Bonus Classes of Sarpedon
For my next campaign I wanted something like AD&D style subclasses with less of the hassle. So I'm calling the result Bonus Classes. A Bonus Class is a very simple layer over an existing class, with an additional stat prerequisite. So unlike AD&D subclasses, you don't hassle with their own rules anywhere else. No custom spell lists or experience point charts, for example. So here's a first draft at a Bonus Class for each of the canonical seven BX classes. Note: no attempt has been made to balance this stuff.
Blaster Knight (Fighter Bonus Class), Prerequisite: Cha 13+, you get a random blaster gun (chart forthcoming) and all the social perks of being a knight
Psi Lord (MU Bonus Class), Prerequisite: Wis 13+, you may use the psionic rules from pages 19-21 of the LotFP version of Geoffrey McKinney's Carcosa. Also, you have a big bald head.
Ninja (Thief Bonus Class), Prerequisite: Str 13+, you get access to the list of cool ninja gear (forthcoming) and whenever attacking from surprise you get d4 additional attack rolls
Adept (Cleric Bonus Class), Prerequisite: Int 13+, each level starting at first you get one random MU spell added to your cleric spell list, this means you actually get a spell at first level
Malformed (Dwarf Bonus Class), Prerequisite: Cha 9-, you may roll d4 mutations/defects
Gray Elf (Elf Bonus Class), Prerequisite: Con 18+, each level you gain a random MU or Cleric spell (you choose which list to roll on) as a daily power
Psycho (Halfling Bonus Class), Prerequisite: Int 9- and Wis 9-, may flip out like a maniac in combat for d6 rounds, during which Psycho gets 2 attacks/round at +2 to hit (melee only), but must fight for the entire period rolled even if that means attacking allies
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