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

#49 Shadow Thief

Thief skilled in using magic to hide and conceal self.

Add: Spell progression as Bard.

Drop: Perform, Sneak Attack, Base: 6 skills points (instead of 8), no access to crippling strike special ability
 

log in or register to remove this ad

#50 Diplomat

Aristocrat variant

Add: 6 skills points per level (instead of 4), extra Skill Focus bonus feat at 2nd level and every three levels after

Drop: D6 HD, martial weapon proficiency, medium and heavy armor proficiency, Handle Animal and Survival from skill list
 

#51 Mime
Bard variant

Mechanical Changes:
All spells no longer require verbal components, nor do bardic music abilities. Only those that can see the mime can benefit from bardic music effects.
 

Just so everyone knows, I have started compiling these is class based lists. I am also doing some formatting and minor editting for clarity.
 

#52? Cultist

Variant Cleric

Must be Evil alignment.
Adds Bluff, Disguise, Gather Info., Hide, Intimidate, and Sense Motive to Class skills.
Loses Domains, but gains Undetectable Alignment at first level, and every 3rd level can add +10 to one Gather Information check to learn a secret (about a place, person, etc).
Can also muticlass into any other class they wish. Yep, even ignoring the normal alignment/multiclassing restrictions of Monks, Paladins, etc.
 

#53 Agent

Variant Rogue

Keeps Sneak Attack, Uncanny Dodge, Trapfinding, Evasion.
Gains Informants; 1 at 1st level, +1 at 3rd level and every 3 levels after. Each informant must be placed in a location, and adds +6 to Gather Info. if the Agent can contact them. The bonuses stack (but the DM can decide otherwise).
At 6th level can make a single Forced Command each day (inclreasing to twice at 12th, 3 times/day at 18th). Works just like Suggestion (one sentence, cannot put target in danger - ie. "These aren't the Drow you're looking for..."), and affects a number of creatures equal to 1/2 Agent level + Charisma mod.
Poison use (ala Assassin, Blackguard, etc) at 10th level.
 


Frostmarrow said:
Where have you done this, pray tell?

At the moment? on my hard drive. Basically I am trying to get them cleaned up so we can see a clear picture of where we are at-- I think we'll be in repeat mode soon if we don't have an overall view.
 

#54 The Verminite

Druid Variant: The Verminite wields power over the crawling things of the earth.

Mechanical Changes: The Verminite retains all the class features of the druid. however, all abilities that affect type Animal affect type Vermin instead. this includes the Verminite's Companion, Wild Shape, and ability to cast Summon Nature's Ally (summons vermin instead, otherwise use the rules for those spells). When the Verminite would be able to Wild Shape into an elemental, the Verminite can instead wild shape into a swarm of vermin.
 

#55

The Undead Hunter

Paladin Variant

Mechanics: Loses alignment restriction, smite evil, and special mount. Detect evil becomes detect undead, gains the ranger favored enemy (undead) which improves as a rangers would normally. Slight tweak to spell list. Gains move silently and hide as class skills but loses animal handling and ride.
 

Remove ads

Top