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<blockquote data-quote="Barastrondo" data-source="post: 5070295" data-attributes="member: 3820"><p>Lessee, what's been done in games I've seen...</p><p></p><p>Fey pact warlock: "Mage/thief." A continuation of an old sneaky spellcaster, with a little bit of rogue multiclass, reskinned as new innovations in his craft.</p><p></p><p>Shifter druid: "Werewolf." Fairly self-explanatory; been done by others, I'm sure. (For that matter, I've seen plenty of instances of the druid multiclass feat being reskinned as "you can turn into a humanoid animal-person, or that animal form, but not into any animal you want" to make low-grade were-bloods.)</p><p></p><p>Vestige pact warlock: "Necromancer." The powers are those of conjured spirits, and the vestiges are those spirits bound into the necromancer's own body.</p><p></p><p>Artificer: "Puppeteer." Black suit, long wires, all that. More mysticism than alchemy. </p><p></p><p>Wild magic sorcerer: "Cartomancer." Derived power from a deck of cards, each major power a specific trump (such as "the Maelstrom"), and most powers with variable effects a result of drawing a random suited card. The wild magic energy affinity that changes daily was a result of a morning divination ritual, with the ruling card drawn determining the energy (you roll "fire," you drew the Dragon; you roll "poison," you drew the Assassin, etc.). </p><p></p><p></p><p>Things that have been tossed around but not actually implemented in play: warforged storm warden (a lightning-powered "Frankenstein" golem), dhampyr assassin (vampire), swordmage (necromancer with spirits defending his allies), bard (Zhuge Liang-style strategist), seeker ("shrine maiden" sacred archer), summoner wizard (Culdcept-style cartomancer) probably some others I'm forgetting.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5070295, member: 3820"] Lessee, what's been done in games I've seen... Fey pact warlock: "Mage/thief." A continuation of an old sneaky spellcaster, with a little bit of rogue multiclass, reskinned as new innovations in his craft. Shifter druid: "Werewolf." Fairly self-explanatory; been done by others, I'm sure. (For that matter, I've seen plenty of instances of the druid multiclass feat being reskinned as "you can turn into a humanoid animal-person, or that animal form, but not into any animal you want" to make low-grade were-bloods.) Vestige pact warlock: "Necromancer." The powers are those of conjured spirits, and the vestiges are those spirits bound into the necromancer's own body. Artificer: "Puppeteer." Black suit, long wires, all that. More mysticism than alchemy. Wild magic sorcerer: "Cartomancer." Derived power from a deck of cards, each major power a specific trump (such as "the Maelstrom"), and most powers with variable effects a result of drawing a random suited card. The wild magic energy affinity that changes daily was a result of a morning divination ritual, with the ruling card drawn determining the energy (you roll "fire," you drew the Dragon; you roll "poison," you drew the Assassin, etc.). Things that have been tossed around but not actually implemented in play: warforged storm warden (a lightning-powered "Frankenstein" golem), dhampyr assassin (vampire), swordmage (necromancer with spirits defending his allies), bard (Zhuge Liang-style strategist), seeker ("shrine maiden" sacred archer), summoner wizard (Culdcept-style cartomancer) probably some others I'm forgetting. [/QUOTE]
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