WoundsDesecrate

    Hold PersonInflict Serious WoundsPrayer

    Remove Blindness/Deafness

    Remove DiseaseSpeak with Dead

    Level 4

    Bestow CurseCure Critical Wounds

    Dismissal

    Dispel MagicInflict Critical Wounds

    Magic Weapon, GreaterNeutralize Poison

    Planar Ally, Lesser

    Remove CurseRestoration

    Tongues

    Level 5

    AtonementCommune

    Cure Light Wounds, MassDeath WardInflict Light Wounds, Mass

    Raise DeadSlay Living

    Level 6

    Banishment

    Break EnchantmentCure Moderate Wounds, Mass

  • 8/2/2019 Re Balanced Compendium

    43/79

    43

    Dispel Chaos/Evil/Good/LawDisrupting Weapon

    Eagles Splendor, Mass

    Geas/QuestHallow

    Harm

    HealInflict Moderate Wounds, MassOwls Wisdom, MassPlanar Ally

    Plane ShiftUnhallow

    Level 7Cure Serious Wounds, MassDestruction

    Dispel Magic, Greater

    Inflict Serious Wounds, MassRegenerateRestoration, Greater

    Resurrection

    Level 8

    Cure Critical Wounds, Mass

    Inflict Critical Wounds, MassPlanar Ally, Greater

    Level 9

    Heal, MassMiracle

    Soul Bind

    True Resurrection

    Air

    Granted Power

    You no longer need to breathe. You may cast Feather Fall (self only) at will as an immediate action. At Level 10, you gain a fly speed equal to your base land speed (perfect

    maneuverability). At 20th level, your type changes to outsider (air).

    Alternative Turn Undead Option

    As normal except you turn earth creatures as undead and heal air creatures as livingcreatures.

    Level 1Jet of Steam (CM)Obscuring Mist

    Summon Monster I (Air subtype only)

  • 8/2/2019 Re Balanced Compendium

    44/79

    44

    Level 2Fog Cloud

    Summon Monster II (Air subtype only)

    Wind Wall

    Level 3

    Call LightningSummon Monster III (Air subtype only)Water Breathing

    Level 4Air WalkSolid Fog

    Summon Monster IV (Air subtype only)

    Level 5

    Call Lightning Storm

    Control WindsSummon Monster V (Air subtype only)

    Level 6Chain LightningSummon Monster VI (Air subtype only)

    Wind Walk

    Level 7

    Acid FogControl Weather

    Summon Monster VII (Air subtype only)

    Level 8

    Reverse GravitySummon Monster VIII (Air subtype only)

    Whirlwind

    Level 9

    Elemental Swarm (Air subtype only)Storm of Vengeance

    Summon Monster IX (Air subtype only)

    Animal

    Granted Power

    You gain an animal companion like a druid.Alternative Turn Undead Option

    Heal 1d6 damage per cleric level to all animals within 30 feet. Any hit points healedabove the animal's maximum are added as temporary hit points. The animal cannotgain more temporary hit points in this fashion than their maximum hit points. These

    temporary hit points last for one hour.

  • 8/2/2019 Re Balanced Compendium

    45/79

    45

    Level 1Charm Animal

    Magic Fang

    Summon Natures Ally I (Animals only)

    Level 2

    Animal TranceHold AnimalSummon Natures Ally II (Animals only)

    Level 3Dominate AnimalPoison

    Summon Natures Ally III (Animals only)

    Level 4

    Giant Vermin

    Repel VerminSummon Natures Ally IV (Animals only)

    Level 5Animal GrowthAwaken

    Summon Natures Ally V (Animals only)

    Level 6

    Antilife ShellInsect Plague

    Summon Natures Ally VI (Animals only)

    Level 7

    Animal ShapesAura of Vitality (SC)

    Summon Natures Ally VII (Animals only)

    Level 8

    Awaken, Mass (SC)Phantom Wolf (SC)

    Summon Natures Ally VIII (Animals only)

    Level 9

    Nature's Avatar (SC)Phantom Bear (SC)

    Shapechange (Animals only)

    Chaos

    Granted Power You gain damage reduction overcome by lawful weapons equal to half your

    cleric level.

  • 8/2/2019 Re Balanced Compendium

    46/79

    46

    Your melee attacks are considered chaotic aligned for purposes of overcomingdamage reduction.

    At 20th level, your type changes to outsider (chaotic).Alternative Turn Undead Option

    As normal except you turn lawful outsiders as undead and heal chaotic outsiders as

    living creatures.

    Level 1Cause Fear

    Protection from LawSummon Monster I (Chaotic subtype only)

    Level 2Align WeaponShatter

    Summon Monster II (Chaotic subtype only)

    Level 3Displacement

    Magic Circle LawSummon Monster III (Chaotic subtype only)

    Level 4

    Chaos HammerConfusion

    Summon Monster IV (Chaotic subtype only)

    Level 5Baleful Polymorph

    Dispel Law

    Summon Monster V (Chaotic subtype only)

    Level 6Animate Objects

    Forbiddance

    Summon Monster VI (Chaotic subtype only)

    Level 7

    Insanity

    Summon Monster VII (Chaotic subtype only)

    Word of Chaos

    Level 8Cloak of ChaosSummon Monster VIII (Chaotic subtype only)

    Symbol of Insanity

    Level 9

    Maze

    Scintillating Pattern

    Summon Monster IX (Chaotic subtype only)

  • 8/2/2019 Re Balanced Compendium

    47/79

  • 8/2/2019 Re Balanced Compendium

    48/79

    48

    Waves of Exhaustion

    Level 8

    Create Greater UndeadHorrid Wilting

    Symbol of Death

    Level 9Energy DrainSoul Bind

    Wail of the Banshee

    Destruction

    Granted Power Your physical attacks ignore an amount of hardness and damage reduction

    equal to half your cleric level.

    Alternative Turn Undead OptionYou deal 1d6 damage per cleric level to all non-magical objects and constructs within

    30 feet. Attended objects and constructs are allowed a Fortitude save (DC 10 + cleric level + Cha mod) for half damage.

    Level 1

    Burning Rage (PHB2)

    Enlarge Person

    Orb of Acid, Lesser (SC)

    Level 2

    Battering Ram (SC)

    ShatterWarp Wood

    Level 3

    Acid Breath (SC)Contagion

    Explosive Runes

    Level 4Enlarge Person, Mass

    Ice StormOrb of Acid (SC)

    Level 5

    Acid Sheath (SC)Contagion, Mass (SC)Insect Plague

    Level 6Acid Storm (SC)

    Disintegrate

    Lingering Flames (CM)

  • 8/2/2019 Re Balanced Compendium

    49/79

  • 8/2/2019 Re Balanced Compendium

    50/79

    50

    Level 5

    Summon Monster V (Earth subtype only)

    Transmute Rock to MudWall of Stone

    Level 6Flesh to StoneStone to FleshSummon Monster VI (Earth subtype only)

    Level 7Earthquake

    Stone TellSummon Monster VII (Earth subtype only)

    Level 8

    Polymorph Any Object (into stone only)Repel Metal or StoneSummon Monster VIII (Earth subtype only)

    Level 9Elemental Swarm (Earth subtype only)

    Meteor Swarm

    Summon Monster IX (Earth subtype only)

    Evil

    Granted Power

    You gain damage reduction overcome by good weapons equal to half yourcleric level.

    Your melee attacks are considered evil aligned for purposes of overcomingdamage reduction.

    At 20th level, your type changes to outsider (evil).Alternative Turn Undead Option

    As normal except you turn good outsiders as undead and heal evil outsiders as living

    creatures.

    Level 1

    DoomProtection from GoodSummon Monster I (Evil subtype only)

    Level 2Align WeaponDesecrate

    Summon Monster II (Evil subtype only)

    Level 3

    Bestow Curse

    Magic Circle against Good

  • 8/2/2019 Re Balanced Compendium

    51/79

    51

    Summon Monster III (Evil subtype only)

    Level 4

    FearSummon Monster IV (Evil subtype only)

    Unholy Blight

    Level 5Dispel GoodSummon Monster V (Evil subtype only)

    Unhallow

    Level 6

    Create UndeadForbiddanceSummon Monster VI (Evil subtype only)

    Level 7BlasphemyCircle of Death

    Summon Monster VII (Evil subtype only)

    Level 8

    Create Greater Undead

    Summon Monster VIII (Evil subtype only)Unholy Aura

    Level 9

    Energy DrainSummon Monster IX (Evil subtype only)

    Wail of the Banshee

    Fire

    Granted Power

    You gain fire resistance equal to your cleric level. At 10th level, you may alter the damage of any spell you cast with the [fire]

    descriptor, so that half of the damage is fire, and the other half is divineenergy not subject to fire resistance or immunity.

    At 20th level, your type changes to outsider (fire).Alternative Turn Undead OptionAs normal except you turn water creatures as undead and heal fire creatures asliving creatures.

    Level 1Burning Hands

    Produce Flame

    Summon Monster I (Fire subtype only)

    Level 2

    Flame Blade

  • 8/2/2019 Re Balanced Compendium

    52/79

    52

    Scorching RaySummon Monster II (Fire subtype only)

    Level 3Fireball

    Resist Energy

    Summon Monster III (Fire subtype only)

    Level 4Fire Shield

    Summon Monster IV (Fire subtype only)Wall of Fire

    Level 5Fire and Brimstone (CM)Flame Strike

    Summon Monster V (Fire subtype only)

    Level 6Fire Seeds

    Fires of Purity (SC)Summon Monster VI (Fire subtype only)

    Level 7

    Delayed Blast FireballFire Storm

    Summon Monster VII (Fire subtype only)

    Level 8Incendiary Cloud

    Summon Monster VIII (Fire subtype only)

    Emerald Flame Fist (SC)

    Level 9Elemental Swarm (Fire subtype only)

    Meteor Swarm

    Summon Monster IX (Fire subtype only)

    Good

    Granted Power You gain damage reduction overcome by evil weapons equal to half your

    cleric level. Your melee attacks are considered good aligned for purposes of overcoming

    damage