Ferret
Explorer
I'm changing some of the classes to fit the flavour of a homebrew setting. all thats here are my ideas down on virtual ink.
Classes:
Aspect casters are like clerics, their spells comes from different ascended (think of them as gods) that act as ‘transformers’ for the source (Like the weave). This includes druids, that act like clerics for the Nature ascended. Don’t worry. All aspect casters get different abilities for the aspects they represent. Also what would be wizards are special aspect casters (First ascended is the ‘Magic god’, but doesn’t step-down The Source) so they cast through items, like books, jools, shells, staves etc to avoid injury. No metal armour for any, smallish HD.
Aspect warriors are pretty much like paladins. The nature one gets ranger like abilities, and the Magic one gets bards, they’re the beefier Aspect caster. I want them to be able to cast through armour but I don’t know how to justify it. Larger HD then their aspect caster counterparts.
Sorcerers would now draw spells straight from The Source which is very dangerous, explosions, turning to stone, spell failures: serious bad stuff. They cast spontaneously.
Fighters and rogues remain unchanged as of yet. Barbarians are limited to a race, you can still get green with a PrC though. The monk has ability chains, think normal ranger combat moves, but not just feats.
Other slightly relevant stuff:
You use a spell craft check to cast spells
Races? I’m doing them now if you read then you’ll understand. None are up know as most aren’t done.
Please try to comment on this so I can improve!
Classes:
Aspect casters are like clerics, their spells comes from different ascended (think of them as gods) that act as ‘transformers’ for the source (Like the weave). This includes druids, that act like clerics for the Nature ascended. Don’t worry. All aspect casters get different abilities for the aspects they represent. Also what would be wizards are special aspect casters (First ascended is the ‘Magic god’, but doesn’t step-down The Source) so they cast through items, like books, jools, shells, staves etc to avoid injury. No metal armour for any, smallish HD.
Aspect warriors are pretty much like paladins. The nature one gets ranger like abilities, and the Magic one gets bards, they’re the beefier Aspect caster. I want them to be able to cast through armour but I don’t know how to justify it. Larger HD then their aspect caster counterparts.
Sorcerers would now draw spells straight from The Source which is very dangerous, explosions, turning to stone, spell failures: serious bad stuff. They cast spontaneously.
Fighters and rogues remain unchanged as of yet. Barbarians are limited to a race, you can still get green with a PrC though. The monk has ability chains, think normal ranger combat moves, but not just feats.
Other slightly relevant stuff:
You use a spell craft check to cast spells
Races? I’m doing them now if you read then you’ll understand. None are up know as most aren’t done.
Please try to comment on this so I can improve!
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