What 'Tricks' Could Certain Classes Get?

Khuxan

First Post
Looking through the Dead Levels articles (I and II) as well as K's Races of War, I thought about what small abilities classes could get to make them a little more versatile out of combat.

For example, giving the fighter a greater carrying capacity than his Str would allow is a nice, non-overpowering, ability. It means that once the combat is over, the fighter is still important for lugging the jade statue out of the dungeon, or he can help the party by carrying all the wizard's stuff.

Another example is letting knights reroll Diplomacy checks - but only when the check is directed at aristocrats or nobles. The knight doesn't trample over the bard's domain, but just once in a while the knight gets to beat the bard at his own game.

Examples:
  • (Fighter) Your effective Strength for carrying capacity is 5 points higher.
  • (Paladin) Once a day, reroll a Diplomacy check made against a noble or aristocrat.
  • (Rogue) You understand thieves' cant, and can communicate with others that speak it.
  • (Druid) Once a day, you can speak to animals for a minute.
  • (Druid) You add your Wisdom instead of your Charisma to Diplomacy checks made against fey.
  • (Sorcerer) You can cast prestidigitation as a spell-like ability three times a day.
  • (Barbarian) Once a day, you can ignore the hardness of an object you attack.
  • (Rogue) You can use the Bluff skill to seduce information from a person.
  • (Fighter) You gain a +5 bonus on Strength checks to break or burst items.
  • (Fighter) You gain a +5 bonus on Constitution checks to avoid nonlethal damage from a forced march.

Got any more ideas for minor, out-of-combat abilities?
 

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