Adapting to Core for your Non-Core players..


General Discussion (Prerelease)

Dark Archive

Another thread kinda got me thinking about something. How would you adapt a core class to meet the needs of a player who wants to play a non-core class? For example, a player of mine likes the favored soul. I work with him to adapt the sorcerer to do what he was aiming for. Replace Sor/Wiz spell list with Cleric, adapt the Celestial bloodline (or Abyssal/Infernal) to his God/Goddess of choice, and presto!

So.. what would you do with some of the other non-core classes?

Dark Archive

Jason Beardsley wrote:
So.. what would you do with some of the other non-core classes?

Swashbuckler/Pirate style Fighter.

Drop HD to d8s. Change Good save to Reflex. Add some skills (like Acrobatics and Bluff) and boost skills to 4+Int per level. Bonus 1st level Feat is replaced with Weapon Finesse *and* Dodge, free. Loses both Medium and Heavy Armor proficiency, as well as proficiency with Hvy or Tower Shields, but gains an extra +2 Dodge bonus to AC when lightly or unarmed and not encumbered. Weapons list same as the Bard.

Every level after 1st, treat as a Fighter (i.e. gains bonus feats at 2nd, 4th, etc.), with the reduced HD, varied Good save and extra skills.


Warlock - Use the elemental bloodline for the first level blast and the abyssal bloodline for the powers after that. Or, if going the fey route, just use the fey bloodline.

EDIT: Possibly lower the spells per day and give them access to relevant domain powers, IE; the destruction and evil domains for demonic warlocks and chaos and charm domains for fey warlocks. I'd go into further detail, but I'm dealing with a frozen kitchen pipe at the moment.


I like Set, but I think I would include Uncanny Dodge somewhere in the mix personally.

Maybe replacing the feat at 6th or 8th level, and improved uncanny dodge replacing at 12th or 14th level.

Dark Archive

Hmm, how's about a ninja, scout, or binder?


wouldn't a scout be basically a Ranger/Rogue?


Jason Beardsley wrote:
Hmm, how's about a ninja...

Rogue Variant – Shinobi:

The shinobi rogue is a master of unarmed combat and has expertise in using many exotic weapons, focusing on martial arts training in place of mastering the way of trap-springing.

- Weapon and Armor Proficiency: Shinobi rogues are proficient with all simple weapons plus the kama, nunchaku, sai, sap, shortbow, shuriken, and siangham. Shinobi rogues are proficient with light armor, but not with shields.

- Class Skills: Remove the following rogue class skills from the shinobi rogue’s class list: Appraise, Disable Device, and Linguistics. Add the following skills to the shinobi rogue’s class list: Knowledge (history), Knowledge (religion), and Ride.

- Class Features: The shinobi rogue has all standard rogue class features except as noted below.
Unarmed Strike (Ex): A shinobi rogue does not gain the standard trapfinding and trap sense rogue class features, and instead gain the following abilities.

  • At 1st-level, a shinobi rogue gains Improved Unarmed Strike, even if she doesn’t meet the prerequisites. The shinobi rogue’s unarmed attack deal lethal damage, but she can choose to deal nonlethal damage without penalties on her attack rolls. Treat her attacks both as natural and manufactured weapons for purposes of spells and effects that can enhance either type of attack. Starting at 3rd-level a shinobi rogue’s unarmed damage increases by one die-size every three levels (1d4 at 3rd, 1d6 at 6th, 1d8 at 9th, 1d10 at 12th, 2d6 at 15th, and 2d8 at 18th).

Dark Archive

I find this endlessly interesting, the different possibilities with just core material. I come from a group who previously stuck with WotC only splat books. We bought a lot of books, but nobody in our group (at the time) believed that anything from any source that wasn't WotC didn't fit in our game, purely because WotC didn't make it. I've seen the light. I know now that i've been wrong. You can do anything with the core material presented in front of you, provided you have imagination, and a little work.

I'm sure the same could be done with the races as well, with a sprinkle of imagination. :)

What other stuff have all you GMs out there in the world done for your players, in terms of adapting their chosen class to fit their ideal character?

Dark Archive

Golarion Goblin wrote:

Warlock - Use the elemental bloodline for the first level blast and the abyssal bloodline for the powers after that. Or, if going the fey route, just use the fey bloodline.

EDIT: Possibly lower the spells per day and give them access to relevant domain powers, IE; the destruction and evil domains for demonic warlocks and chaos and charm domains for fey warlocks. I'd go into further detail, but I'm dealing with a frozen kitchen pipe at the moment.

Warlock would make a neat PrC option (if not a variant class) based off of the Domain Cleric, Specialist/Universalist Wizard or Bloodline Sorcerer, and trading off some spellcasting advancement for a major beefing up of the Domain/Specialist/Bloodline abilities (particularly the 'zappy' ones, such as the at will blasts for Air, Earth, Fire or Water Domain Clerics, to serve as the 'eldritch blast' of the new 'kinda Warlock.').

Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Pathfinder Roleplaying Game / General Discussion (Prerelease) / Adapting to Core for your Non-Core players.. All Messageboards
Recent threads in General Discussion (Prerelease)
Druid / Monk?