(There’s been enough changes and additions to class options in Dwarven Glory that I’m collecting revised versions of the various subclasses here in a new post. Runemarks, skalds, and staves hybrid classes are posted separately.)
Variant class options and sub-classes are a time-honoured tradition in fantasy role-playing games. Collected here is a selection of variant classes for potential use as PCs and NPCs: Archers, Assassins, Berzerkers, Giant-Killers, Rangers, and Scouts.
The rules presented here supersede any previous posts. As with all house rules, use of these class options are subject to referee approval.
Archer (Fighter Variant)
The archer excels in combat at a distance; combining skill, speed, and accuracy to deadly effect. Most archers specialize in archery bows, but dwarves are typically crossbowmen. This class can also be used to represent warriors skilled with thrown weapons.
Unless stated below, an archer is identical to a fighter in terms of rule effects:
- Level Limits: Dwarves are limited to 4th level as archers, elves may advance to 6th level, and humans have unlimited advancement.
- Combat Ability: Archers specialize with ranged weapons, and add only ½ their lvl (rounded down) in melee combat.
In addition, Archers are not proficient with heavy armour and lose their special class abilities when so encumbered. They rarely employ shields. - Adventuring Feats: Archers add their full level +1 to Might checks, ½ their level +2 to Skill checks, and ½ their level to Lore checks.
- Archery: Archers can use ranged weapons in melee without penalty, and can fire ranged weapons into a melee scrum without accidentally hitting an ally (except perhaps on a critical miss).
This is identical to a fighter’s Combat Specialization – Archer and replaces the Guardian ability and heavy armour proficiency. - Bullseye: Archers are considered advantaged in ranged combat. The character makes two attack rolls per round and can pick which shot to use (after determining damage).
Bullseye cannot be combined with the Archery special ability. This replaces the fighter’s attack bonus with melee weapons. - Combat Specialization: Archers gain the Weapon Specialization ability at 3rd level (instead of 5th) with a ranged weapon of choice. This replaces Cleave.
- Rapid Shot: Experienced archers learn how to make rapid shots in succession against weak foes.
In game terms, this is the same as the fighter’s Cleave ability, except it applies only to ranged weapons and is gained at 5th level (instead of 3rd). Rapid Shot cannot be used at point-blank range. - Saving Throws: Archers get +1 to saves vs. Blast/Breath Weapon, replacing the fighter’s +1 vs. Poison/Death.
Assassin (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 and elves are limited to 6th level as assassins, while 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. - Poison Use: By 3rd level, an assassin is with poisons and can use them without risk to himself (for example, he can successfully apply poison to a blade without needing a Skill check).
- Disguise: Also 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.
Poison Use and Disguise replaces the thief’s Backstab ability at 3rd. - 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: Assassins get +1 to saves vs. Poison/Death, replacing the thief’s +1 vs. Blast/Breath Weapon.
Berzerker (Fighter Variant)
Berzerkers are ferocious warriors who use fury and instinct to bring down foes. They are able to tap into powerful but dangerously unpredictable rage which enables them to fight more savagely than others. This furious state of mind borders on insanity, and a berzerker in a rage is unable to retreat from battle.
Berzerkers are also famous for dying young and fast.
Unless stated below, a berzerker is identical to a fighter in terms of rule effects:
- Level Limits: Dwarves are limited to 5th level as berzerkers, elves to 3rd level, and humans have unlimited advancement.
- Combat Ability: Berzerkers favour melee combat. A berzerker adds only ½ his lvl (rounded down) when making ranged attacks (including both projectile and thrown weapons).
Although berzerkers trained to fight while armoured, they don’t really like it. A berzerker loses the ability to rage while wearing medium or heavy armour. - Adventuring Feats: Berzerkers are not particularly skilled nor scholarly. They take a –2 penalty to Skill and Lore checks.
- Berzerk: The character can enter a berzerk rage in combat. He must first succeed an Might check to initiate the berzerk state; each attempt requires one full round.
While berzerk, the character can make two melee attack rolls per round and take the best result (he is considered advantaged in melee combat), but cannot flee from battle. Afterwards, he must rest two full turns or be exhausted (–2 to all d20 checks and damage, cannot run, cannot berzerk until rested). - Increased Movement: While raging, berzerkers add +3” MV if wearing light or no armour.
- Stubborn: A raging berzerker is immune to fear and is considered advantaged on saving throws against any other mind-influencing effects.
(A berzerker receives Cleave at 3rd level and Combat Specialization at 5th [the character must select between Great Weapon Fighting, Two-Weapon Fighting, or Weapon Specialization in a melee weapon]. Note that the titular class ability is identical to the effect of the Berzerk-Rune.)
Giant-Killer (Fighter Variant)
Giant-Killers are warriors dedicated to hunting and slaying giants (and trolls). Although any great hero can defeat a Jötun-spawn, giant-killers make a habit out of it – and it shows their toughness and strength.
Unless stated below, a giant-killer is identical to a fighter in terms of rule effects:
- Level Limits: Dwarves are limited to 6th level as giant-killers, elves to 4th level, while humans have unlimited advancement.
- Giant-Tracking: Before a giant-killer can defeat his foes, he must find them. The character can track giants and trolls in the same manner as rangers and scouts. This special ability does not extend to the tracks of other creatures. A Skill check is required.
Giant-Tracking replaces the Guardian ability of the standard fighter. - Attack Bonus: At 3rd level, giant-killers gain a +1 on attack rolls vs. giants and trolls. (This bonus stacks with the Giant-Foe quirk.)
- Defense Bonus: Also at 3rd, giant-killers gain defensive bonuses against trolls and giants. Trolls have a –1 penalty on attack rolls vs. the giant-killer, and giants have a –2 penalty. (This bonus stacks with the dwarf racial ability.)
These two abilities replace the Cleave ability of the standard fighter. - Giant-Killer: Starting at 5th level, the character is considered advantaged in melee and ranged combat against giants and trolls. The character makes two attack rolls per round and can pick which result to use (after determining damage).
This replaces the Combat Specialization ability of the standard fighter.
Ranger (Fighter Variant)
Rangers are well-versed in the subtle skills of the wilderness, and make dangerous opponents in battle. The ranger fills 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, and 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, Elusive, 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 fighter’s heavy armour proficiency. - Scouting: 3rd level rangers gain the Scouting ability (as a thief).
- Elusive: Rangers also gain the Elusive ability (as a thief) at 3rd level.
These replace the Cleave ability of the standard fighter at 3rd. - 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.
This replaces the Combat Specialization ability of the standard fighter.
Scout (Thief Variant)
Scouts are fast-moving, lightly-armoured skirmishers. The scout is a hunter and a woodsman who lives by his wits, and his abilities make him particularly good at tracking, woodcraft, infiltration, and spying.
Unless stated below, a scout is identical to a thief in terms of rule effects:
- Level Limits: Dwarves are limited to 5th level as scouts, elves to 7th level, while humans have unlimited advancement.
- Increased Movement: Starting at 1st level, scouts add +3” MV if wearing light or no armour.
This replaces the thief’s ability to open locks, remove traps, and disable mechanical devices. - Tracking: Starting at 3rd level, it is possible for scouts 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 3rd level, scouts 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).
- Elusive: A scout gains this ability at 3rd level instead of 5th.
These three abilities replace the standard thief’s Backstab at 3rd. - 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.
This replaces the Power Runes and Elusive abilities of the standard thief at 5th. - Saving Throws: Scouts get +1 to saves vs. Poison/Death, replacing the thief’s +1 vs. Magic Devices.
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