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General Tabletop Discussion
*Pathfinder & Starfinder
Hombrew Settings; 11 Base Classes, Which Ones Would You Choose?
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<blockquote data-quote="Greg K" data-source="post: 4640414" data-attributes="member: 5038"><p>1. Barbarian: The barbarian is a fantasy staple. However, not all barbarians are ragers. Some are just tribal warriors from less developed cultures skilled in the wilderness, but hardier than their civilized brethern. Therefore, I would include the barbarian hunter variant (Unearthed Arcana) with Favored Environment option (Unearthed Arcana). I'd also include an urban barbarian variant using the skill trade off from the Cityscape web enhancement #1 since not all ragers come from the Wilderness.</p><p></p><p>2. Cleric: These would be the priests of the gods from the more "civilized"/dominant lands/cultures. I'd also include the cloistered cleric variant (Unearthed Arcana) some clerics are not martial. I would also make all clerics use spontaneous divine casting (unearthed Arcana) and make some other tweaks to the cleric (e.g, predetermine the settings deities, create specific deity spell lists based of their domains and a few general spells).</p><p></p><p>3. Fighter: Common fantasy staple. I would give it some extra skill points per level and some additional class skills based on background/training.</p><p></p><p>4. Holy Warrior (Green Ronin's Book of the Righteous) or Paladin (using the spellless, Holy Warrior, variant from Complete Champion): The divine warrior!</p><p></p><p>5. Myrmidon (AEG's Mercenaries): handles the warrior mage. Rather than forcing things like spellcasting through a weapon upon the player, it provides player choice to customize their character through class bonus feats (in addition to choosing spells).</p><p></p><p>6. Psychic (Green Ronin's Psychic's Handbook) : Imo, this is mind powers done right and allows for a psychic/psionic type character.</p><p></p><p>7. Ranger using the spellless variant from Complete Champion and additional combat style choices from othe sources. Hunter of men or beasts. I'd allow the urban ranger (Unearthed Arcana) and also combine it with the spellless option from Complete Champion and you get your non-mystical bounty hunter.</p><p></p><p>8. Rogue: Common staple. I'd also include the Martial and Wilderness rogue options (Unearthed Arcana) for more combat or wilderness oriented rogues to better reflect training, background, and/or culture the character grew up in.</p><p></p><p>9. Shaman (Green Ronin's Shaman's Handbook) : Archetypal spiritual leader of less technoologically developed cultures.</p><p></p><p>10. Sorcerer: The arcane caster with inborn power . You could go with wizard, but I like spontaneous casting. I would make a few mods. Some additional class skills (to take advantage of Charisma) and UMD (sorcerers are innately magical). Also, to encourage staying with the class rather than multiclassing, I would some bonus metamagic feats every five levels. </p><p> </p><p>11. Witch (Green Ronin's Witch's Handbook) : The wise witch with curses, transformations, healing, etc is a common fantasy staple.</p><p></p><p>(optional 12): OA Shaman as the Monk. Imo, it is customizeable for a place in the world. Perhaps, the worshipper of a wilderness deity and whom studies the animals to learn their fighting techniques. You could even tweak it to be less wildernes/spirit based to create a divine class and slightly different spells and class abilities (e.g, turn undead) making it the priest of a deity that specializes in unarmed combat.</p><p></p><p>(option 13): Specialist Wizards using Specialist wizard variant abilities (Unearthed Arcana). If your your settings wizards receive specialized training in certain areas from the beginning, this would be a good addition. It also tones down wizards by removing some of the flexability.</p></blockquote><p></p>
[QUOTE="Greg K, post: 4640414, member: 5038"] 1. Barbarian: The barbarian is a fantasy staple. However, not all barbarians are ragers. Some are just tribal warriors from less developed cultures skilled in the wilderness, but hardier than their civilized brethern. Therefore, I would include the barbarian hunter variant (Unearthed Arcana) with Favored Environment option (Unearthed Arcana). I'd also include an urban barbarian variant using the skill trade off from the Cityscape web enhancement #1 since not all ragers come from the Wilderness. 2. Cleric: These would be the priests of the gods from the more "civilized"/dominant lands/cultures. I'd also include the cloistered cleric variant (Unearthed Arcana) some clerics are not martial. I would also make all clerics use spontaneous divine casting (unearthed Arcana) and make some other tweaks to the cleric (e.g, predetermine the settings deities, create specific deity spell lists based of their domains and a few general spells). 3. Fighter: Common fantasy staple. I would give it some extra skill points per level and some additional class skills based on background/training. 4. Holy Warrior (Green Ronin's Book of the Righteous) or Paladin (using the spellless, Holy Warrior, variant from Complete Champion): The divine warrior! 5. Myrmidon (AEG's Mercenaries): handles the warrior mage. Rather than forcing things like spellcasting through a weapon upon the player, it provides player choice to customize their character through class bonus feats (in addition to choosing spells). 6. Psychic (Green Ronin's Psychic's Handbook) : Imo, this is mind powers done right and allows for a psychic/psionic type character. 7. Ranger using the spellless variant from Complete Champion and additional combat style choices from othe sources. Hunter of men or beasts. I'd allow the urban ranger (Unearthed Arcana) and also combine it with the spellless option from Complete Champion and you get your non-mystical bounty hunter. 8. Rogue: Common staple. I'd also include the Martial and Wilderness rogue options (Unearthed Arcana) for more combat or wilderness oriented rogues to better reflect training, background, and/or culture the character grew up in. 9. Shaman (Green Ronin's Shaman's Handbook) : Archetypal spiritual leader of less technoologically developed cultures. 10. Sorcerer: The arcane caster with inborn power . You could go with wizard, but I like spontaneous casting. I would make a few mods. Some additional class skills (to take advantage of Charisma) and UMD (sorcerers are innately magical). Also, to encourage staying with the class rather than multiclassing, I would some bonus metamagic feats every five levels. 11. Witch (Green Ronin's Witch's Handbook) : The wise witch with curses, transformations, healing, etc is a common fantasy staple. (optional 12): OA Shaman as the Monk. Imo, it is customizeable for a place in the world. Perhaps, the worshipper of a wilderness deity and whom studies the animals to learn their fighting techniques. You could even tweak it to be less wildernes/spirit based to create a divine class and slightly different spells and class abilities (e.g, turn undead) making it the priest of a deity that specializes in unarmed combat. (option 13): Specialist Wizards using Specialist wizard variant abilities (Unearthed Arcana). If your your settings wizards receive specialized training in certain areas from the beginning, this would be a good addition. It also tones down wizards by removing some of the flexability. [/QUOTE]
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Hombrew Settings; 11 Base Classes, Which Ones Would You Choose?
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