Trading in Heavy armor


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Altering class abilities - sure. It needs good reason, though, and to fit the campaign it is done in.

A group of heroic sailors who have dedicated themselves to expunging the plague of piracy - sea-going paladins. Sure, sounds great, no heavy armor. Also - no mount.... I'd trade it with a bonus feat, and the option to gain a familiar (sailor with monkey or parrot, anyone). I'd alter the skills (no animal handling, riding...gain use rope) and give them Improved Swimming (complete adventurer). If they lost medium armor as well, I'd add the feat dodge, add the skills tumbling and balance to their class skill list.

A group of anti-slavers specialized in breaking into slave camps, freeing slaves, and perhaps fighting/killing the slavers... No medium/heavy armor, gain move silent, hide in shadows, blind fighting (they sneak in at dark, you see) and endurance (the desert is a rough place)

As long as it is in context, fits the campain, and is or becomes an established aspect - sure, I'd allow the altering of class abilities. It would need a good description as to why parts of a class are skipped, and that reason would help direct what is gained in its stead.

In the game I'm in, a hexblade switched familiar for arcane strike. Now, arcane strike normally has stiff requirements, but with a very limited # of spells per day, very low level, it fits his flavor w/out imbalancing the game. The DM decided that the loner/outcast style of a hexblade does not fit having a loyal servant/pet (at least not automatically), but a warrior who can channel his few spells into his weapon to gain a temporary bonus to hit/dmg did.

B:]B
 


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