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Fantasy with d20 modern classes... help.
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<blockquote data-quote="Spatzimaus" data-source="post: 3179757" data-attributes="member: 3051"><p>Been there, done that. Still playing that, actually. What we did was probably not that close to what you're looking for, and one of these days I really have to post the full rules somewhere (it's not short), but it went like this. </p><p></p><p>Start with the six Basic Classes, one for each stat. Alter them a bit; no Medium saves, change the skill lists to use D&D's skills, drop the class Defense bonuses, that sort of thing.</p><p></p><p>Create three Advanced Classes, one for each type of magic. There are only two entrance requirements to each of these classes: the appropriate Affinity Feat (which gives cantrip-level magic), and you must have a Good save in a previous class for the appropriate saving throw (given in parentheses below). Instead of having their own lists of class skills, feats, and talents, these classes simply modify the Basic Class you already had. (That is, if a Fast Hero who then goes Wizard gets bonus feats, he can select the Fast Hero feats or the Wizard-specific feats. When the Wizard class gives a Talent, it's a Fast talent, since there are no Wizard-specific ones.)</p><p></p><p>The classes are:</p><p><strong>Wizard</strong> (Will): a WIS-based prepared-spell caster with some ability to spontaneously swap them out as needed. A lot like the D&D Cleric, but no armor, bad BAB, and more choices for spontaneous casting. On the other hand, it has a much more limited number of known spells; effectively, the Sorcerer's known spells plus whatever your Domains give you (and at high level you'd have 4 or 5 domains), so it's a lot like the Divine Sorcerer variants. There's some specialization, but not in a very limiting way.</p><p><strong>Channeler</strong> (Reflex): an INT-based spontaneous caster who expends HP to cast spells and can do so in light armor. The Channeler can slowly heal the damage he causes himself, so he can theoretically have an unlimited number of encounters each day, but he can't unload a bunch of powerful stuff at once like a Wizard could. He knows all spells, but has a hard time casting ones that aren't just direct manifestations of elements/forces. (i.e., he's good with <em>fireball</em> but not so much with <em>haste</em>; it gets moved up a level or two) Also, he specializes far more than the Wizard; anything outside of his specialties is far harder to cast, which restricts to lower spell levels.</p><p><strong>Mutant</strong> (Fortitude): a slightly CHA-based "innate" magic class, based on the Hero class from Four Colors To Fantasy; inherent stat boosts and spell-like abilities that can be used any number of times per day. Very popular with the fighter-types who just want to boost a few stats or gain a minor ability (run speed, darkvision, damage reduction, maybe even a slow regeneration or reduced aging) while still progressing in their original class. (In D&D, the Barbarian and Monk would effectively be what you'd get by mixing the Mutant with various Basic classes.)</p><p></p><p>The key is that the spellcasting is somewhat skill-based. Most things depend on two skills (which can easily be transported into standard D&D):</p><p><em>Focus</em> (no stat) replaces caster level within spell effects. (Note "effects"; the duration/range part isn't modified, and still depends on actual caster level.)</p><p><em>Manifestation</em> (a CHA skill) is used for touch or ranged touch spells (instead of BAB + STR/DEX), most "opposed" psionics like <em>charm</em> (instead of a set DC or a WIS save), and a few other things like that.</p><p>Spells per day are still based on class level. The caster classes all get at least 4 skill points per level, since they need to keep the above two skills maxxed in addition to the previous stuff.</p><p></p><p>Anyway, like I said, I've been playing this system for a while now, and I really like it. It's a bit of a different feel than normal D&D, though, so it's probably not what you're looking for; practically every adventurer has at least a little magic, but even the casters use swords and/or armor.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3179757, member: 3051"] Been there, done that. Still playing that, actually. What we did was probably not that close to what you're looking for, and one of these days I really have to post the full rules somewhere (it's not short), but it went like this. Start with the six Basic Classes, one for each stat. Alter them a bit; no Medium saves, change the skill lists to use D&D's skills, drop the class Defense bonuses, that sort of thing. Create three Advanced Classes, one for each type of magic. There are only two entrance requirements to each of these classes: the appropriate Affinity Feat (which gives cantrip-level magic), and you must have a Good save in a previous class for the appropriate saving throw (given in parentheses below). Instead of having their own lists of class skills, feats, and talents, these classes simply modify the Basic Class you already had. (That is, if a Fast Hero who then goes Wizard gets bonus feats, he can select the Fast Hero feats or the Wizard-specific feats. When the Wizard class gives a Talent, it's a Fast talent, since there are no Wizard-specific ones.) The classes are: [b]Wizard[/b] (Will): a WIS-based prepared-spell caster with some ability to spontaneously swap them out as needed. A lot like the D&D Cleric, but no armor, bad BAB, and more choices for spontaneous casting. On the other hand, it has a much more limited number of known spells; effectively, the Sorcerer's known spells plus whatever your Domains give you (and at high level you'd have 4 or 5 domains), so it's a lot like the Divine Sorcerer variants. There's some specialization, but not in a very limiting way. [b]Channeler[/b] (Reflex): an INT-based spontaneous caster who expends HP to cast spells and can do so in light armor. The Channeler can slowly heal the damage he causes himself, so he can theoretically have an unlimited number of encounters each day, but he can't unload a bunch of powerful stuff at once like a Wizard could. He knows all spells, but has a hard time casting ones that aren't just direct manifestations of elements/forces. (i.e., he's good with [i]fireball[/i] but not so much with [i]haste[/i]; it gets moved up a level or two) Also, he specializes far more than the Wizard; anything outside of his specialties is far harder to cast, which restricts to lower spell levels. [b]Mutant[/b] (Fortitude): a slightly CHA-based "innate" magic class, based on the Hero class from Four Colors To Fantasy; inherent stat boosts and spell-like abilities that can be used any number of times per day. Very popular with the fighter-types who just want to boost a few stats or gain a minor ability (run speed, darkvision, damage reduction, maybe even a slow regeneration or reduced aging) while still progressing in their original class. (In D&D, the Barbarian and Monk would effectively be what you'd get by mixing the Mutant with various Basic classes.) The key is that the spellcasting is somewhat skill-based. Most things depend on two skills (which can easily be transported into standard D&D): [i]Focus[/i] (no stat) replaces caster level within spell effects. (Note "effects"; the duration/range part isn't modified, and still depends on actual caster level.) [i]Manifestation[/i] (a CHA skill) is used for touch or ranged touch spells (instead of BAB + STR/DEX), most "opposed" psionics like [i]charm[/i] (instead of a set DC or a WIS save), and a few other things like that. Spells per day are still based on class level. The caster classes all get at least 4 skill points per level, since they need to keep the above two skills maxxed in addition to the previous stuff. Anyway, like I said, I've been playing this system for a while now, and I really like it. It's a bit of a different feel than normal D&D, though, so it's probably not what you're looking for; practically every adventurer has at least a little magic, but even the casters use swords and/or armor. [/QUOTE]
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