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[BECMI] Homebrew Blackmoor Classes
#1
Here's a list of homebrew classes for a BECMI Blackmoor Campaign:

BASE CLASSES
NAME LEVEL CLASS OPTIONS
  • Figther
  • Cleric
    • Land-Owning Cleric
    • Travelling Cleric
    • Druid
  • Magic-User
    • Wizard
    • Magist
  • Thief
    • Guildmaster
    • Rogue
    • Headsman (Executioner)
    • Thug (Pragmati)

See also the Blackmoor Race Thread for more character options.

In this thread over at The Piazza, Agathokles has compiled a list of all the official BECMI classes.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#2
Gnome
As Elf except:
  • Prime Requisities: Dex and Int
  • Limited Spell List (TBD)
  • No Immunity to Ghoul Paralysis
  • Do not have the ability to Detect Secret Doors
  • May not wear armor heavier than Leather.
  • May not use shields.
  • -2 to AC when attacked by Larger than Man-sized opponents (As Halflings)
  • Have the Hide in Shadows, Move Silently, Hear Noise, Find Traps and Remove Traps as Thieves.
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#3
Skandaharian Berserker
As Fighter, except:
  • Cannot use Armor, other than leather and shield.
  • Uses d10 for HP
  • Berserker Rage: When entering Bersker Rage, the character fights at +2 to Hit, but from this point on, he cannot surrender.
  • Does not possess the Lance attack and Set Spear combat options of fighters.
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#4
Arcane Warrior
Arcane Warriors are the militant wing of the Wizards Cabal.

They follow the same rules as the elf class except:
  • Arcane Warriors are humans.
  • May advance as Elves up to 36th level as per the RC appendix
  • Do not have Infravision, the abilities to detect hidden doors, Immunity to Ghoul Paralysis or long life span of elves.
  • At Name Level, may construct a stronghold and attract folllowers similar to fighters rather than elves.
  • Have access to magic user spells, but not special elf spells such as found in Gaz5 the Elves of Alfheim.
  • Use D8 for HP, instead of D6, and gain +2 HP per level beyond 9th level. (same as fighter)

Arcane Warriors first appeared and are discussed in this thread.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#5
Automaton (Warforged)
Automatons or Warforged are creations by the Wizards Cabal, based on artifacts retrieved from the Valley of the Ancients.

They follow the same rules as the dwarf class except:
  • Does not have the Detection abilities of Dwarves
  • May advance as Dwarves up to 36th level as per the RC appendix
  • Do not have Infravision
  • Do not recover HP from resting.
  • Gains a natural AC of 7. Other armor may be fitted through the game, but Warforged must pay double the price to have the armor forged to their bodies.
  • Immune to poison and disease, sleep, paralysis, nausea, fatigue and exhaustion.

For this class, I borrowed some ideas from Ashtagon's writeup in this thread.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#6
Noble
As fighter, except:
  • Has Charisma as his Prime Requisite Score
  • Is limited to Chain Mail armor or worse. Shield is allowed.
  • Gains a +1 to damage when wielding a Rapier*
  • May once per day bestow the effects of a Bless Spell to companions under his command. This increases to twice per day at 3rd level, three times per day at 6th and four times per day at 9th level.

*Treat as normal sword except dmg 2d4-1. In the hands of a noble it does 2d4 points of damage.

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#7
Archer
Archers are popular among many races and cultures including the Peshwah. Although the term archer suggests a familiarity with bows, some members of this class choose instead to focus on other missile weapons such as slings or crossbows.

As fighter, except:
  • Has Dexterity as his Prime Requisite Score
  • Is limited to Chain Mail armor or worse. Shield is allowed.
  • May add his Str Bonus to Bow damage.
  • Mighty Shot ability: This ability allows the Archer to add his Str Bonus and his full strength to the damage of a shot. As a penalty, he foregoes his initiative and suffers a -5 penalty to the shot.
  • Does not get the Smash ability.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
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#8
Added some more details to the Archer class Smile

-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Reply
#9
Docrae
Docrae are a halfling-like race from the distant west, who have recently settled near Blackmoor. They were driven from their ancestral lands by the Afridhi. Having lived a life of war for generations, combat is in their blood.

Docrae are identical to Halflings except:
  • Use D8 to determine Hit Points
  • Do not have the Halfling Woodland abilities

Docrae speak their own language. They follow the Immortal Tilla.


-Havard
Currently Running: The Blackmoor Vales Saga
Currently Playing: Daniel S. Debelfry in the Throne of Star's Campaign
Reply
#10
Havard Wrote:Docrae
Docrae are a halfling-like race from the distant west, who have recently settled near Blackmoor. They were driven from their ancestral lands by the Afridhi. Having lived a life of war for generations, combat is in their blood.

Docrae are identical to Halflings except:
  • Use D8 to determine Hit Points
  • Do not have the Halfling Woodland abilities

Docrae speak their own language. They follow the Immortal Tilla.


-Havard
Since they lived in foothills and mountainous areas, perhaps their hiding abilities could be used there, rather than woodland/forest?
Rob
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