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| Navar04-29-05, 11:58 AM | In your dream campaign world what classes would be allowed? Here is mine: If I were to make a Campaign world it would include the followlig classes 3.5 Barbarian Bard Fighter Ranger Rogue Wizard (you have to specialize) XPH All psions Psionic Warrior Complete Series Hexblade Scout Warlock Arcana Evolved Champion Greenbound Mage Blade Magister Oathsworn Unfettered Warmain Witch I think those 19 classes would allow for diversity. Of course if a player really wanted to play a Totem Warrior(or whatever) I might make an exception, but those are pretty much it. I would use the wizard spells for the wizard and the AE spells for the AE casters. I think the world would work very well. PrCs would be only gained from doing In Character stuff to gain them, and I would begin play at level 4. |
| Neff04-29-05, 02:50 PM | Barbarian Blackguard (adapted to a base class) Cleric Druid Fighter Monk Paladin Ranger Rogue Spellsword (based on Chimaera2000's Mage Blade) Warlock Wizard Wu Jen Of course these wouldn't be for my "dream" world, because these are the ones I allow in my world...at the moment. |
| Navar04-29-05, 03:05 PM | Barbarian Blackguard (adapted to a base class) Cleric Druid Fighter Monk Paladin Ranger Rogue Spellsword (based on Chimaera2000's Mage Blade) Warlock Wizard Wu Jen Of course these wouldn't be for my "dream" world, because these are the ones I allow in my world...at the moment. (not to derail, BUT) is the blackguard just a CE or LE Paladin? What is the differance between the Spellsword/Mage Blade and Monte Cook's Mage Blade? |
| Venom of the Yuan Ti04-29-05, 03:10 PM | All core Witch hunter (home brew) Psion Black guard (LE and CE versions) Grey paladin (dark hero, home brew) Samurai Swashbuckler Wu jen |
| Insane Pixie04-29-05, 03:16 PM | Barbarian Blackguard (adapted to a base class) Cleric Druid Fighter Monk Paladin Ranger Rogue Spellsword (based on Chimaera2000's Mage Blade) Warlock Wizard Wu Jen Of course these wouldn't be for my "dream" world, because these are the ones I allow in my world...at the moment. Blackguard as baseclass...hmmm. Easy. Replace LG with CE. Replace everything including "good" to "evil", and vice versa. (A.k.a. Aura of Evil, Smite Good, Detect Good.) Replace Lay on Hands and Remove Disease with Inflict Wounds and Contagion, respectively. Replace Aura of Courage with Aura of (Fear?) Replace Turn Undead with Command. And finally, Divine Health with...(Insert evil word) Health. |
| Venom of the Yuan Ti04-29-05, 03:17 PM | (not to derail, BUT) is the blackguard just a CE or LE Paladin? Wow. That is about 9.5 on the obvious scale. Also hit 7.2 on the usless scale too. Wow.:uh-huh: You may as well say that a Lib Dem is just a Tory in a differnt party, or an organe is just a lemon grown on an orange tree. What kind of oponent would a paladin fight hardest? Answer, his mirror, that is exaclty why a Blackguard PC class would be so cool. In my world (6 kind of paladin, vanila, Lg with flame and rightiousness, LG with shadows and stealth, CG with animals CE with reeeely bad poisnon and LE with Devil servants (ye right)) the wars between paladin temples have caused more deaths than any other. It is a massive background thing. |
| Venom of the Yuan Ti04-29-05, 03:18 PM | Blackguard as baseclass...hmmm. Easy. Replace LG with CE. Replace everything including "good" to "evil", and vice versa. (A.k.a. Aura of Evil, Smite Good, Detect Good.) Replace Lay on Hands and Remove Disease with Inflict Wounds and Contagion, respectively. Replace Aura of Courage with Aura of (Fear?) Replace Turn Undead with Command. And finally, Divine Health with...(Insert evil word) Health. And re jig spells. This is the easy and boaring option. |
| Koga:The ninja trick04-29-05, 03:19 PM | Barbarian. (And Dr@gon variants.) Fighter. (And Dr@gon variants.) Monk. (And DEFFINITLY Dr@gon variants.) Ranger. (And Dr@gon variants but none of them now have spells.) Paladin. (No spells.) Spell-theif. (Cause thier cool.) Marshal. (Remind me of a Diablo paladin.) Rogue. XPH classes. There's also three more classes that require more thought: Mage-Adept: (A combination of adept and magewrighter. They know all spells on both spell-lists when appropiate, gain a familiar at second level, combine thier total spells per day, base spells based on charisma, and prepare them in advance.) Bard: Also the bard is allowed but that took some real tweaking. No more spells for the bard, instead a special ability of his or her choosing from the list below at first 1, 5, 10, 15, and 20th level. Venomless: Your vocals are keen and your tounge slides like a serpent. You can cast neutralize poisen as a spell like ability with a caster level equal to yuor charisma modifier once per day. Voice of the Green: Your love of nature is in your poetics and you tried to spread the message of green peace. You can cast once per day speak with plants as a spell like ability once per day with a caster level equal to your charisma modifier. Independant thinker: You have an exseptionaly strong will and strong thought. You can cast as a spell like ability daze three times per day with a caster level equal to your charisma modifier. Free mind: Your free spirit allows you to overcome magickal coercian more easily. You gain a +2 bonus on all will saves against mind-effecting effects. Green Heart: You gain inspiration through nature so you more resiliant to it's hostility. You gain a +2 bonus on saving throws to resist the effects of poisen and disease. Grave Fiend: Your art is that of death metal. You gain +2 bonus on all saving throws to resist the extradionary and super-natural abilities of undead creatures. Fiddle-Fate: Your so chaotic it almost defies logic. Once per day you may improve a single d20 roll by adding the result of a 1d6 roll. You must declare the use of the ability before you attempt the d20 roll. This is a super-natural ability. Familiarity: Your art is so close to magickal it attracts the magickal. You gain a familiar. You cannot however take the feat improved familiar. Hybrid: (A combination of the half-elemental and shadow soulknife from Dr@gon.) -Yes, thier skill list is limited to Survival, knowledge (dungeoneering.), knowledge (arcana.), and so they're not tottaly useless The Koga lets them retain knowledge (psionics.)- As you can tell The Koga is going for a really low-magick campaighn, The Koga is trying to base a story around it that magick is the power of the gods and the most powerful of spells are a well kept secret that people were never meant to know. Naturally some are curious while others think it's unfair and FIGHT to learn that knowledge.. Psionics is much like science and is used much more widely but still frowned upon. To make sure these classes stay un-dbzish The Koga forbade multi-classing/prestigous classes. The Hybrid may seem like a worthless class cause by level 9 it just stops gaining but up untill that moment comes they will probably be one of the most powerful characters in the game! The Koga was going for a political battle of sorts between the magick conspiracy and the cruel psionics waging war on eachother for power, knowledge, and pride. The Koga dubbed this campaighn Red versus Blue. No matter who wins, we lose. :evillaugh |
| Jell_Moo04-29-05, 04:08 PM | For me, it would like something like this: All the classes from Arcana Evolved, + the Warlock. Arcana Evolved is hands down the best D&D related book published since the dawn of 3e. If there was a lot of resitance towards Arcana Evolved completely taking over: PHB Barbarian Bard Cleric Druid Monk Ranger Rogue Sorcerer Complete Series Favored Soul Hexblade Ninja Scout Spirit Shaman Warlock Warmage ExPsi Psion Psychic Warrior Soulknife [I would use B.T.'s excellent variant] Wilder Oriental Adventure Samurai Arcana Evolved Champion Warmain *Notes* The Fighter is removed because it is inadequate at fufilling common archetypes. It is replaced by the Warmain which does it much better. The Wizard is removed because it is outdated, gimped because of spellbook dependency, and horribly weak at low levels. The Sorcerer fills the niche much better. The Paladin is removed because it is too rigid in design. It isn't a bad class, but the Champion from AE does the job much better, is more flexible, and allows for more archetypes to be made. While the Sawshbuckler isn't present, I would have turned Insightful Strike into a feat. It's pretty much the only reason to take the class anyway. The Samurai from Oriental Adventures is used because the CW one is the biggest piece of crap ever put on paper. MEchanically weak beyonf belief, and simply innacurate. BlaineTog's Soulknife is used because it is simply a better design than the one in the ExPsi. It's only slightly more powerful, but accomplishes the "feel" of the class much more accurately. |
| Ancient Wyrm04-29-05, 04:53 PM | These are the legal classes in my current homebrew: Core Barbarian Fighter Ranger Rogue Wizard Splat Cloistered cleric (UA) (turn undead replaced with faith-dependent ability) Wild shape-less, monklike druid (UA) Warlock (CA) Homebrew Bard (CA's seeker of the Song adapted to a base class) Mariner Skin-Changer (wildshaping warrior) Swashbuckler (mix of CW's swashbuckler and the DMG duelist) |
| Thanatos0204-29-05, 05:22 PM | Hm. I'm running my dream campaign setting, since I made it. ^.~ I'm not terribly big on limiting my players options, actually. I require all my players to talk to me about their characters, so based on either their concept or their class, I might disallow it, but it's usually ok. Here's what I tend to allow, though it's not actually complete. Barbarian Bard/Savage Bard/Divine Bard Cleric/Cloistered Cleric Druid Fighter/Thug Monk/Alternate Monk fighting styles. Ninja (OA) Professional (Mine) Ranger/Planar Ranger/Urban Ranger Rogue/Wildernerss Rogue Samurai (OA) Scout Shinobi no Mono (Heretic888) Sorcerer/Battle Sorcerer Warlock (Primal Sorcerer - Mine) Wizard/UA Specialist Wizard Varients Nobodies asked about psionics, and Paladins bug me. (Not the concept, just that it A. Doesn't have a place in the setting, and B. The rules vs. concept vs. class mechanics grates me.) |
| Navar04-30-05, 09:14 AM | I am sure more people have an opinion on this so :bump: |
| Lord Schpungus04-30-05, 11:11 AM | My dream campaign would allow everything from WotC except the wizard and paladin. |
| Redmoon04-30-05, 12:17 PM | my dream world is Obaerlyn, a world of my own making. It's a combination of Dragonlance, Ravenloft, Wheel of Time, and a touch of core D&D thrown in for good measure. Spellcasters- i use the Wheel of Time magic system, so the classes are limited to the Wilder and the Initiate (kind of a sorcerer, who learns on his own, or a wizard, who is trained). Fighter - the only class i've taken from a book without changing anything. All i added was Defense and Reputation. algai'd'siswai - a fighter specialized in speed, and light weapons. almost your Swashbuckler, but with a primal touch. Wanderer (a rogue, but less combat oriented) Barbarian Bard (similar to Koga's - no spells, special abilities and feats instead) Ranger - no spellcasting. Gunslinger Monk (a lot less magical) I'm trying to come up with some sort of Druid, but I'm having trouble with it. I need special abilities instead of spells, and I'm just having a rough time fitting it in with the magic system, because it's limited. the d20 modern Hero classes |
| DM Denubis04-30-05, 12:35 PM | The Wizard is removed because it is outdated, gimped because of spellbook dependency, and horribly weak at low levels. The Sorcerer fills the niche much better. *Spits drink all over the screen.* Meh? The Wizard is gimped? Jell, I just have a few questions for you. And keep in mind, these are serious questions, I am not taunting you, insulting you, or otherwise demeaning you. Do you really think spontaneous casting is what it's cracked up to be? I mean, you lose out on five bonus feats (Including Scribe Scroll.), have a very limited spell library, and can never benefit from arguably one of the best metamagic feats in the game, Quicken Spell. How are sorcerers any more powerful than wizards at low levels? I personally would say they're less powerful, seeing as how they're still almost useless at level three, while a wizard has his level two spells. I'm interested to see why you think this. Saying the wizard is gimped because he's dependant on his spellbook is a tad bit like saying the barbarian is gimped because he's dependant on his weapon, don't you think? As a wizard, you should take time and effort to protect and safeguard your spellbook. Thank you for reading. ^^ |
| Gilean04-30-05, 02:37 PM | Ultimate classes Monster class for each and every race, including humanoids of 1 HD. These aren't compulsory for anyone. |
| WindOwl04-30-05, 06:43 PM | And finally, Divine Health with...(Insert evil word) Health. Profane Health :) |
| Neff04-30-05, 06:53 PM | I call it Profane Vigor, but that's just me. :cool: |
| amethal04-30-05, 07:25 PM | How are sorcerers any more powerful than wizards at low levels? I personally would say they're less powerful, seeing as how they're still almost useless at level three, while a wizard has his level two spells. I'm interested to see why you think this. I try to avoid the wizard vs sorcerer debate, but sometimes I can't help myself. Avoiding your reasoned discussion of bonus feats etc. which I basically agree with, "they're still almost useless at level 3" requires a response. A 3rd level sorcerer with charisma 12+ can cast magic missile, automatically doing 2d4+2 damage against anything a 3rd level character can reasonably expect to face, 6 times a day. He is also able to instead spontaneously cast (say) sleep or charm person up to 6 times a day if the situation calls for a different approach. The simple weapon proficiency is also much more useful at lower levels, including reach weapons i.e. longspear. The sorcerer's charisma bonus means he is useful at untrained charisma checks at low level, e.g. diplomacy. It is only at higher levels that the lack of class skills and skill points kicks in. |
| amethal04-30-05, 07:40 PM | In your dream campaign world what classes would be allowed? Bard Cleric Druid Fighter (incorporating barbarian, hexblade, monk, ranger, paladin [of honour], paladin of freedom [Unearthed Arcana], samurai, swashbuckler; due to use of a variant on racial substitution levels which I haven't fully worked out yet) Rogue Sorcerer Spirit Shaman (from Complete Divine) Warlock Wizard Racial Paragon (from Unearthed Arcana) The world has various sources of divine spellcasting (hence cleric, druid and spirit shaman), has a conflict between dragon, demon and human (hence sorcerer, warlock and wizard) but is strongly war orientated in a way that embraces diversity (hence lots of different ways of playing a fighter). |
| DM Denubis04-30-05, 07:54 PM | I try to avoid the wizard vs sorcerer debate, but sometimes I can't help myself. Avoiding your reasoned discussion of bonus feats etc. which I basically agree with, "they're still almost useless at level 3" requires a response. A 3rd level sorcerer with charisma 12+ can cast magic missile, automatically doing 2d4+2 damage against anything a 3rd level character can reasonably expect to face, 6 times a day. He is also able to instead spontaneously cast (say) sleep or charm person up to 6 times a day if the situation calls for a different approach. The simple weapon proficiency is also much more useful at lower levels, including reach weapons i.e. longspear. The sorcerer's charisma bonus means he is useful at untrained charisma checks at low level, e.g. diplomacy. It is only at higher levels that the lack of class skills and skill points kicks in. Ah, I apologize. To be honest, I have nothing against sorcerers. It's just that they usually tend me be a tad bit less useful than wizards. I guess it all comes down to playstyle. Still, I can't imagine playing in a game where the wizard wasn't allowed. ^^ |
| amethal04-30-05, 08:17 PM | Ah, I apologize. To be honest, I have nothing against sorcerers. Thank you, I really appreciate you taking the trouble to post that. Still, I can't imagine playing in a game where the wizard wasn't allowed. Me neither. You can't play D&D without wizards, they've been there from the beginning and they'll be there in 10th edition. |
| DM Denubis04-30-05, 08:23 PM | Thank you, I really appreciate you taking the trouble to post that. No problem. ^^ Now, on topic... Core Classes - All. Miniature's Handbook - Favored Soul, Marshall, Warmage. Complete Warrior - Hexblade, Swashbuckler. Complete Adventurer - Spellthief. Complete Divine - Shugenja. Rokugan Campaign Setting - Ninja. (I like it better than the Complete Adventurer Ninja, even if it is 3.0. ^^) |
| Wildonion04-30-05, 08:30 PM | Cleric Fighter Rogue Wizard (May Specialize) The above is just to shake things up a bit in my group. One of my friends has enough splat books to build a large tomb and we never really see these 4 in the group. (Well except the Rogue of course!) :D |
| Wexquif04-30-05, 09:38 PM | Blackguard as baseclass...hmmm. Easy. Replace LG with CE. Replace everything including "good" to "evil", and vice versa. (A.k.a. Aura of Evil, Smite Good, Detect Good.) Replace Lay on Hands and Remove Disease with Inflict Wounds and Contagion, respectively. Replace Aura of Courage with Aura of (Fear?) Replace Turn Undead with Command. And finally, Divine Health with...(Insert evil word) Health. What about spells? |
| Neff04-30-05, 09:43 PM | What about spells? Take the Paladin spell list and evilify it. |
| Jell_Moo04-30-05, 10:20 PM | *Spits drink all over the screen.* I'll take a moment to let you wipe that up. ;) Meh? The Wizard is gimped? Jell, I just have a few questions for you. And keep in mind, these are serious questions, I am not taunting you, insulting you, or otherwise demeaning you. Absolutely no insult taken. Yours was a very cordial, and pleasant post. A civil debate is always nice. Unfortunately we must tread carefully as civil debates are rare when the topic of the sorcerer is approached. Do you really think spontaneous casting is what it's cracked up to be? I mean, you lose out on five bonus feats (Including Scribe Scroll.), have a very limited spell library, and can never benefit from arguably one of the best metamagic feats in the game, Quicken Spell. Mostly, I am talking about low level play. At higher levels, yes I think the Wizard is a tad more powerful. At lower levels though, he is faced with amazing weaknesses. Spontaneous casting, to me at least, is pure gold. Especially at lower levels. The greater spells per day also really comes into play here. What I have recently learned is that having a score of spells in your spellbook is nice, but they do you no good at all if they aren't prepared. When you need a spell "right now", and you haven't prepared it ahead of time, you may as well not know it. How are sorcerers any more powerful than wizards at low levels? I personally would say they're less powerful, seeing as how they're still almost useless at level three, while a wizard has his level two spells. I'm interested to see why you think this. Not more powerful. More... I don't even know the word... Capable? Low level Wizards and Sorcerers live and die by their spells. At low level, a Wizard has so few spells per day, that things can get bad quickly. The Sorcerer, with more spells per day, has a small advantage. Also, consider each situation. A 1st level Wizard will likely be able to prepare 2 first level spells per day. He has a nice assortment of spells known (let's say 6). He decides at the start of the day to prepare Sleep and Color Spray (decent enough choices). He can prepare 3 cantrips, so he prepares Detect Magic, Light and Daze (fair enough choices as well). A few problems can arise. 1- The party encounters 3 skeletons. 2- The party is in a bottleneck situation where the Wizard cannot fire off his Color Spray, leaving him with Sleep and Saze. 3- The party is ambushed and the enemy is right near the Wizard, so Sleep becomes a bad choice. The Wizard knows a few other spells, but at this point, they just plain don't help him. A 1st level Sorcerer knows 4 cantrips and 2 1st level spells. Because of his spells known limit, he has to be more choosy, and pick spells that are broader. The cantrips he choses are Daze, Detect Magic, Light and Disrupt Undead (decent enough). The 1st level spells he knows are Magic Missile and Color Spray (also decent enough). In each of the above mentioned encounters, the Sorcerer has at least something he can do. The Wizard may come to a bottleneck where he has party members in front of him, so he uses Sleep instead of Color Spray, so he doesn't knock out his own party. If a ways down he comes upon another bottleneck situation, hje's hosed. The Sorcerer can at least adapt a bit. Color Spray may be out, but Magic Missile is certainly useful. Saying the wizard is gimped because he's dependant on his spellbook is a tad bit like saying the barbarian is gimped because he's dependant on his weapon, don't you think? As a wizard, you should take time and effort to protect and safeguard your spellbook. How much time and effort can a low level Wizard spend to protect his spellbook? He has limited funds available and can't simply make another. If something happens to the one he has, it's very bad. If a Barbarian loses his weapon, it isn't huge, he can cheaply and easily can get another. If the 1st level Wizard loses his spellbook, he won't be able to afford a new one for a long time. Most of what I am saying comes from very recent experience of playing a low level Wizard. I admit I am a little bitter, but events opened my eyes as to how vulnerable the low level wizard can be. My spellbook was stolen, but later recovered. That period between was scary. I had a constant problem of having the wrong spell prepared. In situations where Sleep would have been ideal I had Color Spray. Situations where Color Spray would have been perfect I had Sleep. I also had the misfortune of seeing what really good rolls by the DM can do. When you have 2 1st level spells, you cast Color Spray, and watch 3 out of 4 kobolds make their save, you know things have gotten bad. Half of my offensive output was gone. I fully admit that a lot of these problems get solved at higher levels, but during those first really ugly levels, the Wizard is just plain bad. For all it's own problems, I find the Sorcerer much more forgiving to the player at lower levels. |
| Stado04-30-05, 10:42 PM | Considering the fact that... a) I'm a push-over. b) My dream campaign takes place upon a world that is at the center of the universe, and is actually where the gods put all their finalized projects (meaning races) after testing them upon the various bazillions of other worlds. c) I'm a push-over. ...I'd say I pretty much allow anything. I even allow self-made homebrew classes. I've only three rules when it comes to my player's choosing their classes. 1) It's balanced and has been deemed so by at least three people of whom I hold in high regards (none of these being my players). This is usually only in the case of homebrew classes, though there have been times when I required confirmation upon splat book classes. 2) After having told them exactly how my world works in so much detail that it takes me eight (yes, eight) hours just for me to get it all out verbally, I require that my players tell me the 'how' and the 'why' of their class, a conversation of which should take at the bare minimum thirty minutes (though it usually takes about two hours each). 3) If I find it's stupid, completely irrelevant to any fantasy setting, plainly retarded, or if I just flat-out hate it I won't accept it. I'm the DM, what I say goes. Muhahahahaha! ... |
| John Q. Mayhem04-30-05, 10:46 PM | Every single stinkin' one, as long as my PCs understand them :) |
| Wyrd Bearer04-30-05, 11:55 PM | Dream campaign, Heh, how about the one I'm writing as we speak? On the Deathworld, Ambargur (Am-Bar-Goor), these classes are the base ones... Fighter--> Been replaced with a tweaked Hexblade (CW) (Their bonus feats are opened up to fighter feats as well) mostly because I love the Hexblade class and I find straight fighters to be boring (But not underpowered). Barbarian--> Called Berserker, minor changes that are presented here (http://www.wakinglands.com/htm_files/the_classes_page.htm) at this lovely little site. Druid--> Replaced by Spirit Shaman (CD), there will be plenty of spirits to make this an actually viable class. Bard Sorceror--> Gains Eschew materials as a bonus feat at first level and as they level, slowly get to ignore more and more costly materials (but still need foci). Wizard (especially specialized necromancers) Cleric (Need a healer class, only they may have too much power over many of the inhabitants of this world...) Rogue (and possibly a variant, specifically the Rokugan Ninja if I can somehow explain why...) Warlock (CA) Its not broken people, for some reason when I read this class for the first time, I didn't have any trouble personally interpreting its abilities and Mr. Baker has only confirmed this. Those were the base classes, but if my players can convince me to allow other ones with good reason, then I'm pretty open minded. Paladins have no place in my world, they tend to be the enemy. And just for giggles, I'll inclide my base races... Gloamings (The plane of Shadows partially merged with this place, need I say more?) Orogs (I don't like stupid orcs, I like mine charismatic and strong. Orc-kin were one of the slave races of the elves and orogs are the playable type.) Chameleon Poison Dusk Lizardfolk (Whew, what a name, eh? Regular poison dusks with the Underdark chameleon template added. These guys are the playable version of lizardmen. Lizardfolk were the second slave race original to Ambargur.) Humans with either my homebrew +2 template added to them, or maybe the shadow creature, or some other +2 template added. (Human were the final slave race of the ancient elves.) Shadow Gnomes (Whisper gnomes with the shadow creature template added to them. Like the gloamings, shadow gnomes are not originally native to Ambargur, but their presence is the result of the unstable merging of the planet with the plane of Shadows.) Half-vampire (Vampires aren't liked on a general principal on this world, but their living kin are tolerated if they control their hunger. This is one of the few ways someone can be a regular dwarf, halfling, half-orc, or human, since half-vamp is a template.) Grave-touched ghouls (Undead are common on this world, what with the rift to the Negative-energy plane at the planet core. These types of undead are the most balanced way for my players to be a sentient undead. Again, a template for one of the normal core base races.) And the Elf variants, the descendants from the ancient elves that enslaved the world before a cataclysm torn the planet apart and remade it a harsh and barely hospitable place. Dark Elf (Only one variant, the Dark Elf variety, descended from the ancient elf race that held all others in slavery for millenia. Drow are identical to them and are a evil and crazy offshoot clan (not race) living even deeper in the ground. Dark elves a long time ago chose to leave the ancient race because they did not agree with the Empire's practice of world slavery. They were labled dark elves by their evil kin. They live deep underground because they fear that the ancient memories of slavery will cause the surface races to destroy them.) Fey-ri (Another descendant of the ancient elf race, these ones are dark elves bred with demons. I'm not sure about letting people play them initially, because of the old slave races hatred towards elves.) Ancient Elves (I'm using the Githyanki race as the ancient elves. They fled the world soon after the cataclysm to the realm of Dreams (in normal games, this is the Astral plane). They've been plotting a LONG time to take back their world. Players CANNOT be these jerks.) As you can see, not only will the base classes be topsy turvy, the base races are all +2 equivalents, so they players will all be handling MUCH tougher challenges than normal campaigns would throw at you. Start drooling and wishing you were here at SMCM next year! :D |
| Raven127205-01-05, 11:58 AM | I tend to favor felxibility and choice for my players. The Jaded Empires base class selection is as follows: Barbarian Bard Fighter Druid Ranger Rogue Sorcerer (modified with 5 bonus feats) Psion Wilder Marshal Healer (I needed healing spells, but not turn undead) Scout Swashbuckler Noble (3rd party vendor) Artificier (Eberron) Warlock Assassin (Same third party vendor) and.... The Complete Adventurer (a throwback mechanically, but nice options and a cool class too boot.) =================================== However I further added in some feats back into the system to cover other builds. Once I started looking at it, I was surprised how many classes are based around a single feat or a tight group. Thus technically any class can take these if the meet the requisites. I modified martial arts to be a feat based system. It's an amalgam of OA, Modern, Star Wars d20, and homebrew. Ancestral Weapon is a toned down version of the OA samurai / Kensai ability. I've added martial art and weapon styles. (another tip of the hat to Star Wars d20) Rune Magic. Using spell slots "permanently" on certain types of spells to create runes. They stick around till wiped clean or whatever...A 3rd party vendor, and the Arch-Mage PrC gave me the roots to start with. It's a very Eur-Asian world as you can probably tell. =) Jaded - To be covered in jade. Jaded - An old broken down hag. |
| Cindre200005-01-05, 12:20 PM | Well in my campaign, depending on the era... All the base classes Hexblade Warlock Spellthief All base Psionic .......... Yeah, and depending on the era, you might not be able to take all twenty levels in a class without taking special feats. |
| Braids05-01-05, 12:29 PM | The three Generic Classes from Unearthed Arcana [I like to call the the Hero Classes though] with few to no PrCs. |
| AramilWindwalker05-01-05, 01:45 PM | Take the Paladin spell list and evilify it. Or you could use the blackguard spell list, they have which is the evilified version of the paladin spell list |
| TheDarkestOfAngels05-01-05, 02:17 PM | In the game that I run now, I allow: Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer (The one in my Sig) Wizard in addition to Psion Psychic Warrior Soulknife Wilder Swashbuckler Hexblade Samurai (from the CW - I don't have OA) Favored Soul Shugenja Spirit Shaman Warlock Wu Jen Warmage Ninja Spellthief Scout ... pretty much every base class that's in the books I own, plus I allow varient classes such as from UA or even 3rd party sources or just books I don't own (all pending approval.) For example, I would also allow the OA samurai if the player wanted to be one (assuming in-game feasibility, such as being close to Kara-Tur or that his backstory explained why well enough that he or she was so far away.) |
| Navar05-02-05, 09:42 AM | To all those with Blackguard/Anti-Paladin base classes do you run evil campaigns often? |
| Wyrd Bearer05-02-05, 01:46 PM | To all those with Blackguard/Anti-Paladin base classes do you run evil campaigns often? Evil campains or ones where morality is relativistic. |