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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 10-06-2008, 09:33 PM   Top  -  End  -  #1
JediNite
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biggrin Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

I'm co-DMing a game with a friend of mine, and he's created a campaign setting that is best described as fu- er, fouled-up fairy tales. He's taking on the story and setting, whereas I have a bit better head for the rules system, so I'm coaching him through that and trying to fit some races, classes, and feats to his world. The system we're using is E6, which, as a quick summary for the uninitiated, works exactly the same as vanilla D&D with a level cap of 6, after which the character gains only feats. As a result, the character archetypes I am trying to create are not necessarily required to be balanced up to 20th level, rather, I want them to be able to function well in a 6th level party without overpowering other classes or not contributing. I've got a fair handle on the theme of each, but I want a little advice on them. Classes that are being taken out are Monk and Paladin, because neither really fits the flavor of the world correctly. Everyone else is staying in, plus two new additions: The Woodsman and the Feral Brute.

First up, we have The Woodsman. He represents the archetypical heroic woodsman who shows up at the end of the story to stop the witch, slay the wolf, protect the princess, or save the children. While rangers are still in the world, we thought that Drizzt style two-weapon rangers were a little off-flavor, so we decided to remove them and split the Ranger class. Rangers still exist as written, they're just called Huntsmen and can only take the archery path. The idea we had for the woodsman was sort of a slightly heavier, woods-wise character with a few defensive abilities evocative of the Paladin. He's also really, really unfinished up for evaluation - I think he's balanced, at least..
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The next class is the Feral Brute. His theme is someone touched by madness or by fey - often the same thing in this campaign, really. They've lost a bit of their humanity, and gained animalistic power and wariness. Monks are too lawful, too strange, and too off-flavor for this setting. Someone who gets a little too back to nature, or is cursed to be that way, is a bit better.
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Looks like people like the flavor and power level of the brute. Any suggestions or comments on the finished Woodsman?
Again, thank you for your suggestions!
-Jedi
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Last edited by JediNite : 10-07-2008 at 11:41 PM. Reason: Finishing version 1.0 of Woodsman
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Old 10-06-2008, 09:37 PM   Top  -  End  -  #2
FlyMyMonkeysFly
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Default Re: Adrift in Faerie - Help with Classes for an E6 Fairy Tale Game!

Hello all. The other co-DM here (with my first forum post!)

The OP asked me to fill this space with some world background and flavor text. It's going to come in waves, so bear with me, there's a lot!
One of the big things I need help with is names, especially for cities. Anything would be great!

*Completed(ish) - Intro; Races and Classes; Religion; Whitefield, Langland, Briarwood, The Southern Empire, Catalan & Rus
Next update - Rema, The Northern Waste, The Wilds*


The section of the world that we're dealing with is dominated by The Seven Great Kingdoms: Rus, Whitefield, Catalan, Briarwood, The Southern Empire, Rema, and Langland. Each is ruled by a royal family and each is in a tenuous peace with the others, with the exception of Catalan and Rus, which are currently at war with each other. There are other, mysterious and exotic places in this world (which, if I ever develop them will correspond to Arabic and Asian folklore) but the focus is on The Seven Great Kingdoms (and European stories/lore).


Races and Classes

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Religion

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The Realm of Whitefield

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The Kingdom of Briarwood

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The Ruins of Langland

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The Southern Empire

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Catalan

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Rus

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Rema

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The Northern Wastes

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The Wilds

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The Ocean

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The Mountains

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The Otherworld

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Last edited by FlyMyMonkeysFly : 10-07-2008 at 08:35 PM.
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Old 10-07-2008, 07:54 AM   Top  -  End  -  #3
AstralFire
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

As mentioned, Smite seems good for L6 Woodsman. Trackless Step and Woodland Stride (the Druid abilities) might fit in those L4 and 5 holes.
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Old 10-07-2008, 02:17 PM   Top  -  End  -  #4
MythMage
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

I agree with AstralFire on the abilities.

That's a really cool idea for a campaign setting, though I admit I'm a bit biased. Some others and I have been doing a lot of conceptual development on fey material that I hope you'll consider borrowing/adapting for your world. Called Songs of the Sidhe, it includes some new low-level fey which would probably suit the style of your setting quite well, especially the child-impersonating huldrebarn.

I haven't had time to read through the whole thing, but I think Whitefield sounds like a good starting locale, and the concepts behind the two new classes are solid. The progression of the brute's bellow seems awfully fast, but shouldn't be an issue so long as you're capping at level 6.
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Last edited by MythMage : 10-07-2008 at 02:18 PM.
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Old 10-07-2008, 04:17 PM   Top  -  End  -  #5
DracoDei
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

I'm sorry, but to me "Knight in Shining Armor"/"White Knight", just SCREAM paladin... or is the setting too fouled up to have those?
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Last edited by DracoDei : 10-07-2008 at 09:30 PM.
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Old 10-07-2008, 08:58 PM   Top  -  End  -  #6
FlyMyMonkeysFly
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

Thanks everyone for the input so far!

@AstralFire: Jedi and I will discuss! I'm always a fan of Druid stuff.

@MythMage: Why thank you! I will defiantly look over Song of the Sidhe. It also looks very cool! I can already see some stuff to work in if/when my players encounter the Fey. That huldrebarn looks awesome! I might have to build a reason for the PCs to meet it. Yeah, if the Brute were to go to 20, there would be some overhauling but as it stands I think we'll be fine (and I don't think any of the players will build a character with it anyway, it's mostly for a couple NPCs I have)

@DracoDei: In retrospect, I totally agree. And the setting does support White Knights et al. Jedi and I have decided to go through and make some minor changes to the Paladin in terms of mechanics (since flavor is comparatively easy to change). The biggest change will come because there is no such thing as "Detect Evil" in this world. That spell/ability doesn't really fit in, since this setting is low-fantasy, based more on actual medieval life and folklore than DnD might otherwise be. But I am defiantly going to try and re-work the Paladin into the setting. Well, mostly Jedi will be doing that part ...

Last edited by FlyMyMonkeysFly : 10-07-2008 at 08:58 PM.
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Old 10-07-2008, 11:48 PM   Top  -  End  -  #7
JediNite
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

@AstralFire: OK, I took your suggestions to heart and finished off the Woodsman. I'm a little leery of Cleaving Smite - I know the wording is off, I'll fix that tomorrow. Any comments or suggestions would be greatly appreciated.

That said, next I'll be checking over the current list of base classes for any tweaks that need to be made to better suit the campaign setting and the E6 system in general - the beauty of E6, though, is that most of the broken shenanigans *can't* start that early.

First target, the Ranger Archer Huntsman!

@DracoDei: We had discussed the matter a little bit. I was originally in favor of dropping the paladin and shifting his abilities onto the Woodsman and the Fighter - in the fighter's case, as a feat tree. The basis for this was that someone as well trained as to have levels in Fighter was also likely to be a candidate to be a knight, and that in this world divine power is not necessarily a requirement for knighthood. It still isn't, but the paladin does fit the flavor after some tweaks.
-Jedi
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Old 10-08-2008, 12:19 AM   Top  -  End  -  #8
Grey Watcher
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Default Re: Adrift in Faerie - Help with Classes for a D&D 3.5 E6 Fairy Tale Game!

Well, some quicky and dirty tweaks to the Paladin that I've heard of in the past are as follows:

1: Replace Detect Evil with Discern Lies. It fulfills a similar role, without painting everything in quite such starkly black and white terms (after all, you don't know why they're lying, or even necessarily what the truth is).

2: Change either the Paladin's specific ability, or even the spells in general from Protection from/Magic Circle against [alignment] to Protection from/Magic Circle against [type]. Thus, your knight in shining armor can still protect himself or an ally from an ill-natured fairy, but this protection works because said fairy is a fairy, and not because she's ill-natured (read: evil).
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