malcolm_n
Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.
Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.
Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.
SPELL RAGER
The spell rager is an arcane barbarian. He powers his magic through raw emotion or a pact he’s made with the higher beings of his homeland.
As a spell rager, you can focus on the defender aspect of the barbarian class. Strength should still be your highest ability score, followed or even matched by your Constitution. With this particular build, and the feral pact option below, you can multiclass well into infernal warlock.
You could instead play more of a leader role with your powers, in which case your Charisma should follow your Strength score in importance. This makes a good choice if you want to multiclass as a dragon sorcerer.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Barbarian Class Traits in the PH2 with the following.
Power Source: Arcane. [FONT="]Were you trained equally in physical combat and the masterful art of spellcasting? Or do you innately blend the two like no other?[/FONT]
Armor Training: Cloth, leather, hide (feral pact)
Implements: Rods (feral pact) or staffs (feral soul); see Barbarian Implements below
Bonus to Defenses: +1 Fortitude, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the barbarian class skills list, choose three more trained skills at 1st level.
Class Features: Arcane Might, Barbarian Agility, rage strike, Rampage
[/sblock]
[sblock=ARCANE BARBARIAN CLASS FEATURES] [FONT="]As an arcane barbarian, you sacrifice hit points, hide armor proficiency and your Feral Might class feature. In exchange, you gain Barbarian Implements and the Arcane Might class feature.[/FONT]
[FONT="]Arcane Might[/FONT]
[FONT="]You have mastered the art of using magic through emotion. How you have done so is determined by one of the following.[/FONT]
[FONT="]Feral Pact[/FONT]
[FONT="]The god of magic understands the need for physically strong warriors. You have made a pact with this being so that you can fight equally well in two separate worlds.[/FONT]
This class feature counts as Rageblood Vigor when a power would benefit from it. You gain proficiency in hide armor and can use a rod as an implement when you cast arcane spells.
Your feral pact also determines one of your 1st level at-will attack spells and grants you the Spell Rage pact boon.
Feral Rebuke: You know the feral rebuke at-will spell.
Spell Rage: You have the Spell Rage pact boon. Whenever your attack reduces an enemy to 0 hit points, your next rage strike during the encounter becomes close blast 5, targets one creature in blast, and doesn’t expend an unused barbarian rage power.
[FONT="]Feral Soul[/FONT]
You are innately gifted with the power of chaos. This influences your physical prowess and grants you magical abilities to match your primal brethren.
This class feature counts as Thaneborn Triumph when a power would benefit from it. You can use a staff as an implement when you cast arcane spells, and you gain the following.
Feral Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Unbridled Rage: When you roll a natural 20 on an attack roll for a barbarian power, your next rage strike during the encounter doesn’t expend an unused barbarian rage power. When you roll a natural 1 on an attack roll for a barbarian power, if you are raging and have at least one unused barbarian rage power, you can use rage strike as a free action.
[FONT="]Barbarian Implements[/FONT]
Choose a two-handed melee weapon you wield. If you have the feral pact class feature, that weapon counts as a magical rod. If you have feral soul instead, that weapon counts as a magical staff.
Your chosen weapon can be used as an implement when you cast arcane spells. Do not add the weapon’s proficiency bonus to your implement attacks. If you lose the weapon, or change weapons, you can attune a new weapon after an extended rest.
[/sblock][sblock=ARCANE BARBARIAN POWERS] The spell rager has access to all barbarian powers. You can also choose the following powers which give you a more distinct identity as an arcane class. Your choice of build determines whether you should choose powers that benefit more from Constitution or Charisma. In either case, consider taking powers that are more magical in feel; like those with an energy keyword or an effect like fear.
Feral Rebuke Spell Rager Attack 1
[FONT="]You strike your enemy with powerful fire, then punish him for harming you.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fire, Implement[/FONT]
[FONT="]Standard Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Special:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack: [/FONT][FONT="]Strength vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Strength modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage.[/FONT]
[FONT="] Level 21: Increase the damage to 2[W] + Strength modifier and the extra damage to 2d6 + Constitution modifier.[/FONT]
Fiery Breath Spell Rager Attack 1
[FONT="]You touch your lips upon the base of your weapon. As a result of this, your eyes flare and you breathe flame.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fire, Implement[/FONT]
[FONT="]Standard Action Close[/FONT][FONT="] blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack: [/FONT][FONT="]Strength vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Strength modifier fire damage[/FONT]
[FONT="] Level 21: 2[W] + Strength modifier fire damage[/FONT]
[FONT="]Feral Soul:[/FONT][FONT="] The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.[/FONT]
[FONT="]Roaring Thunder [/FONT][FONT="]Spell Rager Attack 1[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT]
Samui Armor Spell Rager Attack 1
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 10 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 1[W] + Strength modifier cold damage.
Feral Visage Spell Rager Utility 2
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fear[/FONT]
[FONT="]Minor Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] You gain a +5 power bonus to your next Intimidate check during this encounter. The next time you score a critical hit during this encounter, the target of that attack takes a -2 penalty to attack you until the end of your next turn.[/FONT]
Blade Tornado Spell Rager Utility 2
[FONT="]You whirl your weapon around so quickly as to move yourself and an ally through the air.[/FONT]
[FONT="]Encounter [/FONT][FONT="]* [/FONT][FONT="]Arcane[/FONT]
[FONT="]Standard Action Close[/FONT][FONT="] burst 10[/FONT]
[FONT="]Target:[/FONT][FONT="] You and one ally in burst[/FONT]
[FONT="]Effect:[/FONT][FONT="] Each target moves a number of squares equal to his or her speed +2. Each target can fly during this movement, but falls if he or she does not land by the end of the movement.[/FONT]
[FONT="]Improved Roaring Thunder [/FONT][FONT="]Spell Rager Attack 13[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 4d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT]
[FONT="]
[/FONT]Improved Samui Armor Spell Rager Attack 15
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 15 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 2[W] + Strength modifier cold damage.
[FONT="]Greater Roaring Thunder [/FONT][FONT="]Spell Rager Attack 27[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 8d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT][FONT="]
[/FONT]Greater Samui Armor Spell Rager Attack 29
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 20 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 3[W] + Strength modifier cold damage.[/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, so now that I've finished the barbarian, I'll move on to the bard, unless I get a different request first.
Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.
Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.
SPELL RAGER
The spell rager is an arcane barbarian. He powers his magic through raw emotion or a pact he’s made with the higher beings of his homeland.
As a spell rager, you can focus on the defender aspect of the barbarian class. Strength should still be your highest ability score, followed or even matched by your Constitution. With this particular build, and the feral pact option below, you can multiclass well into infernal warlock.
You could instead play more of a leader role with your powers, in which case your Charisma should follow your Strength score in importance. This makes a good choice if you want to multiclass as a dragon sorcerer.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Barbarian Class Traits in the PH2 with the following.
Power Source: Arcane. [FONT="]Were you trained equally in physical combat and the masterful art of spellcasting? Or do you innately blend the two like no other?[/FONT]
Armor Training: Cloth, leather, hide (feral pact)
Implements: Rods (feral pact) or staffs (feral soul); see Barbarian Implements below
Bonus to Defenses: +1 Fortitude, +1 Will
Hit Points at 1st level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Arcana. From the barbarian class skills list, choose three more trained skills at 1st level.
Class Features: Arcane Might, Barbarian Agility, rage strike, Rampage
[/sblock]
[sblock=ARCANE BARBARIAN CLASS FEATURES] [FONT="]As an arcane barbarian, you sacrifice hit points, hide armor proficiency and your Feral Might class feature. In exchange, you gain Barbarian Implements and the Arcane Might class feature.[/FONT]
[FONT="]Arcane Might[/FONT]
[FONT="]You have mastered the art of using magic through emotion. How you have done so is determined by one of the following.[/FONT]
[FONT="]Feral Pact[/FONT]
[FONT="]The god of magic understands the need for physically strong warriors. You have made a pact with this being so that you can fight equally well in two separate worlds.[/FONT]
This class feature counts as Rageblood Vigor when a power would benefit from it. You gain proficiency in hide armor and can use a rod as an implement when you cast arcane spells.
Your feral pact also determines one of your 1st level at-will attack spells and grants you the Spell Rage pact boon.
Feral Rebuke: You know the feral rebuke at-will spell.
Spell Rage: You have the Spell Rage pact boon. Whenever your attack reduces an enemy to 0 hit points, your next rage strike during the encounter becomes close blast 5, targets one creature in blast, and doesn’t expend an unused barbarian rage power.
[FONT="]Feral Soul[/FONT]
You are innately gifted with the power of chaos. This influences your physical prowess and grants you magical abilities to match your primal brethren.
This class feature counts as Thaneborn Triumph when a power would benefit from it. You can use a staff as an implement when you cast arcane spells, and you gain the following.
Feral Resilience: While you are not wearing heavy armor, you can use your Strength modifier in place of your Dexterity or Intelligence modifier to determine your AC.
Unbridled Rage: When you roll a natural 20 on an attack roll for a barbarian power, your next rage strike during the encounter doesn’t expend an unused barbarian rage power. When you roll a natural 1 on an attack roll for a barbarian power, if you are raging and have at least one unused barbarian rage power, you can use rage strike as a free action.
[FONT="]Barbarian Implements[/FONT]
Choose a two-handed melee weapon you wield. If you have the feral pact class feature, that weapon counts as a magical rod. If you have feral soul instead, that weapon counts as a magical staff.
Your chosen weapon can be used as an implement when you cast arcane spells. Do not add the weapon’s proficiency bonus to your implement attacks. If you lose the weapon, or change weapons, you can attune a new weapon after an extended rest.
[/sblock][sblock=ARCANE BARBARIAN POWERS] The spell rager has access to all barbarian powers. You can also choose the following powers which give you a more distinct identity as an arcane class. Your choice of build determines whether you should choose powers that benefit more from Constitution or Charisma. In either case, consider taking powers that are more magical in feel; like those with an energy keyword or an effect like fear.
Feral Rebuke Spell Rager Attack 1
[FONT="]You strike your enemy with powerful fire, then punish him for harming you.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fire, Implement[/FONT]
[FONT="]Standard Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Special:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack: [/FONT][FONT="]Strength vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Strength modifier fire damage. If you take damage before the end of your next turn, the target takes an extra 1d6 + Constitution modifier fire damage.[/FONT]
[FONT="] Level 21: Increase the damage to 2[W] + Strength modifier and the extra damage to 2d6 + Constitution modifier.[/FONT]
Fiery Breath Spell Rager Attack 1
[FONT="]You touch your lips upon the base of your weapon. As a result of this, your eyes flare and you breathe flame.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fire, Implement[/FONT]
[FONT="]Standard Action Close[/FONT][FONT="] blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack: [/FONT][FONT="]Strength vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Strength modifier fire damage[/FONT]
[FONT="] Level 21: 2[W] + Strength modifier fire damage[/FONT]
[FONT="]Feral Soul:[/FONT][FONT="] The next enemy that hits you with a melee attack before the end of your next turn takes fire damage equal to your Strength modifier.[/FONT]
[FONT="]Roaring Thunder [/FONT][FONT="]Spell Rager Attack 1[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 2d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT]
Samui Armor Spell Rager Attack 1
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 10 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 1[W] + Strength modifier cold damage.
Feral Visage Spell Rager Utility 2
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]*[/FONT][FONT="] Arcane, Fear[/FONT]
[FONT="]Minor Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] You gain a +5 power bonus to your next Intimidate check during this encounter. The next time you score a critical hit during this encounter, the target of that attack takes a -2 penalty to attack you until the end of your next turn.[/FONT]
Blade Tornado Spell Rager Utility 2
[FONT="]You whirl your weapon around so quickly as to move yourself and an ally through the air.[/FONT]
[FONT="]Encounter [/FONT][FONT="]* [/FONT][FONT="]Arcane[/FONT]
[FONT="]Standard Action Close[/FONT][FONT="] burst 10[/FONT]
[FONT="]Target:[/FONT][FONT="] You and one ally in burst[/FONT]
[FONT="]Effect:[/FONT][FONT="] Each target moves a number of squares equal to his or her speed +2. Each target can fly during this movement, but falls if he or she does not land by the end of the movement.[/FONT]
[FONT="]Improved Roaring Thunder [/FONT][FONT="]Spell Rager Attack 13[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 4d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT]
[FONT="]
[/FONT]Improved Samui Armor Spell Rager Attack 15
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 15 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 2[W] + Strength modifier cold damage.
[FONT="]Greater Roaring Thunder [/FONT][FONT="]Spell Rager Attack 27[/FONT]
[FONT="]The magic of your rage coalesces into a hideous mask.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane, Fear, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Requirement:[/FONT][FONT="] You must be wielding a barbarian weapon as an implement.[/FONT]
[FONT="]Attack:[/FONT][FONT="] Strength vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 8d6 + Strength modifier thunder damage and the target takes a -2 penalty to attack rolls until the end of your next turn.[/FONT][FONT="]
[/FONT]Greater Samui Armor Spell Rager Attack 29
[FONT="]Your time training with the sherpas of Samui has taught you greater physical toughness.[/FONT]
Daily [FONT="]* [/FONT]Arcane, Cold, Rage
Standard Action Personal
Requirement: You must be wielding a barbarian weapon as an implement.
Effect: You enter the rage of the Yokaizi Yeti. Until the rage ends, you gain temporary hit points equal to 20 + your Constitution modifier and any enemy that starts its turn adjacent to you takes 3[W] + Strength modifier cold damage.[/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, so now that I've finished the barbarian, I'll move on to the bard, unless I get a different request first.
Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
Last edited: