Alternative Dwarf Classes
by Craig AntounAfter my OD&D-clone games wrap up, I'm hoping to run some BECMI.
In preparation I've been looking over some classic D&D stuff. The Customisable Classes article in Dragon 109 caught my eye, so I've started to experiment. I thought I'd share my first attempts. I doubt they'll be everyone cup of tea.
Now, if you remake the base classes using this article you end up with different XP costs than the core books. The Cleric for example, becomes more expensive than the Fighter. This makes them a little less useful for general discussion so these classes instead use the results to modify the XP cost of the basic Dwarf class, rather than starting from scratch.
The Classes are a Dwarf-Cleric and Dwarf-Thief, both with the emphasis on Dwarf. The "Cleric" equivalent lacks spells and the "Thief" takes some skills from Skills and Powers to create a "Thief" with a very different feel and play style to a human one. The "Thief" needs a better name.Alternate Dwarf Classes
Dwarf Runecaster
An alternative to the Dwarf Cleric.
Magic Runes are used to turn undead. Does not cast spells, instead uses magic to create more permanant effects. Begins with ability to create Holy Water, Healing Potions and “Dwarf” (ie Greek) Fire for half cost (As an alchemist). Other reciepies must be found/researched.
At Name Level can craft magic items usable by Dwarves.
Dwarf Runecaster Hit Points: As Dwarf Armour: As Dwarf Weapons: As Dwarf Racial Abilities: As Dwarf Use Magic Items: As Dwarf Saves: As Dwarf Hit Rolls: As Cleric/Thief Special Abilities: Turn Undead Alchemy Create Magic Items at Name Level XP Chart
Level XP * 1 0 2 2,500 3 5,000 4 10,000 5 20,000 6 40,000 7 80,000 8 160,000 9 310,000 10 460,000 11 610,000 12 760,000 * XP calculations based on base Dwarf Class modified by the example costs given in Dragon 109.
eg. Alchemy +50%, Turn Undead +50%, Fighter Hitrolls downgraded to Cleric -20%
= +80% of 400 XP at first level, rounded off to 300. 300 added to base Dwarf = 2500 XPDwarf Sapper
Alternate to Thief
Extra Thief Abilities Taken from Skills and Powers. Thief Skills modified for race as per that book.
Dwarf Sapper Hit Points: D6/level to 9th level, +1/lvl after Armour: As Dwarf Weapons: As Dwarf Racial Abilities: As Dwarf Use Magic Items: As Dwarf Saves: As Dwarf Hit Rolls: As Cleric/Thief Special Abilities: Open Locks Find/Remove Traps Tunneling Detect Magic Detect Illusion Detect Noise Finds Secret doors as an Elf. XP*: As Dwarf * d6 hitpoints = -50%, hit as cleric/thief -20%, 6 thief abilities +60%, 1 other ability + 10%
Net +0%
Skill Percentages Level Open Locks F/R Traps Tunneling Detect Magic Detect Illusion Detect Noise 1 25 25 30 15 20 30 2 30 30 35 20 25 35 3 35 35 40 25 30 40 4 40 40 45 30 35 45 5 45 45 50 35 40 50 6 50 50 55 40 45 55 7 55 55 60 45 50 60 8 60 60 65 50 55 65 9 65 65 70 55 60 70 10 70 70 75 60 65 75 11 75 75 80 65 70 80 12 80 80 85 70 75 85 Tunneling:
Digging a 10' long tunnel takes the following times.
Loose Earth 30 Turns, Packed Earth 60 Turns, Rock 180 Turns.
Check for collapse every 10' Loose Earth at -10 and rock at +10. A collapse can be cleared again as if it was loose earth.Detect Illusion:
90' range, line of sight. Dwarf can determine if image is illusionary.Detect Magic:
60' range, line of sight. Dwarf can determine relative strength of magic, but not type.