AU/DND Fusion

Merlion

First Post
I am working on ideas involving fusing Arcana Unearthed and DnD. Or really more like infusing some stuff from/about DnD into AU.

I plan to do up most of the DnD spells as simple/complex/exotic and make any needed tweaks (that part is going to be a pain).

I'd also like to do a little class swapping. Thats the part I am looking for feedback on.

I wsa thinking I'd bring the fighter over to serve as a "middle ground" warrior type, since the Warmain is all heavy armor lots of hit points, and the Unfettered is the finesse fighter. I think the Fighter could be brought in pretty much as-is, dont you?

Next, the Bard. I was thinking, leave him mostly as-is, but give him witch/runethane spell progression and access to all simple spells, and maybe all sonic spells? Does that sound right or no? Any other changes anyone would suggest?

Then, the Druid. I like the Greenbond, but I like the Druid better. Again I was thinking few changes would probably be needed...just give them the Greenbond's spell abilities. Maybe also create an "animal" descriptor of some kind?

I'll also do the races, but thats easy. There may be other stuff as I go along, but I just wanted to get peoples thoughts on those classes.
 

log in or register to remove this ad


You could do an alternate fighter that doesn't start with heavy armor proficiency; give him some other feat at 1st level (maybe Exotic Weapon Proficiency or one of the AU talents such as Natural Swordsman or somesuch).

You might consider Monte's alternate bard class from Book of Eldritch Might. I solved the "bard" issue in my AU campaign with the creation of a Musical Mage feat. Seems to me I saw another option somewhere that starts with magister, removes his staff and adds a musical instrument as his focus instead.
 

the book of Eldritch Might bard is...ok. But it doesnt really fully fit for me. I like the 3.5 Bard as is quite a lot, i'd just as soon simply retro fit it for AU purposes. Mostly in terms of the spellcasting, of course.
 

You can always write up the bard abilities as witch powers and then add two skill points as the special ability for being a 'song witch.'

Don't know that the bard needs that level of integration but I do find it a cool way to consider the bards musical talents.

I have known people who have brought in the Wizard as the ultimate exotic spell user.

Rogues work pretty well, you might want to nerf the evasion prowress a little and compensate them for the fact that other classes can check for traps, but they make nice dedicated criminals and assassins.

Barbarians also make a nice crossover.
 


Check a few pages back, as there was a very similar discussion about two weeks ago on the subject. There was some good input about incorporating the two together with the magic systems but less on adding the classes. I'll be interested in hearing how it works, as I am looking to do a bit myself.

I gave up on ever dividing the DnD spells out to match AU; instead I am treating it as a separate arcane magic. Since I started my campaign with only 3.5, I will be giving the option for players to 'trade classes' into an AU class, so a 7th level rogue could eventually trade those 7 for 7 levels of Unfettered. It wouldn't be all at once, but a maximum of 2 levels per level of advancement.
 

The oddest point about the balance, in my experience, is what to do with AU's extra feat.

Basicly, the AU classes are certainly balanced for it, where others are not, but it's then difficult to say what you should do about someone going in for that first level of an AU class and then not going back. Particularly since it's only really meant to be a one time bonus in the entire life of the character.
 

Im working on doing this for a future Eberron campaign after my AU one ends.

I'm planning on keeping the AU magic and DnD magic completely seperate and labeling them as different Arcane Magics. The main issues I have come up against is when comparing the Magic systems themselves, not necessarily the spells.

Do I allow the DnD classes to use the weaving rules and/or readied spell rules? I can't see any players choosing to take a DnD spellcaster over an AU one if I force them to memorize.

Wizards in particular would be the most gimped class, considering the astronomical costs of scribing vs. the Magister's knowing all spells available to them.

Solutions Im thinking of is allowing all DnD casters to both weave and ready spells as per AU. Wizards would not have to pay scribing costs, but would still have to purchase the spells for thier books. Sorcerors would be allowed to choose thier learned spells each day, much like a Magister, but could not change those spells for 24 hours.

Divine casters would also be able to ready/weave, except they would always be able to spontaenously cast thier healing/summon spells (Heal for Clerics/Summon for Druids)

Not sure if this will be balanced in the long run, but I can always change things as needed.

The non-spellcasting classes would be no problem whatsoever. Thier abilities are pretty straightforward.

All characters would get the extra feat.
 
Last edited:

Remove ads

Top