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

#35 Battle Elf
This fighter class is available only to elves, it relies more on the elfs abilities.

Mechanical Changes: Fighter:
drop medium and heavy proficiency, also tower. Gain 4 skill points add hide, move silnet, listen spot, search. At level one, fourth and every three bonus feats beond that instead gain a +1 damage with either the short bow, long bow, short sword, long sword, rapier.

Should Racial Classes like this stay out?

Hows the Blue Mage now?
 

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#36 Wild Man

Mechanic: Ranger
Drop animal companion and combat style, instead give natural attacks Bite + 2 claw attacks with a Monk's damage progression, with bite counting as a light weapon for adding strength.
 
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Sravoff said:
Ok, either I am completely missing something here...or...Well I am mising something here. What exactly do those numbers mean? their fists do 1d6 damage and are considered +2 weapons? What is thae armor bit? They get 1d6+2 natural armor while raging? Any one else not understand or is this just me? I really don't want to come down but I am completely lost...again.
I think it's (frex) a 1d6 natural weapon, and +2 natural armour (in the first instance).

But then, I could be wrong too. :uhoh:
 

Aus_Snow: Ah..Ok, now it makes sense. Thanks!

#36 Wild Man, By domino:That may be a bit overpowered. The animal campanion is suposed to be more of a hunter/gather for the ranger unlike the druids which is a protector. So you give up a non-combat or near non-combat ability to gain one combat focused abilty. Perhaps drop favored enemy? or combat style? I really like the idea though!

-Sravoff
 

#37
Fortune-hunter

Mechanics: Fighter but remove feats at 2, 6, 10, 14, and 18 and add sneak attack at each of those levels. Remove medium and heavy armor and tower shield proficiency. At first level add the characters charisma modifier as a dodge bonus to their AC and their Reflex save but only if in light armor and unencumbered. Add bluff as a class skill.
 
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#38 Necromancer

This Cleric Varient loses spellcasting to become the necromancer from Diablo II

Mechanical Changes: Cleric
Drop Spellcasting. Can only command rebuke undead. Cannot be Lawful Good. Gain Bone Armor as a spell like ability, once per day for every two levels + your wis Modifier. This increases your AC by one point per four levels. This bone armor is ontop your other armor and stacks with it. Bone Armor lasts a number on minutes equal to class level divided by four. At fourth level gin ability to Animate dead as a spell like ability usable a number of times per day equal to one fourth class levels plus wisdom bonus. Animate dead does not have a material componnent and lasts a number of minutes equal to you class level, or until destroyed. Other than stated above, use the normal rules for animate dead, caster level equals class level. Gain smita ability, usable once per five levels, +4 to hit and adds class level to damage as negative energy. Smite any creature.

[edit]Added smite ability and more uses of bone armor[/edit]
 
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Sadrik said:
#37
Agile Warrior (Swashbuckler) [I think somebody used this name already]

Mechanics: Fighter but remove feats at 2, 6, 10, 14, and 18 and add sneak attack at each of those levels. Remove medium and heavy armor and tower shield proficiency. At first level add the characters charisma modifier as a dodge bonus to their AC and their Reflex save.

This might be too close to the previous version to add to the list.
 

Sravoff said:
#37 Necromancer

This Cleric Varient loses spellcasting to become the necromancer from Diablo II

I think this is way underpowered. Either the spell like abilities need to be amped up, or some spellcasting needs to be retained.

Also, and this goes for more than just the Necromancer, I am going for something that doesn't look like a PrC in 20 level form. Classes should still be relatively broad, and provide decent level to level benefits. It is an issue or archetypes, not abilities.
 

#38 The Cavalryman

Fighter Variant

Bonus feat at 1st level= Mounted Combat. Following, gain a bonus feat ever 4 levels (4th, 8th, etc). Gain the paladin's warhorse ability. Retain the access to Weapon Specialization.
 

Reynard said:
I think this is way underpowered. Either the spell like abilities need to be amped up, or some spellcasting needs to be retained.

Also, and this goes for more than just the Necromancer, I am going for something that doesn't look like a PrC in 20 level form. Classes should still be relatively broad, and provide decent level to level benefits. It is an issue or archetypes, not abilities.
Ahh....Makes sense, ok, I'll slow down then and get back to archtypes! Good point about the PrC.
 

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