101 Quick-n-Dirty Variant Classes (see post #1 for list!)


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#30 Magi
A variant wizard, the magi is a mage-priest.

Mechanical Changes:
Loses bonus feats and scribe scroll. May choose spells from both sorcerer/wizard and cleric list; must use spellbook for all spells as normal.
 

#31 Witch Hunter
A variant ranger, the witch hunter seeks and destroys magic users.

Mechanical Changes:
Loses spells. Favoured Enemy is a new creature type, 'magic-user' - basically any creature that can cast spells or use spell-like abilities. Witch Hunter must choose this type as their favoured enemy. Gains SR equal to class level + Cha bonus.
 

#32 Combat Medic
A variant cleric, the combat medic is the ultimate battlefield healer.

Mechanical Changes:
Loses ability to turn/rebuke undead; gains ability to lay on hands.
 

#33 Blue Mage

This Wizard learns abilities from monsters insead of arce tombs.

Mechanical Changes
Doesn't cast spells. To learn an ability by a monster make a spellcraft check equal to 10+creatures HD. Spell liek abilities cost a spell level equal to its spell level. Special abilites cost one third HD in spell level. Special qualities can also be learned. Thes take up a spell level equal to its spell level if it has a spell counter part. If it does not then it costs one half monsters HD in Spell levels. Spell levels mean that level of spell. To learn a green dragons breath weapon for a young adult dragon you would need a spellcraft check of 27, and a sixth level spell slot. To learn its frightful pressence ability you need a spellcraft check of 27 and a 8th level spell slot. All Dc's are as they were for the origan creature, they do not change for you. Each ability is usable a bumber of times per day equal to one fourth your Blue Mage level plus you Int mod. They also gain simple weaopn proficiency and a D6 HD.

Hows that look, roughly?
 
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Sravoff said:
#33 Blue Mage

This Wizard learns abilities from monsters insead of arce tombs.

Mechanical Changes
Doesn't cast spells. T learn an ability by a monster make a spellcraft check equal to 10+creatures HD. If you learn it you can use it sa a spell like abiilty a number of times equal to your Int Mod. The level of the spell like ability isone you could normally cast using wizard spell progression. Spell Progression also determines the amount you can learn. You may unlearn an ability and add a different one. HD turnns to D6 adn add all simple proficiency.

What abilities? Spell-like abilities? Supernatural abilities? Extraordinary abilities? Psionic?

The level of the spell like ability isone you could normally cast using wizard spell progression

I don't understand this. If I learn an ability, how do I know what level? If I am capable of casting up to level 9 spells, and I learn, say, how to breathe fire from a dragon, what level is it?

Interesting idea, but needs some work.
 

Eternalknight said:
What abilities? Spell-like abilities? Supernatural abilities? Extraordinary abilities? Psionic?

The level of the spell like ability isone you could normally cast using wizard spell progression

I don't understand this. If I learn an ability, how do I know what level? If I am capable of casting up to level 9 spells, and I learn, say, how to breathe fire from a dragon, what level is it?

Interesting idea, but needs some work.
yea I know, just wanted to get it out there so I have motivation to fix it. I wil fix it.

You by chance understand the True Barbarian? It sounds cool but I am completely lost....
 



#34 Urban Warrior

Mechanic: Fighter
Loses Heavy armor Proficiency and Tower Sheild Proficiency. Gains an additional two skill points per level.
 

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