Class Changes

Most all of the Classes of Creed have had a major overhaul. A few additional notes and thoughts on creating new classes are below.

Consensus Rule: Most classes and variants chosen must be allowed with a general group consensus, as with many things in this game. If the class or variant can be tweaked to fit a consensus, it will be done. See Classes of Creed for noted classes in the world.

Roleplay Rule: Any class that turns your character into a giant “rawr I hit things” machine or, in other words, discourages roleplay is banned, but if this aspect can be altered out of the class then I’m happy to oblige.

Training New Classes: Any class or prestige class outside of a character’s immediate area of expertise will require roleplayed training or focus, depending on the class. Intention to take a new class or begin a prestige class should be noted to me and you can either request to stumble across the new power (either as an innate power or gift, coming across a unique tome, or something of the like) if the class is applicable (such as with a sorcerer or adept) or begin searching out a trainer (such as with a monk or wizard).

Burgeoning Powers: If you have a unique new class ability coming up on your next level, point it out to me. I’ll make an effort to have you experience the growth of this power over the course of the level, occasionally gaining bits and pieces of the ability, just at reduced power or with some failures, instead of just suddenly gaining the ability one night. For instance, someone gaining the ability to see ethereal creatures on their next level may begin catching glimpses of spirits out of the corner of their eye as they pass through a graveyard. I feel this gives a more natural-feeling progression and can add some real fun to gaining new powers.

Alignment Rule: I’m willing to waive some alignment restrictions for classes. A few exceptions must exist, such as Wild Mages being Chaotic. Paladins are no longer threatened with losing their abilities at minor discretion of “DM Dickery”, but rather are expected to create a general code of conduct they hold themselves to that roughly falls within a Lawful Good range and meets closely with their deity’s beliefs (see Paladins in Creed for more info). Acting outside that code will demoralize a paladin, breaking that code will result in a loss of power. There should never be a question as to whether a paladin losing his powers was justified or not. This is intended to create more positive roleplay. Any other class with rigid alignments tied to their abilities can expect similar treatment.

Class Changes

Skies of Glass Planeswalker