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| LoneFlame09-02-07, 12:07 PM | A good while back I fabricated up some homebrew classes based on the premise of modifying and gestalting the NPC classes in the DMG. I ended up with 3 classes through this set up. I modified spells(for the classes that have them) and tacked on abilities, since gestalted NPC classes still couldn't complete with any base class. I don't remember if I've posted these before, but here the are... Bladesman(alternative for Fighter. Originates from Expert + Warrior) Hit Dice: d10 Skills: 4 + Int Mod Skill points & player's choice of 10 skills + craft for class skills Base Attak: full base attack bonus Saves: good fort, good reflex, bad will Armor: Light, Medium, & Heavy w. All Shields(including Tower) Bonus feats: Pick any fighter feat you meet the requirements for, Uncanny Dodge, or Evasion at lvs 2, 5, 8, 11, 14, 17, & 20 Guardian(alternative to Paladin or Duskblade. Originates from Adept + Warrior) Hit Dice: d8 Skills: 4 + Int Mod Skill points & Concentration, Craft, Climb, Heal, Knowledge(all taken individually), Intimidate, Jump, Spellcraft, Survival, Swim, Spot, Listen for class skills Base Attak: full base attack bonus Saves: good fort, bad reflex, good will Weapons: All Simple & Martial Armor: Light, Medium, & Heavy w. All Shields(including Tower) Magic: Spontaneous Divine Spells taken from the Guardian/Shaman Spell list. Starts with 2 + Wisdom Mod 0lv spells and 2 first lv spells. At each lv gains an additional spell known. Bonus feats: Pick any fighter feat you meet the requirements for, Uncanny Dodge, Evasion, or a Metamagic feat at lvs 5, 10, 15, & 20 Shaman(alternative to Bard. Originates from Expert + Adept) Hit Dice: d6 Skills: 6 + Int Mod Skill points & player's choice of 10 skills + craft & knowledge(all taken individually) for class skills Base Attak: mid base attack bonus Saves: bad fort, bad reflex, good will Weapons: All Simple weapons Armor: Light Armor & no Shields Magic: Spontaneous Divine Spells taken from the Guardian/Shaman Spell list. Starts with 2 + Wisdom Mod 0lv spells and 2 first lv spells. At each lv gains an additional spell known. Bonus feats: Pick any fighter feat you meet the requirements for, Uncanny Dodge, Evasion, or a Metamagic feat at lvs 5, 10, 15, & 20 Bonus Spells: Gains an extra spell known at lvs 4, 8, 12, 16, & 20 Guardian/Shaman Spell-list 0 Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Light, Mending, Create Meal, Prestigitation 1 Bless, Burning Hands, Command, Comprehend Languages, Cure Light Wounds, Endure Elements, Obscurring Mist, Shocking Grasp, Chill Touch, Mage Armor, Ray of Enfeeblement, Magic Weapon 2 Bear's Endurance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Delay Poison, Invisibility, Mirror Image, Scorching Ray, See Invisibility, Seeking Ray, Lessor Restoration 3 Bestow Curse, Continual Flame, Cure Serious Wounds, Daylight, Lightning Bolt, Neutralize Poison, Remove Curse, Remove Disease, Toungues, Fly, Blur, Alter Self 4 Cure Critical Wounds, Polymorph, Restoration, Dimension Door, Water Walk 5 Break Enchantment, Heal, Raise Dead, Wall of Stone, Hold Monster, Teleport |