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<blockquote data-quote="Faolyn" data-source="post: 8345031" data-attributes="member: 6915329"><p>Artificers: Is there a huge call for this in your S&S setting? If you're going for a weird tech approach, where you can find the remnants of the past civilizations and possibly improve upon them, maybe. Otherwise, maybe not. Also, if you're actually doing this for LU, there's no artificer class. Yes, you can use the o5e artificer, but that's slightly less fun than if there was an LU version.</p><p></p><p>Assuming you're working with LU:</p><p></p><p>Clerics don't get armor proficiency. They have to pick it as part of their Defensive Blessing. You may want to alter or add to the Vows a bit, based around the setting's gods.</p><p></p><p>Paladins/Heralds are still more oath-based than god-based. Yes, they can work with the temples as holy warriors or temple defenders, but they could also work for the various secular leaders or any factions you include. Heralds have magic, but you can say that a person has to pick if it's divine magic (in which case they need to be as beholden to a religious order as clerics would have to be) or if it's non-divine (in which case it's corruptive, but there's no gods breathing down their necks). </p><p></p><p>Monks/Adepts aren't necessary <em>monks </em>in LU, don't forget. They included rules where they can be made more like gladiators, dervishes, or pugilists. All you really need is a reason for people to go into fights while mostly unarmed, and your adepts work just fine.</p><p></p><p>Sorcerers and Wizards: Sorcerers gain their power through accident of birth or through exposure to weird energies; wizards gain it through deliberate study. Since you want the power to be corruptive, you have to decide if you want people turning evil and/or monstrous simply because of the way they were born or because they were in the wrong place at the wrong time. This makes for good stories, but may not be what you want for the setting as a whole.</p><p></p><p>Warlocks: I wouldn't necessarily have their magic <em>always </em>as corruptive--but much like with Dark Sun, I'd say that the corruptive versions are more powerful. Assuming you're actually having rules for corruption (and it's not just RPing or DM fiat), then one option would be that warlocks who choose a corrupt patron get an additional spell slot (or, this is LU, so extra spell points) or extra cantrip. </p><p></p><p>Rangers: Don't forget that in LU, rangers have no spells. </p><p></p><p>Warlords: Or whatever LU decides to call them. They should be as much of a shoe-in as fighters are.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 8345031, member: 6915329"] Artificers: Is there a huge call for this in your S&S setting? If you're going for a weird tech approach, where you can find the remnants of the past civilizations and possibly improve upon them, maybe. Otherwise, maybe not. Also, if you're actually doing this for LU, there's no artificer class. Yes, you can use the o5e artificer, but that's slightly less fun than if there was an LU version. Assuming you're working with LU: Clerics don't get armor proficiency. They have to pick it as part of their Defensive Blessing. You may want to alter or add to the Vows a bit, based around the setting's gods. Paladins/Heralds are still more oath-based than god-based. Yes, they can work with the temples as holy warriors or temple defenders, but they could also work for the various secular leaders or any factions you include. Heralds have magic, but you can say that a person has to pick if it's divine magic (in which case they need to be as beholden to a religious order as clerics would have to be) or if it's non-divine (in which case it's corruptive, but there's no gods breathing down their necks). Monks/Adepts aren't necessary [I]monks [/I]in LU, don't forget. They included rules where they can be made more like gladiators, dervishes, or pugilists. All you really need is a reason for people to go into fights while mostly unarmed, and your adepts work just fine. Sorcerers and Wizards: Sorcerers gain their power through accident of birth or through exposure to weird energies; wizards gain it through deliberate study. Since you want the power to be corruptive, you have to decide if you want people turning evil and/or monstrous simply because of the way they were born or because they were in the wrong place at the wrong time. This makes for good stories, but may not be what you want for the setting as a whole. Warlocks: I wouldn't necessarily have their magic [I]always [/I]as corruptive--but much like with Dark Sun, I'd say that the corruptive versions are more powerful. Assuming you're actually having rules for corruption (and it's not just RPing or DM fiat), then one option would be that warlocks who choose a corrupt patron get an additional spell slot (or, this is LU, so extra spell points) or extra cantrip. Rangers: Don't forget that in LU, rangers have no spells. Warlords: Or whatever LU decides to call them. They should be as much of a shoe-in as fighters are. [/QUOTE]
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