Cheerful Coffin
First Post
If you're like me and can't find books worth a crap, then you have to improvise. So I thought of these tweaks to let SW be a playable thing in my game. It would be a whole campaighn setting dedicated to it, firstly magick had to be dumped. So how would some classes cope? Read on..
I collect Dr@gon, so some of those classes still apply. Like the wild-defender, wild/silverback monk, thane, implacable, etc.
However sense some of those cast spells I have replaced that with the following: They gain a bonus feat at 4th, 8th, 12th, 16th, and 20th level. The following classes have that new ruling.
Paladin.
Ranger.
Wild defender.
The monk's quivering palm is now a psi-like ability.
The spell-thief can still copy powers, and has "powers per day", and learns from the psion/wilder list but cannot learn disciplinary powers.
Sense the erudite is allowed the psion had to be changed. The psion now immideatly learns all powers (including those of discipline) of his chosen discipline when able to manifest those powers (IE: a level 1 psion knows all 1st level powers of his discipline.) but can not learn powers outside thier discipline.
I'll be pretty liberal with the races, as long as it's not like a centaur or anything like that. Which is another thing, Dragon PCs from Dr@gon retain thier breath powers and such but it's now considerd extradionary.
Wilder/Soulknife fix:
Both these classes are cool but got screwed over, so I rule zeroed some buffs to them..
The soulknife:
Gains knowledge (dungeeonering) and survival as class skills.
Gains stealthy as a bonus feat at first level.
Shadowbow:
At sixth level the soulknife reshapes his blade to emulate a bow. As a full round action, he can change his mindblade to replicate a shortbow (damge 1d6 60ft) the bolt's damage is modified by the strength of the soulknife, the bow retains it's enhancement bonus and abilities possed by the mindblade, however the soulknife cannot channel his psychic strike through the bow. The soulknife cannot fire normal arrows using the shadow bow, and it can only form two shadow arrows per round.
Improved shadowbow.
At 9th level the shadowbow ability is given an upgrade.. Still taking a full-round action, it now replicates a longbow (damage 1d8, 110ft range.) He may now use up to 3 arrows per round when making a full attack, he can now use it in conjuction with psychic strike but it is reduced by one die. So a 9th level soulknife could only add 1d8 to a ranged attack using a psychic-strike+shadowbow.
Wilder:
The wilder is suppose to be a psychic's answer to a sorcerer, and yet it's power point meter is not that of a "flame thrower". Therefore that is how we will balance the wilder. All rules still apply the same but at the following level's the wilder gains additional power points.
2: +3 power points.
4: +3 power points.
6: +3 power points.
8: +3 power points.
10: +3 power points.
12: +3 power points.
14: +3 power points.
16: Wild burst 3/day. (Homebrew ability)
18: Wild burst 6/day.
20: Wild burst 9/day.
Wild burst:
You choose a power your wilder knows, and you can manifest that power as a psi-like ability as many times per day as the list given. It's manifester level is equal to your wilder level.
Game balance ruling: No multiclassing/prestige classing.
I want to see what classes can do to thier fullest extents. I know it's somewhat a drag to be unable to optimize your character or dabble in other things, but it also let's you see what a character class is fully capable of and allows deeper roleplaying..
The Classes:
These are all the classes permitted.
Thane.
Fighter.
Paladin.
Urban Ranger.
Ranger.
Spell-Thief.
Monk.
Silverback Monk.
Wild monk.
Marshal.
Wilder.
Psion.
Erudite.
Artificer.
Barbarian.
Psychic-Warrior.
Psychic-Rogue.
Soulknife.
Implacable.
Dragon.
Wild-defender.
Rogue.
(NOTE: The only reason I list these as these are the only classes I know of, if there's some other class you'd like to be PM me a full description of the class and most likely I'd allow it. It's your character, have at it.)
The darkside/The lightside:
It would be too obvious to say that guy's good, or he be evil. So instead the force is represented through a much more permeating battle that we all seem to ignore.. Law versus Chaos! As you adventure everything you say, do, even think will put you down a path to the light/darkside of the force. Or more appropiately a lawful/chaotic alignment..
This is already growing to be a large topic post, so I'll write the plot out secondly. As I said, I've never DMed before, infact I've been unable to even find a DM manual at my shops, so if anyone wants to help me that would be grand. I can have up to five moderators when I start this shindig so I'll be happy to take up to five assistants. As for players, it don't matter to me how many they're are. Though preffbly around 5-6. Anything greater is kindof intense for a beggeiner like me, and anything lesser will probably bore me.. And yes, you can be evil. Good, evil, chaos and the law could give a damn about your intentions, they just want to see thier ideals become a reality.However if you believe a deed will go un-noticed you obviously are under the influence of a force power already lol!
Well, what do you think?
I collect Dr@gon, so some of those classes still apply. Like the wild-defender, wild/silverback monk, thane, implacable, etc.
However sense some of those cast spells I have replaced that with the following: They gain a bonus feat at 4th, 8th, 12th, 16th, and 20th level. The following classes have that new ruling.
Paladin.
Ranger.
Wild defender.
The monk's quivering palm is now a psi-like ability.
The spell-thief can still copy powers, and has "powers per day", and learns from the psion/wilder list but cannot learn disciplinary powers.
Sense the erudite is allowed the psion had to be changed. The psion now immideatly learns all powers (including those of discipline) of his chosen discipline when able to manifest those powers (IE: a level 1 psion knows all 1st level powers of his discipline.) but can not learn powers outside thier discipline.
I'll be pretty liberal with the races, as long as it's not like a centaur or anything like that. Which is another thing, Dragon PCs from Dr@gon retain thier breath powers and such but it's now considerd extradionary.
Wilder/Soulknife fix:
Both these classes are cool but got screwed over, so I rule zeroed some buffs to them..
The soulknife:
Gains knowledge (dungeeonering) and survival as class skills.
Gains stealthy as a bonus feat at first level.
Shadowbow:
At sixth level the soulknife reshapes his blade to emulate a bow. As a full round action, he can change his mindblade to replicate a shortbow (damge 1d6 60ft) the bolt's damage is modified by the strength of the soulknife, the bow retains it's enhancement bonus and abilities possed by the mindblade, however the soulknife cannot channel his psychic strike through the bow. The soulknife cannot fire normal arrows using the shadow bow, and it can only form two shadow arrows per round.
Improved shadowbow.
At 9th level the shadowbow ability is given an upgrade.. Still taking a full-round action, it now replicates a longbow (damage 1d8, 110ft range.) He may now use up to 3 arrows per round when making a full attack, he can now use it in conjuction with psychic strike but it is reduced by one die. So a 9th level soulknife could only add 1d8 to a ranged attack using a psychic-strike+shadowbow.
Wilder:
The wilder is suppose to be a psychic's answer to a sorcerer, and yet it's power point meter is not that of a "flame thrower". Therefore that is how we will balance the wilder. All rules still apply the same but at the following level's the wilder gains additional power points.
2: +3 power points.
4: +3 power points.
6: +3 power points.
8: +3 power points.
10: +3 power points.
12: +3 power points.
14: +3 power points.
16: Wild burst 3/day. (Homebrew ability)
18: Wild burst 6/day.
20: Wild burst 9/day.
Wild burst:
You choose a power your wilder knows, and you can manifest that power as a psi-like ability as many times per day as the list given. It's manifester level is equal to your wilder level.
Game balance ruling: No multiclassing/prestige classing.
I want to see what classes can do to thier fullest extents. I know it's somewhat a drag to be unable to optimize your character or dabble in other things, but it also let's you see what a character class is fully capable of and allows deeper roleplaying..
The Classes:
These are all the classes permitted.
Thane.
Fighter.
Paladin.
Urban Ranger.
Ranger.
Spell-Thief.
Monk.
Silverback Monk.
Wild monk.
Marshal.
Wilder.
Psion.
Erudite.
Artificer.
Barbarian.
Psychic-Warrior.
Psychic-Rogue.
Soulknife.
Implacable.
Dragon.
Wild-defender.
Rogue.
(NOTE: The only reason I list these as these are the only classes I know of, if there's some other class you'd like to be PM me a full description of the class and most likely I'd allow it. It's your character, have at it.)
The darkside/The lightside:
It would be too obvious to say that guy's good, or he be evil. So instead the force is represented through a much more permeating battle that we all seem to ignore.. Law versus Chaos! As you adventure everything you say, do, even think will put you down a path to the light/darkside of the force. Or more appropiately a lawful/chaotic alignment..
This is already growing to be a large topic post, so I'll write the plot out secondly. As I said, I've never DMed before, infact I've been unable to even find a DM manual at my shops, so if anyone wants to help me that would be grand. I can have up to five moderators when I start this shindig so I'll be happy to take up to five assistants. As for players, it don't matter to me how many they're are. Though preffbly around 5-6. Anything greater is kindof intense for a beggeiner like me, and anything lesser will probably bore me.. And yes, you can be evil. Good, evil, chaos and the law could give a damn about your intentions, they just want to see thier ideals become a reality.However if you believe a deed will go un-noticed you obviously are under the influence of a force power already lol!
Well, what do you think?


