steeldragons
Steeliest of the dragons
Assassin
Defining Trait: Death/insta-kill attack.
Using poison, a garrotte, or just stabbin' away, through stealth, disguise or shadow-ninja magic, the Assassin needs be able to get close to their target and have a decent chance to slay [or put a massive hurt on] it with minimal muss or fuss.
-Shadow magic is not a "defining trait", to me, of an Assassin class. But should definitely exist as a Specialty for those who want a shadow-walking/magic assassin (or shadow-magic mage/bard/warlock or whoever).
-Poison knowledge, use, making, and CURING (what self-respecting assassin uses a poison they don't have antidote for?). This is a trait that should be built in to the class, just not the defining one.
-Stealth, Disguise, & Spying (perception/spot bonus?) should all be built in to the class.
Barbarian (as stipulated by the Ground Rules of the thread)
Defining Trait: Rage.
Flavor it as spirit/totem/whatevers, flavor it as "getting mad" or "hulking* out", flavor doesn't really matter/can be whatever you want ("savage tribesman", "nordic warrior", "aristocrat with anger management issues", whatever). Barbarians "rage", that's what they do. No Conan, this. Damage bonus is assured, some temp HP/DR probably too. That about does it, that's all the "Barbarian" has to offer. The rest is in the flavoring which the book ought not be defining for us.
-If they ARE going to flavor it a bit, to at least enough to say they are not from "civilized regions", then some Survival/Wilderness abilities, heightened senses maybe, maybe some hunting or traps stuff, that sort of thing. But these need not, necessarily, be built into the class and would vary based on flavor/background/etc...
* In which case the Marvel legal department would like a word with you.
Bard
Defining Trait: Magical Music/Voice.
I'm all for a return to the Celtic flavor. Druidic magic already allows some of the bolstering, minor healing, and enchantment magics that would be useful. Throw in a few illusions and you're golden.
-Note I also believe the Bard ought not be considered or presented as a "primary caster" class but a secondary/partial magic-using class. In short, they ARE the Jack-of-all-trades who are essentially the "Secondary Everyman". Need an extra sword in the melee, the bard can use one. Need a lil' healing afterwards? The Bard's got it. Need to pick a lock? "I might be able to figure that out for ye." she said with her charming crooked grin. They have their magical songs and verses they have learned in their training but, while certain experienced bards might very well be sages, they are not "wizards."
-A specialty to allow for the Skald build is definitely warranted.
-A specialty allowing for a more Arcane based build is warranted. But I would be very pleased to see the Bard defaulted to [mostly] Druidic magic again.
-Decent arms use, limited spell use, limited rogue abilities (going unnoticed is just as important as getting the attention of the whole room
, info gathering, nature/political/geographic knowledge and lore stuff should all be skills built into the class. Then present a bevy of other specialties and skills for the Bard to choose from as they increase levels and broaden the Bard's base of skills.
Druid
Defining Trait: Nature Magic.
Simple. Done.
-Specialty for those who want it all about Shapeshifting.
-Specialty for those who want it all about animal companions and/or summoning.
Monk
Defining Trait: Mystic abilities of mind and body.
Asian, not Asain, kung-fu panda or shaolin showdown, the Monk needs to be given the abilities, that might be flavored as mundane skills/training, psionic powers, or intense spiritual, mental and bodily discipline, the Monk needs to be able to do what other non-Monks can not: surviving falls, "deadly" poisons, diseases, resisting charms/illusions and other mental effects, moving/jumping with [what appears to be] inhuman speed/distances, etc. I do think that the "unarmed" thing should be taken out of the Monk default. Simple weapons, a la spears and staves, swords and bows, should be allowed if not preferred.
-Specialty to do the extra-mental/psionic/mystic powers.
-Specialty for purely "unarmed" combat.
Paladin
Defining Trait: Channel Divinity.
To use the already established mechanic, filter the Paladin's abilities all through Channel Divinity. Flavor, again, is irrelevant. If you want it to be "ideals" or "virtues" instead of an actual deity, go for it. Call the mechanic ""Channel Spirit" or "Channel Virtue", flavor it as THEIR Divinity as opposed to some OUTSIDE divinity, or whatever makes you feel better. But the default Paladin should not be built into/around a "Virtue system" or "Vows" or "Lawful Gods" or what have you. Immunity/cure disease, laying on hands, protective auras, detecting "evil", turning undead, even charging up their weapons for some good ole fashioned Smiting, all easily explained with channeling energies they have access to (however you want to define them) through themselves for various effects.
-Cavalier specialty for those who want to work the Sacred Mount thing.
-Some specialty for those who want actual Divine Spell Use in their Paladin. (though we have already heard, somewhere around here, that Paladins and Rangers WILL likely be built/defaulted with spell use...which I will immediately ignore/write out, naturally.)
Psion
Defining Trait: Psychic powers.
Put'em in plate or leather, giv'em a dagger or a two-handed sword, it's not gonna matter as soon as they reach out with their mind to yours. Fear (or any other emotion), illusions, imposing paralysis, communication, moving things without touching them, moving themselves, arms and armor don't matter... Unless you can shut down the Psion's mind, your mind (and possibly your body as well) is screwed. Default them to having a combo of telepathic and telekinetic based powers.
-Specialty to allow for heavy armor and weaponry for a Psychic Warrior/Jedi guy.
-Specialties for other Psychic archetypes: Medium (for communing with spirits/the dead, talking to animals, etc...), a Pyrotechnic (no telepathy but telekinesis that only creates/effects fire), a Telepath (no telekinesis for uber communicative and mind-f*ing powers), Empath (no direct "thoughts" stuff but master of sensing, changing and imposing emotions), etc.
Ranger
Defining Trait: Tracking.
Whether they have a wolf or panther or not, are really good at killing goblins vs. giants or surviving/moving through mountains vs. forests, whether they know some "survivalist magic" or not, the Ranger can track. They can find the signs and notice the details that others (even other trackers or woodsmen or hunters) will miss. They WILL find you.
-Favored Enemy gets wrapped up/written into Favored Terrain and get built into the class. Special movement (either a bonus or just not being penalized for difficult terrain), stealth/hiding bonuses in that terrain, attack bonus in that terrain against any foe?
-Stealth (anywhere), herbal/natural/mundane healing, and animal/plant/local regional lore should all be built into the class.
-Magic Use, either druidic or arcane AND Animal companions should be achievable options/optional builds through specialties. NOT written into the default of the class. Fighting styles (the whole "archer v. dual-wielder" stuff) should be easily achievable through options, NOT built in to the class.*
*I very much like Lanefan's idea of going back to "hunting weapons" defaults. But I doubt we'd ever see that again.
Sorcerer
Defining Trait: "I gotz magik in me bonz!"
Ok, ok. I'll be nice...Spontaneous Arcane caster.
Sorcerers cast arcane spells spontaneously. That's what they've got. Apparently they are also allowed to run around in armor, use weapons and will turn into dragons or fairies or gods know what else. We already know how this is being done. So there's that.
Warlock
Defining Trait: At-will magical (arcane) Powers gained through a Pact.
The warlock, more than any other primary-caster class has magic at their fingertips. They are able to channel/invoke their powers at will...and maintain their end of their "bargain" with their "patron" entity while they do so or risk having their powers revoked. Again, we've already seen how this is being implemented, so there's the Warlock.
Warlord
Defining Trait: There simply isn't one. Not one that can't be tacked on to any other class. "I'm an inspirational leader." THAT'S the Warlord's shtick. And frankly, it is not strong enough to warrant its own class. Any class should be able to be a warlord (small "w") through a specialty. THAT SAID, again, deferring to the "Ground Rules" of the thread that it WILL be included we have to come up with SOMEthing usable...how 'bout...
"Inspiring Presence".
Similar to the mechanic for the Paladin, all of the Warlord's abilities exist and are filtered/deployed through this Inspiring Presence. Bolster against fear or confusion effects, imbue with temp HP/DR (instead of actual "yell healing" you just start with more HP if the warlord "works you up for the battle?), inspired to bonuses to attacks or damage somehow? All done through the inspiring aura of the Warlord and his oh so inspiring self.
If this IS going to be a class, I'd like to see some kind of limitation/danger to it...Like a Paladin losing their connection to their powers, a Warlord who somehow looses their confidence or suffers enough CHA damage or something, can no longer "inspire" folks as well as they used to, if at all.
Did I miss anyone...these class posts get longer and longer...and that wasn't even with the "Big 4." What is that?...with the 4, that's 15. That is skirting way too many classes for a beginner imho. Geebuz. How huge IS this PHB going to be?!
Anyway, fun as always. I love this kinda stuff. Hope there's SOMEthing for everyone in there someplace and no one feels like their preferences are being left out.
--SD
Defining Trait: Death/insta-kill attack.
Using poison, a garrotte, or just stabbin' away, through stealth, disguise or shadow-ninja magic, the Assassin needs be able to get close to their target and have a decent chance to slay [or put a massive hurt on] it with minimal muss or fuss.
-Shadow magic is not a "defining trait", to me, of an Assassin class. But should definitely exist as a Specialty for those who want a shadow-walking/magic assassin (or shadow-magic mage/bard/warlock or whoever).
-Poison knowledge, use, making, and CURING (what self-respecting assassin uses a poison they don't have antidote for?). This is a trait that should be built in to the class, just not the defining one.
-Stealth, Disguise, & Spying (perception/spot bonus?) should all be built in to the class.
Barbarian (as stipulated by the Ground Rules of the thread)
Defining Trait: Rage.
Flavor it as spirit/totem/whatevers, flavor it as "getting mad" or "hulking* out", flavor doesn't really matter/can be whatever you want ("savage tribesman", "nordic warrior", "aristocrat with anger management issues", whatever). Barbarians "rage", that's what they do. No Conan, this. Damage bonus is assured, some temp HP/DR probably too. That about does it, that's all the "Barbarian" has to offer. The rest is in the flavoring which the book ought not be defining for us.
-If they ARE going to flavor it a bit, to at least enough to say they are not from "civilized regions", then some Survival/Wilderness abilities, heightened senses maybe, maybe some hunting or traps stuff, that sort of thing. But these need not, necessarily, be built into the class and would vary based on flavor/background/etc...
* In which case the Marvel legal department would like a word with you.
Bard
Defining Trait: Magical Music/Voice.
I'm all for a return to the Celtic flavor. Druidic magic already allows some of the bolstering, minor healing, and enchantment magics that would be useful. Throw in a few illusions and you're golden.
-Note I also believe the Bard ought not be considered or presented as a "primary caster" class but a secondary/partial magic-using class. In short, they ARE the Jack-of-all-trades who are essentially the "Secondary Everyman". Need an extra sword in the melee, the bard can use one. Need a lil' healing afterwards? The Bard's got it. Need to pick a lock? "I might be able to figure that out for ye." she said with her charming crooked grin. They have their magical songs and verses they have learned in their training but, while certain experienced bards might very well be sages, they are not "wizards."
-A specialty to allow for the Skald build is definitely warranted.
-A specialty allowing for a more Arcane based build is warranted. But I would be very pleased to see the Bard defaulted to [mostly] Druidic magic again.
-Decent arms use, limited spell use, limited rogue abilities (going unnoticed is just as important as getting the attention of the whole room

Druid
Defining Trait: Nature Magic.
Simple. Done.
-Specialty for those who want it all about Shapeshifting.
-Specialty for those who want it all about animal companions and/or summoning.
Monk
Defining Trait: Mystic abilities of mind and body.
Asian, not Asain, kung-fu panda or shaolin showdown, the Monk needs to be given the abilities, that might be flavored as mundane skills/training, psionic powers, or intense spiritual, mental and bodily discipline, the Monk needs to be able to do what other non-Monks can not: surviving falls, "deadly" poisons, diseases, resisting charms/illusions and other mental effects, moving/jumping with [what appears to be] inhuman speed/distances, etc. I do think that the "unarmed" thing should be taken out of the Monk default. Simple weapons, a la spears and staves, swords and bows, should be allowed if not preferred.
-Specialty to do the extra-mental/psionic/mystic powers.
-Specialty for purely "unarmed" combat.
Paladin
Defining Trait: Channel Divinity.
To use the already established mechanic, filter the Paladin's abilities all through Channel Divinity. Flavor, again, is irrelevant. If you want it to be "ideals" or "virtues" instead of an actual deity, go for it. Call the mechanic ""Channel Spirit" or "Channel Virtue", flavor it as THEIR Divinity as opposed to some OUTSIDE divinity, or whatever makes you feel better. But the default Paladin should not be built into/around a "Virtue system" or "Vows" or "Lawful Gods" or what have you. Immunity/cure disease, laying on hands, protective auras, detecting "evil", turning undead, even charging up their weapons for some good ole fashioned Smiting, all easily explained with channeling energies they have access to (however you want to define them) through themselves for various effects.
-Cavalier specialty for those who want to work the Sacred Mount thing.
-Some specialty for those who want actual Divine Spell Use in their Paladin. (though we have already heard, somewhere around here, that Paladins and Rangers WILL likely be built/defaulted with spell use...which I will immediately ignore/write out, naturally.)
Psion
Defining Trait: Psychic powers.
Put'em in plate or leather, giv'em a dagger or a two-handed sword, it's not gonna matter as soon as they reach out with their mind to yours. Fear (or any other emotion), illusions, imposing paralysis, communication, moving things without touching them, moving themselves, arms and armor don't matter... Unless you can shut down the Psion's mind, your mind (and possibly your body as well) is screwed. Default them to having a combo of telepathic and telekinetic based powers.
-Specialty to allow for heavy armor and weaponry for a Psychic Warrior/Jedi guy.
-Specialties for other Psychic archetypes: Medium (for communing with spirits/the dead, talking to animals, etc...), a Pyrotechnic (no telepathy but telekinesis that only creates/effects fire), a Telepath (no telekinesis for uber communicative and mind-f*ing powers), Empath (no direct "thoughts" stuff but master of sensing, changing and imposing emotions), etc.
Ranger
Defining Trait: Tracking.
Whether they have a wolf or panther or not, are really good at killing goblins vs. giants or surviving/moving through mountains vs. forests, whether they know some "survivalist magic" or not, the Ranger can track. They can find the signs and notice the details that others (even other trackers or woodsmen or hunters) will miss. They WILL find you.
-Favored Enemy gets wrapped up/written into Favored Terrain and get built into the class. Special movement (either a bonus or just not being penalized for difficult terrain), stealth/hiding bonuses in that terrain, attack bonus in that terrain against any foe?
-Stealth (anywhere), herbal/natural/mundane healing, and animal/plant/local regional lore should all be built into the class.
-Magic Use, either druidic or arcane AND Animal companions should be achievable options/optional builds through specialties. NOT written into the default of the class. Fighting styles (the whole "archer v. dual-wielder" stuff) should be easily achievable through options, NOT built in to the class.*
*I very much like Lanefan's idea of going back to "hunting weapons" defaults. But I doubt we'd ever see that again.
Sorcerer
Defining Trait: "I gotz magik in me bonz!"

Sorcerers cast arcane spells spontaneously. That's what they've got. Apparently they are also allowed to run around in armor, use weapons and will turn into dragons or fairies or gods know what else. We already know how this is being done. So there's that.
Warlock
Defining Trait: At-will magical (arcane) Powers gained through a Pact.
The warlock, more than any other primary-caster class has magic at their fingertips. They are able to channel/invoke their powers at will...and maintain their end of their "bargain" with their "patron" entity while they do so or risk having their powers revoked. Again, we've already seen how this is being implemented, so there's the Warlock.
Warlord
Defining Trait: There simply isn't one. Not one that can't be tacked on to any other class. "I'm an inspirational leader." THAT'S the Warlord's shtick. And frankly, it is not strong enough to warrant its own class. Any class should be able to be a warlord (small "w") through a specialty. THAT SAID, again, deferring to the "Ground Rules" of the thread that it WILL be included we have to come up with SOMEthing usable...how 'bout...
"Inspiring Presence".
Similar to the mechanic for the Paladin, all of the Warlord's abilities exist and are filtered/deployed through this Inspiring Presence. Bolster against fear or confusion effects, imbue with temp HP/DR (instead of actual "yell healing" you just start with more HP if the warlord "works you up for the battle?), inspired to bonuses to attacks or damage somehow? All done through the inspiring aura of the Warlord and his oh so inspiring self.

Did I miss anyone...these class posts get longer and longer...and that wasn't even with the "Big 4." What is that?...with the 4, that's 15. That is skirting way too many classes for a beginner imho. Geebuz. How huge IS this PHB going to be?!
Anyway, fun as always. I love this kinda stuff. Hope there's SOMEthing for everyone in there someplace and no one feels like their preferences are being left out.
--SD