Have you made any base classes?

Tinker Gnome

Adventurer
Have you made any base classes for your game? Such as making a Tinker type class that makes mechanical things. Or have you made a class because it fit your homebrew world? :)
 

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Not really. I did make some slight modifications to the Arcana Unearthed Unfettered class to make it fit into D&D (slightly changes skill list, changing the list of bonus feats), but nothing more than that.
 

I've been trying for a while now to complete classes somewhat similar to the Warmage, ie sorcerer with a fixed spell list. I'd really like to introduce them in my next campaign, but only if I'm sure they would be balanced with other, regular classes.

The classes in question would be:
The Mentate (access to all arcane Enchantment and Divination spells)
The Battle Mage (access to all arcane Evocation and Abjuration spells)
The Occultist (access to all arcane Conjuration and Necromancy spells)
The Mythomancer (haven't found a better name yet) (access to all Illusion and Transmutation spells)

AR
 


LOL, S'mon. Yeah, pretty much, at some point, I guess many of us do that with the Ranger. Especially before 3.5 (though I still have beefs with the 3.5 Ranger).

I've made tons of base classes. Some are for slight alternate rulesets; some slight or moderate variation on the 3E rules. Some are merely replacements for certain classes, to better fit a homebrew setting or just for something different. Something important to note though is that I generally use 3.0 rather than 3.5, most of the time, so my stuff usually uses the 3.0 rules as a baseline.

For a low-magic game, I've nearly finished a Spellbinder class, Spellhunter class, Thaumaturgist class, and Templar class, that use alternate magic rules. These are to replace all spellcasting classes in the campaign, and are much more balanced with fighters, rogues, monks, barbarians, and such. The two arcane casters can suffer Con/Wis damage from casting too many spells in a day or trying to cast spells more potent than normal. The two divine casters don't really cast spells, but can offer up fervent prayers a few times per day for various effects, with Thaumaturgists gradually gaining a few miracles per day that they can try and invoke, but miracles have a chance of failure or repercussion (don't go bugging your deity/spirit/whatever too much for big mojo!). The divine casters also get some perpetual or limited-use boons and blessings, that are more minor or specific to their religious foci. Arcane casters don't have to answer to divine forces for their power, and can usually produce more magic each day, but never on the scale of miracles, nor with the versatility of prayers or miracles.

For my Rhunaria homebrew, I just have some minor tweaks to the basic classes, like more skills and skill points for fighters (and more feat choices for them), and minor sorcerer variants (spirit, fetish/talisman, and blood/natural sorcerers). I also have 3 new basic classes that are only available for the ancient Nari progenitors, primitive ancestors of the modern Rhunarian races and classes; the Glyphic Maester, a divine spirit-based spellcaster that uses arcane techniques with their spirit-veneration, whose magic is crude and limited by its required use of glyph relics, but can be quite potent and versatile; the Wild Roamer, a sort of savage monk-rogue-expert, representing common Nari, who learn modest self-defense skills and wildfighting, but are chiefly focused on skill-use and survival; and the Savage Hunter, a barbarian-ranger predecessor with a few bonus feats, some hunting-related abilities, some agility, a little bit of raging, and modest skill use, about as tough as a fighter, but focusing on offense moreso than defense.

For my Aurelia homebrew, I've overhauled most core, oriental, and psionic classes, also making 3 minor-to-moderate variants of each (i.e. fighters can be common, slayer, skirmisher, or guardian fighters).

For my Azeria homebrew, I have one or two custom classes to fill certain gaps; the only one I remember off the top of my head right now is the Psychic Champion, filling a role somewhere between Psions and Psychic Warriors, but more focused on the bladed weapon they are bonded too, through which they channel some of their psionic abilities (it's a pretty important feature of the class).

For a slight variation on the 3E rules, I had partially worked up a set of 4 basic 20-level classes that would eliminate the need for numerous classes and prestige classes; the Scholar, Maverick, Enlightened Warrior, and Savage Warrior; each is supposed to be pretty versatile while having a decent core focus, but I never quite finished it, though I did get a fairly significant amount of the Scholar's spellcasting options fleshed out.

I also made, for no particular setting or campaign as of yet (hadn't decided what to use it for yet), a 3E version of the 2nd Edition AD&D Psionicist class, which I intended to overhaul and adapt for 3rd Edition; never got much beyond the basic stats/charts and such for it, though, aside from detailing a few (out of the many) powers in full.

I've designed two warrior classes meant to replace the mundane warrior classes of the PH, though I haven't gotten to use them yet. They're made to better match-up to the power of spellcasters. Stalwarts can fill the role of knight, barbarian, fighter, soldier, or the like, and are both very tough and very hard-hitting. Most use big weapons and heavy armor, some use shields, but a few are more capable as sumo-wrestlers or other tough, strength-oriented martial artist types. Stalwarts gain a few bonus feats over time, and various other abilities; a bit of damage reduction, a mighty blow ability useable a few times per day, bravery, and a few minor and greater combat techniques of their choice, plus eventually a superior technique and some varied benefits from their 20th-level Warrior Legend trait. Skirmishers fill the role of swashbucklers, martial artists, fencers, combat-focused rogues, and similar sorts. They're only modestly tough, but very accurate and precise, plus quite nimble. They gain a handful of special techniques over time, which could be bonus feats or special abilities like those of the duelist prestige class and such. Skirmishers gain a minor ability similar to sneak attack, over time, and a variety of special abilities that make them more nimble, deceptive, accurate, and such; but their abilities are generally limited by armor, fighting space, number of opponents, and other factors, like the fact they're much weaker against non-living or very alien opponents, and are little more than half as tough as Stalwarts, with slightly less actual hitting power most of the time (and a lot less against non-living opponents). Skirmishers are more skill-oriented too.

For another low-magic setting, I was working on a Dreamwalker 20-level class (I'm still working on it, in fact, but only slowly, and it's mostly on the backburner). It's meant to replace normal spellcasting classes, and to be used under the assumption that magic comes from the Plane of Dreams. Dreamwalkers get modest basic stats (3/4 BAB, strong Will, d6 HD, 6 SP/level, a few minor armor and weapon proficiencies), but focus on their dream magic. They get two bonus feats over time, from dabbling and such, and over time they gain 3 Dreamform abilities of their choice (stuff like Dream Companion, which is a sort of familiar or special mount, or various abilities that enhance their other class abilities). They gain Dreamsight at one point, expanding their perception, and later they gain Timeless Body and Reimagine Self. They gain qualities like Mystic Survival, Walk In Dreams, and Grasp Dreams. They also gain Dreamcasting at 1st-level onward, and later gain Swift Dreaming. Their Dreamcasting normally takes several rounds, shortened somewhat once they gain Swift Dreaming. Through Dreamcasting, they gain a few Dream Points at each level in the class, added to their total. Dream Points would replenish somewhat like spells per day, but not quite. Dreamwalkers would learn one Dreamspell per level, to be cast with Dream Points whenever they like (if they have sufficient DP). Each Dreamspell produces a versatile effect, such as Dream Creature, which creates a short-lived creature from the Dreamwalker's imagination, and Outsider with largely variable traits (the Dreamwalker chooses traits and such based on how many Dream Points they spend on the Dreamspell, beyond its base cost). The duration of a Dreamspell, and its effects, are based on how many points are spent on it when cast. Each effect or quality of the Dreamspell tends to require separate costs (i.e. they might spend 2 extra DP on duration at casting time, while spending 4 extra DP on something else, and paying a base DP cost of perhaps 2 points for the spell). I've mostly finished detailing the most complex Dreamspell, Dream Creature; when finished, it will also make a great model for building monsters and such, of appropriate CR, in the dreamscape, which might face off against Dreamwalkers and their companions while traveling in Dream.

For an oriental low-magic wuxia-sort of campaign I'm hoping to run, I've devised an oriental noble class, a budokai (fighting monk) class, and a shinobi class. The latter two are oriented towards martial arts and stuff.

I have various other stuff, but it's late now and I'll just shut up before I clog up this thread. {:^D
 

Galeros said:
Have you made any base classes for your game?
Yes.

Galeros said:
Or have you made a class because it fit your homebrew world?
Yes.
















:D

OK, right, I suppose "yes" and "yes" isn't very descriptive. Hm well, it's actually been a while since I've made any base classes. The last one I did was an Elementalist (not even v1.0 yet), and before that an 'Anti-Paladin' (not called that, thank *od), a 100% Magic-Free (tm) Ranger (not too bad a job, this one), and some not-finished things - including some for d20 Modern.

I'm working on a few present-day, but it's slow-going.
 

I think the last time I made a core class it was 1989, but there were a bunch of them that got written up at the same time (in the unbalanced and broken manner of nine year old GM's everywhere).

I have a sudden desire to revisit those classess and see if any are worth mining for ideas.
 

The discussion of game mechanics modifications for individual campaigns -- ala "custom classes" -- falls under the header of "House Rules," so I'm moving this thread.

... moving ...

Yep. Gonna shift it over there any moment now. ...

Uh. Hmmmm.

... Nevermind. I guess that's a moderator thing.
 

Yes. Runesmith in my first 3e setting. In my current setting I eliminated barbarians, monks, and paladins; made slight changes to bards, wizards, rogues, and fighters; extensive changes to druids, sorcerers, and rangers; replaced the cleric with the priest of celestial spheres; and added magicians, scouts, and champions.

Cheers
Nell.
 

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