Friday, December 4, 2009

Class act

Okay, it's finally time to give a rundown of my home-brewed classes. At least as they stand now. I'm always wondering if I should just strip things back to the basics again. But for now, I've got the following classes available to my players:

Barbarian--take the Dwarf, raise HD to d10, eliminate weapon restrictions and Dwarf racial abilities, and add in a foraging bonus and a small AC bonus if they wear light or no armor. Max Level 12, Minimum Wis & Con 9.

Bard--originally based on the Elf class, it's now more of a Cleric/Thief hybrid. Original spell list, casts as Elf for spells per level but as Cleric for availability, Read Languages and Listen, plus Lore skill and bardic counter-music ability. Max Level 10, Minimum Int & Wis 9.

Cavalier--the Mentzer Avenger/Paladin (Fighter with 1/3 Cleric ability), but without alignment restrictions, and a mounted combat bonus. Max level 15, Minimum Wis 9.

Cleric--already mentioned my house rules for them

Druid--Cleric/Magic-User cross, acts like a Cleric in most respects, but spells from level 1, little weapon or armor ability, a few nature abilities, and shape-changing at Name Level. Max Level 14.

Fighter--also been mentioned.

Illusionist--Magic-User/Thief cross, mostly as M-U, but with a different spell list (some new spells taken from AD&D, a few I made up myself), Pick Pockets, Hide in Shadows, Move Silently as a Thief, Thief weapons list. Max Level 12, Min Dex 9.

Magic-User--again, I talked about them before.

Ranger--based on the Halfling, but with d8 HD, bonus to hit & damage against goblinoids & giants, tracking at Halfling hiding chances. Max Level 10, Min Con 9.

Thief--talked about them, too.

Dwarf--only thing I changed was allowing them to create magic weapons, armors, rings or miscellaneous items at high levels.

Elf--didn't change a thing.

Halfling--again, nothing changed.

Half-Orc--the Fighter/Thief cross (or Assassin of sorts). d6 HD, any armor or weapons, a few Fighter combat options, Infravision, Open Locks, Find/Remove Traps, Pick Pockets, Move Silently, Hide in Shadows, Climb Sheer Surfaces as Thief, plus Disguise skill, and a set x3 backstab damage bonus (my Thief gains multipliers as they level. Max Level 10, Minimum Int & Dex 9.

3 comments:

  1. RE: Dwarf...may not matter much to your campaign, but I am going to try justifying this in my own B/X Companion supplement. In the words of Elizabeth Boyer: "Dwarves are the priests of Thor!"

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  2. RE: Dwarf

    May not make much difference to YOUR campaign, but I'm adding this to my own B/X Companion supplement I've been working on. In the words of Elizabeth Boyer: "Dwarves are the priests of Thor!" Let's give 'em back at least a LITTLE magic!

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  3. Yeah, I've been influenced by too much Norse mythology, Lloyd Alexander, etc. not to have Dwarves be magical craftsmen.

    And I'm looking forward to that BX Companion. Even though I play BECM, it's always good to get some new ideas!

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