PDA

View Full Version : Class archetype list- help me out?



RFLS
2012-06-26, 10:20 AM
Hey, playgrounders, I'm working on a variant set of d20 rules, and would like some class suggestions. The idea is to keep things as open as possible; cross classing will be heavily encouraged. That being said, are there any suggestions you might have? I'm especially looking for expansions on the "rogue-esque" area, and after that the "mundane" section. The system will be high magic/steampunk supportive, but allow for other settings.


Mages:
-Necromancer
-Blasting mage
-Healer
-Illusionist (physical illusion, as opposed to mental enchantment)
-Enchanter (mental illusions/effects)
-Summoner
-Buffing mage
-Shapechanger
-Protective mage
-Artificer


Mundane:
-Archer
--Sniper
--Crossbowman
--Machine-gun archer (double, triple, etc shot)

-Stick and board
--Axe
--Sword
--Pike
--More sticks

-Two sticks
--Various combos of the above sticks

-Unarmed

-Mageslayer
--Maybe not a thing of its own, but given the overabundance of mages, it canít hurt
----to have class features that give this ability

-Tactician?
--Marshal/white raven -esque

-Beast master



Rogue-esque:

-Engineer (gadgetry)
-Assassin
-Thief
-Special Ops type (jack of all trades, sorta)

erikun
2012-06-26, 11:01 AM
Mages:
-Necromancer
-Blasting mage
-Healer
-Illusionist (physical illusion, as opposed to mental enchantment)
-Enchanter (mental illusions/effects)
-Summoner
-Buffing mage
-Shapechanger
-Protective mage
-Artificer
Diviner/Scrier
Alchemist
Shaman/Spirit Talker
Eldridge Lorekeeper
Magical Conduit (i.e. Sorcerer)
Demonic Binder/Sold Your Soul



Mundane:
-Archer
--Sniper
--Crossbowman
--Machine-gun archer (double, triple, etc shot)
Longbowman, especially the guys who stood atop castle walls and fired long-range arching shots.


-Stick and board
--Axe
--Sword
--Pike
--More sticks

-Two sticks
--Various combos of the above sticks
Spartan/Spear and Shield
2H Big Sword User
Whip


-Unarmed
Pretty much any martial art, from Jujitsu to Kung Fu to Greco-Roman wrestling, could fit here. They'd be fairly different from each other, as well.


-Mageslayer
--Maybe not a thing of its own, but given the overabundance of mages, it canít hurt
----to have class features that give this ability

-Tactician?
--Marshal/white raven -esque

-Beast master
General, or someone who organizes groups of people to coordinate together.



Rogue-esque:

-Engineer (gadgetry)
-Assassin
-Thief
-Special Ops type (jack of all trades, sorta)
Scout
Face/Charisma Talker
Trapsmith
Hunter/Tracker
Espionage/Spy
Merchant
Scam Artist
Gypsy/Luck-based Trickster

Craft (Cheese)
2012-06-26, 12:55 PM
Diviner/Scrier
Alchemist
Shaman/Spirit Talker
Eldridge Lorekeeper
Magical Conduit (i.e. Sorcerer)
Demonic Binder/Sold Your Soul

Really, with mages you can just define anything you want. Something I've been having fun with designing is the "Force Mage," who works solely off of telekinesis-like powers.

Dienekes
2012-06-26, 02:43 PM
Warrior Type
Javelin/Thrown Weapons
Skirmisher
Cavalry, archer
Cavalry, skirmisher
Cavalry, heavy
Phalanx: Or teamwork specialist maybe
Heavy Armor: not exactly a offensive fighting type but being specialized in being a juggernaut is fun
Duelist/fencer/einhander
Weapons Master: there's always the guy who wants to be able to do everything

Rogue Type
Politician
Acrobat
Smugglers
Pirates

dspeyer
2012-06-26, 11:43 PM
Mages

The Single-Superpower User -- not common in D&D, but very common in fantasy literature

The Battlefield Controller

The Sympath -- bases everything on contagion and similarity, e.g. voodoo dolls

Mage/Mundane

The Holy Warrior -- who almost never quite uses magic but is a bit to powerful to be obeying the laws of physics

Rogue-likes

The Omnidisciplinary Scholar -- whose primary ability is to know what you need to know, but may also be able to apply his knowledge in many fields, including magic, given enough time

The Psychologist -- who understands his enemies/pawns/allies perfectly

Zerasen
2012-06-27, 08:19 PM
Mundane
-berserker e.g. Barbarian
-gunmen/gunslinger (for the steampunk)
-dervish/battle-dancer
-wanderer swordmaster (not really mechanical but...)

Mage
-curse/hex-master/witch
-shadow/dark manipulator
-blood mage
-ritual caster
-time manipulator
-warp mage
-[insert element] specialist
-primorial/ancient magican
-light mage

Rogue-esque
-ninja?
-cat-burglar

(do combo classes like magic swordsman and spell sniper count?)

Wow, total, this list is going to be huge! If the point is openness, you might want to take the opposite approach. Archetypes tend to be really specific after all. Perhaps you should do something extremely open for classes (perhaps reduce to 3 or so basic versions like warrior, rogue, and mage), then support these archetypes with long feat chains (obviously buffing up the number and power of feats). That would likely achieve a high level of customization. Just a thought.

nonsi
2012-06-27, 10:37 PM
Off the top of my head . . .


Finesse warrior
Zealot warrior
Knight
Samurai

Arcane fist
Sacred fist
Psionic fist

Bladesinger
Melee gish
Range gish

Jedi

Spellthief

Nature caster
Nature's avatar

Dragon caster
Dragon warrior
Dragon everything

Divine trickster
Exorcist
Healer
Spirit shaman
Rune priest
Elemental priest
Oracle

Witch