3 homebrew classes... [Archive] - Wizards Community

Post/Author/DateTimePost
LoneFlame

09-02-07, 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