Custom C&C character classes (non PHB)

All topics including role playing games, board games, etc., etc.
CharlieRock
Lore Drake
Posts: 1946
Joined: Sun Sep 24, 2006 7:00 am

Post by CharlieRock »

Nelzie wrote:
I wouldn't mind hosting them, I just need to spend some time reworking my site first. My site is to static right now, I need to spend some time playing with a Content Management system and learn how to properly tweak it to my tastes. Maybe that will be my next project to work on.

When (or if) you do , could you please link it to your sig?
_________________
The Rock says ...

Know your roll!

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

I like your Runemark write up. As for how they get more spells, its via research unless you have them find runes in the treasures they come across, much like spell books and scrolls. Rune Sticks are just like scrolls too, so those can be turned into permanent Runestones.

As for how they become Runemarks, your premise is very different from mine. Anyone can become a Runemark in my game. Just having a High Wisdom is very beneficial, like a Cleric. They just need to be recruited, because it is a very secretive class. More like an Order than anything.

Many in Erde/Airhde fear or/and hate Runemarks, since those with decent divinations and ancient knowledge know that a Runemark is responsible for bringing Unklar to Erde and allowing for his nearly 1,000 year reign.

A Runemark who is still alive, since he is an immortal Eldritch Goblyn.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

adaen
Red Cap
Posts: 299
Joined: Fri Nov 23, 2007 8:00 am
Location: Bridgewater, NJ
Contact:

Great Thread

Post by adaen »

I would very much like to get a hold of non-standard classes that others develop. Hopefully, some sort of repository could be set up. I will see if I can contribute to this as well.

Best,
_________________
~Adaen of Bridgewater, www.highadventuregames.com

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

There is the C&C Wiki....

Perhaps you can put all the stuff there, and have it act as your "repository."

CharlieRock
Lore Drake
Posts: 1946
Joined: Sun Sep 24, 2006 7:00 am

Post by CharlieRock »

serleran wrote:
There is the C&C Wiki....

Perhaps you can put all the stuff there, and have it act as your "repository."

The who?

Here?
http://en.wikipedia.org/wiki/Castles_&_Crusades
_________________
The Rock says ...

Know your roll!

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

No, that is C&C on Wikipedia.
This is the C&C Wiki.

Nelzie
Red Cap
Posts: 315
Joined: Tue May 09, 2006 7:00 am

Post by Nelzie »

CharlieRock wrote:
When (or if) you do , could you please link it to your sig?

Certainly.

Once I have the Content Management System in place, I might even be persuaded to provide posting rights, (beyond adding comments to posted items/objects) to interested parties.
_________________
Earned the following:

50 Useless Trivia Points from Serleran

User avatar
LordSeurek
Greater Lore Drake
Posts: 2868
Joined: Wed Jul 11, 2007 7:00 am
Location: Menzoberranzan

Post by LordSeurek »

I have expanded the PHB classes for my upcoming c&c game starting up shortly. There are a total of 33 classes, coming from the PHB, Netbook of classes and a document created based on UA. In addition, since myself and a few c&c'ers feel progression is too slow (and yes, I could add more XP for stuff.....), I have created new XP progression tables based on these classes. It can be found on my blog here: http://ourmedia.org/blog/149060

L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)

Society Member: http://www.cncsociety.org/

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

33 character classes? Interesting.

User avatar
LordSeurek
Greater Lore Drake
Posts: 2868
Joined: Wed Jul 11, 2007 7:00 am
Location: Menzoberranzan

Post by LordSeurek »

serleran wrote:
33 character classes? Interesting.

I have expanded the possible races chosen as well coming from several sources. I like to give me players lots of choice. Dealing with it all keeps me on me toes
L.S.
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)

Society Member: http://www.cncsociety.org/

Fizz
Lore Drake
Posts: 1111
Joined: Mon Feb 19, 2007 8:00 am

Post by Fizz »

Let's see... i've added the acrobat (not thief-acrobat), archer, runecaster, mariner, and guilder.

So i guess that makes 18 classes for me.

-Fizz

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

I usually remove classes, like paladin, barbarian, monk... and then replace them with things like elf, dwarf...

I like variety, sure, but I think there's a limit: might be easier to just allow people to create whatever they want, rather than hog-tying them into one of 33 "archetypes."

(And no, I don't think 33 is too many. More like 333.)

User avatar
LordSeurek
Greater Lore Drake
Posts: 2868
Joined: Wed Jul 11, 2007 7:00 am
Location: Menzoberranzan

Post by LordSeurek »

serleran wrote:
might be easier to just allow people to create whatever they want, rather than hog-tying them into one of 33 "archetypes."

(And no, I don't think 33 is too many. More like 333.)

Wouldnt restricting to the PHB classes more 'hog-tying' that opening to more..... Oh well, to each his own!!
_________________
When All of your wishes have been granted, many of your dreams will be destroyed" -- M.Manson (Man That You Fear)

Society Member: http://www.cncsociety.org/

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

What I meant: if you abandoned the concept of class completely, there would be no need to "hog-tie" at all.

User avatar
clavis123
Ulthal
Posts: 559
Joined: Wed Mar 05, 2008 8:00 am

Post by clavis123 »

Here's a Philosopher Class that I use in my current campaign.

PHILOSOPHERS

Most ordinary mortals find meaning and purpose in worshiping the Gods. For some few, however, religion alone does not provide sufficient answers to life's questions. These people instead prefer to use the power of reason to uncover the hidden mysteries of reality. Known as Philosophers, they provide an alternative point of view to that offered by priests and mystics.

Philosophers are most at home in academic environment, teaching students and working as Sages. Many wander, however, seeking to pit their learning against the realities of the world, in hope of gaining an even deeper understanding into the true nature of things.

Philosophers follow no single system of beliefs, but form as many different schools of thought as there are religions. Each school of thought believes itself to be on the right track towards full understanding of the Universe, and other schools to be deficient in that regard. Philosophers may be of any alignment, and Philosophers from diametrically opposed schools of thought often hate each other with as much passion as do enemy faiths. Some Philosophers, often called Theologians, see their practice as an extension of religion, explaining in rational language the relationship between gods and men. Other Philosophers, sometimes called Iconoclasts, eschew belief in gods or religion, promoting the view that material Nature is the whole of existence, and what appears to be supernatural is just a part of Nature not yet understood. All Philosophers, however, agree that Reason is the greatest power available to sentient beings, and that by applying it the Universe will eventually become fully comprehensible.

Needless to say, Iconoclastic Philosophers (and even Theologians sometimes) will find themselves in conflict with Clerics. Religious authorities dislike the Philosopher's constant questioning, and Philosophers have no use for blind belief. Philosophers are extremely distrustful of Paladins, and the feeling is mutual. Philosophers have much in common with Wizards and Monks, and the three groups often have much to share. Philosophers are particularly keen to speak to Illusionists, whose understanding of the Mind often exceeds the Philosopher's own. Philosophers and Barbarians irritate each other,and likewise there is little sympathy between Rangers and Philosophers. Druids find the Philosopher's intellectual knowledge interesting but incomplete, and Philosophers generally view Druids as dangerously uncivilized cousins. Knights who are keen to show themselves as cultured and sophisticated may make a show of listening to Philosophers. Rogues and Assassins usually have little use for Philosophers, although rare example will follow some philosophical school of thought. Fighters vary in their views of Philosophers, with lower class thugs being disdainful, while sophisticated weapon masters often incorporate Philosophy into their fighting techniques.

With regard to the races, most Philosophers are Humans or Gnomes. The Elves also have a strong Philosophical tradition. Dwarven societies generally have no place for those who debate rather than labor, so Dwarven philosophers are extremely rare. Likewise, few Halflings understand the purely intellectual attraction of Philosophy. Among the humanoid races, Philosophy is almost completely unknown.

Due to their keen and adaptable minds, Philosophers are surprisingly capable in combat. They can combine knowledge of Anatomy with insight into Psychology and the laws of motion to quite effectively fight opponents. Likewise, their insight into the laws of Nature grants them an intuitive sense of how to avoid harm. This is reflected in their relatively high Hit Points.

ABILITIES

MARVELS (SPELLS): Due to their understanding of the mind, the order of Nature, and the secret vibrations that underly material objects, Philosophers can create effects that are functionally indistinguishable from Magic. Philosophers are quick to point, however, out that everything they do occurs by natural, albeit esoteric, means. Although a high Intelligence is necessary for the mundane learning that underlies a Philosopher's training, they must call upon their Wisdom to gain sufficient insight to create apparently miraculous effects. The number of Marvels usable by Philosophers per day is the same as the number of Spells usable by Clerics and Druids. Philosophers can use any of the Marvels they know spontaneously, without the need for preparation.

BONUS MARVELS: High Wisdom indicates a greater insight into Reality. Consequentially, Philosophers with a high Wisdom gain bonus Marvels. A Wisdom of 13-15 allows them to use an additional 1st Level Marvel per day. A score of 16-17 allows the use of an additional 2nd Level effect. A score of 18 or 19 grants an extra 3rd Level Marvel. Bonus Marvels are only granted if the Philosopher is of high enough level to use them, but the effects are cumulative.

DEBUNK UNDEAD (Wisdom): Philosophers know that nothing in the Universe happens without a cause. If Gods and demons exist, even they must be subject to the ultimate principles of reality. Philosophers also know that the mind is is often subject to delusions, and may experience events that seem real but aren't actually happening. Undead creatures violate the natural order, and should not rationally exits. Therefore, Philosophers can use their superior understanding of Natural Law and their powers of reason to demonstrate to others that what appear to be Undead creatures aren't even real!

Similar to the way in which Clerics can Turn Unread, Philosophers can Debunk Undead. To Debunk Undead, the Philosopher must declare it as an attack, and be able to speak audibly. The apparent Undead must be within 60' so that the Philosopher can get a good look at it. Debunking Undead is a special attack, and takes a full round.

If the Philosopher succeeds, the Undead creature will cease to exist as such, for as long as the Philosopher and his allies remain in the area. Corporeal Undead will fall down lifeless, and Incorporeal Undead will simply dissipate. The Philosopher and his allies cannot be affected by the Debunked Undead, although other can be once the Philosopher leaves the area. If the Philosopher's Level is 5 or more higher than the affected creature's Hit Dice, it is permanently Debunked and can never affect anyone again. After all, there are no such things as ghosts!

Debunking the Undead is otherwise mechanically identical to a Cleric's ability to Turn Undead.

PHILOSOPHICAL CALM: Philosophers are known for the way they can calmly consider situations that would cause others to react irrationally. Once per day, a Philosopher may re-roll any failed Saving Throw against effects that create emotions like fear or love. This increases to twice a day at 4th level, and 3 times a day at 8th level.

SKEPTICISM: Starting at 4th level, Philosophers gain a +1 bonus against illusions. This increases to +2 at 7th level, +3 at 10th, and a +4 at 13th level and above.

RESTRICTIONS

UNBELIEVER: Because of their resistance to accepting things they cannot explain, a Philosopher can never directly benefit from Divine magic used by a caster of a level equal to, or less than, the Philosopher's. They can can still suffer ill effects from Divine magic, however.

PRIME ATTRIBUTE: Wisdom

HIT DICE: d8

ALIGNMENT : Any

WEAPONS: Club, Crossbow (light) Dagger, Hammer (light or heavy) Mace (light or heavy) Short sword, Quarterstaff

ARMOR: Padded, Leather Coat, Leather, Breastplate, Chain Shirt

ABILITES: Spells, Debunk Undead, Philosophical Calm, Skepticism

RESTRICTIONS: Unbeliever

Level | Hit Dice | Basic To-Hit Bonus | Experience Points

1 | d8 | +0 | 0

2 | d8 | +1 | 2,251

3 | d8 | +1 | 5,001

4 | d8 | +2 | 9,001

5 | d8 | +2 | 18,001

6 | d8 | +3 | 35,001

7 | d8 | +3 | 70,001

8 | d8 | +4 | 140,001

9 | d8 | +4 | 300,001

10 | d8 | +5 | 425,001

11 | +3 HP | +5 | 650,001

12 | +3 HP | +6 | 900,001

13+ | +250,000 per level

PHILOSOPHER MARVELS

0 LEVEL:

DETECT EVIL/CHAOS/GOOC/LAW

DETECT MAGIC

DETECT POISON

ENDURE ELEMENTS

FIRST AID

FIND WATER (as Create Water, but the water is "found")

KNOW DIRECTION

LIGHT

PURIFY FOOD AND DRINK

1ST LEVEL:

BLESS

CALM ANIMALS

COMMAND

CURE LIGHT WOUNDS

DETECT SECRET DOORS

DETECT SNARES AND PITS

PROTECTION AGAINST CHAOS/EVIL/GOOD/LAW

REMOVE FEAR

RESIST ELEMENTS

SANCTUARY

SHIELD OF FAITH

2ND LEVEL:

AID

AUGURY

CHARM PERSON OR ANIMAL

DELAY POISON

DETECT TRAPS

HOLD PERSON

HYPNOTISM

IDENTIFY

LESSER RESTORATION

READ MAGIC

REMOVE PARALYSIS

SCARE

SEE INVISIBILTY

SPEAK WITH DEAD

3RD LEVEL:

CURE SERIOUS WOUNDS

DISPEL MAGIC

ENHANCE ATTRIBUTE

LOCATE OBJECT

MAGIC CIRCLE

PRAYER

REMOVE BLINDNESS OR DEAFNESS

REMOVE CURSE

REMOVE DISEASE

SLEEP

4TH LEVEL:

CHARM MONSTER

DISCERN LIES

DISMISSAL

DIVINATION

FEAR

FREEDOM OF MOVEMENT

HASTE

HEALING CIRCLE

LOCATE CREATURE

NEUTRALIZE POISON

NONDETECTION

RESTORATION

SENDING

SUGGESTION

TONGUES

5TH LEVEL:

ATONEMENT

COMMUNE WITH NATURE

CURE CRITICAL WOUNDS

DEATH WARD

DISPEL CHAOS/GOOD/EVIL/LAW

HALLUCINATORY TERRAIN

ETHEREAL JAUNT

PLANE SHIFT

SCRYING

TRUE SEEING

6TH LEVEL:

BANISHMENT

CONTACT OTHER PLANE

FEEBLEMIND

FIND THE PATH

GEAS

TELEPATHIC BOND

HEAL

7TH LEVEL:

ANTIMAGIC SHELL

GREATER RESTORATION

GREATER SCRYING

GLOBE OF INVULNERABILITY

LEGEND LORE

MASS SUGGESTION

WORD OF REASON (as Holy Word, but against supernaturals)

REPULSION
Daniel James Hanley
Creator of Ghastly Affair, "The Gothic Game of Romantic Horror".
Player's Manual Now Available on DriveThruRPG and Amazon
Reader discretion is advised.

boxcornersdiety
Ungern
Posts: 69
Joined: Sat Feb 09, 2008 8:00 am

hmmm

Post by boxcornersdiety »

I wonder if the Runemark could be adapted to something along the lines of the Patryn and Sartan from the old Death Gate cycle (love those appendices on rune magic).

Instead of physical runes, they must be drawn in the air, writtenon an object, or tatooed. So they would always have Somatic components, but often no material and/or verbal components (silence spells wouldn't work, but hold person would totally incapacitate them).

No real spell book (though specific spells can be forgotten or wiped). No limit on spells per day (CK might want to enforce this anyway and assume all the characters in the books were just high level). No mana, though some spells might do hp damage: 1hp per spell level of 'fatigue' is probably reasonable. I think I recall some of the Sartan killing themselves by casting to much magic when they sundered the world. The number of spells known might be a good use of the "spells per day" chart, since they aren't really taught particular spells and just figure out their own from experience. Besides hp fatigue, another good way to balance such a "unlimited spells per day" caster would be to add to the casting times (these rune patterns can get very complicated, even to the point where they use another spell to help draw them faster). I would probably multiply the casting time as stated by the level of the spell. This might be a bit too harsh but it would make lower level spells like burning hands a lot more important to a high level caster since it is fast and the total number of spells known is limited.

Oh also now that I think of it I would allow them to "save" spell slots as they level and then spend them when they really need a particular spell. This would be like an epiphany ("AHA") when they figure out some new connection of runes to deal with the task at hand (this happens many times to Haplo in the books). The downside would be that once a spell is chosen, it can never be changed. And no, you can't pay ten gold to respec your character build.

Sorry, wrong game
As I recall there are some obscure differences between which kind of spells Patryn and Sartan can cast. Patryn can't fly for example, but they can levitate by drawing runes on the ground beneath them or feather fall by changing the density of the air underneath. This is this issue I'm the most cloudy on and would probably best be left up to CK discretion in any case. If a character became too powerful even with the limitations above the CK could always say "no, you can't have that spell." I don't think either could do anything like a wish... well, not by themselves anyway. Some high level spells might *require* multiple casters (say, one caster per spell level for ritual/very long casting time spells).

Also, I think they would be Intelligence based (since the rune castings are combinatorial patterns of interacting hexagonal, or octagonal and square symbols). Neither Patryn or Sartan would have much use for normal magic items (they channel their power from within or from 'god'). Again, the CK would probably have to write up spell lists for both Patryn and Sartan from all the normal C&C spells availible... but these wouldn't necessarily need to be determined before play since they learn spells so slowly.

Some more details. No armor. Any melee weapons (well, they can definitely use swords). Probably they could use missile weapons but wouldn't want too. Thrown and melee only would make sense. Intelligence prime, but Dex might help draw runes faster in some cases and Con is definitely a big plus for fatigue. Also I might be convinced to let them have bonus spells from *both* intelligence (how many runes you know) and wisdom (how good you are at intuiting novel/useful combinations). Again this could be unbalancing but it only really affects 1st and 2nd level spells unless you use some crazy attribute generation method. Hit points would be very important, so maybe d6 (how many do Runemarks get?). Charisma and Strength would probably be thier weak links (so the CK could always take em out with a well placed paralysis or death spell). Also, in line with the books, humans only. They are actually some sort of mutation/selective breeding race that is enriched for the ability to comprehend and do magic. Probably Sartan can't be evil and Patryn can't be good, though its a tough call. Definitely Sartan cant be CE and Patryn cant be LG.

Oh and though they can't make use of most magic items, they can definitely enchant their own much more easily than normal. These are more temporary enchantments which may or may not work in the hands of others. Another issue the CK would have to monitor closely.

Anyway the point would be to have a different take on magic with a very different style and outlook for a game where the CK is somewhat familiar with the books. Such a character would almost certainly be an outsider or planar traveller and likely up to no good. I don't think it would mess up the wizards glory for things like throwing fireballs on the battlefield, but could be a lot more versitale for those spells which are generally ignored (or at least not memorized) until high levels.

Tell me if I've missed something!

User avatar
csperkins1970
Ulthal
Posts: 569
Joined: Mon May 15, 2006 7:00 am
Location: Staten Island, NY
Contact:

Re: Custom C&C Character Classes (non PHB)

Post by csperkins1970 »

Alcahaelas wrote:
Wondering if anyone has customed/converted character classes for C&C that are not shown in the PHB? I do have the netbook of classes pdf that I found somewhere (forget which site) that contains such classes as the Friar, Marksman, Spellsword, etc. Also have the Necro class pdf that was posted up on these forums.

I included C&C versions of the Cloistered Cleric, Anti-Paladin, Duelist, Necromancer and Psionicist in my Unearthed Arcana document.

There are also variant races and magic item creation rules in there...
I have existed from the morning of the world and I shall exist until the last star falls from the night. Although I have taken the form of Gaius Caligula, I am all men as I am no man and therefore I am... a god.

Post Reply