Needs Balance

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

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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"
Abyssal Murderer The attack powers will need the Weapon or Implement keyword, or otherwise have an inherent tiered bonus (or they are going to miss a lot)
Adamantine Knight (3.5e Prestige Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Advent (3.5e Prestige Class) A non epic prestige class (and even an epic prestige class) should never automatically grant divine rank.
Agent (3.5e Class) This is a very good start, but some things are really quite out of whack, especially the noncasting specialisations. These need to be compared to actually effective builds of this type when measuring what they can do, as potential power means nothing in the face of actual power.
Aht Urhgan Blue Mage (3.5e Class) Not enough playtesting to determine balance.
Aikijitsu Sensei (3.5e Class) Base Attack and Saves are incorrect, please refer to the rulebook.
Algida's Tear (3.5e Equipment) 02:50, 30 April 2015 (MDT)
Allergic to Alcohol (3.5e Flaw) Penalty can be trivially avoided by simply not drinking alcohol. There is an edge case of someone tricking you into drinking (or the edgiest of edge cases, being a blood drinker that drinks from an intoxicated victim), but this is not going to happen often enough to be worth a bonus feat.
Almost Hit (3.5e Spell) Is a bow required? should it be a Focus? The description involves a movement, so shouldn't this have an S component? Do you need to be proficient with bows?
Aluminum (3.5e Equipment) ok lets go through this, its like mithral in that it is somehow stronger than steel? The figures need adjusting. Also suggest guideline on how it is extracted from ore in a typical medieval-fantasy setting, since it's more difficult than other metals.
Andarra Bloodmane (3.5e NPC) This NPC's statistics are undergoing renovation at this time and are not yet finalized. --Argent Fatalis (talk) 21:39, 20 May 2013 (MDT)
Angelic Armor (5e Equipment) lack of statistics and facts. (Perhaps add some quotes from gameplay?)
Anima Toughness (3.5e Feat) 01:32, 4 July 2015 (MDT)
Apex Predator (4e Class) I don't know if the OP intends to continue work on this: Class is still frontloaded with all the features at level 1, further progression is very uneventful, dead level after dead level. If there's no further development I'll continue to migrate things to Smilodon Maioribus (4e Elite Character)
Arasi (3.5e Race) See the talk page.
Arborens (5e Race) Queries on talk page.
Arcane Physician (3.5e Class) No justification for three good saves, weapon proficiencies are specific but unexplained; "If an arcane physician kills someone": 'person' is undefined, does it mean any humanoid? Seems to be a thinly veiled Doctor Who. Relies on a piece of equipment for spells, doesn't explain what to do if it is lost or destroyed.
Arcane Warrior (5e Class) See talk page
Archaic Gothic Fighter (D20 Modern Advanced Class) Improved PL and Modernize Weapon don't make any sense
Archanians (3.5e Race) x0 template does not match the traits; favored class is unusably incomplete; Regeneration and Flight is a combination worth more than +1 LA (I can just fly up out of harm and regenerate my wounds), the "flaws" do not balance this.
Archer, Noble (3.5e Class) Devastating Shot - what action does the spot check need? I also don't think this should effect creatures not succeptible to critical hits. Called Shot is not balanced against creatures with unusual anatomies (e.g. beholders) - it mentions "reduced effects" but this is vague, which makes a weak design. This is one reason why called shots are not in the base rules.
Archer of Infinite Blades (3.5e Class) Why play this class? See talk.
Architect (3.5e Class) Just looking at level 1 I see problems. It doesn't cost anything to make the small construct, just 8 hours. So I can make one per day. If I have a month of downtime between adventurers, I now have 30 of these assistants. I now have 30 attacks per round.

Reply: If you read the Army Outfitter ability, it implies you can't. On that logic I made this class for a player in my campaign and so far we have run from level 1 to level 8 with average gold gain and everything seems ok.

Armor Fusion (3.5e Race) Looks like it will need a LA; x0 template needs filling
Armor Padding (3.5e Equipment) it actually is pretty alright right up until it gives DR. Nothing else except for adamantine gives DR and that is because it is a super hard material. Hell mithral has a much higher hardness and doesn't give DR.
Aroghin (3.5e Race) Anger Mastery needs to be clear as to what conditions it works under.
Arsamri (3.5e Equipment) Traits, terminology, template need fixing.
Artemis Eye (3.5e Equipment) Clearly a magical weapon or an artifact, rather than a base weapon; please use Template:3.5e Magic Item or Template:3.5e Artifact.
Artificer (4e Class) You can't dual-wield a staff and a blade, since the staff is a two-handed weapon. The bonus Blade Opportunity feat pushes them to use a blade, so staff is quite inappropriate as their implement. The Rune Caster feat is a mandatory bonus feat for the artificer, and can only be taken by an artificer, so it's not really a feat, it's a class feature - not that it works, since none of the powers have a Rune keyword and it's less useful than taking Staff Expertise.
Ashiian (D20 Modern Race) Traits are a mess. Why do they have the Vermin type? (Vermin have no Intelligence score). There's no LA (they have flight and high natural AC) or favoured class. Why do they have skill penalties? What is "angrish"?
Asura (4e Race) Propose these changes: Name change, I might include this in the magazine, so we need to avoid copyright issues with GW2, it's also confusing with the Hindu asura which has been a monster in previous editions; Asura Will needs changing, defense bonuses are usually there to make up a deficiency due to ability scores, but they are already guaranteed +1 will from their abilities; Ingenious Tinkerer should do something even if the character doesn't have those feats; Technobabble certainly shouldn't daze as an effect.
Atom Smasher (3.5e Class) BAB needs to be a normal BAB. Monk rules should be used for unarmed damage. There are no "half-round" actions, maybe a move action or a standard action?
Aura Guardian (3.5e Class) See talk.
Autobots/Decepticons (D20 Modern Race) The transforming trait needs to be much clearer on how it works. There is no restriction on what a "form" is (can I transform into a cloud?), or what weapons can be built in (how about a tactical nuclear missile?). I get all the items hit points... but vehicles can have 50 or more hit points...
Backpack Gatling Gun (4e Equipment) Clearly not suitable as a mundane weapon for vanilla D&D. Since real miniguns need a significant non-portable power source, this would presumably be powered by magic and therefore a magical item.
Balloon-Mage (3.5e Class) There needs to be a save to resist having the balloons attached to a creature. How far can the balloons lift someone into the air? What happens in a dungeon? Maybe summoning a hot-air balloon would also be a good idea.
Barbarian, Tome (3.5e Class) This is way overpowered, right? Fast Healing alone makes this class invincible from levels 1-10
Basket-hilt Broadsword (3.5e Equipment) Tivanir (talk) 11:11, 6 March 2013 (MST)
Battle Brother (3.5e Prestige Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Battle Scythe (3.5e Equipment) So, you start with a scythe, then you increase the average damage from 5 to 7, and add Reach? Even if you make this exotic, it is two steps overpowered. The weights, hardness and hit points are all wrong. That's not even getting on to the variants.
Battle Wizard (3.5e Optimized Character Build) No optimization here.
Beast Shaman (3.5e Class) This article is in the process of being constructed. Please do not alter or edit the Beast Shaman class unless for administrative or site specific functions.
Beast Shaman Maneuvers (3.5e Maneuver) This article is part of a class that is not yet complete. Please do not edit this article unless it is for administrative or site function reasons.
Beastial Instinct (3.5e Flaw) Why choose this flaw?
Beriadan's Warcraft Death Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Berry Picker (3.5e Flaw) Does not follow the guidelines at UA:Character Flaws.
Berserk (3.5e Race) Ability bonuses, fast speed, huge skill bonuses, two bonus feats mean this needs an LA
Bibliophile (3.5e Trait) Will save needs to be removed.
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 Lion (4e Class) Makes a poor striker, with no bonus damage anywhere. The author on the talk page argues that the Black Lion Lead's Mastery Path feature makes up for this, but a core striker feature should not be offloaded to an optional path that the character can't access anyway until level 11.
Blade Master (5e Archetype) See talk page
Blade Master Sword (5e Equipment) Unclear what the point of this is.
Blade of mummy's rot Please refer to the magic item creation costs in your DMG. The base price of a +4 weapon is 32,000 gp - so a +4 dagger that can instantly kill any creature is hardly going to be 7000 gp.
Bladed Cape (3.5e Equipment) No category (martial? exotic?) or handedness. Cost seems a bit much.
Blessing of the Ancients (4e Power) Is this a close burst or an area burst? Implement attacks do not target AC
Blood Bender, Variant (3.5e Prestige Class) Tivanir (talk) 09:42, 6 May 2014 (MDT)
Blood Mage (5e Class) 5e class from scratch using core classes as guideline
Blood Mage Powers (4e Power List) Encounter powers should not have "(save ends)"
Blood Weaver Powers (4e Power List) Are these weapon or implement attacks? Also watch wording ("Upon dropping to 0 health for the first time in battle" -> "You drop to 0 hp for the first time in an encounter."
Bloodwatch Knight (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Bofro (3.5e Race) Skunk spray needs to use actual conditions from 3.5e, probably sickened. Creature template needs completing or removing.
Bolt Magazine (3.5e Equipment) should require 2 rounds to reload, confer a -1 to hit for being bulky and take 5 rounds to replace when you run out of 20. ranged weapons are slower than melee because no one would melee if you could just kill everything from a distance.
Brecht, Cerilian Human (4e Race) Is this part of a campaign setting? If it's not presented here, then just say "Common" for language. Ability scores fall outside of normal design guidelines. No such thing as a "cultural" bonus. Fluff needs to explain how every Brecht, from commoner to nobility, is trained in a superior weapon, and if they do have this trait you should drop the bonus feat.
Cabbage to Gin (4e Ritual) Is this on par with other 5th level rituals?
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.
Cast Iron Grenade (5e Equipment) Needs modifying into a grenade-type equipment (per DMG) rather than a weapon
Catgirl/Nekomusume/Nekomimi (3.5e Race) LA is not well balanced, since the player can pick and choose, for example you can take a penalty to a dump stat for -1 LA.
Change of faith (3.5e Feat) the mechanics of this make no sense. You sense motive with a Sense Motive check, not "d20 plus your will save" (aka a Will Save). If you have to be LG to take the feat, there should probably be some restriction to how you change alignment. Lastly, I think by "level" you mean "hit dice"
Chaos Dryad (4e Creature) No such size as "medium-large"; Chaos and Psychic are not creature keywords; creatures do not have healing surges; needs a Fortitude value; Will score is incorrect; Attacks need attack values; Shift power doesn't adequately explain the ramifications of changing size, and the creature doesn't have a power that lets it use the claws; Cannot have a split ability scores; Ability scores and skill values are incorrect; I can fix this if given permission or otherwise abandoned.
Chaos Meditator (4e Feat) Elemental Preference represents a permament defense bonus and proficiency, which is not in accordance with multiclass feats
Chaotic Angel (3.5e Race) LA is not correct.
Chigiriki (3.5e Equipment) The balance of this weapon needs to be reviewed so that it fills a worthy niche and is useful.
Child, Variant (3.5e Template) Is this a class or a template? In addition some of the class features are rather good for -1 ECL.
Child of Nature (3.5e Trait) Fails UA:Character Traits#Behind the Curtain: Designing Traits
Chiroptera (3.5e Race) "Difficult" is not a maneuverability for SRD:Fly. Air Attack, Noctis and so on still do not make mechanical sense.
Chitine (4e Creature) Too many powers; monsters do not have "daily" powers.
Chronic Disease (3.5e Flaw) These all need vetting for balance and appropriateness as a flaw. Insuline requires modern-day technology to synthesize.
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.
Clumsy See UA:Character Traits
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?
Commando (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Complacency I'm still not sure what this is. (Is it a flaw or a feat? D20 Modern doesn't have flaws) Does this occur on a natural 19, or if the attack roll result is a 19? Is "loughing" supposed to be "laughing?"
Complete Apathy (3.5e Trait) Benefit should be a bonus, not an immunity: Countering a bluff isn't just about reading emotions. Drawback needs to be more specific about which checks it applies to (if I'm using Use Rope to tie up an unconscious enemy I'm "interacting with others", but clearly the penalty shouldn't apply there.
Concentrated Strike (3.5e Feat) This is mechanically very weird. You need to "fail" the skill check in order to succeed: if you're taking this as a level 10 fighter with the 10 skill ranks, you'll always pass this check. It doesn't say there needs to be a target, how often this can be stacked, or how long the bonus lasts for: as written I could concentrate for an hour for a perpetual +3000 damage bonus. The example has a 9th level character, I'm not sure how that character would have the prerequisite BAB 10+
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.
Cora (3.5e Campaign Setting) Someone needs to take a look at Cora Stones, 3.5e Boosts and the classes that use them because it's not clear how they work.
Core-Jump (3.5e Spell) Meters? Direction? What have these got to do with 3.5e? Why not just use SRD:Jump?
Core Blast (3.5e Spell) Is this a ranged touch attack, or does the target get a save?
Corena (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Corrusium (3.5e Equipment) much too low of a cost when it can render entire classes pointless
Couazol (4e Race) Godly Descendant is highly dependent on campaign, should be optional (i.e. a feat)
Courageous (3.5e Trait) The drawback is mechanically poor. It becomes increasingly easy to avoid for characters with a high Will, otherwise it can force the behaviour of other PCs, which isn't good.
Craft Magic Tattoo Variant (3.5e Feat) I've fixed a lot of the terminology, but the random table needs looking it. Considering the creator will be 17th level or greater, these "penalties" are not at all severe or can be avoided (by acid/fire resistance, or immediately healing the damage, etc). Should also be clearer what spells can be used in a continuous tattoo (to avoid the ol' continuous true strike)
Cranes (4e Race) The traits are all melee weapon related, which rather forces class choice. Refers to a "winglord" class?
Create Minion (4e Ritual) Does not follow the standards for either summoned creatures or companion characters, breaks action economy, can have a proficiency in a superior weapon, implies that it can be used in combat but doesn't present the required stats.
Create Undead (4e Ritual) Does not say what statblock is used for the zombie minion (one from one of the monster manuals?) or how commanding the zombie ties into action enconomy.
Creation God (3.5e Racial Paragon Class) Features need to state if they are Ex, Sp or Su; how many times per day can they be used; some features don't make sense: targets of gravity push "take 1d5" - 1d5 what? Damage? Why a d5?
Creed (3.5e Race) Automatic critical hit has no justification.
Creepy Kid (3.5e Feat) A class feature-like ability is gained and later a permanent spell effect.
Crystalics (3.5e Race) Essence of Crystals and Planted Seed belong in the description. Stages of race's lifecycle are not traits, particularly if they take a year to process. High LA races are generally unbalanced, and there are areas here where the LA can be reduced, for example by normalizing the Con / Dex modifiers and reducing the DR.
Crystalline (4e Race) "Construct Traits" are a holdover from 3e, and make no sense in 4e. Suggest examining the mechanics for 4e Living Construct races (Warforged and Shardmind) and trying again. Crystal Shape needs careful wording. Compare with Prestidigitation and think of some mechanic other than a percentage roll (which 4e doesn't use).
Cullen (4e Race) Cullen Durability: Now some adventures might be entirely indoors/underground, some might be at night, some will be at day, so let's say that this will take effect 1/3 of the time. There are 4 defenses, so this trait is worth a bonus of +8/3. This is more than twice as powerful as a normal trait of +1 bonus to one defense.
Curious (3.5e Trait) No mechanical drawback related to the benefit.
Dace (3.5e Deity) "Maximally one step away from deity." Maybe this should be labeled as a Hero Deity?
Dagger of the Gods (4e Equipment) Costs are incorrect, please refer to the Player's Handbook. As a stock +2 magic dagger is level 6, this dagger should start at level 7.
Damascus Steel (3.5e Equipment) Holy hell batman this is about 10 times better if not more than adamantite and costs about the same. This thing needs a major overhaul to be workable.
Damascus Steel (LD) (3.5e Equipment) A lot closer than the other entry but since you are effectively combining mithral and adamantite together the cost should be slightly higher (about 45k for heavy scale from there.)
Dark Defender (D20 Modern Class) See talk.
Dark 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 (Paragon classes excluded).
Dark Surge (3.5e Template) Since Dark Surge seems to be involuntary, a creature with this template will inevitably explode.
Dark monk (3.5e Alternate Class Feature) Taking a base class and adding an ability score bonus and proficiency with all weapons is obviously overpowered.
Deadly Strength (3.5e Flaw) This has been through several iterations, each has had problems. With this revision, the penalty is not significant: needing to cause non-lethal damage does not occur often enough, and for a barbarian that just chops up goblins this is a free feat.
Deadpool (3.5e Template) Unclear if this should be marked as a joke article or not, but should have more description on how a deadpool's are made and how they fit into a D&D campaign, and there are clear balance issues.
Deafening Spell (4e Feat) D&D 4e does not have a "deafened" condition.
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 Reaver (3.5e Equipment) Needs to be clear on exactly what "blade wave" is.
Deceiver Debris (3.5e Equipment) bonuses are way too high for the amount of money this thing costs.
Deity (3.5e Racial Paragon Class) Saves are still incorrect, see talk page
Demi-Demon Traits need rewriting to meet 5e standards.
Demigod (3.5e Template) LA is incorrect. Does not say how often divine favor can be used.
Demigods (3.5e Race) Traits are poorly defined. Doesn't tie in well with D&D's divine rank system.
Demonic Aura (3.5e Feat) Since "half-demon", "soul of demon" and "demon heritage" are not things in the SRD, please provide wikilinks (or book and page number) for what you mean. "People" needs defining: is it just humanoids? Does "all intimidation checks" mean just the character's checks? The aura radius needs to be in multiples of 5 feet (D&D doesn't even use meters).
Department-7 (D20 Modern Occupation) rather underpowered for an occupation.
Dependable (3.5e Trait) The drawback is trivially avoided, ill-defined, and the penalty is arbitrary and unrelated to the benefit.
Destroyah (3.5e Creature) and a review. This thing isn't more powerful than gods if you actually level them where they should be (hectonaires are godlike brothers to the gods and while regular gods are weaker it's not by leaps and bounds.) second as a monstrous creature it wouldn't actually be this high of a cr because it isn't a god or related to them. Third if this was really an issue any high level deity would simply unmake it because you don't get a saving throw from that divine power. So this thing in reality is pointless. Also as a side note with a decent party, equivalent equipment and greater sustenance this actually isn't very strong and would easily lose to a 4 man party.
Destructive Axe (3.5e Equipment) damage scheme does not follow standards
Devil's Bane (3.5e Equipment) This is not how poisons work; they deal damage once, not once per round, then a minute later they deal damage once. "Feeling tired" is not a game effect. Poisons deal the same damage no matter how they are consumed. DC 16 is incredibly low to make a poison with a save DC of 30, especially given that nobody knows how to make it. At DC 16, even a commoner with 0 ranks can attempt it.
Devil Preparation (3.5e Feat) Grants too many bonuses.
Devotion (3.5e Feat) What is a domain's "greater power"? I thought it might be a typo for "granted power", but it's mentioned twice.
Dhampir (3.5e Template) LA 3 is not enough for the abilities and ability score changes that this template proposes.
Disease (Elder Scrolls Supplement) Should adpated to use the rules for SRD:Disease, since there are rules for disease. C'mon, this isn't rocket science.
Disorganized (3.5e Flaw) See talk page.
Disrupting Spell (4e Feat) With respect to monster statblocks, there's no such thing as a "nonmartial power"
Dissociative Identity Disorder (3.5e Trait) Repeated appeals to DMs discretion makes for a weak design. The trigger for changing personalities is poorly defined. The examples suggest that the different personalities can have different classes, it does not explain how this would work.
Divinely Spellgifted (3.5e Trait) Drawback is trivially avoided by merely not learning anything from that very small subset of spells.
Draconic Heritage (4e Feat) Rapidly becomes a poor attack, since it does not benefit from enhancement bonuses.
Dragon's Rebirth (4e Paragon Path) Break their Stride: What is "special" about the standard action? Encounter powers should not cause ongoing conditions. Sigil's Defense: How long does the zone last for? Till the end of the encounter, or through a sustain?
Dragon's Wing (4e Paragon Path) Concealing Shadow: How long does the concealment last for? Falling From the Sky is a utility power, not an attack power. Forceful Tactics has no Miss, Effect or similar function required by a daily power.
Dragon (3.5e Creature) Hate to break it to you, but Dungeons & Dragons already has a full suite of dragons. Also, these stats don't quite make sense (the hatchling's saves, hit points, attacks seem to be made up rather than based on ability scores, for example...

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

Dragon Bow (3.5e Class) What is a "draconic" race, does it mean a race with the dragon type? If a Dragon takes this class, how do they wield a bow? The saving throws are incorrect. Features need to be Ex, Su or Sp.
Dragon Slayer Many dead levels; their starting equipment includes mandatory armor, which they will then immediately remove to benefit from unarmored defense; doesn't explain how you "eat your element" to regain spell slots, or how you "coat your limbs" with the element. Dragon Force has an "encounter" duration, but this isn't 4e, and the bonuses are clumsy ("all defenses"? Again, this isn't 4e). Why can't I multiclass? Is Fire Blast a ranged weapon attack or spell attack, and what is the attack bonus and damage? At 16th level, has +6 AC (+10 if you include Dragon Force), perhaps the OP is not aware of how AC scales in 5e.
Dragon Sword (5e Equipment) Well, clearly magical, we are yet to see how magic items are formatted (we'll know more on the 9th Dec.)
Dragon Warrior (5e Class) Please see talk page
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.
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 (4e Class)
Dragoon, Variant (4e Class) Needs an immediate interrupt charge attack to enforce its mark. Jump seems unnecessarily complicated, and breaks the initiative flow in a way that interacts poorly with interrupts, ready and delay actions. Maybe it should be reworded to use the existing Ready Action rules.
Draylian (3.5e Creature) Advancement is "none" - shouldn't this be "by character class"? How is being able to see "radiation" defined in D&D? (can they see everything from gamma rays to visible light to microwaves?) "Survive in any condition" is poorly defined: how about in a pool of lava? The condition of "dying"? Shouldn't they be a living construct?
Dreadnought (5e Archetype) See talk page
Dream Master (4e Class) Weapon proficiencies listed are not 4e weapon proficiencies; "abilities" field is supposed to show what Ability scores are important for this class; hp_per_level should be 4, 5, 6 or 7; "healing_per_day" should be number of surges (e.g. 8 or more); "surgeability" should be blank unless you're using a surge ability other than Constitution; Forge, Sleep, Dream and Nightmare are not 4e skills.
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.
Drider (5e Race) Unusual physiology will need additional rules (can it wear boots?); poisonous bite is quite overpowered for a monk
Drudge Puppet (3.5e Template) There is a whole for a wizard or similar class to get more out of this than he loses.
Drug Lord (3.5e Class) Improvised weapon proficiency refers to a "barkeep". The key class feature is "income", but it doesn't explain fully how this works. Does the character have to be actively working on this, or is it a "downtime activity"? How is the income generated, presumably there is some product involved? Is this an illicit activity, what are the risks? Does the size of the town matter - if you have 30+ followers, surely the income will be capped in a town of 200 people? 17th level "Starting an Empire" refers to 6th level followers, but you don't get these until Epic (21st level)
Druid's Robes (3.5e Equipment) no max dex bonus and even with that this is actually better than padded or leather armor
Dungeonomicon (DnD Other)/Charactonomicon
Dust of Corrosion (3.5e Equipment) you shouldn't be able to render a fighter unable to do anything (most of their equipment would be metal) for 100 gold especially since the higher level items are extremely expensive. This should also work only on regular steel items as I don't think adamantite and mithral can rust (will need to double check that, but fairly certain of it.)
Dwarven Big Game Hunter (3.5e Class) Needs linking to a campaign setting that include firearms, clearly isn't going to work in vanilla D&D
Dwarven Box Gun (3.5e Equipment) Statblock says this is martial; the description mentions a "simple ranged attack"; the categories say this is exotic. Which is it?
Dwarves, Mithral (3.5e Race) +1 LA is too low for bonus ability scores, spell resistance, condition immunites and high skill bonus; suggest increasing to +2 LA or toning down the traits.
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-Bound (3.5e Class)
Earth Rune (4e Power) Bursts are either Area or Close. "Earth" is not a keyword. Implement attacks have a damage type and do not target AC. Strikers should not be getting burst 3 attacks at level 1. Please refer to "How to Read a Power" in the Player's Handbook.
Ebtekal Angel (3.5e Race) really powerful for a la +0. 2 free feats, +6 cha, cha to ac and saves
Effeminate Build Why is being feminine associated with being a whole size category smaller? Is this trait supposed to be for a particular race?
Eijilund Plushies (3.5e Race) Why so many ability score degradations? Shouldn't they be vulnerable to fire? Maybe their size and build should be variable?
Eladradactyl (4e Race) Racial power does not make sense.
Elder (4e Race) Pretty close, but need more of an excuse than "strong headed" to justify not being dropped at 0 hit points, really doesn't fit the fluff either. Scrap Claws Hands if it's going to be half-hearted. If these guys can be claw fighters, give them a Claw Fighting feat.
Elemental Summoner (3.5e Class) Some levels have multiple features while others are dead levels. Could do with smoothing out.
Elementalist, Variant (4e Class) Weapon proficiencies give access to superior weapons. Chaos Power requires round counting, and gives the controller build a striker-like damage bonus.
Elementalist V2.0 (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Elf, Aethrzoen (4e Race) See talk page, issues with languages and weapons
Elf, Alfar (4e Race) Divine Experience is on par with paragon level feats, so needs replacing. Should have the fey origin
Elf, Gray (4e Race) Proficiencies in superior weapons. Reflex bonus when their ability scores already guarantee a reflex bonus. Daily power rather than Encounter.
Elite Gladiator (3.5e Class) Are the features with the same name and function as feats actually bonus feats, or are they class features that stack with those feats? By 10th level, even with a modest Str 18 Dex 18, I'm wielding a huge greataxe dealing 4d6 + 10 damage (before feats and enchantments). This is a Fighter with just more stuff added.
Elusiveness (4e Feat) Does not mesh well with stealth & movement rules, see talk page.
User:ElvenKingSlave/Weapon Summoner If the goal of this class is to be a mix of the fighter specializing in weapon combat (through feats) and a wizard effecting weapons it can be done better. Either add spells with a spell list that relates to weapons or make the command weapons a new complex special ability component sort. Keep the aspects of storing them on himself though as this is unique.
Elven Truesteel (3.5e Equipment) WTF people! You gave it keen and a crit range increase (would cost a minimum of 9k if magically enhanced just for the keen) and you make it cost 1k? At a minimum you should multiply the material bonus by 3 to 27k just for the keen, the step increase would be another 30k easy. Not to mention its better than mithril with only a little more cost?
Elves, High-Mind (3.5e Race) Way unbalanced, that much Int bonus alone should warrant level adjustment or much heavier penalties on others
Elves, Wolf (3.5e Race) The traits are not well written. For example, this pet wolf thing. Pets are effectively a piece of equipment that you buy and then operate with the Handle Animal skill, and there are rules for rearing wild animals. Equipment is not a racial trait. You could grant a bonus to Handle Animal checks when dealing with wolves, instead.
Enduring Flame (4e Paragon Path) "Primordial" is not a keyword. Needs a power source.
Enhancer (3.5e Class) The actual basic spellcasting system of this class is broken, see talk page.
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?
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
Eye Jab (4e Power) "You must be able to reach your target [sic] eyes with your fingers..." - that would be range "melee 1", then? Daily powers should have a Miss or Effect, or be Reliable
Eye Poke (4e Power) Under normal circumstances, the blind condition causes the target to 1)grant combat advantage, 2)hit things with a -5 penalty, 3)not be able to flank. Any one of these might be OK for an at-will power, but the full Blind condition is overpowered.
Ezurian Saber (3.5e Equipment) Tivanir (talk) 11:24, 6 March 2013 (MST)
FMA Alchemy (3.5e Variant Rule) This has been discussed elsewhere, but there need to be counter saves, etc. E.g. why not transmute the air in someone's lungs into water? Also, the balance of the gate feats do not work (not using D&D rules- an "ordeal" may relate to prerequisites, but not change the game's balance).
Faceless Trickster (4e Paragon Path) What PC Race is being used for Doppelganger? The attack powers do not have the Weapon or Implement keyword, so they are going to miss a lot. Trick Blow is actually a power disguised as a feature, and should be formatted as such; also what is the range?
Faerunian Gully Dwarves Please refer to the PHB for correct sizes, speeds, classes.
Fairy Eater (3.5e Feat) Overpowered, the bonus to Disguise alone is better than Skill Focus.
Fang Weapon (4e Equipment) 30 gp for +1d4 damage, +2 attack and High Crit to the spider rider's [B] damage is not balanced: this is better than a magic weapon at ten times the cost.
Fantasty Soldier (3.5e Class) See talk page
Far Strider (3.5e Template) Poorly written traits.
Fast Movment Hard Hits (3.5e Optimized Character Build) No real optimization here.
Fear of Starvation (3.5e Flaw) So if the campaign is in a city, or the character acquires a ring of sustenance, this becomes a free feat. It's also not clear which carrying capacity to use (light, medium, heavy, maximum load?)
Fearless Heart (3.5e Trait) Traits should not include a save to avoid the drawback, and it enforces player behaviour in a poorly defined way, and "fear check" is not defined.
Felid (4e Race) Master Hagglers enters the realm of DM fiat. Glowing Eyes could and should be a level 2 racial utility power.
Ferocious Assault (4e Power) Why would the target not be targeted by the triggering attack? The trigger is that you hit with an attack; that would naturally be your target.
Ferocious Intellect (4e Power) You can't pull an enemy who is adjacent to you, which would be the case with non-reach weapons.
Fifth Party Member (3.5e Optimized Character Build) Incomplete, not really optimized for anything.
Fire Borne (Second Form) (3.5e Equipment) this (even with the weaker starting form) at a minimum would be a greater artifact. There is no limit on the soul charges (problem one) you always knock someone prone (second problem) Huge crit range (3rd problem and it certainly shouldn't be a spread of 5, 4 max) and oh yea it gets stronger?
Fire Darkin (3.5e Race) Traits need tightening up (e.g., fiery step probably needs line-of-sight; what are the mechanics of Blood Scent)
Firearms Specialist (3.5e Class) Advanced Training has stackable AC or Attack bonuses every other level?! How does the equipment upgrade appear out of nowhere? If, say, bayonets are available in the campaign why can't the character just buy one? Reflex sights weren't invented until the 20th century?
Fist Master (4e Class) What is their extra striker damage? (eg: Warlock's Curse, Avenger's Oath)
Fixed Bayonet (3.5e Equipment) damage chart needs reviewed the numbers don't always change.
Flamefist (3.5e Optimized Character Build) No real optimization.
Flamekin (3.5e Race) Getting a special ability which can be extremely costly and requires XP to cast is overpowered.
Flamespark (4e Power) No Action without a trigger, no implement or weapon keyword, Strength isn't a key ability for the Engineer, fixed plus on the damage, stuns as an Effect, and (save ends) to boot, doesn't improve at epic tier.
Fleet of Foot (3.5e Feat) There are already several balanced feats for improving speed (such as Dash in Complete Warrior). Doubling a monk's speed is quite excessive.
Flying Kick (3.5e Feat) What is the DC of the jump check? If the damage is speed-dependent, perhaps use the same mechanic as the lance? (e.g. 1d6 damage; double damage if moving 50' or faster) The rules for knocking creatures down are already at SRD:Bull Rush, why not just link to those?
Force Blade (3.5e Equipment) If the intent is that this can hurt ethereal creatures like ghosts, then the ghost touch enhancement already does this. If it does a bit more than this, then at least use ghost touch as a base.
Force Blast (3.5e Invocation) Tivanir (talk) 07:16, 6 March 2013 (MST)
Force Ninja (3.5e Class) Seems to have been panned on the talk page
Forceful Strike (4e Power) As pointed out on the talk page, this is no different to a melee basic attack. Okay, now it's overpowered.
Forest Hylian (4e Race) The encounter powers encroach on the responsibility of classes. A Hylian with Forest Flurry or Forest Strike is surely a ranger. These are just elf rangers, aren't they?
Foulkin (4e Race) Farspeech is not a 4e language, "attacks that dominate your mind" is undefined: do you mean "immune to the Dominated condition"? In which case this is overpowered. "Working in direct opposition of your symtiote's will" is undefined, and races templates should not give penalties. Large size. An encounter power that gives a bonus until the end of the encounter, so effectively gives the character a permanent +3 bonus to attacks and defenses. No explanation of the "corruption" mechanic.
Four-tail Trickster (4e Feat) Skill bonus needs the "feat" type
Fox-Spirit (3.5e Race) Pretty crazy stats for a LA2/EL3. Compared to standard drow and other LA2 races for how unbalanced this is
Fox Magic (4e Feat) Flat bonus to attack will need a type; i.e. "+2 feat bonus to attack rolls"
Foxin (3.5e Race) This is not LA 0.
Friendly Ghost (3.5e Feat) Is this even plausible given a ghost's horrific appearance? Does it work if a ghost is manifesting? Does it work any number of times, such that passing through a populated area allows you to regain a lot of hit points?
Frost Knight (3.5e Class) Why are they proficient with full plate? Should they get armored spellcasting? This needs to be resolved.
Fruitful Extracurricular Studies (3.5e Feat) Prerequisite ability score should be odd-numbered
Fu'Ara (5e Race) I'd just like to check over with someone on the balance of this race. It seems a tad bit unbalanced in some settings.
Furyans (3.5e Race) Fast healing 10 a bunch of bonus stats and the bonus feat? And it is a LA 0? Also the speed is unjustified (they can't run faster than say a horse at 40ft a round)
Gargantuan Spiked Bolas (3.5e Optimized Character Build) Does not work currently. See talk for a provisional version.
Gaucho (4e Race) As discussed elsewhere, Bugbear-style "oversized" trait isn't suitable for PC races. Permanent +1 reach breaks it.
Geas Lord (4e Paragon Path) Encounter power with a sustain that causes an ongoing condition? Doesn't make sense. The powers do not have correct range types. Pursuasion is an encounter power that gives a bonus that lasts until the end of the encounter. This is effectively a permanent bonus. Geas of Command's sustain doesn't make sense either. Maybe they were supposed to be in different fields.
Gebby (3.5e Race) See talk page
Generous (3.5e Trait) If we are dealing with individuals, 1 gp is trivial, and becomes more so as you gain levels, whereas the benefit is good at any level. This is also ill-defined. What does "dire straights" mean? If I arrive at a city suffering from a drought, are all the citizens in "dire straights", am I compelled to give thousands of people 1 gp? Do I give them an hour of my time consecutively or all at once?
Genothrope (4e Race) Genetic Shuffle, Animal Aspect and Animal Empathy all inelegant. Powers are messy. I will try to fix at some point. A lot of this can be handled through feats and racial utility powers.
Ghost (5e Race) See talk page.
Ghost Warrior (4e Class) Has way too many features now, including three defensive features. Ghost Surge says they get Power Points instead of Encounter powers, but the powers list has encounter powers. A bit of a mess.
Glyphologist (4e Class) The effects of Activate Glyph are poorly worded. I'm also not sure how Invoke is supposed to work, see talk page.
Gnome Loremaster "Divine Scrolls Reader" (3.5e Optimized Character Build) No real optimization going on here, see talk page.
Goblin:Dusgaia Supplement (4e Race) "You gain 1 extra healing surge per level." Must be a typo. Goblin wizards with 26 healing surges by the end of paragon tier?
Goblin Spear (3.5e Equipment) Tivanir (talk) 11:27, 6 March 2013 (MST)
God-Like Beauty (3.5e Trait) The player with the appropriate spells can enjoy the benefit almost all the time, whilst the drawback might only be encountered rarely.
GodHands(3.5e Race) Traits are not at all balanced. Also: "immune to all poisons on earth"; and "3d20 to replace their class HD", what does this mean.
God Smith (3.5e Prestige Class) Wording and terminology is confusing. What does a prerequisite of "Strenght +20" mean? How does the weaponsmithing tie in with the rules for crafting magical weapons? What does "increasing natural enhancement to +20" mean?
Godling (4e Race) Divine Recuperation: Suggest using contemporary values for "average" skill DC, which I think are DC 12 at Heroic, 19 at Paragon, 26 at Epic. Word of Power: Since it doesn't have the implement keyword, it will need a +2 bonus to attack to keep up with enchantments.
Goh'ul (3.5e Race) Lacks any racial abilities, General Clean up and Grammer,Ages, Height and Weight.
Golem-Blooded (4e Race) No justification for two free-choice bonus languages. Expansive Memory: All encounter powers are recharged after an extended rest normally anyway. Stoneskin: Pc Races can have resistances, but not immunities and vulnerabilities. Golem's Strength needs a burst range if it can be triggered by an ally.
Gor (4e Race) A total of +9 skill bonuses and +8 conditional skill bonuses, which is too high. Beast Senses looks like it's been modified from 3.5 Scent ability, as such adds a new mechanic that falls outside normal 4e design space. Just a +1 or +2 modifier to Perception checks to Find Tracks and Nature checks to Handle Animals would encapsulate this. Skirmisher: Races should never restrict equipment or class choices.
Grand Marionettist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Grappler (3.5e Class) being able to ignore an attack per round is a huge advantage especially when the character gets a large hp pool to work from and damage reduction.
Grasp of the Dead (4e Power) Needs weapon or implement keyword. Overpowered; the components of this are comparable with daily powers. Suggest comparing with published at-will powers.
Gray Aria (3.5e Equipment) Can someone calculate the CL, Prerequisites and Costs for this? It looks prohibitive.
Greater Ghost Ward (3.5e Equipment) I think this might be referring to the Ghost Ward in the Magic Item Compendium. That is already a +1 bonus, so if this is better than that, shouldn't this be a +2 bonus or higher?
Greater Two-Handed Weapon Specialization This actually works out better than the Epic feat Overwhelming Critical.
Greenwyrm Scion (4e Paragon Path) Tail Sweep's miss effect is too powerful. Frightful Presence's effect is that of an Attack power, not a Utility. Luring Glare needs a cap on the slide, or make it a pull, otherwise the player can move the enemy indefinitely. If the target ends up more than 3 squares away from the player (because, say, the player moved away or the target was teleported), it can't move at all (since even moving towards the player will be "more than 2 squares"). Careful rewording will fix this.
Grimlock (4e Race) +1 to all defenses all the time is overpowered. I know this is ostensibly conditional, but once you've made the decision to wear light armour, this is unlikely to change. Compare with humans, who have +1 to non-AC defenses only; and Deva, who have +1 to all defenses under a condition that occurs only 50% of the time.
Grinreaper (3.5e Prestige Class) Full BAB and Spellcasting is overpowered. Poorly written flavor, abilities do not make sense together, also author doesn't know how to spell "Grim Reaper"
Guard (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Guardian's Shield (3.5e Equipment) Provides the same AC bonus as a tower shield, but without the penalties. suggestion increase the armor penalty by an additional two for each type remove wicker and give it a minus for attack say -1 on hit rolls. also make it an exotic shield proficiency and tower shield proficiency. also this should cost a whole lot more.
Guldarine, Caliginous (3.5e Race) Slight fatigue is not well written, and only serves to hamper the whole party. Beast Form needs to follow the standards for polymorph/alternate form. Favored class doesn't change based on environment.
Guldarine, Coppice (3.5e Race) Has druid as favored class, but then takes a bunch of druid features, so it actually combines poorly. Beast form needs to follow the standards for alternate form. Probably needs an LA.
Guldarine, Palisade (3.5e Race) Don't underestimate the usefulness of a burrow speed, should be worth an LA. Beast form needs to follow the standards for alternate form.
Gum Gum Devil Fruit User Needs to... make... sense?
Gungnir Needs to use formatting for either magic weapons or artifacts. You just need to link to SRD:Vorpal, you don't need to reproduce the text.
Gunmage (4e Class) Many areas of this are not well designed.
  • +2 to implement attack rolls is too high.
  • The bonus to damage rolls is keyed on the class primary ability instead of a secondary ability, so that's too high.
  • Gunmage reflexes should be an opportunity action, not an opportunity attack that then triggers a move intead.
  • Imbued Bullets adds more damage on top of the already-too-high damage bonus above, gives a % chance of doing some effect (which isn't done in 4e), the effects "paralyze", "set on fire", "freeze" do not have definitions in 4e, it doesn't say how long the effects last for, and they seem to be applied to even at-will powers.
  • Apprentice Mage is not explained, it's not a Wizard feature. Maybe it's referring to the Mage feature, but that would be pointless since the Gunmage doesn't take Mage schools.
  • The utility powers are attack powers
  • 4e doesn't have a "misc bonus"
  • Gunsmith doesn't make sense in 4e, characters can do this with weapons anyway.
  • Doesn't explain how the muskets are used as implements, nor provide any magical variants of these.
  • That's for starters, the powers all have various problems.
Guul Drak (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Gymizophun(3.5e Race) I assume the traits are just a rough draft and still need working into something reasonable.
HEV Suit (D20 Modern Equipment) Has a percentage-based damage reduction with vague values, based on the suit's "charge": it isn't explained how charge maps to damage reduction, or at what rate the charge is depleted.
Half-Dragon, Variant Suggestions: "+2 to any other stat": Ah, no, give 'em a choice of two per racial design guidelines. Change resistance to 5 + 1/2 level. Fly: Encounters typically only last for 5 rounds anyway, so round counting is a false mitigation (and is fiddly to boot). Make it an encounter power (see Pixies in Heroes of the Feywild) - if you want them to fly more often have it recharge on bloodied. And, monster-style recharges: if you insist, but we should put a design disclaimer here. The dragon breath attack power is pretty much the same as a dragonborns so you should change it in some way. You need to be more specific when describing what powers or feats you can take from the humanoid race half. If I'm a dragonborn half dragon do I get two dragon breath encounter powers, do half dragon warforged characters get to be constructs and also fly, and can they take all the feats of their half race. I feel that without specification this race is overpowered and will unbalance the game in some places. This race would be overall better as a level modifying character template. Needs more fluff and pictures in all areas. The more fluff and pictures you have the better this race will be
Half-Eladrin (4e Race) A bonus feat is the human's thing. No other race should have it. "+5 resistance vs. powers with the sleep keyword." doesn't make any sense. The feat Fey Senses is worse than taking Skill Focus (and I would hope that it is meant to say "+2 feat bonus".
Half-Elf, Variant (4e Racial Trait Variant) Takes traits that should be unique to humans and elves (human's bonus feat and power; elf's speed) and mashes them together into one overpowered blob.
Half-Kobold (4e Race) I like the idea of fiery stealth, but it is abusable. You can deliberately fail a stealth check (-10 penalty if you run! not to mention heavy armour and shield) and instantly wipe out any number of minions at any range, at will. Fire Shift doesn't seem to have any benefit - all characters can shift. How does group stealth work fluff-wise?
Half-Lavos (4e Race) Since monsters do not have "racial powers", Racial Absorption is reliant on the races of the other PCs. If your fellow adventurers are a dwarf and a human, the half-lavos has nothing to absorb. Racial Absorption should be moved to an optional racial utility power, and a new power created for the racial encounter power.
Half-Moon Katar (3.5e Equipment) Tivanir (talk) 11:19, 7 March 2013 (MST)
Half-Time Lord (3.5e Race) Regenerate and TARDIS channeling are poor design, needs rewriting.
Half Wolf (3.5e Race) This article contains what appears to be an unfinished work, such as citing an "Animal Subtype" (Animals are classically a type), "Humanoid (Wolfkin)", having uneven ability score adjustments (that which do not match the racial template in the listing), some miscategorizing, along with vague or very powerful mechanics (ability to innately ignore difficult terrain). The Level Adjustment is also set too low. --Argent Fatalis (talk) 17:18, 10 July 2013 (MDT)
Hammerspace (3.5e Environment) This removes any humor at all in such situations. "Here is the justification for doing x funny thing haha ? Makes the "funnyness" even worse.
Hand Crossbow, Reworked (3.5e Equipment) see damage table
Harpie (3.5e Race) No maneuverability rating given for flight; "avian body" should use the existing rules for fatigue, does not say how often they can fly.
Healer (3.5e Alternate Class Feature) This is way too much healing. You would heal more than a cleric and get way more starting proficiencies and hit points. I would suggest Whatever the original lay on hands ability states for healing and multiplying it by x2 with an increase to x3 at 10th or 15th level. If his whole thing is healing with a 4 bonus times level (say 5) times 2 that is 40 points of healing instead of 100. Much more reasonable.
Healing Touch (4e Feat) Grants sorcerers too much of the leader role, and can turn bards into healing monstrosities.
HealthTank (3.5e Prestige Class) Saving throw progression is incorrect for a start. Terminology needs fixing (characters do not have a stat called "Health")
Heavy (3.5e Equipment) Does not state a bonus modifier
Heavy Blade (3.5e Class) Persisting Slash needs rewording. What does "side by side" mean, adjacent to the player, or each other enemy? If the latter, what is the range? Why doesn't it cause weapon damage?
Heavy Dueling Sword (3.5e Equipment) So what would go wrong with making a bastard sword martial and allowing you to use weapon finesse with it, so it also qualifies for backstab?
Heavy War Staff (3.5e Equipment) first weapon prerequisites for stats were removed in 3.5. second no martial weapon should EVER be this powerful. The fullblade is pretty much the end all be all of upper limits and this surpasses it and doesn't even need a feat.
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.
Hellfire Casting times can't be "instant"; it's unclear what the duration of 1 round is for (is the target supposed to continue taking damage?); you can't cast cantrips using spell slots.
Hellish Overlord (5e Class) see talk page
Helpless Generosity (5e Spell) Why would the target give you an extra item if they succeed their saving throw? Can't one use charm person or dominate person for this?
Hero-Bard of Awesomeness (3.5e Optimized Character Build) No real optimization here.
Hero (3.5e Class) this class needs a rebalancing to make it good to go otherwise not too terrible. Good saves, full BAB and a group of spells is a bit expensive
HexMonk (3.5e Optimized Character Build) No real optimization here.
Hexblade, Variant (3.5e Class) a bonus shouldn't be higher than a good base save for anything.
Hidden Polesword (4e Equipment) How does it work? How does it change size? Can you still attack with it when it is a smaller size? What does "shift sword" mean?
Hilt Smash (4e Power) "1/2[W]" does not make sense.
Hitman, Assassin More skillpoints than a Rogue, and yet is head-over-heels better than a Rogue in almost every area. "Parkour" effectively gives the character +10 movement speed and +5 to Tumble, and then +10 to Tumble, with no difficulty class. At level 14, the character has +15 to three different skills plus whatever ranks they've invested, and gets less and less penalties to said skills and movement made while taking them. Many of the "executions" are overpowered, but are especially so when viewing the class as a whole. The whole class is overpowered, and does not seem likely to be used in standard, medium, or even high power campaigns.
Hobgoblin Spear (3.5e Equipment) Tivanir (talk) 11:30, 6 March 2013 (MST)
Holy Blade (3.5e Spell) Why does the spell have a radius, but the description says it effects one weapon in your posession? What is "one enemy type", does it mean humanoid, outsider, etc?
Holy Paladin (3.5e Alternate Class Feature) Way too much DR this thing sits at DR 7/- which is on par with a dwarven defender and recieves a higher AC than just about everyone.
Holy Warlord (3.5e Optimized Character Build) No real optimization here.
Homunculus, Variant (4e Race) Vigilance needs some clarification. Extended Rest is an important game mechanic that many powers are keyed off - is the intention here to disallow a Homunculus player from taking them as normal? There will also be adventuring situations where "midnight" doesn't make any sense; e.g. travelling through other planes. Suggest using the same mechanic that other non-sleeping races use.
Honey Badgerkin (3.5e Race) It doesn't know what edition its for (refers to "intellect" ability score, Bloodied value and Minor actions as well as 3.5e terms); traits are wildly unbalanced (full restoration of HP by merely consuming two rations?) and some that heavily restrict class choice; overall a bad design
Horde Breaker (3.5e Feat) Lots of feats compiled into a single one is not balanced.
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.
Hunter of the Undead (3.5e Prestige Class) What is "suffered the loss of a complete level"? Do you mean a negative level?
Huntmaster (4e Paragon Path) Level 20 daily Effect is too powerful: note this occurs on a hit and miss. Was this meant to be on the Hit line?
Hybrid (4e Race) How are the origins taken? Why do some of them require the player take a hybrid class? Method allows me to pick +2 to any two ability scores, or +4 to one score. Some racial powers/traits are designed to go together, for example the vryloka's traits become awkward when uncoupled.
Hybrid 3rd Class Warrior (3.5e NPC Class) Unplayable. Unable to reclaim. Who needs a NPC class anyway. Template posted by author.
Hylian (4e Race) The weapon attacks are a function of class, not race - these are things Link can do because he is a fighter, not because he is a Hylian. A Hylian is a human that lives in Hyrule, so not sure why we need this when a racial heritage feat would suffice.
I can USE shurikens (3.5e Optimized Character Build) No real optimization going on here.
Iaijutsu Master (3.5e Optimized Character Build) No real optimization here.
Ice 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.
Idea (3.5e Race) How does this even work as a character.
User:Idlem/Apocalypse Incarnate (3.5e Class) Terminology is confused. "Extraordinary spells"? An ability is either extraordinary, or spell-like, or supernatural. The dark miracles are all spells, so couldn't you just say that you cast those spells as though they were extraordinary and save a lot of waffle? "Envoy of desctruction" has the PC dropping attitude levels - who with?
Illiteracy (3.5e Flaw) This is not a significant drawback when at least one person in the party can read. For the stoic fighter who stands at the back when there's no fighting happening, this is a free feat. Suggest making it relevant, perhaps a "slow reader" flaw for classes that use spellbooks and scrolls.
Illusionist (3.5e Class) There are a few things - the biggest one of all is 'Over Powered Illusions'
Illusionist summoner (3.5e Optimized Character Build) Not optimized currently, could be optimized if you statted out the whole Shadowcraft Mage progression.
Imbuement (3.5e Feat) Doesn't have a spell slot modifier
Improved Blindsense (3.5e Feat) This is a much more powerful version of an SRD feat (1728x more powerful) and it has much lower prerequisites. See discussion for further details.
Improved Dragon Breath (4e Feat) Involves a lot of effects that are not suitable for an encounter power. Switching to daily might fix that. Like the draconic heritage power, quickly becomes a poor choice due to lack of enhancement bonuses.
Improved Healing (3.5e Feat) Isn't Augment Healing (Complete Divine) what you would take for this?
Improvised Weapon(3.5e Feat) All improvised weapons? So you gain a sudden proficiency in everything not on the weapons list?
Increased Monk Armor (3.5e Feat) Compare with Armored Monk (3.5e Feat)
Infinium, Gun Mage (3.5e Class) Issues raised on talk page
Infurianism (3.5e Trait) See UA:Character Traits, this is a massive bonus especially for a character with Wisdom as a dump stat. The drawback of a trait must be related to the bonus. In addition, the trigger is subjective, the player can just decide if they are feeling an emotion or not. At worst, this might have a DM ruling that a PC is feeling a particular way, and also deciding the PCs behaviour during the "uncontrollable" state: this doesn't "balance" the huge bonus, it's just bad form.
Interdimensional Voyager (5e Background) Mechanical benefits need removing
Inventive (3.5e Trait) The drawback is not significant. If I really have to make a knowledge check after claiming the bonus, I can just wait the one hour out. It also says that the bonus is once per day, but also at-will. Which is it?
Inventor (5e Class) See talk page
Invoke Primal Fury (4e Power) This isn't an attack power. Make it a class feature or a level 2 utility.
Iridium (3.5e Equipment) Yes of course a +2 static bonus to damage means it would cost the same as normal! oh wait then EVERYTHING would be made from this because there is no reason to use steel EVER. Needs price table and adjustment (at least 12k probably closer to 20 for static +2 damage bonus.

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

Jade Empire Monk (3.5e Class) Many of the styles have ramifications, particularly when you are double this or that bonus. There's one that changes BAB, which should not be done as it's often a prerequisite for other things. There's a style that grants +5 to attack and damage rolls. Stunning attacks are thrown around without any limitation. Conditions are referred to seemingly in ignorance of actual 3.5e conditions (Examples: "slowed" and "confused" aren't related to similar conditions. Bad design throughout.
Jagged Hammer (3.5e Equipment) A hammer of this type would be a heavier edition of the war maul and would do 2d8x3. ability score prerequisite needs removed.
Jelly Boots (5e Equipment) I'll reword this at some point.
Jelly Orb (3.5e Spell) So what this does is duplicate the effects of a 3rd level spell. Hmmm.
Jester (3.5e Class) Jester's Feint distracts an enemy by throwing a brightly coloured object. This apparently works against ochre jellies, rat swarms, and is particularly effective against creatures that aren't very good at seeing things.
User:Jota/Gear (3.5e Class) Has a myriad of issues Talk:Gear (3.5e Class)#Large List of Notes.
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.
Kanabo (3.5e Equipment) finally one I can say is under powered. 2d6 x2 is actually low for an exotic weapon for a two hander. strength score needs to come off.
Kantian Paladin (3.5e Class) well let's increase the abilities of a paladin and spell casting for a minor drawback (lower save on REF.) Class needs balanced
Ideas: A: A forced choice between healing or smiting specialization; B: Some tweaks to it in terms of stats or combat prowess to make it more balanced; or C: A change in armor/weapons; maybe they can't use exotic weapons even with the feat, or maybe needing to take a feat for heavy armor
Kantus (4e Race) The encounter power doesn't use Weapon or Implement keywords, so will need some inherent bonus to-hit (typically +2) to stay with the enchantment curve. "Save ends" and Miss effects belong with Daily powers. Stun conditions don't normally come into play until Paragon tier; Suggest having Hit: Deafened and Cha modifier damage (Although Charisma isn't one of their ability bonuses, so that's another issue...). d6 recharges are really a Monster thing. You could have this recharge with some other trigger though, Bloodied for example.
Keldren (4e Race) See discussion.
Kelir Shaythan (3.5e Template) Why not change all your HDs to d12's for LA 0?
Kender Cursed (3.5e Template) The LA / CR adjustment doesn't work since it doesn't take into account a creatures special qualities. Even with the penalties, a cursed wraith shouldn't go from CR 5 to CR 1/2. A PC Wizard could start play at level 5 (ECL 1) with access to 3rd level spells, the reduced attack and defenses doesn't matter a great deal.
Kender Mithral (3.5e Equipment) If people donning this armor typically have charisma modifiers of +4 or more, the cost of this item should be significantly greater.
Khinasi, Cerilian Human (4e Race) Campaign-specific languages and non-standard ability bonuses may require design disclaimer. "Cultural bonus" doesn't exist in 4e. "Magical" is not a keyword, so one can't have a bonus AC against "magical attacks". Katar is a superior weapon.
Ki Ball (3.5e Spell) What is "typeless magic damage"?
Ki Bomb (3.5e Spell) D&D does not have a "typless magic damage"
Ki Destruction (3.5e Spell) Needs to work with a class on 3.5e Spells.
Ki Knuckles (3.5e Equipment) Does not have the correct creation costs or market price; it needs to be either magic gauntlets (weapon) or gloves (wondrous item)
Ki Master (3.5e Class) needs to have some adjustments.
Ki Shackles (3.5e Spell) Needs to work with a class on 3.5e Spells.
Kitsune (4e Race) "spirit creatures" is undefined in 4e. Damage resistance too broad. Harbored Annoyance seems unnecessarily complicated. If you've just attacked a monster, why would it want to make indimitation or diplomacy rolls anyway? The second sentence after Hit doesn't seem to make sense. This could be adapated to make a satisfactory and flavourful attack encounter power expandable through feats, or a racial utility power.
Knight, Teoryran (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight, Tome (3.5e Class) d6 for each level is overpowered.
Knight, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Knight of the Tainted Earth (3.5e Class) Save bonuses need fixing; would probably make a better prestige class
Knowledge is Eveything (3.5e Feat) The melee equivalent (combat insight) is an epic feat
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.
Landbond Enserfdom (4e Ritual) What kinds of creature does this work on? Can the recipient be a cat or an ochre jelly? What kind of creature is the bondsman and what do they do? How is the bond enforced? What is "one hide" or land?
Lapuard (4e Deity) Please pick warpriest domain and divine domains from Domains (4e Index)
Lavos (4e Creature) Powers need cleaning up, and reworking to be suitable for an epic solo creature.
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.
Level Advancement (3.5e Variant Rule) If the group feels they are advancing too quickly, wouldn't it just be less complicated for the DM just to reduce the CR value of encounters by 1? (e.g. a CR3 encounter would grant the XP for a CR2 encounter.)
Liege (4e Class) What is the range on dread aura? Is it actually an Aura? How often can it be used? You make saving throws to shake off a condition, not avoid a new one. The initial roll would be an attack roll vs. a defense. Cunning Aura: If it is once per encounter, that makes it an Encounter class feature. If it causes a condition that is (save ends), then it is a Daily. Brush Aside: can cause a huge amount of damage without an attack roll; attacking creatures would not have a feat or power bonus anyway since only players get these; It has the Implement keyword but doesn't use an implement anywhere; A bonus to all defenses equal to an ability modifier is overpowered. Weapons: What is a dire flail? Role: Is supposed to be a controller, but has significant buffs (leader role), damage bonuses (striker role), but a poor selection of controller-type powers. Powers use an unfocused mix of Intelligence, Charisma and Strength.
Life Drain (4e Power) A close burst 3 at-will attack power that causes 2d6 damage and heals hit points as an effect? This is three kinds of unbalanced.
Lightkin (4e Race) Languages: Supernal (a normally restricted language) and three other languages. PC Races can have damage resistances, but not immunities. The encounter power needs a tiered attack bonus to keep up with enchantments, and damage progression should be 1d8, 2d8, 3d8. Stun effect should not be available for 1st level characters, and encounter powers should not cause damage on a miss.
Lightning's Child (4e Race) Needs to use D&D 4e rules. I can help with this if you wish.
Lightning Guard (4e Creature) Numbers are off (a level 1 artillery would not have AC 18, attack values are off); it doesn't need two basic melee powers
Lizardfolk, Greenscale (4e Race) Athlete is the equivalent of a paragon level feat - suggest making this conditional to whatever task it is that these lizardfolk excel at. Hold Breath: as written they can't hold their breath as long as normal PCs (see the updated "rule of 3" for endurance checks for PHB p 185). Suggest making this a +5 bonus to endurance checks made to hold breath. Still puzzled as to the utility of Claws - why not just give them access to Claw Fighter (4e Feat) instead so that those who want to have a lizardfolk who fights with claws can do so properly at their option.
Lolth's Chosen (4e Race) Some powers have attack rolls, but no hit effects and do not have inherent tiered attack bonuses. "Spiderkind" is not an origin.
Long-Term Addiction (3.5e Flaw) This is still abusable since the new prerequisite is vague. Per my previous example, alcohol can be considered "harmful" and it's trivial to stay supplied with this.
Lunarcrafted (3.5e Equipment) The weapon quality needs a price increase to 8k. substituting other ability scores is huge since strength only covers total weight and melee combat.
Lurer (3.5e Creature) See talk.
Lycanthropic Saliva (3.5e Equipment) Needs purchase cost, mechanics need formalizing a bit better to fit with poison rules.
Lyganium (3.5e Equipment) As the creator of the artificer base class I need to say that this thing is terrible. Costs are not done per pound but how much it takes to make a weapon, armor or shield. Further a blanket +10 to hit and damage would cost in the realm of 3-4 million because it is a static bonus that would be multiplied on critical hits.
Ma'aleca'andrans (3.5e Race) Clearly meant to be enormously overpowered. Everything should be quantified and needs an enormous LA for bonuses like these.
Mace of Light (3.5e Equipment) "Radiant" is not a listed special ability - do you mean holy? Missing item creation details and aura.
Maga fist How does this special attack account for creature with special physiologies? Is there any reason not to attack the head every time? Prerequisite ability scores should be odd-numbered.
Mageblade, Variant (3.5e Class) Dead levels a 5th and 17th, so features could do with rearranging.
Mageblade (3.5e Class) Mage spellcasting plus fighter attack bonuses and more feats - class is very overpowered for 3.5
Magic (Elder Scrolls Supplement) Should be adapted to use UA:Spell Points
Magic Device Specialist (3.5e Alternate Class Feature) This is extreme. I would suggest either 1/2 BAB or make them class skills like other homebrew feats. Otherwise you can automatically use items for most fighters better than most magic classes or thieves.
Magic Water Pool (3.5e Feat) I don't understand. Shouldn't this be an item? Or a spell?
Magic and Magic Items (City-States In Chaos Supplement) Magic item rarity needs a bit more thought. For example, potions of vitality will suddenly no longer be commonly available for paragon characters, and those that are given are now artifacts? Also not sure what is meant by magic moving to other items.
Magical Artisan (3.5e Class) The prestige class or class aspects need to be chosen as one or the other and used throughout.
Magically Uninclined (3.5e Trait) Disparate benefit and drawback.
Magma Golem (3.5e Creature) See discussion.
Magnetic (3.5e Equipment) way too many bonuses for a +1 enhancement. Uses non-standard terminology
Magorian (3.5e Equipment) Totally negating half the classes in the game is suppose to be difficult not cost you 20k.
Making of The Mage (3.5e Optimized Character Build) Doesn't do anything interesting in the way of optimization.
Mammoth (3.5e Class) How is increasing your weight 8 times and growing a size category an Ex ability?
Mangekyo Sharingan This is like, 6 feats' benefits rolled into one.
Manyspell Storing, Greater (3.5e Equipment) Well first it shouldn't be the same as the version that only stores 5 price wise. Second the ability to cast multiple (and in this case medium to high level) spells in a round is downright broken.
Manyspell Storing (3.5e Equipment) This should be a +2 as you can store a lightning bolt and two shocking grasps or some equal combination giving a huge boosts to hybrid fighter classes. Spells take time for a reason and beyond that you shouldn't be able to inflict multiple spells a round.

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

Martyr Necromancer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Master Dualwielder (3.5e Prestige Class) Multiple balance issues. The guy in the quote is proud of his two scimitars. Why, when this class would let him wield two freaking fullblades?
Master Performer (3.5e Trait) Does not follow the guidelines at UA:Character Traits. INT is not as important to bards as Performance: -1 Int is trivial. I suggest making this a +1 bonus to Performance for a -2 penalty to Bardic Knowledge.
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.
Mediator (5e Archetype) 3rd and 9th level features emphasize strong Charisma, but the 3rd level feature emphasizes strong Intelligence. If my Cha is my primary or secondary ability score, then Meticulous Negotiator isn't much use.
Medusa (3.5e Race) Needs an appropriate LA.
Metagamer (3.5e Class) See talk.
Metal Plate (3.5e Equipment) Yet another "big sword" entry. We've already got Buster Sword (3.5e Equipment) and Fullblade, Variant (3.5e Equipment) and who knows what else. The hit penalty doesn't "balance" 2d12 damage.
Meteor Dash (3.5e Alternate Class Feature) Enabling coup de grace actions for two rounds is obscenely powerful.
Military/Army Structure (City-States In Chaos Supplement) PC background should be moved to the other backgrounds provided by region, and the benefits balanced (i.e. remove constitution modifier)
Mime (3.5e Class) Mimic and replication abilities need some checks. Concentration checks should be added when the mime is focused. Maybe Instability should be changed to a class feature that still gives some benefits to a then failed check, ergo with some potential setbacks?
Mime 2.0 (3.5e Class) Seems to allow the player access to a monster's Ex abilities, for an indefinite period of time, which can lead to a whole manner of brokenness.
Mind Leech (3.5e Race) So many issues with this I don't know where to begin. How does this race function as an adventurer without a host (e.g. with respect to equipment - how can a mind leech wizard write spells down or craft scrolls? What happens with a mind leech paladin summons its mount? Could it bond with it?) How is a bond formed with a host? What if no-one wants to bond? Can another player slap a mind leech PC onto a monster and it use that as a host? What if the mind leech and the host want to do opposing things?
Mind Leech (5e Version) Mechanics for possession need improving, I will take a look at some point.
Mirror Beast (4e Creature) Needs attacks and defenses appopriate for a solo creature. In can only attack one player per turn, and can easily be locked down with status effects.
Modest Home Modest accommodations are already covered by the lifestype expenses in the PHB, so not sure what is being attempted here.
Moe Weakness (3.5e Flaw) It's easy to pick moe factors that will rarely appear; that so many caveats have been added, and caveats that require interpretation (the "likeliness" of a factor) shows that this is a weak design for a Flaw. A dragon is given as an example: could I then have "dragons with red scales", "dragons with horns", "dragons with green eyes".... a dragon may or may not be ever encountered. To "balance" this, the actual numerical penalties are way over what is expected in the guidelines.
Monk,Scribe (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Monkeybird (4e Race) Flight power needs fixing.
Monkeyfolk (4e Race) See talk page
Monohue Magician (4e Paragon Path) Suggest changing Burst of Color to a Minor Action, since it doesn't cause damage itself.
Moon Elf (Elf Varient) (4e Race) Too many skill bonuses, proficiency in superior weapon.
Mordekai (3.5e Race) See the talk page for a list of some of the problems. In short, it doesn't work.
Morque, the Taker of Lives (3.5e Equipment) See talk.
Motholplex (3.5e Creature) 100 hit dice, and all it can do is a few melee attacks and wobble around in the air. Does not explain what the "bug swarm" is (there isn't one in the MM, and none that are there are suitable for a CR 40 encounter). An Epic level party would cream this monster in a few rounds.
Movanic Deva (3.5e Racial Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Mummy (3.5e Template) d12 HDs, bonuses to Str, natural attacks, +4 Intimidate, etc— this is perfect for a melee-fighter type class and is not LA 0.
Murmillio (4e Race) Sharkbite is underpowered, see talk page. Suggest low-light rather than darkvision.
Musical Battle (3.5e Alternate Class Feature) Rules are poorly explained and written.
Mystic 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.
Nantosuelta (3.5e Deity) Barely any description. The bonuses are a nice idea, but shouldn't be given "for free" (feats seem like the obvious place for these)
Naturalist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Nature's Gauntlets (3.5e Equipment) market price and costs need recalculating
Necrologist (4e Paragon Path) Damage die go up to d12, so Dab of Life needs rewording. Inspiring Expiration ought to specify which d20 rolls it can apply to. Encounter powers should not cause ongoing effects; a level 11 encounter power shouldn't be causing unconsciousness. Glyph of Life is overpowered. Glyph of Undeath should use the same rules for commanding beasts and summonings: i.e. A standard action used to make it attack, move action to make it move, etc
Necromancer (4e Paragon Path) Features and powers refer to "minions you control", but doesn't explain where these minions come from. Shroud of the Grave: Undead minions don't have vulnerabilities - they only have 1 hit point. Check the monster manual. Skull King's Command: You can't just turn a minion into an elite or solo creature, there's more to it than that. Eternal Undeath is confusing - minions never have more than 1 hit point.
Necromania (3.5e Trait) The drawback needs to be twice the value of the benefit.
Negative Level Adjustment (3.5e Variant Rule) Ridiculously, horribly unbalanced.
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 Doctor (3.5e Class) Whats does "heal his ally 1d8 + 1/2 his heal modifier" mean? How many times can "stitch up" be used? The non-SRD feats need wikilinks. Sythesize Drugs has no GP or XP cost, so unlimited numbers of these can be produced during downtime. Morphia does not have a duration. The syringe does seem to tie in with the existing rules for poisons. Self-testing II: does "health" mean "hit points"?; Creature: are any of the natural attacks secondary? Randomized surgery: What attack bonus is the extra attack made at? This is just for starters, there are problems like this throughout.
Nightmare Ride (4e Feat) This needs rewriting. It has an attack roll but doesn't use Implement or Weapon. It is a level 1 encounter power that stuns on a miss. The Beast Form keyword only makes sense if you are a druid. It has (save ends) and an after effect, which are only appropriate for a daily power. It's all too much.
Nobility (3.5e Alternate Class Feature) Three extra skill points per level plus three class skills? very excessive.
Non-Violent Adventure (3.5e Quest) Do they confront the Yuan-Ti? What can their skills do in the various situations?
Nordling (3.5e Race) Still do not know what is meant by "+1 racial Base Attack Bonus". They would only have this if they also had 2 HD of Humanoid.
North Shaman (5e Class) Please see talk page
Northlanders (3.5e Race) Ability score adjustments should be even numbers
Nosan's Ring Of Chaos (3.5e Equipment) Even as an Epic quality ring, the balance of this ring is absolutely all over the place; I understand it is a "Ring of Chaos", but there is a notable difference between "unpredictable" and "unpredictable instant kill/near instant kill". --Argent Fatalis (talk) 03:14, 14 April 2013 (MDT)
Novus (4e Race) Um, that's a lot of racial powers.
Obscure (4e Power) At-will powers should not cause dazing.
Obsidian Axe (4e Equipment) Considering that a normal axe is military/+2/1d10, this is not balanced; it's puzzling how this 3lb axe can be "light thrown" when the 3lb handaxe is "heavy thrown"
Oh, whats that? A wall? (3.5e Optimized Character Build) Er... Where's the optimization?
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.
Ortaurs (3.5e Race) Think for a minute about how The Beast Within would be like in actual play.
Overconfident (3.5e Flaw) Needs to be adapted to 1)Not enforce behaviour, 2)Lose the Will save - i.e. a consistant penalty under certain situations. I am as yet unsure how this can be done.
Overprotective (3.5e Flaw) Meaningless drawback if your role is already the party's defender (fighter, paladin, etc); role-playing effect; forces character behaviour; has less of an effect for characters with high Will. See UA:Character Flaws.
Oversized Weapon (D20 Modern Equipment) static weight gain, no mention of size gain, small price increase
Owl Kin (3.5e Race) Silent Wings, Perch, Swivel, Superior Dark Vision and Light Blindess all seem to have been written in ignorance of the 3.5e rules. Needs rewriting.
PK Love (3.5e Power) Level 4 power that "does 15d6 damage and can not be avoided through saves or resistance." In a 100 ft. cone.
Paladin, Lord Dhazriel Variant (3.5e Class) this thing is a bit over the top since it adds a ton of new abilities without any drawbacks. there are reasons they came up with variant rules for things. Dated 24 Mar 2012.
Paper Scale Armor (3.5e Equipment) even at the reduced costs I would say it would be at most +5 +5 and the cost to repair should be two silver per AC point. Further this should be stated as not being able to be masterwork, and it wouldn't help against the big mauler type crossbows (those things will punch straight through platemail.)
Paragon of Corruption (3.5e Optimized Character Build) Anyone that can be taken out this easily by crowd-clearing spells meant to take out henchmen shouldn't really be called a good optimization.
Parma (5e Armor) What on earth is this.
Parry Blade (3.5e Equipment) The mechanics do not make any sense.
Pathfinder (3.5e Class) Base Attack and Saving Throw values are incorrect, doesn't say what the feat selection is for bonus feats, "Abilities" is supposed to explain what ability scores are important for the class, class features don't make much mechanical sense, campaign information is quite brief.
Pegasus (4e Race) Flight is reserved for other tiers. It needs to be changed to something like a hover. Encounter power is broken: range doesn't make sense, attack needs inherent bonus, effects need to be balanced and worked into the Hit line (not the Effect line). What is the "cutie mark" feat, and why isn't it just a racial trait?
Permanent Manifestation (DnD Feat) There are plenty of high level powers that really ought not to be permanent. Prerequisite ability scores should be odd-numbered.
Phantom Knight (3.5e Class) Strong BAB and two good saves and strong spellcasting and sneak attack and a multiple other features each level and good skill points. A bit of a Mary-Sue. My previous comment about the issues with phantom strike etc. were not addressed.
Pious Crusader (3.5e Optimized Character Build) needs playtesting
Pit Fiend (4e Race) Terminology needs to be amended, e.g. a "power bonus" is only found inside powers. Most of these bonuses should be racial bonuses. "+2 to attack with all spells", does this mean all powers or literally just arcane powers for wizards?
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) This needs reality-checking. Platinum makes a poor material for weapons and armor. It's hardness is 3.5 on the Moh scale (a steel weapon is between 5 and 7) for example, and it is quite ductile. It would only be useful to put platinum plating on an item.
Platypus Person (3.5e Race) Why "Platypus Person!" and not "Half-Platypus"? Also this is rather bland. Another nice racial trait or the current one turned into a poison would be very nice.
Player's Information (City-States In Chaos Supplement) Regional benefits need to be formalized as Backgrounds and balanced (in particular bonuses to attack rolls and ability scores need removing)
Poison Dart (4e Power) Needs the implement or weapon keyword. Does this attack AC or Reflex? At-will powers shouldn't cause ongoing damage, certainly not as an effect.
Poisonous (3.5e Equipment) that is a really high damage and DC for a +3 bonus I would suggest scaling it by 2s for DC (12 14 16) and 1d3 1d4 and 1d6. otherwise this thing is better than most regular poisons and has a higher DC to boot. Also you get to use it forever and force them to save with every swing you take.
Polecats (3.5e Race) Defensive Spray ability is clunky.
Pond Rainid (3.5e Race) This does not follow normal DnD guidelines and needs to be adjusted
Potion of Cure all Wounds(4e Equipment) 4e already has three different types of healing potion, one for each tier. This doesn't even use any surges. One way to balance it might be to have it use up 4 surges and make it rare. "Recipe" field perhaps made in ignorance of the way magic items are made in 4e.
Prion of Madness (4e Disease) Doesn't explain how this disease is contracted. Does the effect of stage one happen every round? Does it happen both in and out of combat? Why does a save end the prone state, when the normal method is to just stand up? Stage 2: The alignment change asks the player to roleplay their character in a way they probably won't want to, and in a way not conducive to the party: combining this with "always miss" and this effectively removes the PC from play. This is bad for the game. Stage 3: This doesn't work as written, I wonder if "you target an ally" was intended rather than "you hit an ally". The ongoing damage has no end condition.
Pro deus (3.5e Template) needs playtesting, ac bonus alone is insane, coupled with all the other addons this template appears to be unplayable
Prophet of Truth (4e Creature) Needs attacks and defenses appropriate for a solo creature. It can only attack one creature per turn, and has no way to deal with stuns, dazes, etc
Protector (3.5e Creature) Monstrous Humanoids have d8 hit dice; missing skills; Int and Wis are way too low.
Proto-Mage (3.5e Template) The special quality is poorly defined, and requires the player to roll percentile with every action, which is disruptive.
Psybeam 5d8 (or half) to EVERY creature in a 120 feet radius? That is far too powerful for a level 3 power, potentially for any level power.
Pumpkin child (3.5e Race) Adjustments do not match the x0 template, what is a "pumpkin king" class?; very clumsy summoning trait
Pun-Pun (3.5e Optimized Character Build) See talk. A problem with the familiars HD progression stops the limitless HD loophole, and thus most of this page.
Puppet Specialist (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
User:Pyjamalama/Soul Forger (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Pyromancer's Gauntlets (3.5e Equipment) What is "raging flames"?
Pyromaniac Wizard (3.5e Creature) 17 HD, so BAB, saves, skills, feats are all wrong.
Quick Jab (4e Power) What does "Increase damage to 2 Dexterity modifier" mean? Add? Multiply?
Quick Throw (3.5e Feat) Per talk page. Effectively allows an extra attack at no penalty.
Quintessential v2 I think these bonuses are supposed to replace the effects of a typical loadout of magic items. But a) Different classes will have different needs, and b) Theses bonuses are overpowered. Bonus feats? Fast healing 5 by level 7?
Races of Teoryran (Teoryran World Supplement) Social castes shouldn't be separate races; use background feats instead.
Races of War (3.5e Sourcebook)/Warriors with Style
Racist (3.5e Trait) Per UA:Character Traits. If your target race is, say, orcs, you are rarely going to be using bluff, diplomacy or gather information checks with them - but you'll benefit from the attack bonus all the time. Maybe restrict this to demi-humans?
Radiant Warrior (3.5e Class) ok I stand corrected look and you shall receive. this is even more overpowered than the other radiant class. additional attacks huge jumps in ac and attack strength not to mention huge weapon improvements for free. the god form is also highly overpowered (2d8 plus a d8 per strength bonus is 5d8 with just a belt not to mention strength damage added to it.)
Rage Against the Unliving (3.5e Flaw) Triggered by an enemy that might not be encountered frequently (depending on campaign); uses a Will save so the frequency is further reduced (to almost never if you have a high Will); it forces character behaviour; does not give a numerical penalty to a specific capability; the actual penalty is the use of a feature that the player might well want to use anyway.
Rageborne (3.5e Template) The gained traits do not make sense. "+1 speed bonus"? How does "Raging Blade" work?
Raging Aura (3.5e Spell) Poor design, needlessly complicated. For example, gains a Strength bonus and a bonus to damage and attack rolls: only one of these is needed since the former already provides the latter. Has a random effect each turn, but some of the effects last more than one round.
Rain Acid Blood (4e Ritual) Concerns on talk page; also disregard for 4e mechanics (resistance throw and a percentage throw)
Ranger (BD) (3.5e Class) Killer's Arrows doesn't make sense. In fact most of these features are clumsily written (as often seems to be the case with video-game conversions)
Ranger (Graatel) (3.5e Class) This class is of questionable balance when combined with standard 3.5 edition rules. It is highly recommended that any Game Master (GM) read the class carefully before approval.
Razor of Gloom (3.5e Equipment) Really awkward mechanics, needs rewriting.
Reaver (3.5e Class) Classes that specialize in one kind of weapon are not base classes. This is a prestige class and needs to be adjusted as such. Some features are sloppy and need rewording (for example, Capture the Soul should only work on living creatures, not undead or constructs)
Reflexive Repulsion Armor (3.5e Equipment) protects like heavy armor for 10 attacks? this thing is overpriced especially if you count in the idea of having to hit before it reduces in ability (i.e. +8 armor and no dex bonus can make you almost unhitable if you stack things, and it probably doesn't count as armor.)
Reflexman (3.5e Optimized Character Build) Thought to be inferior (thus indicating a lack of optimization) on talk page. Also agreed to be not flavorful, leaving it somewhere in no man's land. If even marginal DPR statistics can be produced or suitable changes are made (bringing it up to at least +30 base Reflex saves, which is achievable with unused Complete Scoundrel prestige classes), remove this template. If no one is willing to make such changes, leave this for an administrator's judgment.
Ring Wraith (5e Class) Please see talk page
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.
Rising Gladiator (3.5e Class) Class features need Ex, Su or Sp designations. Some seem to duplicate feats, but aren't declared as feats, so stack with the feats of the same name? Terminology needs correcting throughout. Saving throws have incorrect progression. Accumulated bonuses start getting rather high (e.g. attack bonus can be +10 on top of BAB by 18th level, not including bonuses from feats. With Blade Master and Gladius Critical, a greataxe deals 4d6 damage with a x6 multiplier.)
Robe of Blades (3.5e Equipment) Does not follow the standards for magic items. Is this a weapon or a wondrous item? How do you attack with it? What is an "elemental canister"? What are the creation costs and CL?
Robyn (3.5e Deity) Favoured weapon needs to be a weapon.
Rock Warrior (4e Paragon Path) Still no description, powers are still unusable, if you need help please say so on the talk page rather than removing this template
Rocket (3.5e Equipment) "adamantine" and "concussive" are not 3.5e damage types.
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.
Runepriest, Variant (5e Class) Could do with using the standardized durations (i.e. 1 minute for "encounter" length, 10 minutes for "exploration" length, etc), and some don't even have durations, some don't have ranges, and terminology needs improving (e.g. Rune of Healing, what's the range, and should be "regain hit points", and does it work on constructs/undead?)
Runic Rapier Runic weapons are in Adventurer's Vault 2. Should be constructed as a enchanted weapon, not a mundane weapon.
Runner (3.5e Optimized Character Build) Speed on its own doesn't do much. But if you really wanna find an insane speed, use Persistent Spell (through DMM cheese) on Footsteps of the Divine (CC) while worshipping Fharlanghn and end it early.
Rush Skies (3.5e NPC) Info is outdated. Unable to balance/finish.
Sacred Javelin(3.5e Spell) "good damage"?!
Sadist (3.5e Flaw) Prior issues still remain: in a typical hack and slash game in which you chop up orcs and devils on a regular basis, this is a free feat. In addition, "harming" and "sentient being" are not defined mechanically in D&D.
Sage (4e Class) Problems identified with powers and role at Talk:Sage Powers (4e Power List)
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 still doesn't work well, since monsters usually make a grab as part of power, rather than using the grab action. Trait7 refers to "Oozaru Ki beam" which is now under Super Saiyan 4, which doesn't mention, so what's going on. What does "This also takes up a slot in your Paragon Path" mean, is it a paragon path or not? If so, this all needs to go on a separate page and formatted as such. Super Saiyan mechanics and terminology is a mess.
Saiyans, True (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.
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.
Salvation (4e Power) See talk page.
Samarie's Doomsteel (3.5e Equipment) The damage bonus is far too high. No non magical material should ever increase the damage of an item by a full die step. The AC DR combo is also undervalued and would end up being approximately 150k minimum for heavy probably more in the 220k ish arena.
Samurai,Arqebuser (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Samurai, Races of War (3.5e Class) See talk. This character type does not conform to normal 3.5e balance precepts (this is a class for the Races of War variant rules.) Before approving this character class the DM is highly encouraged to read all abilities closely.
Sangheili (Halo elites) Equipment should not be part of the race, but you could link to items in the 3.5e homebrew
Saradi (3.5e Prestige Class) Mary Sue class (as discussed on talk page); Example character only uses 1 level of saradi?
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.
School of Mereology (5e Archetype) Repeatedly refers to "countering" and "dispelling" spells, but does not provide rules for this.
Scorpion's Stinger (5e Equipment) Doesn't make sense.
Scourge (4e Equipment) A scourge is already a 4e weapon (+2 prof, 1d8 dam, off-hand military flail); the triple-headed flail is the superior variant; what kind of weapon is this supposed to represent?
Seeker of New Skies (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Sentient Weapon Does not work well (or at all) with many class choices, player can be left in a situation in which they basically cannot function. If another player is wielding this player, what happens.
Sequester (4e Power) What is a "jumper fighting style"? The Jumper class page doesn't mention it.
Seven-tail Sharpnose (4e Feat) So, yeah, I guess the main problem with this feat sequence is that it gives the player 7 additional powers. Seems pretty broken.
Shade (3.5e Template) LA0 version may not fit with all campaigns, ask your DM for approval, this is similar to one in Races of Faerun albeit toned down quite a bit. Also, no change to CR? Are you kidding me?
Shadow Arrows (3.5e Spell) Needs to explain how the attack is resolved. Do you need a bow? Is this a weapon attack made with the caster's BAB?
Shadow Distraction (4e Feat) Wouldn't it be better just to take the +3 feat bonus to all Bluff checks from Skill Focus?
Shadow Imbued (3.5e Template) Not LA +1.
Shadow Witch (4e Paragon Path) Encounter powers should not cause ongoing damage. Power should not change ability scores. Neither of the attack powers use weapons, implements, or have an inherent attack bonus. "Level" is a bit akward as a damage constant - it doesn't quite scale right correctly.
Shadowcat (3.5e Race) Races should not have odd-numbered ability score bonuses; terminology needs improving (e.g. D&D does not have a trait called "accuracy"); sneak attack needs explaining.
Shadowcraft Blade (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadowcrafter (4e Paragon Path) Dark Shroud as an opporunity attack is possibly not as useful as a basic melee attack. Whilst it has the advantage of Charisma instead of Strength, it doesn't benefit from weapon proficiency or weapon/implement enchantment bonuses.
Shadowmonk (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Shadows (3.5e Race) Needs to use... the rules... I guess.
Shadows (Untethered) (3.5e Race) Traits need balancing. Shadow walk would probably require line-of-sight for example.
Shadowy Assassination (4e Power) 4e combat doesn't have facing, so you can't be "behind" a target. Perhaps this could say "You are flanking the target"?
Shaman (Warcraft Version) (5e Class) Weapon / spell component issue per talk page. Dead level @ 18th.
Shaper of Form, Redux (3.5e Prestige Class) Features need careful rewriting. "Like Begets Like", as written, could turn a normal sword into a +6 holy avenger. The table is also apparently for a Death Knight.
Sheep (5e Creature) Please compare with the Goat in the Monster Manual
Shield Fighter (3.5e Class) Many features are poorly worded or vague.
Shining Imitator (3.5e Alternate Class Feature) Well as I read it it appears to anyways. This is essentially allowing a warrior BAB that casts cleric spells to also cast arcane spells if I read it right.
Shining Shadow (3.5e Equipment) Price needs recalculating.
Shinryu (4e Creature) Very easily locked down, and inadequate number of attacks. An Epic tier group would easily defeat this monster.
Shivering (3.5e Equipment) Enhancement prices have an effective bonus, not a fixed value. Does this effect creatures otherwise immune to cold? If it "waste a full round action and cannot make any other action", isn't that the same as it just not being able to take actions?
Shock stone Needs to use Template:3.5e Magic Item, needs to use correct terminology; spelling and grammar need work.
Shockbringer Needs to be... better written. Please look at the rare magic weapons in the DMG for comparison. I could rewrite this to be something like Flame Tongue (but lightning damage), but that itself isn't very interesting.
Shocking Rod (4e Equipment) First power refers to this being a weapon, but it is not a weapon, it is an implement. Second power does not describe something that can be used in place of a basic attack. Missing rarity.
Shotgun Stinger (3.5e Class) See talk page
Shroud of Zehir (4e Paragon Path) Deathcharge: Encounter power should not cause ongoing damage. How long does the combat advantage last for?
Shur'Talon, Shieldbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon, Swordbound (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shur'Talon (3.5e Race) Some of the traits have poor definitions, and Divine Weapon is making me grind my teeth.
Shut Up, Physics Literally unusable, unsure if it's supposed to be a joke or not.
Sirens (3.5e Race) Incorrect ability score adjustments and singing needs to be clarified.
Sith apprentice (3.5e Class) Looks like force block renders the PC and those near him nearly immune to melee and ranged attacks
Six-tail Sharpnose (4e Feat) Skill bonus needs a type
Slayer, Variant (4e Class) The "slaying styles" do not make much sense.
Slothful (3.5e Template) There is a whole for a heavy armor wearer or similar class to get more out of this than he loses, as long as he accepts never going first in the combat order.
Snaketongue (4e Race) Bite and Constrict quickly become worthless; at-will attacks should not have ongoing damage; serpent form should use the squeezing rules rather than have the player considered Tiny
Sniper range spree (3.5e Feat) At what BAB? How many times?
Snuffle Stuff (3.5e Equipment) No effect length mentioned.
Softening (3.5e Equipment) Enhancements have a price bonus, not a fixed value. Does this really give the target no change to avoid the effect, and it does not distinguish between different contributions to AC
Solopsist (3.5e Trait) Benefit should not be as great as that given by a feat, see UA:Character Traits for examples
Son of Sparda (3.5e Class) Conceptually a prestige class or levelled template rather than a base class; Saves do not use correct progression; starts with access to several exotic weapons; Class features are attacks that are not well integrated with D&D mechanics. They seem to override the damage die associated with weapons and do not explain what kind of action is required to use them, some just do not make sense.
Song Dragon (3.5e Class) What is this supposed to be? Is it trying to be a base class (hint: base classes do not have racial prerequisites), or a monster progression?
Song of Distraction (5e Spell) I'm not sure if this is actually supposed to be for 5e or not, since the mechanics are off, and there are already plenty of D&D spells that have this effect.
Songweaver (4e Class) The class uses a new kind of implement, so magic versions of those implements need to be created or they will become an increasingly poor choice.
Sonlenie (4e Race) Beast Form doesn't seem particularly useful: the unnarmed attack will always be poorer than the player's normal weapon attack, gets worse at higher levels.
Soriel (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Soul Collector, Ragnaval Variant (3.5e Prestige Class) Needs to take more care with wording, for example Steal Soul would presumably only work on living creatures. Also, summon lich. Really.
Soul Edge (3.5e Equipment) What kind of sword is it? What is it's enchantment bonus? What are the creation prerequisites and costs? Does not follow the standards for vampiric attacks. Missing categories and template.
Soul Reaver of Barator (3.5e Prestige Class) There's no separate ambidexterity feat/trait in 3.5, and you can't wield a scythe in each hand.
Soul collector (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Soulbound (5e Class) I'm not clear at all what's going on here. At 1st level, I pick for example a Angel pact partner. It says "human loses a organ". What does that mean, which human? Is it the participant from Mark of the Pact? Is it supposed to be the player character, or someone else? Won't that person die if they're missing a major organ? Also the fighting styles have been copied from the fighter class?
Soulless Kittelar (3.5e Template) There is a whole for a monk or similar class to get more out of this than he loses.
Soulsnare Puppeteer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Spartan (3.5e Class) Because quite frankly I can make the most god awful damage dealer with a pair of bucklers and two weapon fighting with this build. The bonus damage abilities are way too high, second it should be a spear and not a lance (I smell lance charge cheese trying to be constructed here), charging rampage makes no sense seeing how you are trying to make it some sort of cinematic proposition, not to mention the fact that as it currently reads your shield attacks do 22d6 (precision strike does not state that it doesn't stack with the bash.
Speaker For The Dead (4e Paragon Path) Rune of Carnal Conscription should use the same mechanics as summoned creatures, and also note that the "basic" actions of elite and solo creatures are significantly more powerful than those of standard creatures
Specimin Curate (3.5e Class) [really just needs a little work].
Spell Empowering (3.5e Equipment) the non empowering spell storing weapons need to be higher caster level so this does too. Also fixing broken link
Spell Song (5e Spell) What class is this for? (I'm guessing Bard?) Shouldn't it require Concentration? What does "focused on you" mean? Should the more powerful effects use up a higher spell slot?
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?
Spike Hylian (4e Race) Broken natural weapon; 4e doesn't have slashing damage or grapples.
Spirit (4e Race) Immaterial Form and Binding Object are all kinds of broken. Will it be much fun to be effectively permanently Weakened? If I'm insubstantial, how do I carry my object? If my object is an item of equipment, is it also insubstantial? Can it be the armour I wear? A hamburger?
Spydric-Ones (4e Race) Web attack bonus needs to scale with tier. Spider climb should not be a trait at heroic tier
Squirrel, Scout (3.5e Creature) Numbers not meeting the creature requirements.
Squirreling Paragon (3.5e Racial Paragon Class) 01:55, 19 October 2013 (MDT)
Staff recharg (3.5e Equipment) This seems to be confused.
Stand-up Guy (3.5e Alternate Class Feature) What is this an alternate class feature for? A Bard? What feature does it replace? Is this a spell-like ability, or mundane?
Standing Tower Shield (3.5e Equipment) well you don't get a shield bonus if you aren't actively using it as a shield. also I think this is covered in one of the books as a way for healers to set up mobile cover to allow them a chance to aid people.
Starborn (3.5e Race) If they can fly, they should have an LA. Their maneuverability would not be perfect. Critical Point: How do they infuse their weapons? How often can they use this? Frail: Would rolling a critical end their current turn, if they need to rest? What actions can they take while resting, can they move?
Starburst Striker (3.5e Prestige Class) AC Burst: works with any attack, including spells? +1d20 to every attack roll is ridiculous. The damage penalty is irrelevant if you are using the attack as a delivery for some other kind of effect.)
Steam Plushie (3.5e Template) Not LA 0. Racial abilities do not negate the penalties that one can, potentially, get around in their game anyway.
Steam Sword (3.5e Equipment) So. The energy for this bonus damage is from superheated steam in its hilt. Doesn't that harm the wielder? If there's protection, say gloves or plenty of hilt wrapping, then wouldn't an equal amount of protection on the victim (say, armor) be enough to avoid the damage when the steam is expelled? When the steam is expelled, the heat energy is no longer in the sword, so why does it _then_ begin to heat up? I know this is fantasy, but perhaps we can have some basic thermodynamics here.
Sterile Please read UA:Character Flaws and adjust as appropriate.
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 Ethereal Dragon (4e Ritual) 08:00, 18 May 2015 (MDT)
Summon Fire Creature (3.5e Power) Needs to be added to an SRD's class power list as well.
Summon Weapon (3.5e Spell) Compare with Summon Weapon spell in Complete Mage (which is 2nd level), and adjust/rename as appropriate
Sumo Wrestler nonsensical at-wills and misuse of power bonus
Sun Spit(3.5e Equipment) A bit unsure about this "extra die of damage". Does this mean a medium sun spit greataxe deals 2d12 damage? On average that's an extra 6 damage, which is a lot, better than most magic weapons. Then a greatsword becomes 3d6, so whilst the base damage is about the same as a greataxe, a sun spit greatsword only deals an average of 3 extra damage. Also, there's no associated cost.
Supreme Many Shot See talk page
Survivability Warlock (3.5e Optimized Character Build) No real optimization going on here.
Swift Sword (3.5e Class) The description says "is a specialised soldier", but is truthfully just an amalgam of different SRD Class features. It gains variations of the Barbarian's or Monk's speed, along with good progression BAB, Improved Evasion and Improved Uncanny Dodge; It also effectively defeats the purpose of the Weapon Finesse feat, since you don't need to specify any specific weapon, are able to use both your Strength and Dexterity for attack rolls, and eventually do more damage based on your dexterity. Why would more speed make you more accurate? On top of this, they effectively have all Knowledge Skills as class skills, and then gets AC Bonuses just for leveling up, without any need for activation. A cheese class that shouldn't be available to players in your standard campaign, as it stands.
Sword Saint (3.5e Prestige Class) Table is malformed, BABs are wrong, Saves are wrong, metamorphosis breaks game structure (characters of level X are expected to have Y skill points and Z feats), and the feat qualifier is ambiguous; DR is not expected to be a percentage, so this can break when interacting with other DR game mechanics; the class features seem to get sillier from there.
Swordsman (4e Class) Specialization in particular weapon types should either be an alternate build option for an existing character class, or a paragon path.
Symbiote Seeker (3.5e Prestige Class) Issues on talk page; too many dead levels; could do with a DPL of symbiotic creatures either here or on the subtype page
T.A.O.E's Biomancer (3.5e Class) Spell points should be balanced using UA:Spell Points as a guide. Biomass Absorption can be abused to allow for unlimited spellcasting (if I'm in a forest surrounded by trees and shrubs, for example)
TULKAS HOLY WARRIOR (3.5e Prestige Class) At-Will True Strike, Doesn't follow Critical Range multiplication rules, +20 base attack boost. Clearly, this was meant to be strong, and sure, it is meant for epic levels, but there is just too much cheese to take it seriously.
Tactician (3.5e Class) <Just need some second opinions.>
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.
Tekneyan (5e Race) All the racial traits are melee combat oriented. This lacks diversity and dissuades the player from making some class choices, particularly wizard (which should be an option given their Int bonus).
Tempest Scout(3.5e Optimized Character Build) 50' base speed is not optimization and there's very few other notable highlights here.
Templar's Ring (3.5e Equipment) Cost needs correctly calculating, probably needs a spell prerequisite; description needs improving.
Tenken (3.5e Class) This character type does not conform to normal 3.5e balance precepts. Before approving this character class the DM is highly encouraged to read all abilities closely.
Tenro (3.5e Equipment) way overpowered for the price
Terran (4e Race) Favoured enemy is campaign specific so should be moved to feats. Deletagtion adds another two unconditional skill bonuses on top of the normal racial bonuses, this is overpowered. Intuition copies the half-elf trait.
The Demon Lord's Right Hand (3.5e Equipment) I don't know what the "demonic" property is. Missing market price, costs, prerequisites, cl, aura, school.
The Fourth Wall (3.5e Environment) I don't understand how this fits in with societal advancement? Is this implying that now we live in the height of achievement? The space age hasn't even started yet...?
The Loner (4e Ritual) 10gp / 10 mins is awfully cheap and fast for +5 to all skills and +2 attack/damage (even if they are made "solo")
The Red Pill (3.5e Equipment) Essentially untyped bonus to stats for next to nothing is unbalanced. Compare to potion of Eagle's Splendor, etc. Also the price is horribly low.
The shop of wonderous oddities (3.5e Environment) Does not work with the city generation rules in the DMG.
Theurge of Charisma (3.5e Optimized Character Build) No real optimization going on here
Thrillseeker (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Thunderbeard Punchkill (3.5e NPC) no listed CR
Tibbits (4e Race) Cat form claws and bite attacks are broken as-is. Requires further wording.
Time Lord (5e Class) Incomplete
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.
Torch Mace (3.5e Equipment) A cheap +1 mace? What are you wrapping it in that costs 1 gp?
Totemic Wanderer (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Tough Guy (3.5e Feat) Multiple class features and feat trees wrapped together into a single feat is overpowered.
Trail of Blood (3.5e Feat) What kind of attacks? At what attack bonus?
Trap Master (3.5e Prestige Class) Per talk page
Trickster, Variant (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Triscadecaphobia (3.5e Trait) Metagame based effects.
Troll, Darkspear (Warcraft Version) (3.5e Race) Gains more ability score than a LA0 race should. Racial abilities need to be reworked.
Trueblade Myrmidon (3.5e Class) This seems a little overpowered might need some tweaks
Tsuku-Master (4e Class) See talk page
Tsundere (3.5e Flaw) I know this is supposed to be a joke, but could the drawback be changed? Charisma-based penalties are specifically not suitable (UA:Character Flaws). And since the benefit is not a feat, maybe this should be a Trait instead (and make the drawback related to the benefit)
Tunnel Vision (3.5e Trait) Really quite overpowered. The value of the penalty should be twice that of the benefit; +2 to attack and damage is too much anyway; in one-on-one combat it's just a straight bonus.
Turaank (3.5e Race) Ability Scores are never odd numbers. Racial abilities are unbalanced for a LA0 race. Odd, confusing, non-standard rules for many things.
Turtlekin (3.5e Race) Rules are really wonky. Bad ability score adjustments, and "room" etc are not defined.
Twili (5e Race) Twili imp traits need rewriting so that they make sense.
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-Handed Weapon Flurry (3.5e Feat) I'm pretty sure this would need some prerequisites. Also, what happens if you are wielding a double weapon?
Two-Weapon Focus (3.5e Feat) The prerequisites should be much more strict, and perhaps even Epic.
Two-Weapon Karmic Fighter (3.5e Optimized Character Build) No real optimization going on here. Mediocre damage.
Ugg (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Damage Dervish (3.5e Optimized Character Build) Abilities don't add up.
Ultimate Infiltrator (3.5e Optimized Character Build) You could easily go Wizard 20 and still get the same spells while having higher spellcasting. With this you only end up with level 7 arcane spells and level 4 divine spells by level 20, and it hurts even more at the middle levels.
Ultimate Master (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Ultimate Summoner (3.5e Optimized Character Build) Not optimized
Ultimate defender This just looks like a normal paladin build. If you're staying with PHB only, you're better off not being Human, since this forces you to take an at-will that uses your dump stat. Also, forget Dex, go for 16 Str, 16 Con, then Dragonborn or Dwarf or something.
Ultimus (3.5e Equipment) Seems to be a bit off with abilities but overall not bad.
Umbral Enspelling (DnD Mystery) This needs to fit somewhere.
Unarmed Combat Specialization (4e Feat) Doesn't follow the standards for natural weapons
Unattentive Retard (3.5e Template) Using wraith as an example again, a retard wraith goes from CR 5 to CR 2 but the penalties do not impact it much.
Undead (4e Race) Unbreakable is handled rather clumsily - recommend using the same mechanic as Warforged.
Undead Beserker (3.5e Creature) Ability scores, saves, and attack roll numbers are all wrong.
Undead Paragon (3.5e Racial Paragon Class) Very overpowered.
Undead Red Templar (4e Creature) Defenses are really low for a soldier role. Should also probably ahve some undead traits.
Ungor (4e Race) Too many skill bonuses: +2 acrobatics, +2 athletics, +2 nature, +1 perception; and in addition +1 to nature when handling animals and +3 to perception when tracking. Strong Senses is too complicated, this whole thing is abstracted into Perception. The power can't be both an immediate reaction and an opportunity attack.
Unigan (3.5e Race) This is barely comprehensible.
Urchin (3.5e Class) Does not follow the guidelines for class creation roughly outlined on Character Class Design Guidelines.
Useless Bastard (3.5e Template) Overpowered. -8 Skill checks is well worth an ECL 11 race, or another nice template.
Using Reaping Mauler to Extract Brains (3.5e Optimized Character Build) No real optimization going on here, not a very high grapple check.
Valadar Darkbane (4e Deity) Which edition is this for? The templates are layout are for 3.5e except the page and the footer are for 4e.
Valinor Guard (3.5e Class) This article requires balancing and refining in order to be playable. Certain portions of this article, such as BAB and Parry Magic, are far too powerful while others are too vague, or mechanically do not function as written such as in the case of Tears of the Two Trees. This article also requires major rework in the form of spelling/grammar and general English. --Argent Fatalis (talk) 14:26, 28 June 2013 (MDT)
Vampire, Variant (4e Race) Day/Night traits are inherently broken: DM fiat needed as soon as the party goes to a different plane or spends any length of time underground. Ability scores should most certainly not change. Too many skill bonuses. Blood Frenzy and Night Fury both broken. Vampiric Skin ignores existing mechanics for damage resistance and "non-magic weapon" undefined for monster attacks. Deadly Glare should use the Gaze keyword, can't use Intimidate as an attack, and daily powers shoudn't become encounter or at-will powers (daily powers are designed differently). Blood Bank is worse than useless.
Vampire God (3.5e Prestige Class) This class is overpowered for conventional campaign power levels, and continues to gain more power or less restrictions with more and more edits. A private demi-plane that is more powerful than a wish or miracle spell, that can store an extra 600 or so hit points at average stats around 15th level, abilities that server to give huge bonuses to every attribute... the list goes on.
Vampire Lord (3.5e Prestige Class) Has many powerful abilities packed into only 4 levels. There's enough to be spread out over 10 levels.
Vampiric Surge (3.5e Feat) Doesn't make any sense.
Vanguard (D20 Modern Class) unfinished mechanics, doesn't fit d20M norms
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.
Vara-Bow (5e Equipment) I'm not sure how helpful it is that it can change between a longbow and shortbow.
Vartexion (3.5e Race) No creature that uses wings to fly will have perfect flight. Other stuff from HD need listing (i.e. saves and BAB)
Veleno Bevitore (4e Race) Traits and powers do not meet the standards for 4e races. I can suggest ways to fix this if there is some kind of description of this race to work from.
Veloceraptor (5e Creature) Please see the monster creation guidelines in the DMG and adjust the stats as appropriate.
Versatile Crafter (3.5e Feat) Effectively saves the character a lot of free skills, and makes him more versatile not only in crafting.
Voice of Madness (3.5 Prestige Class) Features need better definitions. For example, Maniacial Laughter should specific that it is a mind-affecting effect.
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"?
Volatile (3.5e Equipment) If the AC reduction is supposed to represent corrosion, then it should respect different contributions to AC
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!
Waltz of Blades (3.5e Prestige Class) A level 6 (e.g. fighter 5/wizard 1) character can get the benefits of a major special weapon ability, and it's troublesome that this can be applied to an existing magical weapon. Suggest making animate objects the prerequisite spell instead of mage hand, and increasing BAB requisite to +11.
Wandering Cacti (4e Creature) Needs to use 4e rules :) I'll get round to fixing this one up.
Warden (5e Class) Incomplete
Warglaive (5e Equipment) It says it's a light weapon, but it causes 2d4 damage (so if you fight with two, you could be causing 4d4 damage in a round). You get two attacks with an opportunity attack but I don't know why. On top of this, it's also a double weapon, but that feat doesn't work for dual-wielded light weapons.
Warlord (3.5e Class) Interesting but needs a major overhaul. Huge stacking abilities make it far more powerful than compatible damage dealers in 3.5.
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 Resolve (3.5e Feat) Please compare with SRD:Great Constitution
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.
Wayang (5e Race) Mishmash of 5e and 3.5e, see talk page.
Weak Mind Considering that the effect covers almost everything that Will does, no-one will take this flaw instead of UA:Weak Will. Maybe if it just affected the shaken/fright/panic saves at a -4 penalty?
Weapon Gale (4e Power) I've read through this a few times and I can't make sense of it. If you can describe on the talk page what you want this to do, we can see about fixing it.
Weapon Specialist (3.5e Trait) This does seem akin to a free exotic weapon proficiency - See talk page
Weapon Summoner (5e Class) See talk page
Whimsical (3.5e Flaw) Specific skill penalties are not a good choice for a flaw, since it's easy to make a character who is not invested in these skills anyway.
Whip attack (3.5e Feat) A 15 ft. threaten range is pretty crazy, I'm not sure if this is balanced still
Whirlwind Jutsu (4e Power) I don't understand how this works. Which target are you teleporting to? Is this a weapon or implement attack? What's the power source, and if it's martial how does the teleportation work?
White Cleric (3.5e Class) Some of the class features do not make any sense, others are poorly constructed.
White Lion (3.5e Class) you are essentially handing a medium or light fighter a druid companion. this will not balance well against existing classes, and as such probably needs tweaked down slightly.
White Slaad (4e Race) Ability bonuses too broad; unconditional teleport speed; no such origin as "outsider"; useless natural claw attack; Some brief fluff required to explain entropic heritage; the encounter powers require round-counting, which isn't something that should happen in 4e; is morph actually a keyword?; encounter powers with embedded encounter powers?! Are the encounter power skill bonuses temporary or permanent? If the former, they should be in the effect. If the latter, you need to remove the existing skill bonuses.
Wicken (4e Paragon Path) A +1 enchantment bonus is pretty pointless, since players at Paragon will mostly likely have a +2 or better enchantment bonus on their existing magic implements. With the seeds, "you can cast one power", needs clarification (is that one power once, or one power any number of times? which power?). The conjuration also needs clarification.
Wii console (3.5e Equipment) No cost present.
Wilder (4e Race) The at-will power is broken. How does being an animal allow you to ignore challenging terrain? Opportunity attacks are not normally triggered by shifts anyway, so this confers no benefit. More explanation is needed for the natural attacks - what's the proficiency bonus? weapon group? do they have an enchantment bonus or are they effectively useless at higher levels? Suggest +2 racial bonus for stealth rather than a flat +5. What happens if the player is a druid? Superior Hunter - Enemies either get a surprise round or they don't, so how does this work if some party members are surprised and others aren't?
Wildmen (4e Creature) All the powers need rewriting. For example, "bone blast" should be a, well, blast (rather than "5 attacks"), descriptions need to be moved out of the "effect" line (which is for effects that occur regardless of a hit or miss)
Windborn Accuracy (4e Feat) This is mathematically similar to Elven Precision (which has +2 to hit on the reroll). Suggest some other benefit.
Windstalker (4e Paragon Path) Diving strike: confusing attack vs. defense; unarmed claw attack is useless since it doesn't have the proficiency or enchantment bonuses of a weapon, nor the damage bonuses of a magic weapon. Has an effect that lets the player fly a number of squares, then a special that puts them in the enemy's square?! Hurricane Fury: doesn't explain when the player gets the secondary and tertiary attacks.
Wing Clip (4e Power) 11:58, 19 March 2013 (MDT)
Wingless (3.5e Trait) Why would anyone pick this? Wings also usually have an LA attached to them.
Witch (5e Class) 5e class from scratch using core classes as a guide, little experience playtesting
Wolf Lineage (4e Feat) We have a benefit now, but it doesn't match the description or the summary.
World Domination (3.5e Epic Spell) The DC's seem very high as well as the price (possibly fixed, needs verifiation). Also maybe permanency could be added later (with this spell saying it works with permanency?
Worshiper of Banjo (4e Paragon Path) Not sure if this is supposed to be a joke article or not (considering the origin). It's clearly unbalanced (+5 to all skill checks for all allies as a minor at-will?), but nothing here is funny either.
Wrench Should be an improvised weapon. Aside that, it's a 2d6 weapon with the light property. And the versatile property with no value.
Wyvern Lord (4e Class) (e.g. wyvern breath is an implement attack that targets AC, range 3, flat 1d8 fire damage. Throwing a rock would be more effective.) or unbalanced (wyvern health flare has unrestricted HP gain; look at the healing powers in the PHB and note the relationship between usage, surges, HP/THP)
Xeron (4e Race) Iron Skin needs changing - races shouldn't receive flat AC bonuses. Blood Fury is overpowered. Constructed should explicitly state which Living Construct traits they get. Ferocious Strength: "Reliable" is a keyword reserved for martial daily powers, rangedmod should probably be 1, trigger should perhaps be "An attack bloodies you.", effects are overpowered in about 4 different ways.
Xiao (4e Race) Sleight of Hand - all weapons (apart from the crossbow) can already be reloaded as a free action. Effective Unarmed Combat and Immobilizing Strike - these kind of features are defined by class, not race. Their unarmed attacks are also useless compared to weapons (no proficiency bonus, no enchantments, incompatible with feats. Immobilizing Strike will need an inherent attack bonus or it's going to miss a lot. They're really just halflings that favour the monk class.
Xiphiphilia (3.5e Flaw) Needs to be adapted so that it does not involve a Will save, and if possible change the enforced character behaviour into player choice.
Yak Folk (4e Creature) Needs to be better integrated with 4e rules. In particular with reference to magic items, feats, domination, summonings, and there's a lot of unnecessary waffle.
Yathchol Webrider (4e Paragon Path) Encounter powers should not cause ongoing conditions
Yautja (4e Race) Needs an encounter power. +1 attack and damage against non-bloodied enemies is a tad too good.
Yautjas (3.5e Race) Pounce and Sneak Attack are not appropriate racial features.
Your Companion(3.5e Feat) Does not compute.
Zamin (3.5e Race) Level Adjustment may or may not be off
Zeff (4e Race) Changing size. Don't do it. Just... don't. Outsider is not a 4e keyword.
Zeppelins (3.5e Equipment) Zeppelins are not "intensely complex". There is an engineering hurdle - you need a light alloy for the frame, a method of producing a lifting gas, and a mechanism to make it go forwards (this page doesn't describe any of these). But learning to operate it shouldn't be much harder than learning to operate a ship. The reliance on goblins is bizarre. Piloting shouldn't be a binary yes/no based on Intelligence, it should be based on skill checks.
Zero Style (3.5e Feat) Who makes the save? How was DC 14 derived? What kind of attack can trigger this (ranged? melee? spell?) What kind of attack is the counterstrike? At what attack bonus? What is the "1d6"? damage? Should also have some hefty prerequisites.
Zora (4e Race) Natural weapons are still broken. Please see gnolls and their claws feat to see how to handle this.
Æthersworn Knight See talk page
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