New Classes Please!!!!


3.5/d20/OGL


Hail adventurers! After much time has gone by, and the construction of Green-leaf Inn near complete, I bear a new problem. (No, the Warforged are paid in full...):
What possible classes are left for Wizards to create? Now, I don't mean prestige classes, because creating those are no problem. It's creating the very soul of the game which is! Now, I've thought of a few classes, but I wanted a few of YOUR ideas! Thanks again, and should I ever become published, your names will be in the books!

*{A Fighter}
*{A Spellcaster}
*{A Holyman/Naturalist}


Drake_Ranger wrote:


*{A Fighter}
*{A Spellcaster}
*{A Holyman/Naturalist}

Don't know much about your setting, but here's a few ideas off the top of my head.

{Fighter} The Ironbody, practicioner of ancient arts of body toughening which allow him to endure elements, to resist damage, and even eventually to damage his attackers or their weapons, however on the other hand his saves are really low (other than Will) and his AC is calculated as though he were a size larger (easy to hit--tough to damage).

{Spellcaster} The Hatespewer, a mage who casts spells out of sheer malignant intent and blackheartedness. They nurture their hurts and their rage as the fount from which they draw their black magic. They cast their magic through the evil eye, and so must be able to look into the eyes of those who they cast spells upon. They know fewer spells than other spellcasters, usually only ones with damaging/cursing effects, but they cast their spells with greater potency getting feats like Maximize and Empower as class feats as they level up.

{Holyman/Naturalist} The Apothacary, a man of nature and healing who has dedicated himself to learning the remedial ways of wilderness plants and materials. An Apothacary is always concidered to have the equivalent of a healer's kit with a mastercraft bonus equal to level/4 when out in the wild. Apothacarys cast spells as a cleric, but as though they were three levels lower, and all spells must be of the Cure X variety. The Apothacary builds a bond with nature over the course of his or her career that allows the Apothacary to cure disease, remove poisons and channel positive energy by laying hands as a paladin. Eventually an Apothacary may learn so much about the healing arts and become so close to nature as to transend the mortal realm and become an outsider of healing.

So yeah, those are pretty much off the top of my head so use or modify them to your heart's content. Oh and if you're looking for some really great new classes, check out the Miniatures Handbook. It's supposedly for the wargame, but a lot of the content is geared for roleplayers including some of the best new classes I've seen (the Healer and Marshal particularly).

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