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Reconstructing Generic Classes & Magic Traditions
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<blockquote data-quote="Ferrix" data-source="post: 1843730" data-attributes="member: 6115"><p><strong>Design Philosophy</strong></p><p>I wanted to give the classes a solidly different feel from the others while making sure each one was pretty open ended. These are hopefully going to end up being what I use for a PbP game I'm going to run here.</p><p></p><p>The number of bonus feats are the same for each class as I didn't want to make that the balancing factor, but rather their focus in their respective areas. Combat for the warrior, skills for the expert, and casting for the adept. My current thoughts are that the expert is the weakest of the three, but I'm not entirely certain.</p><p></p><p><strong>What I want to Know</strong></p><p>-Do the generic classes generally seem balanced against one another?</p><p>-Do the three magical traditions seem relatively balanced against one another?</p><p>-Anything that strikes you?</p><p></p><p><span style="font-size: 12px"><strong>Generic Classes from UA (modified as follows)</strong></span></p><p></p><p><strong>Warrior</strong></p><p>HD: 1d12</p><p>Skills: 8 class skills</p><p>Skill Points: 4 skill points per level (x4 at level 1)</p><p>Base Attack Bonus: +1 per level</p><p>Magic Rating: +1/2 per level</p><p>Saves: One Good, Two Poor</p><p>Starting Feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields</p><p>Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be combat related feats, i.e. those off of the fighter list)</p><p></p><p><strong>Expert</strong></p><p>HD: 1d8</p><p>Skills: 16 class skills</p><p>Skill Points: 8 skill points per level (x4 at level 1)</p><p>Base Attack Bonus: +3/4 per level</p><p>Magic Rating: +3/4 per level</p><p>Saves: Two Good, One Poor</p><p>Starting Feats: Simple Weapons, Five Martial Weapons, Light Armor, Shields</p><p>Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20</p><p></p><p><strong>Adept</strong></p><p>HD: 1d4</p><p>Skills: 8 class skills</p><p>Skill Points: 4 skill points per level (x4 at level 1)</p><p>Base Attack Bonus: +1/2 per level</p><p>Magic Rating: +1 per level</p><p>Saves: One Good, Two Poor</p><p>Starting Feats: Five Simple Weapons</p><p>Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be metamagic or item creation feats)</p><p>Spellcasting: Spontaneous Casting (uses sorcerer spells per day & spells known, can learn additional spells, see below for more information on magic)</p><p></p><p><span style="font-size: 12px"><strong>Skills</strong></span></p><p></p><p>Spellcraft: Based off of primary attribute for spellcasters, unavailable to nonspellcasters. Learning a spell requires a check DC 15 + spell level for a spell in your traditions schools, 20 + 2 x spell level for a spell outside of your traditions schools. Other checks involving magic of other traditions schools increases the DC by 10.</p><p></p><p><span style="font-size: 12px"><strong>Magic</strong></span></p><p>Magic loses the divine/arcane divide, but gains a divide by tradition, which happens to be based on the chosen spellcasting attribute. Different schools of magic are also more common to the various traditions. This doesn't mean that the other traditions do not have access to those schools, but rather that it is just harder and rarer to learn outside of your tradition. Casters cannot choose a spell outside of their tradition with the spells they automatically gain as they level and at first level, but must learn them through other sources (scrolls, etc.). Those that are listed with specific subschools are favored only within those subschools, additionally sorcerous traditions have access to energy type spells which are those with an energy descriptor.</p><p></p><p><strong>Hermetic - Intelligence based</strong></p><p>Favored Schools: Conjuration (Calling, Summoning, Teleportation), Divination (Scrying), Evocation, Illusion (pattern), Universal</p><p></p><p><strong>Spiritual - Wisdom based</strong></p><p>Favored Schools: Abjuration, Conjuration (Creation, Healing), Divination, Necromancy, Universal</p><p></p><p><strong>Sorcerous - Charisma based</strong></p><p>Favored Schools: Enchantment, Transmutation, Illusion, Energy descriptor, Universal</p></blockquote><p></p>
[QUOTE="Ferrix, post: 1843730, member: 6115"] [B]Design Philosophy[/B] I wanted to give the classes a solidly different feel from the others while making sure each one was pretty open ended. These are hopefully going to end up being what I use for a PbP game I'm going to run here. The number of bonus feats are the same for each class as I didn't want to make that the balancing factor, but rather their focus in their respective areas. Combat for the warrior, skills for the expert, and casting for the adept. My current thoughts are that the expert is the weakest of the three, but I'm not entirely certain. [B]What I want to Know[/B] -Do the generic classes generally seem balanced against one another? -Do the three magical traditions seem relatively balanced against one another? -Anything that strikes you? [Size=3][B]Generic Classes from UA (modified as follows)[/b][/size] [B]Warrior[/B] HD: 1d12 Skills: 8 class skills Skill Points: 4 skill points per level (x4 at level 1) Base Attack Bonus: +1 per level Magic Rating: +1/2 per level Saves: One Good, Two Poor Starting Feats: Simple & Martial Weapons, Light, Medium & Heavy Armor, Shields Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be combat related feats, i.e. those off of the fighter list) [B]Expert[/B] HD: 1d8 Skills: 16 class skills Skill Points: 8 skill points per level (x4 at level 1) Base Attack Bonus: +3/4 per level Magic Rating: +3/4 per level Saves: Two Good, One Poor Starting Feats: Simple Weapons, Five Martial Weapons, Light Armor, Shields Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 [B]Adept[/B] HD: 1d4 Skills: 8 class skills Skill Points: 4 skill points per level (x4 at level 1) Base Attack Bonus: +1/2 per level Magic Rating: +1 per level Saves: One Good, Two Poor Starting Feats: Five Simple Weapons Bonus Feats at Levels: 1, 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be metamagic or item creation feats) Spellcasting: Spontaneous Casting (uses sorcerer spells per day & spells known, can learn additional spells, see below for more information on magic) [size=3][B]Skills[/B][/size] Spellcraft: Based off of primary attribute for spellcasters, unavailable to nonspellcasters. Learning a spell requires a check DC 15 + spell level for a spell in your traditions schools, 20 + 2 x spell level for a spell outside of your traditions schools. Other checks involving magic of other traditions schools increases the DC by 10. [size=3][b]Magic[/b][/size] Magic loses the divine/arcane divide, but gains a divide by tradition, which happens to be based on the chosen spellcasting attribute. Different schools of magic are also more common to the various traditions. This doesn't mean that the other traditions do not have access to those schools, but rather that it is just harder and rarer to learn outside of your tradition. Casters cannot choose a spell outside of their tradition with the spells they automatically gain as they level and at first level, but must learn them through other sources (scrolls, etc.). Those that are listed with specific subschools are favored only within those subschools, additionally sorcerous traditions have access to energy type spells which are those with an energy descriptor. [b]Hermetic - Intelligence based[/b] Favored Schools: Conjuration (Calling, Summoning, Teleportation), Divination (Scrying), Evocation, Illusion (pattern), Universal [b]Spiritual - Wisdom based[/b] Favored Schools: Abjuration, Conjuration (Creation, Healing), Divination, Necromancy, Universal [b]Sorcerous - Charisma based[/b] Favored Schools: Enchantment, Transmutation, Illusion, Energy descriptor, Universal [/QUOTE]
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