Crothian
First Post
Classes
A few of the classes do not fit into the world of Thieves World and many of the people written about in Thieves World do not easily fit into classes. The Paladin should be eliminated as it does fit in with the flavor (plus what would you do when you detect evil and over 50% of the cities population including children and old people turn up evil?). Secondly, clerics are now going to be replaced with Wizards except they have a religious explanation for their power. There is no turning undead, or magical healing. Also, I use a bunch of supplements and will say what I'm using from where.
The Bard: I'm using the standard PHB Bard and not the Monte Cook Bard. The MC Bard could be used as it is, but I prefer to have one of much less magical ability. The bard has a few huge changes to it, the biggest being lack of spells. While the S’Danzo area magical people to some degree I’m using the race and not the class as an explanation of that magic. To compensate that I raise the skill points up to 6 a level and give them bonus feats at level 4, 8, 12, 16, and 20 (feat list pending). I will also be using the great Bardic options presented in Path of Magic. These options will allow the Bard to get back some of its magical abilities in different ways.
The Druid: While the Druid doesn't seem to fit and no character in TW I've read seemed to be a Druid, I do think it can work. Sanctuary has a large fishing population, so there could be a Druid of the waves. Also, the Raggah could have or know of Druids in the desert. Or one could even be a Druid of the Sewers with thousands of rats as your companions. It would be difficult to play one as most of the standard TW game stays in the city, but I believe it is doable. I think having a Druid that aims towards the King/Queen of the Wilds prestige class from Masters of the Wild would work pretty well.
Fighter: The Fighter is unchanged. Few fighters though will be able to afford the expensive weapons and armor and welding and wearing these things will only bring unwanted attention to the fighter anyway. Most fighters will be interested in fighting employment through the Mercenaries guild.
Monk: How does a monk fit? The Answer is with Quintessential Monk. They having options to make wrestlers and boxers, both of those fighting styles fit very well in Sanctuary. I allow any type, it's just the person would be from a far off land. I also like to feature underground fighting tournaments, so these characters can really shine and make a name for them in this type of arena. Or one can swap out a few of the monk abilities for feats as suggested in Oriental Adventures.
Ranger: For them I'll be using one of the non-casting variants out of Path of the Sword or Player’s Guide to Kalamar. I'm just doing this to get rid of the spellcasting abilities. The Ranger is more of a wilderness type, but there is plenty of that around Sanctuary, just not the forest type. The two weapon fighting style actually fits well within Sanctuary. Tracking through the streets and sewers, though will be next to impossible.
Rogues: Totally unchanged. It is Thieves World after all. I do recommend using Quintessential Rogue and Traps and Treachery for some great rogue options. The Roofrunner prestige class from T&T is perfect for this setting as are many of the new uses for old skills in QR.
Sorcerer: These guys I leave unchanged as well. They do come with a warning though. Show your spellpower to often and you'll get kidnapped and become a servant to one of the powerful people in Sanctuary.
Wizard: Wizards are also unchanged except they don't start as Wizards usually. You have to join the Guild to get the training, so it has to be multi classed into later in life. The Nisibisi are the exception, as can be player character. However, they need to join the guide to have access to research new spells. Being a Wizard takes lots of money, a thing that PCs generally don't have. Priests of the temples work like Wizards as well, except players can't become priests so I really don't have to define them that closely. Also, few Wizards use material components, so the Eschew Materials Met Magic Feat.
I also suggest characters have the skills to do something as a day job. Fisherman, cut purse, beggar, performer, manual laborer, scribe, or servant all work well. I do give out 4 free skill points to be places in a profession, craft, knowledge, or to be made literate. Which reminds me. Everyone starts out illiterate in Sanctuary.
I also will give PCs an extra feat or two of my choosing at first level. I know you might think that sounds powerful, but I'm not handing out feats like power attack and cleave. I'm thinking along the lines of a skill focus, toughness, improved unarmed strike, endurance, run, or other lower tier feat to give them a little edge. In sanctuary you need an edge.
Prestige Classes Unique to Sanctuary
Stepson
Order of the Blue Star
Hawkmask
Nisibisi Witch
Free Agent
Order of Lizerena
Sacred Bander
Bandaran Adept
Harka Bey
Hell Hound
White Mage
Hazard Class Wizard
A few of the classes do not fit into the world of Thieves World and many of the people written about in Thieves World do not easily fit into classes. The Paladin should be eliminated as it does fit in with the flavor (plus what would you do when you detect evil and over 50% of the cities population including children and old people turn up evil?). Secondly, clerics are now going to be replaced with Wizards except they have a religious explanation for their power. There is no turning undead, or magical healing. Also, I use a bunch of supplements and will say what I'm using from where.
The Bard: I'm using the standard PHB Bard and not the Monte Cook Bard. The MC Bard could be used as it is, but I prefer to have one of much less magical ability. The bard has a few huge changes to it, the biggest being lack of spells. While the S’Danzo area magical people to some degree I’m using the race and not the class as an explanation of that magic. To compensate that I raise the skill points up to 6 a level and give them bonus feats at level 4, 8, 12, 16, and 20 (feat list pending). I will also be using the great Bardic options presented in Path of Magic. These options will allow the Bard to get back some of its magical abilities in different ways.
The Druid: While the Druid doesn't seem to fit and no character in TW I've read seemed to be a Druid, I do think it can work. Sanctuary has a large fishing population, so there could be a Druid of the waves. Also, the Raggah could have or know of Druids in the desert. Or one could even be a Druid of the Sewers with thousands of rats as your companions. It would be difficult to play one as most of the standard TW game stays in the city, but I believe it is doable. I think having a Druid that aims towards the King/Queen of the Wilds prestige class from Masters of the Wild would work pretty well.
Fighter: The Fighter is unchanged. Few fighters though will be able to afford the expensive weapons and armor and welding and wearing these things will only bring unwanted attention to the fighter anyway. Most fighters will be interested in fighting employment through the Mercenaries guild.
Monk: How does a monk fit? The Answer is with Quintessential Monk. They having options to make wrestlers and boxers, both of those fighting styles fit very well in Sanctuary. I allow any type, it's just the person would be from a far off land. I also like to feature underground fighting tournaments, so these characters can really shine and make a name for them in this type of arena. Or one can swap out a few of the monk abilities for feats as suggested in Oriental Adventures.
Ranger: For them I'll be using one of the non-casting variants out of Path of the Sword or Player’s Guide to Kalamar. I'm just doing this to get rid of the spellcasting abilities. The Ranger is more of a wilderness type, but there is plenty of that around Sanctuary, just not the forest type. The two weapon fighting style actually fits well within Sanctuary. Tracking through the streets and sewers, though will be next to impossible.
Rogues: Totally unchanged. It is Thieves World after all. I do recommend using Quintessential Rogue and Traps and Treachery for some great rogue options. The Roofrunner prestige class from T&T is perfect for this setting as are many of the new uses for old skills in QR.
Sorcerer: These guys I leave unchanged as well. They do come with a warning though. Show your spellpower to often and you'll get kidnapped and become a servant to one of the powerful people in Sanctuary.
Wizard: Wizards are also unchanged except they don't start as Wizards usually. You have to join the Guild to get the training, so it has to be multi classed into later in life. The Nisibisi are the exception, as can be player character. However, they need to join the guide to have access to research new spells. Being a Wizard takes lots of money, a thing that PCs generally don't have. Priests of the temples work like Wizards as well, except players can't become priests so I really don't have to define them that closely. Also, few Wizards use material components, so the Eschew Materials Met Magic Feat.
I also suggest characters have the skills to do something as a day job. Fisherman, cut purse, beggar, performer, manual laborer, scribe, or servant all work well. I do give out 4 free skill points to be places in a profession, craft, knowledge, or to be made literate. Which reminds me. Everyone starts out illiterate in Sanctuary.
I also will give PCs an extra feat or two of my choosing at first level. I know you might think that sounds powerful, but I'm not handing out feats like power attack and cleave. I'm thinking along the lines of a skill focus, toughness, improved unarmed strike, endurance, run, or other lower tier feat to give them a little edge. In sanctuary you need an edge.
Prestige Classes Unique to Sanctuary
Stepson
Order of the Blue Star
Hawkmask
Nisibisi Witch
Free Agent
Order of Lizerena
Sacred Bander
Bandaran Adept
Harka Bey
Hell Hound
White Mage
Hazard Class Wizard
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