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<blockquote data-quote="Sadrik" data-source="post: 5087644" data-attributes="member: 14506"><p>I'd like to point out I do not like PrCs. I think the are overblown and their scope ruins play from my own personal perspective. So, keep that in mind with my comments.</p><p></p><p></p><p>I don't disagree with your approach. However I do want to keep the class. I don't mind undermining its premise majorly. Changing it to a stance warrior is great as an addition. I am thinking of three different possible stances.</p><p>Toughness (Like a dwarven defender)</p><p>Power (like the standard rage)</p><p>Speed (Like the UA whirling dervish alternate rage ability)</p><p></p><p>Have each one level up and get more chances to get them. Remove the rogue abilities from them (let them multi-class into rogue) and give them some more class features to select from including allowing their stance to boost up in smaller chunks. Finally, change the name of the class to Warlord, lol or something.</p><p></p><p></p><p></p><p>Again, I am not trying to take away the entertainer portion of their class I want to include that with many other options so that they can be entertainers, sages, jesters, advisers, heck even military commanders could make sense. I am intrigued also with the idea that they could be mentalists as their main shtick and then entertainers is one of their paths.</p><p></p><p></p><p></p><p>Well, again I am not trying to remove the god-worshiping I am trying to make it so that the DM decides what their focus is in their game. In 90% of games that would be a pantheon of gods and they worship one of them. It is just that if you wanted to make a game where the players were gods and they generated their own powers or something I am sure you can think of a campaign idea where the gods have died or never existed or whatever anyway most non-D&D fantasy does not have priests with spells granted from gods. And on the other hand, in much of fantasy literature all magic is granted from gods even "arcane" style magic.</p><p></p><p>So again, yes it is deeply seated in D&D that clerics worship gods, on the flip side though writing the game so that is the not the main impetus but instead the default for the campaign setting but not the rules. For instance no need to put the gods in the PHB at all. Let the campaign setting define the class not the PHB to define the campaign setting. Am I making any sense?</p><p></p><p></p><p></p><p>Druid is a toughy, I really like getting rid of the wilderness and nature stuff because I would like every class to be able to adopt a wilderness bent if they want or city bent if they want. If the druid simply becomes a "user" of nature I think that goes a long way to accomplish that goal. Again let the campaign setting define how they do that. Wildshape should be on their spell list. The cleric is primarily made up by a spell list with a couple of thrown in abilities (channel positive energy, 2 domain abililties alignment aura etc.). The druid could do the same thing, get rid of class features in favor of a couple of defining ones and moving many of their class features to the spell list.</p><p></p><p></p><p>The first thing to do is to give them a Monk damage bonus with weapons they are proficient in including unarmed attacks. Change it from how much unarmed damage they do to a +1dX damage bonus. Conceptually this is the same as the duelist PrC's precise strike on a smaller scale. In my own house rules I have been doing this for a long time. +1d4 at 4th, +1d6 at 8th, +1d8 at 12th, +1d10 at 16th and +1d12 at 20th is what I do. Change around their weapons so they are not so asian focused and alter or delete some of the weirder mystical abilities and you have something. Perhaps even create a batch of selectable abilities for them.</p><p></p><p></p><p>According to the 1e PHB the clerics were the knights templar and the paladins were the crusaders. This, imho, holy righteous jihadi-like warrior is really antiquated in its world view. What is evil but in the eye of the beholder? I think, going at it as a champion or heck a knight, noble warrior, or simply brave warrior might be the best. Mechanically they are on very soft ground. A paladin needs some real oomph and some solid mechanical reason for them to exist. A multi-classed fighter/cleric could be better than a paladin mechanically anyway. I don't know I am at a loss with this class. Any ideas for mechanical relevance?</p><p></p><p></p><p>Dropping the wilderness tag and broadening their role into a hunter/investigator/tactics like warrior is really cool. Get rid of the combat techniques open them up to simply bonus fighter feats. Archery and two weapon fighting are fine and dandy but letting the player decide is better imho.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5087644, member: 14506"] I'd like to point out I do not like PrCs. I think the are overblown and their scope ruins play from my own personal perspective. So, keep that in mind with my comments. I don't disagree with your approach. However I do want to keep the class. I don't mind undermining its premise majorly. Changing it to a stance warrior is great as an addition. I am thinking of three different possible stances. Toughness (Like a dwarven defender) Power (like the standard rage) Speed (Like the UA whirling dervish alternate rage ability) Have each one level up and get more chances to get them. Remove the rogue abilities from them (let them multi-class into rogue) and give them some more class features to select from including allowing their stance to boost up in smaller chunks. Finally, change the name of the class to Warlord, lol or something. Again, I am not trying to take away the entertainer portion of their class I want to include that with many other options so that they can be entertainers, sages, jesters, advisers, heck even military commanders could make sense. I am intrigued also with the idea that they could be mentalists as their main shtick and then entertainers is one of their paths. Well, again I am not trying to remove the god-worshiping I am trying to make it so that the DM decides what their focus is in their game. In 90% of games that would be a pantheon of gods and they worship one of them. It is just that if you wanted to make a game where the players were gods and they generated their own powers or something I am sure you can think of a campaign idea where the gods have died or never existed or whatever anyway most non-D&D fantasy does not have priests with spells granted from gods. And on the other hand, in much of fantasy literature all magic is granted from gods even "arcane" style magic. So again, yes it is deeply seated in D&D that clerics worship gods, on the flip side though writing the game so that is the not the main impetus but instead the default for the campaign setting but not the rules. For instance no need to put the gods in the PHB at all. Let the campaign setting define the class not the PHB to define the campaign setting. Am I making any sense? Druid is a toughy, I really like getting rid of the wilderness and nature stuff because I would like every class to be able to adopt a wilderness bent if they want or city bent if they want. If the druid simply becomes a "user" of nature I think that goes a long way to accomplish that goal. Again let the campaign setting define how they do that. Wildshape should be on their spell list. The cleric is primarily made up by a spell list with a couple of thrown in abilities (channel positive energy, 2 domain abililties alignment aura etc.). The druid could do the same thing, get rid of class features in favor of a couple of defining ones and moving many of their class features to the spell list. The first thing to do is to give them a Monk damage bonus with weapons they are proficient in including unarmed attacks. Change it from how much unarmed damage they do to a +1dX damage bonus. Conceptually this is the same as the duelist PrC's precise strike on a smaller scale. In my own house rules I have been doing this for a long time. +1d4 at 4th, +1d6 at 8th, +1d8 at 12th, +1d10 at 16th and +1d12 at 20th is what I do. Change around their weapons so they are not so asian focused and alter or delete some of the weirder mystical abilities and you have something. Perhaps even create a batch of selectable abilities for them. According to the 1e PHB the clerics were the knights templar and the paladins were the crusaders. This, imho, holy righteous jihadi-like warrior is really antiquated in its world view. What is evil but in the eye of the beholder? I think, going at it as a champion or heck a knight, noble warrior, or simply brave warrior might be the best. Mechanically they are on very soft ground. A paladin needs some real oomph and some solid mechanical reason for them to exist. A multi-classed fighter/cleric could be better than a paladin mechanically anyway. I don't know I am at a loss with this class. Any ideas for mechanical relevance? Dropping the wilderness tag and broadening their role into a hunter/investigator/tactics like warrior is really cool. Get rid of the combat techniques open them up to simply bonus fighter feats. Archery and two weapon fighting are fine and dandy but letting the player decide is better imho. [/QUOTE]
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