Inspired by the thread on fixing the half-orc, I've redesigned a few of the base classes and made some slight changes to the normal races.
This is for a world in which how magic manifests is governed by your race. Each race seems magic in a different way. While each race is imbued with the power to change and contort the world around them, each race has a different outlook.
The dwarves are wizards. And the wizard bonus feats have to be item-creation. That's the only real change. I don't see dwarves crafting new spells (ala metamagick) on the fly, but using what abilities they have to craft items. I'm considering giving all dwarves proficiency with the dwarven waraxe or the warhammer, as I figure that if wizards were common in dwarven society, they'd still teach everybody how to use a weapon.
The elves are druids. As the druid class is already fairly powerful, I havn't changed this at all. The only change I've made is to elves favored class -- its now druid.
Next, the humble orcs. Orcs I'm leaving the same, but I am doing some changes to the half-orc. For this campaign, a half-orc is what happens when an orc breeds with any species. The orchood is diluted, but the other species isn't there at all. I remember the recent thread on halfbreeds and genetics -- this is just magic. And yes, I think orcs can breed with animals. Icky.
Half-orcs no longer get the -2 to cha, they instead get a -2 to Diplomacy and gather information checks. But they get a +1 to intimidation and the like. And, i guess, get to add there str mod to intimidation checks as well. Oh, I almost forgot, half-orcs get weapon familiarity with weapons with orc in the name.
Orcs get sorcerery magic. Different, isn't it? They get it because orcs want power immedietly without the waiting or studying or what have you that the others do. They sure don't want to have to memorize spells!
So, I had to change the sorcerer a bit. Given that this is enworld, I'm sure this'll be met with um ... diffidence. I did a small change. I took away the familiar, and gave them eschew Material components at first. Then a bonus metamagick feat at fifth and every five. Add Intimidation, gather info and diplomacy to the spell list, and give them 4 skills a level.
The humans are clerics. I've been hashing through changes to the cleric class in another thread - I've been wanting to make them even more versatile. Here's what we got:
The lessening:
only light armor,
spontaneous conversation to cures at one level lower than the spell unless you have the domain,
one domain at first level.
Spells level 7-9 come from only domains.
The upping:
spontaneous converstion to domain spells from spell level 1-6.
Bonus feat at first, fifth and every five. This is to be spent on domains, armor profs (possibly other fighting-type profs), metamagick and item creation. Maybe other things if I get talked into it.
I wonder, does all that balance out?
You know what I'd really like? For clerics to have something that yells cleric and just build on that every five. I guess I could do that with turning. These current changes have a *lot* of changes, which bothers me a bit. I'm vaguely thinking of changing it back to normal but with a bonus feat every five that has to be a turning related feat. The clerics are still up in the air.
so, what do you all think of these changes? Except for the cleric, they're all pretty minor changes. And I suppose I took away a lot more from the cleric than I gave ... but I did give them five feats. That's pretty nice, right?
This is for a world in which how magic manifests is governed by your race. Each race seems magic in a different way. While each race is imbued with the power to change and contort the world around them, each race has a different outlook.
The dwarves are wizards. And the wizard bonus feats have to be item-creation. That's the only real change. I don't see dwarves crafting new spells (ala metamagick) on the fly, but using what abilities they have to craft items. I'm considering giving all dwarves proficiency with the dwarven waraxe or the warhammer, as I figure that if wizards were common in dwarven society, they'd still teach everybody how to use a weapon.
The elves are druids. As the druid class is already fairly powerful, I havn't changed this at all. The only change I've made is to elves favored class -- its now druid.
Next, the humble orcs. Orcs I'm leaving the same, but I am doing some changes to the half-orc. For this campaign, a half-orc is what happens when an orc breeds with any species. The orchood is diluted, but the other species isn't there at all. I remember the recent thread on halfbreeds and genetics -- this is just magic. And yes, I think orcs can breed with animals. Icky.
Half-orcs no longer get the -2 to cha, they instead get a -2 to Diplomacy and gather information checks. But they get a +1 to intimidation and the like. And, i guess, get to add there str mod to intimidation checks as well. Oh, I almost forgot, half-orcs get weapon familiarity with weapons with orc in the name.
Orcs get sorcerery magic. Different, isn't it? They get it because orcs want power immedietly without the waiting or studying or what have you that the others do. They sure don't want to have to memorize spells!
So, I had to change the sorcerer a bit. Given that this is enworld, I'm sure this'll be met with um ... diffidence. I did a small change. I took away the familiar, and gave them eschew Material components at first. Then a bonus metamagick feat at fifth and every five. Add Intimidation, gather info and diplomacy to the spell list, and give them 4 skills a level.
The humans are clerics. I've been hashing through changes to the cleric class in another thread - I've been wanting to make them even more versatile. Here's what we got:
The lessening:
only light armor,
spontaneous conversation to cures at one level lower than the spell unless you have the domain,
one domain at first level.
Spells level 7-9 come from only domains.
The upping:
spontaneous converstion to domain spells from spell level 1-6.
Bonus feat at first, fifth and every five. This is to be spent on domains, armor profs (possibly other fighting-type profs), metamagick and item creation. Maybe other things if I get talked into it.
I wonder, does all that balance out?
You know what I'd really like? For clerics to have something that yells cleric and just build on that every five. I guess I could do that with turning. These current changes have a *lot* of changes, which bothers me a bit. I'm vaguely thinking of changing it back to normal but with a bonus feat every five that has to be a turning related feat. The clerics are still up in the air.
so, what do you all think of these changes? Except for the cleric, they're all pretty minor changes. And I suppose I took away a lot more from the cleric than I gave ... but I did give them five feats. That's pretty nice, right?