A few class ideas ...
Posted: Sat Sep 26, 2009 1:05 am
One of the things I've been working on, on and off a bit, are a few ideas for extra player classes. I thought I'd share three of them and see what people thought, if they had ideas or wanted to shoot them down or whatever. Knave (Variable)
Knaves are the classic jack of all trades, with a wide palette of skills, but possessing none as strong as the specialties of other classes. Why did I feel like calling them Knaves? I don't know, it just seemed to fit.
Hit Dice: d8
BtH: Cleric
Armour: Only light armours
Weapons: Any
Spells: Knaves are capable of learning a limited number of spells from any ONE of the four CnC spell lists: (cleric, wizard, illusionist and cleric). Knaves can gain bonus spells relating to high Intelligence or Wisdom scores.
Level 1: 2 0-level, 1 1st-level
Level 2: 3 0-level, 2 1st-level
Level 3: 4 0-level, 3 1st-level
Level 4: 4 0-level, 4 1st-level, 1 2nd-level
Level 5: 4 0-level, 4 1st level, 2 2nd-level
Level 6: 4 0-level, 4 1st level, 3 2nd-level
Level 7: 4 0-level, 4 1st level, 4 2nd-level
Level 8: 4 0-level, 4 1st level, 4 2nd level, 1 3rd level
Level 9: 4 0-level, 4 1st level, 4 2nd level, 2 3rd level
Level 10: 4 0-level, 4 1st level, 4 2nd level, 3 3rd level
Level 11: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level
Level 12: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level, 1 4th level
Level 13: 4, 4, 4, 4, 2 4th level
Level 14: 4, 4, 4, 4, 3 4th level
Level 15: 4, 4, 4, 4, 4 4th level
Level 16: 4, 4, 4, 4, 4, 1 5th level
Level 17: 4, 4, 4, 4, 4, 2 5th level
Level 18: 4, 4, 4, 4, 4, 3 5th level
Level 19: 4, 4, 4, 4, 4, 4 5th level
Level 20: 4, 4, 4, 4, 4, 4, 1 6th level
Jack of all Trades: Knaves can choose one non-prime statistic to receive a +2 bonus towards all checks in.
Knavish Skills: Knaves can learn one non-magical skill from any other class at 1st level, and another one at 6th level.
Priest: (Wisdom)
Priests are much like Clerics, but are much weaker in combat and possess additional abilities relating to their roles as the divine officers of their deities.
Hit Dice: d4
BtH: Wizard
Armour: None
Weapons: Only basic ones like staffs, daggers, etc
Divine Spells: Priests can cast spells from the Cleric's spell list. Spell progression is identical to that of the Cleric.
Turn Undead: As Cleric.
Divine Blessing: Priests can grant a certain number of allies either a +2 bonus towards the completion of any particular task or a +1 to hit for a number of rounds equal to 1 + half the Priest's level once a day. At 1st level, they can cast this blessing on ten people. At 3rd level, they can do so on twenty people, and upwards in such a fashion.
Divine Intercession: Priests can use this ability once a day at 1st level to either clear a negative status effect like fear or being poisoned or to stabilize and bring a comrade with negative hit points back to 0. At 6th level, they can use the ability twice a day, at 11th level, three times a day, at 16th, four times a day.
Request Miracle: Once a week, at 5th level, the Priest can request a Miracle from their Deity. The Miracle can take the form of a Cleric spell that is one level *higher* than what the Cleric could normally cast. The Priest must however succeed at a Wisdom check of moderate difficulty for the Miracle to succeed.
Acrobat (Dexterity)
Hit Dice: d8
BtH: Cleric
Armour: None
Weapons: None
Improved Unarmed Combat: As Monk.
Fast Movement: As Monk.
Unarmored Defence: As Monk.
Slow Fall: As Monk.
Scale: As Rogue
High Jump: At 1st level, the Acrobat can make a running leap of six feet vertically and twelve feet horizontally. Every level, the Acrobat's leap becomes two feet higher and four feet longer. The Acrobat must be able to run for at least twenty feet uninterrupted to do this.
Jump Kick: At 5th level, the Acrobat can attack from their High Jump for d10+Str damage and, if successful, knocking the enemy prone. This attack can be done once per day at 5th level, twice at 8th level, three times at 11th level and so on.
Evasion: At 1st level, the Acrobat is capable of dodging one successful enemy attack outright per day, if they successfully roll a standard Dexterity check. At 5th level, they can do this twice, at 9th, three times and so on.
Anyhoo, thought I'd throw up a few ideas. Apologies if they're thoroughly awful. I'm not that knowledgeable with XP charts and such, I must admit, so any help with that would definitely be appreciated.
Knaves are the classic jack of all trades, with a wide palette of skills, but possessing none as strong as the specialties of other classes. Why did I feel like calling them Knaves? I don't know, it just seemed to fit.
Hit Dice: d8
BtH: Cleric
Armour: Only light armours
Weapons: Any
Spells: Knaves are capable of learning a limited number of spells from any ONE of the four CnC spell lists: (cleric, wizard, illusionist and cleric). Knaves can gain bonus spells relating to high Intelligence or Wisdom scores.
Level 1: 2 0-level, 1 1st-level
Level 2: 3 0-level, 2 1st-level
Level 3: 4 0-level, 3 1st-level
Level 4: 4 0-level, 4 1st-level, 1 2nd-level
Level 5: 4 0-level, 4 1st level, 2 2nd-level
Level 6: 4 0-level, 4 1st level, 3 2nd-level
Level 7: 4 0-level, 4 1st level, 4 2nd-level
Level 8: 4 0-level, 4 1st level, 4 2nd level, 1 3rd level
Level 9: 4 0-level, 4 1st level, 4 2nd level, 2 3rd level
Level 10: 4 0-level, 4 1st level, 4 2nd level, 3 3rd level
Level 11: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level
Level 12: 4 0-level, 4 1st level, 4 2nd level, 4 3rd level, 1 4th level
Level 13: 4, 4, 4, 4, 2 4th level
Level 14: 4, 4, 4, 4, 3 4th level
Level 15: 4, 4, 4, 4, 4 4th level
Level 16: 4, 4, 4, 4, 4, 1 5th level
Level 17: 4, 4, 4, 4, 4, 2 5th level
Level 18: 4, 4, 4, 4, 4, 3 5th level
Level 19: 4, 4, 4, 4, 4, 4 5th level
Level 20: 4, 4, 4, 4, 4, 4, 1 6th level
Jack of all Trades: Knaves can choose one non-prime statistic to receive a +2 bonus towards all checks in.
Knavish Skills: Knaves can learn one non-magical skill from any other class at 1st level, and another one at 6th level.
Priest: (Wisdom)
Priests are much like Clerics, but are much weaker in combat and possess additional abilities relating to their roles as the divine officers of their deities.
Hit Dice: d4
BtH: Wizard
Armour: None
Weapons: Only basic ones like staffs, daggers, etc
Divine Spells: Priests can cast spells from the Cleric's spell list. Spell progression is identical to that of the Cleric.
Turn Undead: As Cleric.
Divine Blessing: Priests can grant a certain number of allies either a +2 bonus towards the completion of any particular task or a +1 to hit for a number of rounds equal to 1 + half the Priest's level once a day. At 1st level, they can cast this blessing on ten people. At 3rd level, they can do so on twenty people, and upwards in such a fashion.
Divine Intercession: Priests can use this ability once a day at 1st level to either clear a negative status effect like fear or being poisoned or to stabilize and bring a comrade with negative hit points back to 0. At 6th level, they can use the ability twice a day, at 11th level, three times a day, at 16th, four times a day.
Request Miracle: Once a week, at 5th level, the Priest can request a Miracle from their Deity. The Miracle can take the form of a Cleric spell that is one level *higher* than what the Cleric could normally cast. The Priest must however succeed at a Wisdom check of moderate difficulty for the Miracle to succeed.
Acrobat (Dexterity)
Hit Dice: d8
BtH: Cleric
Armour: None
Weapons: None
Improved Unarmed Combat: As Monk.
Fast Movement: As Monk.
Unarmored Defence: As Monk.
Slow Fall: As Monk.
Scale: As Rogue
High Jump: At 1st level, the Acrobat can make a running leap of six feet vertically and twelve feet horizontally. Every level, the Acrobat's leap becomes two feet higher and four feet longer. The Acrobat must be able to run for at least twenty feet uninterrupted to do this.
Jump Kick: At 5th level, the Acrobat can attack from their High Jump for d10+Str damage and, if successful, knocking the enemy prone. This attack can be done once per day at 5th level, twice at 8th level, three times at 11th level and so on.
Evasion: At 1st level, the Acrobat is capable of dodging one successful enemy attack outright per day, if they successfully roll a standard Dexterity check. At 5th level, they can do this twice, at 9th, three times and so on.
Anyhoo, thought I'd throw up a few ideas. Apologies if they're thoroughly awful. I'm not that knowledgeable with XP charts and such, I must admit, so any help with that would definitely be appreciated.