RFLS
2013-03-18, 12:35 AM
So, I'm writing up a new setting for an E6 campaign, and I was hoping for suggestions on classes to be allowed. I'm generally an anything goes, sandboxy DM, and I want to take a stab at running the players through a campaign, module-style (but written by me). I'm hoping to keep the classes in a very tight power level and fairly close theme,
The game will be Pathfinder rules, but 3.5 material allowed. Here goes.
Core classes:
Barbarian: Allowed, no modifications.
Bard: Allowed, no modifications.
Cleric: Allowed, considering homebrew class features, but I'll post that elsewhere.
Druid: Allowed, but spellcasting is on a bard progression (still prepared, though), they don't receive an animal companion, and wildshape is gained at first level.
Fighter: Allowed, but discouraged.
Monk: Allowed, and given a significant homebrew buff.
Paladin: Allowed, no modifications.
Ranger: Allowed, no modifications.
Sorcerer: Allowed, gains spell levels one level earlier.
Wizard: Allowed; gains spell levels one level later.
Pathfinder specific:
Alchemist: Removed.
Cavalier: Allowed, but discouraged.
Gunslinger: Removed.
Inquisitor: Allowed, no modifications.
Ninja: Allowed, no modifications.
Magus: Allowed, no modifications.
Oracle: Allowed, no modifications.
Summoner: Removed.
Witch: Allowed; gains spell levels one level later.
D&D 3.5 splats:
Binder: Allowed, but see below.
Crusader: Allowed, no modifications.
Dragonfire Adept: Removed, campaign reasons.
Factotum: Allowed, no modifications.
Incarnate: Allowed, no modifications.
Scout: Allowed, no modifications.
Spellthief: Allowed, no modifications.
Swordsage: Allowed, no modifications.
Totemist: Allowed, no modifications.
Warblade: Allowed, no modifications.
Warlock: Allowed, but see below.
Sorcerer and Wizard:
The goal here was to make sorcerers more powerful, while allowing the wizard to retain its versatility. I feel like this slight change definitely does that, but I'm not sure what the effects over-all will be.
Binder and Warlock:
I'm very seriously considering gestalting or partially gestalting these for the purposes of this campaign. Their fluff fits extraordinarily well together, they're both low-tier classes by themselves, and I don't think they'd break anything. I'd definitely appreciate suggestions on this.
Fixed-list casters:
You may have noticed the absence of the fixed-list casters. This was not because I forgot them. I fully intend to include them, actually. I was considering homebrewing 4 more of them, 1 for each of the remaining schools (because Beguiler took 2). Assuming I get them roughly balanced with the existing three, how would these impact the existence of sorcerers? I deliberately left sorcerer in as an option so that players weren't locked into those 7 lists. I'm also debating whether I should move their spell levels up by one as well; I feel that leaving them where they are is fine, and gives Sorcerer an edge on them.
Overall, I'm looking for thoughts on how the Playground thinks these would fit together in a campaign. Any classes I've left out either don't fit at all (Samurai), were done better in Pathfinder (Oracle v. Favored Soul), or are just overall mediocre (Swashbuckler). If there's something not listed that you think should be, it'd be great to hear about. The intended feel of the setting is pervasive magic fantasy, with well established nations and organizations, in a classic (well, European, anyway) societal framework.
The game will be Pathfinder rules, but 3.5 material allowed. Here goes.
Core classes:
Barbarian: Allowed, no modifications.
Bard: Allowed, no modifications.
Cleric: Allowed, considering homebrew class features, but I'll post that elsewhere.
Druid: Allowed, but spellcasting is on a bard progression (still prepared, though), they don't receive an animal companion, and wildshape is gained at first level.
Fighter: Allowed, but discouraged.
Monk: Allowed, and given a significant homebrew buff.
Paladin: Allowed, no modifications.
Ranger: Allowed, no modifications.
Sorcerer: Allowed, gains spell levels one level earlier.
Wizard: Allowed; gains spell levels one level later.
Pathfinder specific:
Alchemist: Removed.
Cavalier: Allowed, but discouraged.
Gunslinger: Removed.
Inquisitor: Allowed, no modifications.
Ninja: Allowed, no modifications.
Magus: Allowed, no modifications.
Oracle: Allowed, no modifications.
Summoner: Removed.
Witch: Allowed; gains spell levels one level later.
D&D 3.5 splats:
Binder: Allowed, but see below.
Crusader: Allowed, no modifications.
Dragonfire Adept: Removed, campaign reasons.
Factotum: Allowed, no modifications.
Incarnate: Allowed, no modifications.
Scout: Allowed, no modifications.
Spellthief: Allowed, no modifications.
Swordsage: Allowed, no modifications.
Totemist: Allowed, no modifications.
Warblade: Allowed, no modifications.
Warlock: Allowed, but see below.
Sorcerer and Wizard:
The goal here was to make sorcerers more powerful, while allowing the wizard to retain its versatility. I feel like this slight change definitely does that, but I'm not sure what the effects over-all will be.
Binder and Warlock:
I'm very seriously considering gestalting or partially gestalting these for the purposes of this campaign. Their fluff fits extraordinarily well together, they're both low-tier classes by themselves, and I don't think they'd break anything. I'd definitely appreciate suggestions on this.
Fixed-list casters:
You may have noticed the absence of the fixed-list casters. This was not because I forgot them. I fully intend to include them, actually. I was considering homebrewing 4 more of them, 1 for each of the remaining schools (because Beguiler took 2). Assuming I get them roughly balanced with the existing three, how would these impact the existence of sorcerers? I deliberately left sorcerer in as an option so that players weren't locked into those 7 lists. I'm also debating whether I should move their spell levels up by one as well; I feel that leaving them where they are is fine, and gives Sorcerer an edge on them.
Overall, I'm looking for thoughts on how the Playground thinks these would fit together in a campaign. Any classes I've left out either don't fit at all (Samurai), were done better in Pathfinder (Oracle v. Favored Soul), or are just overall mediocre (Swashbuckler). If there's something not listed that you think should be, it'd be great to hear about. The intended feel of the setting is pervasive magic fantasy, with well established nations and organizations, in a classic (well, European, anyway) societal framework.