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Do you modify classes?
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<blockquote data-quote="Nyaricus" data-source="post: 3149056" data-attributes="member: 35678"><p>Oh yeah; I've done some extensive changes and add-ons for classes.</p><p></p><p>For my homebrew, for example:</p><p></p><ul> <li data-xf-list-type="ul"> Barbarians are now Bezerker PrCs, and have different abilities. </li> <li data-xf-list-type="ul"> Bards are a PrC, but with vastly different abilities than the core bard</li> <li data-xf-list-type="ul"> Clerics are Priests, and have a d6 HD, a 1/2 BAB, and a few more special abilities.</li> <li data-xf-list-type="ul"> Druids are Shamans (and are a work-in-progress) and will be combinding elements of the druid class, the shaman class (OA), and the spirit shaman class (ComDiv).</li> <li data-xf-list-type="ul"> Fighters are Warriors and have a floating bonus feat for their 6th level feat (and every 6 levels after that) which they can change every day.</li> <li data-xf-list-type="ul"> Monks are not featured in my CS; however Dr. Awkwards brawler class from the En World boards here (re-named the Pugilist) fills the niche for an unarmed brawler.</li> <li data-xf-list-type="ul"> Paladins are Crusaders (although I've been considering the name Champions for a bit) and are more adaptable depending on the church they are tied too. There are also specific PrCs for each church which Crusaders can easily enter, and Warrior/Priests can enter, with a bit mroe difficulty.</li> <li data-xf-list-type="ul"> Rangers are a PrC and closely resemble Aragorn and his ranger companions from LotR. A base class, under the working name of Scout, combines the elements of the ranger class, the scout class, and a bunch of variantions from here on the boards to give something new and outdoorsy.</li> <li data-xf-list-type="ul"> Rogues are split into two classes: the Cut-throat (a proto-assassin base class) and the Thief (a sneaky base class). One is more skillsy, the other is more martial. I felt this to be the most necessary, since the "assassin-rogue" archetype isn't quite martial enough by itself, IMO, or even done properly with multi-classing.</li> <li data-xf-list-type="ul"> Sorcerers and Wizards are simply called Wizards and are a bit different than core.</li> <li data-xf-list-type="ul"> Biggest change is using a Spell Point system for the spells (EoM-R, by Ranger Wickett).</li> <li data-xf-list-type="ul"> There's also a Noble class.</li> </ul><p></p><p>I'm also considering adding in a Psychic class (somewhat like the psion), a Duelist class (lightly-armoured fighter-type) and a Battlemage class (like the duskblade class from PHBII)</p><p></p><p>Note that these are for a hmebrew which differs signifigantly from core D&D, so there are some major differences.</p><p></p><p>cheers,</p><p>--N</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3149056, member: 35678"] Oh yeah; I've done some extensive changes and add-ons for classes. For my homebrew, for example: [list][*] Barbarians are now Bezerker PrCs, and have different abilities. [*] Bards are a PrC, but with vastly different abilities than the core bard [*] Clerics are Priests, and have a d6 HD, a 1/2 BAB, and a few more special abilities. [*] Druids are Shamans (and are a work-in-progress) and will be combinding elements of the druid class, the shaman class (OA), and the spirit shaman class (ComDiv). [*] Fighters are Warriors and have a floating bonus feat for their 6th level feat (and every 6 levels after that) which they can change every day. [*] Monks are not featured in my CS; however Dr. Awkwards brawler class from the En World boards here (re-named the Pugilist) fills the niche for an unarmed brawler. [*] Paladins are Crusaders (although I've been considering the name Champions for a bit) and are more adaptable depending on the church they are tied too. There are also specific PrCs for each church which Crusaders can easily enter, and Warrior/Priests can enter, with a bit mroe difficulty. [*] Rangers are a PrC and closely resemble Aragorn and his ranger companions from LotR. A base class, under the working name of Scout, combines the elements of the ranger class, the scout class, and a bunch of variantions from here on the boards to give something new and outdoorsy. [*] Rogues are split into two classes: the Cut-throat (a proto-assassin base class) and the Thief (a sneaky base class). One is more skillsy, the other is more martial. I felt this to be the most necessary, since the "assassin-rogue" archetype isn't quite martial enough by itself, IMO, or even done properly with multi-classing. [*] Sorcerers and Wizards are simply called Wizards and are a bit different than core. [*] Biggest change is using a Spell Point system for the spells (EoM-R, by Ranger Wickett). [*] There's also a Noble class. [/list] I'm also considering adding in a Psychic class (somewhat like the psion), a Duelist class (lightly-armoured fighter-type) and a Battlemage class (like the duskblade class from PHBII) Note that these are for a hmebrew which differs signifigantly from core D&D, so there are some major differences. cheers, --N [/QUOTE]
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