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Converting the old 2E bard kits?
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<blockquote data-quote="FoxWander" data-source="post: 19095" data-attributes="member: 1356"><p><strong>Goody more feedback</strong></p><p></p><p>Crothian- An adventurer core class is exactly what I'm looking for, in fact that would be the name I would use, "Adventurer". I'd go with d6 HD and 6 SP/level, giving him a d8 HD would make him too good I think. The skills you list would work. For saves I think Fort and Reflex would be the best as his main focus would be surviving poisons and dodging traps, good Will saves come from magic use and for him that's more of a sideline than a career. Magic use would be exactly as a Bard. For special abilities- the bard's knowledge ability, a monster lore ability, the rogue's uncanny dodge esp. vs traps, superior vision and senses (maybe as increasing bonuses to listen, spot and search rolls) and maybe some sort of uncanny luck thing- like the granted power of the luck domain.</p><p></p><p>Archimago- Your Vagabond is kinda what I'm going for though some of the abilities seem a little too good. Specifically...</p><p></p><p> Traps- yeah I forgot to add that one above, he'd definitely have to be able to deal with magic traps, and like you say, it especially makes sense with his apell use.</p><p> Aura of Luck- This seems way too good. Every party would want to have a Vagabond around, heck I'd keep a halfling vagabond in my backpack! But you've got a luck idea, like I was thinking above</p><p> Vagabond casting- this makes alot of sense for the class, but I think people will say its too powerful. I don't know, what does anyone else think? </p><p> Supreme Confidence- I like that one I may have to add it to my idea.</p><p> Personal Magnetism- Not too powerful, Im just not sure I can see the reasoning behind it.</p><p> Vagabond Abilities- I like these too, a higher level choose your own benefit thing would give you variety.</p><p></p><p>So maybe with some changes it could work. Since I'm thinking of this as another "core class", and not a prestige class, its important that its perfectly balanced with the other core classes. You can't make it so good everyone will want to play one. Which leads into my next point...</p><p></p><p>Dreamchaser- I agree with you about the 2E bard kits stepping on the toes of the other classes and that the 3E bard has a distinct flavor. In fact I think its the best bard D&D's ever had. For what it is I think the bardic music abilities work great. I just despise the image of a bard in a dungeon strumming a lute while everyone else is fighting or the thief is disarming a trap. It just bugs me. I also don't think this class would interfere with the party mechanic of D&D. Sure this class can do a little bit of everything but he can't do it all well! And that's the balancing factor. When the whole party is 12th level the fighter is going to be a whirling death machine, the cleric will be able to raise the dead, the rogue dealing death from the shadows and the wizard will be able to disintegrate whoever annoys him. The "Adventurer" will hold his own in those fields and good to have around in case one of the other guys gets fragged, but mainly he'll be the luckiest scout the party's ever seen!</p><p></p><p>Plus the main reason I want a class like this is that in the D&D world, it just makes sense. Like I said above, if "adventuring" is a viable career in the D&D world doesn't it make sense that a class would exist who can do ALL the standard adventuring stuff at least fairly well, instead of specializing in just one aspect of it?</p><p></p><p>Anyway, please more ideas, more balancing suggestions! I really want to make a viable, balanced core "Adventurer" class!</p></blockquote><p></p>
[QUOTE="FoxWander, post: 19095, member: 1356"] [b]Goody more feedback[/b] Crothian- An adventurer core class is exactly what I'm looking for, in fact that would be the name I would use, "Adventurer". I'd go with d6 HD and 6 SP/level, giving him a d8 HD would make him too good I think. The skills you list would work. For saves I think Fort and Reflex would be the best as his main focus would be surviving poisons and dodging traps, good Will saves come from magic use and for him that's more of a sideline than a career. Magic use would be exactly as a Bard. For special abilities- the bard's knowledge ability, a monster lore ability, the rogue's uncanny dodge esp. vs traps, superior vision and senses (maybe as increasing bonuses to listen, spot and search rolls) and maybe some sort of uncanny luck thing- like the granted power of the luck domain. Archimago- Your Vagabond is kinda what I'm going for though some of the abilities seem a little too good. Specifically... Traps- yeah I forgot to add that one above, he'd definitely have to be able to deal with magic traps, and like you say, it especially makes sense with his apell use. Aura of Luck- This seems way too good. Every party would want to have a Vagabond around, heck I'd keep a halfling vagabond in my backpack! But you've got a luck idea, like I was thinking above Vagabond casting- this makes alot of sense for the class, but I think people will say its too powerful. I don't know, what does anyone else think? Supreme Confidence- I like that one I may have to add it to my idea. Personal Magnetism- Not too powerful, Im just not sure I can see the reasoning behind it. Vagabond Abilities- I like these too, a higher level choose your own benefit thing would give you variety. So maybe with some changes it could work. Since I'm thinking of this as another "core class", and not a prestige class, its important that its perfectly balanced with the other core classes. You can't make it so good everyone will want to play one. Which leads into my next point... Dreamchaser- I agree with you about the 2E bard kits stepping on the toes of the other classes and that the 3E bard has a distinct flavor. In fact I think its the best bard D&D's ever had. For what it is I think the bardic music abilities work great. I just despise the image of a bard in a dungeon strumming a lute while everyone else is fighting or the thief is disarming a trap. It just bugs me. I also don't think this class would interfere with the party mechanic of D&D. Sure this class can do a little bit of everything but he can't do it all well! And that's the balancing factor. When the whole party is 12th level the fighter is going to be a whirling death machine, the cleric will be able to raise the dead, the rogue dealing death from the shadows and the wizard will be able to disintegrate whoever annoys him. The "Adventurer" will hold his own in those fields and good to have around in case one of the other guys gets fragged, but mainly he'll be the luckiest scout the party's ever seen! Plus the main reason I want a class like this is that in the D&D world, it just makes sense. Like I said above, if "adventuring" is a viable career in the D&D world doesn't it make sense that a class would exist who can do ALL the standard adventuring stuff at least fairly well, instead of specializing in just one aspect of it? Anyway, please more ideas, more balancing suggestions! I really want to make a viable, balanced core "Adventurer" class! [/QUOTE]
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