Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hombrew Settings; 11 Base Classes, Which Ones Would You Choose?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Arkhandus" data-source="post: 4642464" data-attributes="member: 13966"><p>For a "vanilla" fantasy setting, probably.......</p><p></p><p>1. <strong>Eldritch Weaver</strong>, from Green Ronin's Advanced Player's Manual, as the primary arcane caster. It has good themes and specialties that the wizard lacks, yet is a bit more limited, maybe equivalent to a specialist wizard but a little moreso.</p><p></p><p>2. <strong>Thanemage</strong>, from GR's APM, as the arcane warrior type. It's not as good a caster as I'd like for a warrior-mage, but it's not overpowered like the duskblade, overly-specialized like the bard, or not-really-arcane and strangely/idiosyncratically-Charisma-based like the mage blade.</p><p></p><p>3. <strong>Unfettered</strong>, from Monte Cook's Arcana Unearthed/Evolved, as the swashbuckler/duelist/martial artist archetype. They fit a decent number of concepts for light or unarmored warriors who rely on finesse and agility rather than brute force.</p><p></p><p>4. <strong>Witch</strong>, from Monte Cook's AU/AE, as the mysterious/elemental/blur-the-line-of-arcane-and-divine magic-user. Their spells aren't as potent as a primary caster's, since their advancement is closer to the bard's, but they get several at-will or X/day witchery powers suited to their element or theme, they have fighting ability and general skills similar to a bard's, and they have access to a broad mix of spells, though only a modest number per day.</p><p></p><p>5. <strong>Greenbond</strong>, from AU/AE, as the shamanic spirit-magic wielder. It's a little better-suited than the shaman of Oriental Adventures, though it also has access to spells that would normally be arcane in D&D, but at least its spirit focus can explain that away.</p><p></p><p>6. <strong>Champion</strong>, from Monte Cook's AU/AE, as the divine warrior, paladin, blackguard, revolutionary, or justicar type. With the right choice of cause and such, they can reasonably fit various themes, though their abilities are fairly rigid, there aren't enough predefined causes+abilities to choose from, and their class skills are rather narrow. Still, a reasonably generic divine warrior type.</p><p></p><p>7. <strong>Totem Warrior</strong>, from AU/AE, as the slightly-shamanic, wilderness-oriented barbarian warrior with an animalistic bent. They have good flexibility and mild enough mystical stuff, focused on their animal totem and to a lesser extent the animal companion they get from it, to be a generic beastmaster/savage. Significant fighting ability but decent skills and some minor amount of other utility.</p><p></p><p>8. <strong>Ninja</strong>, from AEG's Rokugan Campaign Setting for Oriental Adventures, to fill the assassin/shadowy warrior role. They're a tad weak perhaps, since their Ninja Dodge functions akin to the Dodge feat instead of resembling the monk's AC bonus, but they're an effective assassin base class without any strange or mystical abilities, emphasizing offense and some speed.</p><p></p><p>9. <strong>Warrior</strong>, from the EQ RPG, as a general warrior-type and as a berserker. They're much like the fighter, but with a berserking ability and some taunting abilities. But slightly tougher, almost like a barbarian.</p><p></p><p>10. <strong>Bard</strong>, from the EQ RPG, as a secondary warrior/skillmonkey and song-magic wielder. They're a bit more combat-capable than D&D bards, with songs (that function sort of like spells and sort of not) as their only class feature beyond bardic knowledge, access to one or two restricted feats later on, and some disciplines (limited special abilities) at epic levels.</p><p></p><p>11. <strong>Priest of the Celestial Spheres</strong>, from the PDF by Lion's Den Press, as the primary divine caster. A flexible divine spellcaster loosely based on the 2E D&D cleric and such, which had access to spheres of magic dependant on their patron deity's portfolio (aka their sphere of influence).</p><p></p><p>There's no good substitute for the rogue that I can find, in the materials I have. The akashic, the EQ rogue, the beguiler, the ninja, and the unfettered have some similarities to it, but of them only the beguiler can deal with traps like a D&D rogue (such an ability just wasn't required in AU/AE or EQ, where the Search and Disable Device skills can be used fully by anyone). Yet beguilers and akashics are very mystical classes, the ninja is not a trap-handler, and the EQ rogue is more a warrior than a sneak/skillmonkey. Outside the materials I own, I can only guess that the Factotum or Scout might substitute for a rogue adequately, but I don't know how mystical the Factotum is, and the Scout is rather wilderness-oriented, unlike the rogue.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4642464, member: 13966"] For a "vanilla" fantasy setting, probably....... 1. [B]Eldritch Weaver[/B], from Green Ronin's Advanced Player's Manual, as the primary arcane caster. It has good themes and specialties that the wizard lacks, yet is a bit more limited, maybe equivalent to a specialist wizard but a little moreso. 2. [B]Thanemage[/B], from GR's APM, as the arcane warrior type. It's not as good a caster as I'd like for a warrior-mage, but it's not overpowered like the duskblade, overly-specialized like the bard, or not-really-arcane and strangely/idiosyncratically-Charisma-based like the mage blade. 3. [B]Unfettered[/B], from Monte Cook's Arcana Unearthed/Evolved, as the swashbuckler/duelist/martial artist archetype. They fit a decent number of concepts for light or unarmored warriors who rely on finesse and agility rather than brute force. 4. [B]Witch[/B], from Monte Cook's AU/AE, as the mysterious/elemental/blur-the-line-of-arcane-and-divine magic-user. Their spells aren't as potent as a primary caster's, since their advancement is closer to the bard's, but they get several at-will or X/day witchery powers suited to their element or theme, they have fighting ability and general skills similar to a bard's, and they have access to a broad mix of spells, though only a modest number per day. 5. [B]Greenbond[/B], from AU/AE, as the shamanic spirit-magic wielder. It's a little better-suited than the shaman of Oriental Adventures, though it also has access to spells that would normally be arcane in D&D, but at least its spirit focus can explain that away. 6. [B]Champion[/B], from Monte Cook's AU/AE, as the divine warrior, paladin, blackguard, revolutionary, or justicar type. With the right choice of cause and such, they can reasonably fit various themes, though their abilities are fairly rigid, there aren't enough predefined causes+abilities to choose from, and their class skills are rather narrow. Still, a reasonably generic divine warrior type. 7. [B]Totem Warrior[/B], from AU/AE, as the slightly-shamanic, wilderness-oriented barbarian warrior with an animalistic bent. They have good flexibility and mild enough mystical stuff, focused on their animal totem and to a lesser extent the animal companion they get from it, to be a generic beastmaster/savage. Significant fighting ability but decent skills and some minor amount of other utility. 8. [B]Ninja[/B], from AEG's Rokugan Campaign Setting for Oriental Adventures, to fill the assassin/shadowy warrior role. They're a tad weak perhaps, since their Ninja Dodge functions akin to the Dodge feat instead of resembling the monk's AC bonus, but they're an effective assassin base class without any strange or mystical abilities, emphasizing offense and some speed. 9. [B]Warrior[/B], from the EQ RPG, as a general warrior-type and as a berserker. They're much like the fighter, but with a berserking ability and some taunting abilities. But slightly tougher, almost like a barbarian. 10. [B]Bard[/B], from the EQ RPG, as a secondary warrior/skillmonkey and song-magic wielder. They're a bit more combat-capable than D&D bards, with songs (that function sort of like spells and sort of not) as their only class feature beyond bardic knowledge, access to one or two restricted feats later on, and some disciplines (limited special abilities) at epic levels. 11. [B]Priest of the Celestial Spheres[/B], from the PDF by Lion's Den Press, as the primary divine caster. A flexible divine spellcaster loosely based on the 2E D&D cleric and such, which had access to spheres of magic dependant on their patron deity's portfolio (aka their sphere of influence). There's no good substitute for the rogue that I can find, in the materials I have. The akashic, the EQ rogue, the beguiler, the ninja, and the unfettered have some similarities to it, but of them only the beguiler can deal with traps like a D&D rogue (such an ability just wasn't required in AU/AE or EQ, where the Search and Disable Device skills can be used fully by anyone). Yet beguilers and akashics are very mystical classes, the ninja is not a trap-handler, and the EQ rogue is more a warrior than a sneak/skillmonkey. Outside the materials I own, I can only guess that the Factotum or Scout might substitute for a rogue adequately, but I don't know how mystical the Factotum is, and the Scout is rather wilderness-oriented, unlike the rogue. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Hombrew Settings; 11 Base Classes, Which Ones Would You Choose?
Top