Class and different 'Traditions' - making the class 'different'

Tonguez

A suffusion of yellow
I just created a Goblin Bard and thus began wondering at what role a bard would have in goblin society. From this developed the 'Snitch' - part spy, part scholar, part 'pointman'.

Anyway it got me wondering about how people go about changing classes to fulfil different traditions and roles in different societies and across races. What have you done to make your Northman Scout Ranger different to your Coastal Fisherman Ranger and distinct from your Desert Raider Ranger


Anyway back to my Goblin Bard
Bards have
1. General Knowledge
2. Good Charisma and reasonable Stealth
3. Ability to enhance others
4. A few utility spells

Enter the Snitch (Alertness is a favoured Feat, listen, gather information, spot,sense motive, Perform (Mummery) are key skills)

Snitch is a Bardic Tradition from Goblin Society, Snitches are collectors of interesting information, which they are usually willing to share with others – usually at a price.
General Knowledge
The Snitch will often listen to rumours and gossip (listen/gather information), they watch the actions of others (spot/sense motive) and then compare these with certain archetypes and from this draw conclusions and make predictions.

Now ‘Snitch’ is a well respected profession in traditional goblin society, they took news from one place to another and a clever and enterprising Snitch could earn much status by becoming advisors and informants to powerful Warlords and by acting as ‘spies’. Snitches do not rely on gossip alone however for their curious minds also take an interest in the obsucre references and histories hidden in the words of goblin chants, bawdy songs and camp fire tales. You might even find a Snitch sneaking through a library or listening to the lectures and debates of grant minds in the Academies of many cities - they stay informed.

Enhancing Others
Now Goblins are not big on history - afterall a dead goblin isn't a hero they're just dead. However goblins do have 'Archetypes', culture heroes to which all noteworthy deeds are ascribed.
So for instance if the recently deceased chief Gobok once used a clever ruse to trap and kill three trolls, the story told after his death would be that "Kazza the Cunning Warrior once defeated 3 trolls, this is how it happened".
These Archetypes have an interesting effect on Goblin psychology and that of the Snitch in particular. The Snitch will compare all new information gleaned to these archetypes and from these they are able to make predictions - afterall people don't change all that much from one generation to the next. Snitches then use these Predictions to advise others on optimal strategies and tactics. So for instance a Snitch watching a battle will take in the current information, make predictions and then communicate these to those engage in combat. They communicate this either through their mummery (goblin mummery is a perform skill based on creating low tones which carry over long distances), through whistles and drums or through magic whispers


(NB if you remember the Dark Angel episode featuring Brainiac - whose function was that of a surveilance and tactical feild computer - he took in information, ran it through certain analogues and made predictions- the Snitch works in a similar manner)
 
Last edited:

log in or register to remove this ad



Tonguez said:
Anyway it got me wondering about how people go about changing classes to fulfil different traditions and roles in different societies and across races.

Well, Rangers are great in urban settings. Take Improved Unarmed Combat and you've got yourself a pretty decent brawler. Or just focus on your combat skills and you have an assasin. (Mix with levels of Rogue if you want Sneak Attack, although you don't really need it.)

I view Classes as bundles of abilities, not as archetypes, so I don't really have a problem thinking about Classes filling "unusual" roles.
 

Re: Re: Class and different 'Traditions' - making the class 'different'

LostSoul said:


Well, Rangers are great in urban settings. Take Improved Unarmed Combat and you've got yourself a pretty decent brawler. Or just focus on your combat skills and you have an assasin. (Mix with levels of Rogue if you want Sneak Attack, although you don't really need it.)

I view Classes as bundles of abilities, not as archetypes, so I don't really have a problem thinking about Classes filling "unusual" roles.

Agreed. I have urban barbarians in my game. They are impoverished, illiterate thugs, often with drinking problems and really bad tempers. They make money as muscle for con men and crimelords and loansharks. I made just a few skill changes and they work well in the large urban areas of my campaign world.
 

Re: Re: Re: Class and different 'Traditions' - making the class 'different'

eris404 said:
Agreed. I have urban barbarians in my game.

Ha! I've done exactly the same thing. Urban barbarians are cool.
 

I often represent these things using the character's choices of feats, skills or spells. For example, I make fighting styles or orders as a group of skills, feats and multiclasses.

In a SW D20 game I'm playing in, I'm using a wookie that is a member of a wookie sect of elite shaman-warriors. I could have bugged the DM until he made me a prestige class; instead, I decided that members of that sect are wookies with one level of Force Adept, the rest in Soldier, and maxed out Enhance Ability skill. Different styles within the sect would be defined by which force feat the character got with his FA level.
 

Re: Re: Re: Re: Class and different 'Traditions' - making the class 'different'

LostSoul said:


Ha! I've done exactly the same thing. Urban barbarians are cool.

Holy Cow! That's so cool. Great minds think alike. :D
 

Zappo said:
I often represent these things using the character's choices of feats, skills or spells. For example, I make fighting styles or orders as a group of skills, feats and multiclasses.

I'm glad to see people doing this. Don't get me wrong, I love prestige classes, too, but there is so much one can do with the basic stuff. What's especially nice is that a player can make a "prestige-like" character on his own (like you did with the wookiee) without having to rely on the DM's imagination or skills. And, 99% of the time it's already balanced with the rest of the game.


In a SW D20 game I'm playing in, I'm using a wookie that is a member of a wookie sect of elite shaman-warriors. I could have bugged the DM until he made me a prestige class; instead, I decided that members of that sect are wookies with one level of Force Adept, the rest in Soldier, and maxed out Enhance Ability skill. Different styles within the sect would be defined by which force feat the character got with his FA level.

I hate to hijack this thread, but I am running a Star Wars campaign currently and I've been a little surprised by the support. There's lots of official support, but I've only seen a few fan sites and not much discussion about it. So I feel compelled to talk about the game when anyone brings it up.

Anyway, with Star Wars, one REALLY has to be creative with skills and feats, in some ways more than other d20 games. The prestige classes are mostly Force-based and if you don't see your character as being a Force-user, building the character you want to play can be a little tricky. Pretty much all you have to work with is the basic classes/skills/feats. Do you have any favorite non-Force combos?
 

Re: Re: Re: Re: Class and different 'Traditions' - making the class 'different'

LostSoul said:


Ha! I've done exactly the same thing. Urban barbarians are cool.

Make that three of us. I call them gangers
 

Remove ads

Top