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[BECMI] Homebrew Blackmoor Classes - Printable Version

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Re: [BECMI] Homebrew Blackmoor Classes - Havard - 09-16-2013

RobJN Wrote:Since they lived in foothills and mountainous areas, perhaps their hiding abilities could be used there, rather than woodland/forest?

True. I wanted to justify giving them d8 for HP, so something had to go.

But for the Vales Campaign I think I will stick with treating them as regular Halflings unless you have strong objections? Smile

-Havard


Re: [BECMI] Homebrew Blackmoor Classes - RobJN - 09-16-2013

Havard Wrote:
RobJN Wrote:Since they lived in foothills and mountainous areas, perhaps their hiding abilities could be used there, rather than woodland/forest?

True. I wanted to justify giving them d8 for HP, so something had to go.

But for the Vales Campaign I think I will stick with treating them as regular Halflings unless you have strong objections? Smile

-Havard
No objections here. Just thought the loss of all the hidey goodness wasn't really justified by the small increase (on average) of ~1 HP/level (d6's 3.5 vs d8's 4.5).


Re: [BECMI] Homebrew Blackmoor Classes - Havard - 07-10-2014

Scout
As Halfling except:
  • May not become Relic Keeper or Master
  • May use normal sized weapons without penalty
  • Does not gain the Halfling AC bonus against large opponents

-Havard


Re: [BECMI] Homebrew Blackmoor Classes - Havard - 07-13-2014

Duelist
Many of Blackmoor's Duelists follow the Patroness of Fencers, Sachwynne. There are several dueling societies in Blackmoor and the Thonian Empire willing to train new aspiring duelists.

As Thief except:
  • Does not have the Pick Pockets abiltiy
  • Cannot backstab.
  • Uses d8 for HD rather than D6
  • Gains a +2 AC if fighting with a fencing weapon (Rapier, dagger, Main Gauche or Short Sword).
  • May choose to add his Dexterity adjustment to Hit and Damage with melee weapons instead of the Strength adjustment, while fighting with the fencing weapons mentioned above.



-Havard


Re: [BECMI] Homebrew Blackmoor Classes - Semi-Retired Gamer - 07-13-2014

Havard, the information in this thread is AWESOME! 8)


Re: [BECMI] Homebrew Blackmoor Classes - RobJN - 07-14-2014

Don't know why I didn't think to pitch this at you sooner, Havard, but what do you think of the artificer making a very good fit with Blackmoor?


Re: [BECMI] Homebrew Blackmoor Classes - Havard - 07-15-2014

Semi-Retired Gamer Wrote:Havard, the information in this thread is AWESOME! 8)

Thank you my friend! Glad they are appreciated.

I have only used a fairly quick and dirty method there, but most of the classes should be fairly balanced in play.

-Havard


Re: [BECMI] Homebrew Blackmoor Classes - Havard - 07-15-2014

RobJN Wrote:Don't know why I didn't think to pitch this at you sooner, Havard, but what do you think of the artificer making a very good fit with Blackmoor?

Absolutely! It has a very Blackmoor-ish flavor to it IMO. Smile

-Havard


Re: [BECMI] Homebrew Blackmoor Classes - Semi-Retired Gamer - 07-15-2014

Havard Wrote:
Semi-Retired Gamer Wrote:Havard, the information in this thread is AWESOME! 8)

Thank you my friend! Glad they are appreciated.

I have only used a fairly quick and dirty method there, but most of the classes should be fairly balanced in play.

-Havard

You're welcome! The quick and dirty is why these classes rock.


Re: [BECMI] Homebrew Blackmoor Classes - Havard - 11-20-2014

Hedge Wizard (Wokan)
As Magic-User except
  • Can memorize one fewer spell per spell level
  • Is allowed to use leather armor and spears
  • Has no spell book, but instead carves spells onto stones, pieces of wood, sticks etc.
  • Must make a successful Int Check to use Wands, Staves, Rods or other magical items limited to Magic Users.

-Havard