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[BECMI] Homebrew Blackmoor Classes
#21
Hedge Priest (Shaman)
Hedge Priests are religious figures in more primitive societies. Many are found among the Peshwa, Skandaharians and Valefolk.

As Cleric except:
  • Uses 1d8 Hp per level up to 9th level. +2 Hp per level after 9th.
  • Can memorize one fewer spell per spell level
  • May only use Leather Armor or weaker (Shields allowed)
  • Is allowed to use Spears, Short Bow and Normal Bow (Not Crossbow).
  • Must make a successful Wis Check to use Wands, Staves, Rods or other magical items limited to Clerics.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#22
Hedge Druid (Idolator)
Hedge Druids are religious figures in more primitive societies. Many are found among the Peshwa, Skandaharians and Valefolk.

As Cleric except:
  • Must be of Neutral alignment
  • Cannot Turn Undead
  • May not use equipment made from metal.
  • Gain access to the Druidic Spell Lists from 2nd level.
  • Uses 1d8 Hp per level up to 9th level. +2 Hp per level after 9th.
  • Can memorize one fewer spell per spell level
  • Must make a successful Wis Check to use Wands, Staves, Rods or other magical items limited to Clerics and Druids.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#23
Havard Wrote:Hedge Druid (Idolator)
.... not to be confused with the other hedge druid, commonly known as a "Shrubber"? :lol:
Rob
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#24
Sorcerer
Sorcerers are arcane spellcasters who have gained their magical abilities due to powerful magical blood running through their veins. Their blood can be that of Dragons, Demons or Otherplanar Beings. This causes them to become hunted and persecuted by the Wizards Cabal.

As Magic-User except:
  • Uses 1d6 for HP instead of d4
  • Do not need Spellbooks
  • Do not have to memorize spells: Spontaneous Casting
  • Must spend one week of resting (7 days) to regain cast spells, instead of a single night.

Cabal Reeducation: If caught by the Wizards Cabal, and put through their reeducation the character may switch class to that of a magic user. Ability Scores are retained from the previous character, but HP must be rerolled for all levels.



-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#25
Havard Wrote:Sorcerer
  • Must spend one week of resting (7 days) to regain cast spells, instead of a single night.
A week? Confusedhock: Ouch.
Rob
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#26
RobJN Wrote:
Havard Wrote:Sorcerer
  • Must spend one week of resting (7 days) to regain cast spells, instead of a single night.
A week? Confusedhock: Ouch.

Yeah, what do you think? Too brutal? It did allow me to increase the HD type to 1d6. Would going back to 1d4 and have them regain spells after 2 nights?

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#27
Havard Wrote:Yeah, what do you think? Too brutal? It did allow me to increase the HD type to 1d6. Would going back to 1d4 and have them regain spells after 2 nights?
Way too brutal imo. Pathfinder ties HD to BAB (slow, D6; medium, D8; fast, D10 (D12 for Barbarians)). If you want a penalty, perhaps reducing the number of spells per level per day by one (that is still better than a wizard).
ANGEL TARRAGON (aka Neko Princex)
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#28
What about using the elf or clerical spell progression?
Rob
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#29
Maybe Sorcerers, being natural casters, have a number of spells available that is exactly their maximum number of spells for their level (while "normal" magic users can have in their books as many as they want and then they can choose which spells they want to memorize every morning) and they pick them randomly when they level up.
In exchange for this you can perhaps limit the spell "reload" time or you may allow regaining used spells even after one single night rest IF they pass Int check witha -1 penality for each spell level beyond 1.
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#30
I would make it the same as wizards but with a limited spell list. Spells that throw a lot of energy around I would leave the same or make lower level for them. Spells that require any finesse would be either not on the list or higher level. Also I would not let them learn spells from books or scrolls but through practice and experimentation. In other words set a guideline and just let the DM's worry about it.

I also don't feel a desire to give them more hit points. I know they did do this but I just don't see it myself. Let them use chainmail instead and call it good.

Besides giving them a D6 is just going to get them killed. It really isn't much better than a D4 at all as they would find out when those goblins started swinging.
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