Needs Balance

From D&D Wiki

Jump to: navigation, search

These are the D&D Wiki pages in Category:Needs Balance. You are encouraged to go in and fix them. If the issues are resolved, please remove the "needsbalance" template from the article.

If the balance issues of an article are irresolvable, substitute the "needsbalance" template for a "delete" template.

Adding the Needs Balance Template[edit]

To request a page gets balanced please and add the code below to the top of that page. Please do not remove any content from the page when adding this template. The discussion about its balance should take place on its talk page.

{{needsbalance|<!--Insert why this article is not balanced here.-->}}


Back to Main PageMeta Pages

Articles with a "Needs Balance" template.
Page Name Notes
4e Mundane Poisons Make sure all the poisons listed here are edited to say they are "consumables"
A.O. Malarky's AbraKaBoom (3.5e Equipment) This item allows a player to use up to ten wands simultaneously. This is unbalanced because it allows a player to use up to ten wands simultaneously.
Acidic (3.5e Template) Acid is not a subtype. Movement is in steps of 5': how does a 3' increase work?. The "vase creature"? "Manufactured weapons" isn't a game term - can I still used improvised weapons? Special Attacks section seems to duplicate Attacks section. "3d7" damage? Couldn't the acid quality be worded in the same way as creatures that already have this quality (black pudding for example)? Why does Constitution lost, this only happens with constructs and undead? What is the LA?
Actor (3.5e Feat) Earning money through acting is done through the Perform (Act) skill. I've checked the existing official feats, and there is already a "Charlatan" feat that gives +2 to Disguise and Bluff
Adamantine Knight (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Adamantine Robe of the Mage (3.5e Equipment) it doesn't address maximum dex and no mage should be able to get a free +4 armor (besides mage armor lasts one hour a level and quite frankly by the time you can afford this you normally are using one level slots as pointless anyways.)
Adams Apple Agony (3.5e Spell) No save or ranged touch attack? Presumably this only works against living male humanoids, and I guess only male characters can cast it.
Adaptable Technique (3.5e Feat) The SRD description of this feat has prerequisites making it highly exclusive. Need help balancing the ability for wider use. Details on discussion page.
Advent (3.5e Prestige Class) A non epic prestige class (and even an epic prestige class) should never automatically grant divine rank.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Alteaevantae (3.5e Race) −6 with these bonuses does not work with certain builds.
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
Apex Predator (4e Class) I don't know if the OP intends to continue work on this: Class is still frontloaded with all the features at level 1, further progression is very uneventful, dead level after dead level. If there's no further development I'll continue to migrate things to Smilodon Maioribus (4e Elite Character)
Arasi (3.5e Race) See the talk page.
Arcane Physician (3.5e Class) No justification for three good saves, weapon proficiencies are specific but unexplained; "If an arcane physician kills someone": 'person' is undefined, does it mean any humanoid? Seems to be a thinly veiled Doctor Who. Relies on a piece of equipment for spells, doesn't explain what to do if it is lost or destroyed.
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Archanians (3.5e Race) x0 template does not match the traits; favoured class is unusably incomplete; "-3 natural armor" doesn't make sense; Regeneration and Flight is a combination worth more than +1 LA (I can just fly up out of harm and regenerate my wounds), the "flaws" do not balance this.
Archer, Noble (3.5e Class) Devastating Shot - what action does the spot check need? I also don't think this should effect creatures not succeptible to critical hits. Called Shot is not balanced against creatures with unusual anatomies (e.g. beholders) - it mentions "reduced effects" but this is vague, which makes a weak design. This is one reason why called shots are not in the base rules.
Arm Chop (4e Power) What is a "malus"?
Armor Padding (3.5e Equipment) it actually is pretty alright right up until it gives DR. Nothing else except for adamantine gives DR and that is because it is a super hard material. Hell mithral has a much higher hardness and doesn't give DR.
Aroghin (3.5e Race) Anger Mastery needs to be clear as to what conditions it works under.
Arsamri (3.5e Equipment) Traits, terminology, template need fixing.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Aura Guardian (3.5e Class) See talk.
Aura Palm (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Avatar of Fear (4e Creature) Many figures are wrong. I've fixed skills, but hit points, attack values and damage values all need looking at. For example HP for a level 10 controller should be about 104, not 164
Aventi (4e Race) Seems to be the same as a Human, but with more stuff.
B.D.S (3.5e Spell) Please familiarize yourself with SRD:Dispel Magic and adjust accordingly.
Backpack Gatling Gun (4e Equipment) Clearly not suitable as a mundane weapon for vanilla D&D. Since real miniguns need a significant non-portable power source, this would presumably be powered by magic and therefore a magical item.
Barbarian, Tome (3.5e Class) This is way overpowered, right? Fast Healing alone makes this class invincible from levels 1-10
Basket-hilt Broadsword (3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Scythe (3.5e Equipment) So, you start with a scythe, then you increase the average damage from 5 to 7, and add Reach? Even if you make this exotic, it is two steps overpowered. The weights, hardness and hit points are all wrong. That's not even getting on to the variants.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Beast Shaman (3.5e Class) This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beastial Instinct (3.5e Flaw) Free feat for Monks?
Being of Antilogic (3.5e Template) What is an "antilogic" bonus, and why isn't one of the normal bonus types used?
Beriadan's Warcraft Death Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Berry Picker (3.5e Trait) Does not follow the guidelines at UA:Character Flaws.
Bibliophile (3.5e Trait) Will save needs to be removed.
Billy's Blasting Butt Okay, these are getting silly now, please stop. This "cantrip" effectively dazes an enemy for 2 rounds, with only a huge penalty to the Fort throw to save them.
Birthsigns (Elder Scrolls Supplement) Each sign needs to be roughly similar in power, no greater in power than a feat, and anything that interacts with Magic should use the UA magic points system. Table needs fixing
Black Crystal Lord (3.5e Class) Not playable. Unable to reclaim. Template posted by author.
Black Lion (4e Class) Makes a poor striker, with no bonus damage anywhere. The author on the talk page argues that the Black Lion Lead's Mastery Path feature makes up for this, but a core striker feature should not be offloaded to an optional path that the character can't access anyway until level 11.
Black Magician (4e Paragon Path) So, this guy. With energy gain he can gain 1 surge per encounter. He can spend that on an AoE spell to deal +2d10 damage on multiple enemies. That's without cutting into his normal surges: If the party defender has done his job, the black magician could use this at least 6 times in the last battle of the day. If this guy has a Con build and Durable feat, he could be dealing this bonus damage on every attack.
Blade Dancer (3.5e Class) A ridiculous amount of bonus feats, on top of class features, both original and from core classes, as well as unprecedented features regarding weapons and upgrades thereof
Blade Pact, Warlock (4e Class Variant) "Spell" isn't a keyword that 4e monsters will have, and 4e combat does not have facing. Warlock Pact Boons are supposed to provide a small bonus to the Warlock's Curse feature: this Spell Blade feature instead adds the equivalent of 3 or 4 feats. The build also competes with the hexblade build of warlock
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
Blood Bender, Variant (3.5e Prestige Class) Tivanir (talk) 09:42, 6 May 2014 (MDT)
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood War Squaddie (3.5e Feat) 1st level characters will not have "fought in the Blood War". Packs 3 feats worth of bonuses into one.
Blood Weaver Powers (4e Power List) Are these weapon or implement attacks? Also watch wording ("Upon dropping to 0 health for the first time in battle" -> "You drop to 0 hp for the first time in an encounter."
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bolt Magazine (3.5e Equipment) should require 2 rounds to reload, confer a -1 to hit for being bulky and take 5 rounds to replace when you run out of 20. ranged weapons are slower than melee because no one would melee if you could just kill everything from a distance.
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
Bright Crystal (3.5e Equipment) a use of turn undead for 2d6 against everything is excessive. limited to undead this wouldn't be bad.
Bullet Maestro (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Burst Summoning (3.5e Spell) What is the "burst magic" school? What classes can take this? Where is the "accompanying Summon Monster table"? With the burst effect this would seem objectively better than Summon Monster, and they all cause damage with no saving throw.
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
Cait Sith (4e Race) Justification needed for darkvision and two bonus languages. 4e doesn't have "saves against being knocked prone" or "reflex saves".
Candles of draining (3.5e Equipment) D&D doesn't have "HP Drain" - you are either taking HP damage, or having an ability score drained (Con would seem appropriate here)
Caniskin (3.5e Race) This article requires specification of its features in order to be playable; most racial qualities are non-specific as for their DCs to save against (Primal Call) or use incorrect means for determining uses per day, along with having minor readability issues.
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
Cantripologist (3.5e Class) Doesn't make it at all clear what values are stacked with "merge cantrip effects". Range? Duration? The maximum volume of "twenty humans" with ghost sound? At mid levels, I can start getting +20 or more on saving throws with Resistance?
Carbine, Lever-Action Repeating (3.5e Equipment) This is really just too good. High damage and high crit, compare the various bows. The "drawback" really isn't much of one.
Cerinian (4e Race) Never limit alignment choice. Psychic Foresight is implying an automatic hit (with potentially any power). If the player focuses on initiative, this can also mean up to 14 bonus damage, at 1st level. Telepathy allows the PC to learn every language regardless of feat progression, and its other effects are vague. Telekinesis is overwrought and overpowered, and the idea of them eventually becoming at-will boggles the mind. The wording in Spiritual Calming is confusing and broken in various ways. It talks about a "skill", which skill? Ignores the 4e short rest and extended rest mechanic for healing resourcing. Forces the PC into the Leader role, which is the domain of Classes.
Chains of Critical Curing (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Evil (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Good (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Light Curing (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Moderate Curing (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Negative Energy (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Positive Energy (3.5e Spell) What rules is this using? A spell jumping levels?
Chains of Serious Curing (3.5e Spell) What rules is this using? A spell jumping levels?
Change of faith (3.5e Feat) the mechanics of this make no sense. You sense motive with a Sense Motive check, not "d20 plus your will save" (aka a Will Save). If you have to be LG to take the feat, there should probably be some restriction to how you change alignment. Lastly, I think by "level" you mean "hit dice"
Chaos Dryad (4e Creature) No such size as "medium-large"; Chaos and Psychic are not creature keywords; creatures do not have healing surges; needs a Fortitude value; Will score is incorrect; Attacks need attack values; Shift power doesn't adequately explain the ramifications of changing size, and the creature doesn't have a power that lets it use the claws; Cannot have a split ability scores; Ability scores and skill values are incorrect; I can fix this if given permission or otherwise abandoned.
Chaos Meditator (4e Feat) Elemental Preference represents a permament defense bonus and proficiency, which is not in accordance with multiclass feats
Chaos Warrior (4e Class) Powers are existing martial powers, but made sub-standard, and do not resemble "spells" at all.
Chaotic Angel (3.5e Race) LA is not correct.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Children of the Earth (3.5e Feat) With a starting Constitution of 18 or 20, this gives you +2 to each saving throw: that's +6 total in bonuses. This is like all three saving throw feats from the PHB rolled into one, and it gets better as you increase your Con.
Chiroptera (3.5e Race) Ability score adjustments need to be even numbers. Large size does come with bonuses and penalties. Fly speed needs a maneuverability rating, and would confer a level adjustment. Natural weapons needs to say what damage die each attack has, and if they are primary or secondary. Protection of Noctis does not make sense. Air Attack, Speed Swipes, Echolocation and Animal Charming does not explain how they work.
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Cirque du Maboul (3.5e Quest) Knocking out is hard to do... Players always get mad saying it's not following game rules. That needs to be changed somehow.
Clasher of the iron castle power does not meet 4e standards: needs the weapon or implement keyword; if its weapon then it needs to do [W] damage; "close 3-4" is not a 4e power range; encounter powers do not cause ongoing damage.
Cluster Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Color Bearer (4e Class) Class features are tied to specific piece of equipment, which seems to go against 4e class design philosophy; see talk page.
Color Blindness, Red-Green (3.5e Trait) What spells rely on flashing colors?
Combat Preparation (3.5e Feat) Literally makes no sense.
Coming Back (4e Race) See talk page
Commando (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Conjetium (3.5e Equipment) this is way underpriced for the benefits. the weapons should be in the +45000 to +50000 range and the armor should be more along the lines of +120k-+160k based on the fact that it gives huge bonuses that can't ever be taken away.
Conqueror (4e Epic Destiny) The +6 proficiency bonus at 30th level removes the flavour of +2 and +3 weapons; in fact there'd be no reason to use what would normally be a +3 weapon. Suggest some other advantage that doesn't mess with weapon statistics. Supreme Commander seems a bit too powerful - perhaps some limitation or condition.
Control of Death (3.5e Feat) needs more stringent prerequisites, as ignoring material components (of greater value than 1gp) is normally an epic feat.
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, 3.5e Boosts and the classes that use them because it's not clear how they work.
Core-Jump (3.5e Spell) Meters? Direction? What have these got to do with 3.5e? Why not just use SRD:Jump?
Core Blast (3.5e Spell) Is this a ranged touch attack, or does the target get a save?
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Correllon's Insight (3.5e Feat) Hang on, this is just a copy of Yondalla's Sense. Can we make this a little different?
Corruption Touch (3.5e Feat) What is a "demon soul", what is the type of the bonus, how long does it last for; please use correct terminology, D&D doesn't define "stat boost", "holy creature", "unholy creature", "+1 armor"; in what way are inanimate objects improved?
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Cosmic Traveller (3.5e Class) Starting with exotic weapon prof but literally nothing else is very unlikely.
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creed (3.5e Race) Automatic critical hit has no justification.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Critical Hit Table (4e Variant Rule) In 4e, crits do not cause "double damage"; they cause the maximum possible damage. In this way, they scale with character level and power type (at-will, encounter, daily). This variant starts off weak, and becomes weaker through the higher tiers. "Save Ends (DC 12)" doesn't mean anything. It also assumes the target is humanoid.
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dalphaz (3.5e Race) Odd-numbered ability bonuses, unnecessarily complicated traits.
Damascus Steel (3.5e Equipment) Holy hell batman this is about 10 times better if not more than adamantite and costs about the same. This thing needs a major overhaul to be workable.
Damascus Steel (LD) (3.5e Equipment) A lot closer than the other entry but since you are effectively combining mithral and adamantite together the cost should be slightly higher (about 45k for heavy scale from there.)
Dark Defender (D20 Modern Class) See talk.
Dark Iron (3.5e Equipment) Having a temporary effect would be acceptable but inflicting a caster with antimagic for a minimum of one hour in combat is the equivelent of saying "please rape me to death."
Dark Legacy (3.5e Feat) What are "dark elder gods"? Is this for a specific campaign? Benefit is crazy overpowered. Poorly worded throughout and nonsensical in places.
Dark Paladin It's weird, it's like the author knows terms used in 4e, but hasn't actually read the rulebooks or played the game. +5 Reflex is overpowered. Monster of Faith doesn't say how long the bonus lasts for, and then makes no sense. Abyssal is not a keyword. The attacks do not have the weapon or implement keyword. The attack line would be "Charisma", not "1d20 + Charisma Modifier". Religions do not have a modifier to any rolls. Defense does not use a d20 roll. Just, yeesh.
Dark Soul (3.5e Prestige Class) The "Must have been fused with an evil spirit, trapped god or the like" needs game mechanics present. The Dark Arts: Spell Mimication is based off level, however prestige classes and so can have separate spellcasting, etc. Such a mechanic should relate to the caster level maybe? Sign of Terror gives an ability score bonus. It is normally not good practice to give such benefits, unless one is epic level.
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Dead Iron (3.5e Material) How long does the spell-slot-loss last? What is the point of the "opperations"? Why would I want to increase my arcane spell failure chance?
Deadly Strength (3.5e Flaw) This has been through several iterations, each has had problems. With this revision, the penalty is not significant: needing to cause non-lethal damage does not occur often enough, and for a barbarian that just chops up goblins this is a free feat.
Death Knight (4e Paragon Path) "light", "darkness" and "ice" are not 4e keywords. Death's Shroud is overpowered. Encounter powers should not cause ongoing damage.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Dedicated Summoner (3.5e Class) Has three good saves for some reason.
Deity (3.5e Racial Paragon Class) Saves are still incorrect, see talk page
Demidarkai (3.5e Race) PC race speed is 5, 6 or 7. "Demonic" is not a language. "Reflex" is not a skill. Demonic Essence on one hand is overpowered, and on the other hand will make no-one else want to adventure with you. What does "you do not use healing surges in travel" mean? With the name, sometimes you use camelCase and sometimes you don't. Racial power doesn't benefit from weapon or implement enhancement bonuses, so will need an inherent bonus or worded so that it doesn't need an attack roll.
Demon Eye (3.5e Feat) This is like a permanent combination of truesight, detect magic and darkvision, except better since it also automatically identifies illusions.
Demon arm (4e Class) Does not follow the standards for 4e design (e.g. at-will powers do not cause dazing; "line 3" is not a range), and even seems to be confused with 3.5e in places (Demonic Claw is an "Ex" feature and is a "natural weapon"?)
Departed (4e Race) Past Life needs to be explained. Encounter power does not scale with weapon/implement enchantments, has clumsy AoE progression, imparts Stun at level 1, and has a Miss effect.
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Dependable (3.5e Trait) The drawback is trivially avoided, ill-defined, and the penalty is arbitrary and unrelated to the benefit.
Desperate Measures (4e Power) Wizards do not get level 1 utility powers. This also makes the wizard a better healer than all of the actual healing classes.
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Destructive Axe (3.5e Equipment) damage scheme does not follow standards
Devil's Bane (3.5e Equipment) This is not how poisons work; they deal damage once, not once per round, then a minute later they deal damage once. "Feeling tired" is not a game effect. Poisons deal the same damage no matter how they are consumed. DC 16 is incredibly low to make a poison with a save DC of 30, especially given that nobody knows how to make it. At DC 16, even a commoner with 0 ranks can attempt it.
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Dhampir (3.5e Template) LA 3 is not enough for the abilities and ability score changes that this template proposes.
Diablo (4e Creature) Needs attacks appropriate for a solo monster. This guy is supposed to be the equivalent of 5 standard monsters. At the moment it looks like a team of epic-tier PCs could easily destroy him.
Dim Mok (3.5e Maneuver) Maneuvers only go up to level 5
Disease (Elder Scrolls Supplement) Should adpated to use the rules for SRD:Disease, since there are rules for disease. C'mon, this isn't rocket science.
Disorganized (3.5e Flaw) See talk page.
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Distarns (3.5e Equipment) ok so this is effectively a pair of bracers (an under used slot throughout DnD) that allow someone the AC of a light shield passively, works with every class and can be upgraded to also include a weapon? needs to be reduced in ability or made an exotic shield proficiency because it has too much going for it. probably both.
Divinely Spellgifted (3.5e Trait) Drawback is trivially avoided by merely not learning anything from that very small subset of spells.
Do-Maru (3.5e Equipment) Super heavy armor with a dex bonus? the most extreme armor is the dwarven plate with +11 AC and no dex modifier, why would this have +4 ac +2 dex and cost less than half?

If you look at an image of a Do-maru it is a japanese scale armor with a plateskirt. This would allow extremely good AC due to blades grazing off the scales, and a high dex because every part of the armor of flexible.

Do-maru doesn't give much more protection than usual lamellar armor and it wasn't very flexible. That's why late Japanise noblemen prefered spainish-made plate cuirasses. Try to find and read some historical sourses before making such in-balanced items. I will suggest to change it's armor bonus to +7 and dex bonus will be the same. So it will be very good armor still fit to balance and historical authenticity.

Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Dragon's Rebirth (4e Paragon Path) Break their Stride: What is "special" about the standard action? Encounter powers should not cause ongoing conditions. Sigil's Defense: How long does the zone last for? Till the end of the encounter, or through a sustain?
Dragon's Wing (4e Paragon Path) Concealing Shadow: How long does the concealment last for? Falling From the Sky is a utility power, not an attack power. Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragon (3.5e Creature) Hate to break it to you, but Dungeons & Dragons already has a full suite of dragons. Also, these stats don't quite make sense (the hatchling's saves, hit points, attacks seem to be made up rather than based on ability scores, for example...

// By the way, if there's something wrong with the stats, please elaborate rather than just saying there is. I can fix it that way.)

Dragon Bow (3.5e Class) If a Dragon takes this class, how do they wield a bow? The saving throws are incorrect. Features need to be Ex, Su or Sp.
Dragon of the Mid-Day Sun (4e Paragon Path) You can't take an immediate reaction on your own turn, so sweeping strike wouldn't work, nor would you be in melee 1 range if you've shifted away from your target. Siege is needlessly complicated.
Dragonborn (3.5e Race) Bad ability scores (they need to be even numbers), and the balance needs to be toned down.
Dragoncraft Armor or Shield (3.5e Equipment) needs changed to not reflect skyrim. skyrim might be nifty but it doesn't translate into table top gaming.
Dragoneer (4e Paragon Path) Frightful Presence is not an attack power (You can't use Intimidate as an attack); it looks like it's trying to be a skill utility based on Intimidate's ability to force bloodied foes to surrender. Onslaught should be worded differently, since Reliable should be unique to martial powers, also you can't interrupt yourself (try Free or No action)
Dragons of Chaser (3.5e Quest) After defeat the party communicates with the dead? This discrepancy needs to be addressed... Maybe by finding things on the bodies that hint at a larger plot?
Dragoon, Variant (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Drehn (4e Race) Tentacle - Be specific that it counts as a weapon so that it can be used with weapon powers. Can it be enchanted? If not, it soon becomes worthless. What weapon group? Flail? Does it leave the characters hands free? If so, then it's broken. Would probably make a better encounter power. 4e doesn't have an aberration subtype: pick an origin and type.
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Druid's Robes (3.5e Equipment) no max dex bonus and even with that this is actually better than padded or leather armor
Dungeonomicon (DnD Other)/Charactonomicon
Dust of Corrosion (3.5e Equipment) you shouldn't be able to render a fighter unable to do anything (most of their equipment would be metal) for 100 gold especially since the higher level items are extremely expensive. This should also work only on regular steel items as I don't think adamantite and mithral can rust (will need to double check that, but fairly certain of it.)
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwerforged Armor (4e Equipment) Level could probably come down 1 or 2
Eagleborn (4e Race) Flight not restricted enough. Double skill roll is overpowered. Weapon proficiencies, whilst not broken, don't seem justified in the fluff.
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Ebtekal Angel (3.5e Race) really powerful for a la +0. 2 free feats, +6 cha, cha to ac and saves
Eijilund Plushies (3.5e Race) Why so many ability score degradations? Shouldn't they be vulnerable to fire? Maybe their size and build should be variable?
Eladradactyl (4e Race) Racial power does not make sense.
Eladrin crossbow This doesn't work with the rules for opportunity attacks, please see PHB p. 290. It might be feasible as a power for a magical weapon.
Elder (4e Race) Pretty close, but need more of an excuse than "strong headed" to justify not being dropped at 0 hit points, really doesn't fit the fluff either. Scrap Claws Hands if it's going to be half-hearted. If these guys can be claw fighters, give them a Claw Fighting feat.
Elemental Controllers (3.5e Race) Racial Traits are incomplete and rather nonsensical.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elf, Aethrzoen (4e Race) See talk page, issues with languages and weapons
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
Elf, Blood (4e Race) See discussion
Elf, Gray (4e Race) Proficiencies in superior weapons. Reflex bonus when their ability scores already guarantee a reflex bonus. Daily power rather than Encounter.
Elusiveness (4e Feat) Does not mesh well with stealth & movement rules, see talk page.
User:ElvenKingSlave/Weapon Summoner If the goal of this class is to be a mix of the fighter specializing in weapon combat (through feats) and a wizard effecting weapons it can be done better. Either add spells with a spell list that relates to weapons or make the command weapons a new complex special ability component sort. Keep the aspects of storing them on himself though as this is unique.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, Shadow (3.5e Race) A suitable LA needs to be found.
Elves, Wolf (3.5e Race) The traits are not well written. For example, this pet wolf thing. Pets are effectively a piece of equipment that you buy and then operate with the Handle Animal skill, and there are rules for rearing wild animals. Equipment is not a racial trait. You could grant a bonus to Handle Animal checks when dealing with wolves, instead.
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Enhancer V (3.5e Epic Spell) As stated below power is an issue.
Epilepsy (3.5e Flaw) The definition of "stressful" is vague. The conditions should be specific, not DM fiat.
Equipment (Arachonomicon; the Book of Spiderkind Chapter) Spidersilk is a new category of armor, but doesn't explain which classes are proficient in it (even the arachonomicon classes don't seem to have this proficiency).
Equipment Compendium (Stormforge Supplement) Level 8 items do not grant +1 enhancements; they are +2 by then - level progressions are all wrong, they are supposed to go up in steps of 5 per enhancement bonus. Ugh. Banshee's Fate is supposed to be a unique relic, so why is it given different levels instead of being an artifact?
Talk:Eternal Deceiver (4e Paragon Path) The powers need a power source. Deceiver's Rebirth has some sloppy wording: tells us to not regain hitpoints from using two surges, but then puts us on hit points equivilent to two surges. By "rise" does it mean the character is no longer prone?
Eternal Staff of Fire (3.5e Equipment) What is Finger of Fire, why does it have half a charge, and what justifies the staff recharging itself?
Ettekin (4e Creature) Alacritous Grip needs a trigger and a range
Exceptional Toughness (4e Feat) Overpowered.
Exemplar (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Exhibitionist (3.5e Flaw) Flaws should not be avoided with a save; does not give "a numeric effect on a character's specific capabilities"; the effect is either of no major consequence (monk, wizard) or crippling (fighter, etc)
Eye Bug Non-standard range, saves do not have penalties, doesn't state what happens when you save (presumably negates), the "loss of victim's turn" is not a thing, maybe you mean SRD:Dazed, but this makes it more powerful than the Daze cantrip.
Eye Jab (4e Power) "You must be able to reach your target [sic] eyes with your fingers..." - that would be range "melee 1", then? Daily powers should have a Miss or Effect, or be Reliable
Eye Poke (4e Power) Under normal circumstances, the blind condition causes the target to 1)grant combat advantage, 2)hit things with a -5 penalty, 3)not be able to flank. Any one of these might be OK for an at-will power, but the full Blind condition is overpowered.
Ezurian Saber (3.5e Equipment) Tivanir (talk) 11:24, 6 March 2013 (MST)
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Faceless Trickster (4e Paragon Path) What PC Race is being used for Doppelganger? The attack powers do not have the Weapon or Implement keyword, so they are going to miss a lot. Trick Blow is actually a power disguised as a feature, and should be formatted as such; also what is the range?
Fairy Eater (3.5e Feat) Overpowered, the bonus to Disguise alone is better than Skill Focus.
Fang Weapon (4e Equipment) 30 gp for +1d4 damage, +2 attack and High Crit to the spider rider's [B] damage is not balanced: this is better than a magic weapon at ten times the cost.
Far Strider (3.5e Template) Poorly written traits.
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Favorite Target (3.5e Flaw) See talk page
Fear of Starvation (3.5e Flaw) So if the campaign is in a city, or the character acquires a ring of sustenance, this becomes a free feat. It's also not clear which carrying capacity to use (light, medium, heavy, maximum load?)
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
Feral Half-Troll (4e Race) "orc" is not a language (Try "Giant"); no justification for Darkvision; Morph trait alters ability scores which is a no-no; No justification for weapon and armour proficiencies; Soul Drink hasn't got an action type, attack ability, defense, or really anything that's correct.
Ferocious Assault (4e Power) Why would the target not be targeted by the triggering attack? The trigger is that you hit with an attack; that would naturally be your target.
Ferocious Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
Fey-ri (3.5e Race) This gets some pretty good abilities, which are well above LA 2.
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Finger Fumble Does not provide a saving throw, range is non-standard, spell disruption does not tie in with the existing rules for counterspells.
Fire Borne (Second Form) (3.5e Equipment) this (even with the weaker starting form) at a minimum would be a greater artifact. There is no limit on the soul charges (problem one) you always knock someone prone (second problem) Huge crit range (3rd problem and it certainly shouldn't be a spread of 5, 4 max) and oh yea it gets stronger?
Fire Mage II (3.5e Class) Wields a double-handed martial weapon or an axe-and-shield, yet is expected to throw fireballs from one hand. Ill-formed traits: Mindfire duplicates the effects of "Rage" - what, the Barbarian ability? At what range? Sloppy wording throughout. Infobox empty. Campaign information very light.
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Fixed Bayonet (3.5e Equipment) damage chart needs reviewed the numbers don't always change.
Flamefist (3.5e Optimized Character Build) No real optimization.
Flamekin (3.5e Race) Getting a special ability which can be extremely costly and requires XP to cast is overpowered.
Flamespark (4e Power) No Action without a trigger, no implement or weapon keyword, Strength isn't a key ability for the Engineer, fixed plus on the damage, stuns as an Effect, and (save ends) to boot, doesn't improve at epic tier.
Flayerkin (4e Race) "Hive Mind" needs clarification, as written it's not clear how it works. There's no such keyword as "heavy weapon". If tentacles can't be enchanted, they're useless by Paragon. Useless as implements, since no class uses them as implements. Overwrought powers.
Focus ring Does not follow the standards for magic items. You don't get a +3 enhancement at level 5. Level progression is wrong. A wizard isn't going to use this as they would lose their implement feature. The 1d8 radiant damage is pointless, since the player can just wait until just before an extended rest until they try it. Even if a character maxes out their Int, they can't reach an Int of 30 (they could just hit 28 by level 28). You can't use the ring as a minor action at the same time as using an arcane power, it would have to be either before, or after, or a free action triggered by the power. If it doesn't have a GP value, perhaps the intention was to make this an artifact?
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
Forgotin (4e Race) One too many skill bonuses, Speed 8 is too fast, an at-will power that effectively perpetually grants a defense bonus. Generally races should have one encounter power: others can be added as racial utility powers or feats; if the author is not sure how to do this then let me know on the talk page.
Formblade (3.5e Equipment) Confusing and impossible to use.
Foulkin (4e Race) Farspeech is not a 4e language, "attacks that dominate your mind" is undefined: do you mean "immune to the Dominated condition"? In which case this is overpowered. "Working in direct opposition of your symtiote's will" is undefined, and races templates should not give penalties. Large size. An encounter power that gives a bonus until the end of the encounter, so effectively gives the character a permanent +3 bonus to attacks and defenses. No explanation of the "corruption" mechanic.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
Fox-Spirit (3.5e Race) Pretty crazy stats for a LA2/EL3. Compared to standard drow and other LA2 races for how unbalanced this is
Fox Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Foxin (3.5e Race) This is not LA 0.
Friar (3.5e Class) the character gains an unknown number of spells (ability not well defines) and the equivelence of harm or heal depending on alignment from level two. further it is a modulated harm or heal, and gains shapeshifting. needs a retweak to be viable.
Furyans (3.5e Race) Fast healing 10 a bunch of bonus stats and the bonus feat? And it is a LA 0? Also the speed is unjustified (they can't run faster than say a horse at 40ft a round)
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
Geas Lord (4e Paragon Path) Encounter power with a sustain that causes an ongoing condition? Doesn't make sense. The powers do not have correct range types. Pursuasion is an encounter power that gives a bonus that lasts until the end of the encounter. This is effectively a permanent bonus. Geas of Command's sustain doesn't make sense either. Maybe they were supposed to be in different fields.
Gebby (3.5e Race) See talk page
Generous (3.5e Trait) If we are dealing with individuals, 1 gp is trivial, and becomes more so as you gain levels, whereas the benefit is good at any level. This is also ill-defined. What does "dire straights" mean? If I arrive at a city suffering from a drought, are all the citizens in "dire straights", am I compelled to give thousands of people 1 gp? Do I give them an hour of my time consecutively or all at once?
Genothrope (4e Race) Genetic Shuffle, Animal Aspect and Animal Empathy all inelegant. Powers are messy. I will try to fix at some point. A lot of this can be handled through feats and racial utility powers.
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Gnome Loremaster "Divine Scrolls Reader" (3.5e Optimized Character Build) No real optimization going on here, see talk page.
Goblin:Dusgaia Supplement (4e Race) "You gain 1 extra healing surge per level." Must be a typo. Goblin wizards with 26 healing surges by the end of paragon tier?
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
God-Like Beauty (3.5e Trait) The player with the appropriate spells can enjoy the benefit almost all the time, whilst the drawback might only be encountered rarely.
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Goh'ul (3.5e Race) Lacks any racial abilities, General Clean up and Grammer,Ages, Height and Weight.
Golem-Blooded (4e Race) No justification for two free-choice bonus languages. Expansive Memory: All encounter powers are recharged after an extended rest normally anyway. Stoneskin: Pc Races can have resistances, but not immunities and vulnerabilities. Golem's Strength needs a burst range if it can be triggered by an ally.
Good Looking (3.5e Trait) Does not follow the guidelines at UA:Character Traits. It must have a mechanical drawback.
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Grasp of the Dead (4e Power) Needs weapon or implement keyword. Overpowered; the components of this are comparable with daily powers. Suggest comparing with published at-will powers.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Great Ability (3.5e Feat) This is categorically better than the "Great Ability" epic feats. >Check talk page.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Gronwhals (3.5e Race) Ability score adjustments are not okay with LA0, ECL1.
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guldarine, Caliginous (3.5e Race) Slight fatigue is not well written, and only serves to hamper the whole party. Beast Form needs to follow the standards for polymorph/alternate form. Favored class doesn't change based on environment.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Guldarine, Palisade (3.5e Race) Don't underestimate the usefulness of a burrow speed, should be worth an LA. Beast form needs to follow the standards for alternate form.
Gum Rot How does the caster stick the sap into the victim?
Gunmage (4e Class) Many areas of this are not well designed.
  • +2 to implement attack rolls is too high.
  • The bonus to damage rolls is keyed on the class primary ability instead of a secondary ability, so that's too high.
  • Gunmage reflexes should be an opportunity action, not an opportunity attack that then triggers a move intead.
  • Imbued Bullets adds more damage on top of the already-too-high damage bonus above, gives a % chance of doing some effect (which isn't done in 4e), the effects "paralyze", "set on fire", "freeze" do not have definitions in 4e, it doesn't say how long the effects last for, and they seem to be applied to even at-will powers.
  • Apprentice Mage is not explained, it's not a Wizard feature. Maybe it's referring to the Mage feature, but that would be pointless since the Gunmage doesn't take Mage schools.
  • The utility powers are attack powers
  • 4e doesn't have a "misc bonus"
  • Gunsmith doesn't make sense in 4e, characters can do this with weapons anyway.
  • Doesn't explain how the muskets are used as implements, nor provide any magical variants of these.
  • That's for starters, the powers all have various problems.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
HEV Suit (D20 Modern Equipment) Has a percentage-based damage reduction with vague values, based on the suit's "charge": it isn't explained how charge maps to damage reduction, or at what rate the charge is depleted.
Half-Dragon, Variant Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Eladrin (4e Race) A bonus feat is the human's thing. No other race should have it. "+5 resistance vs. powers with the sleep keyword." doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say "+2 feat bonus".
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Forged (3.5e Template) The detriments are well worth the benefits at LA 0.
Half-Kobold (4e Race) I like the idea of fiery stealth, but it is abusable. You can deliberately fail a stealth check (-10 penalty if you run! not to mention heavy armour and shield) and instantly wipe out any number of minions at any range, at will. Fire Shift doesn't seem to have any benefit - all characters can shift. How does group stealth work fluff-wise?
Half-Lavos (4e Race) Since monsters do not have "racial powers", Racial Absorption is reliant on the races of the other PCs. If your fellow adventurers are a dwarf and a human, the half-lavos has nothing to absorb. Racial Absorption should be moved to an optional racial utility power, and a new power created for the racial encounter power.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half Demon (3.5e Template) An LA needs to be determined for this template.
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammerspace (3.5e Environment) This removes any humor at all in such situations. "Here is the justification for doing x funny thing haha ? Makes the "funnyness" even worse.
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Healer (3.5e Alternate Class Feature) This is way too much healing. You would heal more than a cleric and get way more starting proficiencies and hit points. I would suggest Whatever the original lay on hands ability states for healing and multiplying it by x2 with an increase to x3 at 10th or 15th level. If his whole thing is healing with a 4 bonus times level (say 5) times 2 that is 40 points of healing instead of 100. Much more reasonable.
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
Heavenly Desserts (3.5e Feat) Grants too many bonuses.
Heavenly Sight (3.5e Feat) This seems a bit odd, considering that, say, angels "only" get Darkvision. This introduces a new kind of vision that is not integrated with the rest of the game (which assumes that creatures have a set of specific vision types). Why not just simply grant Darkvision 60'?
Heavy (3.5e Equipment) Does not state a bonus modifier
Heavy Blade (3.5e Class) Persisting Slash needs rewording. What does "side by side" mean, adjacent to the player, or each other enemy? If the latter, what is the range? Why doesn't it cause weapon damage?
Heavy Dueling Sword (3.5e Equipment) So what would go wrong with making a bastard sword martial and allowing you to use weapon finesse with it, so it also qualifies for backstab?
Heavy War Staff (3.5e Equipment) first weapon prerequisites for stats were removed in 3.5. second no martial weapon should EVER be this powerful. The fullblade is pretty much the end all be all of upper limits and this surpasses it and doesn't even need a feat.
Heightened Smell (3.5e Trait) Drawbacks should not be mitigable with a save.
Heir of the Monkey King (3.5e Class) If there "can only be one heir" then this is not a base class, it should be a prestige class.
Hengeyokai: Ookami (3.5e Race) You can't have Shapechanger as a type, it's a subtype
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hidden Polesword (4e Equipment) How does it work? How does it change size? Can you still attack with it when it is a smaller size? What does "shift sword" mean?
Hilt Smash (4e Power) "1/2[W]" does not make sense.
Hitman, Assassin More skillpoints than a Rogue, and yet is head-over-heels better than a Rogue in almost every area. "Parkour" effectively gives the character +10 movement speed and +5 to Tumble, and then +10 to Tumble, with no difficulty class. At level 14, the character has +15 to three different skills plus whatever ranks they've invested, and gets less and less penalties to said skills and movement made while taking them. Many of the "executions" are overpowered, but are especially so when viewing the class as a whole. The whole class is overpowered, and does not seem likely to be used in standard, medium, or even high power campaigns.
Hobgoblin, Variant (3.5e Race) See talk.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Hollow (3.5e Template) No way this is LA 0, with attacks, HD gains, etc.
Holy Paladin (3.5e Alternate Class Feature) Way too much DR this thing sits at DR 7/- which is on par with a dwarven defender and recieves a higher AC than just about everyone.
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
Homunculus, Variant (4e Race) Vigilance needs some clarification. Extended Rest is an important game mechanic that many powers are keyed off - is the intention here to disallow a Homunculus player from taking them as normal? There will also be adventuring situations where "midnight" doesn't make any sense; e.g. travelling through other planes. Suggest using the same mechanic that other non-sleeping races use.
Hoskuld (3.5e NPC) Combat Reflexes does not give any benefit (Dex 10) and is not used for any prerequisites.
Human, Orc Slayer (3.5e Race) Many of the traits describe the result of nuture, not nature. This "race" should be handled by simply having a human with a certain set of feats.
Humans, Kohanim (3.5e Race) Ability score adjustments need to be even numbers. Indomitable Will is really awkward.
Huntmaster (4e Paragon Path) Level 20 daily Effect is too powerful: note this occurs on a hit and miss. Was this meant to be on the Hit line?
Hybrid (4e Race) How are the origins taken? Why do some of them require the player take a hybrid class? Method allows me to pick +2 to any two ability scores, or +4 to one score. Some racial powers/traits are designed to go together, for example the vryloka's traits become awkward when uncoupled.
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Ice Daggers (4e Power) This will need to do something else. It's actually worse than a basic attack.
Ice Spike (4e Power) Needs the Implement or Weapon keyword. Encounter powers should not cause ongoing or effects that last beyond the end of the player's next turn.
User:Idlem/Apocalypse Incarnate (3.5e Class) Terminology is confused. "Extraordinary spells"? An ability is either extraordinary, or spell-like, or supernatural. The dark miracles are all spells, so couldn't you just say that you cast those spells as though they were extraordinary and save a lot of waffle? "Envoy of desctruction" has the PC dropping attitude levels - who with?
Illiteracy (3.5e Flaw) This is not a significant drawback when at least one person in the party can read. For the stoic fighter who stands at the back when there's no fighting happening, this is a free feat. Suggest making it relevant, perhaps a "slow reader" flaw for classes that use spellbooks and scrolls.
Illusionist summoner (3.5e Optimized Character Build) Not optimized currently, could be optimized if you statted out the whole Shadowcraft Mage progression.
Imbued Spell (3.5e Equipment) This is too powerful and this is why - I can store something like enervation and activate it three times in a single fight for a +4 bonus. Now imagine a dual wielder doing this with two separate weapons and the person (unless they have spell resistance - even then not terribly hard) to lose 6d4 levels in a single round. This thing needs rethought.)
Talk:Imbued Spell (3.5e Equipment) This is too powerful and this is why - I can store something like enervation and activate it three times in a single fight for a +4 bonus. Now imagine a dual wielder doing this with two separate weapons and the person (unless they have spell resistance - even then not terribly hard) to lose 6d4 levels in a single round. This thing needs rethought.)
Implosion (4e Power) You can't pull a target into another target (see forced movement, p. 286, "clear movement") so the effect needs rewording.
Improved Dragon Breath (4e Feat) Involves a lot of effects that are not suitable for an encounter power. Switching to daily might fix that. Like the draconic heritage power, quickly becomes a poor choice due to lack of enhancement bonuses.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Infurianism (3.5e Trait) See UA:Character Traits, this is a massive bonus especially for a character with Wisdom as a dump stat. The drawback of a trait must be related to the bonus. In addition, the trigger is subjective, the player can just decide if they are feeling an emotion or not. At worst, this might have a DM ruling that a PC is feeling a particular way, and also deciding the PCs behaviour during the "uncontrollable" state: this doesn't "balance" the huge bonus, it's just bad form.
Inumimi, Variant (4e Race) Unbalanced abilities, skills. No such thing as "lethal" and "non-lethal" damage in 4e. Name Brand should be handled through role-playing and DM judgement, not mechanics. "+1 for all battle-related roles" doesn't make sense. Dog Shape appears to want to be at-will and daily, and also breaks several 4e design philosophies - perhaps look to see how Shifters handle this?
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Invoke Primal Fury (4e Power) This isn't an attack power. Make it a class feature or a level 2 utility.
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

More balance issues: A blacksmith's forge gets to about 1500 C; the melting point of iridium is 2466 C; it is very hard to work, it is brittle, should be reflected in penalty to Craft rolls; it is also very rare. An iridium weapon weights 3 times as much as a steel one. )

Jade Empire Monk (3.5e Class) Many of the styles have ramifications, particularly when you are double this or that bonus. There's one that changes BAB, which should not be done as it's often a prerequisite for other things. There's a style that grants +5 to attack and damage rolls. Stunning attacks are thrown around without any limitation. Conditions are referred to seemingly in ignorance of actual 3.5e conditions (Examples: "slowed" and "confused" aren't related to similar conditions. Bad design throughout.
Jagged Hammer (3.5e Equipment) A hammer of this type would be a heavier edition of the war maul and would do 2d8x3. ability score prerequisite needs removed.
Jellify (3.5e Spell) Not all living creatures have "flesh, blood and bones" - for example, what happens if you cast this on an ochre jelly? Could one not just reflavour Power Word Kill?
Jester (3.5e Class) Jester's Feint distracts an enemy by throwing a brightly coloured object. This apparently works against ochre jellies, rat swarms, and is particularly effective against creatures that aren't very good at seeing things.
Juggernaut (4e Creature) powers look a little screwy, need vetting; ability bonuses are wrong
Jumping Spider (4e Creature) Example encounter includes creatures 9 levels below encounter level; this falls outside of the +/- 4 range. Try something else.
Jurasscian Where to begin? The height does not match the size, which does not match the squares occupied, and there's no consideration for the effect this has on tactical play. Nature is not an ability. The defense bonuses are too high. Brutal is not a keyword. "d20 + 1" is not a reasonable attack roll. Encounter powers should not have (save ends). Tactical role ("tank") is determined by class choice, not race.
Kanabo (3.5e Equipment) finally one I can say is under powered. 2d6 x2 is actually low for an exotic weapon for a two hander. strength score needs to come off.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
Kantus (4e Race) The encounter power doesn't use Weapon or Implement keywords, so will need some inherent bonus to-hit (typically +2) to stay with the enchantment curve. "Save ends" and Miss effects belong with Daily powers. Stun conditions don't normally come into play until Paragon tier; Suggest having Hit: Deafened and Cha modifier damage (Although Charisma isn't one of their ability bonuses, so that's another issue...). d6 recharges are really a Monster thing. You could have this recharge with some other trigger though, Bloodied for example.
Keen weapon (4e Equipment) property and power both problematic, needs looking at.
Keldren (4e Race) See discussion.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Khinasi, Cerilian Human (4e Race) Campaign-specific languages and non-standard ability bonuses may require design disclaimer. "Cultural bonus" doesn't exist in 4e. "Magical" is not a keyword, so one can't have a bonus AC against "magical attacks". Katar is a superior weapon.
Ki Bomb (3.5e Spell) D&D does not have a "typless magic damage"
Ki Destruction (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Ki Master (3.5e Class) needs to have some adjustments.
Ki Shackles (3.5e Spell) Needs to work with a class on 3.5e Spells.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Knaaszgarq (3.5e Race) At will powers, 5[W] are 4e... is this 4e or 3e? Even with +35LA, all of those "powers" are insanely powerful, "melee" is not a class, so can't be a favored class.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Tome (3.5e Class) d6 for each level is overpowered.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight of the Tainted Earth (3.5e Class) Save bonuses need fixing; would probably make a better prestige class
Knockdown Rage (3.5e Race) What is the "knockdown feat"? Why uis this categorized as a Racial feat?
Knowledgable Strike (3.5e Feat) Significantly better than the similar Combat Insight, since it is pre-epic and can also apply to ranged attack.
Kobold, Variant (4e Creature) Kobold Spirit - you can't have an "elite minion".
Kraj (3.5e Race) Ability scores are all over the place. The rationale for the gender split is based on nurture, not nature, which should not be a factor for racial ability score adjustments. I propose removing them.
Kuldifolk (3.5e Race) This is a ridiculous number of traits.
Lanterns Silk. I don't suppose it's too much to ask that this uses D&D mechanics? (This is a D&D website after all)
Lapuard (4e Deity) Please pick warpriest domain and divine domains from Domains (4e Index)
Lavos (4e Creature) Powers need cleaning up, and reworking to be suitable for an epic solo creature.
Leaving Our Mark (D20 Modern Adventure) As an adventure, there are a lot of details missing. There's no overall narrative, and it's confusing how you get from one place to another. Additionally, the whole storyline is railroaded -- players only have one choice (to the detail that one of them has to cast flame hands for some of the dialogue to make sense) and I don't know that it would be clear from the player's perspective what that choice is. The WWII section is probably the worst -- in the others the characters played themselves, with all their equipment, transported to some other time/place, but now they are transported (naked?) into a situation where they are already expected?
Legendstone (3.5e Equipment) The abilities are ridiculous. At a minimum the adjustment would be in the 500k to millions range for even simple items for this material.
Lesser Wizard (4e Creature) "Arcane magic" is not an immunity; resistance and vulnerability need values; attack format and values are incorrect (I've fixed Iron Dagger for you); you can't make "reflex saves" in 4e; Ongoing damage should be a fixed value, not a die roll, and needs an end condition (usually "save ends"); skill values are incorrect given the ability modifiers
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Liege (4e Class) What is the range on dread aura? Is it actually an Aura? How often can it be used? You make saving throws to shake off a condition, not avoid a new one. The initial roll would be an attack roll vs. a defense. Cunning Aura: If it is once per encounter, that makes it an Encounter class feature. If it causes a condition that is (save ends), then it is a Daily. Brush Aside: can cause a huge amount of damage without an attack roll; attacking creatures would not have a feat or power bonus anyway since only players get these; It has the Implement keyword but doesn't use an implement anywhere; A bonus to all defenses equal to an ability modifier is overpowered. Weapons: What is a dire flail? Role: Is supposed to be a controller, but has significant buffs (leader role), damage bonuses (striker role), but a poor selection of controller-type powers. Powers use an unfocused mix of Intelligence, Charisma and Strength.
Life Drain (4e Power) A close burst 3 at-will attack power that causes 2d6 damage and heals hit points as an effect? This is three kinds of unbalanced.
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Living Blood (3.5e Feat) Overpowered.
Lizardfolk, Greenscale (4e Race) Athlete is the equivalent of a paragon level feat - suggest making this conditional to whatever task it is that these lizardfolk excel at. Hold Breath: as written they can't hold their breath as long as normal PCs (see the updated "rule of 3" for endurance checks for PHB p 185). Suggest making this a +5 bonus to endurance checks made to hold breath. Still puzzled as to the utility of Claws - why not just give them access to Claw Fighter (4e Feat) instead so that those who want to have a lizardfolk who fights with claws can do so properly at their option.
Lolth's Chosen (4e Race) Some powers have attack rolls, but no hit effects and do not have inherent tiered attack bonuses. "Spiderkind" is not an origin.
Long-Term Addiction This is still abusable since the new prerequisite is vague. Per my previous example, alcohol can be considered "harmful" and it's trivial to stay supplied with this. A "dose" isn't defined, so I could just take a small sip.
Lunarcrafted (3.5e Equipment) The weapon quality needs a price increase to 8k. substituting other ability scores is huge since strength only covers total weight and melee combat.
Lurer (3.5e Creature) See talk.
Lycanthropic Saliva (3.5e Equipment) Needs purchase cost, mechanics need formalizing a bit better to fit with poison rules.
Lyganium (3.5e Equipment) As the creator of the artificer base class I need to say that this thing is terrible. Costs are not done per pound but how much it takes to make a weapon, armor or shield. Further a blanket +10 to hit and damage would cost in the realm of 3-4 million because it is a static bonus that would be multiplied on critical hits.
Ma'aleca'andrans (3.5e Race) Clearly meant to be enormously overpowered. Everything should be quantified and needs an enormous LA for bonuses like these.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Mad Scientist (3.5e Class) Class features are reliant on pieces of equipment, does not explain how these are made, or what happens if they are lost or destroyed; many features are vague. Very little campaign information.
Made fo Scars (3.5e Feat) If you have to say "please don't exploit this", then it is a weak design.
Madness Fungi (4e Condition) Numbers need to be balanced; DCs not appropriate for level 30, attack and damage are scaled differently so their penalties aren't going to be the same; it's unclear if the penalties are in addition to blindness penalty; attack and damage penalties aren't particularly original, perhaps something more interesting can be done with this.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magic (Elder Scrolls Supplement) Should be adapted to use UA:Spell Points
Magic Device Specialist (3.5e Alternate Class Feature) This is extreme. I would suggest either 1/2 BAB or make them class skills like other homebrew feats. Otherwise you can automatically use items for most fighters better than most magic classes or thieves.
Magic and Magic Items (City-States In Chaos Supplement) Magic item rarity needs a bit more thought. For example, potions of vitality will suddenly no longer be commonly available for paragon characters, and those that are given are now artifacts? Also not sure what is meant by magic moving to other items.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magnetic (3.5e Equipment) way too many bonuses for a +1 enhancement
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Making of The Mage (3.5e Optimized Character Build) Doesn't do anything interesting in the way of optimization.
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Manyspell Storing (3.5e Equipment) This should be a +2 as you can store a lightning bolt and two shocking grasps or some equal combination giving a huge boosts to hybrid fighter classes. Spells take time for a reason and beyond that you shouldn't be able to inflict multiple spells a round.

This ability doesn't make since. It has a prerequisite of Spell Storing which has a caster level of 12th level yet the caster level for this property is 6th. Plus, Spell Storing indicates the creator of the weapon must be at least 12th level. This one indicates the minimum is 9th level.

Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mass hypnotize (4e Power) "Ranged 20" conflicts with "Each enemy you can see"; Is a utility power but involves attack rolls; has the psychic damage keyword but doesn't cause psychic damage; Attacks with Charisma, but is for a Wizard; Has an Effect and a Miss, but no Hit, so it's actually more powerful if you miss your attack rolls; Stunning all enemies you can see on a miss is amazingly overpowered; Doesn't use the Dominated condition, even though this is what it's for. Quite remarkable really.
Master Dualwielder (3.5e Prestige Class) Multiple balance issues. The guy in the quote is proud of his two scimitars. Why, when this class would let him wield two freaking fullblades?
Master Performer (3.5e Trait) Does not follow the guidelines at UA:Character Traits. INT is not as important to bards as Performance: -1 Int is trivial. I suggest making this a +1 bonus to Performance for a -2 penalty to Bardic Knowledge.
Mechanic (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mechromancer (3.5e Race) Mechromancer (3.5e Class) says this is a racial template, it which case it needs to be a template with an LA. A lot of the features are poorly written.
Metagamer (3.5e Class) See talk.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Military/Army Structure (City-States In Chaos Supplement) PC background should be moved to the other backgrounds provided by region, and the benefits balanced (i.e. remove constitution modifier)
Mime (3.5e Class) Mimic and replication abilities need some checks. Concentration checks should be added when the mime is focused. Maybe Instability should be changed to a class feature that still gives some benefits to a then failed check, ergo with some potential setbacks?
Mind Leech (3.5e Race) So many issues with this I don't know where to begin. How does this race function as an adventurer without a host (e.g. with respect to equipment - how can a mind leech wizard write spells down or craft scrolls? What happens with a mind leech paladin summons its mount? Could it bond with it?) How is a bond formed with a host? What if no-one wants to bond? Can another player slap a mind leech PC onto a monster and it use that as a host? What if the mind leech and the host want to do opposing things?
Moe Weakness (3.5e Flaw) It's easy to pick moe factors that will rarely appear; that so many caveats have been added, and caveats that require interpretation (the "likeliness" of a factor) shows that this is a weak design for a Flaw. A dragon is given as an example: could I then have "dragons with red scales", "dragons with horns", "dragons with green eyes".... a dragon may or may not be ever encountered. To "balance" this, the actual numerical penalties are way over what is expected in the guidelines.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
Moon Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Moon Elf (Elf Varient) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Mordekai (3.5e Race) See the talk page for a list of some of the problems. In short, it doesn't work.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Motholplex (3.5e Creature) 100 hit dice, and all it can do is a few melee attacks and wobble around in the air. Does not explain what the "bug swarm" is (there isn't one in the MM, and none that are there are suitable for a CR 40 encounter). An Epic level party would cream this monster in a few rounds.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mt. Equinox (3.5e Environment) Why is this a stand-alone plane? This should just be a standard environment.
Multiclass (3.5e Feat) In what way does Leadership distrupt the multiclassing rules? If I pick the feat Multiclass [Fighter], won't that give me +1 BAB, +2 Fort and a bonus fighter Feat? How is that in any way balanced?
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Musical Battle (3.5e Alternate Class Feature) Rules are poorly explained and written.
Mystic Arsenal (4e Power) Clarify when the +2 AC bonus ends.
Mystic One (4e Paragon Path) Frightening Action involves round-counting. It also says "Charisma score" - should this read "Charisma modifier"? Deep Ground is absurdly fast, and burrowing already leaves a tunnel by default (see the monster manual glossary). Lavos Scream: Encounter powers should not cause ongoing conditions. Lavos Armor is an encounter power that grants a bonus until the end of the encounter; this is effectively a permanent bonus.
Naiakiss (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Nameless Horror (4e Creature) Seems confused as to if it wants to be a standard creature or solo (2 action points? Multiple standard actions?)
Naturalist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Necrologist (4e Paragon Path) Damage die go up to d12, so Dab of Life needs rewording. Inspiring Expiration ought to specify which d20 rolls it can apply to. Encounter powers should not cause ongoing effects; a level 11 encounter power shouldn't be causing unconsciousness. Glyph of Life is overpowered. Glyph of Undeath should use the same rules for commanding beasts and summonings: i.e. A standard action used to make it attack, move action to make it move, etc
Necromancer (4e Paragon Path) Features and powers refer to "minions you control", but doesn't explain where these minions come from. Shroud of the Grave: Undead minions don't have vulnerabilities - they only have 1 hit point. Check the monster manual. Skull King's Command: You can't just turn a minion into an elite or solo creature, there's more to it than that. Eternal Undeath is confusing - minions never have more than 1 hit point.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
Neko, Variant (4e Race) Unbalanced ability scores and skills. Neko Heroics doesn't say when they get this extra action point. +7 speed on a charge is broken. Scenting should just be a flat bonus to nature checks made for tracking. Nothing in Neko Magics or Neko Charm makes sense.
Net gun At-will restrain prone and daze is obviously overpowered. Might work better as special ammunition for the crossbow, or as a mutliclass feat progression a la the Net
Newidi (3.5e Race) LA is not balanced: its too low.
Niebo Blade (3.5e Class) Saves are too high (why do the poor saves start at +1?); has the figher's hit points and BAB and bonus feats and an AC bonus and additional class features.
Night Seal (3.5e Spell) Needs to work with one of the standard classes.
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Non-Violent Adventure (3.5e Quest) Do they confront the Yuan-Ti? What can their skills do in the various situations?
Northlanders (3.5e Race) Ability score adjustments should be even numbers
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Novus (4e Race) Um, that's a lot of racial powers.
Obscure (4e Power) At-will powers should not cause dazing.
Obsidian Axe (4e Equipment) Considering that a normal axe is military/+2/1d10, this is not balanced; it's puzzling how this 3lb axe can be "light thrown" when the 3lb handaxe is "heavy thrown"
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
Olmedo's Relentless Fury At 10d10 this seems rather overpowered. And it automatically damages multiple enemies without needing an attack roll, you just throw it? Is this supposed to be magical? How does it work?
One Person Party (3.5e Optimized Character Build) No optimization.
Oni (3.5e Race) I'm sure there's a better way of handling drunken strength than to introduce a special resource
Oppertunist (4e Feat) Twice the range of weapon mastery feats, which are at least Paragon tier, and this presumably stacks with it. 4e also doesn't use the term "critical range", and compared to 3.5e you do not need critical threats to be confirmed and tend to be more damaging so you can't be as casual about "threat range" in 4e.
Orb of Fiendish Chaos (3.5e Equipment) A one use item is not an artifact. Major magical item (like the iron flask) certainly but it isn't an artifact.
Orc, Durotar (4e Race) +4 attack and damage for all attacks made this turn and next turn is abusable. Suggest changing it to next attack roll only, where it is at least only overpowered.
Oriental Dragonborn (4e Race) Traits need to be formalized. "Balance Maintainer" has no mechanical effect, "Lung Ancestors" should probably be the aquatic keyword.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Overconfident (3.5e Flaw) Needs to be adapted to 1)Not enforce behaviour, 2)Lose the Will save - i.e. a consistant penalty under certain situations. I am as yet unsure how this can be done.
Overlord (3.5e Class) another random gestalt attempt to give someone tons of abilities with no downsides. This individual is a warrior that gains invocations (even up to the equivelence of tier 3 spells) 2 good saves and a large chunk of other abilities like the paladin stead and damage reduction. Dated 24 Mar 2012.
Oversized Weapon (D20 Modern Equipment) static weight gain, no mention of size gain, small price increase
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
Owlic Precision (4e Feat) 4e doesn't use "critical range". You score a critical on a 20, or at most a 19-20 if you have a Mastery feat. If you combine this feat with Oppertunist (4e Feat) then by epic tier you are scoring critical hits on a 14-20.
PK Love (3.5e Power) Level 4 power that "does 15d6 damage and can not be avoided through saves or resistance." In a 100 ft. cone.
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Paragon of Corruption (3.5e Optimized Character Build) Anyone that can be taken out this easily by crowd-clearing spells meant to take out henchmen shouldn't really be called a good optimization.
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Pathfinder (3.5e Class) Base Attack and Saving Throw values are incorrect, doesn't say what the feat selection is for bonus feats, "Abilities" is supposed to explain what ability scores are important for the class, class features don't make much mechanical sense, campaign information is quite brief.
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Perfect Mind (DnD Spell) Needs to work with one of the standard classes.
Phoenix-Born (3.5e Class) Only 10 levels. Was this supposed to be a prestige class? Features are badly designed. There doesn't seem to be a limit for Power Flare, and there's no benefit to not having it on, so what's the point in being able to turn it off and on? Many features say "for 1 round" but that doesn't really explain how often they can be used. As written, I could keep using Palm of Healing "for 1 round" indefinitely. Pico Pico does not make sense: I can't make a swift action at the same time as taking an attack action. Body of Flame needs to pay attention to how similar effects elsewhere in 3.5e are worded.
Pious Crusader (3.5e Optimized Character Build) needs playtesting
Pit Fighter (3.5e Feat) This is comparable to multiple feats given as one.
Plague Lord (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Planar Mage (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Plane Of Two Worlds (3.5e Environment) This would work better as just an environment; not a stand-alone plane.
Platinum (3.5e Equipment) the abilities are way to high compared to the cost. consider renaming as platinum is both heavy and malleable so it wouldn't provide the bonuses described in this section.
Platypus Person (3.5e Race) Why "Platypus Person!" and not "Half-Platypus"? Also this is rather bland. Another nice racial trait or the current one turned into a poison would be very nice.
Player's Information (City-States In Chaos Supplement) Regional benefits need to be formalized as Backgrounds and balanced (in particular bonuses to attack rolls and ability scores need removing)
Poison Dart (4e Power) Needs the implement or weapon keyword. Does this attack AC or Reflex? At-will powers shouldn't cause ongoing damage, certainly not as an effect.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Portal to Vortex (3.5e Spell) what's a vortex?
Potion of Cure all Wounds(4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Power Play Mundane cause has a spell-like effect
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Pun-Pun (3.5e Optimized Character Build) See talk. A problem with the familiars HD progression stops the limitless HD loophole, and thus most of this page.
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
User:Pyjamalama/Soul Forger (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pyromaniac Wizard (3.5e Creature) 17 HD, so BAB, saves, skills, feats are all wrong.
Queen (3.5e Class) Charisma is the primary ability score, so it should not be used as a bonus to saving throws. Do not recommend the altering of ability scores as a class feature, and the skill modifiers seem artificial.
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Rage Against the Unliving (3.5e Flaw) Triggered by an enemy that might not be encountered frequently (depending on campaign); uses a Will save so the frequency is further reduced (to almost never if you have a high Will); it forces character behaviour; does not give a numerical penalty to a specific capability; the actual penalty is the use of a feature that the player might well want to use anyway.
Raging Aura (3.5e Spell) Needs to work with a class on 3.5e Spells.
Rain Acid Blood (4e Ritual) Concerns on talk page; also disregard for 4e mechanics (resistance throw and a percentage throw)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Ratlings (3.5e Race) What is it with all the genius bullet-time rat people? A 1 HD humanoid with a racial average of 16 Dex and 16 Int? C'mon.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
Ring of Backup Plan (3.5e Equipment) No price. See talk.
Ring of Distance (3.5e Equipment) Needs a price or needs to be changed into an artifact.
Ring of Wrong Writing (3.5e Equipment) Needs to be better explained. What happens with spellbooks? How much does this cost? etc.
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Robyn (3.5e Deity) Favoured weapon needs to be a weapon.
Rock Warrior (4e Paragon Path) Still no description, powers are still unusable, if you need help please say so on the talk page rather than removing this template
Rubyspire Vale (3.5e Environment) Why a plane? To me this seems to work as just a normal environment as well with the DM adding it where it can fit best.
Ruler (3.5e Equipment) Base weapons do not have specific special materials - you apply a material onto a base weapon.
Runic Rapier Runic weapons are in Adventurer's Vault 2. Should be constructed as a enchanted weapon, not a mundane weapon.
Runner (3.5e Optimized Character Build) Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.
Rush Skies (3.5e NPC) Info is outdated. Unable to balance/finish.
Sacred Fist of the Silver Flame (3.5e Optimized Character Build) 32 point buy is considered an overpowered campaign. Where is the full plate coming from with the monk? Look at the slots that are possible– I think this uses more slots then one has.
Sadist (3.5e Flaw) The effect is easily avoided in a typical hack'n'slash game, and the penalties are of little consequence for the "quiet fighter".
Saiyan-Halfbreed (3.5e Race) The way halfbreed rage and frightened isn't fully explained - what's the point of the bonuses if he still has to flee? - and "angered" isn't a mechanic at all.
Saiyan (4e Race) Oozaru: Traits should not change ability scores; by "temporarily gain hit points" do you mean "temporary hit points"? This should be a triggered power, not a trait - probably a racial utility power. Weak tail: 4e doesn't have grapple checks, but it does have the grab action, please check the rulebook. Mobile tail: It refers to itself as a feat. Is this a feat or a trait? Ki Focus has to be a paragon level feat, not a trait. Ditch Oozaru Ki Beam: Races simply should not start with this kind of powerful daily attack. Consider instead a feat progression that improves the Ki Blast. Super Saiyan: Still completely broken. The nearest 4e has to this kind of thing would be a Paragon Path and an Epic Destiny.
Saiyans (3.5e Race) needs a much higher LA, the flight maneuverability is much too high (read maneuverability, if you have perfect you can change directions instantly at a minimum this race would need to stop before heading backwards) general cleanup also needed. It would be much better to break this out into a small template with additional base classes, prestige classes etc instead of trying to lump it all into one. You would just need to make the prerequisite be this race. Currently undergoing balancing.
Salvation (4e Power) See talk page.
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samurai,Arqebuser (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Samurai (3.5e Class) This character type does not conform to normal 3.5e balance precepts (this is a class for the Races of War variant rules.) Before approving this character class the DM is highly encouraged to read all abilities closely.
Samurai 2 (3.5e Class) The auto-criticals and other aspects continue to be unpopular, see talk page.
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Sanguine Saint Such specialization should probably be a prestige class. Would appear to be fairly powerless against non-living foes, so would need some backup abilities from a base class. <--- This is not true at all, for all things have blood and thi is what the caster here uses. it is Not an undead handle caster.
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
Sarcosuchus (4e Creature) Seems to be just the Visejaw Crocodile with incorrect values (AC 15 for a level 4 soldier?!) Second creatures has missing attack information, and has incorrect values (+6 attack for a level 10 creature?)
Scared Ones (4e Race) Psysic [sic] Infused bonus is too high. Insubstantial is overpowered, and yet "Can't use weapons or implements" makes the race incompatible with 4e (Utterly useless for weapon-wielding classes from the offset; won't benefit from enchantment bonuses so any class will be useless by Paragon.) Physical Being means the player will have to hope that every fight will have physical, humanoid, weapon-wielding enemies for a chance to do one dazed action per turn. Psychic Blast initially overpowered, then becomes useless by Paragon.
Scorpino (3.5e Race) Natural Attacks should be squared away a bit better (like with that Con damage from the Tail attack). Its benefits/drawbacks should be checked against its LA.
Scourge (4e Equipment) A scourge is already a 4e weapon (+2 prof, 1d8 dam, off-hand military flail); the triple-headed flail is the superior variant; what kind of weapon is this supposed to represent?
Sea Pony (4e Race) Languages, and maybe this needs the Aquatic keyword?
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Sensual Strike (3.5e Feat) ability score swap feats for attack rolls are epic tier: c.f. Combat Insight
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Shade (3.5e Template) LA0 version may not fit with all campaigns, ask your DM for approval, this is similar to one in Races of Faerun albeit toned down quite a bit
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Morpher (4e Creature) See talk page
Shadow Reaper (3.5e Prestige Class) Things die in the shadow plane? Not according to Wizards of the Coast. Strange, overpowered Sneak attack progression. Can teleport anywhere with unlimited range as long as there is a shadow equals ridiculous. Shadow Step immediately becomes Improved Shadow Step? What. There's so much wrong with this class.
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadowcat (3.5e Race) Races should not have odd-numbered ability score bonuses; terminology needs improving (e.g. D&D does not have a trait called "accuracy"); sneak attack needs explaining.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shield and Spear proficiency (3.5e Feat) Not sure if this is really needed. Weapon damage bonuses happen through Weapon Specialization, the combination attack happens through Agile Shield Fighter (PHB 2, where it also correctly applies a penalty to hit), and the AC bonus is Shield Specialization (also PHB 2). I suppose you could make some kind of Style feat, but do some homework first by reading Complete Warrior.
Shielded in Life Is this supposed to be a 3.5e feat? If so, it would seem to be very overpowered.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shock stone Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Sivak Draconian "Oversized" is a trait used by MM racial templates - it is not suitable for PC races. Also suggest making the altitude limit 1 square at 1st level.
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Slim Build (3.5e Trait) If it mixes penalties and benefits, then it should be a Trait. The sum of -3 Str, +1 melee & Dodge is surely a net benefit.
Slothful (3.5e Template) There is a whole for a heavy armor wearer or similar class to get more out of this than he loses, as long as he accepts never going first in the combat order.
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Son of Sparda (3.5e Class) Conceptually a prestige class or levelled template rather than a base class; Saves do not use correct progression; starts with access to several exotic weapons; Class features are attacks that are not well integrated with D&D mechanics. They seem to override the damage die associated with weapons and do not explain what kind of action is required to use them, some just do not make sense.
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Sonlenie (4e Race) Beast Form doesn't seem particularly useful: the unnarmed attack will always be poorer than the player's normal weapon attack, gets worse at higher levels.
Soppfolk (4e Race) Tiny creature has reach of 0, making melee options very undesirable.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Soul Calibur (3.5e Equipment) What is the base weapon, what is the enchantment bonus, what are the creation prerequisites and costs? D&D does not have an attribute called "health". Missing template and categories.
Soul Collector, Ragnaval Variant (3.5e Prestige Class) Needs to take more care with wording, for example Steal Soul would presumably only work on living creatures.
Soul Edge (3.5e Equipment) What kind of sword is it? What is it's enchantment bonus? What are the creation prerequisites and costs? Does not follow the standards for vampiric attacks. Missing categories and template.
Soul Reaper (3.5e Class) This class is extremely weak, and cannot defeat level-appropriate monsters. The class features could be filled out more (Squads explained with game stats, more explained with other game stats, etc). Starting gold, epic information, etc.
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Soulgunner (3.5e Class) when last tested this class was over powered.
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Space Born (3.5e Feat) The harmful effects of radiation, gravity and vacuum are not defined in D&D. Perhaps some supplemental rules are needed. If left vague, you could claim things like being immune to blinding lights (visible light is radiation) or falling damage (a harmful effect of gravity)
Spartan (3.5e Class) Because quite frankly I can make the most god awful damage dealer with a pair of bucklers and two weapon fighting with this build. The bonus damage abilities are way too high, second it should be a spear and not a lance (I smell lance charge cheese trying to be constructed here), charging rampage makes no sense seeing how you are trying to make it some sort of cinematic proposition, not to mention the fact that as it currently reads your shield attacks do 22d6 (precision strike does not state that it doesn't stack with the bash.
Speaker For The Dead (4e Paragon Path) Rune of Carnal Conscription should use the same mechanics as summoned creatures, and also note that the "basic" actions of elite and solo creatures are significantly more powerful than those of standard creatures
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
SphereMode (3.5e Template) The bonuses to not equate to a +4 CR; Doesn't explain what kind of action is needed for the Ram
Spider (4e Creature) "20 tiny spiders" is a spider swarm.
Spider Keeper (4e Paragon Path) Encounter powers should not cause ongoing damage
Spider Lancer (4e Paragon Path) Fang of the Theraphosa needs fixing
Spider Lord (4e Paragon Path) Encounter powers should not cause ongoing damage. Queen's Bite: Does the save end both weakened and ongoing damage, or do each need a separate save?
Spiderkin (4e Paragon Path) Encounter powers should not cause ongoing damage.
Spike Hylian (4e Race) Broken natural weapon; 4e doesn't have slashing damage or grapples.
Spirit (3.5e) Immaterial Form and Binding Object are all kinds of broken. Will it be much fun to be effectively permanently Weakened? If I'm insubstantial, how do I carry my object? If my object is an item of equipment, is it also insubstantial? Can it be the armour I wear? A hamburger?
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Stand-up Guy (3.5e Alternate Class Feature) What is this an alternate class feature for? A Bard? What feature does it replace? Is this a spell-like ability, or mundane?
Standing Tower Shield (3.5e Equipment) well you don't get a shield bonus if you aren't actively using it as a shield. also I think this is covered in one of the books as a way for healers to set up mobile cover to allow them a chance to aid people.
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steam Sword (3.5e Equipment) So. The energy for this bonus damage is from superheated steam in its hilt. Doesn't that harm the wielder? If there's protection, say gloves or plenty of hilt wrapping, then wouldn't an equal amount of protection on the victim (say, armor) be enough to avoid the damage when the steam is expelled? When the steam is expelled, the heat energy is no longer in the sword, so why does it _then_ begin to heat up? I know this is fantasy, but perhaps we can have some basic thermodynamics here.
Stoicism (3.5e Flaw) This has no impact on the "quiet fighter" type and it forces character behaviour; inappropriate for a flaw per UA:Character Flaws. I will move this to 100 Character Compulsions.
Stormrage (3.5e Spell) What is this supposed to be?
Suave (3.5e Feat) With 9 Cha-based skills, this is a total of +18 in skill bonuses. This is just a little bit higher than the +3 or +4 expected from a feat. You could probably scrap the skill bonuses and leave it at just the "special"
Sulkai (3.5e Race) Also something special should be added to this. These are amazingly bland after the ability score adjustments. The random starting ages in templated form need to be added (see the preload).
Summon Cow (3.5e Spell) Specific where summon as a spell already exists.
Summon Fire Creature (3.5e Power) Needs to be added to an SRD's class power list as well.
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Svonelium (3.5e Equipment) this is way too cheap for the bonus it gives. The magical variation only does 1d6 (average damage 3.5) to this 2d4 (average 4.5) and costs 4k with the cheapest variation. This should be more in the 16k if you want to keep it viable.
Swift Sword (3.5e Class) The description says "is a specialised soldier", but is truthfully just an amalgam of different SRD Class features. It gains variations of the Barbarian's or Monk's speed, along with good progression BAB, Improved Evasion and Improved Uncanny Dodge; It also effectively defeats the purpose of the Weapon Finesse feat, since you don't need to specify any specific weapon, are able to use both your Strength and Dexterity for attack rolls, and eventually do more damage based on your dexterity. Why would more speed make you more accurate? On top of this, they effectively have all Knowledge Skills as class skills, and then gets AC Bonuses just for leveling up, without any need for activation. A cheese class that shouldn't be available to players in your standard campaign, as it stands.
Swinling (4e Race) Why does this weapon power cause 1[W] damage on a miss? Katar is a superior weapon.
Sword Saint (3.5e Prestige Class) Table is malformed, BABs are wrong, Saves are wrong, metamorphosis breaks game structure (characters of level X are expected to have Y skill points and Z feats), and the feat qualifier is ambiguous; DR is not expected to be a percentage, so this can break when interacting with other DR game mechanics; the class features seem to get sillier from there.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
T.A.O.E's Biomancer (3.5e Class) Spell points should be balanced using UA:Spell Points as a guide. Biomass Absorption can be abused to allow for unlimited spellcasting (if I'm in a forest surrounded by trees and shrubs, for example)
TULKAS HOLY WARRIOR (3.5e Prestige Class) At-Will True Strike, Doesn't follow Critical Range multiplication rules, +20 base attack boost. Clearly, this was meant to be strong, and sure, it is meant for epic levels, but there is just too much cheese to take it seriously.
Tail Lash (4e Feat) Balanced some of the qualities of this move, made it an encounter and added some (what I think) proper keywords to the mix. I still feel it's a bit overpowered so I reduced the die size to 1d4. Compared to Tail Slap, this is still probably the better choice as this can grant you (and your whole party) combat advantage before you even do your standard action (making that land easier also) for two turns. Whereas Tail Slap is situational, and only provides knock down which (in most cases) makes the target harder to hit. And Combat Advantage is much better than a prone target in most cases (especially if the party as a rogue)
Talented Magic Swordsman (3.5e Class) broken. unable to reclaim. posted by author.
Talosoi (4e Race) unbalanced skills. Oversized not suitable for PC races. Talosoin Reflexes is overpowered.
Tempest Scout(3.5e Optimized Character Build) 50' base speed is not optimization and there's very few other notable highlights here.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Tenro (3.5e Equipment) way overpowered for the price
Terran (4e Race) Favoured enemy is campaign specific so should be moved to feats. Deletagtion adds another two unconditional skill bonuses on top of the normal racial bonuses, this is overpowered. Intuition copies the half-elf trait.
The Fourth Wall (3.5e Environment) I don't understand how this fits in with societal advancement? Is this implying that now we live in the height of achievement? The space age hasn't even started yet...?
The Loner (4e Ritual) 10gp / 10 mins is awfully cheap and fast for +5 to all skills and +2 attack/damage (even if they are made "solo")
The Red Pill (3.5e Equipment) Essentially untyped bonus to stats for next to nothing is unbalanced. Compare to potion of Eagle's Splendor, etc. Also the price is horribly low.
The Witcher (3.5e Class) "witcher trials" as a class feature suggests some kind of entry requirement, in which case this is a prestige class, not a base class. Otherwise this doesn't seem to be much here that can't be handled as high level Ranger taking appopriate Feats.
The shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Thunderbeard Punchkill (3.5e NPC) no listed CR
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Time Lord The regeneration bonus to ability scores is still obscenely overpowered (I repeat, after 12 generations this is +24 to Int and Wis) There should be no bonus at all. Presumably the player already has their ability scores where they want them, I'm unsure what the purpose of re-doing them is. Mind Meld needs to be formatted as a racial power.
Timewalker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Toa of Light (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tome of Necromancy (3.5e Sourcebook)/The Necronomicon Many of these spells are beyond overpowered. Please see the discussion.
Toothy Maggot This causes between 5 and 10 points of damage, which is a lot for a cantrip. Compare with Ray of Frost
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tough Guy (3.5e Feat) Multiple class features and feat trees wrapped together into a single feat is overpowered.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Trap Master (3.5e Prestige Class) Per talk page
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Troll, Darkspear (Warcraft Version) (3.5e Race) Gains more ability score than a LA0 race should. Racial abilities need to be reworked.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tsuku-Master (4e Class) See talk page
Tsundere (3.5e Flaw) I know this is supposed to be a joke, but could the drawback be changed? Charisma-based penalties are specifically not suitable (UA:Character Flaws). And since the benefit is not a feat, maybe this should be a Trait instead (and make the drawback related to the benefit)
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Twin Sibling (3.5e Trait) Will save needs to be avoided since it can be easily bypassed, and that drawback should probably be based on Concentration anyway. Traits should not force character behaviour. The penalty to Diplomacy seems really artificial. Doesn't explain if the twin is another PC, or an NPC, or what kind of stats they would have. Mechanically awkward.
Twitchy, Spasm (3.5e Flaw) The Will save needs removing; (Altered Will save to scale with level to keep its relevancy) flaws need to be relevant at higher levels too
Two-Handed Spear Shield (3.5e Equipment) This is more powerful than a heavy shield (+3 vs +2), and in addition you can wield it as a double weapon. This is way overpowered.
Two-Handed Spell (3.5e Feat) The benefits are too powerful for a feat. See discussion for further details.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Tzakarath (3.5e NPC) Unplayable. Please see discussion.
Ugg (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimate defender This just looks like a normal paladin build. If you're staying with PHB only, you're better off not being Human, since this forces you to take an at-will that uses your dump stat. Also, forget Dex, go for 16 Str, 16 Con, then Dragonborn or Dwarf or something.
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Uncanny Parry I'd imagine immunity to melee attacks would be more of an Epic thing.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead Beserker (3.5e Creature) Ability scores, saves, and attack roll numbers are all wrong.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Ungor (4e Race) Too many skill bonuses: +2 acrobatics, +2 athletics, +2 nature, +1 perception; and in addition +1 to nature when handling animals and +3 to perception when tracking. Strong Senses is too complicated, this whole thing is abstracted into Perception. The power can't be both an immediate reaction and an opportunity attack.
Unigan (3.5e Race) This is barely comprehensible.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Utopia (3.5e Epic Spell) One can create a demiplane/thing of major artifacts... A little overpowered.
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis (talk) 14:26, 28 June 2013 (MDT)
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Vampiric Fighter (3.5e Class) This thing is no where near usable in current format.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms
Vanity (3.5e Trait) Disparate benefit and drawback.
Vaporous Serpent (4e Creature) PC summoned creatures are handled through the Summoning mechanic; a stat block isn't needed. See various wizard summon spells, and Arcane Power.
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Versatile Crafter (3.5e Feat) Grants a huge number of virtual ranks, far more effective than the Great Crafter feat which "merely" grants +3 to all craft skills. Maybe if the prerequisites were far more strict, or if the number of craft skills was a set value (but is stackable)
Voice of Madness (3.5 Prestige Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Void Mage (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Voidkin Unbalanced ability bonuses. "Survival" is not a 4e skill. No such thing as "spell-based attacks" in 4e. "Void" is not a 4e language. Engulfing Void: What is "Madness Level 5"? Powers do not have ability score prerequisites. Willpower is not an attack attribute. AC seems like an inappropriate defense - put Will here. "Hit: Wisdom+[D6]" - do you mean "Hit: 1d6 + Wisdom modifier"? 2d6 damage on a miss ensures this power will never be used. What is "LifeDrain"?
Volpevi (3.5e Race) ability score adjustments too great for LA1 race (see talk page)
Volta (4e Race) "increase the weapon die size by two" - sweet lord, no. You mean 2d8? More damage than a Gargantuan-sized falchion? Encounter powers should not deliver ongoing effects. No justification for Darkvision.
Vorarephilia (3.5e Flaw) Does not follow the guidelines at UW:Character Flaws. (Also, could a regenerating PC eat his own flesh?)
Vorpal (4e Race) Vorpal Wrath is keyed on an ability that the PC doesn't necessarily have a bonus to: with a +0 or +1 modifier to Cha, this doesn't do anything

Shadow Forged needs to specify exactly when the player can become invisible, and exactly when they take the damage - as written it implies they take damage if they are invisible for a whole turn, but they can become invisible and visible as desired (e.g. just during one move action)

Dark Soul should have a scaling attack bonus, and should not have a penalty to the defense score (it's unnecessary: +1 attack, -2 defense is the same as +3 attack, +0 defense), "You can only use this power on a single target one time." is already implied in "immediate interrupt"

Shadow Warp isn't Ranged, it's Personal: the teleport distance should be stated in the effect; "empty square" is already part of the teleport rules; Permanent stat bonuses don't belong in powers, either make it part of the power effect or move it to a paragon feat.

Vox Mortis (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Vroons (3.5e Race) Does not make sense, high level spells for an ECL of 2!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
Warforged Guardian (4e Race) Guardian Weapon Proficiency allows character to start with exotic weapon proficiency, is too broad. "+2 to any other stat" doesn't mean anything. Adaptable resistance is too high - generally you get 5 + 1/2 level against one type; if you resist two types this goes down to 2 + 1/2 level; this guy resists whatever is most useful to resist at the time, maybe it should be as low as 1/2 level; How long does overdrive last for?
Warlock's Marionette (4e Power) We have an attack roll, but no Hit, only an Effect. So what's the point of the attack roll? :) Suggest dominating on a hit, then a daze or a slide on Miss.
Warmage (4e Class) Some minor issues, see talk page.
Warp Metal(3.5e Spell) Whats "Fur 2"? This needs to be work with a standard class and then it can complement another.
Warpstepper (3.5e Class) Conditions of the warp step teleport needs defining. At the moment, you could just rename it "bypass dungeon"
Warrior of a Thousand Attacks of Opportunity (3.5e Optimized Character Build) No real optimization going on here, poor damage per attack makes number of attacks redundant.
Weak Mind Considering that the effect covers almost everything that Will does, no-one will take this flaw instead of UA:Weak Will. Maybe if it just affected the shaken/fright/panic saves at a -4 penalty?
Weaver (4e Paragon Path) Encounter power should not cause ongoing conditions, nor create zones that last until the end of the encounter.
Whimsical (3.5e Flaw) Specific skill penalties are not a good choice for a flaw, since it's easy to make a character who is not invested in these skills anyway.
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
Widowmaker (4e Paragon Path) Encounter powers should not cause ongoing damage. Spider's Fang is a daily power, but provides no Effect or Miss conditions.
Wii console (3.5e Equipment) No cost present.
Wilder (4e Race) The at-will power is broken. How does being an animal allow you to ignore challenging terrain? Opportunity attacks are not normally triggered by shifts anyway, so this confers no benefit. More explanation is needed for the natural attacks - what's the proficiency bonus? weapon group? do they have an enchantment bonus or are they effectively useless at higher levels? Suggest +2 racial bonus for stealth rather than a flat +5. What happens if the player is a druid? Superior Hunter - Enemies either get a surprise round or they don't, so how does this work if some party members are surprised and others aren't?
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Wingless (3.5e Trait) Why would anyone pick this? Wings also usually have an LA attached to them.
Witch (5e Class) 5e class from scratch using core classes as a guide, little experience playtesting
Wolf Lineage (4e Feat) We have a benefit now, but it doesn't match the description or the summary.
Wood-Elf Special Hunters Bow (4e Equipment) Level progression and costs are incorrect; please see Player's Handbook. Power needs handling differently too, for example as a free action that triggers on a hit.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Worshiper of Banjo (4e Paragon Path) Not sure if this is supposed to be a joke article or not (considering the origin). It's clearly unbalanced (+5 to all skill checks for all allies as a minor at-will?), but nothing here is funny either.
Wyvern Lord (4e Class) (e.g. wyvern breath is an implement attack that targets AC, range 3, flat 1d8 fire damage. Throwing a rock would be more effective.) or unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Xvart (4e Race) Speed 4 is too slow. Should not have their own language in 4e, and further languages should not be intelligence dependent. 4e doesn't have "natural armour", perhaps racial bonus to AC was intended, but this should be avoided. Mob Tactics and Crowd Shield are overpowered.
Yak Folk (4e Creature) Needs to be better integrated with 4e rules. In particular with reference to magic items, feats, domination, summonings, and there's a lot of unnecessary waffle.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Zebra (4e Race) Intellect is not an ability score (try "Intelligence"), Zebraic is not a 4e language, one too many skill bonuses, Pony is not a type (try "Beast"), Quirk of speech suggests a penalty, but provides a bonus (not that races should be given penalties), Mix Master encroaches on existing rules for potion creation.
Zeff (4e Race) Changing size. Don't do it. Just... don't. Outsider is not a 4e keyword.
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Personal tools
d20M
miscellaneous
admin area
Terms and Conditions for Non-Human Visitors