Variant Classes/Rules

Stillgrave

First Post
Ok, well.. I've been sitting here reading several posts for a few hours now. But finally I decided to go ahead and sign up and post somethings myself. I've been working on some things for awhile and what I've basically decided to do is to throw out everything that is DND except the leveling system, character creation, and the majority of the combat system. That said.. what I am wondering now is if someone else may have done any of the things I've been working on. They are as follows.


  1. Expanded Core Classes. At present I have expanded the original 11 Core classes to 15 with thoughts on expanding it more. I enjoy variety, but I don't want to give too much to cause confusion. I have added to the originals the; Archer, Alchemist/Artificer, Geomancer (Not the prestige class), and a noble. I am considering adding others that I have previously started but not yet finished like the gladiator, but I feel the role is probably best left to others such as the fighter.
  2. Change of class abilities. I've pretty much stripped the classes down to nothing and started over. I've been using a point system for abilities so that no class has more than 215 points, but I've redone some of the calculations. For instance originally arcane was counted as higher than divine for spell casting. I don't really understand this as I feel that the divine spells should be just as powerful as the arcane and if they are not than that is a problem with the spell selection and not a problem that should result in a difference of the point balancing. I have given each class a talent selection such as those found in d20 modern's core classes as I feel this helps in reducing the cookie cutter affect of the set abilities. I have not reduced the number of abilities for any class doing this, but instead have increased it. Rangers are no longer spell casters, Druids are now more pure spell-casting, Clerics are definitive healers, and I have reworked how the wizards use spells entirely.
  3. Starting Traits. I have introduced in my game a series of traits that the characters get at level 1. These are based off of things from previous training (prior to the game), to where they were born. They are small abilities such as a +2 bonus to a skill, or one weapon specific proficiency. This idea came originally from WotC's Wheel of Time rp.
So.. that's the general synopsis of what I have done/am doing. I didn't want to go into full detail because of length. The characters file itself is presently 27 pages long.

EDIT:

Instead of making a separate post, I decided to add this in as an edit.

I was reading a blog that complained about how the multiple attacks/round in 3e/3.5 was originally a fighter only ability. Thinking back on it, I do recall something similar to that but I never played a fighter prior to 3e, I was usually just the wizard before. So now I sit here and I think that yes.. it doesn't really make sense to me that a fighter attacks the same number times as a paladin or a barbarian. The fighter should be the master of combat itself and so for my original campaign setting I'm considering removing the multiple attacks/round for every class except the fighter. Which will have it as an optional talent ability as previously mentioned I'm placing in the classes. But I'm curious as to what you think about this removal of the multiple attacks. I understand it helps to move combat along in the long run by killing monsters faster, but at the same time it bogs down individual combat turns.
 
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I'm looking forward to seeing what your Alchemist/Artificer & Geomancer are gonna look like and how you changed the core classes, but...
1. There are a million ways of building a good archer.
2. Noble is just a status.
They don't deserve separate classes.
 

As requested, here is the Kuppler (my artificer/alchemist). The setting of the game is a high magic setting. Ever class possesses talents that they gain at level 1, and then 1 every 2 levels there after.

Kuppler
HD d8
Class Skills
The Kuppler’s class skills are Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Heal (Wis), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Repair (Int), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.

Class Features
The following are class features of the Kuppler.
Weapon and Armor Proficiency: Kupplers are proficient with all simple weapons and with light armor but not shields.


BAB: Medium (as Cleric)
Fort Save: High
Ref Save: High
Wis Save: Low
Abilities:

  1. [FONT=&quot]Alchemical Studies, Talent, Identify, Siphon[/FONT]
  2. [FONT=&quot]Detect Flaw +1, Patchwork +1[/FONT]
  3. [FONT=&quot]Talent, Scribe Scroll, Swift Alchemy[/FONT]
  4. [FONT=&quot]Enhanced Potions, Patchwork +2[/FONT]
  5. [FONT=&quot]Talent, Craft Magic Item[/FONT]
  6. [FONT=&quot]Detect Flaw +2, Craft Wand, Patchwork +3[/FONT]
  7. [FONT=&quot]Talent, Poison Resistance +2[/FONT]
  8. [FONT=&quot]Patchwork +4, Artification[/FONT]
  9. [FONT=&quot]Talent, Craft Rod, Charge Siphon[/FONT]
  10. [FONT=&quot]Detect Flaw +3, Patchwork +5[/FONT]
  11. [FONT=&quot]Talent, Poison Immunity[/FONT]
  12. [FONT=&quot]Craft Staff, Patchwork +6, Improved Artifice[/FONT]
  13. [FONT=&quot]Talent, Forge Ring[/FONT]
  14. [FONT=&quot]Detect Flaw +4, Patchwork +7[/FONT]
  15. [FONT=&quot]Talent, Reclaim[/FONT]
  16. [FONT=&quot]Patchwork +8[/FONT]
  17. [FONT=&quot]Talent, Detonate Siphon[/FONT]
  18. [FONT=&quot]Detect Flaw +5, Patchwork +9[/FONT]
  19. [FONT=&quot]Talent, Channel Artifice[/FONT]
  20. [FONT=&quot]Eternal Youth, Patchwork +10[/FONT]

Alchemical Studies: The core ability of the Kuppler is his knowledge of alchemy. At level 1 this knowledge allows the Kuppler the Brew Potion Feat for free. He substitutes his class levels in the Kuppler class for any spell caster level equivalent needed to brew the potion in question. The Kuppler must make a successful Craft (potions) check (DC = 5 + the spell level of the spell + the required class level) in order to make this potion. All other rules in regards to potion making are still required. For the purpose of determining prerequisites for brewing a spell into a potion, count the Kuppler’s effective level as his class level +2. For determining the effects of the potion (healing, duration, etc.) count the Kuppler’s class level as his effective caster level. A Kuppler may use either a siphoned spell or a spell from a scroll to generate the potion.
Identify: At level 1, the Kuppler is capable of making a spellcraft check (DC 10 + spell level) in order to identify a magical item. Only one quality of the item is able to be identified in this way. A failure on the check fools the Kuppler into believing that the item possesses no magical qualities at all. They may not retry upon a failure.
Siphon: A power unique to the Kupplers is the ability to siphon magic. Any magical item, scroll, or potion that the Kuppler comes across can be siphoned. By making a Use Magic Device check (DC 15 + spell’s level) and succeeding, the Kuppler stores the siphoned spell within himself. A siphoned spell may be held for a number of days equal to the Kuppler Constitution modifier (if any) + his level in the Kuppler class.
To release a siphoned spell the Kuppler makes a Concentration check (DC 10 + spell level + number of current HP lost) to cast the spell. Upon a successful check the spell works as normal. Upon a failure the spell fails to release and the Kuppler is still storing it. A Kuppler may store a number of spells equal to 1 + his constitution modifier. Treat the Kuppler’s class level as his effective caster level for determining the spell level he can siphon as well as determining the effects of a spell.
Detect Flaw: By making an appraise check (DC equal to the 10 + the target’s level or CR whichever is greater), the Kuppler can study an enemy to sense out flaws in their armor. After detecting the flaw successfully the Kuppler gains a bonus to their attack and damage rolls against that target.
Patchwork: A gains a +1 competency bonus on all repair skill checks. This bonus increases by +1 every 2 levels up to +10 at level 20.
Scribe Scroll: The Kuppler gains the scribe scroll feat for free.
Swift Alchemy: At level 3 the Kuppler is able to produce potions at twice the normal rate. Reduce the time required to craft a potion by ½ (rounded up) when determining the time it takes to craft.
Enhanced Potions: For the purpose of calculating affects from potions crafted by the Kuppler, treat all potions as if their maximum effect was rolled.
Craft Magic Item: At level 2, a Kuppler is capable of creating a magic. Count a Kuppler’s effective caster level as 2 higher for the purpose of meeting an item prerequisite. For determining the actual affect of the spell (damage, duration, range, etc.) count the Kuppler’s actual class level as his effective caster level. Costs are always determined using the item’s minimum caster level or the Kuppler’s actual level (whichever is higher). A Kuppler may use a siphoned spell or a scroll as the required spell for the crafting of the item.
This ability in affect grants the Kuppler the Craft Magic Arms and Armor feat (see page 92 on the Player’s Handbook).
Craft Wand: The Kuppler gains the Craft Wand feat for free.
Poison Resistance: By level 7 the Kuppler has accidently inhaled enough poisonous fumes to have acquired a natural resistance. This ability grants the Kuppler a +2 bonus on any save versus a poison or poison effect that is non-magical.
Artification: At level 8 a Kuppler is capable of creating a construct known as an Artifice. He does not need to possess the Craft Construct feat to complete this process. A Kuppler uses his class level as his caster level to determine the maximum HD of the Artifice that he can create.
Crafting an Artifice requires a body be formed of a solid material, meaning that the Kuppler must succeed on a DC 15 Craft (wood-working, leatherworking, metalworking, or flesh-crafting) check. The GP and XP required to create the Artifice depends upon its size. (This uses the same rules for creation of the Artifice as the Effigy creation rules on page 152 of the Complete Arcane book.)
Craft Rod: The Kuppler gains the Craft Rod feat for free.
Charge Siphon: This power allows a Kuppler to charge a mundane item with a siphoned spell. In effect this causes the item to take on the abilities of a scroll that can only be used by a Kuppler. This allows a Kuppler to turn his mundane items into scrolls.
Poison Immunity: With their constant exposure to harmful materials, the Kuppler has gained a natural immunity to all non-magical poisons.
Craft Staff: The Kuppler gains the Craft Staff feat for free.
Improved Artifice: A Kuppler of 12th level can improve upon his Artifice. This improvement requires one full day of work and 100gp worth of materials per the current HD of the Artifice. Upon completion his work gains a +2 competence bonus on attack and damage rolls, as well as saving throws.
Forge Ring: The Kuppler gains the Forge Ring feat for free.
Reclaim: At level 15 the Kuppler is capable of reclaiming spare parts from the most unlikely places, as well as dissembling a fully functioning item. When gathering spare parts for crafting the Kuppler spends 1 hour for every 100 gold pieces worth of equipment he needs and makes a Perception check (DC 25). If successful the Kuppler now has enough raw materials to craft the item he seeks to make. (Gold pieces for an item that specifically calls for them, cannot be found in this way as it is not a raw material, but this ability does negate the amount of money the Kuppler would need to spend on an item’s raw material to craft it.) If the check fails then the Kuppler was unable to gather enough resources and may try again the following day.
When attempting to deconstruct a fully functioning device (from a crossbow to a vault door), the Kuppler makes a Disable Device check (DC equal to the items HP). If successful the item is completely reduced to its base components. A crossbow becomes some string, lumps of metal, some pieces of wood, or a door becomes some wooden planks, a couple of hinges, a lock, and some nails. The Kuppler must be in physical contact with the item he is attempting to reclaim at all times. If the reclaim attempt fails the Kuppler may try again but the DC increased by +2 for each failed attempt.
Detonate Siphon: By first storing a siphoned spell into an item and unraveling its magic, the Kuppler is able to cause the item to detonate at his command. The siphoned spell may be detonated from immediately up to a number of rounds equal to the Kuppler’s Intelligence modifier. The detonated spell causes splash damage in a 10ft radius equal to Xd6 in damage, where X is equal to the level of the stored spell.
Channel Artifice: At level 19 the Kuppler is able to channel one of his spells through his Artifice creation. He may cause any spell that he knows to be cast by his Artifice instead of himself. This ability still uses up the number of spells per day that the Kuppler could cast. In order to cast the spell the Kuppler must succeed on a concentration check DC 10 + spell level + the Artifice’s HD.
Eternal Youth: Upon reaching level 20 the Kuppler has learned the secrets of eternal youth. They no longer suffer any negative effects from aging. Any non-magical negative effects they held previously to this discovery are retained. Any magical effects that caused aging are reversed entirely (The Kuppler loses the bonuses and the negatives incurred).
 

Corresponding Talents

TALENTS
Below are listed the available Talents for the Kuppler class and their prerequisites for each. A character may choose to take a feat instead of a talent if they so desire, however they must still meet all requirements of the feat. Unless noted, talents may only be taken once.
Explosives
Explosive Proficiency (General):
You may use explosives without penalty.
Firearms Proficiency (General):
Prerequisite: weapon training (explosives)
You may use firearms without penalty.
Acid Bomb: Upon crafting a bomb a Kuppler may choose to have the bomb deal acid damage instead of fire. Creatures that suffer damage from an acid bomb take an additional 1d4 damage the following round. Prerequisite: Explosive Proficiency
Timed Explosion: A Kuppler has learned how to place a bomb that will explode a number of rounds later. The number of rounds it takes the bomb to explode is determined by the Kuppler at the time of placement, limited to his class level. Prerequisite: Explosive Proficiency
Poison Bomb: This bomb form simulates the affects of a cloudkill spell instead of dealing damage. The cloud fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency
Smoke Bomb: Simulating a fog cloud spell, this bomb helps in protecting the Kuppler and his allies. When detonated, it fills an area equal to twice the bombs splash radius for 1 round per level. Prerequisite: Explosive Proficiency
Tinkering
Improvisation: By making a concentration check (DC = 10 + the desired objects market price in gold, if the price is less than 1 gold then the DC is 10) and destroying one or more objects of equal or greater value, the Kuppler can try to craft a simple device, tool, weapon, or armor for nearly any situation. The item in question is of mundane quality and can only contain the materials found in the objects used to make the item. For example, a set of chain mail cannot be made from a thousand wooden torches. It could however be made from enough covered lanterns. In order to craft the object successfully the Kuppler must succeed on a craft check for the item and possess the skill in order to craft the object. For example, a Kuppler with Craft (explosives) could attempt to make a bomb, but would not be able to make a crossbow due to his lack of training in crafting weapons.
Greater Crafting: This power allows the Kuppler a +2 competence bonus on any craft skill. This talent may be taken more than once, its effects do not stack, each time it is taken it applies to a different craft skill.
Armor Modification: With this ability the Kuppler is able to apply 1 new enchantment to a piece of armor. He may use a Use Magic Device check to apply a spell that he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the armor in this way is equal to the normal DC + 5 required to make the item from scratch but without the materials needed. Failure on attempting to modify the armor causes the armor to become disenchanted.
Weapon Modification: This power allows the Kuppler to modify an existing weapon enchantment. They may add 1 additional enchantment to the weapon by using a Use Magic Device check to apply a spell they he does not know but does possess a scroll of, or he may merely use a spell which he does know. The DC for modifying the weapon is equal to the normal DC to craft the item from scratch + 5. No additional materials are needed to modify the weapon.
Scholar
Savant: Choose one of the following skills; the Kuppler gains may take 10 when using this skill even when situations would not usually allow it. Appraise (Int), Concentration (Con), Craft (any) (Int), Disable Device (Dex), Knowledge (arcane) (Int), Knowledge (architecture and engineering) (Int), Knowledge (nature) (Int), Perception (Wis), Spellcraft (Int), Use Magic Device (Cha). This talent may be taken multiple times, each time you choose this talent you must pick a skill that you did not already choose previously.
Linguistics: Choose any language you can learn, you can this language for free as a bonus language. This talent may be taken multiple times. Prerequisite: Savant 1
Useless Knowledge: Choose one skill which you do not currently possess as a class skill. This skill is now considered as a class skill for you and you are considered to be trained in this skill. This talent may be taken multiple times.
 

There are about a kazillion things WotC did wrong, but one of the things they did do right was not to key a specific class feature to a specific skill.
Doing the above is called "shoehorning". This means you may have a list of class skills, but in actuality, your class is hardwired to a specific skill and to make yourself not suck you must pay the costly skill toll even if this is not how you (as a player) envision your character.
If you do decide to hardwire your class features to specific skills, then at least give enough automatic ranks in them not to totally suck even if a player decides to invest in other skills - even if s/he makes the choice of totally neglecting them.


>> By making an appraise check (DC equal to
>> the 10 + the target’s level or CR whichever is
>> greater), the Kuppler can study an enemy to
Creatures are not merchandise. They don't have a market-price tag attached to them. You shouldn't be able to asses tem like items.
 
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