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My dark fairytale post-apocalyptic fantasy campaign...
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<blockquote data-quote="cybernetic" data-source="post: 1308190" data-attributes="member: 1542"><p><strong><span style="font-size: 15px">Classes of Grymn</span></strong></p><p>Grymn will have heavy modification to some of the classes and total remakes of a couple. The only classes that will be untouched, are those that have no overt magical ability. The Underworld of Grymn, despite being very magically ambient, is actually a relatively low magic setting....arcane spellcasters are fairly rare (and in some places are outright slaughtererd or imprisoned oout of fear and hatred.) Divine magic is the only "accepted" magic to many who live in the Underworld...and most never see any magic at all. </p><p></p><p>The barbarian, the fighter, the monk, and the rogue of the PHB are all available and unchanged. Also, the Hex Blade, the Samurai, and the Swashbuckler from the Complete Warrior will be available, andd they will be unchanged as well. <em>(The Hex Blade will be the only hybrid spellcaster to retain spellcasting features of their class.)</em></p><p></p><p>With magic being somewhat rare in the Underworld....it tends to be rare and hard to learn...to simulate this the spellcasting classes are somewhat changed into something that is more than just a Core Class...but not quite a Prestige class...they are core classes that have level can only be taken through multiclassing into them after meeting specific requirements...This causes spellcasting class to be 17 to 19 levels long and limits the magical powers slightly...enough that actually does lower all magic power some...but not enough that classes cannot acheive greatness...</p><p></p><p>Also, the hybrid casting class... Bard, Paladin, and Ranger will be replaced by variants with new class features in place of spellcasting abilities... The spellcasting classes are overviewed below..</p><p></p><p>The low-magic aspect of the setting will be largly in the DM's hands (mine in the case of my campaign)..and it will be the DM's responsibilty to maintain the low-magic feeling...</p><p></p><p><strong>Druids</strong></p><p>Druids are going to be changed somewhat...they'll have a larger spell list (with most of the cleric spell list being available to them in addition to the druid list). They'll also be able to select a Druidic domain (same as Cleric domains). The Druid's spellcasting, however, will be changed to spontaneous casting, not un like sorcerers. Druids will take the lead role as the primary spellcaster within the world. They still retain much of their normal feel though, armor limitations, wildshape abilities, animal companion..Druid will be a 19 level class that can be taken at second level, requiring the character to have 2 ranks in Knowledge (Nature). All races are able to harness the power of the Druid. </p><p></p><p><strong>Sorcerer</strong></p><p>Sorcerers are the most feared and hated of all arcane magic users. They are tainted by the Realm of Shadow, which is where their power is derived. Sorcerers will gain class features that will reflect their connection to the Realm of Shadow. Pure-blood humans cannot be sorcerers. To be a Sorcerer, the character must take the Shadowtouched feat at first level..and then must have 2 ranks in both Knowledge(Arcana) and Spellcraft. </p><p></p><p><strong>Arcanist</strong></p><p>Arcanists will replace wizards...they are those who learn to harness arcane magic. Primarily, Arcanists come from the High Elven species (more specifically...the Overworld.) but any race can learn to use magic as an Arcanist, even humans. The way an Arcanist will cast spells will be somewhat different than th wizard. They will still have a number of spells per day like the wizard, but they memorize arcane formulae each morning instead of individual spells, which are in fact small spell lists... an Arcanist can cast any spell off their currently memorized arcane formulae spontaneously. In order for a character to become an Arcanist, they will need 3 ranks in Knowledge (Arcana) and 3 ranks in Spellcraft...and they must find a "teacher" in game to learn to harness magic. This "teacher" can be another Arcanist (probably a Overworlder) or a rare ancient tome that describes the methods. </p><p></p><p></p><p><strong>Prestige Classes</strong></p><p>All Prestige Classes from the DMG and Complete Warrior will be available in some form in Grymn...but I'm going to have a heavy emphasis on in game development of characters..so if wanna be a Spellblade...you got know one.</p></blockquote><p></p>
[QUOTE="cybernetic, post: 1308190, member: 1542"] [b][size=4]Classes of Grymn[/size][/b] Grymn will have heavy modification to some of the classes and total remakes of a couple. The only classes that will be untouched, are those that have no overt magical ability. The Underworld of Grymn, despite being very magically ambient, is actually a relatively low magic setting....arcane spellcasters are fairly rare (and in some places are outright slaughtererd or imprisoned oout of fear and hatred.) Divine magic is the only "accepted" magic to many who live in the Underworld...and most never see any magic at all. The barbarian, the fighter, the monk, and the rogue of the PHB are all available and unchanged. Also, the Hex Blade, the Samurai, and the Swashbuckler from the Complete Warrior will be available, andd they will be unchanged as well. [i](The Hex Blade will be the only hybrid spellcaster to retain spellcasting features of their class.)[/i] With magic being somewhat rare in the Underworld....it tends to be rare and hard to learn...to simulate this the spellcasting classes are somewhat changed into something that is more than just a Core Class...but not quite a Prestige class...they are core classes that have level can only be taken through multiclassing into them after meeting specific requirements...This causes spellcasting class to be 17 to 19 levels long and limits the magical powers slightly...enough that actually does lower all magic power some...but not enough that classes cannot acheive greatness... Also, the hybrid casting class... Bard, Paladin, and Ranger will be replaced by variants with new class features in place of spellcasting abilities... The spellcasting classes are overviewed below.. The low-magic aspect of the setting will be largly in the DM's hands (mine in the case of my campaign)..and it will be the DM's responsibilty to maintain the low-magic feeling... [b]Druids[/b] Druids are going to be changed somewhat...they'll have a larger spell list (with most of the cleric spell list being available to them in addition to the druid list). They'll also be able to select a Druidic domain (same as Cleric domains). The Druid's spellcasting, however, will be changed to spontaneous casting, not un like sorcerers. Druids will take the lead role as the primary spellcaster within the world. They still retain much of their normal feel though, armor limitations, wildshape abilities, animal companion..Druid will be a 19 level class that can be taken at second level, requiring the character to have 2 ranks in Knowledge (Nature). All races are able to harness the power of the Druid. [b]Sorcerer[/b] Sorcerers are the most feared and hated of all arcane magic users. They are tainted by the Realm of Shadow, which is where their power is derived. Sorcerers will gain class features that will reflect their connection to the Realm of Shadow. Pure-blood humans cannot be sorcerers. To be a Sorcerer, the character must take the Shadowtouched feat at first level..and then must have 2 ranks in both Knowledge(Arcana) and Spellcraft. [b]Arcanist[/b] Arcanists will replace wizards...they are those who learn to harness arcane magic. Primarily, Arcanists come from the High Elven species (more specifically...the Overworld.) but any race can learn to use magic as an Arcanist, even humans. The way an Arcanist will cast spells will be somewhat different than th wizard. They will still have a number of spells per day like the wizard, but they memorize arcane formulae each morning instead of individual spells, which are in fact small spell lists... an Arcanist can cast any spell off their currently memorized arcane formulae spontaneously. In order for a character to become an Arcanist, they will need 3 ranks in Knowledge (Arcana) and 3 ranks in Spellcraft...and they must find a "teacher" in game to learn to harness magic. This "teacher" can be another Arcanist (probably a Overworlder) or a rare ancient tome that describes the methods. [b]Prestige Classes[/b] All Prestige Classes from the DMG and Complete Warrior will be available in some form in Grymn...but I'm going to have a heavy emphasis on in game development of characters..so if wanna be a Spellblade...you got know one. [/QUOTE]
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