Three new core class ideas

Post/Author/DateTimePost
#1

zombiegleemax

Sep 12, 2003 0:26:27
Hello All
Dragonhelm mentioned that most of the core classes not really fit Spelljammer, but I find only 3 that not really fit too well: The Barbarians, Druids, and Rangers.

If I was to replace those classes I would replace them with the following:

Juggernaut
In space one is civil or one becomes very dead very quickly or very deadly. While this is the case for all that ply Wildspace, some either by parents heritage (some where in the distant past a human might have some ogre heritage), weird effect of the cosmic energies, or blessing from some Power in the heavens find they are awesome in both mass and size. Most Juggernauts when young in power simply seem to be nothing more then very hearty fighters but as time passes and they become more experience thier true nature abounds.

Hit Dice: D12, fighter BAB and Good Fort Save.
Bonus feat at 1st, 3rd and every 3 levels thier after
Damage Reduction at 7th (1/--) and every 3 levels thier after.
And increase in both Strength and Constitution, more often then the every 4 levels everyone else gains.

I have not worked out the progression perfectly, but the class will be just a ting weaker then the Barbarian for the First ooooh say 64 levels! LOL


Void Shifters
Without the protection of atmosphere that worlds give people, they are concently being bombarded with strange energies that affect bodies, for most this is an odd mutation such as blue hair, or leathery skin ... For the most part it has very little impact on the person growing up or his profession. But a select few find they are slowly mutated beyound most and strangely enough embrace it with vigor!

For these few they over time learn to shift thier forms and become abberations fit to survive the deadly enviroment of Wildspace.

Hit Dice: D8, cleric BAB and Good Will Save.
Void Shape (simular to Wildshape).
Abberation (gained at 4th level) gain +1 natural armor and +1 more natural armor for every 4 levels thier after.
Self Contained Breathing (3rd level) need not breath ever again if it not want to.
Keen Sight: take -1 penalty for every 20 feet distance, gained at 1st level.
2nd level: Gains Darkvision out to 120 feet.
Plus some other powers! (likely Natural Spelljammer around 12th level).

Explorer
Be it on planet, sea or far reaches of Wildspace thier are men and women that must see what lies beyound what is currently known to thier kingdom, city or empire. For these individuals are known as Explorers. Explorers are not simply rangers for they not have favored enemies or such, why? They always on the move and not have time to make enemies, thier enemy is the very enviroment they are travelling thru...

Hit Dice: D8, cleric BAB and Good Fort and Reflex Save.
Endurance (2nd level)
Special Abilities [Fast Movement, Woodland Stride, Map Making]
Privledge to Name Landmarks, Rivers, Continents, Planets, Moons et cetera.
Bonus Languages
Bonus Feats
8 Skill Points per level (x4 at 1st level). Skills are those that deal with Knowledges, Observation, and Overcoming Natural Terrain such as: Knowledge (nature, geography, culture), Search, Spot, Listen and Jump, Climb, and Swim.
#2

zombiegleemax

Sep 14, 2003 11:42:58
Cool ideas; Like the explorer particularly. The void shifter seems the most unique to me, and certainly more setting specific to Spelljammer.

Now that you really got me thinking about it the only reason I'd see to take a druid with you on a spelljamming trip would be to act as a horticulturist to help replenish and refreshen the atmosphere of the oxygen bubble that surrounds a given vessel. Maybe I'm being too sci-fi here though...I mean, calculating how long the air is going to last is probably more work than is needed, but I guess it depends on the trip's duration...another idea that just seeped from my mind is perhaps your druid wants to spread his favorite plants through out the galaxy or spheres and loves planting his alien seeds at every place they go...or perhaps he likes to gather them? Just some ideas, but now that you've got me thinking, Druids can do justified business in the void.

Barbarians....heheh... I once played a barbarian who journeyed out into the void... or as he called it "the night". His simple barbarian mind could not comprehend "space" or infinity or anything truly cosmic. His barbaric simplicity (coupled with his unusual high intelligence of 15) concluded that he was "trapped in the night" and that his quest was to return back to his world and find once again "the day". After awhile he did, and he refused to ever go outside at night again for fear of once again being "trapped by it".

For ideas concerning Barbarians in sci-fi/fantasy I recommend reading 'Neverness' by Paul Zindel or 'Stepe' by Piers Anthony.
#3

Dragonhelm

Sep 14, 2003 14:35:55
Originally posted by Danastes
Hello All
Dragonhelm mentioned that most of the core classes not really fit Spelljammer, but I find only 3 that not really fit too well: The Barbarians, Druids, and Rangers.

I don't remember saying "most" (perhaps I misstated something), but I do agree that these classes are not good fits. I would make them "non-standard", much like the paladin is non-standard in Dragonlance (due to the Knights of Solamnia). Then give some examples of how they could fit (i.e. druids on living ships). That way, you don't take the option away if people want to go for it, but you help to develop the feel.

Juggernaut
In space one is civil or one becomes very dead very quickly or very deadly. While this is the case for all that ply Wildspace, some either by parents heritage (some where in the distant past a human might have some ogre heritage), weird effect of the cosmic energies, or blessing from some Power in the heavens find they are awesome in both mass and size. Most Juggernauts when young in power simply seem to be nothing more then very hearty fighters but as time passes and they become more experience thier true nature abounds.

Hit Dice: D12, fighter BAB and Good Fort Save.
Bonus feat at 1st, 3rd and every 3 levels thier after
Damage Reduction at 7th (1/--) and every 3 levels thier after.
And increase in both Strength and Constitution, more often then the every 4 levels everyone else gains.

I have not worked out the progression perfectly, but the class will be just a ting weaker then the Barbarian for the First ooooh say 64 levels! LOL

I don't see how this fits the SJ setting. It's a modified fighter that could be put on any world. Perhaps, some sort of Brute prestige class might be more in order.


Void Shifters
Without the protection of atmosphere that worlds give people, they are concently being bombarded with strange energies that affect bodies, for most this is an odd mutation such as blue hair, or leathery skin ... For the most part it has very little impact on the person growing up or his profession. But a select few find they are slowly mutated beyound most and strangely enough embrace it with vigor!

For these few they over time learn to shift thier forms and become abberations fit to survive the deadly enviroment of Wildspace.

Hit Dice: D8, cleric BAB and Good Will Save.
Void Shape (simular to Wildshape).
Abberation (gained at 4th level) gain +1 natural armor and +1 more natural armor for every 4 levels thier after.
Self Contained Breathing (3rd level) need not breath ever again if it not want to.
Keen Sight: take -1 penalty for every 20 feet distance, gained at 1st level.
2nd level: Gains Darkvision out to 120 feet.
Plus some other powers! (likely Natural Spelljammer around 12th level).

This isn't bad at all. I think this would make for a good prestige class where a character slowly transformed into a natural spelljamming creature (think Dragon Disciple). Great idea.


Explorer
Be it on planet, sea or far reaches of Wildspace thier are men and women that must see what lies beyound what is currently known to thier kingdom, city or empire. For these individuals are known as Explorers. Explorers are not simply rangers for they not have favored enemies or such, why? They always on the move and not have time to make enemies, thier enemy is the very enviroment they are travelling thru...

Hit Dice: D8, cleric BAB and Good Fort and Reflex Save.
Endurance (2nd level)
Special Abilities [Fast Movement, Woodland Stride, Map Making]
Privledge to Name Landmarks, Rivers, Continents, Planets, Moons et cetera.
Bonus Languages
Bonus Feats
8 Skill Points per level (x4 at 1st level). Skills are those that deal with Knowledges, Observation, and Overcoming Natural Terrain such as: Knowledge (nature, geography, culture), Search, Spot, Listen and Jump, Climb, and Swim.

An explorer is a must, IMO. I've thought about using it as a replacement for the ranger myself.


A stellar corsair is a must as well. Fits the mariner role and the Spelljammer setting to a T.

Here's what I would do class-wise for SJ.

Drop the druid, ranger, and barbarian. Make them non-standard.

Add the stellar corsair and explorer. As far as I can tell, these are the only two roles that would need to be filled for a campaign. Maybe give the explorer something akin to bardic knowledge in regards to stellar bodies.

From there, add some prestige classes.

1. Void Disciple (like the Void Shifter above)
2. Spelljammer Ace (a must)
3. Gnomish Scavenger (like the Master Scavenger in Spider Moon)

Anyway, just some thoughts.
#4

zombiegleemax

Sep 14, 2003 16:00:01
Originally posted by Dragonhelm
I don't remember saying "most" (perhaps I misstated something), but I do agree that these classes are not good fits. I would make them "non-standard", much like the paladin is non-standard in Dragonlance (due to the Knights of Solamnia). Then give some examples of how they could fit (i.e. druids on living ships). That way, you don't take the option away if people want to go for it, but you help to develop the feel.

I don't see how this fits the SJ setting. It's a modified fighter that could be put on any world. Perhaps, some sort of Brute prestige class might be more in order.

i pretty much agree with Dragonhelm on this


Originally posted by Dragonhelm
This isn't bad at all. I think this would make for a good prestige class where a character slowly transformed into a natural spelljamming creature (think Dragon Disciple). Great idea.

this one does sound interesting....

Originally posted by Dragonhelm
An explorer is a must, IMO. I've thought about using it as a replacement for the ranger myself.

yep, to boldy go where no elf has wanted to go before....

Originally posted by Dragonhelm
A stellar corsair is a must as well. Fits the mariner role and the Spelljammer setting to a T.

wouldn't be Spelljammer without one.....

Originally posted by Dragonhelm
Here's what I would do class-wise for SJ.

Drop the druid, ranger, and barbarian. Make them non-standard.

Add the stellar corsair and explorer. As far as I can tell, these are the only two roles that would need to be filled for a campaign. Maybe give the explorer something akin to bardic knowledge in regards to stellar bodies.

From there, add some prestige classes.

1. Void Disciple (like the Void Shifter above)
2. Spelljammer Ace (a must)
3. Gnomish Scavenger (like the Master Scavenger in Spider Moon)

Anyway, just some thoughts.

sound ideas Dragonhelm.....