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Post by mao on Jul 12, 2019 16:43:50 GMT -5
A lot of good ideas in this thread, I think I would call the rat catcher something else though. Maybe also give the plus 3 bonus against greater than 4 HD creatures as a different class. added an alternate name to Rat Catcher, just for you(nobody else is allowed to use it. I'm watching you peeps!
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Post by mao on Jul 12, 2019 17:47:24 GMT -5
Woodland Ranger
fighter subclass
outdoor Tracking 65% =2/+2 vrs natural animals
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Post by El Borak on Jul 16, 2019 15:06:58 GMT -5
A lot of good ideas in this thread, I think I would call the rat catcher something else though. Maybe also give the plus 3 bonus against greater than 4 HD creatures as a different class. added an alternate name to Rat Catcher, just for you(nobody else is allowed to use it. I'm watching you peeps! Oooh! Goblin Slayer! I likes it!
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Post by mao on Jul 29, 2019 6:43:44 GMT -5
Vampire Slayer
Fighter Sub Class
+2/+2 vrs undead +3/+3 versus Vampires Immune to Vampires Charm ability
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Post by mao on Jul 30, 2019 9:43:53 GMT -5
Holy Mage
wizard subclass
Must be LG( loses this subclass if they are no longer LG.)
can not use wizard items except for scrolls
May add ! cleric spell to his spellbook on odd numbered levels,, if the spellbook is lost, the mage can no longer use that spell permnantly.
Adds D6 holy damage to all damage doing spells this only comes into play if the target is evil, otherwise spell does normal damage.
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Post by mao on Aug 10, 2019 13:38:31 GMT -5
Runestaff Warrior
fighter subclass
Chain and no shield
Must carry Runestaff in off hand.
Lx a day, warrior may augment a wizard spell, this augmention should be about a 25% increace in power, damage or penalty to targets save., as there are many kinds of spells it is up to the dm to adjudicate.
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Post by The Perilous Dreamer on Aug 19, 2019 15:04:42 GMT -5
Runestaff Warrior fighter subclass Chain and no shield Must carry Runestaff in off hand. Lx a day, warrior may augment a wizard spell, this augmention should be about a 25% increace in power, damage or penalty to targets save., as there are many kinds of spells it is up to the dm to adjudicate. What is the relevance of "must carry Runestaff in off hand"? Also is the Runestaff a magical weapon?
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Post by mao on Aug 19, 2019 15:28:13 GMT -5
Runestaff Warrior fighter subclass Chain and no shield Must carry Runestaff in off hand. Lx a day, warrior may augment a wizard spell, this augmention should be about a 25% increace in power, damage or penalty to targets save., as there are many kinds of spells it is up to the dm to adjudicate. What is the relevance of "must carry Runestaff in off hand"? Also is the Runestaff a magical weapon? This is too good an ide to let this one get away,lemme think on this and add to it
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Post by mao on Aug 21, 2019 18:14:32 GMT -5
Wild Ranger (fighter sub, no plate) Day eyes of an eagle Night eyes of a mole Nose of a hound Ears of a bat
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Post by mao on Aug 23, 2019 13:55:35 GMT -5
Fair Maiden
No Armour weapons, or spells
HD as mage saves as cleric
Each of the following abilities may be used 1/3 L times a day(min. 1)
"Let me make it all better"> heal D8+L HP "I'm just a helpless girl"> May kick in the (er,Um) vitals for 2d6 (may not be used more than once an encounter, attack as mage) "Here is a kiss for luck">next d20 roll for kissed char can be rolled twice taking the better roll.
<ok It's kinda a joke but I have used them as NPCs for years>
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Post by mao on Aug 23, 2019 16:05:42 GMT -5
Amazon
(fighter sub)no plate
May make normal melee attacks or use any one of the following an unlimited number of times
Wild Swing>+3/+3 -5 to ac till end of next round
Push> on a successful hit may move target up to 10 feet
Sunder> destroys a carried item on target on a hit
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Post by mao on Aug 24, 2019 15:48:37 GMT -5
Hedge Wizard Master of cantirps (mage sub)
Spells advance at 1/2 rate as mage(Ie 0 first L spells at first, at second gain 1 level 1 spell , at fourth gain two, at 6th L gain 2 firsts and 1 second Lspells etc, total>)
At 1st L can cast 10 cantrips at odd L gain 4 cantrips
Gain following abilitys
Cantrip Canon> at 2nd> may cast 3 cantrps in a round, gain one use of this ability at every evan L. at 4th, 8th and 12 Lval one add'l cantrip can be cast using this ability.
Cantrip Advantage> at 5th on cantrip a day can be cast that requires a save, this save is automatically failed
Do NOT use 5th ed cantrips w this class)
I welcome input on this one
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Post by mao on Aug 26, 2019 9:30:22 GMT -5
Swashbuckler
Fighter sub, no plate, small shields only
Acrobatics.> Nothing hinders their movement other than solid walls, they may freely tumble through enemy occupied squares.
When saving vrs area effect spells they tumble out of the way,if they make their save they take zero damage.
Instead of attacking they may use their attack to make a d20 dex roll to avoid the attack
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Post by mao on Aug 27, 2019 7:29:57 GMT -5
Inquisitor
Cleric subclass
No plate and no cure spells
May cast detect evil 1/level
Hide In Shadows and move silently as thief
Can deal subdue damage as melee attack(can also make lethal attacks)
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Post by mao on Aug 28, 2019 6:41:28 GMT -5
Prince Charming
Fighter sub, 12 Cha min.
Flash that Charming Smile> +4 to any morale or negotiating rolls, once a day
Once a day add 3 to AC for one attack(as a reaction)
Royal Scion> once per day add+4 to a save before the d20 is rolled
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Post by mao on Aug 30, 2019 8:17:16 GMT -5
Ash Sea Barbarian
fighter sub
No Armor
+1 AC +2 on saves Subtracts 2 HP of damage from every attack Survival Skills D8 HD
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Post by mao on Sept 1, 2019 8:26:51 GMT -5
Heroic Archaeologist
Thief subclass
lose pick pockets and backstab
Gain:
swing from ropes and vines
Zero damage from area effect spells on a successful save
Extraordinary Luck(dm's discretion)
difficult terrain does not hinder
(are these enough abilities?)
input wanted
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Post by mao on Sept 7, 2019 10:11:37 GMT -5
Hypergeomitrst
These mages are driven by non-euclidian math that is the domain of the Cthulhu Mythos.
Mage sub class
No magic items other than books.
They can cast a 2nd level spell at first, A third at 3rd L, a fourth at fith, etc.
(invisibility is your friend)
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Post by mao on Sept 8, 2019 11:29:19 GMT -5
Loremaster
mage subclass
No rods, staves and rods
Has encyclopedic knowledge of everything, literally as if he had a very good set on him.
Magic books work extra good (DMs discretion.).
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Post by mao on Sept 8, 2019 12:05:24 GMT -5
If you are catching this in the middle, it will make a lot more sense if you read the OP
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Post by mao on Sept 9, 2019 7:06:59 GMT -5
Dwarven Giant Slayer
+3 to hit damage and AC vrs giants, titans,cyclopses, trolls and ogres.
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Post by mao on Sept 11, 2019 8:11:28 GMT -5
Divine Healer
cleric subclass
no armour allowed
All cure spells add L
CLW at 1st
Cure serious is a second level spell for them
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Post by mao on Sept 12, 2019 7:10:51 GMT -5
Seer imageCleric subclass Gain the use of "augury" spell(see below) at 1st,2nd,4th,6th and ninth level no armor or weapons. +33% running speed Information spells and items work better for them(dm's discretion) augury l2 spell: allows the caster to ask one question of the DM. The only answers to this question are, yes,no,maybe and unclear
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Post by The Perilous Dreamer on Sept 12, 2019 13:47:01 GMT -5
I think a lot of these are good ideas and would work really well with the 12-16+ players groups that I ran in college, I think they are harder to do with the typical 3-5 players groups most people seem to have these days. On the other hand they are a fount of ideas for perks/tweaks that each of the core classes could add one way or another as part of advancement.
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Post by mao on Sept 12, 2019 13:52:13 GMT -5
I think a lot of these are good ideas and would work really well with the 12-16+ players groups that I ran in college, I think they are harder to do with the typical 3-5 players groups most people seem to have these days. On the other hand they are a fount of ideas for perks/tweaks that each of the core classes could add one way or another as part of advancement. Thanx, I seem to be able to come up w a fair bunch of these, but more on less from now they prob will get a little obscure
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Post by The Perilous Dreamer on Sept 12, 2019 13:54:58 GMT -5
I think a lot of these are good ideas and would work really well with the 12-16+ players groups that I ran in college, I think they are harder to do with the typical 3-5 players groups most people seem to have these days. On the other hand they are a fount of ideas for perks/tweaks that each of the core classes could add one way or another as part of advancement. Thanx, I seem to be able to come up w a fair bunch of these, but more on less from now they prob will get a little obscure Maybe take a couple and flesh out how it would work as something a core class gets as part of advancement. New thread of course for each one.
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Post by The Perilous Dreamer on Sept 12, 2019 13:55:39 GMT -5
Once you have the OD&D books you can see what they start with and go from there.
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Post by mao on Sept 12, 2019 13:58:13 GMT -5
Once you have the OD&D books you can see what they start with and go from there. I actually bought them lie a couple of months ago and then the internet ate them, gonna re buy then pron friday or saturday
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Post by The Perilous Dreamer on Sept 12, 2019 14:48:24 GMT -5
Once you have the OD&D books you can see what they start with and go from there. I actually bought them lie a couple of months ago and then the internet ate them, gonna re buy then pron friday or saturday If you bought them at drivethru they should still be in your library with drive thru and you can just download them again.
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Post by mao on Sept 12, 2019 14:58:40 GMT -5
I actually bought them lie a couple of months ago and then the internet ate them, gonna re buy then pron friday or saturday If you bought them at drivethru they should still be in your library with drive thru and you can just download them again. Yea, it didnt work that way
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