I think I'm going to scale character class choices from the bottom up, selecting classes individually to fit in. Here is what I am working with now, if it has an asterisk (*) that means I would like help balancing/creating this class. If you can help Email me at
creamsteak@hotmail.com and I will send you .doc files with my current progress. I know cutting things keeps balance in check better than adding things, but I'm adding things to almost every class anyway.
Squire- This applies to 1st level multiclass characters. I'm using the rules from the DMG for this. I am expecting most of my PC's to actually start as multiclass characters and it seems to fit the game.
Knight- The fighter from the PHB but some bonus feats you can select include break attacks and weapon guard.
Archer- The ranger unmodified so far. I might consider trading in the usual favored enemies for some kind of charge type skill, but I'm doubtful its necessary.
Monk- The PHB Monk with the option to gain Hamedo at 12th level. Maybe there are other things to do with it, but I like the monk already.
Thief- A rouge that around 8th level can now start gaining charm related spells similar to a rangers list but applied only to people instead of animals. I also might include some kind of "catch" and poach related special abilities.
*Geomancer- I think this is going to become a sort of Shugenja from the oriental adventures book. Maybe I would be better off with a Wu-Jen. (This is one I would like help creating A LOT)
*Lancer- Able to perform his leap attack with a range determined by his level. Launching that jump is a full round action. Also gets double the maximum for any verticle jump. Needs work.
*Chemist- Lots and lots of skills related to alchemy, machines, and knowledge. It will start off only proficient with a few simple weapons like crossbows, and one exotic weapon "gun." The gun will be shown later on in this post.
White Mage- Cleric, but only good alligned spells and domains. Allignment will not effect its powers so you can have an evil white mage if you want. St. Ajora would be the primary deity, but others are possible. Deitys don't power magic, but arcane spell failure still won't be in effect. I would like to give this character some kind of bonus since it is unmodified as of right now.
*Black Mage- The Wizard with limitations on magic. Evocation is for sure falling under only the Black Mage. I was thinking he gets about half the different magic domains and Time Mage gets the other half. Needs a bonus possibly.
*Time Mage- Similar to the Black Mage. Maybe I should make both sorcerors? I'm not sure about that. Time mage focus would fall under spells that effect things like transmutation.
Mediator- Upgraded Aristocrat with gun proficiency and tons of skills. A squire Mediator Chemist character could build up a lot of potential with skills and manipulating people, but other than having guns its weak as hell if it gets into a fight.
*Oracle- Oriental Adventures Shaman with a few spells from the game so far... I am kinda clueless what else to do.
*Summoner- While the Time Mage and the Black Mage have spells with powerful effects, I won't let either of them have access to any summons. This would be a prestige class if it didn't have such a limited amount of choices. Using a mixture of all the summons (even astral construct from psionics) this character could be overpowered... but maybe somehow I can moderate it.
Samurai- I think this can be a normal character class. I think the Oriental adventures one will work, plus the ability to draw from his weapon like the Tactics Samurai.
Ninja- This looks like it would make a better prestige class. The ninja spy from the Oriental adventures book fits the job, just add two weapon fighting improvements gained by leveling.
*Calculator- Right now I'm questioning this one... Definitely prestige, definitely limited. Some of your ideas are giving me hints about what to do... since it is prestige I can work slowly on this one.
*Bard- Right now I am working with just the basic bard class to fill this job. Maybe if I cut the spells off of him and you get to chose one of the songs from tactics every other level or so...
Shadow Dancer- Prestige class from the DMG.
*Mime- Uber prestige class... Needs work. Hefty requirements and allows you to immitate any action you just witnessed. If you do not act on your turn you can take a readied action against a single opponent to immitate them precisely.
You make a perform check, and the person you are immitating gets a spot check to notice your actions. If they notice they can make an intelligence check to know what your doing, but if they have already seen you immitate someone they don't need to make any check. If they stop because you are immitating you lose your readied action.
The DC of the perform check with a spell would prolly be around 20+spell level+the ECL of the target. That brings the perform check to immitate a 20th level caster showering a meteor swarm on a target to 49... which is high enough to stop most people on an average roll. You could only immitate humanoid or monsterous humanoid characters. If there is no physical action to a spell it cannot be mimed.
If you immitate an attack it would be around 20+ ECL of the Target but you gain their attack bonus, not their damage bonus. You can immitate their entire. Of course you can only immitate humanoid or possibly monstrous humanoid enemies.
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***The Guns- The standard gun is the pistol from the DMG in the renaisance technology section. 1d10 damage, x3 crit, 50 ft. range, standard action to reload.
Magic guns must be created to handle only one type of spell. Maximum spell level 4th. They will be very expensive first of all, and nobody will be willing to sell them for gold. They must be recharged by loading a type of ammunition similar in cost and ability to a wand.