Monday, September 6, 2010

Classes

I've worked up several extra classes.  I tried to keep them well within the boundries of the system:

Canon Cleric:  a cleric who gets more spells per day (1 more per spell level known), but can't wear armor and fights as a magic-user.  I figured that this class would largely be for NPC's but could see PC's trying it too.

Gothi:  cleric of Northron pagan religion, normal cleric spells, better weapons, 1 special power based on god chosen but cannot turn undead.

Warlock:  evil clerics, can use any weapons and poison, can only heal those who are sworn to serve his chaotic cult.  Depending on the devil or demon he worships, he has some sort of deformity and some special feature or power.

Berserker:  like the berserkers from the Monster Manual.   The class gets d12 hit dice, either makes 2 attacks or 1 attack at +2 to hit, resistance to hold and charm spells when berserk.   They may only wear leather armor and they may turn on their friends if a fight starts and they didn't kill anyone.  Berserkers strongly dislike Lawful clerics.

Bards:  I used the 2nd edition bards as a model and adapted them to first edition rules.

Scouts:  a thief variant for outdoor work.   Don't have all of the standard thief abilities, but can track like rangers and have slightly better weapon choices than standard thieves.

Summoners:  a magic-user subclass.   Mechanically, structured like illusionists, but with a spell list that focuses on conjuration/summoning spells.  I've pulled a lot of the spells from other class lists, but added a bunch of summoner-specific spells to that list.

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