Michael Morris
First Post
This is more of a ramble than a coherent post - and it's a continuation of some things I've brought up before in other threads.
I've decided that Dusk is going to have 6 classes available at 1st level - one for each stat. Fighters (STR), Rogues (DEX), Barbarians (CON), Wizards (INT), Mystics (WIS), and Sorcerers (CHA). One is all new, and the last two are noticably tweaked as explained below.
First off, as I discussed elsewhere, I want to be able to let spellcasters be able to choose their spell lists (Discussed here).
Here are the changes to all PC's
The three spellcasting classes change the most. The highlights.
Wizards
Sorcerer
Mystic
All the spellcasting classes may open up special abilities determined by their spheres of access. For example, Turn undead as a paladin is accessed with WW as your spheres, and as a cleric requires WWWW. Wildshaping is avail at GGGG. I'm looking for something to be given out for CC, CCCC, CCCCCC and CCCCCCCC (For those not familar with MtG, C denotes a color required without specifying what it is).
A spellcasting character has one sphere locked to their current alignment and one sphere for every level of spells they can cast above cantrips which reflect their training.
This all will make spellcasters overall, a tad stronger than normal. To compensate, consider the following.
Fighters
Rogue
Barbarian
A nonspellcaster has one sphere locked to their current alignment and one sphere representing their past actions for each odd level they have including the first. Hence they have the same number of spheres as a wizard of their level. These spheres serve to make them more resistant to spells as they rise in level. If the character mutliclasses over to a spellcasting class these don't help (or hinder) their ability to gain spells.
The resistance is +1 vs. the color for each sphere. Hence a fighter who's always stayed Valrean (white) in his alignment would have a +10 save bonus against red & black spells (the enemies of his alignment) at 17th level. To help counteract this new boost for non-spellcasters spell focus and greater spell focus are returned to +2 and +4 as they where in 3.0.
Ok, ramble over. Probably incoherent as I said before - but it's stuff milling in my head.
I've decided that Dusk is going to have 6 classes available at 1st level - one for each stat. Fighters (STR), Rogues (DEX), Barbarians (CON), Wizards (INT), Mystics (WIS), and Sorcerers (CHA). One is all new, and the last two are noticably tweaked as explained below.
First off, as I discussed elsewhere, I want to be able to let spellcasters be able to choose their spell lists (Discussed here).
Here are the changes to all PC's
- All Characters gain feats at odd levels, not just every 3rd level. (this means a fighter gets a feat at every level
)
The three spellcasting classes change the most. The highlights.
Wizards
- Wizards gain 4 more skill points / level for a total of 6. Their skill list is also expanded outward to include things like forgery and heal.
- Wizards become the only class allowed to use scrolls or conduct spell research. Wizards can actually learn spells which they can't actually prepare or cast for the purposes of teaching and recording them.
- Specialization is gone (it remains available through prestige class).
Sorcerer
- Sorcerers gain 2 more skill points and a slightly wider skill list (Dusk adds at least 2 skill points to each class - I want to encourage a more skill heavy game) with the addition of intimidate, bluff, sense motive, diplomacy.
- Sorcerers go up to a d6 hit die.
Mystic
- Mystics are a weakened cleric class, but the modifications are so severe that I want to make sure the classes aren't confused.
- Mystics have a d6 hit die instead of a d8. Attacks and saves are unchanged.
- Spell progression is the same as a cleric except there are no domain slots.
- Mystics do not spontaneously cast cures or inflicts. Instead they spontaneously cast the spells off their two domain lists.
- Mystics don't necessarily turn or rebuke undead (see below).
- Mystics can use simple weapons and light armor but must use feat slots to gain heavier armors or weapons.
All the spellcasting classes may open up special abilities determined by their spheres of access. For example, Turn undead as a paladin is accessed with WW as your spheres, and as a cleric requires WWWW. Wildshaping is avail at GGGG. I'm looking for something to be given out for CC, CCCC, CCCCCC and CCCCCCCC (For those not familar with MtG, C denotes a color required without specifying what it is).
A spellcasting character has one sphere locked to their current alignment and one sphere for every level of spells they can cast above cantrips which reflect their training.
This all will make spellcasters overall, a tad stronger than normal. To compensate, consider the following.
Fighters
- Fighters gain 2 more skill points and a slightly wider skill list with hide, move silently so, if they choose to spend the points, they can be a bit more stealthy.
Rogue
- With everyone getting more skill points the rogue is getting their bread and butter spoiled a little. They do however gain 4 more skill points for a total of 12 per level. They also have access to all skills (no skill is cross-class to the rogue).
Barbarian
- Barbs jump out to 6 skill points / level.
A nonspellcaster has one sphere locked to their current alignment and one sphere representing their past actions for each odd level they have including the first. Hence they have the same number of spheres as a wizard of their level. These spheres serve to make them more resistant to spells as they rise in level. If the character mutliclasses over to a spellcasting class these don't help (or hinder) their ability to gain spells.
The resistance is +1 vs. the color for each sphere. Hence a fighter who's always stayed Valrean (white) in his alignment would have a +10 save bonus against red & black spells (the enemies of his alignment) at 17th level. To help counteract this new boost for non-spellcasters spell focus and greater spell focus are returned to +2 and +4 as they where in 3.0.
Ok, ramble over. Probably incoherent as I said before - but it's stuff milling in my head.