Some house-ruled classes
Posted: Mon Aug 14, 2006 11:24 am
Hi, I could use some input on my house-ruled classes. A few things to keep in mind: We use the armour and weapon rules from D&D 3.5 (armour check penalty, threat ranges, critical hits, arcane spell failure, etc). We use the 10/15 Secondary and Prime attribute numbers. We use D&D 3.5 ability modifier numbers. The classes are balanced to have a uniform EEP progression (based on the fighter's EEP). This facilitates multi-classing a la 3rd edition D&D. All the classes have listed abilities above level 12 (except the spellcasting classes, more and higher-level spells per day are powerful and exciting enough). I'll add more stuff later.
CLERIC
Prime Attribute: Wisdom
Hit Die: d8
Bonus to Hit: +0, +1, +1, +2, +2, +3, +3, etc
Armour Allowed: Any
Weapons Allowed: Holy weapon + club, dagger, flail, light crossbow, light or heavy mace, morningstar, sling, staff and warhammer
SPECIAL BENEFITS
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is any spell with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric commands or turns undead.
The cleric class is otherwise identical to the one in the C&C PHB.
FIGHTER
Prime Attribute: Strength
Hit Die: d10
Bonus to Hit: +1, +2, +3, +4, +5, etc
Armour Allowed: Any
Weapons Allowed: Any
SPECIAL BENEFITS
1. The fighter can specialize in a weapon of his choice. At 1st level, this grants the fighter a +1 bonus to attack and damage when wielding his weapon of choice. This increases to +2 at 6th level, +3 at 12th level and finally +4 at 18th level.
2. The fighter can don and remove a set of armour in half the normal time.
3. The fighter is not fatigued after sleeping in medium armour.
ADVANCED ABILITIES
At 3rd level, the fighter gains Cleave. If the fighter deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and the same bonus as the attack that dropped the previous creature. The fighter can use Cleave 1/round.
At 4th level, the fighter can specialize in a combat style. He can choose one of five different styles: Archery, Sword and Shield, Two-Handed, Sword and Hand and Two-Weapon Fighting. Archery implies using any sort of ranged missile weapon (not just bows). Specialization in this style grants a +1 bonus to attack and damage on attacks made within 30 feet of the target. Sword and Shield implies using a one-handed melee weapon and a shield (not a buckler). Specialization in this style grants an extra +2 AC against missile attacks. Two-Handed implies using a melee weapon with both hands. Specialization in this style grants a +2 damage bonus. Sword and Hand implies using a one-handed melee weapon and having the other hand free. Specialization in this style grants a +4 bonus to Dexterity checks when attempting combat tricks (including acrobatics). Two-Weapon Fighting implies fighting with two weapons at once. Specialization in this style grants a +1 AC bonus when fighting with two weapons.
At 6th level, the fighter can gains Armour Specialization. The fighter chooses one type of armour (full plate, hide, chain shirt, etc). When wearing the chosen type of armour, the fighter gains a +1 AC bonus and reduces the armour check penalty by 1.
At 10th level, the fighter gains an extra attack. Whenever the makes a "normal" attack, he makes a total of 2 attacks. This does not apply to charge attacks, cleave attacks, disarm, trip, etc.
At 15th level, the fighter gains Combat Reflexes. Whenever a foe hits the fighter in melee combat and fumbles (rolls a natural '1'), the fighter gains a free attack against that foe.
At 18th level, the fighter gains Improved Critical. When using his specialized weapon, that weapon's threat range doubles.
At 20th level, the fighter gains Weapon Mastery. The fighter can no longer fumble in combat with his chosen weapon. In addition, when using his chosen weapon he rolls for damage twice and uses the highest number.
RANGER
Prime Attributes: Dexterity and Wisdom
Hit Die: d10
Bonus to Hit: +0, +1, +2, +3, +4, +5, etc
Armour Allowed: Light, medium plus buckler, shield
Weapons Allowed: Any
SPECIAL BENEFITS
1. The ranger is a renowned monster-slayer and can add his class level as a damage bonus against humanoids and giants. The player character races are not affected, nor are monstrous humanoids.
2. The ranger can track any creature in a wilderness setting that leaves a discernable trace. The ranger can also determine characteristics about the creature being tracked. With a successful Wisdom check, the ranger can find and follow a creatures trail for 5 hours.
3. The ranger has a natural way with animals. He gains the ability to treat Charisma as a Prime Attribute when attempting to influence animals. If the ranger already has Charisma as a Prime Attribute, he gains a +4 bonus instead.
4. The ranger is a master of camouflage and can add his class level as a bonus to Dexterity checks when attempting to hide or sneak in a wilderness setting. In a dungeon or urban area, the ranger adds only half his class level (rounded down).
5. The ranger gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces.
6. The ranger knows much about the ways of nature. He gains the ability to answer most questions relating to nature (flora, fauna, animals, etc) without the need for an attribute check. With exceedingly difficult questions, the ranger can treat Intelligence as a Prime Attribute (or gain a +4 bonus if he already has Intelligence as a Prime Attribute).
7. The ranger can provide for 6 people in the wilderness without the need for an attribute check. This includes providing food, water, shelter, etc. The ranger must spend at least 30 minutes for each person catered to. At the DMs discretion, the ranger may have to make a Wisdom check in order to provide for more people (or at a faster rate).
ADVANCED ABILITIES
At 3rd level, the ranger gains a +10 feet movement bonus.
At 4th level, the ranger gains Favored Enemy. The ranger must choose a type of monster (aberration, extraplanar, undead, magical beast, etc). The ranger gains a +2 AC and attack bonus against that creature type. The ranger can choose giant and humanoid, but must specify what type of humanoid.
At 5th level, the ranger gains Terrain Mastery. Terrain mastery gives the ranger a bonus on checks involving a skill useful in a specific type of terrain, or some other appropriate benefit. The ranger takes his terrain mastery with him wherever he goes. He retains his terrain mastery bonus whether hes actually in the relevant terrain or not. He also gains a +1 AC bonus on his favoured terrain. Aquatic: The ranger gains a +2 bonus on strength checks made to swim. Desert: The ranger gains a +2 bonus on Constitution checks made to fight off fatigue. Forest: The ranger gains a +2 bonus on Dexterity checks made to hide. Hills: The ranger gains a +2 bonus on Wisdom checks made to listen or discern specific sounds. Marsh: The ranger gains a +2 bonus on Dexterity checks made to move silently or sneak. Mountains: The ranger gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces. Plains: The ranger gains a +2 bonus on Wisdom checks made to spot or notice.
At 7th level, the ranger can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, etc) at his normal speed and without taking damage or suffering any other impairment.
At 12th level, the ranger can hide in any natural terrain, even if that terrain doesnt grant cover or concealment.
At 15th level, the ranger gains the ability to cast druid spells. A 15th level ranger casts druidic spells as a 1st level druid. His spellcasting ability increases with each level up to 20th level (i.e. a 20th level ranger casts spells as a 6th level druid). The challenge level is equal to the rangers druidic spellcasting level.
At 18th level, the ranger gains the ability to hide in plain sight. While in any sort of natural terrain, he can hide even while being observed.
At 20th level, Any suggestions?
THIEF
Prime Attribute: Dexterity
Hit Die: d6
Bonus to Hit: +0, +1, +1, +2, +2, +3 +3, etc
Armour Allowed: Light plus buckler
Weapons Allowed: Club, dagger, dart, hand crossbow, short bow, sling, longsword, shortsword and staff
SPECIAL BENEFITS
1. The thief gains the ability to backstab for extra damage. The target must be unaware of the thief's attack or else backstab becomes a normal attack. Backstabs gain a +4 bonus to hit and does x2 damage at 1st level, x3 at 5th level, x4 at 9th level, x5 at level 13 and finally x6 at level 17. The thief can backstab with any one-handed slashing or piercing melee weapon. Creatures immune to critical hits are immune to backstab. Creatures hit by backstab must make a Constitution save or be stunned for 1 round.
2. The thief is a master of stealth and can add her class level as a bonus to Dexterity checks when hiding or sneaking. In wilderness settings, the thief adds only half the class level.
3. The thief can find and remove advanced traps. All classes can attempt to find and disable simple traps, but only the thief can find and remove intricate mechanical and magical traps. The thief also gains the ability to treat Intelligence as a Prime Attribute when she attempts to find and remove traps. If she already has Intelligence as a Prime Attribute, she gains a +4 bonus instead.
4. The thief gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces.
5. The thief gains a +2 bonus on Dexterity checks made to pick pockets or perform sleights of hand.
6. The thief (and only the thief) can pick locks with a successful Dexterity check.
7. Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes and the like. With a successful Intelligence check, the thief can puzzle together the meaning of a text or document written in a foreign or dead language. The thief can use this ability to decipher arcane spell scrolls (challenge level = spell level x2). If the thief fails to decipher a the writing, she must gain a level before she can try to decipher that particular text or scroll again. When deciphering scripts, texts or arcane scrolls, the thief gains the ability to treat Intelligence as a Prime Attribute. If she already has Intelligence as a Prime Attribute, she gains a +4 bonus instead.
ADVANCED ABILITIES
At 3rd level, the thief gains Evasion. Whenever the thief can make a Dexterity save for half damage (Fireball, dragon's breath, etc), she instead makes a Dexterity save for no damage. If she fails her Dexterity save, she suffers full damage as normal.
At 4th level, the thief gains Sneak Attack. This gives the thief a +2 attack bonus and a +4 damage bonus against flanked targets. The thief can also use Sneak Attack with missile weapons against surprised targets. Creatures immune to critical hits are immune to Sneak Attack.
At 8th level, the thief gains Defensive Roll. 1/day, the thief can "roll with the damage" from any strike that would reduce her to 0 or negative hit points. The thief must make a Dexterity save (challenge level is equal to opponent's level or HD). If the Dexterity save is successful, the thief suffers only half damage from the attack. Defensive Roll only applies against melee attacks, not spells, special abilities or ranged attacks.
At 10th level, the thief can use arcane spell scrolls. The thief must decipher a scroll before she can use it (Intelligence check with a penalty of the scroll's spell level x2). Due to the thief's imperfect understanding of magical writings, there is always a 10% chance that the scroll will backfire or unleash a magical wildfire (DM's discretion). The thief can never use divine spell scrolls.
At 12th level, the Sneak Attack damage bonus increases to +6.
At 15th level, the thief gains Improved Evasion. This works just like Evasion (see above), except that the thief only suffers half damage on a failed Dexterity save (instead of full damage).
At 18th level, the thief's keen senses (particularly where valuable magical items are concerned) gives her the ability to sense magical auras (much like detect magic). The thief must concentrate intensely on the object for at least 1 minute. At the DM's discretion, the thief may be called to make a Wisdom check. The DM rolls this check in secret. In addition, the thief's senses allow her to gain a +4 bonus on Intelligence saves vs. illusions.
At 20th level, when the thief attempts any class abilities listed under 'special benefits' and 'advanced abilities', any roll of a natural '1' is no longer considered a critical miss or an automatic miss. Also, the chance that a spell scroll will backfire is reduced to 5%.[/i]
CLERIC
Prime Attribute: Wisdom
Hit Die: d8
Bonus to Hit: +0, +1, +1, +2, +2, +3, +3, etc
Armour Allowed: Any
Weapons Allowed: Holy weapon + club, dagger, flail, light crossbow, light or heavy mace, morningstar, sling, staff and warhammer
SPECIAL BENEFITS
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same level or lower (a cure spell is any spell with "cure" in its name). An evil cleric (or a neutral cleric of an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is any spell with "inflict" in its name). A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric commands or turns undead.
The cleric class is otherwise identical to the one in the C&C PHB.
FIGHTER
Prime Attribute: Strength
Hit Die: d10
Bonus to Hit: +1, +2, +3, +4, +5, etc
Armour Allowed: Any
Weapons Allowed: Any
SPECIAL BENEFITS
1. The fighter can specialize in a weapon of his choice. At 1st level, this grants the fighter a +1 bonus to attack and damage when wielding his weapon of choice. This increases to +2 at 6th level, +3 at 12th level and finally +4 at 18th level.
2. The fighter can don and remove a set of armour in half the normal time.
3. The fighter is not fatigued after sleeping in medium armour.
ADVANCED ABILITIES
At 3rd level, the fighter gains Cleave. If the fighter deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), he gets an immediate, extra melee attack against another creature within reach. The extra attack is with the same weapon and the same bonus as the attack that dropped the previous creature. The fighter can use Cleave 1/round.
At 4th level, the fighter can specialize in a combat style. He can choose one of five different styles: Archery, Sword and Shield, Two-Handed, Sword and Hand and Two-Weapon Fighting. Archery implies using any sort of ranged missile weapon (not just bows). Specialization in this style grants a +1 bonus to attack and damage on attacks made within 30 feet of the target. Sword and Shield implies using a one-handed melee weapon and a shield (not a buckler). Specialization in this style grants an extra +2 AC against missile attacks. Two-Handed implies using a melee weapon with both hands. Specialization in this style grants a +2 damage bonus. Sword and Hand implies using a one-handed melee weapon and having the other hand free. Specialization in this style grants a +4 bonus to Dexterity checks when attempting combat tricks (including acrobatics). Two-Weapon Fighting implies fighting with two weapons at once. Specialization in this style grants a +1 AC bonus when fighting with two weapons.
At 6th level, the fighter can gains Armour Specialization. The fighter chooses one type of armour (full plate, hide, chain shirt, etc). When wearing the chosen type of armour, the fighter gains a +1 AC bonus and reduces the armour check penalty by 1.
At 10th level, the fighter gains an extra attack. Whenever the makes a "normal" attack, he makes a total of 2 attacks. This does not apply to charge attacks, cleave attacks, disarm, trip, etc.
At 15th level, the fighter gains Combat Reflexes. Whenever a foe hits the fighter in melee combat and fumbles (rolls a natural '1'), the fighter gains a free attack against that foe.
At 18th level, the fighter gains Improved Critical. When using his specialized weapon, that weapon's threat range doubles.
At 20th level, the fighter gains Weapon Mastery. The fighter can no longer fumble in combat with his chosen weapon. In addition, when using his chosen weapon he rolls for damage twice and uses the highest number.
RANGER
Prime Attributes: Dexterity and Wisdom
Hit Die: d10
Bonus to Hit: +0, +1, +2, +3, +4, +5, etc
Armour Allowed: Light, medium plus buckler, shield
Weapons Allowed: Any
SPECIAL BENEFITS
1. The ranger is a renowned monster-slayer and can add his class level as a damage bonus against humanoids and giants. The player character races are not affected, nor are monstrous humanoids.
2. The ranger can track any creature in a wilderness setting that leaves a discernable trace. The ranger can also determine characteristics about the creature being tracked. With a successful Wisdom check, the ranger can find and follow a creatures trail for 5 hours.
3. The ranger has a natural way with animals. He gains the ability to treat Charisma as a Prime Attribute when attempting to influence animals. If the ranger already has Charisma as a Prime Attribute, he gains a +4 bonus instead.
4. The ranger is a master of camouflage and can add his class level as a bonus to Dexterity checks when attempting to hide or sneak in a wilderness setting. In a dungeon or urban area, the ranger adds only half his class level (rounded down).
5. The ranger gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces.
6. The ranger knows much about the ways of nature. He gains the ability to answer most questions relating to nature (flora, fauna, animals, etc) without the need for an attribute check. With exceedingly difficult questions, the ranger can treat Intelligence as a Prime Attribute (or gain a +4 bonus if he already has Intelligence as a Prime Attribute).
7. The ranger can provide for 6 people in the wilderness without the need for an attribute check. This includes providing food, water, shelter, etc. The ranger must spend at least 30 minutes for each person catered to. At the DMs discretion, the ranger may have to make a Wisdom check in order to provide for more people (or at a faster rate).
ADVANCED ABILITIES
At 3rd level, the ranger gains a +10 feet movement bonus.
At 4th level, the ranger gains Favored Enemy. The ranger must choose a type of monster (aberration, extraplanar, undead, magical beast, etc). The ranger gains a +2 AC and attack bonus against that creature type. The ranger can choose giant and humanoid, but must specify what type of humanoid.
At 5th level, the ranger gains Terrain Mastery. Terrain mastery gives the ranger a bonus on checks involving a skill useful in a specific type of terrain, or some other appropriate benefit. The ranger takes his terrain mastery with him wherever he goes. He retains his terrain mastery bonus whether hes actually in the relevant terrain or not. He also gains a +1 AC bonus on his favoured terrain. Aquatic: The ranger gains a +2 bonus on strength checks made to swim. Desert: The ranger gains a +2 bonus on Constitution checks made to fight off fatigue. Forest: The ranger gains a +2 bonus on Dexterity checks made to hide. Hills: The ranger gains a +2 bonus on Wisdom checks made to listen or discern specific sounds. Marsh: The ranger gains a +2 bonus on Dexterity checks made to move silently or sneak. Mountains: The ranger gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces. Plains: The ranger gains a +2 bonus on Wisdom checks made to spot or notice.
At 7th level, the ranger can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, etc) at his normal speed and without taking damage or suffering any other impairment.
At 12th level, the ranger can hide in any natural terrain, even if that terrain doesnt grant cover or concealment.
At 15th level, the ranger gains the ability to cast druid spells. A 15th level ranger casts druidic spells as a 1st level druid. His spellcasting ability increases with each level up to 20th level (i.e. a 20th level ranger casts spells as a 6th level druid). The challenge level is equal to the rangers druidic spellcasting level.
At 18th level, the ranger gains the ability to hide in plain sight. While in any sort of natural terrain, he can hide even while being observed.
At 20th level, Any suggestions?
THIEF
Prime Attribute: Dexterity
Hit Die: d6
Bonus to Hit: +0, +1, +1, +2, +2, +3 +3, etc
Armour Allowed: Light plus buckler
Weapons Allowed: Club, dagger, dart, hand crossbow, short bow, sling, longsword, shortsword and staff
SPECIAL BENEFITS
1. The thief gains the ability to backstab for extra damage. The target must be unaware of the thief's attack or else backstab becomes a normal attack. Backstabs gain a +4 bonus to hit and does x2 damage at 1st level, x3 at 5th level, x4 at 9th level, x5 at level 13 and finally x6 at level 17. The thief can backstab with any one-handed slashing or piercing melee weapon. Creatures immune to critical hits are immune to backstab. Creatures hit by backstab must make a Constitution save or be stunned for 1 round.
2. The thief is a master of stealth and can add her class level as a bonus to Dexterity checks when hiding or sneaking. In wilderness settings, the thief adds only half the class level.
3. The thief can find and remove advanced traps. All classes can attempt to find and disable simple traps, but only the thief can find and remove intricate mechanical and magical traps. The thief also gains the ability to treat Intelligence as a Prime Attribute when she attempts to find and remove traps. If she already has Intelligence as a Prime Attribute, she gains a +4 bonus instead.
4. The thief gains a +2 bonus on Dexterity checks made to climb or scale sheer surfaces.
5. The thief gains a +2 bonus on Dexterity checks made to pick pockets or perform sleights of hand.
6. The thief (and only the thief) can pick locks with a successful Dexterity check.
7. Out of necessity, thieves tend to learn odd bits of information. Among these is the ability to read various languages, particularly as they apply to treasure maps, deeds, secret notes and the like. With a successful Intelligence check, the thief can puzzle together the meaning of a text or document written in a foreign or dead language. The thief can use this ability to decipher arcane spell scrolls (challenge level = spell level x2). If the thief fails to decipher a the writing, she must gain a level before she can try to decipher that particular text or scroll again. When deciphering scripts, texts or arcane scrolls, the thief gains the ability to treat Intelligence as a Prime Attribute. If she already has Intelligence as a Prime Attribute, she gains a +4 bonus instead.
ADVANCED ABILITIES
At 3rd level, the thief gains Evasion. Whenever the thief can make a Dexterity save for half damage (Fireball, dragon's breath, etc), she instead makes a Dexterity save for no damage. If she fails her Dexterity save, she suffers full damage as normal.
At 4th level, the thief gains Sneak Attack. This gives the thief a +2 attack bonus and a +4 damage bonus against flanked targets. The thief can also use Sneak Attack with missile weapons against surprised targets. Creatures immune to critical hits are immune to Sneak Attack.
At 8th level, the thief gains Defensive Roll. 1/day, the thief can "roll with the damage" from any strike that would reduce her to 0 or negative hit points. The thief must make a Dexterity save (challenge level is equal to opponent's level or HD). If the Dexterity save is successful, the thief suffers only half damage from the attack. Defensive Roll only applies against melee attacks, not spells, special abilities or ranged attacks.
At 10th level, the thief can use arcane spell scrolls. The thief must decipher a scroll before she can use it (Intelligence check with a penalty of the scroll's spell level x2). Due to the thief's imperfect understanding of magical writings, there is always a 10% chance that the scroll will backfire or unleash a magical wildfire (DM's discretion). The thief can never use divine spell scrolls.
At 12th level, the Sneak Attack damage bonus increases to +6.
At 15th level, the thief gains Improved Evasion. This works just like Evasion (see above), except that the thief only suffers half damage on a failed Dexterity save (instead of full damage).
At 18th level, the thief's keen senses (particularly where valuable magical items are concerned) gives her the ability to sense magical auras (much like detect magic). The thief must concentrate intensely on the object for at least 1 minute. At the DM's discretion, the thief may be called to make a Wisdom check. The DM rolls this check in secret. In addition, the thief's senses allow her to gain a +4 bonus on Intelligence saves vs. illusions.
At 20th level, when the thief attempts any class abilities listed under 'special benefits' and 'advanced abilities', any roll of a natural '1' is no longer considered a critical miss or an automatic miss. Also, the chance that a spell scroll will backfire is reduced to 5%.[/i]