Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Balancing Classes in a homebrew world
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steeldragons" data-source="post: 5381769" data-attributes="member: 92511"><p>Ok. Well, here's what I've already worked up (limited descriptions)...more flavor-wise than mechanic specifics.These are classes that are pretty firmly set (in my mind) in the world's populace...though most are region/realm-specific.</p><p></p><p>Orea Barbarians: They are a race of human tribes collectively called the Gorunduun. They are each devoted to a totem animal who is the mythological spirit, protector, originator of the tribe. There are 6 or 7, I don't recall off the top of my head. There are traits (stat mod's and abilities) that are common to all Barbarians in Orea and certain abilities/skills (foremost a tribal weapon) unique to each tribe.</p><p></p><p>Orea Druids: The druidic order, the Ancient Order of Mistwood, is spawned from one of the mythological original Five Tribes of Men. It has grown to be a continent-wide organization with 3 major holdings throuhgout the world and multiple other "sacred" natural locations (mounds, henges, springs, mountains, etc.) patrolled by an appointed "Keeper." The organization has also grown to spread its teachings to other peoples/races (so there are elf druids, a halfling druids, etc.). Any druid on Orea begins as a member of this order and is subject to the command of their superiors and the order's governing body (a council of the 13 highest level druids on the continent, simply called "The Grove"). Leaving the order/"going rogue" is <em>very</em> rarely permitted/tolerated without dire consequences.</p><p></p><p>The Sorarynae ("Golden Stags"): Elf only order of psionic paladin-like (much more disciplined and ordered than most elves) protectors of the elvin wood/kingdom of Miralosta. They possess paladin- and ranger-like abilities plus their psionic powers which imitate some druidic spells, plus telekinetic and limited telepathic powers. This is a relatively small organization and, as stated, they are primarily NPCs defending/protecting the Miralostae realm and people. A soraryn encountered outside of Miralosta is on some mission for the order or at the behest of the elf king or some other high-level royal. </p><p></p><p>Initiates of the Emerald Tear: This is a pseudo-religious secretive/hidden organization for psionicists of all kinds to train, expand and master their mental powers. None but initiates know where the order's legendary Emerald Tower is hidden, but there are few in Orea who do not recognize the green crescent moon and teardrop symbol or the glimmering green robes of one of the order's seers and their counsel is much sought after and respected by most of the ruling bodies in Orea.</p><p></p><p>Witch-Priests of Manat: the religious order of the goddess of magic, these are Manat's "clerics." They are some of the most respected (and feared) spellcasters in Orea. They enjoy both divine and arcane spell-casting...a "Mystic Theurge" kinda as I've come to find out. They have dual casting advancement (a 1st level Witch-Priest casts as a 1st lvl mage AND a 1st lvl cleric, with Int and Wis bonuses applicable). They are limited to leather or studded leather armor, no shields. They may not (nor would one be likely to <em>want</em> to) specialize in an arcane school. They are also easily identifiable by the large blue 5-pointed star tattooed on their face (top point goes up the forehead to the hair line, side points across the eyes creating a mask look and the bottom 2 points down the cheeks). Weapons are limited to dagger and staff...though most wouldn't opt to "limit" themselves with a physical weapon...magic is not only highly superior, it is the enlightened and divinely bestowed way to make one's way through the multiverse. </p><p></p><p>The Daughters of Gilea & the Protectress: The religious order of the goddess of healing and fortitude, Gilea, is an all female organization. By temple is primarily pacifist healers. They serve as medics and are greatly sought out for their curative magics as well as their knowledge of herbs and other mundane healing skills. No armor allowed but may use small shields and fight with maces or staffs. There is a branch of the Daughters of Gilea composed of more martially trained clerics (normal armor wearing, mace wielding clerics as far as most are concerned) that one might find themselves "called to", the Protrectress. This is more a "prestige class" I guess as one must be a cleric of Gilea to level 5 before being "divinely" chosen to be one of the pacifist order's Protectresses...there is whole prophetic/mythological story behind the origins of the Protectresses that is part of the temple's holy scripture.</p><p></p><p>Specialist mages: The Academies of the magelands of R'Hath have set up schools of the different types of magic. Achieving "mage-hood" (i.e. graduating to lvl 1/not beholden to any further training) as a specialist mage is a high privilege and honor. Each school of magic has their own heraldry- a color (often worn as a mantle if not full robes), symbol (a skull for necromancy, a shield for abjuration, etc...) and sigil. A graduated Specialist will normally take great pride in these...he definitely would wear/display some or all of these in public within R'Hath's lands, usually without, and would expect to be referred to by his/her "proper" title, "Conjurer Chris", "Evan the Evoker", etc...and would be insulted if they were not..."I'm not some 'common' wizard."</p><p></p><p>R'Hathi Battlemages: These are simply mages that can use up to chain armor, all single-handed weapons or staffs, and specialize in combat spell-use (pretty much anything dealing damage, area effects and strong protection magic). Buckler shields are allowed but not any other. As their name states, they hail from the mage-lands of R'Hath and are only trained there. Non-R'Hathi citizens are not accepted for battlemage training and most of them become start out or become officers in R'Hath's military.</p><p></p><p>There are a couple of more: The Scribe-monks of Sorilor, The Redstar Knights (Lawful Good paladinic order of the god of guardianship and battleskill), The Iron Gauntlets (Lawful Evil paladins of the god of domination and power)...but I'll save them for a later time.</p><p> </p><p>So what do we think of these sorts of classes?</p><p></p><p>I can't imagine making up individual stuff like this for every permutation of a fighter-type class....swordsmen, archers, tribal spear throwers, swashbucklers, bounty hunters, knights, bounty hunters (though I am thinking of specifying a Orean "Bounty Hunter" class that would essentially be a simple rework and name change cuz I think "Urban Ranger" is an oxymoron.)</p><p></p><p>Or do you prefer the archetype style stuff? </p><p></p><p>Thanks again for your responses, this is all very helpful stuff.</p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5381769, member: 92511"] Ok. Well, here's what I've already worked up (limited descriptions)...more flavor-wise than mechanic specifics.These are classes that are pretty firmly set (in my mind) in the world's populace...though most are region/realm-specific. Orea Barbarians: They are a race of human tribes collectively called the Gorunduun. They are each devoted to a totem animal who is the mythological spirit, protector, originator of the tribe. There are 6 or 7, I don't recall off the top of my head. There are traits (stat mod's and abilities) that are common to all Barbarians in Orea and certain abilities/skills (foremost a tribal weapon) unique to each tribe. Orea Druids: The druidic order, the Ancient Order of Mistwood, is spawned from one of the mythological original Five Tribes of Men. It has grown to be a continent-wide organization with 3 major holdings throuhgout the world and multiple other "sacred" natural locations (mounds, henges, springs, mountains, etc.) patrolled by an appointed "Keeper." The organization has also grown to spread its teachings to other peoples/races (so there are elf druids, a halfling druids, etc.). Any druid on Orea begins as a member of this order and is subject to the command of their superiors and the order's governing body (a council of the 13 highest level druids on the continent, simply called "The Grove"). Leaving the order/"going rogue" is [I]very[/I] rarely permitted/tolerated without dire consequences. The Sorarynae ("Golden Stags"): Elf only order of psionic paladin-like (much more disciplined and ordered than most elves) protectors of the elvin wood/kingdom of Miralosta. They possess paladin- and ranger-like abilities plus their psionic powers which imitate some druidic spells, plus telekinetic and limited telepathic powers. This is a relatively small organization and, as stated, they are primarily NPCs defending/protecting the Miralostae realm and people. A soraryn encountered outside of Miralosta is on some mission for the order or at the behest of the elf king or some other high-level royal. Initiates of the Emerald Tear: This is a pseudo-religious secretive/hidden organization for psionicists of all kinds to train, expand and master their mental powers. None but initiates know where the order's legendary Emerald Tower is hidden, but there are few in Orea who do not recognize the green crescent moon and teardrop symbol or the glimmering green robes of one of the order's seers and their counsel is much sought after and respected by most of the ruling bodies in Orea. Witch-Priests of Manat: the religious order of the goddess of magic, these are Manat's "clerics." They are some of the most respected (and feared) spellcasters in Orea. They enjoy both divine and arcane spell-casting...a "Mystic Theurge" kinda as I've come to find out. They have dual casting advancement (a 1st level Witch-Priest casts as a 1st lvl mage AND a 1st lvl cleric, with Int and Wis bonuses applicable). They are limited to leather or studded leather armor, no shields. They may not (nor would one be likely to [I]want[/I] to) specialize in an arcane school. They are also easily identifiable by the large blue 5-pointed star tattooed on their face (top point goes up the forehead to the hair line, side points across the eyes creating a mask look and the bottom 2 points down the cheeks). Weapons are limited to dagger and staff...though most wouldn't opt to "limit" themselves with a physical weapon...magic is not only highly superior, it is the enlightened and divinely bestowed way to make one's way through the multiverse. The Daughters of Gilea & the Protectress: The religious order of the goddess of healing and fortitude, Gilea, is an all female organization. By temple is primarily pacifist healers. They serve as medics and are greatly sought out for their curative magics as well as their knowledge of herbs and other mundane healing skills. No armor allowed but may use small shields and fight with maces or staffs. There is a branch of the Daughters of Gilea composed of more martially trained clerics (normal armor wearing, mace wielding clerics as far as most are concerned) that one might find themselves "called to", the Protrectress. This is more a "prestige class" I guess as one must be a cleric of Gilea to level 5 before being "divinely" chosen to be one of the pacifist order's Protectresses...there is whole prophetic/mythological story behind the origins of the Protectresses that is part of the temple's holy scripture. Specialist mages: The Academies of the magelands of R'Hath have set up schools of the different types of magic. Achieving "mage-hood" (i.e. graduating to lvl 1/not beholden to any further training) as a specialist mage is a high privilege and honor. Each school of magic has their own heraldry- a color (often worn as a mantle if not full robes), symbol (a skull for necromancy, a shield for abjuration, etc...) and sigil. A graduated Specialist will normally take great pride in these...he definitely would wear/display some or all of these in public within R'Hath's lands, usually without, and would expect to be referred to by his/her "proper" title, "Conjurer Chris", "Evan the Evoker", etc...and would be insulted if they were not..."I'm not some 'common' wizard." R'Hathi Battlemages: These are simply mages that can use up to chain armor, all single-handed weapons or staffs, and specialize in combat spell-use (pretty much anything dealing damage, area effects and strong protection magic). Buckler shields are allowed but not any other. As their name states, they hail from the mage-lands of R'Hath and are only trained there. Non-R'Hathi citizens are not accepted for battlemage training and most of them become start out or become officers in R'Hath's military. There are a couple of more: The Scribe-monks of Sorilor, The Redstar Knights (Lawful Good paladinic order of the god of guardianship and battleskill), The Iron Gauntlets (Lawful Evil paladins of the god of domination and power)...but I'll save them for a later time. So what do we think of these sorts of classes? I can't imagine making up individual stuff like this for every permutation of a fighter-type class....swordsmen, archers, tribal spear throwers, swashbucklers, bounty hunters, knights, bounty hunters (though I am thinking of specifying a Orean "Bounty Hunter" class that would essentially be a simple rework and name change cuz I think "Urban Ranger" is an oxymoron.) Or do you prefer the archetype style stuff? Thanks again for your responses, this is all very helpful stuff. --SD [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Balancing Classes in a homebrew world
Top