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Old 07-13-2011, 08:55 PM   Top  -  End  -  #2
ShneekeyTheLost
Titan in the Playground
 
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Join Date: Dec 2004
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Default Re: D&D 3.S: Welcome to Falcora

Homebrew Classes and Variants

Just like any other campaign setting, there's going to be several new classes, and at least one variant of an already published class. I'll need some help in testing their game balance.

Base Classes

Swordsage - Stealth variant
Some swordsages are taught more about deceit than honor. These forego the advanced training in blade magic in favor of something sneakier.

Lose: Discipline Focus (all aspects), Sense Magic, access to Desert Wind and Stone Dragon disciplines.

Gain: Disable Device and Open Locks as class skills, Trapfinding class ability at level 1, negates the -5 penalty on Hide and Move Silently checks while moving at more than half your maximum speed, but less than full speed and halves the penalty for doing so at full speed at level 4, Camouflage (as per ranger, without terrain limitation) at level 8, and HiPS (as per Ranger, without terrain limitation) at level 12.

Summoner
A summoner is a vaanican casting class who eventually gets up to 9th level spells. He gets mostly Conjuration (Summoning) and Conjuration (Creation) spells, with a smattering of spells with which to buff his allies. He also gets the powerful ability to pact with specific elementals, which grant both the summoner and the elemental additional power and abilities.

Works with elementals. Pacts with specific elementals to summon that particular one repeatedly. As a result, pacted elementals also gains HD when the Summoner levels, increasing in size as the HD increases. Can also cast Summon Nature's Ally X spells (no unicorns, no Genies, and no Fae). Has a number of mostly buffs, and an ability to 'auto-buff' summons. Also has limited blastomancy from the Conjuration college.

Why Summon Nature's Ally rather than Summon Monster? Simple, really. SNA gets access to elemental summons earlier, and gets more powerful ones. They also get the elemental-beings (Salamanders, Arrowhawk, Xorn, Tojanida...) which makes a lot of sense for these guys to be able to summon. Maybe remove everything but the Extraplanar Outsiders of an elemental plane? Would also have to ban Genies in all forms, since they can Plane Shift. Would mean they don't get SNA1, but the rest of them have some kind of elemental or extraplanar being tied to a plane. Or at least prohibit them from using their Plane Shift ability while so summoned.

Warmage
In my opinion, the class is hopelessly flawed by being too narrow in scope, and dramatically ill-suited to actual war. To this end, he gains almost no blasting, but gains a lot of area-effect spells, battlefield control, and buffing. He also picks up a few Auras, as per Marshall.

Arcanist
The 'alpha' version is found here, but still needs a lot of work on it. Basically, it is the 'blaster' archetype, and does a fairly good job at it.

Bard
The 'alpha' version is found here. Basically, also an invocation-based class, focusing on sonic mind-affecting area-effect buffing and debuffing.

Wylder
The 'alpha' version is found here. Basically, it is designed to be a somewhat less game-breaking version of a Druid.

Divine Classes
Since they were involved in saving everyone, they definately need to be here. However, most of them are either Tier 1/2 (Cleric, Favored Soul), or Tier 5 (Paladin, Healer). I'm thinking about modding the Healer to fit at least one of them, giving them a bit of a boost so that they can adequately perform the role of Heal/Buffbot. The 'paladin' will be a prestige class (similar in concept but different in practice to the Prestige Paladin), and for a base class, you always have Crusader.

Basically, they will have their clear roles, just like the rest of the classes. I'm aiming at Tier 3 on average.

Priest: Divine caster based on shadowcasting mechanic, gaining access to devotionals from the domains his deity has access to. Also gains abilities from the domains he chooses to pursue.
Prestige Classes

Feats

Feats with the [Devotional] tag are considered to be Devotional feats, and can be picked up by the Priest with any bonus feats he might obtain. Most of them are 'metadevotional', much like metamagic feats which apply to the devotionals.

Metadevotional feats do not increase casting time. Applying Metamagic feats to a Devotional cast as a spell, however, still does as normal. You may also apply the various Empower/Maximize/etc.. SLA feats to those Devotionals which are SLA's, and the same with those feats which affect (Su) when applied to a Devotional used as a supernatural ability. Having said that, using the metadevotional feat is probably a better way to go, all things considered.

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Last edited by ShneekeyTheLost : 09-16-2011 at 12:13 PM.
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