Tuesday, June 16, 2015

The Core Four Classes

Like I mentioned in my first post about LotFP, I'm going to be augmenting the classes into something that I like more than the defaults in the LotFP core rules. Most of them aren't changed that drastically from what they are like in the normal rules, with the huge exception of the cleric.
From Pathfinder
The Cleric
I really like Goblin Punch's more flexible cleric, which you can find here. Essentially, it makes clerics use a different system for their divine miracles than the magic-user, and allows them to be way more flexible, but also way more unreliable. The maximum number of Faith Points you have is equal to twice your level , plus your wisdom modifier. Your Communion score begins at 8, and increases by 1 every odd-numbered level. Your attack bonus is equal to half your level, rounded up (thus, it also increases every odd-numbered level). Your alignment is based on your deity/religion, and thus, you aren't inherently lawful.
 From Pathfinder
The Fighter
Again, I like what Goblin Punch did for the fighter. He made a system that makes for more diverse fighters through descriptors that both affect your character and statistics. They can be found here. Like he writes in his post, you can either roll for 2 or choose 1 at character creation. The additional attack types that he specifies are also added (the aggressive and defensive attacks). You also gain a second attack at name level. Your attack bonus is equal to your level. Fighters still begin as neutral.
I have no idea where this is from
The Thief
The thief replaces the specialist, because I've made all of the classes able to increase their skills (a skill post is forthcoming). However, the thief is better at increasing their skills, as they gain 2 skill points per level, rather than the 1 point gained by all of the other classes. They have certain burglary skills, which are:

  • Sleight of Hand, which begins at a 3 in 10 chance and increases by 1 at every even numbered character level.
  • Stealth, which begins at 2 in 10 chance and increases by 1 at every even numbered character level.
  • Tinker, which begins at 3 in 10 chance and increases by 1 at every odd numbered character level.
  • Hear Noise, which begins at 2 in 10 chance and increases by 1 at every odd numbered character level.
  • Climb Walls, which begins at 8 in 10 chance and increases by 1 at level 5 and again at level 10.
These skills increase with their level as indicated above, but the thief can also allocate skill points into increasing them. They also have the ability to backstab, which increases the die by 1 die for every level above 0. Thieves begin as neutral.
From Pathfinder
The Magic-User
Goblin Punch made something great for this class too, in the form of his specialized wizards. There isn't really a single post explaining these, but here's his tag for wizards. Basically, each specialized wizard has their own spell list, some cantrips, a perk, and a drawback. Your alignment is based on your specialization, but most likely you will be chaotic. Not necessarily, but most likely.

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