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<blockquote data-quote="steeldragons" data-source="post: 6006753" data-attributes="member: 92511"><p>I'll leave the "building" to those who are more acquainted with the rules than I. But here are a few things that just pop into my mind that I'd like to see.</p><p></p><p>Rogue Schemes:</p><p>I very much agree with Li Shenron's desire for "non-criminal" rogue schemes. Nice work on the Pirate, gyor. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> In the non-crime column, how 'bout:</p><p>--Acrobat: love me some flipping, tumbling, thrown stuff and quarterstaff swingin', balancing expert.</p><p>--Swashbuckler: always struck me as more "rogue" than "fighter".</p><p>--Minstrel: not a full blown "bard", per se, but a rogue with a knack for performing/musical talent. Get into all the best parties? Gather Info? </p><p>--Spy: lots of disguise and info gathering stuff along with skills for getting into and out of places.</p><p></p><p>Fighter Styles:</p><p>Pretty sure we've seen at least some of these...</p><p>--Duelist</p><p>--Two-weapon fighter</p><p>--Archer</p><p>--Sword n' Board</p><p>--Weapon [group or type?] Specialist: Swordsman, Axeman, Spearman, at least.</p><p>--Mounted/Lancer</p><p>--Skirmisher/Ambusher</p><p>--Wrestler</p><p></p><p>Cleric Domains: (I'm sure I've listed these around somewhere)</p><p>--Sun/Day</p><p>--Moon/Stars/Night</p><p>--Nature (plants n' animals n' the 4 cardinal elements kinda nature, which all could conceivably be their own domains)</p><p>--War</p><p>--Healing/Life/Peace</p><p>--Knowledge/Magic</p><p>--Storms/Weather</p><p>--Seas/Rivers/Water</p><p>--Death (either in the ominous "Dark Evil Jailer of Souls" way and/or the "Peaceful Neutral Judgement/Cycle of Life" way)</p><p>--Undeath/Disease</p><p>..I could keep going but that is certainly enough to get started.</p><p></p><p>Warlock Pacts</p><p>--Infernal....that's all I want to see. *sigh* But I have little doubt we will also see...</p><p>--Fey</p><p>--"Star" (which I think is a crap name for dealing with the Far Realms)</p><p>--Elemental Lords/Genies</p><p></p><p>Wizard Traditions</p><p>--Illusionist</p><p>--Necromancer</p><p>--Conjurer</p><p>--Thaumaturgist: access to Mage and Cleric magics, prolly really good with rituals.</p><p>--Sorcerer: separate from the class to allow some spontaneous casting among the mage's daily allowance of spells.</p><p>--Witch: Access to Mage and Druid magics, prolly really good with divinations/communing with stuff and gets a familiar.</p><p>--Diabolist/Demonologist: 2 separate things, really, but the class might be built with similar mechanics, abilities and skills. Then its just a matter of whether they deal with Devils or Demons.</p><p></p><p>Sorceror Origins</p><p>--Dragons (we know this already)</p><p>--Fey...again.</p><p>--Elementals/Genies...again.</p><p>I suppose a case could be made for "Giant" if you have giants with magical ability or fluffed as magical beings in your setting. A Sorcerer with a "Storm Giant Origin" might be kinda wicked to play. hmmm....</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6006753, member: 92511"] I'll leave the "building" to those who are more acquainted with the rules than I. But here are a few things that just pop into my mind that I'd like to see. Rogue Schemes: I very much agree with Li Shenron's desire for "non-criminal" rogue schemes. Nice work on the Pirate, gyor. :) In the non-crime column, how 'bout: --Acrobat: love me some flipping, tumbling, thrown stuff and quarterstaff swingin', balancing expert. --Swashbuckler: always struck me as more "rogue" than "fighter". --Minstrel: not a full blown "bard", per se, but a rogue with a knack for performing/musical talent. Get into all the best parties? Gather Info? --Spy: lots of disguise and info gathering stuff along with skills for getting into and out of places. Fighter Styles: Pretty sure we've seen at least some of these... --Duelist --Two-weapon fighter --Archer --Sword n' Board --Weapon [group or type?] Specialist: Swordsman, Axeman, Spearman, at least. --Mounted/Lancer --Skirmisher/Ambusher --Wrestler Cleric Domains: (I'm sure I've listed these around somewhere) --Sun/Day --Moon/Stars/Night --Nature (plants n' animals n' the 4 cardinal elements kinda nature, which all could conceivably be their own domains) --War --Healing/Life/Peace --Knowledge/Magic --Storms/Weather --Seas/Rivers/Water --Death (either in the ominous "Dark Evil Jailer of Souls" way and/or the "Peaceful Neutral Judgement/Cycle of Life" way) --Undeath/Disease ..I could keep going but that is certainly enough to get started. Warlock Pacts --Infernal....that's all I want to see. *sigh* But I have little doubt we will also see... --Fey --"Star" (which I think is a crap name for dealing with the Far Realms) --Elemental Lords/Genies Wizard Traditions --Illusionist --Necromancer --Conjurer --Thaumaturgist: access to Mage and Cleric magics, prolly really good with rituals. --Sorcerer: separate from the class to allow some spontaneous casting among the mage's daily allowance of spells. --Witch: Access to Mage and Druid magics, prolly really good with divinations/communing with stuff and gets a familiar. --Diabolist/Demonologist: 2 separate things, really, but the class might be built with similar mechanics, abilities and skills. Then its just a matter of whether they deal with Devils or Demons. Sorceror Origins --Dragons (we know this already) --Fey...again. --Elementals/Genies...again. I suppose a case could be made for "Giant" if you have giants with magical ability or fluffed as magical beings in your setting. A Sorcerer with a "Storm Giant Origin" might be kinda wicked to play. hmmm.... [/QUOTE]
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