Just some modified and new classes, which I may use in a generic-y DnD PbP game that I might start. I present first... the SORCEROR!
File: 1154973006_112_FT0_sorceror.zip (//../../e107_files/public/1154973006_112_FT0_sorceror.zip)
Next up will be the mage, a spontaneous caster that learns his spells, the Channeler (another sorceror variant based on my druid), the Priest (a casting cleric), the Style Fighter (a fighter variant gaining not bonus feats but instead class features known as 'styles'), the Warlock (no... not a Complete Arcane one cos they're WEAK!) and some other classes too.
All spellcasting classes use Xeviat's MP system.
Quote from: Golem011All spellcasting classes use Xathan's MP system.
Xeviat made the MP system, not Xathan. Credit where credit is due.
I MEANT Xeviat. *slaps self* stupid typos. 'Tis fixed now.
I will refrain from commenting based on the fact that I don't use variant rules, classes, or anything not in the books really... I don't have the type of mind capable of handling mechanics well, and quite frankly they bore me. Besides, I'm a new DM, and I want to master Core before drowning myself in options.
One the subject of fighting styles, I briefly toyed with the idea of creating fighting styles to replace weapon proficiencies. Some of the work is in the WotC houserule board if you want to see it. It sounds kind of similar to your idea, and there was a class in which you choose a fighting style and gained certain benefits as you go up in level.
Yeah. Basically it has fighter BAB, Saves, and HD, but instead of bonus feats, weapon proficiencies etc they choose one style. Each style has one or two weapons keyed to it, which you gain proficiency in, and you gain style abilities (with bonuses such as defensive stance for one, + to criticals with another etc) which are added with levels. Each style's abilities can only be used with the weapons keyed to it. This will include martial arts, too. It's basically a flexible combat class that can fill many fantasy archetypes.
And now, the mage! Could probably be used comfortably in a campaign with or without wizard and sorceror, but is intended to combine elements of each. Whilst it has the MP progression of a wizard and the sorceror's lack of bonus feats, it also has spontaneous casting and learnable spells.
File: 1155034501_112_FT11572_mage.zip (//../../e107_files/public/1155034501_112_FT11572_mage.zip)
Okay, here are my thoughts.
-I like the sorcerer (although I'm trying to think up different names for my classes, but whatever) and I don't know the MP system but I'm sure it goes fine with any setting (like you've said). I would change the aura just to be an 'arcane' aura with a strength like that of the 'Detect Evil' spell descriptions. The only other thing that I would change is to not give them the o-level spells at will. They have MP, so let them use it. Also, do they gain strength of will at 9th or 18th (It's a sweet ability!).
-Mage is a little bland but I guess it is a good start. However, I'd recommend some other way to model class (more feats, new class abilities, etc.) as it doesn't really have anything that I want in a class.
Personally, I'm working on alternate Barbarian classes and also alternate races for less violent campaigns. Keep up the good work!
Quote from: Golem011And now, the mage! Could probably be used comfortably in a campaign with or without wizard and sorceror, but is intended to combine elements of each. Whilst it has the MP progression of a wizard and the sorceror's lack of bonus feats, it also has spontaneous casting and learnable spells.
File: 1155034501_112_FT11572_mage.zip (//../../e107_files/public/1155034501_112_FT11572_mage.zip)
Looks like some copy/paste errors crept in, as you have some contradictory stuff in the Mage description:
QuoteA mage must choose and prepare her spells ahead of time (see below).... Unlike a wizard or a cleric, a mage need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells heâ,¬,,¢ll cast.
a la[/i] Bard and Sorceror) OR an even-more-strictly limited list of spells to which the spontaneous casting can be applied (the Cleric's Cure/Inflict substitution, or the Druid's spontaneous Summon Nature's Ally spells, for example.)
Quote from: Luminous CrayonQuote from: Golem011And now, the mage! Could probably be used comfortably in a campaign with or without wizard and sorceror, but is intended to combine elements of each. Whilst it has the MP progression of a wizard and the sorceror's lack of bonus feats, it also has spontaneous casting and learnable spells.
File: 1155034501_112_FT11572_mage.zip (//../../e107_files/public/1155034501_112_FT11572_mage.zip)
Looks like some copy/paste errors crept in, as you have some contradictory stuff in the Mage description: QuoteA mage must choose and prepare her spells ahead of time (see below).... Unlike a wizard or a cleric, a mage need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells heâ,¬,,¢ll cast.
a la[/i] Bard and Sorceror) OR an even-more-strictly limited list of spells to which the spontaneous casting can be applied (the Cleric's Cure/Inflict substitution, or the Druid's spontaneous Summon Nature's Ally spells, for example.)
That's why I gave them the wizard's MP progression and no extra stuff. And yes, there was a lot of copy/paste errors :P
As for the sorceror, I'm updating it now. I think I might also give it some abilities to change spells (range, area, energy type) by expending MP, and convert spells into raw magical energy (similar to one ability of the Archmage prestige class.)