kennysmith1234
2014-04-24, 05:36 AM
So this is still a WIP
I am working on it HERE (http://www.minmaxboards.com/index.php?topic=13588.msg234065#msg234065), and HERE (http://www.myth-weavers.com/showthread.php?t=259309) but feel free to post comments, ideas, and so on in either location.
Hello world! I am here before you to present to you something I have been working on for a while now.
It started simply as a Wizard and Fighter fix IRL, but when I went to put it online, I decided to fix other issues I saw, which evolved into my wanting to make a setting for the homebrew, which THEN evolved into my saying "Screw this, I will just make an alternate to Pathfinder with my own stuff!"
I do apologize if it is a disorganized mess in any way. If this is the wrong section for this, please let me know/move it (last option for mods and such :P ).
This Opening Post shall have all of the Changes contained within.
Lots of Base Classes and Prestige Classes, I will be changing the skill system and combat system up a wee bit, as well as spell lists, spells, magic item and spell creation, and some other stuff that needs doing.
Hit Die is no longer determined by class. HD is determined by Race.
Humans:
Hit Die=D6
Intelligent hunters from the first, become now a diverse and mighty culture with a focus on military and expansion.
Racial Traits; Humans are very versatile, and so gain a +2 racial bonus to any two chosen Ability Score. Humans are also, sadly, usually inhibited by their choice, and so gain a -2 to any two Ability Score.
Humans can forego this by gaining a +1 untyped bonus to all skill checks they have ranks in. In order to do this, they sadly obtain a -1 penalty to all Saves.
Elves
Hit Die=D6
Children of Dragons, Elves are the fiery progenitors and masters of the Lords of the Skies possessed of incredible prowess.
Racial Traits; Elves are mighty and magical in the way of their ancestors, and so gain a +2 racial bonus to Strength, Charisma, and Intelligence. Their Arrogance and heritage (very mildly scaly), however, cripples them mightily, causing a -4 Racial penalty to Wisdom, -2 to Dexterity, and a -4 to Sense Motive.
Elves gain Low-Light vision, a +2 bonus to Listen, Search, Diplomacy, Intimidate, and Jump.
Elves also gain a +1 bonus to Caster level. Their natural capacity for spells allows them greater power.
http://fc06.deviantart.net/fs70/i/2012/049/2/4/dragon_boy_by_sakimichan-d4q2z34.jpg Sakimichan...best artist ever.
Daemon-spawned
The half-breeds of hellish creatures, Daemon-spawned are hated universally. They are possessed of the dark might of their ancestors, both physically and magically (though this is not arcane magic they are gifted with. Theirs is Divine magicks).
Racial Traits; WIP
Nothing else QUITE yet.
What you do get from the Classes is a Bonus to Health per level.
Shown below are the new classes and the health bonuses.
Tough: +4
Anything between the ruffian bandits of the dark alleyways, and the vigilante self-taught fighters out seeking fame and fortune. Combat oriented, with a good helping of luck. Thugs possess access to some martial maneuvers, but none that are as martially-oriented as Soldier maneuvers.
Approximate Tier Rating: Tier 3
Good BaB, and Fortitude. Poor Will, and Reflex.
http://th03.deviantart.net/fs71/PRE/f/2014/111/4/0/shamera_the_thief_by_helmuttt-d7feqj3.jpg
by helmuttt
Soldier: +6
Military men of either town, national, or mercenary groups. Dedicated to combat, as well as avoiding a fight if possible. Soldiers can choose to specialize into four different categories; Front line, Ranged, and Heavy. Frontline is the quintessential fighting-type, the core of all armies in the world, versatile and skilled in all types of combat, but not a master. Ranged is for those who stay out of the battle to pick off enemies one at a time with a few well-placed shots. Heavy is meant to take the brunt of the blows and dish out heavy amounts of damage. Heavily combat oriented with a healthy dosing of luck, and a small portion of people skills. Soldiers have access to Martial Maneuvers developed strictly for war.
Approximate Tier Rating: Tier 2
Good BaB, Fortitude, and Reflex. Poor Will.
http://th06.deviantart.net/fs70/PRE/i/2014/096/1/8/fabulous_pally_machine_by_thedurrrrian-d7daccb.jpg
Image by thedurrrrian on DeviantArt
Elementalist: +1
Attuned masters of the Arcane energy of the world, destroyers and ravagers with incredible destructive powers of nature. Elementalists are highly valued in the battlefield, but are so dedicated to their studies that they are eventually able to attune themselves with the elements and halfway merge with the world. Elementalists can choose to Specialize into either Earth, Wind, Fire, or Water. They can also remain un-specialized and gain access to greater class abilities, but will lose out on the more powerful spells.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
http://th03.deviantart.net/fs71/PRE/i/2014/133/a/d/cm___chiasa_by_redpear-d7iahyh.jpg
By redpear.
Magician: +1
Quick-witted street mages, court-advisers, and even arch-magi can say they are Magician practitioners. They possess knowledge of arcane lore, and can use special cantrips with clever application, making them versatile in many situations. Magicians are not possessed of any overtly damaging spells, but are highly capable of controlling the battlefield and many scenarios with clever illusions and other such spells of trickery. If you stop to consider what a Magician tells you, you have already lost.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
http://th04.deviantart.net/fs71/PRE/f/2012/029/8/7/878fc478376c93c7754c2a6e2888c686-d4o1h0c.jpg
by art-zealot
Warmage: +2
Martially trained warriors who can wield weapons and cast deadly magics at the same time, Warmages are the true terror of the battlefield. Though not as powerful as Elementalists, and not as versatile as Magicians, Warmages can hold their own in many situations, leading them to be primary magical melee combatants. Warmages can channel power into their weapon of choice. They cannot wear heavier armors as they do this, so are limited in their protective power.
Approximate Tier Rating: Tier 4
Good BaB. Good Reflex, and Will. Poor Fortitude.
http://th04.deviantart.net/fs71/PRE/i/2013/175/b/6/paladin_by_thedurrrrian-d6agj47.jpg
Also by thedurrrrian on DeviantArt
Thief: +2
Tricksters, rogues, and liars who can scam even grizzled veterans without fear. Thieves are not focused in combat, but are able to fight with speed and alacrity. Thieves are mainly meant to be skilled and light on their feet.
Approximate Tier Rating: Tier 3
Medium BaB. Good Reflex. Poor Will, and Fortitude.
http://th03.deviantart.net/fs70/PRE/i/2011/124/8/0/thief_concept_by_cristi_b-d3fka8v.jpg
by christi-b
Hunter: +4
Trappers and those tracking big prey, Hunters are the only interaction some city folk get with the wilderness. Able to find the smallest traces of their prey's path, a Hunter can always get the edge on their targets with both clever quickness and proper preparation. Traps anybody?
Approximate Tier Rating: Tier 4
Medium BaB. Good Reflex. Poor Will, and Fortitude.
http://fc04.deviantart.net/fs70/i/2012/171/4/a/__rubina___by_ice__depth-d4uc4tf.jpg
by ice-depth
Pariah: +4
Near non-existence in number are these practitioners of forbidden maneuvers or dark invocations, seeing as Pariahs are rarely accepted into proper society. Gifted and Cursed with the knowledge of ancient secrets, a Pariah is swift like a snake in battle, yet strong like an Iron Golem. Pariahs are hardened against the rage of others, due to their practicing of the dark arts. From the slow bending of fingers through a skull with ease, to causing a man's flesh to twist violently before his eyes, the Pariah is not a light-hearted opponent.
Approximate Tier Rating: Tier 2
Medium BaB, Reflex, and Fortitude. Poor Will.
http://th08.deviantart.net/fs70/PRE/f/2012/182/b/f/homeland_by_agnidevi-d55jrjd.jpg
AgniDevi. Love her art!
Bard: +2
Singers and Musicians hold a place of honor and respect because of their incredible talents and wonderful music. The power of music is something that no mage could ever hope to recreate. Bards are they who sing and play their troubles away, which works surprisingly well in battle. Easing the mind, soothing all troubles away, the Bard is effective at manipulating people, creatures, and objects. Music can't be touched, but it can be felt.
Approximate Tier Rating: Tier 3
Poor BaB and Fortitude. Good Will and Reflex.
http://th00.deviantart.net/fs70/PRE/f/2013/220/6/0/the_melancholic_musician_by_esgalor-d6h9aeb.jpg
by esgalor
Assassin: +2
Much like the hunter, except focused on hunting the ultimate prey; sentient creatures. The Assassin is able to prepare everything for that one moment, that perfect kill. They learn bits of magic to assist them in their gruesome work, allowing them to be efficient, effective, and lethal.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Reflex. Poor Will.
http://th00.deviantart.net/fs70/PRE/i/2014/133/e/5/thief_by_diegogisbertllorens-d7i6tni.jpg
by diegogisbertlsorens
Priest: +1
Holy men of the Gods, Priests bring the good (or ill) omens to the world, and curry favor with their chosen deity. The favor they gain allows them to use mighty divine powers to wreck retribution on the enemy and bring soothing to the wounded ally.
Not very good at physical combat, but very skilled with interaction and riling up the masses. Casts spells of great power, but only at the Discretion of their Deity.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
http://fc00.deviantart.net/fs71/f/2011/339/0/3/skirsdag_high_priest_by_jasonengle-d4ia8le.jpg
by jasonengle
Summoner: +1
Callers of Spirits, bringers of they who hunger after the souls of men, binders of Daemons to mortal flesh. Summoners are casters who are dedicated to summoning other beings to do their dirty work for them. Whether they are simply summoning hundreds of spiders, or calling out to an Elder Elemental, summoners can bring great force to bear when preparations have been made.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
http://th06.deviantart.net/fs71/PRE/f/2014/017/b/b/dracarys_by_ice_marioteodosio-d5rhs03.jpg
by marioteodosio
Wilder: +1
Those whose manifested power is natural, uncouth. Where Elementalists attain their power from the world around them, Wilders use magic from within. Wielding raw energy drawn from within, Wilders are powerful at whatever study they apply themselves to. Some of the world's most renowned Pyromancers were in fact Wilders.
Approximate Tier Rating: Tier 2
Medium BaB, Good Will. Poor Reflex, and Fortitude.
http://fc01.deviantart.net/fs70/f/2011/344/f/c/crow_mage___illustration_by_noiprox-d4iqtwq.jpg
by noiprox
Necromancer +2
Universally shunned, yet seen more often than the Pariah is the Necromancer. Grave-Keepers one and all, some are intent on remaking the world into an Undead Paradise, while others are happy to put the dead back in their place. Some still are just un-wholesomely curious about death and undeath. They who can raise the dead, and slam them back into their crypts, are more feared than even the most Evil Dragons.
This causes most, if not all, Necromancers to be either exiled, or kept within the confines of a Graveyard as the keeper of the Dead.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Will. Poor Reflex.
http://fc00.deviantart.net/fs71/i/2014/132/e/3/orque_mage_by_ptitvinc-d7i2p37.jpg
by ptitvinc
Classes no longer advance to the 20th level. Instead they now advance to 5th level, allowing either advancement in Prestige Classes if accessible, or advancement in an elite version of the original class that advances previous skills.
Wizard: +1
Prerequisites; WIP
Description; An Arcane Caster focused on making and learning new things.
Master Illusionaire: +1
Prerequisites; WIP
Description; A paragon of deception with magic and self.
Battle Trickster: +2
Prerequisites; WIP
Description; Deceptive combatantwho always has a trick up his/her sleeve.
Squad Mage: +2
Prerequisites; WIP
Description; Every army needs a strong arm to wipe clean the earth of their enemy.
Paladin: +4
Prerequisites; WIP
Description; Guardians of Good, drafted by the Gods to bring the good word to the heretics.
Swordsage: +2
Prerequisites; WIP
Description; A master of the Quickened Edge, dedicated to a swift end.
Sorcerer of Battle: +6
Prerequisites; WIP
Description; Heavily Armored mages who can destroy whole armies at a time.
Blackguard: +4
Prerequisites; WIP
Description; A bringer of Destruction called to serve the Evil Divine as a messenger of death.
Keeper of the Flame: +1
Prerequisites; WIP
Description; Protectors of the fire and light of knowledge.
Grafter of Flesh: +1
Prerequisites; WIP
Description; A painful art that merges the separated flesh of powerful beings with mortal form.
Street King: +4
Prerequisites; WIP
Description; A force of nature in any city, known as notorious Kingpins and Vigilantes.
Archmage: +1
Prerequisites; WIP
Description; Masters of the Arcane, possessed of Versatility and the Intellect to use it.
Master Theurge: +1
Prerequisites; WIP
Description; Dual casting master that merges divine with arcane.
Magical Artisan: +1
Prerequisites; WIP
Description; Creators of incredible magical items and creatures.
Explorer: +2
Prerequisites; WIP
Description; Quick and clever map makers and wander-lust driven individuals.
Adventurer: +4
Prerequisites; WIP
Description; Master of surviving in the worst of situations.
Berserker: +6
Prerequisites; WIP
Description; A raging whirlwind of flesh, blood, and wrath.
Shadowdancer: +1
Prerequisites; WIP
Description; Manipulators of the shadows and minds of all who behold the dance.
Warrior of the Waves: +2
Prerequisites; WIP
Description; Graceful fighter able to call on the grace and power of the Ocean.
Vulcan Combat Master: +2
Prerequisites; WIP
Description; Quick and hard warrior of Magma and Flame.
Breaker of Mountains: +2
Prerequisites; WIP
Description; Solid combatant with the strength of Stone.
Fierce Stormrider: +2
Prerequisites; WIP
Description; Soaring weapon master who dances across the battlefield borne on tempests.
Seeker of the Song: +1
Prerequisites; WIP
Description; A hunter of pieces of the Song of Creation.
Bladesinger: +4
Prerequisites; WIP
Description; Practiced warrior of song and performance, making any battle into a show.
Lord of the Dead: +2
Prerequisites; WIP
Description; They who command hordes of Undead.
Voice of Passing Beyond: +1
Prerequisites; WIP
Description; Pulls spirits and dead from this life to the next gently and ably.
Keeper of the Damned: +4
Prerequisites; WIP
Description; Shepherd of the Undead and Ghosts, keeps them from slaying the living.
Good show! Jolly Good Show!
What I am trying to achieve is something...unique but based off of that familiar and relatively easy to use system Dungeons and Dragons 3.5e.
This will take some time, so please keep an eye out, suggest things and give good criticism. I will be working on it for as long as it takes!
I am working on it HERE (http://www.minmaxboards.com/index.php?topic=13588.msg234065#msg234065), and HERE (http://www.myth-weavers.com/showthread.php?t=259309) but feel free to post comments, ideas, and so on in either location.
Hello world! I am here before you to present to you something I have been working on for a while now.
It started simply as a Wizard and Fighter fix IRL, but when I went to put it online, I decided to fix other issues I saw, which evolved into my wanting to make a setting for the homebrew, which THEN evolved into my saying "Screw this, I will just make an alternate to Pathfinder with my own stuff!"
I do apologize if it is a disorganized mess in any way. If this is the wrong section for this, please let me know/move it (last option for mods and such :P ).
This Opening Post shall have all of the Changes contained within.
Lots of Base Classes and Prestige Classes, I will be changing the skill system and combat system up a wee bit, as well as spell lists, spells, magic item and spell creation, and some other stuff that needs doing.
Hit Die is no longer determined by class. HD is determined by Race.
Humans:
Hit Die=D6
Intelligent hunters from the first, become now a diverse and mighty culture with a focus on military and expansion.
Racial Traits; Humans are very versatile, and so gain a +2 racial bonus to any two chosen Ability Score. Humans are also, sadly, usually inhibited by their choice, and so gain a -2 to any two Ability Score.
Humans can forego this by gaining a +1 untyped bonus to all skill checks they have ranks in. In order to do this, they sadly obtain a -1 penalty to all Saves.
Elves
Hit Die=D6
Children of Dragons, Elves are the fiery progenitors and masters of the Lords of the Skies possessed of incredible prowess.
Racial Traits; Elves are mighty and magical in the way of their ancestors, and so gain a +2 racial bonus to Strength, Charisma, and Intelligence. Their Arrogance and heritage (very mildly scaly), however, cripples them mightily, causing a -4 Racial penalty to Wisdom, -2 to Dexterity, and a -4 to Sense Motive.
Elves gain Low-Light vision, a +2 bonus to Listen, Search, Diplomacy, Intimidate, and Jump.
Elves also gain a +1 bonus to Caster level. Their natural capacity for spells allows them greater power.
http://fc06.deviantart.net/fs70/i/2012/049/2/4/dragon_boy_by_sakimichan-d4q2z34.jpg Sakimichan...best artist ever.
Daemon-spawned
The half-breeds of hellish creatures, Daemon-spawned are hated universally. They are possessed of the dark might of their ancestors, both physically and magically (though this is not arcane magic they are gifted with. Theirs is Divine magicks).
Racial Traits; WIP
Nothing else QUITE yet.
What you do get from the Classes is a Bonus to Health per level.
Shown below are the new classes and the health bonuses.
Tough: +4
Anything between the ruffian bandits of the dark alleyways, and the vigilante self-taught fighters out seeking fame and fortune. Combat oriented, with a good helping of luck. Thugs possess access to some martial maneuvers, but none that are as martially-oriented as Soldier maneuvers.
Approximate Tier Rating: Tier 3
Good BaB, and Fortitude. Poor Will, and Reflex.
http://th03.deviantart.net/fs71/PRE/f/2014/111/4/0/shamera_the_thief_by_helmuttt-d7feqj3.jpg
by helmuttt
Soldier: +6
Military men of either town, national, or mercenary groups. Dedicated to combat, as well as avoiding a fight if possible. Soldiers can choose to specialize into four different categories; Front line, Ranged, and Heavy. Frontline is the quintessential fighting-type, the core of all armies in the world, versatile and skilled in all types of combat, but not a master. Ranged is for those who stay out of the battle to pick off enemies one at a time with a few well-placed shots. Heavy is meant to take the brunt of the blows and dish out heavy amounts of damage. Heavily combat oriented with a healthy dosing of luck, and a small portion of people skills. Soldiers have access to Martial Maneuvers developed strictly for war.
Approximate Tier Rating: Tier 2
Good BaB, Fortitude, and Reflex. Poor Will.
http://th06.deviantart.net/fs70/PRE/i/2014/096/1/8/fabulous_pally_machine_by_thedurrrrian-d7daccb.jpg
Image by thedurrrrian on DeviantArt
Elementalist: +1
Attuned masters of the Arcane energy of the world, destroyers and ravagers with incredible destructive powers of nature. Elementalists are highly valued in the battlefield, but are so dedicated to their studies that they are eventually able to attune themselves with the elements and halfway merge with the world. Elementalists can choose to Specialize into either Earth, Wind, Fire, or Water. They can also remain un-specialized and gain access to greater class abilities, but will lose out on the more powerful spells.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
http://th03.deviantart.net/fs71/PRE/i/2014/133/a/d/cm___chiasa_by_redpear-d7iahyh.jpg
By redpear.
Magician: +1
Quick-witted street mages, court-advisers, and even arch-magi can say they are Magician practitioners. They possess knowledge of arcane lore, and can use special cantrips with clever application, making them versatile in many situations. Magicians are not possessed of any overtly damaging spells, but are highly capable of controlling the battlefield and many scenarios with clever illusions and other such spells of trickery. If you stop to consider what a Magician tells you, you have already lost.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
http://th04.deviantart.net/fs71/PRE/f/2012/029/8/7/878fc478376c93c7754c2a6e2888c686-d4o1h0c.jpg
by art-zealot
Warmage: +2
Martially trained warriors who can wield weapons and cast deadly magics at the same time, Warmages are the true terror of the battlefield. Though not as powerful as Elementalists, and not as versatile as Magicians, Warmages can hold their own in many situations, leading them to be primary magical melee combatants. Warmages can channel power into their weapon of choice. They cannot wear heavier armors as they do this, so are limited in their protective power.
Approximate Tier Rating: Tier 4
Good BaB. Good Reflex, and Will. Poor Fortitude.
http://th04.deviantart.net/fs71/PRE/i/2013/175/b/6/paladin_by_thedurrrrian-d6agj47.jpg
Also by thedurrrrian on DeviantArt
Thief: +2
Tricksters, rogues, and liars who can scam even grizzled veterans without fear. Thieves are not focused in combat, but are able to fight with speed and alacrity. Thieves are mainly meant to be skilled and light on their feet.
Approximate Tier Rating: Tier 3
Medium BaB. Good Reflex. Poor Will, and Fortitude.
http://th03.deviantart.net/fs70/PRE/i/2011/124/8/0/thief_concept_by_cristi_b-d3fka8v.jpg
by christi-b
Hunter: +4
Trappers and those tracking big prey, Hunters are the only interaction some city folk get with the wilderness. Able to find the smallest traces of their prey's path, a Hunter can always get the edge on their targets with both clever quickness and proper preparation. Traps anybody?
Approximate Tier Rating: Tier 4
Medium BaB. Good Reflex. Poor Will, and Fortitude.
http://fc04.deviantart.net/fs70/i/2012/171/4/a/__rubina___by_ice__depth-d4uc4tf.jpg
by ice-depth
Pariah: +4
Near non-existence in number are these practitioners of forbidden maneuvers or dark invocations, seeing as Pariahs are rarely accepted into proper society. Gifted and Cursed with the knowledge of ancient secrets, a Pariah is swift like a snake in battle, yet strong like an Iron Golem. Pariahs are hardened against the rage of others, due to their practicing of the dark arts. From the slow bending of fingers through a skull with ease, to causing a man's flesh to twist violently before his eyes, the Pariah is not a light-hearted opponent.
Approximate Tier Rating: Tier 2
Medium BaB, Reflex, and Fortitude. Poor Will.
http://th08.deviantart.net/fs70/PRE/f/2012/182/b/f/homeland_by_agnidevi-d55jrjd.jpg
AgniDevi. Love her art!
Bard: +2
Singers and Musicians hold a place of honor and respect because of their incredible talents and wonderful music. The power of music is something that no mage could ever hope to recreate. Bards are they who sing and play their troubles away, which works surprisingly well in battle. Easing the mind, soothing all troubles away, the Bard is effective at manipulating people, creatures, and objects. Music can't be touched, but it can be felt.
Approximate Tier Rating: Tier 3
Poor BaB and Fortitude. Good Will and Reflex.
http://th00.deviantart.net/fs70/PRE/f/2013/220/6/0/the_melancholic_musician_by_esgalor-d6h9aeb.jpg
by esgalor
Assassin: +2
Much like the hunter, except focused on hunting the ultimate prey; sentient creatures. The Assassin is able to prepare everything for that one moment, that perfect kill. They learn bits of magic to assist them in their gruesome work, allowing them to be efficient, effective, and lethal.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Reflex. Poor Will.
http://th00.deviantart.net/fs70/PRE/i/2014/133/e/5/thief_by_diegogisbertllorens-d7i6tni.jpg
by diegogisbertlsorens
Priest: +1
Holy men of the Gods, Priests bring the good (or ill) omens to the world, and curry favor with their chosen deity. The favor they gain allows them to use mighty divine powers to wreck retribution on the enemy and bring soothing to the wounded ally.
Not very good at physical combat, but very skilled with interaction and riling up the masses. Casts spells of great power, but only at the Discretion of their Deity.
Approximate Tier Rating: Tier 2
Poor BaB, Fortitude, and Reflex. Good Will.
http://fc00.deviantart.net/fs71/f/2011/339/0/3/skirsdag_high_priest_by_jasonengle-d4ia8le.jpg
by jasonengle
Summoner: +1
Callers of Spirits, bringers of they who hunger after the souls of men, binders of Daemons to mortal flesh. Summoners are casters who are dedicated to summoning other beings to do their dirty work for them. Whether they are simply summoning hundreds of spiders, or calling out to an Elder Elemental, summoners can bring great force to bear when preparations have been made.
Approximate Tier Rating: Tier 3
Poor BaB, Fortitude, and Reflex. Good Will.
http://th06.deviantart.net/fs71/PRE/f/2014/017/b/b/dracarys_by_ice_marioteodosio-d5rhs03.jpg
by marioteodosio
Wilder: +1
Those whose manifested power is natural, uncouth. Where Elementalists attain their power from the world around them, Wilders use magic from within. Wielding raw energy drawn from within, Wilders are powerful at whatever study they apply themselves to. Some of the world's most renowned Pyromancers were in fact Wilders.
Approximate Tier Rating: Tier 2
Medium BaB, Good Will. Poor Reflex, and Fortitude.
http://fc01.deviantart.net/fs70/f/2011/344/f/c/crow_mage___illustration_by_noiprox-d4iqtwq.jpg
by noiprox
Necromancer +2
Universally shunned, yet seen more often than the Pariah is the Necromancer. Grave-Keepers one and all, some are intent on remaking the world into an Undead Paradise, while others are happy to put the dead back in their place. Some still are just un-wholesomely curious about death and undeath. They who can raise the dead, and slam them back into their crypts, are more feared than even the most Evil Dragons.
This causes most, if not all, Necromancers to be either exiled, or kept within the confines of a Graveyard as the keeper of the Dead.
Approximate Tier Rating: Tier 3
Medium BaB. Good Fortitude, and Will. Poor Reflex.
http://fc00.deviantart.net/fs71/i/2014/132/e/3/orque_mage_by_ptitvinc-d7i2p37.jpg
by ptitvinc
Classes no longer advance to the 20th level. Instead they now advance to 5th level, allowing either advancement in Prestige Classes if accessible, or advancement in an elite version of the original class that advances previous skills.
Wizard: +1
Prerequisites; WIP
Description; An Arcane Caster focused on making and learning new things.
Master Illusionaire: +1
Prerequisites; WIP
Description; A paragon of deception with magic and self.
Battle Trickster: +2
Prerequisites; WIP
Description; Deceptive combatantwho always has a trick up his/her sleeve.
Squad Mage: +2
Prerequisites; WIP
Description; Every army needs a strong arm to wipe clean the earth of their enemy.
Paladin: +4
Prerequisites; WIP
Description; Guardians of Good, drafted by the Gods to bring the good word to the heretics.
Swordsage: +2
Prerequisites; WIP
Description; A master of the Quickened Edge, dedicated to a swift end.
Sorcerer of Battle: +6
Prerequisites; WIP
Description; Heavily Armored mages who can destroy whole armies at a time.
Blackguard: +4
Prerequisites; WIP
Description; A bringer of Destruction called to serve the Evil Divine as a messenger of death.
Keeper of the Flame: +1
Prerequisites; WIP
Description; Protectors of the fire and light of knowledge.
Grafter of Flesh: +1
Prerequisites; WIP
Description; A painful art that merges the separated flesh of powerful beings with mortal form.
Street King: +4
Prerequisites; WIP
Description; A force of nature in any city, known as notorious Kingpins and Vigilantes.
Archmage: +1
Prerequisites; WIP
Description; Masters of the Arcane, possessed of Versatility and the Intellect to use it.
Master Theurge: +1
Prerequisites; WIP
Description; Dual casting master that merges divine with arcane.
Magical Artisan: +1
Prerequisites; WIP
Description; Creators of incredible magical items and creatures.
Explorer: +2
Prerequisites; WIP
Description; Quick and clever map makers and wander-lust driven individuals.
Adventurer: +4
Prerequisites; WIP
Description; Master of surviving in the worst of situations.
Berserker: +6
Prerequisites; WIP
Description; A raging whirlwind of flesh, blood, and wrath.
Shadowdancer: +1
Prerequisites; WIP
Description; Manipulators of the shadows and minds of all who behold the dance.
Warrior of the Waves: +2
Prerequisites; WIP
Description; Graceful fighter able to call on the grace and power of the Ocean.
Vulcan Combat Master: +2
Prerequisites; WIP
Description; Quick and hard warrior of Magma and Flame.
Breaker of Mountains: +2
Prerequisites; WIP
Description; Solid combatant with the strength of Stone.
Fierce Stormrider: +2
Prerequisites; WIP
Description; Soaring weapon master who dances across the battlefield borne on tempests.
Seeker of the Song: +1
Prerequisites; WIP
Description; A hunter of pieces of the Song of Creation.
Bladesinger: +4
Prerequisites; WIP
Description; Practiced warrior of song and performance, making any battle into a show.
Lord of the Dead: +2
Prerequisites; WIP
Description; They who command hordes of Undead.
Voice of Passing Beyond: +1
Prerequisites; WIP
Description; Pulls spirits and dead from this life to the next gently and ably.
Keeper of the Damned: +4
Prerequisites; WIP
Description; Shepherd of the Undead and Ghosts, keeps them from slaying the living.
Good show! Jolly Good Show!
What I am trying to achieve is something...unique but based off of that familiar and relatively easy to use system Dungeons and Dragons 3.5e.
This will take some time, so please keep an eye out, suggest things and give good criticism. I will be working on it for as long as it takes!