Needs Balance

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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"
Aalbintite (3.5e Equipment) doesn't define normal anti supression area, doesn't detail costs per lb.
Abhorsen (3.5e Class) This is too weak and is subject to a lot of weird mechanics DnD doesn't contain. These mechanics are also too weak and seemingly do nothing. This is a sorcerer+, basically.
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.)
Adaptable Technique The SRD description of this feat has prerequisites making it highly exclusive. Need help balancing the ability for wider use. Details on discussion page.
Adept of Gawain (4e Paragon Path) Level 11 power muddles attack power with utility power; Level 12 power has no action type; level 20 damage mechanic is broken.
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.
Aiel'Vasai (3.5e Race) References traits in the description but doesn't actually go through them at any point. Mismatch of carious tables and the amount of bonuses it gains makes it unweildly. This also doesn't take into account that chimaerical creations seldom get bonuses on everything. side note - with this race not appearing similar the chances of this race actually being able to survive and have offspring is very low.
Allomancer (4e Class) Implies that metal is a limited resource that is "burned" to drive the class features, but I can't see any explanation for this. If it's unrestricted, this makes Burn Metal too versatile. Hidden Mind has no duration? Same with Mental Health, and this provides a THP boost in excess for what is appropriate for a striker or controller. Hidden Mind and a lot of the spells have "burn metal" as a requirement - how is this handled? Does the player need to use a Minor Action to burn metal and then immediately use the Standard Action for the power, or can they perform another action in between? If Burn Metal is used this way, it says you don't get any bonus from the power, so what's the point other than to waste a minor? "you only do what this at-will says if the move does not require a metal." - what Move, the spells are all Standard actions? Confusing.
Alluring Gaze (4e Power) At-Will powers should not cause a "save ends" condition (even with the bonus to saving throw). This doesn't have the Weapon or Implement keyword, so is going to fall behind the enchantment curve - the penalty to hit makes it worse.
Alqemx (3.5e Race) LA does not fit races power.
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.
Amazonian Warrior (3.5e Archetype Feat) This is comparable to multiple feats given as one.
Ambivalent (3.5e Equipment) should be +3 it targets far too many creatures that it shouldn't be easy to get.
An'sorrak (3.5e Equipment) Incomplete at this time; will complete at a later date. --Argent Fatalis (talk) 19:35, 18 April 2013 (MDT)
Andarra Bloodmane (3.5e NPC) This NPC's statistics will be adjusted in the near future to reflect the appropriate changes to the class that have taken place. --Argent Fatalis (talk) 18:17, 18 April 2013 (MDT)
Annihilator (3.5e Creature) Easily a 55 if not 58 CR creature. The sheer fact that it can ignore damage reduction for elements would ensure that.
Annihilist (3.5e Prestige Class) Abilities and features present range from the vastly underpowered (Disintegration Ray) to the level of game endingly overpowered (Black Hole). This class has significant potential to be a novel, fun choice of Prestige Class, but currently dominates all levels of play, making it un-playable as no DM would ever approve it.
Another Warlock Class (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Apocalypse Incarnate (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Apparent Defense There are two choices for a balanced feat of this type: 1 - An ability score substitution when calculating a defense/save. 2 - An ability score bonus for a defense/save in a limited circumstance.
Apshai (3.5e Deity) Too many domains
Arachnophilia (3.5e Flaw) No direct numeric drawback.
Aradan (3.5e Race) A −4 ability score adjustment as well as a net ability score adjustment of −2 with no major gains is unbalanced.
Arasi (3.5e Race) See the talk page.
Arcane Amber (3.5e Material) so with this a mage can wander around in full plate no issue? also it gives a +1 weapon enhancement for free (a 3k value that would normally also limit what else you can put on it? Granted it costs 6k but when I can also shove an additional +1 like corrosion on it that would be money well spent for any attempted hand to hand mage.
Arcane Body (4e Paragon Path) Level 11 feature: I don't understand "gain a +2 bonus to reflex ... with the Melee Touch range"
Arcane Undead (3.5e Template) See talk page. --Aarnott 14:49, 10 July 2009 (MDT)
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Archon (3.5e Race) A permanently-on level 3 spell is worth more than +1 LA. Suggest limiting its use.
Archon Platemail (3.5e Equipment) 5 straight 20s? not being able to eat, breath, sleep or anything for 5 years? this is nigh impossible, and needs fixed.
Argumentative (3.5e Flaw) Does not follow the guidelines at UA:Character Flaws. This is an easy free 2 feats.
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.
Arsamri (3.5e Equipment) Traits, terminology, template need fixing.
Ascended Thought (4e Race) Unconditional fly speed, excessive skill bonus, insubstantial and phasing, no range on Telepathic, Shared Body provides several ways to break the game. I get the concept, but I'm sure there's a more elegant way of handling it.
Ashen Bloodbonded (4e Paragon Path) +5 attack/damage is too high. Ashen Blood is an aura 1, not a zone, and this effectively gives you a No Action attack power on par with a daily, with unlimited attacks; Ashen strike is an at-will that causes ongoing damage; Ashen Surges says "regain 50 extra hit points" which must be a mistake; Ashen Explosion is just boring, and has no Miss or Effect.
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.
Aurloch (4e Race) No justification for darkvision. Creature of Night is broken (hours of the day are DM fiat, changes to attributes are a no-no). Encounter: What action? "the next 3 attacks" - no round-counting in 4e, the "special" needs mechanical explanation (how do they douse their weapons? What action? When?)
Avatar of Humility (3.5e Feat) Strange save. See talk.
Aventi (4e Race) Seems to be the same as a Human, but with more stuff.
Aëthár, the Blade (3.5e Equipment) Wish there was a needs fixed template. quite simply this thing is the equivelent of an approximately +80 which other than the fact is completely impossible, does nothing except give you a NPC that you could quite frankly say just does whatever you want anyways. When you can essentially one shot a lot of the gods you are doing it wrong.
Bakeneko's Smile (4e Power) "Fear" is not a damage type.
Balefire Bellow (4e Feat) Completely underwhelming for a epic tier encounter power.
Ballisteer (Psionic) (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Banehunter (3.5e Class) The spells unnecessarily use an alternate to the normal level system, and the spells themselves rarely make mechanical sense.
Barbed Hybrid (4e Race) It might be too weak. "Evil Heritage" trait doesn't do anything. "Transformation" is not a keyword. No duration provided for Barbed Devil Heritage: it's effectively permanent. 4e does not have "slashing" and "piercing" damage types, and this weapon is pretty worthless (no proficiency bonus, falls behind the enchantment curve)
Barrier Rune (4e Power) 1) Low-level powers shouldn't provide immunity to attacks; 2) 4e doesn't have round-counting like this (it's either "until X" or (save ends)); 3)This kind of utility would rarely prevent a PC from also attacking (i.e. using up the standard action); 4) Your artificer is supposed to be a Striker - they can buff themselves but this kind of effect is reserved for Leaders and Controllers.
Basic Witch (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Basket-hilt Broadsword(3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Beastfolk, Lapids (3.5e Race) Overpowered jackalope ability score adjustments.
Beastfolk, Lutrin (3.5e Race) Overpowered ability score adjustments.
Bee Needs to be converted to a SRD:Swarm. When are you ever going to fight 1 bee?
Behemoth King (3.5e Creature) this thing really isn't very powerful and would top out about 44 on the CR scale. his defensive mode at the end would make him annoying but there is nothing that really screams CR 57 to me on this monster.
Belzack (3.5e Quest) Zombies are mindless — how do the goblins control them?
Beriadan's Warcraft Death Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Berserker (3.5e Class) A class needs 20 levels and epic informaiton.
Bio (3.5e Spell) Poison doesn't normally cause HP damage; see poison examples in DMG
Birdborn (4e Race) Unrestricted flight, no justification for a free choice of trained skill
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 Metals Template (3.5e Equipment) a type should never give free extra damage and a badly idenified damage aversion bonus. also the con damage is way over the top. in short it effectively needs rewritten from the ground up.
Black Rogue (4e Class) The rogue's sneak attack is already slightly overpowered, but these guys get that and additional curse damage?
Blade Elf (3.5e Race) What is the size? The racial traits are not worded correctly. Also this would be a LA 3 or 4 most likely 4 with the bonus feats.
Bladebow (3.5e Equipment) The strength bonus for ranged attacks needs reconciling with the Composite Bow rules. Crit is wrong. Weight is wrong.
Blademaster (4e Class) Enemy Focus is a better marking ability that those of Defenders.
Blazing Soul (4e Paragon Path) Roar of Flame is behind the attack curve (suggest an extra +2); Renewed Stone needs either a trigger, or an action type
Blessed (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Blind Guardian (4e Class) Every single power is broken in some way
Blind Hero (3.5e Template) See talk. Also "pay a cost of 3000 xp" needs to be tranfered to an LA increase.
Block (4e Power) "magic" isn't a keyword, so "non-magic attack" is going to cause disputes with a lot of monster attacks. Since the "hit" effects what happens to the player, not the enemy, this isn't really an attack power, it's a utility.
Blood-blade Mage(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Blood Assassin (3.5e Class) higher level abilities are all extremely powerful. also since they are not required to have multiple high level abilities the full attack advancement seems a little excessive.
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Boggarts (4e Race) Bloodied damage and defense bonus too high and untyped. Whilst damage should scale by tier, defense bonus should not.
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.
Bolt of Lightning (4e Power) Stun isn't a status effect that should be thrown around in Heroic tier, especially 1st level. You could change this to Daze plus some other interesting minor penalty.
Bone Barrier (4e Power) At-will class powers should never cause ongoing damage. You could change this to be delayed damage that occurs on a trigger (e.g. if the target makes an attack before the end of your next turn it takes cha modifier damage)
Born Killer(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Brahmin, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Brainiac (3.5e Trait) Does not follow the guidelines for traits at UA:Character Traits
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.
Brigandine, Variant (3.5e Equipment) dex bonus is way too high and arcane failure way too low for a +4 medium armor.
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 Brawler (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Cabbage to Gin (4e Ritual)l Is this on par with other 5th level rituals?
Cackling success (4e Power) Daily power with no Miss or Effect. Close burst 6. That's 49 squares. Ongoing damage shouldn't be variable. "til the end of the encounter (save ends)" makes no sense.
Cait Sith (4e Race) Justification needed for darkvision and two bonus languages. 4e doesn't have "saves against being knocked prone" or "reflex saves".
Cambion (4e Race) The skills end up giving one a +4 bonus (normal) and then an additional +2 bonus sometimes. This should be replaced with something a little more related and less related to skills (the bonues are adding up too much at this point). Both the Heritage traits are overpowered for at-will, but about right for encounter. If you want them at-will, they need to drop right down: Triumphant surge to 2 THP; Soul Mantle to +1 racial bonus to AC and Reflex - and this shouldn't scale with tier. However, I would favour making them encounter powers.
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)
Cantrip Master (3.5e Class) Cantrip Widen and Cantrip Extend are unplayable.
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.
Cassiline Apprentice (3.5e Class) Needs Testing.
Cassiline Brother (3.5e Class) Needs Testing.
Cassiline Warder (3.5e Prestige Class) Needs Testing. Numbers are wildly off for any sort of long term information
Cavelord (4e Paragon Path) The attack powers are neither Implement nor Weapon, therefore underbalanced
Cearwityen (4e Equipment) Despite losing the High Crit, this is still overpowered. It's now like a halberd but with +3 prof instead of +2.
Celts (3.5e Race) The ability score adjustments are overpowered.
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.
Chain Blade (3.5e Equipment) Tivanir (talk) 11:30, 8 March 2013 (MST)
Chainfighter (4e Paragon Path) Crit range too large; encounter powers should not cause ongoing effects
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?
Champion of the Ferine (4e Class) This class is not yet complete and is undergoing construction and design. DNR (Do Not Release).
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"
Chanter (4e Class) Various non-daily powers/features have ongoing conditions and damage. Water is not a damage type.
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
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chillborn (4e Race) Suggest moving "love for gold" to racial encounter utility powers, since it is a racial encounter utility power. Has a proficiency in three superior weapon (superior weapons are there to specialize into, two of which are unique to a desert world. Only daily powers get ongoing damage, and the trigger for freezing rage is weird, I don't know how that would work.
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Cinders (3.5e Race) Traits need formalizing
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.
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?
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.
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.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Cosmic Traveller (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Critical Expansion (3.5e Feat) see talk
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.
Cryowarrior (3.5e Prestige Class) d12 hit dice, full BAB, all three good saves, full arcane casting, and take a close look at Freezing Embrace, Endurance of the Tundra, Frostfell, Frozen Death, Breath of the Ice Queen, Chilling Power, Succumbing Frost, and Uttercold Manipulation. See talk page for more information.
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).
Curse of Tongues (4e Power) Missing "+ constitution modifier" to damage; monster attacks do not have power source keywords, so the -3 penalty won't work as written.
Cute Things Lover (3.5e Flaw) fascinated is a supernatural or spell-like effect.
Cybermage (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Cyborg (4e Race) Suggest reviewing Warforged to see how natural armour and living constructs should be handled.
Cylon (3.5e Race) The ability score adjustments cannot be odd. What type, subtype, and size are they?
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dagger Specialist Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.)
Danseur (4e Class) Power Source needs to be one power source, not a bunch of keywords. Dagger is already a light blade. "Add your Dexterity score to your Intelligence score." - Good grief, no. "+1 to all attacks with blades." - Do you mean light blades, or heavy blades, or both? "Enrapture or Astound" - Choosing an encounter power is already part of character creation, it doesn't need to be a class feature. These powers are also not described. "Instrumentalist" - how does this interact with bard implements? As long as there's a bard in the party, the danseur has +2 speed?
Dark Defender (D20 Modern Class) See talk.
Dark Hylian (4e Race) Dark Heritage: There is no "animal" type in 4e. There are Beasts and Magical Beasts. Handle Animal can be used on Beasts with the Natural origin. A Nightmare is a Magical Beast with the Shadow origin, so Handle Animal cannot be used on it anyway. Fury: Advise against giving races a weapon attack, this should be handled by class. This could be the application of ongoing damage and a disease in conjuction with a class daily attack power. Except there's not much point in infecting a monster with a disease.
Dark Hylian Necrotic Disease (4e Disease) "Dark Aura" is not described on the Dark Hylian page. No disease progression - you need to do something other than "Same"
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 "dinivas ebonwings"?
Dark Mithral (3.5e Equipment) This is way off balance for the current prices. With this I can have a chain shirt that is as good as plate mail (or plate mail better than dwarven plate - the heaviest armor in the game - for a realitively low cost. With the armor penalty reduction you could also have mages waddling around in armor with no check penalty. Starting price for light armor should easily be 80k as you would have 8 AC and +10 max dex off a chain shirt.
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.
Darkling (4e Race) Has two encounter powers, should be one. We can move one to a level 2 racial utility powers, or we can somehow combine them together ("Frightening Second Chance"?), or we can make Fright into a trait ("You gain a +2 racial bonus to Intimidate for the purpose of forcing a bloodied enemy to surrender")
Darlokk (3.5e Race) Racial abilities appear incomplete.
Deadly Strength (3.5e Flaw) The flaw should be a static chance of damaging someone, to avoid having good saves making this into a free feat.
Deadwalker (4e Epic Destiny) Taking a Walk - this is asking the player to sit out a battle for 5 turns. At epic level, this could mean missing out a whole session, or even two. Battles shouldn't last much longer than 5 turns, either.
Death Bringer (3.5e prestige class) Allows access to Epic spells prior to level 20. Doubles every ability score. Goes downhill from there.
Death Knight, WoW (4e Class) Powers and features are unbalanced. Needs a correct power source.
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.
Death Lord (4e Class) None of the creatures summoned by Summon Dead are actually minions (apart from at level 1)
Death Wish (4e power Does not follow the standards for 4e powers.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Dedicated Enforcer (3.5e Trait) Needs to be changed. This is campaign specific and how it is currently done can only be campaign specific.
Demon Hunter (4e Class) Necrotic is not a power source. Demon's Rage doesn't have the implement or weapon keyword. Form Shift bonuses seem excessive, and should be typed ("power bonus"). Powers need the weapon keyword are are unbalanced in various ways.
Demon Prince (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Demon Slayer (4e Class) Non of the class features have clear mechanics. Messes with HP progression. Features specific to enemies with particular keywords ought to be a paragon path, not a class.
Demon hand (4e Power) At-will powers should never cause 2[W] damage, cause ongoing damage, or cause half damage on a miss.
Demonborn (4e Race) Miss and Sustain for the racial power need to make some sense. If you want natural weapons, this needs to be a feat that enables them as a Weapon. If they were made in Hell why are they called Demons and why do they have Abyssal language?
Demonic Champion (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Descendant of Succumbi (4e Paragon Path) Dominating Kiss doesn't have the weapon or implement keywords, nor an inherent attack bonus. How long does the benefit from Dark Beauty last for?
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.
Destroy Annoying Homebrew Material Probably should be tagged with a "Joke" or "April Fools" tag, but someone might honestly have serious intent regarding this spell, and in such case the question of balance is out the window for it. --Argent Fatalis (talk) 14:30, 19 April 2013 (MDT)
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.
Dhampir (4e Race) The traits are off kilter, not quite meshing elegantly with 4e rules. (probably worth reviewing Heroes of Shadow) - ability score penalties are right out, for example. Bite gives a strength bonus, and at-wills shouldn't really be providing automatic grabs, and the miss damage is overpowered (c.f. reaping strike). "area blast 3 within 5 squares" doesn't make sense. Blasts are Close attacks. If it's supposed to be "burst", then it covers 49 squares, which is excessive.
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.
Difficilium (3.5e Equipment) Shields should not grant damage reduction (if your opponent gets around your shield it wouldn't have worked.) The rest of the abilities are way underpriced since you can ignore DR (not hardness) and you get DR 10/- regardless of armor type?
Dire Chicken (4e Creature) Classed as a lurker, but has no lurking ability.
Disciple of the Four Elements (4e Paragon Path) The attack powers do not have the weapon or implement keyword. Siphon and Primordial are not keywords. The 12th level features causes a (save ends) condition, which should be restricted to daily abilities. Might Mastery is broken, allowing an indefinite number of attacks on large creatures. Ice Siphon: Encounter powers should not cause this level of damage on a miss. The requirement of Aura of Restoration makes no sense (how can you fail a second wind?) Warth of the Elemental Might: All creatures in burst 12? - uh, no.
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.
Dishonest Warrior Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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?
Doppelganger, Variant (4e Race) Darkvision and two bonus languages seems unnecessary. Should not be able to change shape into a large creature. Creatures do not have "natural attacks", so the player cannot "gain" them. Will need to make itself different enough from the existing doppelganger race (the Changling from Eberron).
Draconic (4e Race) Trys to be too much of "all things for everybody" it seems to lack direction.
Draconic Berserker (3.5e Class) looks like it mixed a monk and a barbarian together then added a bunch of abilities
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 Priest (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Dragon Rider (3.5e Class) lets give a class the full attack advancement 9th level spells and a pet dragon!
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) Huge set of ability score adjustments, Natural Armor, Frightful Presence, Dark Vision, some immunities, and soft enrage when bloodied and a breath weapon for only +1 LA? Requires balance in the shape of a heavier LA in order to be playable. --Argent Fatalis (talk) 15:42, 14 April 2013 (MDT)
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)
Dragonslayer (Fairy Tail Version) (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Dragoon, Variant (4e Class) <Needs an immediate interrupt charge attack to enforce its mark.
Drain (4e Power) Adds pointless new mechanic, doesn't have the weapon or implement keyword, generally broken all round.
Dreadful Rager (3.5e Prestige Class) all i have to say is I use any weapon at 17th level (like a greatsword) and CRIT on a 10 and roll 32d6 damage?
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.
Druid's Robes (3.5e Equipment) no max dex bonus and even with that this is actually better than padded or leather armor
Dual Singularity (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Dungeon Runner (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.)
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 Mage (3.5e Class) class is mostly finished but has way to many options for damage (take your pick and almost all do 10d6 without limits to use) and a large attack advancement for a mage type. It also has d8 hp compared to the normal d4 of damage caster types (and since this class focuses on damage it is a combat caster not a support caster)
Ebtekal Angel(3.5e Race) really powerful for a la +0. 2 free feats, +6 cha, cha to ac and saves
Egyptian Dragon (3.5e Race) The special talents need to use actual 3.5e D&D mechanics. Suggest looking at related SRD spells to see how things are worded.
Elbow Strike (4e Power) Unrestricted shift value. You need to put a numerical value on that shift effect. Otherwise, if the path is blocked in particular ways, you'll end up with characters shifting huge distances around walls, through difficult terrain and other absurdities.
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.
Eldritch Giant (4e Race) A race should not be large (without penalties). Force resistance should scale with level (+1/2 level), Force Missile should have +2 attack bonus per tier to keep up with weapons/implements. What's the duration on Eldritch Blade? Perhaps clarify that it is a Weapon of the Heavy Blade group?
Eldritch Missiles (3.5e Invocation) Tivanir (talk) 07:19, 6 March 2013 (MST)
Eldritch Sniper (3.5e Class) the damage adjustment with 7-9th level spells seems a bit much
Eldritch Soldier (3.5e Class) full bab with access to 7-9 level spells seems a bit much
Eldritch Titan (4e Epic Destiny) We now know that Large size is largely unbalanced for PCs. Huge size is hugely unbalanced.
Elemental Bond (4e Feat) Even Primordial Spirit? For others, it goes from 1d8 to 1d12; all other class feats that improve class feature damage do so by one step.
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 (4e Class) Striker damage bonus needs a condition or mechanic, a la hunters quarry, warlock's curse, etc.
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.
Eltary (4e Race) Multiple Slashes needs some work. What's the justification for allowing Constitution? What if you have a mix of melee and ranged weapons? Isn't four attacks excessive?
Elusive (3.5e Class) dodge is worked as an AC bonus not a way to completely negate attacks in DnD because you moving around factors into the AC. abilities need rebalanced a little
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?
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Energized Fist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Engineer (4e Class) Existing powers are in need of balancing.
Enhancer V (3.5e Epic Spell) As stated below power is an issue.
Entomear Spider-Climb needs rename to avoid confusion with the spiderclimb keyword. What is the actual game effect of Arachnid? 4e doesn't have grappling rules (although it does have a grab action); how does it effect climbing? Finally, I'm really not fond of Passive skill adjustments, perhaps there's some other way of handling this - +2 to Initiative or All-round Vision or something?
Entrance (4e Power) No weapon or implement keyword, so will fall behind the enchantment curve; the penalty to hit makes this worse. "Charmed" is not a status condition. At-will attacks should not cause "save ends" effects.
Entropamancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Entropic (3.5e Equipment) negative levels axiomatic and burst qualities all in a single adjustment and it is +4? It should at least be +5 as the negative energy trait is also one that almost no creatures have resistance against.
Epilepsy (3.5e Flaw) See discussion:voices
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
Excrutiator (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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)
Face of the Infiltrator (3.5e Class) all the extra abilities on top of the damage seem excessive would suggest at first level the bonus be set at 1/2 or preferably 1/4 of level (so it maxes at +5 or +10 +5 being more reasonable for a misc bonus.)
Fallen Paladin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Fallen Paladin (4e Paragon Path) Unholy Brightness: "range" should be "melee"; "rangemod" should be "weapon"; encounter powers should not cause ongoing conditions. Relative Light: needs an effect, looks like "range" should be "close" and "rangemod" should be "burst 10"? Candle In the Night: needs weapon keyword; is this "ranged 10" or "close burst 10"? "Strength Vs. Armor Class, +2." needs clarification - is that +2 to strength or ac? What's the range of the bright light?
Far strike (4e Power) Encounter powers should not cause half damage on a miss. "str mod+2" is not an attack format.
Farmer (3.5e Class) why does a farmer gain access to spells?
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fathirian Hound/Sandbox Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Fearless Does not give a numeric penalty to a specific capability per UA:Character Flaws; Will save needs removing.
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 "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 Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
Fidgetophoric (3.5e Trait) What other skill checks require you to "be still" other than hide? Benefits are too great.
Field Medic (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Fiendish Summoner (3.5e Prestige Class) The prerequisite domain does not exist, and then confusingly the domain is a level 1 feature. Where is the "demon mastery" feat? Features need (Su), (Ex) or (Sp)
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Fighter, Tome (3.5e Class) Even by Frank and K standards, Foil Action has no limits outside of range. It could be better if there was some kind of limit. See Talk.
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?
Fist Master (4e Class) What is the Fist Master's proficiency bonus for unarmed attacks? How can their unarmed attacks keep up with their comrades enchanted weapons at later levels? (Can they enchant their fists like gnolls? Or use a focus like monks?
Fixed Bayonet (3.5e Equipment) damage chart needs reviewed the numbers don't always change.
Flame Shaper (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Forager(Teoryran)(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Force Blader (4e Class) Daggers and shortswords are already light blades. Flash Step doesn't specify which enemies grant combat advantage, or what kind of attacks gain the bonus damage.
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.
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 Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Franfes (3.5e Race) Missing mechanics information. 150 feet base land speed is not balanced for a LA0 race.
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.
Frostshard Ore (3.5e Equipment) if half the damage counts as a magic source (since there is no natural way a sword does cold) you should at a minimum add a 0 to the prices.
Gallade (3.5e Race) What is the LA? The abilities make this more then 0.
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Garrote Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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
Gem Bonded (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Gloaming (4e Race) Some nice traits here, but recommend increasing speed to 5, dropping one skill bonus. Add 1/2 level to damage resistance. Some unnecessary complications in Flight and recommend dropping the Sustain.
Gloomblade (4e Paragon Path) Piercing Katar: Encounter powers should not cause ongoing damage. Unflappable: The whole party is either surprised or not, there's no "check" involved. One with the Shadows: I suggest making the Hit cause more damage than the Miss (this would traditionally be half damage on a miss)
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) Does not follow the guidelines at UA:Character Traits. Provides a massive bonus, possibly even worth +1 LA, with a vague non-numeric drawback.
Godling (3.5e Feat) a godling should be a race template not a feat. There is no feat in existence even in the races of war that come close to this.
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.
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.
Gordon Freeman (Half-Life Supplement) CR doesn't add up, levels are missing, Field scientist can't have more than 10 levels, and there are helix warrior class features, but no mention of helix warrior levels, missing feats
Gore Shackles (4e Power) As a daily power, it needs a Miss or Effect condition. The Restrain status is more powerful than Immobilized, so this is overpowered compared to, say, Dread Star.
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.
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.
Guard (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.
Half-Demon, Demonkin (4e Race) Overpowered abilities, skills, languages, immunities and defense bonuses. Encounter power that lasts until the end of the encounter means a permanent bonus. Shape-shift is not a keyword. Demonic Breath is absurdly overpowered. Demons need the elemental origin.
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-Giant (Non-psionic) +4 ability score adjustments and powerful build at LA +1 are overpowered.
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-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half-Vampire (3.5e Template) or quite possibly deletion. Vampirism in DnD involves an individual to have died. Also +3 nat armor, a huge jump in stats, four bonus feats and the special abilities put this on par with a +6 level adjustment - the vampire has a lower LA because you are also forced to pick up monster HD to offset the loss of abilities. With this option there is quite seriously no reason to play a human or other race. Ever.
Half-Vampires (4e Race) Massively overpowered.
Half Blade (3.5e Equipment) Tivanir (talk) 11:29, 6 March 2013 (MST)
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Haretsuken (4e Power) Powers need to be either Weapon or Implement, or they rapidly become useless.
Hauntings of the Past Something that penalizes you only once per week, and only if you fail an easily passable save, is not a significant flaw.
Healing (3.5e Equipment) the healing affect winds up being too excessive at any bonus level. In theory a party could pool money for this at level two and the weapon would start at 4d8 for healing (aka infinite cure moderate) and it just gets more obscene from there. Also in theory you could simply have a fighter replace a healer with this ability, or a paladin if you want to be able to remove diseases and such.
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
HealthTank (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.
Helion Ability scores too versatile and powerful. Speed too high. Power from the Sun is broken. Pilgrimate Item is broken. Sons of the Sun is broken. Bonded Armor is broken.
Hellknight (4e Class) Confused sourcing. It mentions Hell, the Far Realm and the Elemental Chaos and yet the power source is Shadow, which is unrelated to all of those. Unfairly adds a striker-like ability to its mark. An at-will power that imparts ongoing damage.
Hemophobia (3.5e Flaw) D&D largely involves chopping up monsters with swords. Isn't this character going to be sickened during almost every fight?
Hengeyokai: Ookami (3.5e Race) Very probably over-powered (didn't read the whole thing). Also, is this d20M? If so, add an identifier
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.
Hexmaster (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
High Functioning Autistic (3.5e Trait) Traits do not grant feats or alter ability scores
Hitting Yourself in Combat (3.5e Variant Rule) With these rules, given a 50/50 chance of penetrating their own AC and a 6-second combat round, a typical level 1 soldier will have stabbed themselves to death after an average of 4 minutes of fighting.
Hobbit Sword (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Hobgoblin, Variant (3.5e Race) See talk.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Holy Paladin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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?
Huntsman (4e Creature) XP, Hit points, saving throw, ability modifiers are all incorrect. Powers are confused - (e.g. if a trait is a standard action, then it's a standard action, not a trait). Breaks several design standards (insta-kill, crit ranges)
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hybrid Elite, Turbo (3.5e Prestige Class) Unplayable. Unable to reclaim. Template posted by author.
Hybrid Fiend (3.5e Race) Mechanically unstable. Leaves too much open for problems.
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.
Ice spikes (3.5e Equipment) Restored previous "Needs Balance" tag, as the criticisms are legitimate. Previous content by Tivanir was: Ok so this weapon does 1d6 to 4d6 and you add anywhere between 2 and 8 to the damage and all this costs you 2k? at a minimum this thing would be a +4 enhancement since your damage is anywhere between 3-8 and 12-32. Also since this is magical ammunition I am betting you get to take a full attack with it so an average fighter could theoretically pump out 128 before feats every round not including other weapon bonuses. and he can do this from range.
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.)
Immobilia (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Imperatus Custodes (4e Race) Broken in various ways. For example, I could pick Strength and Biscopea for +4 Strength.
Incomas Does not use D&D mechanics, nor make much sense.
Infernal Blooded (4e Race) See talk.
Infernal Devastation (3.5e Feat) Similar to barbarian-like rage ability, I'm not fond of feats that steal the unique features of classes, especially when the prerequisites are so open.
Inquisitor, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Inspector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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?
Invulnerability Burst (3.5e Feat) Is this a spell or a feat? If a feat, it needs prereqs and is super overpowered. If it's a spell it needs more details and is still super overpowered.
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.)
Jack of Plates (3.5e Equipment) 200 gold for a mithral chain shirt equivelent? needs work at a minimum (reduction in AC to probably 2 and stick with the same dex modifier, armor is effective because of its design not because you randomly add it to other things.) Might also get a conceal bonus.
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.
Jiralhanae (4e Race) Traits interact poorly with class choice. For races that can specialize in unarmed combat, see feats for Gnoll and Ogrillon.
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.
Jumpy (3.5e Flaw) Saving throw needs changing, as flaw should still be relevant at higher levels.
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
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.
Katana (3.5e Equipment) ok a bastard sword (the starting template is an exotic weapon proficiency. So expanding the crit range (and especially the modifier) is far too much.
Katriua (4e Creature) Needs bringing into 4e standards (xp, action points, saving throws, lack of basic attacks, etc are all incorrect)
Keen weapon (4e Equipment) property and power both problematic, needs looking at.
Keian Cross-Blood (4e Theme) Work into a Theme.
Keldren (4e Race) See discussion.
Keyblade wielder, Revised (3.5e Class) What exactly stops the PC losing the keyblade, or having it disarmed? Is that an Ex or Su ability? Can it be enchanted? Does the ally take a share of the XP? Is she controlled by the player or the DM?
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.
KiMonk (3.5e Class) they took a monk increased his attack advance and added a bunch of abilities and took away the roleplaying aspects of the class. This needs to be toned down some.
Ki Bomb (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Destruction (3.5e Spell) Needs to work with a class on 3.5e Spells.
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.
Kick Down (4e Power) 4e doesn't have facing, so you can't "be behind the target".
Kihi (3.5e Race) Ability Scores adjustments are never odd numbers. A large bonus is not offset by a large penalty for ability score adjustments for LA0. Body Snatch is broken.
Killer (4e Class) Needs to be finished first. Then reworked for balance. I saw the notation about how it might, maybe, possibly, could be OP. Please specify further when your finished with her. Thanks.
Kinetic claw (4e Power) At-will powers should never cause half damage on a miss, or impart ongoing conditions, or cause 2[W] damage at 1st level
Kirby (4e Race) Missing many mechanics.
Kitsune-bito (3.5e Race) Additional Tails is poorly made. There is a comment on the Talk page about it. Read that.
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.
Knasari (3.5e Race) Well this isn't as bad as the super version but in its current state it doesn't follow how Giants work so it can't use the subtype. in addition the amount of LA needed for this is somewhere in the 28-30 range plus HD this thing is severly broken.
Knight, Teoryran(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight of the Crescent Moon 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
Knightwarrior (3.5e Class) this class has higher than normal attack advancement, spells, all the bonus feats of a normal fighter and a grab bag of abilities. needs serious tweaking to bring it in line with the rest of standard format.
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.
Launcher (4e Power) This effect should not be an Effect. What are the actual mechanics of "flying into the air and remaining airborne"?
Lava Flow Doesn't make any sense whatsoever.
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?
Leecher (4e Class) Life Force: Hit Points do not scale to defenses or attack rolls, especially at higher levels. For example, draining 10 hit points is a lot at Heroic, but insignificant by Epic tier; however, a +10 bonus to AC or attack is the same huge bonus at any level. It does scale to damage, however there's still room for abuse and breakerage. You also need to clarify how this will interact with damage resistance. Healing surges would scale better if used with a set bonus (that improves by tier).
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.
Librarian (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Liege (4e Class) Confused role. See talk page
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.
Limit Ruler (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Lucky (3.5e Equipment) Once a minute is far too often either needs bumped to +4 or maybe 5/day. otherwise each and every fight you get a minimum of one reroll.
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.
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.
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) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mad flurry (4e Power) Makes no mechanical sense. I target any enemy adjacent to me at any point during this turn? But the power's reach is melee weapon, so that would just be any adjacent enemy. Then if I hit, I "travel" 3 squares (move? shift? teleport?) and automatically cause 2[W] damage to any creature adjacent? Why the +2 to hit?
Mage Of Oblivion (3.5e Prestige Class) Stupid broken with no updates beyond miscellaneous formatting since January 09.
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 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.
Magic songs If magic songs are treated like incantations (e.g. requiring more time to cast with skill checks, and allowing anyone with that skill to cast that spell) then they should be balanced as such.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magical Schizophrenia (3.5e Flaw) Players can reduce this flaw's importance through multiclassing.
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.
Makeshift Electromancer (3.5e Class) so many problems with this it won't fit in one template. See talk page
Making of The Mage (3.5e Optimized Character Build) Doesn't do anything interesting in the way of optimization.
Malefic Reaper (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mana Kin Needs an LA, has odd-numbered ability score penalty; "magical" is not a subtype; special qualities need to be labelled as Ex, Su or Sp; Allcast is demonstrably overpowered: At level 12 you could alternate between, say, Ice Storm and Cure Critical Wounds (on self) to lay down area damage and keep hp topped up forever; Incorporeal seems to ignore the SRD Incorporeal rules and what does "rendered down" mean?; Arcane Concussion, by "units" do you mean "creatures"? What does "immune to elements" mean? What are these Mana Kin levels at level 8, do you advance with Humanoid levels, or are they Savage Species-style advancements that contribute towards LA? What does "add a d6 to their first classes hit dice" mean? What is a "dating system"?
Manamancer Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Martyr Necromancer Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Masamune (4e Equipment) This is one step too powerful for a superior weapon. Either the proficiency bonus needs to go down to +2, or the damage to 1d8, or it needs to loose either high crit. or reach; Or scrap it and just call it a fullblade.
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?
MechWarrior (3.5e Class) Maybe d20M would fit this better?
Mechanic (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mechanomancer (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.
Medusa (4e Race) Encounter powers shouldn't impart ongoing effects, even at higher levels, see talk page.
Merfolk (4e Race) Fishy Shifter doesn't really intersect well with the 4e rules. Change the check to occur during extended rests, and make the resource Healing Surges rather than Action Points (per other environmental Endurance checks), but it's not really clear how long the character needs to spend in water to avoid the check. Swim speed still too high. Make it 7. They can still outswim Kuo-Toa then. Siren Song: This has the potential to be a nice encounter power without throwing around the Stun condition at level 1.
Mero Mero No Mi Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Metamorph (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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)
Mind Barbarians (3.5e Class) strength adjustments and hugs bonuses for damage. not to mention highest bab and a bunch of other skills.
Modern I _think_ this is supposed to be a 3.5e Trait; traits do not adjust ability scores and I don't know what "-2wiz" means.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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-Blood Beast Form is broken
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.
Moonlight Warrior Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Moonsteel (3.5e Equipment) missing a lot of vital statistics like cost. also if you are going to make it inheriently better than everything else it would need to be astronomical in price, since the +1 magic bonus is something that is relatively easy to come by. it would probably be easier to make it a little better than mithral instead of trying to make it some mithral adamantite super alloy that also takes out the trash and washes the car.
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.
Mounted Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mstern (4e Creature) Doesn't know if it wants to be Elite or Standard. Inappropriate recharge values. Lurker with no ability to lurk.
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?
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Myrmidon Warrior (3.5e Class) this class is far more powerful than it should be. If it gives up light armor it loses 10 feet but full plate with DR 10/- makes it damn near impossible to kill. other than that a few minor tweaks and it would be good to go.
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.
Namekian (3.5e Race) don't use single digit stat adjustments.
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 Class) Undead Servants needs to follow the rules for Summonings in order to balance effective actions.
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.
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.
Neko (4e Race) No justification for darkvision. Too many languages, too many skills. Reflex bonus too high. Doesn't explain how three-weapon fighting interacts with feats and powers: probably a bad idea anyway. Needs something to make it something other than Yet Another Cat Race
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.
Night Terrors (3.5e Flaw) Does not provide a numeric penalty to a specific capability per UA:Character Flaws, and the repeated individual combat punishes the player rather than the character, and this will get stale quickly. My previous edit abstracted this to the "fatigued" condition whilst retaining the roleplay opportunity. If you can't find another way to handle this I will revert.
Nightlord (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Noble Assassin Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Norn (4e Race) The ability bonuses and large size do not fall within 4e racial design space.
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)
Nualanai (4e Paragon Path) Do Not Release (DNR)
Nylimp (3.5e Race) Racial Abilities are not in line with a race of LA0. Racial abilities are not described mechanically, making it unplayable.
Obscure (4e Power) At-will powers should not cause dazing.
Obsidian (3.5e Equipment) adding a variable that can be massive for 10 gold? Material prices need reworked.
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
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
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.
Orc Goblinbreed (4e Race) Suggest dropping the weapon proficiency. It fits dwarves and elves as part of their culture, but not here; plus you're granting multiple superior weapon proficiencies.
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) LA is off but that can be worked
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
Oxtail dao sword(3.5e Equipment) The weapon is an advanced damage die (d10) an advanced critical (x3) and light? needs to be fixed.
Padfoot (4e Class) Non of the powers make much sense, with stuff bundled into the Effect line, and no attack and hit details. "Acrobatics (Dex) Vs. Melee Attack, +10." is particularly nonsensical. A striker that can mark a target until the end of the encounter. "ranged immediate reaction"? etc.
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.
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.
Phantor (4e Race) Oversized trait is not appropriate for PC races. Encounter powers shouldn't have Miss or Effect effects. Stances are generally daily powers.
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 Base 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.
Poison Talons (4e Feat) The attack bonus scales incorrectly, encounter powers should not cause ongoing damage or conditions.
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?
Potara Fused (3.5e Template) Most of these Acronyms explain nothing.
Priest(Teoryran) (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Prophet of the Stars (4e Class) Chaotic Word allows up to 5 attacks per turn (with, say, Wis 18), at-will. Since a basic attack is a "power" this can even mean with a charge or opportunity attack. Merciful Word does not state how long the bonus lasts for, and I'm incredulous that anyone would take damage for this bonus. Viceroy of the Starts: You can't take full round actions in 4e.
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.
Qirsi (4e Race) Unbalanced abilities and skill bonuses. "May not use healing surges" is broken. None of the Unconscious Powers fall within 4e design guidelines. "1d20" isn't a defense. Several at-will powers bloodies and immobilizes the PC regardless of if it hits, some would be overpowered even as encounter or daily powers, some ignore existing 4e mechanics altogether.
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
REV Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
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 Pyre I'm not sure if this is supposed to be a template, race, class or creature.
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)
Ratarien (3.5 Race) Ability score bonuses need normalizing. No other 1 HD humanoid has anything even approaching an average of 18 Dex, 14 Int. They make better wizards than high elves.
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.
Reborn (4e Paragon Path) Re-Understanding is possibly too broad; it allows you to chose any feat (through human), any racial power (since they are accessed through traits). Not sure why Raining Destruction has a +4 attack bonus - it's already "accurate" since it's a weapon attacking a NAD, also seems a bit odd that it stuns on a miss but only knocks prone on a hit - the miss is arguably more useful.
Red Essentia Destroyer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Red Pyramid Thing (3.5e Creature) There are some things here that aren't explained: where does the d20 HD come from? How does it have fighter-only feats? What are the stats on this great knife or jewel egg?
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 Aging (3.5e Equipment) +2/+4/+8 bonus? That's A LOT for a ring (look at bracers of armor, etc). Also a price needs to be added.
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.
Royal Appetite (3.5e Flaw) Flaw does not have a consistent negative side effect and is too easily overcome with money, which is not in accordance with UA flaw design rules.
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.
Rune Classes (3.5e Variant Rule) What does "defend upcoming magic/Psychic skills" mean? What does "the EXP curve is doubled" mean? Can you be more explicit about which base classes receive which "special feature"? How are these massively powerful features to be balanced?
Rune Girl (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Runic Creator (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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 Fire (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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) Numeric penalty is to charisma-based skills, and easily bypassable by having a "designated masochist"
Saiya (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.
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.
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) reading the abilities and the discussion page quickly points this out. It is effectively a magic killer that gets infinite crits and a +5 vorpal weapon for free. This is off balance enough that it needs to be tweaked down badly since it effectively replaces two individuals in a party and still would wind up stronger than with 2 separate classes. Oh I also need to point out that the class completely ignores everyone else's defense by level 20, and I do mean EVERYTHING (no DR no magic defenses no armor.) This doesn't even count in all the additional attacks and confirmed criticals he gets for free. An lets not forget about free soul traps at 17th level.
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.
Schiavona (3.5e Equipment) Tivanir (talk) 11:03, 7 March 2013 (MST)
Scholar(Teoryran) (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Sea Pony (4e Race) Abilitiy scores, languages
SeeD (3.5e Class) unlimited casting power per day is way overpowered with having spells of their own. Draw magic lets you gain infinite spells from a friendly caster
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Seishin Kitsune (4e Race) Move Change Shape to a level 2 racial utility power. Modify Trance attack to be an encounter power. Change Wild Speech to read "You can communicate with natural and fey canines." Powers should never change ability scores. Natural attacks are useless without an enchantment bonus at later levels. In general Change Shape seems unnecessarily complicated.
Senile (3.5e Flaw) Please be familiar with the basic flaws at UA:Character Flaws. No-one will take this flaw instead of UA:Inattentive.
Sensitive Eyes (3.5e Trait) 30 ft of darkvision for dazzled in sunlight isn't fair
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 despite having no real drawback needs more or a more potent weakness - this is similar to one in Races of Faerun
Shadow (4e Race) Needs to be toned down. In particular invincibility as well as major damage reducers push this to be overpowered. Symbiosis allowing access to another creature's powers is massively abusable. Weapon Shade renders the race incompatible with some classes.
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 Reaver (4e Race) 8 speed is too fast. +8 stealth is broken. Strangely doesn't have the shadow origin. Permanent insubstantial is overpowered, especially when stacked with a broken power that halves damage again. Fluff is not good.
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.
Shadow bond (4e power) So if the character is carrying a light source, or a party member is carrying a light source, or the encounter is in the daylight, or moonlight, the roll of 2 or lower has no effect? Anyway, in general, encounter powers should not last more than one turn.
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.
Shield Knight Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shield and Spear profiency 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.
Shifters (3.5e Race) See the Discussion page.
Shifting charge (4e Power) "Reliable" is a keyword for martial daily powers. Attack and defense fields makes no sense at all.
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Sister Complex (3.5e Flaw) Flaws should not give bonuses.
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
Skeletal Godling (4e Epic Destiny) Does not explain what the dominions do; the worshipers do not follow 4e standards (Are they Summons? Companions? Henchmen?); Devout Worship doesn't follow the standards for Summoning powers.
Skull knuckle (4e Power) Encounter powers don't cause half damage on a miss or cause ongoing conditions.
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Smithy (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Snakeblood Opposer (3.5e Race) Several racial abilities make very little sense.
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Songweaver (4e Class) If you introduce a new implement, you also need to introduce enchanted versions (even if it's just magic flute)
Sons Of Odin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Sorrowsworn Acolyte (4e Epic Destiny) The shadowravens don't actually do anything. Ranger beasts have a statblock with a basic attack, and beast rangers have a suite of Beast keyword powers. Suggest you look at arcane Summoning powers instead.
Soul Bender (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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 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.
Soulscorch (4e Feat) Encounter powers should not inflict ongoing damage.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Spamming facts (3.5e Flaw) Flaws are supposed to penalize you, not your group.
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. This means with bucklers and two weapon fighting you would be able to pull off at a minimum 6 attacks that will hit and that means 6d4+132d6 as straight damage. This thing needs serious work.
Spartan (4e Race) Absurd ability bonuses, one too many skills, flat AC bonus is a no-no. At-will attack power with +5 bonus? Twice my speed in which jump?
Spartan 3 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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
Speedstrike (3.5e Class) Overpowered, not being worked on and would be easier to recreate from scratch. In the current form it is completely unplayable (whirlwind at level 2 as a bonus feat and movement speed of a monk) and it just gets worse from there.
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
Spell Wolves (3.5e Race) Way too good, what with at-will telekinesis and all.
Spellcasting armor (3.5e Equipment) That price is really low for attaching it to armor especially with armors that negate spell failure chance. At 20th level the average caster will have +8 to +10 which doubles to +16 to +20 a staggering amount of difference, and basically says my spells will fail never. I would suggest this as an epic ability and a static +1 through +5 that adds the corresponding number to your saving throw. Otherwise at level 40 if you can get past spell resistance you could probably kill the CR63 due to your saving throw modification (at level 40 the average bonus would be about +20 to +25 making it +40 to +50.) This also doesn't play into the factor of other races for higher base stats (it rewards non humans more due to stat adjustments.)
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?
Spiderbound (4e Paragon Path) Web of Light/Darkness doesn't explain when the Restrained condition ends and the zone's duration is inappropriate for an encounter power. Spider's Fangs is a daily but has no Effect or Miss conditions. Spidershape should probably disallow Weapon and Implement attacks.
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.
St. Amand 8 squares is too fast; Designed with 3e in mind: Fanatic makes no sense in 4e, and there are no "other mind affecting spells" in 4e.
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.
StarDust Warrior (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Stone Golem (4e Race) Large size. Ability score penalty. Vision: pick one. Language: All races should have common. Skill bonus is too high. Runescribed: What are these damage bonuses being applied to? Epic tier bonus is broken, ignoring existing mechanics for this. Unconditional AC or attack bonus. Encounter power is overpowered in various ways. This race is fixable, if I don't hear from the author I'll go ahead and do it.
Stranglethorn (3.5e Race) This thing can't be rated in its current form as it effectively has a -5 ECL. The amount of abilities it has is ridiculous and it costs you 8 levels but gives 10d8 hp? needs rewritten pretty much from scratch.
Strigi (4e Race) Uses unlimited flight, "Supernal" starting language, "Armor Preference" and "Strigi Mind" unbalanced.
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.
Summoner (3.5e Class) obviously overpowered
Sundowners (3.5e Race) As a humanoid, it requires a subtype.
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.
Swinling (4e Race) Why does this weapon power cause 1[W] damage on a miss? Katar is a superior weapon.
Switch (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Sword Elf (3.5e Race) favored class is a specific class or classes. Nothing has everything as a favored class. Second this level adjustment is far too low. Based on three bonus feats, the other abilities and the score adjustments you are looking at +5 for standard 3.5e or +4 with RoW since you also will need to upgrade the feats to compensate. Tivanir (talk) 16:11, 6 April 2013 (MDT)
Swordfighter (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tackle (4e Power) No weapon or implement keyword, so will fall behind the enchantment curve. "In the same square" - any need for this?
Tactician (3.5e Class) 9 Apr 2009
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.
Teddy Bear (4e Race) Cute Charm can stun from 1st level; suggest grading its power at 11th and 21st level and making a Minor action. It will perhaps also need a bonus to-hit to make up for lack of enchantment bonuses (per racial attack powers); it's going to fall behind quickly. Also, applying a status effect over 9 squares on a miss is normally the duty of daily powers.
Telekinetic Adept (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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 balance of this class is currently being debated. Playtesting may be required to determine its appropriateness for your campaign.
Tenro (3.5e Equipment) way overpowered for the price
Terrible Tumbler (3.5e Flaw) A flaw must have a meaningful effect regardless of character class or role.
Thalysis (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
The Darkness (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Thieves blade of luck (3.5e Equipment) Additional effects need balancing, then worked into creation costs and market price.
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.
Tigerborn (3.5e Race) The ability score adjustments may not be odd numbers. Tiger Shape does not explain itself enough for gameplay.
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.
Totem Shaman (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.
Trap Master (3.5e Prestige Class) Per talk page
Tren (4e Race) No justification for darkvision. Troglodyte Heritage is effectively an at-will ability with an ongoing condition, which is unbalanced. Mauling Charge should have the weapon keyword and rangemod? Otherwise it's not going to scale correctly.
Tribal(Teoryran)(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trickster Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trickster (3.5 Base 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.
True Samurai (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tsuku-Master (4e Class) See talk page
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.
Twinborn (4e Race) No justification for darkvision or supernal language. "Two Heads are Better than One" has no function in 4e: Your passive perception is always available anyway.
Twitchy, Nervous (3.5e Flaw) The format for skill-based flaws is -4 to two specific skills.
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.
Two-tail Sneak (4e Feat) Since the stealth bonus is unconditional, it needs to be typed; i.e. "+2 feat bonus to stealth".
Tyrannosaurfolk (3.5e Race) Odd ability score modifiers. Racial Traits are poorly explained. "Reptile" is not a creature type. Definitely needs more work.
Tzakarath (3.5e NPC) Unplayable. Please see discussion.
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 Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead control I Be aware of how summonings work with regards action management
Underarmor, Dragoncloth (3.5e Equipment) as its own set of armor this is fine but armor does not have layers.
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.
Unicorn (4e Race) These languages do not exist in 4e. Save some space and just say they have the wizard's prestidigitation cantrip. Magical Prowess needs to do something. One too many skills bonuses.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms
Vanguard Shield (3.5e Equipment) Tivanir (talk) 11:15, 7 March 2013 (MST)
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.
Venustas Fabrica Venator (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Voherren When does overdrive end? (Clue: Encounter powers with unrestricted activation do not last longer than one turn); for Reassemble what exactly is the functional effect of "You appear in your square, or a square adjacent to it"? Why can't this just be "You shift 1 square"?; Grip and Reassemble should be moved to Racial Utility Powers; Abilities should be of the format "+2 to X; +2 to Y or Z"
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.
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!
Warboss (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines. Bonus feats probably need removing for this to be balanced.
Warforged Warden(3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
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 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
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.
Weaver (4e Paragon Path) Encounter power should not cause ongoing conditions, nor create zones that last until the end of the encounter.
Wendigo (4e Race) Consume: Burst 5. Are you sure? Thats 36 squares. Encounter powers should not deliver ongoing effects. Suggest +4 attack bonus at 11th level and +6 at 21st.
Whirling Blade (3.5e Class) See rating
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. Encounter powers shouldn't impart ongoing effects. 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)
Winglord (4e Class) Provides better unarmed damage, and some powers are explicitly for unarmed attacks, but class provides no system for keeping up with weapon enchantments. If Kinetae is a form of Arcana, then make the power source Arcana.
Witcher (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Wolf Druid (4e Creature) Unbalanced, is this supposed to be an Elite creature? Confusingly worded traits and powers.
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. 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.
Worst Luck (3.5e Flaw) Puts too much onus on the DM, who has enough to keep track of without remembering a single d20 roll. Is there some other way of doing this?
Wrath of The Guardian (4e Power) ongoing stun as an at-will effect is clearly massively broken
Wrench (3.5e Equipment) See talk.
Wrestle Down (4e Power) "Strength-2" is not a defense. Perhaps you mean Fortitude? Which makes this the same as the Grab action. In fact, less powerful, since it can't be sustained.
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.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yearling Gene (3.5e Trait) See talk. This trait has in-game lifespans relating to in-game statistics. D&D can move very quickly or very slowly. More of a comprehensibly balanced trait (which cannot vary by game) is needed.
Yuan-lie (4e Race) Scrap "can't run" - 4e races shouldn't give penalties. Change Snake Bite to a minor action and remove the ongoing damage in favour of some other effect. Encounter powers should not impart ongoing damage. What's the justification for Darkvision?
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.
Zhooshez (4e Race) Broken abilities, size, speed, languages, skills, traits and power. Wasn't even made for April 1st.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Zui Quan, Monk Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Zuoken foot (4e Power) At-will powers should never impart ongoing damage, or cause half damage on a miss.
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