Some house-ruled classes

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Vicar In A Tutu
Mist Elf
Posts: 25
Joined: Fri Aug 11, 2006 7:00 am

Some house-ruled classes

Post by Vicar In A Tutu »

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]

Vicar In A Tutu
Mist Elf
Posts: 25
Joined: Fri Aug 11, 2006 7:00 am

The paladin

Post by Vicar In A Tutu »

PALADIN
Prime Attributes: Charisma and Strength
Hit Die: d10
Bonus to Hit: +0, +1, +2, +3, +4, etc
Alignment: Lawful good
Armour Allowed: Any
Weapons Allowed: Any
SPECIAL BENEFITS
1. The paladin can detect evil at will with a range of 60 feet. The paladin must face toward the area or person being examined. The ability is innate and no spellcasting is required. The paladin must concentrate for 1 round.
2. The paladin is immune to all diseases, whatever their origin (magical and mundane).
3. The paladin can cure any disease, no matter the origin, 1/week. At 6th level, the paladin can cure disease 2/week, and at 12th level 3/week.
4. The paladin can lay on hands and cure 2 hit points per class level once per day. This ability can be used on the paladin or on others, but the healing cannot be divided among multiple recipients.
5. The paladin must abide by a strict code of conduct. Any serious breach of the paladins code results in the loss of all special abilities until the fallen paladin has redeemed herself. The DM has more information on the paladins code and the possibility of redeeming fallen paladins.
ADVANCED ABILITIES
At 2nd level, the paladin gains the ability to add her Charisma modifier as a bonus to all saving throws. This also applies to the Charisma save (doubling the Charisma save modifier).
At 3rd level, the paladin gains the ability to turn undead as a cleric of 1st level. This ability improves with each level, so a 5th level paladin turns undead like a 3rd level cleric.
At 4th level, the paladin gains the ability to call a divine warhorse or other mount. The divine mount is unusually strong, loyal and ready to serve the paladin in her crusade against evil. The mount is usually a heavy warhorse (for a medium-sized paladin) or a war pony (for a small-sized paladin). The mount has max hp per HD. Should the mount die, a year and a day must pass before another can be called.
At 6th level, the paladin gains a magical aura of courage that grants her immunity to fear (magical or otherwise). Allies within 10 feet of the paladin gain a +4 bonus on Charisma saving throws against fear effects.
At 9th level, the paladin gains the ability to smite evil 1/day with one normal melee attack. Smite evil adds the paladins Charisma modifier (if positive) to the attack roll, and deals 1 extra hp of damage per class level of the paladin. This ability can only be used on creatures of evil alignment. The paladin can use smite evil 2/day at 12th level.
At 15th level, the paladin gains the ability to cast cleric spells. A 15th level paladin casts divine spells as a 1st level cleric. Her spellcasting ability increases with each level up to 20th level (i.e. a 20th level paladin casts spells as a 6th level cleric). The challenge level is equal to the paladins cleric spellcasting level.
At 18th level, the paladin gains the benefits of a protection from evil spell that is active at all times. All allies within 10 feet of the paladin gain the benefit as well.
At 20th level, the paladin gains complete immunity to energy drain effects.

Vicar In A Tutu
Mist Elf
Posts: 25
Joined: Fri Aug 11, 2006 7:00 am

The barbarian

Post by Vicar In A Tutu »

BARBARIAN
Prime Attributes: Strength and Constitution
Hit Die: d12
Bonus to Hit: +0, +1, +2, +3, +4, +5, etc
Alignment: Any nonlawful
Armour Allowed: Light, medium + buckler, shield
Weapons Allowed: Any
SPECIAL BENEFITS
1. The barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus on Wisdom saves, but he takes a -2 AC penalty. The increase in Constitution increases the barbarians hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any abilities (or perform any actions) that require patience or concentration. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cant charge or run) for the duration of the current encounter. A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone elses action.
2. The barbarian gains a +1 bonus on saving throws vs. paralysis, polymorph, petrification and death attacks. This increases to +2 at 3rd level, +3 at 6th level, +4 at 10th level, +5 at 15th level and finally +6 at 20th level.
3. Attacks from the flank receive no bonus to hit a barbarian, and any bonuses against a barbarians back are halved. For example, the thief may use the backstab ability against a barbarian, but with only a +2 bonus to hit, instead of the normal +4.
ADVANCED ABILITIES
At 3rd level, the barbarian gains a +10 feet movement bonus. This benefit only applies when the barbarian is wearing no armour, light armour or medium armour.
At 5th level, the barbarian gains the ability to stay conscious and fight even at negative hit points. However, every action the barbarian takes in this state (attack, move, open door, drink potion, etc) reduces the barbarians hp by 1. If the barbarians wounds are tended, the hit point loss will stop. The barbarian must make the decision to stay conscious as soon as he is reduced to negative hit points (even if it isnt his turn). If he does not choose to stay conscious, he immediately falls unconscious.
At 8th level, the barbarian gains damage reduction 1- against all physical blows and attacks (meaning that each time a barbarian is struck, damage is reduced by 1 hp). At 12th level, the damage reduction becomes 2-, at 16th level 3- and finally at 20th level 4-. This cannot reduce damage to below 1, nor can it reduce damage taken from spells or spell-like abilities.
At 12th level, the barbarians rage ability is enhanced. He gains +6 Strength, +6 Constitution and a +4 bonus on Wisdom saves, but he still takes a 2 AC penalty.
At 15th level, the barbarian is no longer fatigued after raging.
At 18th level, the barbarian gains complete immunity to charm, fear and hold effects. This only applies when the barbarian is raging.
At 20th level, the barbarians rage is enhanced further. He gains +8 Strength, +8 Constitution and a +6 bonus on Wisdom saves, but he still takes a 2 AC penalty.

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