Alternate Racial and Class Abilities

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Pdiddy
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Alternate Racial and Class Abilities

Post by Pdiddy »

I picked up the Pathfinder Advanced Players Guide and liked the idea of alternate abilities. While I am very unlikely to ever play or GM a Pathfinder game, I was thinking that alternate abilities might be an interesting way to allow players the opportunity for some mechanical customization of their characters without the hassle of feats.

Some examples of what I have been thinking about are:
Optional Fighter Abilities
Expert Archer: At 4th level, an expert archer gains a +1 bonus on Perception checks, and the range increment for any bow he uses increases by 5 feet. These bonuses increase by +1 and 5 additional feet for every 4 levels beyond 4th. This ability replaces Combat Dominance.
Expert Crossbowman: When a crossbowman attacks with a crossbow during a round in which they do not move or take any other action, he may add 1/2 his Dexterity bonus (minimum +1) on his damage roll. This ability replaces Combat Dominance.
Armiger: An armiger learns to be more maneuverable while wearing armour. The weight of armour for encumbrance purposes is halved. The Armiger gains a +1 AC bonus when wearing armour. This bonus increases to +2 at 7th level. This ability replaces Weapon Specialization.
Free Hand Fighter: A free hand fighter gains a +1 bonus on grappling and pummelling attacks when he is wielding a one-handed weapon and carrying nothing in his other hand. This ability replaces Combat Dominance.
Mobile Fighter: When a mobile fighter moves prior to attacking, he gains a +1 bonus on attack and damage rolls. This bonus increases to +2 at 7th level and above. This ability replaces Weapon Specialization.

At 4th level a mobile fighter can move their full movement rate (normally half) and still attack during the round. This ability replaces Combat Dominance.
Phalanx Soldier: When a phalanx soldier wields a shield, he gains a +2 AC bonus against grappling and overbearing attacks made against them. This replaces Weapon Specialization.

At 4th level, when wielding a shield he can use a two handed piercing pole arm or pike with one hand with no penalty. This replaces Combat Dominance.
Shielded Fighter: When shielded fighter wields a shield, he gains a +2 AC bonus when Dodging, in addition to the normal +2 bonus for a total bonus of +4. This ability replaces Combat Dominance.
Great Weapon Fighter: When wielding a two-handed weapon, a great weapon fighter adds double his Strength bonus on damage rolls. This ability replaces Weapon Specialization.

At 4th level, a great weapon fighter using a two-handed weapon gains a +2 bonus to initiative. This ability replaces Combat Dominance.
Two Weapon Fighter: When wielding two weapons, a two weapon fighter gains a +1 bonus on attack rolls with both weapons but not damage rolls. The off hand weapon must be smaller than the weapon in the primary hand. The normal two weapon fighting penalties apply. This ability replaces Weapon Specialization.

Another idea is that you could also specify a required Prime attribute to select an alternate ability.
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Galannor
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Alternate Racial and Class Ability

Post by Galannor »

Truly great! I'm looking forward to reading more alternate racial and class abilities and to playtesting them. I think it's a very cool step toward giving C&C heroes more flexibility, from a mechanical point of view, without burdening the rules too much: you're in the very right direction, I think!

G.

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clavis123
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Post by clavis123 »

An interesting idea, that would go a long way to restoring some "glamor" to the Fighter class. One suggestion I'll make is that "Two Weapon Fighter" might simply allow the Fighter to wield two weapons without any penalty, rather than granting any bonus. Gaining a whole extra attack is so powerful, especially at lower levels, that I can't see any player not picking the power if it also grants a hit bonus.
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Kaiser_Kris
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Post by Kaiser_Kris »

This is really cool stuff!

Without a doubt, the APG is absolutely chock-full of things that could be adapted to C&C. Paizo does good stuff, though right now I'm favoring the somewhat more rules-light C&C approach.

Pdiddy
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Post by Pdiddy »

Some more examples This time alternate racial abilities for dwarves.
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 bonus to AC against monsters with Deepvision. This ability replaces Defensive Expertise.
Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 bonus on checks that pertain to knowledge about dwarves or their enemies. This ability replaces Stonecraft.
Sturdy: Dwarves with this racial trait receive a +2 bonus to their defences when attacked by a grapple or overbearing attack. This ability replaces Defensive Expertise.
Stubborn: Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 bonus on all saves to resist charm spells and spell-like affects. This ability replaces Resistant to Fear.
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serleran
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Post by serleran »

An issue of The Crusader had a look at a thing called Adjuncts. Rumor has it that the CKG will also contain something to this effect... and certainly Bowbe (the originator behind the desire to use them) is likely to use them in forthcoming Haunted Highlands materials.

I think, in extreme moderation, such as one ever, it might be doable. I'd prefer to see them as magic item enhancements as those are much easier to get rid of when found to be too much.
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