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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="Mon" data-source="post: 4641288" data-attributes="member: 71673"><p>Here is what I'd do...</p><p></p><p><strong>Barbarian</strong> (Player's Handbook) - <em>A classic, well balanced core class.</em></p><p> - No changes.</p><p></p><p><strong>Binder</strong> (Tome of Magic) - <em>Full of flavoursome goodness, nice alternative approach to magic</em></p><p> - No changes, but things besides vestiges can be bound (ancestral spirits, unknowable horrors from the far realm, etc).</p><p><strong></strong></p><p><strong>Fighter</strong> (Player's Handbook) - <em>Fundamental warrior, needs work though.</em></p><p> - Armsmaster: +1 damage with focused weapons at 5th, 9th, 13th, and 17th level (replaces Weapon Specialization feat chain).</p><p> - Battle Sense: +1 to maneuvers (disarm, feint, trip, bull-rush, overrun) and flanking/charging/AoO damage at 3rd, 7th, 11th, 15th, and 19th level.</p><p><strong></strong></p><p><strong>Marshal</strong> (Miniature's Handbook) - <em>A good "educated warrior" and alternative to bard for party buffer.</em></p><p> - Fighter base attack (they're warriors, afterall).</p><p> - Minor aura bonus is lesser of Int and Cha mods (minimum +1).</p><p><strong></strong></p><p><strong>Mystic</strong> (Dragonlance Campaign Setting) - <em>Conceptually, miles ahead of the groan-worthy Favoured Soul</em>.<em> The basic divine caster.</em></p><p> - No changes.</p><p><strong></strong></p><p><strong>Rogue</strong> (Player's Handbook) - <em>A classic.</em></p><p> - Trapfinding gives a free passive search check within 10ft. (anyone trained in search can actively use it to find traps of any DC).</p><p> - Sneak attack deals half damage against creatures immune to critical hits.</p><p><strong></strong></p><p><strong>Savant</strong> (Dragon Compendium) - <em>The only decent Jack-Of-All-Trades class I've come across</em></p><p> - Spells are spontaneous, not prepared. Know all spells on list. Can swap arcane and divine spells around if desired (divine at 5th, arcane at 10th).</p><p><strong></strong></p><p><strong>Scout</strong> (Complete Adventurer) - <em>Decent ranger substitute and rogue alternative</em></p><p> - No changes.</p><p><strong></strong></p><p><strong>Shaman</strong> (Complete Divine) - <em>Good class, crappy name; Taking out the "spirit" part improves things, esp. since there are no dragon shamans on the list. Basic nature caster.</em></p><p> - No changes, other than name shortening from "spirit shaman".</p><p><strong></strong></p><p><strong>Sorcerer</strong> (Player's Handbook) - <em>Basic arcane caster.</em></p><p> - No changes.</p><p><strong></strong></p><p><strong>Warlock</strong> (Complete Arcane) - <em>Another flavoursome class with a good alternative form of magic</em></p><p> - No changes.</p><p></p><p>--</p><p></p><p><strong>Why Other Classes Are Out (aka I paid good money for this?!?!)</strong></p><p>Bards are too fruity/weak, Clerics and druids are too powerful, Monks are too oriental, Paladins are just fighter/clerics (or fighter/mystics), Rangers have never been done "right", and book magic is represented by rituals not over-powered Wizards. Most of the "splatbook" classes are fairly cheesy and ill-conceived IMO, so they're out.</p><p></p><p><strong>Rituals (aka "book" magic for a world without wizards)</strong></p><p>* Rituals don't use spell slots.</p><p>* Any spell can be cast in ritual form, but it is pointless for some (e.g. <em>fireball</em>). </p><p>* Casters can use their known spells as rituals if they want.</p><p>* Anyone can try to cast a ritual if they have the spell in written form and can read it, using a caster level of 2 x spell level.</p><p>* Casting time: +10 mins/level; Component cost: spell level x caster level x 5gp (half what you'd pay an NPC to cast for you).</p><p>* Arcane rituals require an int check (DC 10 + spell level), divine rituals a Wis check; Failure means spell doesn't work and half components lost.</p><p>* On a natural 1, a mishap is threatened (as per failed UMD check or scroll reading). Repeat the Int/Wis check, with a second failure confirming it.</p><p>* Multiple participants can use Aid Another with a DC 10 Int/Wis check, but might cause mishap. Maximum 1 assistant per 2 spell levels.</p><p></p><p><strong>Short Rests (aka surviving in a world without clerics)</strong></p><p>* Resting for five minutes resets hit points to half maximum (after that point, natural and/or magical healing required).</p><p></p><p>We have all the bases covered...</p><p>Tanks: Barbarian, Fighter, Marshal</p><p>Skimishers: Rogue, Scout</p><p>Priests: Mystic, Shaman</p><p>Mages: Sorcerer, Warlock</p><p>Hybrids: Binder, Savant</p></blockquote><p></p>
[QUOTE="Mon, post: 4641288, member: 71673"] Here is what I'd do... [B]Barbarian[/B] (Player's Handbook) - [I]A classic, well balanced core class.[/I] - No changes. [B]Binder[/B] (Tome of Magic) - [I]Full of flavoursome goodness, nice alternative approach to magic[/I] - No changes, but things besides vestiges can be bound (ancestral spirits, unknowable horrors from the far realm, etc). [B] Fighter[/B] (Player's Handbook) - [I]Fundamental warrior, needs work though.[/I] - Armsmaster: +1 damage with focused weapons at 5th, 9th, 13th, and 17th level (replaces Weapon Specialization feat chain). - Battle Sense: +1 to maneuvers (disarm, feint, trip, bull-rush, overrun) and flanking/charging/AoO damage at 3rd, 7th, 11th, 15th, and 19th level. [B] Marshal[/B] (Miniature's Handbook) - [I]A good "educated warrior" and alternative to bard for party buffer.[/I] - Fighter base attack (they're warriors, afterall). - Minor aura bonus is lesser of Int and Cha mods (minimum +1). [B] Mystic[/B] (Dragonlance Campaign Setting) - [I]Conceptually, miles ahead of the groan-worthy Favoured Soul[/I].[I] The basic divine caster.[/I] - No changes. [B] Rogue[/B] (Player's Handbook) - [I]A classic.[/I] - Trapfinding gives a free passive search check within 10ft. (anyone trained in search can actively use it to find traps of any DC). - Sneak attack deals half damage against creatures immune to critical hits. [B] Savant[/B] (Dragon Compendium) - [I]The only decent Jack-Of-All-Trades class I've come across[/I] - Spells are spontaneous, not prepared. Know all spells on list. Can swap arcane and divine spells around if desired (divine at 5th, arcane at 10th). [B] Scout[/B] (Complete Adventurer) - [I]Decent ranger substitute and rogue alternative[/I] - No changes. [B] Shaman[/B] (Complete Divine) - [I]Good class, crappy name; Taking out the "spirit" part improves things, esp. since there are no dragon shamans on the list. Basic nature caster.[/I] - No changes, other than name shortening from "spirit shaman". [B] Sorcerer[/B] (Player's Handbook) - [I]Basic arcane caster.[/I] - No changes. [B] Warlock[/B] (Complete Arcane) - [I]Another flavoursome class with a good alternative form of magic[/I] - No changes. -- [B]Why Other Classes Are Out (aka I paid good money for this?!?!)[/B] Bards are too fruity/weak, Clerics and druids are too powerful, Monks are too oriental, Paladins are just fighter/clerics (or fighter/mystics), Rangers have never been done "right", and book magic is represented by rituals not over-powered Wizards. Most of the "splatbook" classes are fairly cheesy and ill-conceived IMO, so they're out. [B]Rituals (aka "book" magic for a world without wizards)[/B] * Rituals don't use spell slots. * Any spell can be cast in ritual form, but it is pointless for some (e.g. [I]fireball[/I]). * Casters can use their known spells as rituals if they want. * Anyone can try to cast a ritual if they have the spell in written form and can read it, using a caster level of 2 x spell level. * Casting time: +10 mins/level; Component cost: spell level x caster level x 5gp (half what you'd pay an NPC to cast for you). * Arcane rituals require an int check (DC 10 + spell level), divine rituals a Wis check; Failure means spell doesn't work and half components lost. * On a natural 1, a mishap is threatened (as per failed UMD check or scroll reading). Repeat the Int/Wis check, with a second failure confirming it. * Multiple participants can use Aid Another with a DC 10 Int/Wis check, but might cause mishap. Maximum 1 assistant per 2 spell levels. [B]Short Rests (aka surviving in a world without clerics)[/B] * Resting for five minutes resets hit points to half maximum (after that point, natural and/or magical healing required). We have all the bases covered... Tanks: Barbarian, Fighter, Marshal Skimishers: Rogue, Scout Priests: Mystic, Shaman Mages: Sorcerer, Warlock Hybrids: Binder, Savant [/QUOTE]
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