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| FeceMan07-07-06, 04:44 PM | Just took a peek into the UA section of the SRD and, lo and behold, I found this gem. I love this sytem. I'm completely and totally in love with the customizability of the classes. Now, I'm thinking of tweaking it a little. Since all casters are spontaneous, I kind of want to make a few changes to them. I understand why they have such a limited spells known, but I still am not a huge fan of such a narrow selection, especially if a caster doesn't want to specialize to such a degree. Thus, I was wondering how everyone felt about these changes. 1. All casters gain bonus spells known based off of a permanent primary casting statistic modifier. For example, if a spellcaster is CHA-based and he has a 17 (+3 modifier) charisma, his spells known list is expanded, allowing him to have an extra first, second, and third level spell known. 2. Arcane casters are allowed to specialize, facing the normal restrictions and bonuses for doing so (he does not, however, gain the ability to prepare or cast a spell of that school more times per day) . A specialist arcane caster gains an additional one spell known per spell level with the stipulation that it must be from his specialized school. An arcane caster must make this choice at his first level of an arcane spellcasting class, and it cannot be changed later. Divine casters are allowed to choose a single domain like a cleric does (same stipulations of the cleric's choices). A divine caster with a domain automatically adds the spells to his spells known list. Choosing a domain, however, does not impart the divine caster with the ability to use any ability normally gained from having a domain (for instance, a cleric with the planning domain does not get extend spell as a bonus feat). All of these additional spells known do not count against a caster's total spells known. 3. It struck me as peculiar that there was not a class with a d8 HD in the listed classes, so I was considering adding a fourth one (five, if one counts the spellcaster as two for being arcane and divine). Intermediate HD: d8 Base Save Bonuses: One good save and two poor saves. Base Attack Bonus: As a cleric. Class Skills: Choose any eight skills as class skills, plus Craft and Profession. Skill Points: 4 + INT modifier (or four times this number at first level). Weapon and Armor Proficiency: All simple and martial weapons; light and medium armor; shields (but not tower shields). Bonus Feats: The intermediate gains a bonus feat at first level, another at second level, one at fourth level, and another one every third class level thereafter (7th, 10th, and so on). Not really a big deal, I know, but the warrior has such crappy skill points/level and it kind of sucks to have to go back and fourth between classes to get skill points. 4. I would also like to add in rage, skirmish, fast(er) movement, etc. as ability paths characters can take. That's a headache waiting to happen, though, so I'll pass on it for now, heh. 5. It's very difficult to effectively combine certain class abilities into the alternate to feats, and even harder to be a hybrid class. Thus, I was considering adding in the prestigious bard, paladin, and ranger classes because I haven't any idea on how to incorporate them as true hybrids. To get fourth level spells, a character has to suffer through eight levels of d4 HD and half BAB--which isn't so hot for him. To be a bard is even more difficult--bardic music + decent spellcasting + good skill points = probably too hard to incorporate (unlike turn undead). Is this a good idea? Bad idea? Thanks for all the help. |
| FeceMan07-08-06, 10:02 PM | :bump: Wanted input. Even anti-me input. |
| SilvercatMoonpaw07-24-06, 05:33 PM | 1. All casters gain bonus spells known based off of a permanent primary casting statistic modifier. For example, if a spellcaster is CHA-based and he has a 17 (+3 modifier) charisma, his spells known list is expanded, allowing him to have an extra first, second, and third level spell known. What does "permanent" mean? 2. Arcane casters are allowed to specialize, facing the normal restrictions and bonuses for doing so (he does not, however, gain the ability to prepare or cast a spell of that school more times per day) . A specialist arcane caster gains an additional one spell known per spell level with the stipulation that it must be from his specialized school. An arcane caster must make this choice at his first level of an arcane spellcasting class, and it cannot be changed later. Divine casters are allowed to choose a single domain like a cleric does (same stipulations of the cleric's choices). A divine caster with a domain automatically adds the spells to his spells known list. Choosing a domain, however, does not impart the divine caster with the ability to use any ability normally gained from having a domain (for instance, a cleric with the planning domain does not get extend spell as a bonus feat). Domain granted powers are generally feat-worthy abilities, so make sure that characters can still get them. However, the domain option does not seem to have much of a drawback: you don't "loose" anything like you do with specialization. Since the divine caster can take any spell they want, you are simply giving them 10 free spells, even if it's a limited selection. 3. It struck me as peculiar that there was not a class with a d8 HD in the listed classes, so I was considering adding a fourth one (five, if one counts the spellcaster as two for being arcane and divine). Intermediate HD: d8 Base Save Bonuses: One good save and two poor saves. Base Attack Bonus: As a cleric. Class Skills: Choose any eight skills as class skills, plus Craft and Profession. Skill Points: 4 + INT modifier (or four times this number at first level). Weapon and Armor Proficiency: All simple and martial weapons; light and medium armor; shields (but not tower shields). Bonus Feats: The intermediate gains a bonus feat at first level, another at second level, one at fourth level, and another one every third class level thereafter (7th, 10th, and so on). Not really a big deal, I know, but the warrior has such crappy skill points/level and it kind of sucks to have to go back and fourth between classes to get skill points. You have a really good opportunity to create a light warrior here, say unarmed or swashbuckling. Take away the medium armor and shields, maybe even some of the martial weapons (perhaps leave only ranged, light, and one-handed), add some exotic weapons, and you have an interesting platform for martial artists or Errol Flynn types. Don't just give the warrior more skill points. 4. I would also like to add in rage, skirmish, fast(er) movement, etc. as ability paths characters can take. That's a headache waiting to happen, though, so I'll pass on it for now, heh. Yeah, know what you mean. One way is to try and compare it to one of the existing special feats (skirmish is probably about Sneak Attack worthy). also, if you can, find a pdf product called "Buy the Numbers" which breaks down the core class features into exp point costs and is great for figuring out at what level a class might be able to get something. 5. It's very difficult to effectively combine certain class abilities into the alternate to feats, and even harder to be a hybrid class. Thus, I was considering adding in the prestigious bard, paladin, and ranger classes because I haven't any idea on how to incorporate them as true hybrids. To get fourth level spells, a character has to suffer through eight levels of d4 HD and half BAB--which isn't so hot for him. To be a bard is even more difficult--bardic music + decent spellcasting + good skill points = probably too hard to incorporate (unlike turn undead). Is this a good idea? Bad idea? Generic classes are all about flexibility, but you do have to give up some power for that. I would say that core classes changed into prestige classes would certainly fit as the cores are a bit more focused toward specific goals. |
| enlightened07-24-06, 07:46 PM | 5. It's very difficult to effectively combine certain class abilities into the alternate to feats, and even harder to be a hybrid class. Oh, I don't see a big problem. You could rule that any class ability from any class is available as a feat, but that your total character level must equal or exceed the level at which the original class receives the ability and that anything that logically seems like a prerequisite is a prerequisite. Also, the abilities would not improve automatically. A warrior could take FEAT:rage1/day at 1st level( the same time that a barbarian receives it), but if he wants to improve that he must take FEAT:rage 2/day later(but can take it no sooner than 4th level which is when a barbarian gets it). |