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New Character Class
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<blockquote data-quote="Golem2176" data-source="post: 1176416" data-attributes="member: 13415"><p>I am thinking about introducing a new character class to the game. I am not comfortable revealing the name of the class, but here is the low-down on it. Characters can channel the essence of their being, their spirit, to create desired effects. These effects would be called winds. These winds would include some spells from the cleric and sorcerer/wizard list, but with changes in the spells name to reflect their flavor in the game. They would have a wind progression like all other spellcasting characters have spell progression, but this would really be their safety net. They can 'overcast', meaning they could 'cast' winds of higher wind levels, but not without a price. A character who wanted to 'cast' a wind of a level(s) above what they are safely 'casting' faces a percentage chance equal to the winds actual level minus the wind level they safely capable of 'casting' times ten. A ninth level wind minus wind level one would equate to an 80% chance. Further the characters constitutution modifier times five is then subtracted from this base. 2 x 5 = 10. Base 80 - 10 = 70. There would be a 70% chance theat character could be afflicted by some kind of bad happening. I would like ideas on what could happen to the character if the dice indicate that something bad happens. Also, how should I approach the differences between clerics (meaning that they pray to a god to get their spells) and this class (meaning how would they replenish their 'spiritual' supply of energy for casting winds)? All ideas are welcome. I would appreciate all feedback I can get.</p></blockquote><p></p>
[QUOTE="Golem2176, post: 1176416, member: 13415"] I am thinking about introducing a new character class to the game. I am not comfortable revealing the name of the class, but here is the low-down on it. Characters can channel the essence of their being, their spirit, to create desired effects. These effects would be called winds. These winds would include some spells from the cleric and sorcerer/wizard list, but with changes in the spells name to reflect their flavor in the game. They would have a wind progression like all other spellcasting characters have spell progression, but this would really be their safety net. They can 'overcast', meaning they could 'cast' winds of higher wind levels, but not without a price. A character who wanted to 'cast' a wind of a level(s) above what they are safely 'casting' faces a percentage chance equal to the winds actual level minus the wind level they safely capable of 'casting' times ten. A ninth level wind minus wind level one would equate to an 80% chance. Further the characters constitutution modifier times five is then subtracted from this base. 2 x 5 = 10. Base 80 - 10 = 70. There would be a 70% chance theat character could be afflicted by some kind of bad happening. I would like ideas on what could happen to the character if the dice indicate that something bad happens. Also, how should I approach the differences between clerics (meaning that they pray to a god to get their spells) and this class (meaning how would they replenish their 'spiritual' supply of energy for casting winds)? All ideas are welcome. I would appreciate all feedback I can get. [/QUOTE]
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