3. Classes


I would like to go a bit more 'old school' and focus on the core classes from the PH. I am open to other classes. However there are a few that are going to take more convincing: Warlock, Dragon Shaman, Marshall, and others that have abilities that can/need to be changed every round. That just slows things down too much. Prestige classes are welcomed, just check in first. As with base classes, any prestige class that is going to overly slow game play is going to take some convincing. (Can you say War Weaver? - not that War Weaver is in and of itself game slowing, but if the player is ever absent, then everyone needs to be up to speed on all the abilities.)

Generally speaking, the alternate class features found in the Players Handbook II are acceptable. Please check in before assuming although. [The Players Handbook II can be found at D&D Central - link to the left - or here. I'm sure there are other places you can find it online.]

Retraining
The optional retraining rules found in the Players Handbook II (pp.192 +) will be used in this AP with two exceptions: Spells and Substitution Levels can not be retrained. The time costs will be used but not the coin expense. Character rebuilding will not be allowed. For those that do not have access to the PHII, the following briefly explains what characters can retrain and how much game time they will miss:

Class Feature (e.g Ranger's Combat Style): 1 week/2 levels
Feat: 2 weeks
Skill: 1 week

Please review the following changes to character classes (links to D&D Central):

Barbarian
Slight modification to skills, new rage description affecting how many times per day and for how long the barbarian can rage, and addition of 'rage powers.'

Bard
Slight modification to skills available; new bardic music description affecting how many times per day and for how long the ability can be used; and the addition of some 'songs' and abilities.

Cleric
Slight modification to skills available; new definition of favored weapon proficiency; and three additional bonus feats granted.

Druid
Slight modification to available skills and a significant change to Animal Companions (now Nature's Bond) and changes to Wild Shape. (see section 7.2 Form of ... )

Fighter
Slight modification to skills available and addition of Armor and Weapon Training / Mastery.

Monk
Slight modification to skills available; new stunning fist description (base mechanic does not change); a change in the bonus feats, and addition of a couple abilities.

Paladin
Modification of available skills a significant change to Special Mount (now Divine Bond); and the addition of several 'cure/remove' type abilities.

Ranger
Skill availability changes; change in Animal Companion (now Hunter's Bond); changes to Combat Styles; and a couple new abilities.

Rogue
Skill availability changes and addition of Rogue Talents.

Sorcerer
Modification to available skills; bonus skill at 1st level and addition of bonus feats.

Wizard
Modification to available skills, specialist wizards gain a 'school power' and generalists gain two powers.

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