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<blockquote data-quote="doctorbadwolf" data-source="post: 8913181" data-attributes="member: 6704184"><p>If we use different classes, I vote </p><p></p><p>Warrior (big weapons strength/con based can gain Berserker Fury or maneuvers) combines fighter and Barbarian elements</p><p></p><p>Knight or Warden (vharisma and strength, can gain a guardian’s mark or a rallying cry that creates an aura) combines fighter and Paladin elements, plus some light defender mechanics</p><p></p><p>Rogue ( Dex and Cha, thievery and deception, dirty fighting, either gets Jack of all trades or acrobatic themed stuff) rogue and bard elements, mostly nonmagical but does include a way to be the arcane trickster or the music magic guy</p><p></p><p>Assassin (Dex/Int, stealth and disguise expert, damage nova mechanic, either gets specialized kit including poisons or gets shadow magic) rogue and fighter elements, with small bits of monk influence around movement and defense</p><p></p><p>Mage (def spellbook, but make it more central as a well of power and knowledge, and make implements matter as much as weapons do for martials, maybe choose between the tome and internal power? Either way you can learn new magic in adventure) wizard and sorcerer elements</p><p></p><p>Warlock (Int and Cha, themes of stolen power, forbidden knowledge, calling upon True Names, choose between a Patron as Power Source and a Ritual/Binding Specialization? Warlocks should be a mix of a Golden Dawn Hermetic Ritualist and Evocationist, and John Constantine) Warlock with a smidge of Rogue and Bard bits, more witchy, less strictly Faustian</p><p></p><p>Warden or similar name (Str or Dex and Wis, half-caster, something like smite and a mark that can be offensive or protective, chooses arcane or divine power, getting either mage armor and mobility or healing) Paladin and swordmage elements. Heavy gish</p><p></p><p>Mystic (wisdom primary with Dex or strength features, mystical powers relating to the self, can either lean into martial artist tropes or into mystic warrior tropes) monk elements and 4e avenger and swordmage elements. The light gish. </p><p></p><p>Priest (no armor, divine aura, idk I don’t even like clerics someone else do the thing lol) </p><p></p><p>Druid and Ranger close to as is thematically, Bard…total redesign to being a lore master, keeper of stories, able to essentially Turn Mortals by subjecting them to the unmitigated truth, etc</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8913181, member: 6704184"] If we use different classes, I vote Warrior (big weapons strength/con based can gain Berserker Fury or maneuvers) combines fighter and Barbarian elements Knight or Warden (vharisma and strength, can gain a guardian’s mark or a rallying cry that creates an aura) combines fighter and Paladin elements, plus some light defender mechanics Rogue ( Dex and Cha, thievery and deception, dirty fighting, either gets Jack of all trades or acrobatic themed stuff) rogue and bard elements, mostly nonmagical but does include a way to be the arcane trickster or the music magic guy Assassin (Dex/Int, stealth and disguise expert, damage nova mechanic, either gets specialized kit including poisons or gets shadow magic) rogue and fighter elements, with small bits of monk influence around movement and defense Mage (def spellbook, but make it more central as a well of power and knowledge, and make implements matter as much as weapons do for martials, maybe choose between the tome and internal power? Either way you can learn new magic in adventure) wizard and sorcerer elements Warlock (Int and Cha, themes of stolen power, forbidden knowledge, calling upon True Names, choose between a Patron as Power Source and a Ritual/Binding Specialization? Warlocks should be a mix of a Golden Dawn Hermetic Ritualist and Evocationist, and John Constantine) Warlock with a smidge of Rogue and Bard bits, more witchy, less strictly Faustian Warden or similar name (Str or Dex and Wis, half-caster, something like smite and a mark that can be offensive or protective, chooses arcane or divine power, getting either mage armor and mobility or healing) Paladin and swordmage elements. Heavy gish Mystic (wisdom primary with Dex or strength features, mystical powers relating to the self, can either lean into martial artist tropes or into mystic warrior tropes) monk elements and 4e avenger and swordmage elements. The light gish. Priest (no armor, divine aura, idk I don’t even like clerics someone else do the thing lol) Druid and Ranger close to as is thematically, Bard…total redesign to being a lore master, keeper of stories, able to essentially Turn Mortals by subjecting them to the unmitigated truth, etc [/QUOTE]
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