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<blockquote data-quote="Steampunkette" data-source="post: 8309429" data-attributes="member: 6796468"><p>It might behoove you, then, to blend them as much as possible. Though a bard is so much more than a full-caster with swashbuckling and thief skills. Might require a second class. But that still brings you down from 4 to 5.</p><p></p><p>The reason I suggest no healing for Wizards is so Clerics/Druids/PossiblyBards have something they're particularly good at that the Wizard/Sorcerer/Witch just can't touch. That's all. Another way to set those groups apart.</p><p></p><p>So... My suggestion, with your willingness to blend classes and subclasses:</p><p></p><p>Make the Incanter Class be -very- simple and focused entirely on spellcasting and spell-recovery with a fairly high (6-10) number of levels where their subclass adds abilities that aren't strictly spellcasting, light or no armor, and an array of esoteric skills. Have the Wizard get an expanded spell list over other Incanters and probably a metamagic option, have the Sorcerer gain access to certain magic earlier and gain bloodline traits, and have the Witch gain their hexes, familiar, broom-riding, and stuff.</p><p></p><p>Then do the same with the Warlock. Splitting the "Occultist" class into "Pact of the X Warlock" and "Bloodline of Y Scion". With X and Y being replaced by any patrons and ancestors.</p><p></p><p>And then... do the same thing with Invokers. Baseline spellcasting abilities and more grounded skill choices with some light and maybe medium armor options... Then have Shamans gain more combat-centric stuff with their spirits guiding them rather than shapeshifting for the druid or divine intervention for the cleric.</p><p></p><p>That'd bring your 9 full casters down to 4. Invoker, Incanter, Occultist, and Bard.</p><p></p><p>As far as doing half-caster half-warrior versions of each... Maybe? That'd still bring it to 8 instead of 27.</p></blockquote><p></p>
[QUOTE="Steampunkette, post: 8309429, member: 6796468"] It might behoove you, then, to blend them as much as possible. Though a bard is so much more than a full-caster with swashbuckling and thief skills. Might require a second class. But that still brings you down from 4 to 5. The reason I suggest no healing for Wizards is so Clerics/Druids/PossiblyBards have something they're particularly good at that the Wizard/Sorcerer/Witch just can't touch. That's all. Another way to set those groups apart. So... My suggestion, with your willingness to blend classes and subclasses: Make the Incanter Class be -very- simple and focused entirely on spellcasting and spell-recovery with a fairly high (6-10) number of levels where their subclass adds abilities that aren't strictly spellcasting, light or no armor, and an array of esoteric skills. Have the Wizard get an expanded spell list over other Incanters and probably a metamagic option, have the Sorcerer gain access to certain magic earlier and gain bloodline traits, and have the Witch gain their hexes, familiar, broom-riding, and stuff. Then do the same with the Warlock. Splitting the "Occultist" class into "Pact of the X Warlock" and "Bloodline of Y Scion". With X and Y being replaced by any patrons and ancestors. And then... do the same thing with Invokers. Baseline spellcasting abilities and more grounded skill choices with some light and maybe medium armor options... Then have Shamans gain more combat-centric stuff with their spirits guiding them rather than shapeshifting for the druid or divine intervention for the cleric. That'd bring your 9 full casters down to 4. Invoker, Incanter, Occultist, and Bard. As far as doing half-caster half-warrior versions of each... Maybe? That'd still bring it to 8 instead of 27. [/QUOTE]
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