What class variants have you allowed or used?

Re: Re: Re: Re: Re: What class variants have you allowed or used?

Plane Sailing said:
Yes, it is the fighter-with-a-touch-of-rogue who is in the PHB. As I remember it is in a bunch of text in the middle of the second column of a page, probably a LH page

Page 94. I remember having read it now.
 

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Alternate classes
Ranger-Archer - substitute Ambidex and Two-Weapon Fight for PB Shot and Alertness. I don't like Monte's Ranger it just feels too much like a fighter to me.

Class changes -
Monk and Paladin can multiclass freely

Druid can use other weapons but is only proficient in the list given in the PH.

Race changes
Don't have multiclass penalties so no need for favored class. This is for a homebrew campaign in which PCs are agents of the church and thus must have 1 level in Cleric, Druid, or Paladin. Therefore, I felt that the players should be given a little more leeway.

I also encourage Multi-classing to fit a character concept. I don't require any kind of special reasoning for someone to pick up a new class.
 
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I have regional variants for my rangers.

When the player chooses his home culture he or she is allowed to either be the normal ranger or get one of the following packages instead of the dual weild feats:

1. Point Blank Shot, Precise Shot
2. Mounted Combat, Mounted Archery
3. Dodge, Expertise

I have also allowed the swapping out of class skills so a sorcerer with an obvious early ice focus could easily become an Elemental Savant.

Recently I added the Knowledge (War) to all fighters of a my dwarven culture, as their kingdom has been under seige for hundreds if not thousands of years.

Otherwise with multiclassing I haven't seen much need to alter classes.
 

Having got home and checked my DMG I find *many* alternative classes suggested there!

p25 the beast slayer ranger who only gets one favoured enemy, gets a paladin-style mount at 5th level and detect evil.

p26 Paladin of a deity of healing, with all curing spells instead of his normal spell list.

p26 Beastmaster ranger with only animal related spells

p26 Cantor (divine bard) whose spells are all taken from the cleric list

p26 the Witch (new spell list for sorcerer variant)

p27 Undead stalker - ranger with rogue proficiencies, one favoured enemy (undead), sneak attack that is ONLY usable against undead, spell list changed to deal with undead, subterfuge and sneaking, Smite Evil against undead given at 3rd level.


Interesting, eh?

BTW, in my campaign I ditched the standard "specialist wizards" and introduced three specialists - illusionists, necromancers and elementalists. These get the spell focus and spell capacity of a specialist but use their own unique spell lists (upon which I've included some appropriate spells from magic of faerun, Relics and Rituals etc.)

Anyone else produce spell caster variants with different spell lists?

Cheers
 

So far I've instituted a few small changes.

Examples: Monks from a particular order, dedicated to Rao (Greyhawk setting) lose Perform as a class skill but are allowed to take all Knowledge skills as class skills. Their monk weapon list is only club and quarterstaff.

Small rogues are proficient in Tiny rapier.

Rangers get a bonus "rangery" feat at levels 5, 10, 15, 20.
 

Plane Sailing said:
What I'd like to know is - what variants have you as DM's allowed in your game?
In my last run, one of the players used the Monte Cook's Alternate Bard. It just worked better with the setting. I liked the music-as-magic feel and the ability to customize the spellnotes. Plus, the player is a musician so he probably liked it a bit more. :)

In my current campaign, two of the PC's are playing "Alternate" classes. Again, both were written by Monte Cook. One PC is using the Sorceror variant and the other is using the now famous Alternate Ranger.

I have always tweaked classes in my experience as a DM and d20 makes it even easier. I have used Monte's variants because I know they have been tested out and won't upset my game balance (some say his variants are a bit overpowered). If a player wants to have some kind of variant class (like the ones mentioned above by others), as long as they have a RP reason I would now feel comfy to tweak the class a bit.

Honestly, a small softcover supplement (around 100 pages) could be created on this topic. It should have both the "crunchy" & "fluffy" bits as that would be the sole reason to make changes. I think it would be a helpful companion to DM's who are starting to customize things for their homebrews and should give DM's already doing this some fresh ideas.

Just a thought. :D
 


I've allowed barbarians to be of any alignment in my game. Classes like the sohei, Singh rager, Moto avenger and Hida defender (all from OA) show that going crazy is quite compatible with a lawful alignment; all it takes is practice. This was because I had a player who in fact wanted to become a Singh rager (prereq: lawful alignment), and also wanted to rage at 1st level.

(Yes, I made sure to tone down the rager. ;))
 


I allow Paladins to drop Bonded Mount and the Ride skill for Leadership (at 6th) and Sense Motive. That's the only change I'd dignify calling a mod. Everything else is just house rules.

I have a completely homebrewed Ranger based off of the 1E Ranger. Both classes (PHB and homebrew) co-exist in my game world.

I give Bards proficiency in all "Bard" weapons, because "You can only use one weapon at a time, yo". :D

Druid Spiritual Oaths work completely differently.

No alignment resitricitions on Bards or Barbarians; no multiclass restrictions on Monks or Paladins. You just have to come up with a convincing backstory. I've yet to see a convincing backstory for a Paladin/Barbarian that still allowed the PC to Rage and retain his Paladinhood. :)
 
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