List of custom classes

Added hr-science-fantasy-house-rules-collection.

That’s so great Thomas. Thanks for taking the time to do this.

No problem. I needed it, myself :-).

Splendid list! Thanks for assembling it.

I was poking around some of my favorite classes and found a few broken links, I think – is anyone else having trouble reaching Charles Myer’s “BY THIS AXE” site?

Most of the By This Axe classes are linked to “http://www.bythisaxe.com/” and should now be “http://www.bythisaxe.co” (".co" instead of “.com”).

It looks like the domain of the blog changed without a redirect.

Here’s a spellcasting Bard (druid/mage) I didn’t link back to the forums, since I’ve got some stuff in the above list:

http://crowbarandbrick.blogspot.com/2013/07/the-bard-acks-class.html

I’m sorry for any problems reaching my site from old links. I mentioned the change (around March, I think), but unfortunately I can’t edit old posts on this forum, as far as I know. http://www.bythisaxe.co/search/label/class will bring up all the classes. There are also class-specific tags like http://www.bythisaxe.co/search/label/witch and http://www.bythisaxe.co/search/label/wizard

You should be able to edit the first post of a thread. If not, let me know.

A bit more cleanup. Will continue later.

Also, note that when linking to “blog”, I’m fixing links where I can ;-).

Okay, I think I’m finished cleaning up the links. Now includes attributions, linked files/blog posts, and so on.

That was a lot more than I thought when I started ;-).

Forgot one of my favorites from the days before the Players Companion, the Northern Bear

https://docs.google.com/document/pub?id=1moHFiASSG4QkZa3U9P9H3ZU7AlvWkQy3owacrQGKNtE

Thank you. There was no class actually in the thread (once there was, but the link was removed at some point), so I had skipped it. (This was before I added a section for broken links, obviously.) I’ve added it back in.

Updated with the new classes that have been posted since the last update. As always, if I missed yours, please let me know.

Thom, I have a “new version” of the illusionist here with some of your proposals incorporated. i have contacted tim a couple of weeks ago to update the file here at autarch - but no response, sadly. So, if anyone wants the new file, shot me a PM.

I have a Druid here:

http://crowbarandbrick.blogspot.com/2013/10/the-druid-acks-class.html

that I hadn’t posted back, mostly because it was academic. Had I recalled this thread at the time I probably would have just popped it here then.

I put up the finished Halfling Rover in the thread.

What do you guys think of this?

 

Scion

Prime Requisites: STR and CON

Requirements None

Hit Dice d8

Maximum Level 14

Scions are the sons and daughters of noble houses who, for whatever reason, reject courtly life and instead use their education and martial training for uses other than serving king and country at court. They tend to be from more rural or politically less influential families, but their families are assumed to be prosperous enough to provide for the scion’s education and training in basic martial and courtly arts. Whether living on a country manor, or overseeing business negotiations in the court, nobles tend to have the time and resources to engage in the arts, hunting, hawking, and any number of other pursuits that are less accessible to commoners.

Scions are exceptionally skilled combatants, but with a narrower range of weapon and armor proficiencies when compared to a professional warrior. Scions are trained in the use of chainmail or lighter armor, and may only use shields if selected as fighting style. They are proficient with the weapons of the lower nobility, including any swords, daggers, bows, or crossbows. They may fight wielding a weapon and shield, wielding a two-handed weapon, or wielding a weapon in each hand, as desired. At first level, scions hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every three levels of experience (the best progression of any class). Scions also increase their base damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th level. The scion may perform one cleave attack per level.

Scions tend to be well-educated people, having studied a broad range of topics under the tutelage of some of the most learned people in the land. At 1st level, scions gain Loremastery. The character can decipher occult runes, remember ancient history, identify historic artifacts, and similar tasks. At 1st level, the character must make a proficiency throw of 18+ on 1d20 to succeed in these tasks. The proficiency throw required reduces by 1 per level.

At 1st level, Scions may chose one of the following powers: Battlefield Prowess, Blood of Kings, Diplomacy and Protocol, Expert Bargainer, or Perceive Intentions depending upon character background. Scions can be battlefield commanders, lost heirs of mighty dynasties, diplomats, powerful merchants, or cunning spymasters and power brokers.

When a scion reaches 2nd level, their battle reflexes becomes fully developed, granting a +1 initiative bonus, which increases by an additional +1 at 12th level. A good leader must be quick to action.

At 9th level (Lord of the House), a scion can, assuming enough gold is at hand, build a castle and become a great leader of men, taking a leadership rank in his society. When he does so, up to 1d4+1x10 0th level mercenaries and 1d6 fighters of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, and possibly hereditary claims, the scion may ultimately control several castles or even entire realms, but must be a capable, strong leader and provide protection.

Scion Class Proficiency List: Alertness, Arcane Dabbling, Bribery, Combat Reflexes, Combat Trickery (disarm, force back, knock down, overrun, sunder), Command, Diplomacy, Endurance, Fighting Style, Gambling, Intimidation, Language, Leadership, Manual of Arms, Martial Training, Military Strategy, Perform, Precise Shooting, Riding, Seduction, Skirmishing, Swashbuckling, Weapon Finesse, Weapon Focus.

Scion Level Progression
Experience Title Level Hit Dice Damage Bonus
0 Member of the House 1 1d8 1
2,000 Cup-bearer 2 2d8 1
4,000 Bannerman 3 3d8 2
8,000 Shield-bearer 4 4d8 2
16,000 Sword-bearer 5 5d8 2
32,000 Noble Armsman 6 6d8 3
65,000 Battle Leader 7 7d8 3
130,000 Hero of the House 8 8d8 3
250,000 Lord of the House 9 9d8 4
370,000 Lord of the House, 10th lvl 10 9d8+2* 4
490,000 Lord of the House, 11th lvl 11 9d8+4* 4
610,000 Lord of the House, 12th lvl 12 9d8+6* 5
730,000 Lord of the House, 13th lvl 13 9d8+8* 5
850,000 High Lord 14 9d8+10* 5
*Hit point modifiers from constitution are ignored

 

Scion Attack and Saving Throws 
Level  Petrif. & Paralysis  Poison & Death  Blast & Breath  Staffs & Wands  Spells  Atk. Thr. 
1 15+  14+  16+  16+  17+  10+ 
2–3  14+  13+  15+  15+  16+  9+ 
4 13+  12+  14+  14+  15+  8+ 
5–6  12+  11+  13+  13+  14+  7+ 
7 11+  10+  12+  12+  13+  6+ 
8–9  10+  9+  11+  11+  12+  5+ 
10 9+  8+  10+  10+  11+  4+ 
11–12  8+  7+  9+  9+  10+  3+ 
13 7+  6+  8+  8+  9+  2+ 
14 6+  5+  7+  7+  8+  1+ 

Here's my Failed Paladin custom class from late last summer:
https://docs.google.com/document/d/1MYVG4K0QAIA39UNDp1HsJW_6ieDHjIbNl3sS0p5QPFY

Ah, new classes! I love making new classes. The gentle click of everything falling into place is so... relaxing. Then again, I tend to go a bit overboard... here are a few I've made:

  • Werehuman race type
  • Wolfwere, a class built on the Werehuman race
  • Spy, for those "diplomatic" missions.
  • Dwarven Sapper, a work in progress; almost completely custom spells, using a custom magic type (sapper magic).
  • Ectomancer, also a work in progress (some of the spells are a bit wonky as yet).
  • Fright Knight, an XP-heavy, custom Inherited magic, Thrassian class. Neutral or Chaotic only.
  • Clown - don't use this. Just... don't. It's beyond broken. It's here more as a reminder of the depths of depravity human creativity can sink to. Some of the spells aren't actually within the rules (oops), but all of the spells are just plain wrong. Totally and completely wrong. I didn't even have the heart to make the 5th and 6th level spells, let alone ritual spells... [shudder] chaotic mimes... what was I thinking?