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<blockquote data-quote="BlackJaw" data-source="post: 462171" data-attributes="member: 888"><p>Monte Cook (name on the DMG) came up with the whole PrC idea, and the core ones to boot. He also runs his own mini-press (he doesn't work for WotC anymore) and on that site is a much frequented Forum.</p><p></p><p>One of those forums is on Characters, and is about 1/3 filled with commments on PrCs, people's ideas on PrCs, etc. that forum has a sticky topic on PrC guidelines with links to other sources etc...</p><p></p><p>so here it is: <a href="http://pub58.ezboard.com/fokayyourturnfrm12.showMessage?topicID=2386.topic" target="_blank">http://pub58.ezboard.com/fokayyourturnfrm12.showMessage?topicID=2386.topic</a></p><p>The top "first message" is updated with information as time goes on, and besure to check some of the links in that top message.</p><p></p><p>Oh and yes I'm on there a bit.</p><p></p><p>----------------------------------</p><p>anyway some ideas for Cosmo PrCs </p><p></p><p>1) maybe a specilized space/air pirate group. the PrC would have to give the feel of belonging to a spicific band of pirates, and we'd have to take care to design the class to work for both air and space (so you could easily drop it into any WWII style tech and up game) Pirates: not like sailing ship pirates, but fighter craft pirates. Crimison skies & Tail Spin concept here.</p><p>2) The ship commander archtype personified. advanced space/naval/etc academy training etc. maybe a self taught PrC... anyway the character doesn't have to be the pilot, (probably isn't) but he is undoubtly incharge. bard like powers to influence the crew's skill checks and attack rolls (but without singing) and maybe some powers to intimidate enemies, and possibly predict the tactics taken by the enemy... look at low level divination spells and maybe insight bonuses applied to himself and others around him?</p><p>3) Wizard/Sorcerer/Adapt character who's got a special bond with their Familiar... which they use for a flying mount. if it's broad enough this could also be taken by druids (and cleric with the animal domain) that have animal companions. The Spell user's mounted combat class. The focus here is on spellcasting and magic combat, not nomral mounted combat.</p><p>4) A class for spellcasters (and maybe psionic characters) that focuses on extending spells to an entire vessel/vehicle. invisiblity, teleport, etc. More levels means larger vehicles can be the spell/power focus.</p><p>5)People will expect a real fighter ace kind of class. while I'd say that a 20th level Pilot (core class) would fit that mold, people will want a real "Top Gun" kind of PrC. I'd say it would have to be designed to work with the smaller fighter craft (keep it focused). Generaly you take penalties and restictions when your both the gunner and pilot of a vehicle, so that's once place we could focus this PrC on, as most smaller fighters are 1 or 2 man vehicles. All small speedy manuverabilty dog-fight type tactics.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 462171, member: 888"] Monte Cook (name on the DMG) came up with the whole PrC idea, and the core ones to boot. He also runs his own mini-press (he doesn't work for WotC anymore) and on that site is a much frequented Forum. One of those forums is on Characters, and is about 1/3 filled with commments on PrCs, people's ideas on PrCs, etc. that forum has a sticky topic on PrC guidelines with links to other sources etc... so here it is: [url]http://pub58.ezboard.com/fokayyourturnfrm12.showMessage?topicID=2386.topic[/url] The top "first message" is updated with information as time goes on, and besure to check some of the links in that top message. Oh and yes I'm on there a bit. ---------------------------------- anyway some ideas for Cosmo PrCs 1) maybe a specilized space/air pirate group. the PrC would have to give the feel of belonging to a spicific band of pirates, and we'd have to take care to design the class to work for both air and space (so you could easily drop it into any WWII style tech and up game) Pirates: not like sailing ship pirates, but fighter craft pirates. Crimison skies & Tail Spin concept here. 2) The ship commander archtype personified. advanced space/naval/etc academy training etc. maybe a self taught PrC... anyway the character doesn't have to be the pilot, (probably isn't) but he is undoubtly incharge. bard like powers to influence the crew's skill checks and attack rolls (but without singing) and maybe some powers to intimidate enemies, and possibly predict the tactics taken by the enemy... look at low level divination spells and maybe insight bonuses applied to himself and others around him? 3) Wizard/Sorcerer/Adapt character who's got a special bond with their Familiar... which they use for a flying mount. if it's broad enough this could also be taken by druids (and cleric with the animal domain) that have animal companions. The Spell user's mounted combat class. The focus here is on spellcasting and magic combat, not nomral mounted combat. 4) A class for spellcasters (and maybe psionic characters) that focuses on extending spells to an entire vessel/vehicle. invisiblity, teleport, etc. More levels means larger vehicles can be the spell/power focus. 5)People will expect a real fighter ace kind of class. while I'd say that a 20th level Pilot (core class) would fit that mold, people will want a real "Top Gun" kind of PrC. I'd say it would have to be designed to work with the smaller fighter craft (keep it focused). Generaly you take penalties and restictions when your both the gunner and pilot of a vehicle, so that's once place we could focus this PrC on, as most smaller fighters are 1 or 2 man vehicles. All small speedy manuverabilty dog-fight type tactics. [/QUOTE]
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