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Special Classes

Tuesday May 04, 2004

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Acceptable New Classes:

Imagination being what it is, and inventiveness being the soul of the game anyway, it was inevitable that the core rules PC classes would be insufficient to satisfy.  The wonderful and fascinating concept of “prestige classes” given us by the 3rd-Edition has gone a long way toward meeting that need, but it fails to provide the oft-sighed-for option to start as a 1st-level prestige class.  (In fact, I’ve heard a few laments that the 1st-Edition cavalier class was “reduced” to a prestige class in the 3rd-Edition Sword & Fist supplement.)  What we all wanted was a class that started out “cool” from the beginning.

My pursuit of this option began with a darknight character I was fortunate enough to roll up early in my gaming days.  My DM was trying to figure out how to deal with my string of extremely high percentile rolls, and the darknight special class was born.  Since those days, I have had players wish to play all sorts of things, from WWF wrestler-types to weavers of pure chaos, and this demand gave rise to the idea of a wide pre-made selection of “special classes.”  My search for already-created special classes was particularly rewarded in finding the Mercenaries book and the Magic book, both by AEG, which are chock full of this kind of thing.

The following special classes are available to anyone who rolls a 91-100 on the appropriate percentile.  I have attempted some design in the creation of these classes; there is at least one special class for each of the standard classes given in the PH, as demonstrated in the table.  Thus, if a player had in mind to play a wizard, but he rolled high enough on the special class d%, he might instead choose to play an alchemist or a myrmidon.  Of course, no one will be forced to play a special class, but he’d be a small type of fool to pass up the opportunity.

These special class are quite…well, special.  That is, they are intended to be a bit more powerful than the core rules classes.  For this reason, there is but a 10% chance that a player will have the privilege to play one, and since his selection of special classes is dependent upon his social status roll (as are the standard classes), some of the more potent choices will rarely come available at all.  For instance, a player has only a 1% chance to play a noble or prophet (10% x 10%), and only a 0.1% chance to play a darknight (10% x 1%).

*Special classes marked with an asterisk are substitutes for the “specialist wizard,” as that standard class is NOT played in the Lorenvale campaign.

 

 

 

Core Class

Special Class

Barbarian

Beastmaster

Totemist

Bard

Jester

Merchant

Cleric

Prophet

Druid

Warlock

Witch

Fighter

Brawler

Guerilla

Legionnaire

Monk

Arcane Monk

Darknight

Ninja

Paladin

Cavalier

Ranger

Archer

Hunter

Rogue

Acrobat

Scout

Sorcerer

Awakened Eye*

Chaos Mage*

Flesh Mage*

Shadow Mage*

Wizard

Alchemist

Chronomancer*

Elementalist*

Number Mage*

Runesmith*

Tattoo Mage*

Thaumaturge*

Tinker*

Fighter/Wizard Mix

Guardian

Myrmidon

Other

Maverick

Noble

Nomad

 

Acrobat – The acrobat is the special class version of the standard rogue, and the idea came directly from the 1st-Edition Unearthed Arcana, where it enjoyed the status of “prestige class” long before the 3rd-Edition was ever a concept.  He lacks the rogue’s pure thieving skills, but more than makes up for this lack with better-than-average skulking and movement, becoming a superhuman contortionist as he advances in levels.

Alchemist – The base stats for the alchemist are a creation of AEG as detailed in the Mercenaries sourcebook, but many of the particulars are from Alchemy & Herbalists, by Bastion Press, including the unique prestige classes for the alchemist and an exhaustive list of alchemical substances…and then there's a few homegrown additives.  The alchemist is a master brewer of amazing things, a controller of the elements, and a manipulator of the humors & temperaments.  Completely non-magical effects that rival magic itself.

Arcane Monk – Hailing from the most secretive of monasteries, he taps the realms of magic with ki to enhance his physical skills and perform amazing feats of agility and strength.  Not flashy, destructive or wide-reaching, but powerful at any rate when coupled with the many monkish abilities he retains.  A class from AEG’s Magic sourcebook.  We play it exactly as it appears in this sourcebook, but with the following changes:

Restriction/Requirements: An arcane monk cannot multi-class, except with the standard monk.  The discipline required to master the fundamentals of the class are not conducive to a divided focus.  A second class may be chosen, but advancement as an arcane monk will cease.  If the arcane monk class is the second class chosen, no additional levels may be gained in the first class, else further advancement as an arcane monk is forfeited.

Archer – The archer is an excellent marksman with any bowed weapon, and at higher levels is able to do things with his bow that are nothing short of extraordinary.  He shoots blindfolded as well as most can shoot in bright light with eyes wide open.  He is a special class ranger, though he might seem more like a “ranged fighter.”

Awakened Eye – Undoubtedly bordering on the insane, the awakened eye tweaks, bends, and twists reality around him, producing an array of effects that cannot be dispelled or resisted.  He sees the underlying structure of reality and modifies it through sheer force of will, though he is limited to small number of transmutations and conjurations.  And who knows when he will attempt a power surge, snap and inflict untold pain upon himself and his allies?  A class from AEG’s Magic sourcebook.  Formally known as the "Adept of the Awakened Eye," and informally or mockingly known as the Madness Mage, this special class is played exactly as AEG devised it.

Beastmaster[1] – This special class barbarian is a master of the animals, dire animals and magical beasts.  He’s a bit of a combination of that guy off the “Beastmaster” TV show, Mogli from Jungle Book, and Tarzan.  He favors the ways of the wild, and might even neglect his human ways to be more like the animals.  At higher levels a legendary animal may accompany him…making him a fearsome foe indeed.

Brawler[2] – No city slum is without this special fighter class; he is the tavern bouncer or the pit fighter.  He specializes in fist fighting, body slams, off-the-ropes clotheslines, and headlocks.  He’s a dirty fighter, ignoring all the “rules” of conventional combat, and delights in the advantage this gives him.

Cavalier – Fighters trained by nobility are knights; paladins trained by nobility are called cavaliers.  He is the elite paladin who concentrates more on his fighting skills than his link to deity.  He is not nearly so humble as a paladin and enjoys the pomp and circumstance of his position, but he is no less courageous or self-sacrificing.  A better horseman you will not find.

Chaos Mage – A creation of Mongoose Publishing in Chaos Magic, the chaos mage makes the perfect special class sorcerer.  He draws from the raw energies of primeval chaos to fashion any dang spell he wants…at the risk of merging his soul into the chaos he tries to harness.  This special class is played exactly as written in the booklet.  Special effort may be needed to employ the given spellcasting system, though.  It's different, but certainly worth it.

Chronomancer – This specialist wizard has partial and limited control of the space-time continuum (called Temporal Prime or the Plane of Time) travels through time and manipulates probability somewhat.  He projects his consciousness into this realm, where he searches out the particular strands of a linear chain of events, bending, looping or severing them as he wills to alter the past or future.  He would alter reality forever to his liking if it weren’t for the legendary Guardians of Time.  A class from AEG’s Magic sourcebook.  This special class plays exactly as written in the book.  Opens up possibilities for time travel, reality paradoxes, strange teleportative events, wormholes, nexuses, plexuses, vortexes, and the like.

Darknight[3] – The one that started it all…and quite possibly the most powerful special class.  He is a follower of his ancestry in the quest to maintain order in his world, and his abilities stem from their combined powers.  He’s a special class monk, who owns a trademark heirloom katana that “levels” as he does.

Elementalist – Believing only he uses the “pure” magic, this specialist wizard draws from the primal energies of the four elements to fuel his spells.  Tending toward egoism and brashness, he examines the raw materials he has at hand and shapes them as he needs to produce a desired effect.  He eventually comes into his element, so to speak, controlling elementals and even gaining one as a familiar.  A class from AEG’s Magic sourcebook.

Flesh Mage – He sees the body as clay to be molded and shaped to his will.  He knows the inner workings of the muscles and skeleton, and while he might mend the broken body, he can also unravel it into primordial goo.  A class from AEG’s Magic sourcebook.

Guardian – This special class blending of fighter and wizard is a creation of AEG, from the Mercenaries book.  He is a former student of a wizard’s university, one who found that he lacked the talents to master the more difficult spells.  So he blends his simple arcane wizardry with martial prowess.

Guerilla – This is a dirty fighter type, one created by AEG in the Mercenaries book.  He ambushes, sets traps, and wears down the enemy’s morale, using the surrounding terrain to his great advantage.  He’s essentially a terrorist.

Hunter – This special class ranger (from AEG’s Mercenaries book) is much like a bounty hunter if he’s good, or more like an assassin if he’s evil.  He trails his chosen target for as long as is necessary, waiting for the perfect moment to strike with deadliest effect.  He gains sneak attack damage like a rogue, becoming nasty at higher levels.

Jester – The buffoon, the court entertainer who mocks his enemies into giving up.  They are crafty and witty, quick with a putdown and quicker yet with a comeback, and many actively engage in the strange rite of passage called punfighting.  Many target themselves; others select a random target from the crowd; most highlight the foibles of the rich and famous. 

Legionnaire – This special class fighter (from AEG’s Mercenaries book) is trained specifically for combat in heavy armor, and the penalties for using heavy armor gradually recede as he gains levels.  Charging maneuvers and Leadership also come naturally to this special class, and many are involved in organized militaries.

Maverick – The maverick is a special class rogue…maybe.  He is unique in his abilities, and in the paraphernalia he carries at all times.  He’s a little like Doc Holliday, Two-face (from Batman), Mat Couthan (from Wheel of Time), and Gambit (from X-men).  He lives every moment by pure chance and the roll of the dice.  It could kill him, or he just might pull off the greatest trick since Houdini.

Merchant – He might be considered the special class bard…except that he doesn’t necessarily sing a lick.  Instead, he gains knowledge of all sorts of things through his dealings, can detect and identify magic items without spells, and is capable of procuring stuff for cost or even for free.  Oh, and by the way, he’s quite good at manipulating people.  An interesting role-playing class.

Myrmidon – The myrmidon (from AEG’s Mercenaries book) is a different way to blend the fighter and wizard.  In this case, his training allows him to tweak with the somatic components of his spells so he can cast spells while donning even the heaviest of armors, while using bows, shields, or other things most wizards must avoid.  Nothing strikes fear in the enemy like a spell-slinging wizard in plate mail.

Ninja – A roguish monk (from Dragon Magazine #318) who bounces in and out of the Ethereal Plane, striking suddenly and without warning, then vanishing again without a trace.  The evil ones are the perfect assassins; the good ones follow the code of their clans and become a ruler's most trusted bodyguard.  Adventuring ninjas seem to follow nothing in particular, masking their true identity and earning the moniker "Sneaky Snake."

Noble – Easily the wealthiest of special classes, the true noble is a creation of Mongoose Publishing as one of their “Power Classes.”  He is the ultimate leader, manipulator, socialite, with near endless favors to call in from all across his lands.  He’s probably also somebody’s target.

Nomad – He’s the ultimate adventurer, going because the road is there.  From AEG’s Mercenaries book, the nomad perhaps has no corresponding standard class; he’s the truest jack-of-all-trades.  He gains cross-class skills, bonus feats of his choosing, and natural prowess in survival instincts and endurance.  And he can create a tribe.

Number Mage – Seen as exceptionally eccentric—as lunatics even—for their dealings with Concordants, Antitheses, Planar Doubles, and most importantly, True Names.  The latter is a closely guarded secret and holds great power.  The number mage holds the keys to these, and tailor-makes his spells to fit his targets.  Number theory also gives him the actual ability to control probability.  A class from AEG’s Magic sourcebook.

Prophet[4] – The special—very special—class of cleric.  The prophet speaks directly to his god, and receives instruction, guidance, and intervening assistance from his god on a regular basis.  He must live by the strictest of codes, sacrificing according to his god’s will, and many people will despise him as a quack.  But being on a near first-name basis with a greater deity is usually worth it.

Runesmith[5] – This special class of wizard creates the odd mixture of dwarves and magic.  He is a specialist wizard who includes the drawing or etching of a rune into all his spells.  He also makes some really cool magical armor and weaponry for a fraction of the normal cost.  Note: while AEG put great effort into a “Runewright” class in their Magic sourcebook, I don’t like it nearly as much as this home-spun version.

Scout – A special class rogue, the scout branches out ahead of the party, making surprise attacks and gathering reconnaissance information.  He’s also a deadly sniper, and can skulk about with great alacrity.  A class from AEG’s Mercenaries sourcebook.

Shadow Mage – He’s one with the darkness, molding the shadows to his will.  To him, the Shadow is a living entity, a friend and ally.  His spells are enhanced in places of dim light or darkness and hindered in places of bright light.  Some meld with the Plane of Shadow, losing touch with the real world.  A class from AEG’s Magic sourcebook.

Tattoo Mage – This special type of wizard (from AEG’s Mercenaries book) actually wears his spells, and can have several of them going at once.  His skin is a mess of colored inks, but many of his tattoos will kill you, if he can touch you; the others grant him all sorts of protections and effects.

Thaumaturge – The precious few wizards who have learned the impossible call their study thaumaturgy, the power to heal and restore the body with arcane magicks.  That was how it began; now these rare wizards can cast any spell in existence, regardless of its origin, though at a price.  A class from AEG’g Magic sourcebook.

Tinker – More an inventor of odd contraptions than pure spellcaster, the tinker constructs everything from a flame-thrower to a steam giant.  His gearwork humanoids are perhaps the pinnacle of his expertise, but all constructs are familiar to him.  He can also make prosthetic (bionic) limbs, as per the “magesmith” class, which is not a viable class in this campaign.  A class from AEG’s Magic sourcebook.

Totemist – All his magic is contained in a little item, a charm hung around the neck or arm.  He may be a tribal shaman—he’s the perfect sorcerer-type for uncivilized or barbaric lands—or he may be a specialist who studies the power of fetishes (charms, not sexual obsessions).  A class from AEG’s Magic sourcebook.

Warlock[6] – Like the druid, he communes with nature, but draws a little heavily from his surroundings at times.  His powers include a mixture of arcane and divine spells, but this mixed array is powered by nature.   He tends not to be as warm and fuzzy as the druid, and displays a violent streak at times.  Call him the fighter-druid mix.

Witch – Witches undergo no study of magic, nor do they possess within them a magical spark of natural ability.  They merely open up their souls to become one with magic itself.  While not as powerful ultimately as the wizard or sorcerer, they are endlessly versatile.  Uses a spell-point system for “spontaneous magic.”  The witch, who we all know floats in water like a duck, must be made of wood, and so rather than build a bridge out of her, we burn her!  A class from AEG’s Magic sourcebook.

[1] The inspiration for the beastmaster came from Dale Pickard.

[2] The inspiration for the brawler came from Sarah McReynolds.

[3] The inspiration for the darknight came from Brian Hawthorne.

[4] The inspiration for the prophet came from my wife, Heather.

[5] The inspiration for the runesmith came from Sam McReynolds.

[6] The inspiration for the warlock came from Brandon Kyles.

 

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