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[Weekend Design] New Classes?
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<blockquote data-quote="Vespucci" data-source="post: 5543106" data-attributes="member: 6675688"><p>AFAICT, New classes are pretty low on Bad Axe's 'to do' list. But that does make it a good fan project. Trailblazer's Spine gives something to hang new classes on, and we've got the 'design space' notes on where to start.</p><p> </p><p>The easiest step is a clean-up:</p><p> </p><p><strong>Full-casting Bards</strong></p><p> </p><p>[sblock=Amendments]Adjust the Bard's BMB progression to 1:1. </p><p> </p><p>Adjust Power Chord. This feature becomes available at 3rd level, and improves at 5th (II), 7th (III), 9th (IV), 11th (V), 13th (VI), 15th (VII) and 17th (VIII).</p><p> </p><p>Adjust Inspire Competence. This feature becomes available at 4th level. Description should begin, "A bard of 4th or higher level with 7 or more ranks in a Perform skill..."</p><p> </p><p>Adjust Inspire Greatness. This feature becomes available at 10th level. Description should begin, "A bard of 10th or higher level with 13 or more ranks in a Perform skill..."</p><p> </p><p>Adjust Inspire Heroics. This feature becomes available at 16th level. Description should begin, "A bard of 16th or higher level with 19 or more ranks in a Perform skill..."</p><p> </p><p>Delete Arcane Forte.</p><p> </p><p>Add:</p><p>9TH LEVEL BARD SPELLS</p><p>Dominate Monster</p><p>Foresight</p><p>Hold Monster, Mass</p><p>Power Word Kill</p><p>Shades</p><p>Summon Monster IX</p><p>Wail of the Banshee</p><p>Weird[/sblock][sblock=Notes]This is a necessary change to open up space for the 'Trickster' half-caster.</p><p> </p><p>Power Chord is integral to the Bard's spellcasting. I've maintained its relationship with the Bard Class access to spell levels.</p><p> </p><p>The Bardic Music abilities have been shuffled in order to avoid 'dead' levels'. </p><p> </p><p>Arcane Forte is redundant.</p><p> </p><p>The 9th level spells were hinted at in the Trailblazer teasers. The Bard probably needs some extra buff spells at high levels.[/sblock]</p><p> </p><p>With that out of the way (because obviously, my interpretation is <em>totally non-controversial</em>), we can go on to new classes. I tend to think that the Arcane half-casters are less work. There's the obvious spell-casting weapon-user, but discussion up until now has overlooked another archetype, familiar to those of you with a Complete knowledge of the Arcane arts (though this has a broader thematic role).</p><p> </p><p><strong>Elementalist</strong></p><p> </p><p>[sblock=Progressions]HD: d8</p><p>BAB: 3:4</p><p>BMB: 1:2</p><p> </p><p>The elementalist's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Persuasion (Cha), Spellcraft (Int), and Use Magic Device (Cha).</p><p> </p><p><strong>Skill Points per level:</strong> 4 + Int modifier</p><p> </p><p><strong>Additional languages:</strong> An elementalist may substitute Abyssal, Celestial, Draconic, or Infernal for one of the additional languages available to the character because of his race.[/sblock][sblock=Class Features]<strong>Weapons and Armor Proficiency:</strong> Elementalists are proficient with all simple weapons. They are proficient with light armor, but not with shields. Armor of any type interferes with the elementalist's movement, which may cause her spells with somatic components to fail.</p><p> </p><p><strong>Spellcaster:</strong> At 1st level, the elementalist gains access to all the spells on the sorcerer spell list. To ready or cast a sorcerer spell, an elementalist must have a Charisma score equal to 10 + the spell level. The Difficulty Class for a saving throw against an elementalist's spell is 10 + the spell's level + the elementalist's Charisma modifier. She receives bonus spell slots and ready spells per rest if she has a high Charisma score.</p><p> </p><p>An elementalist's base magic bonus is equal to half his level. A 1st level elementalist with a base magic bonus of +0 is only able to cast 0th level spells, which take effect at a minimum caster level of 0.</p><p> </p><p><strong>Arcane Blast (Sp):</strong> The elementalist can channel esoteric forces into a potent attack. An <em>Arcane Blast</em> is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target. No saving throw is allowed. An <em>Arcane Blast</em> deals 1d6 points of damage at 1st level. At 3rd level, and every two levels thereafter, this damage is increased by 1d6 (to a maximum of 10d6 at 19th level). An <em>Arcane Blast</em> is the equivalent of a spell equal in level to half the elementalist's class level.</p><p> </p><p><strong>Elemental Speciality (Su):</strong> At 1st level, an elementalist chooses an elemental speciality. At 5th level, and every 5 levels thereafter (10th, 15th, and 20th), the elementalist either chooses a new elemental speciality or improves a speciality she already possesses. No speciality can be improved more than twice.</p><ul> <li data-xf-list-type="ul"><em>Air Speciality I</em>: The elementalist gains electricity resistance 10. When using arcane blast, the elementalist may choose to do electricity damage. If she does, any creature damaged by her arcane blast must make a Fortitude save or be dazed for one round.</li> <li data-xf-list-type="ul"><em>Air Speciality II:</em> Increase the elementalist's electricity resistance to 20. When she deals electricity damage with her arcane blast, add +1 to each die of damage and creatures that fail their save are stunned (as well as dazed) for one round.</li> <li data-xf-list-type="ul"><em>Air Speciality III:</em> Increase the elementalist's electricity resistance to 30. When she deals electricity damage with her arcane blast, add another +1 to each die of damage (total +2) and increase its Save DC by 2.</li> <li data-xf-list-type="ul"><em>Darkness Speciality I:</em> The elementalist gains darkvision to a range of 30 feet, or increases the range of her existing darkvision by 30 feet. When using arcane blast, the elementalist may choose to deal negative energy damage. If she does, her arcane blast deals d4s instead of d6s of damage, and any creature damaged by it must make a Will save or gain a negative level.</li> <li data-xf-list-type="ul"><em>Darkness Speciality II:</em> When the elementalist deals negative energy damage with her arcane blast, creatures that fail their saves gain 1d4 negative levels. Those that succeed still gain a negative level.</li> <li data-xf-list-type="ul"><em>Darkness Speciality III:</em> Creatures that take negative energy damage from the elementalist's arcane blast gain 2d4 negative levels, with a Will save to reduce this to half.</li> </ul><p><strong>Occult Shield (Su):</strong> At 2nd level, the elementalist gains the service of a minor spirit. This being works invisibly to protect the elementalist from harm, granting her a +1 Shield bonus to AC. At 5th level, and every three levels thereafter, this bonus is increased by +1 (to a maximum of +7 at 20th level).</p><p> </p><p><strong>Elemental Tactics:</strong> Beginning at 3rd level, the elementalist gains additional bonuses from her elemental specialities.</p><ul> <li data-xf-list-type="ul"><em>Air Tactics:</em> The elementalist gains +2 to Initiative checks. She gains an additional +2 bonus for each time she has improved her air speciality.</li> <li data-xf-list-type="ul"><em>Darkness Tactics:</em> The elementalist gains the ability to rebuke undead as a cleric of half her class level. She can use this ability a number of times per rest equal to 3 + her Charisma modifier (if any). The first time she improves her darkness speciality, she gains 2 additional uses of rebuke undead each rest. The second time she improves her darkness speciality, her ability to rebuke undead improves to that of a cleric of her class level.</li> </ul><p>[/sblock][sblock=Notes]In terms of basic combat prowess, this is intended to be a striker roughly comparable to the rogue.</p><p> </p><p>I understand that the way I've written this, <em>Arcane blast</em> will have an effective spell level somewhere between 0th and 10th level. It doesn't bother me.[/sblock]</p><p> </p><p>Following my latest update, this still needs a few more options to be filled out. But there's something (barely) playable for a few levels.</p></blockquote><p></p>
[QUOTE="Vespucci, post: 5543106, member: 6675688"] AFAICT, New classes are pretty low on Bad Axe's 'to do' list. But that does make it a good fan project. Trailblazer's Spine gives something to hang new classes on, and we've got the 'design space' notes on where to start. The easiest step is a clean-up: [B]Full-casting Bards[/B] [sblock=Amendments]Adjust the Bard's BMB progression to 1:1. Adjust Power Chord. This feature becomes available at 3rd level, and improves at 5th (II), 7th (III), 9th (IV), 11th (V), 13th (VI), 15th (VII) and 17th (VIII). Adjust Inspire Competence. This feature becomes available at 4th level. Description should begin, "A bard of 4th or higher level with 7 or more ranks in a Perform skill..." Adjust Inspire Greatness. This feature becomes available at 10th level. Description should begin, "A bard of 10th or higher level with 13 or more ranks in a Perform skill..." Adjust Inspire Heroics. This feature becomes available at 16th level. Description should begin, "A bard of 16th or higher level with 19 or more ranks in a Perform skill..." Delete Arcane Forte. Add: 9TH LEVEL BARD SPELLS Dominate Monster Foresight Hold Monster, Mass Power Word Kill Shades Summon Monster IX Wail of the Banshee Weird[/sblock][sblock=Notes]This is a necessary change to open up space for the 'Trickster' half-caster. Power Chord is integral to the Bard's spellcasting. I've maintained its relationship with the Bard Class access to spell levels. The Bardic Music abilities have been shuffled in order to avoid 'dead' levels'. Arcane Forte is redundant. The 9th level spells were hinted at in the Trailblazer teasers. The Bard probably needs some extra buff spells at high levels.[/sblock] With that out of the way (because obviously, my interpretation is [I]totally non-controversial[/I]), we can go on to new classes. I tend to think that the Arcane half-casters are less work. There's the obvious spell-casting weapon-user, but discussion up until now has overlooked another archetype, familiar to those of you with a Complete knowledge of the Arcane arts (though this has a broader thematic role). [B]Elementalist[/B] [sblock=Progressions]HD: d8 BAB: 3:4 BMB: 1:2 The elementalist's class skills (and the key ability for each skill) are Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), Persuasion (Cha), Spellcraft (Int), and Use Magic Device (Cha). [B]Skill Points per level:[/B] 4 + Int modifier [B]Additional languages:[/B] An elementalist may substitute Abyssal, Celestial, Draconic, or Infernal for one of the additional languages available to the character because of his race.[/sblock][sblock=Class Features][B]Weapons and Armor Proficiency:[/B] Elementalists are proficient with all simple weapons. They are proficient with light armor, but not with shields. Armor of any type interferes with the elementalist's movement, which may cause her spells with somatic components to fail. [B]Spellcaster:[/B] At 1st level, the elementalist gains access to all the spells on the sorcerer spell list. To ready or cast a sorcerer spell, an elementalist must have a Charisma score equal to 10 + the spell level. The Difficulty Class for a saving throw against an elementalist's spell is 10 + the spell's level + the elementalist's Charisma modifier. She receives bonus spell slots and ready spells per rest if she has a high Charisma score. An elementalist's base magic bonus is equal to half his level. A 1st level elementalist with a base magic bonus of +0 is only able to cast 0th level spells, which take effect at a minimum caster level of 0. [B]Arcane Blast (Sp):[/B] The elementalist can channel esoteric forces into a potent attack. An [I]Arcane Blast[/I] is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target. No saving throw is allowed. An [I]Arcane Blast[/I] deals 1d6 points of damage at 1st level. At 3rd level, and every two levels thereafter, this damage is increased by 1d6 (to a maximum of 10d6 at 19th level). An [I]Arcane Blast[/I] is the equivalent of a spell equal in level to half the elementalist's class level. [B]Elemental Speciality (Su):[/B] At 1st level, an elementalist chooses an elemental speciality. At 5th level, and every 5 levels thereafter (10th, 15th, and 20th), the elementalist either chooses a new elemental speciality or improves a speciality she already possesses. No speciality can be improved more than twice. [LIST] [*][I]Air Speciality I[/I]: The elementalist gains electricity resistance 10. When using arcane blast, the elementalist may choose to do electricity damage. If she does, any creature damaged by her arcane blast must make a Fortitude save or be dazed for one round. [*][I]Air Speciality II:[/I] Increase the elementalist's electricity resistance to 20. When she deals electricity damage with her arcane blast, add +1 to each die of damage and creatures that fail their save are stunned (as well as dazed) for one round. [*][I]Air Speciality III:[/I] Increase the elementalist's electricity resistance to 30. When she deals electricity damage with her arcane blast, add another +1 to each die of damage (total +2) and increase its Save DC by 2. [*][I]Darkness Speciality I:[/I] The elementalist gains darkvision to a range of 30 feet, or increases the range of her existing darkvision by 30 feet. When using arcane blast, the elementalist may choose to deal negative energy damage. If she does, her arcane blast deals d4s instead of d6s of damage, and any creature damaged by it must make a Will save or gain a negative level. [*][I]Darkness Speciality II:[/I] When the elementalist deals negative energy damage with her arcane blast, creatures that fail their saves gain 1d4 negative levels. Those that succeed still gain a negative level. [*][I]Darkness Speciality III:[/I] Creatures that take negative energy damage from the elementalist's arcane blast gain 2d4 negative levels, with a Will save to reduce this to half. [/LIST][B]Occult Shield (Su):[/B] At 2nd level, the elementalist gains the service of a minor spirit. This being works invisibly to protect the elementalist from harm, granting her a +1 Shield bonus to AC. At 5th level, and every three levels thereafter, this bonus is increased by +1 (to a maximum of +7 at 20th level). [B]Elemental Tactics:[/B] Beginning at 3rd level, the elementalist gains additional bonuses from her elemental specialities. [LIST] [*][I]Air Tactics:[/I] The elementalist gains +2 to Initiative checks. She gains an additional +2 bonus for each time she has improved her air speciality. [*][I]Darkness Tactics:[/I] The elementalist gains the ability to rebuke undead as a cleric of half her class level. She can use this ability a number of times per rest equal to 3 + her Charisma modifier (if any). The first time she improves her darkness speciality, she gains 2 additional uses of rebuke undead each rest. The second time she improves her darkness speciality, her ability to rebuke undead improves to that of a cleric of her class level. [/LIST][/sblock][sblock=Notes]In terms of basic combat prowess, this is intended to be a striker roughly comparable to the rogue. I understand that the way I've written this, [I]Arcane blast[/I] will have an effective spell level somewhere between 0th and 10th level. It doesn't bother me.[/sblock] Following my latest update, this still needs a few more options to be filled out. But there's something (barely) playable for a few levels. [/QUOTE]
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