A Custom Class I made (Persona User)

Post/Author/DateTimePost
Persona User.pdf

SuperKrusher

Mar 14, 2015 0:11:43

Hey guys, so I took a bunch of time and made a character class based on my favorite video game. What do you guys think? Criticism welcome.

This is meant to be used with the D&D 5 Player Handbook.
Persona User.pdf

#2

LuisCarlos17f

Mar 15, 2015 6:17:49

* They keys for a good class:

 

- Interesting background

 

- Of course a good balance of power, (to do remember some munchkins could try some combo with dual classes. The class also will be used by enemy nPCs).

 

- Fun gameplay. Sometimes the class features have got good balance of power but they are "boring", not interesting for players....or they aren´t enough flexible.

 

 

 

If each "persona" or type is like a subclass or prestige class..why not to use a favored soul class remake with that background? 

 

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I have had got some idea like that, but about other videogame "Rise of Incarnates", and recovering some ideas like to recover the maneuvers from "Tome of Battle: book of nine swords", the binder class from"Tome of Magic: pact, shadow and truename" and "magic of incarnum". The totemist (not only animals, also some legendary hero) could be a shapesifter or a summoner of a primal spirit, like pact magic, and spending "points of essence" to buy temporally "monster traits" like wings or natural weapons.

 

 

#3

Mephi1234

Mar 15, 2015 7:11:38

It should just be a barbarian/bard/cleric/druid/fighter/monk/paladin/ranger/rogue/sorcerer/warlock/wizard subclass!      

 

Just kidding.   

 

 

On a more serious note....   One of the first things I look at for a new class are the milestones.   All 12 other classes get a notable bump in power at around 5-6, 10-12, and 17-18.   Sometimes this is class based, sometimes sub-class, sometimes spell.    The important part is that monster math takes this power bump into account.   Your class is completely and utterly underpowered simply by measuring the milestone levels.  

#4

LuisCarlos17f

Mar 15, 2015 14:53:25

* I can´t talk about the right balance of power, but in my style of gameplay the bluff and the nerf aren´t interesting for me. I am a creator of stories and worlds. I want archetypes not nerfer/bluffer classes.

 

* The concept of "persona" is a classic archetype from manga/anime fiction, the "pokemon trainer", the hero with a "monster ally". 

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For me the concept of "persona" is linked to psionic powers. It is too close to the concept "tulpa", "egregore" or "etiäinen"

 

* Why is fun to play a "person" PC when I can be a cleric, a favored soul, a summoner (from Pathfinder rpg), psionic wilder, incanum totemist or a warmage/binder? I mean; why a person PC may funnier than the classic standar classes?

 

* One of my many crazy ideas is a class like the persona, a psionic/incarnum hybrid, the wilder, who could summon soulsparks and incarnum astral constructs... (spending psionic power points to create effects and points of essence, like a ecouncter power pool, for metapsionic effects, for example to add extra traits to astra constructs) or to buy monster traits like wings or natural weapons.

 

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In the past I have thought about a future module relating to summoned monster allies like a second PC, with their own XPs pool to leveling up.