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Bo9S: Opening up school selection for Homebrew campaign
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<blockquote data-quote="wolfpunk" data-source="post: 4697754" data-attributes="member: 699"><p>I am gearing up to run a homebrew campaign with very limited class selection, (crusader, swordsage, warblade, specialist wizards, and the binder). The campaign is going to be a blend of Bo9S, Tome of Magic (Binder stuff only) and Magic of Incarnum.</p><p></p><p>My question is, has anyone removed the limitation on which schools the classes in Bo9S can choose from? Meaning, if I wanted a Crusader that uses Iron Heart, or a warblade that uses Devoted Spirit.</p><p></p><p>If so, how did it work?</p><p></p><p>Also, I am going to go with the idea that crusaders can give up a maneuver to learn a divine spell 2 levels lower than their maximum maneuver level that they can use 3 times per day.</p><p></p><p>The swordsage can do the same thing with arcane spells.</p><p></p><p>The warblade can do the same thing with psychic warrior powers. They gain power points as a psychic warrior if they choose this option.</p><p></p><p>Anyone done something similar to that, if so how did it work?</p><p></p><p>The specialist wizard can give up an additional school of magic to learn maneuvers from one school from the Bo9S. They learn one maneuver per spell level gained (not including 0th level). They also gain stances as a crusader of equal level. These maneuvers all start readied, but the wizard has no way to refresh them during combat.</p><p></p><p>The binder gains the ability to use essentia to increase the bonuses from their pact augmentation ability.</p><p></p><p>I am giving everyone 8 essentia points, and they can choose 1 of the class lists from MoI to choose soul melds from, of which they shape up to five per day. In addition, they will be able to bind soul melds to their crown, hands and feet chakras. </p><p></p><p>This is being done to compensate for the overall lack of magic items in the campaign, and also to give them the ability to alter their choices of equipment on a daily basis.</p><p></p><p>I am also giving them the ability to infuse a non-magical weapon with essentia to create a magical weapon. So you can spend 1 point to create a +1 weapon, or you could spend 1 point to give the weapon a +1 bonus special ability. I am doing the same thing with weapons and shields. You can shift essentia points spend to improve the attack bonus on a weapon, but you can't move points spent to give it a special ability for 24 hours. The same goes with weapons and shields. </p><p></p><p>Anyone done anything like this, if so how did it work?</p><p></p><p>This is a very focused one shot campaign that takes place inside a massive geode-like asteroid that crashed into the planet 1000s of years earlier. The correlation between incarnum being souls and the binders ability to bind vestiges plays a very large part in the feeling of the campaign.</p></blockquote><p></p>
[QUOTE="wolfpunk, post: 4697754, member: 699"] I am gearing up to run a homebrew campaign with very limited class selection, (crusader, swordsage, warblade, specialist wizards, and the binder). The campaign is going to be a blend of Bo9S, Tome of Magic (Binder stuff only) and Magic of Incarnum. My question is, has anyone removed the limitation on which schools the classes in Bo9S can choose from? Meaning, if I wanted a Crusader that uses Iron Heart, or a warblade that uses Devoted Spirit. If so, how did it work? Also, I am going to go with the idea that crusaders can give up a maneuver to learn a divine spell 2 levels lower than their maximum maneuver level that they can use 3 times per day. The swordsage can do the same thing with arcane spells. The warblade can do the same thing with psychic warrior powers. They gain power points as a psychic warrior if they choose this option. Anyone done something similar to that, if so how did it work? The specialist wizard can give up an additional school of magic to learn maneuvers from one school from the Bo9S. They learn one maneuver per spell level gained (not including 0th level). They also gain stances as a crusader of equal level. These maneuvers all start readied, but the wizard has no way to refresh them during combat. The binder gains the ability to use essentia to increase the bonuses from their pact augmentation ability. I am giving everyone 8 essentia points, and they can choose 1 of the class lists from MoI to choose soul melds from, of which they shape up to five per day. In addition, they will be able to bind soul melds to their crown, hands and feet chakras. This is being done to compensate for the overall lack of magic items in the campaign, and also to give them the ability to alter their choices of equipment on a daily basis. I am also giving them the ability to infuse a non-magical weapon with essentia to create a magical weapon. So you can spend 1 point to create a +1 weapon, or you could spend 1 point to give the weapon a +1 bonus special ability. I am doing the same thing with weapons and shields. You can shift essentia points spend to improve the attack bonus on a weapon, but you can't move points spent to give it a special ability for 24 hours. The same goes with weapons and shields. Anyone done anything like this, if so how did it work? This is a very focused one shot campaign that takes place inside a massive geode-like asteroid that crashed into the planet 1000s of years earlier. The correlation between incarnum being souls and the binders ability to bind vestiges plays a very large part in the feeling of the campaign. [/QUOTE]
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