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New 3.5 Base Classes-The Return
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<blockquote data-quote="Zaruthustran" data-source="post: 963113" data-attributes="member: 1457"><p>I've opened this thread before, but a few new ideas have spurred me to open it again. Please post *your* ideas for the new base classes (not prestige classes) that will be introduced for the D&D RPG in the upcoming D&D Miniatures Handbook. Me, I'm pretty excited--we haven't seen new base classes in quite some time. The sorceror is the only real new base class to D&D since Unearthed Arcana.</p><p></p><p>My ideas:</p><p>Each of these classes are iconic fantasy classes that are not currently served by a single class. They're also relevant to a miniatures game.</p><p></p><p>1. Class name: Swashbuckler. Role: The Smooth Fighter. Rationale: there aren't any Fighter classes with social skills. That's a void that should be filled. Right now, if you want to play a quick-witted, quick-moving guy who can hold his own in a fight you either have to pick Fighter and "waste" your heavy armor and shield feats, Ranger and get a bunch of wildernes baggage, Barbarian and get a bunch of perhaps unwanted abilities, or Paladin and get religious baggage--and none of those classes have Bluff! I picture this class as a light-armoured fighter with +1/lvl BAB, good Fort and Ref saves, d8 HP, 4 skill points, and access to a few social skills like Bluff, Intimidate, Perform, Sense Motive, and Diplomacy. This will better serve all those characters that are currently rogue/rangers or fighter/rogues. <em>Think "urban ranger", except without tracking, spells, and the shoehorned fighting styles</em>.</p><p></p><p>2. Class name: Commander. Role: The Leader. Rationale: there needs to be a party-support character that can lend a direct hand in the fight. I picture this class as a heavy-armoured combatant with +1/lvl BAB, good Fort and Will saves, d10 HP, 2 skill points, and access to Diplomacy, Spot, Profession: Soldier, Intimidate, and Sense Motive. For special abilities it'll have Inspire Courage (speech and orders, not music) and the Paladin's Fear immunity/bonus to saves for companions, but no spells. This will help serve those high-charisma martial-minded characters that don't want to be godly champions or musicians. <em>Think "paladin" or "bard", without the Ethos or the jive</em>.</p><p></p><p>3. Class name: Mystic. Role: the Witch. Rationale: Right now there's no spontaneous divine caster. Sure, Druids and Clerics can swap for healing on the fly, but this class can swap any divine spell for any other divine spell. Lightly armoured, with lots of skill points. <em>Think "Bard", but divine.</em></p><p></p><p>Those are my guesses. I admit that the Mystic is pretty weak. </p><p></p><p>Any other ideas or thoughts? Has anyone heard any rumors? </p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 963113, member: 1457"] I've opened this thread before, but a few new ideas have spurred me to open it again. Please post *your* ideas for the new base classes (not prestige classes) that will be introduced for the D&D RPG in the upcoming D&D Miniatures Handbook. Me, I'm pretty excited--we haven't seen new base classes in quite some time. The sorceror is the only real new base class to D&D since Unearthed Arcana. My ideas: Each of these classes are iconic fantasy classes that are not currently served by a single class. They're also relevant to a miniatures game. 1. Class name: Swashbuckler. Role: The Smooth Fighter. Rationale: there aren't any Fighter classes with social skills. That's a void that should be filled. Right now, if you want to play a quick-witted, quick-moving guy who can hold his own in a fight you either have to pick Fighter and "waste" your heavy armor and shield feats, Ranger and get a bunch of wildernes baggage, Barbarian and get a bunch of perhaps unwanted abilities, or Paladin and get religious baggage--and none of those classes have Bluff! I picture this class as a light-armoured fighter with +1/lvl BAB, good Fort and Ref saves, d8 HP, 4 skill points, and access to a few social skills like Bluff, Intimidate, Perform, Sense Motive, and Diplomacy. This will better serve all those characters that are currently rogue/rangers or fighter/rogues. [i]Think "urban ranger", except without tracking, spells, and the shoehorned fighting styles[/i]. 2. Class name: Commander. Role: The Leader. Rationale: there needs to be a party-support character that can lend a direct hand in the fight. I picture this class as a heavy-armoured combatant with +1/lvl BAB, good Fort and Will saves, d10 HP, 2 skill points, and access to Diplomacy, Spot, Profession: Soldier, Intimidate, and Sense Motive. For special abilities it'll have Inspire Courage (speech and orders, not music) and the Paladin's Fear immunity/bonus to saves for companions, but no spells. This will help serve those high-charisma martial-minded characters that don't want to be godly champions or musicians. [i]Think "paladin" or "bard", without the Ethos or the jive[/i]. 3. Class name: Mystic. Role: the Witch. Rationale: Right now there's no spontaneous divine caster. Sure, Druids and Clerics can swap for healing on the fly, but this class can swap any divine spell for any other divine spell. Lightly armoured, with lots of skill points. [i]Think "Bard", but divine.[/i] Those are my guesses. I admit that the Mystic is pretty weak. Any other ideas or thoughts? Has anyone heard any rumors? -z [/QUOTE]
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