(UPDATE 31-Jan-14: This post has already been superseded; see Collected Class Options for revisions of these sub-classes.)
Here are two more variant sub-classes (this time adapted from AD&D) for potential use as PCs and NPCs: Assassins and Rangers.
As with all house rules, use of these class options are subject to referee approval.
Assassins (Thief Variant)
The assassin is a specialized variation of the thief class, with the primary objective of killing for hire. They are brutally effective at murder and adept in combat, but are not as skilled as thieves nor as resilient as fighters. Assassins may also be hired as spies.
Unless stated below, an assassin is identical to a thief in terms of rule effects:
- Level Limits: Dwarves are limited to 7th level as assassins, elves may advance to 5th level, and humans have unlimited advancement.
- Combat Ability: An assassin is proficient with more weapons than a common thief. Assassins add their level to attack rolls with light, medium, or ranged weapons; they add ½ their lvl (rounded down) when wielding heavy melee weapons. Assassins still inflict a maximum of 1d8 base damage.
This improved combat training replaces the thief’s Scouting ability. - Adventuring Feats: Assassins add their full level +1 to Skill checks, ½ their level +2 to Might checks, and ½ their level to Lore checks.
- Backstab: An assassin gains the thief’s Backstab ability at 1st level.
This replaces the thief’s ability to open locks, remove traps, and disable mechanical devices of various sorts. - Disguise: Starting at 3rd level, assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. This requires a special Skill check to accomplish, modified at the referee’s discretion for the difficulty of the disguise attempted.
This replaces the thief’s Backstab ability. - Thievery: Starting at 5th level, the assassin learns to open locks, remove traps, and disable mechanical devices as a 1st-level thief.
This replaces the thief’s Power Rune ability. - Saving Throws: Skalds get +1 to saves vs. Poison/Death, replacing the thief’s +1 vs. Blast/Breath Weapon.
Rangers (Fighter Variant)
Rangers are well-versed in the subtle skills of the wilderness, and make dangerous opponents in battle. They fill a role partway between that of fighter and scout, acting as a kind of hardy skirmisher.
Unless stated below, a ranger is identical to a fighter in terms of rule effects:
- Level Limits: Dwarves are limited to 4th level as rangers, elves to 6th level, while humans have unlimited advancement.
- Adventuring Feats: Rangers add their full level +1 to Might checks, ½ their level +2 to Skill checks, and ½ their level to Lore checks.
- Limited Armour: A ranger wearing heavy armour loses his special class abilities (Tracking, Foraging, Scouting, and Sneak Attack).
- Tracking: Rangers gain the ability to track both outdoors and underground in dungeons and like settings – even under conditions that would prevent most characters from following a trail. A Skill check is required.
- Foraging: Also at 1st level, rangers gain an improved chance to forage. Foraging reduces movement to ⅔ normal, and the scout provides a 3-in-6 chance of finding sustenance (instead of the regular 2-in-6 chance). He is also skilled in natural medicines, and may be able to locate healing herbs via foraging (at the discretion of the referee).
Tracking and Foraging replace the Guarding ability of the standard fighter. - Scouting: 3rd level rangers gain the Scouting ability (as a thief).
This replaces the Cleave ability of the standard fighter. - Sneak Attack: This ability is the same as the thief’s Backstab ability, but with a more ‘politically correct’ title and is gained at 5th level instead of 3rd.
This replaces the Weapon Specialization ability of the standard fighter.
Leave a comment