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[BECMI] Homebrew Blackmoor Classes
#41
KNIGHT (Must be Lawful or Neutral)
This class is available for Fighters and Fighter Variant Classes at 9th Level.

Knights swear fealty to a liege lord or master of a Chivalrous Order
Advantages:
  • Request Sanctauary: As detailed in the RC
  • Suit Armor Mastery: Knights recieve a Suit Armor by their liege lord and may ignore any of the disadvantages that come with wearing one. (New Ability)
  • Gets the Riding Skill (select type) and a Warhorse (or other mount at the DM's option) with maximum HP.
    Note: The Suit armor and Mount are recieved when the Knight first arrives at his Liege's. At the DM's choice, the Liege might require the knight to fetch these items at some hard to get to location. This might make for a fun quest.
Disadvantages
  • Must respond to summons, Call to Arms and swear loyalty to liege as detailed in the RC.

Note: This class replaces the Knights as detailed in the BECMI and RC rules. The main idea is to allow all the high level class options to become land owners if the players wish them to.

Optional Rule:
For Dark Knights (Chaotic): Replace Request Sanctuary ability with the Avenger's ability to request sanctuary in evil strongholds or dungeons run by intelligent monsters (as per the RC). Otherwhise I think it should work as described. Dark Knights need to swear allegiance to a Chaotic liege of course and can refuse a Call to Arms from a Noble who is an enemy of his liege, just like other Knights.

Thanks to Irondrake at The Piazza for suggestions regarding the Knight Class and the Dark Knight variant.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#42
Eldritch Knight (Any Alignment)
This class is available for Fighters and Fighter Variant Classes at 9th Level.

These fighters take up the study of magic user spells.
Advantages:
  • May cast magic user spells as a magic-user of 1/3 of their level.
  • May use magic user scrolls, staves, wands and rods
Disadvantages
  • In order to cast spells, the Eldritch Knight may not wear anything heavier than Chain mail and must have at least one hand free.

Note: This class replaces the Knights as detailed in the BECMI and RC rules. The main idea is to allow all the high level class options to become land owners if the players wish them to.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#43
Forester
This class replaces the one presented in DotE.

Foresters are humans who are taught in the ways of the elves. In Blackmoor, the Cumasti are the only elves who will take it upon themselves to train humans and only very special humans will gain this level of respect from elves.

Foresters are identical to the elf class except:
  • Use D8 to determine Hit Points
  • Do not have infravision
  • Do not have the elven immunity to Ghoul Paralysis
  • Speak elven and common, in addition to any languages from a high Intelligence score.
  • If general skills are used, they gain the Treewalking Skill (see Gaz5)
Note: Foresters also gain the elven ability to detect secret doors. If General Skills are used, replace this ability with the Perception Skill.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#44
Havard Wrote:Forester
This class replaces the one presented in DotE.

Foresters are humans who are taught in the ways of the elves. In Blackmoor, the Cumasti are the only elves who will take it upon themselves to train humans and only very special humans will gain this level of respect from elves.

Foresters are identical to the elf class except:
  • Use D8 to determine Hit Points
  • Do not have infravision
  • Do not have the elven immunity to Ghoul Paralysis
  • Speak elven and common, in addition to any languages from a high Intelligence score.
  • If general skills are used, they gain the Treewalking Skill (see Gaz5)
Note: Foresters also gain the elven ability to detect secret doors. If General Skills are used, replace this ability with the Perception Skill.
What's your take on the spell list, Havard? Standard magic-user/elf? Gaz 5 druid-flavored?
Rob
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#45
Monastic Cleric
These Clerics are trained in monasteries where they learn to specialize in healing, medicine, brewing of beer and scholarly lore. They are sometimes sent out to wander the world or serve as local healers, apothecaries or magisters.

Treat as Cleric except:
  • Can only use leather armor. No shields.
  • They can only use staffs or clubs in combat
  • Whenever you use cure spells, roll the dice twice and use the best result.
  • Cure Poison. If a character fails his Saving Throw vs. poison, the Monastic Cleric can use antidotes to revive the character within 1d6 rounds even if the character has failed his saving throw resulting in death. The Monastic Cleric must spend one round extracting the poison. This allows the character to roll the saving throw again. If successful, the character lives again and any damage directly from the poison (but not the attack) is removed.
  • Identify: The Monastic Cleric can spend 1 turn and roll a Wis check. If successful, he can learn the effects of a magic item. If unsuccessful, he cannot attempt this check for this item again until he has gained another level.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#46
Druid
Druids are servants of nature. This is a variant of the D&D Rules Cyclopedia version which allows PCs to start as Druids from 1st level.

Treat as Cleric except:
  • Can only use leather armor and wooden shields.
  • They can only use staffs or clubs or other non-metal weapons in combat
  • They cannot use spells that affect good or evil, such as Detect Evil, Protection from Evil etc. including reverse forms of such spells.
  • They gain the spells from the druid spell list
  • They use the spell progression chart as if they were Clerics of 1 level higher. (Note: This means that they can cast spells from 1st level). They are still treated as casters of their real level in terms of spell strength etc.
  • They cannot turn undead
  • New ability: Control animals. Druids gain the ability to control animals. They use the Turn Undead Chart for this ability. Turn means the animal will run away from the Druid. "D" means the animal is charmed as with the charm monster spell.
  • New Ability: Control Lycantropes. Starting at 9th level, the Druid can use the Control Animals ability above to turn or charm lycantropes.
  • New Ability: Control Plants. Starting at 9th level, the druid can use the Control Animals ability above to turn or charm intelligent plants such as Treants, Whip Weed etc.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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