|Will's Roleplaying Game Stuff|
|Most of the material below is for 3rd Edition Dungeons & Dragons. I am also a big fan of Fading Suns.|
Ascetic: A holy warrior who takes a vow of poverty.
Artificer: A prestige class for spellcasters that revolves around magic-item creation.
Boken Master: Warrior who focusses ki energy through a wooden training sword.
Concealed Weapons Master: A prestige class for rogue-types specializing in, you guessed it, concealed weapons.
Dragoon: Yes, a Final Fantasy rip-off.
Elite: A light fighter (one who focusses on speed rather than brute strength).
Ensorcelled Beast: An odd class for those who get polymorphed and like it.
Guardian: A core class fighter/mage, like a paladin.
Mage: A variant spellcaster with a broader spell list. Like a sorcerer.
Mutant: A weird class created for my Three Worlds homebrew, the mutant gradually transforms into a monster.
Noble: A combo fighter/wizard, akin to the paladin or ranger.
Pikeman: A master of polearms.
Shadow Ninja: Everybody needs a ninja prestige class.
Siren: Not the lame class from Savage Species.
Soulfist: A combo psychic warrior/monk. I think using the psi feats and powers to represent anime-style monk abilities works well.
SpellSword: As my favorite published prestige class, I continually tweak the Spellsword. I think the version presented in Tome & Blood is rather weak.
Superhero: Uses spell-like abilities to simulate powers.
Survivor: Not the lame class from Savage Species.
Wandslinger: Weilds a mean spell-stick.
Weaponshifter: A weird prestige class inspired by someone on the WotC web boards and the Peri pride from Immortal, the Weaponshifter can turn into a weapon.
Yeoman: A "non-adventuring" class designed to take the place of the commoner and expert, yet still be worth class levels for players who want to play a master blacksmith, for example. (I disagree with the notion that NPC Classes should be weaker than PC classes.)
Zoner: Focus-based warrior.
Called Shots: Called shots are generally a bad idea in D&D; they throw combat balance all out of whack. This is my attempt to create called-shot rules that let the characters do what they want without really giving them much benefit.
Craft: I've re-written the craft rules to make them more intersting and usable.
Fudge: A set of meta-game rules for influencing die rolls.
Jump: I've re-written the Jump rules in an attempt to simplify.
Karma: A more complex version of the Fudge rules, above.
Permanency: I revised the rules of the spell permanency to make it more useful and more generally applicable.
Weight and Throwing: I'm not happy with the Sage's rules for throwing. I also created a quick-and-dirty method for estimating an object's weight.
Setting Search Submissions
The Three Worlds of Aarch: My most developed D&D homebrew, the Three Worlds is a bizarre, alien place in which humans are legend.
The World of Genesis: A world which has just been created; the PCs take on the role of the very first people.
The World Reborn: Takes place on Earth during the time of the Three Worlds.
The Heartstone Renaissance: A strange Renaissance-style world where mythical beasts are harvested for magic.
|This material is all Copyright © 2002 William J. Scott III. Please feel free to use or copy it, so long as you keep the copyright notice on it. If you want to redistribute it or use part of it, or have any other questions, please contact me at email@example.com.|