An experiment in homebrewing: Spell-less 6 / 9 classes


Homebrew and House Rules


So, despite the fact I prefer high-magic settings, I thought I might get out of my comfort zone and experiment with the notion of a magic-less world. There are however a number of abilities unique to mystical classes that I might like to keep. So I got to thinking:
-How to de-spell certain classes?
Certain are obviously out (wizard, sorcerer, cleric, druid, witch, oracle) as they are very magic-centric in their theme. Others are simply too supernatural (summoner, magus, paladin).
There are 2 however that have interesting power that don’t appear too supernatural, the bard, the alchemist & the inquisitor.

The bard:
The bard gets a BUNCH of cool abilities, like bardic performance & versatile performance, that I’d like to keep available. But I do want to remove the spellcasting, and I don’t know what to replace it with.
The inquisitor:
Judgments, while supernatural in nature, do not appear too supernatural. And a number of inquisitions give some really cool mundane powers. But as in the last case, no ideas for how to replace spellcasting…
The alchemist:
I’d pretty much keep it as-is, perhaps with a tweeking of the extract list. As well as restraining some archetypes.
Has anybody thought about this before? I’m going to look over some things, but I’d be curious to know what others think.


1 person marked this as a favorite.

I could see a spell-less druid actually, gets access to all its domains as it goes, and keeps its companion. maybe rolling horizon walker into it actually.

edit: and a stonelord paladin already gives up spells.


1 person marked this as a favorite.

The spell less druid wtih an animal companion would be... a Ranger.

I'd probably try to give those abilities out as alternate class features. The aforementioned Ranger has a nice list of replacable class features to fit them in.


I've been thinking about the bard & inquisitor, and her's what I've got:

-Up them to 8 skills/level (minimum)

Bard:

-Allow them to pick & chose "new" performances (from the various archetypes) every few levels.

-More bardic performance

-Access to a couple of rogue talents

Inquisitor:

-Extra inquisitions (non-supernatural kind)

-Extra judgments/day

I'm looking for more ideas.


LoneKnave wrote:

The spell less druid wtih an animal companion would be... a Ranger.

I'd probably try to give those abilities out as alternate class features. The aforementioned Ranger has a nice list of replacable class features to fit them in.

Wildshape is more defining than you give it credit for. it would also have a very different feel from the ranger, and can afford a wider swath of interesting abilities (terrain mastery is no joke). it could look something like this.

Spoiler:
Worldly Traveler(druid archetype)
On rare occasion there are druids who don't have the patience for learning the ways of druidic. Turning to wandering instead, they learn to master the various lands they come across.

Favored Terrain:
At 1st level, a a wordly traveler may select a favored terrain from the ranger favored terrains table. This works exactly like the ranger favored terrain ability. The worldly traveler gains an additional favored terrain at every odd numbered level, and he can increase the bonus from an existing favored terrain as described in the ranger ability. If the worldly traveler has abilities from other classes that only work in a favored terrain (such as a ranger’s camouflage and hide in plain sight abilities), those abilities work in favored terrains selected as a worldly travler. A worldly traveler does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.

Nature Bond:
A Worldly traveler must choose an animal companion as her nature bond. Her animal companion always receives half the worldly travelers current favored terrain bonus. If the animal companion is a creature native to the current favored terrain, they instead receive the full favored terrain bonus. This modifies the nature bond class feature.

Terrain Mastery:
At 7th and every other level after a worldly traveler may choose a terrain mastery, as the horizon walker class feature, in place of picking a new favored terrain or increasing the bonus of increasing an existing favored terrain.

Habitat Advantage: At 9th level, whenever the worldly traveler takes the form of a creature native to a favored terrain that it is currently receiving the benefits from, they receive a +2 insight bonus to armor class and to attack rolls. This replaces venom immunity

Terrain Dominance:
At 11th level every other level after a worldly traveler may choose a terrain dominance, as the horizon walker class feature, in place of picking a new favored terrain or increasing the bonus of increasing an existing favored terrain.

Master of All Lands (Su):
At 20th level, the worldly traveler becomes familiar with and comfortable in all possible terrains. His terrain bonus in all favored terrains increases by +2, and he treats all other terrains as if they were favored terrains (+2 bonus). If a naturally occurring condition of temperature or weather requires a check or saving throw, he automatically succeeds. All allies within 60 feet of him gain a +2 bonus on these checks and saves; if the worldly traveler is in a mastered terrain, this bonus increases to +4.


christos gurd wrote:
LoneKnave wrote:

The spell less druid wtih an animal companion would be... a Ranger.

I'd probably try to give those abilities out as alternate class features. The aforementioned Ranger has a nice list of replacable class features to fit them in.

Wildshape is more defining than you give it credit for. it would also have a very different feel from the ranger, and can afford a wider swath of interesting abilities (terrain mastery is no joke). it could look something like this.

** spoiler omitted **...

In my case, wildshape is FAR too magical for me to even consider it's existence. Polymorph spells would be removed from my alchemist as well.


If you're keeping the alchemist, maybe go in strong on the alchemy angle?

Bump the inquisitor to full BAB, remove the +attack judgment and otherwise thin the list (how is this game setting handling DR, particularly DR/magic?), see if there are any replacement judgments you can think of. An easy idea might be varied +elemental damage judgments, or ones to defeat DR like silver or cold iron, themed as being alchemical oils the inquisitor applies to their weapons, making the inquisitor more of a beastslaying Van Helsing sort (without the undead hunter part as much). Depending on how you're handling consumables and equipment, they could be able to invest money into expensive vials that would grant emergency uses of judgment, or possibly also double-strength judgment boosts.

Give bards healing salve abilities. Out of combat, everyone should have access to heal skill stuff that makes healing a little faster than normal (unless you really want to keep things at a super slow pace), while bards would have in-combat and emergency healing capabilities. Then, double down on the lore angle, allowing Knowledge skills to grant in-combat bonuses against enemies, with the bard able to do it as a class feature without investment in individual Knowledge skills. Without the cleric and wizard, bards become much more important debuffers. Maybe even consider things like Knowledge (engineering) allowing you to manipulate the environment; the bard (or anyone else with K (engineering), but the bard gets it for free) might be able to fire an arrow at a crumbling pillar, hit just right spot, and create an area of difficult terrain or maybe deal some area damage.

Retaining alchemists also helps tie into the theme, having them as buffers. If you're cutting down magical equipment, temporary stat enhancement bonuses become much more important, and if the alchemist is the only one who can provide stuff like Bull's Strength, their role becomes a lot clearer. You might want to throw them a bone and give all alchemists the infusion discovery for free, otherwise it would sort of become an obligatory non-choice. Alternatively, turn all enhancement bonuses into morale bonuses; then the alchemist, barbarian, and bard are all playing in the same space in terms of buffs, and it relieves the pressure on the alchemist.

A lot of this depends on how you're doing equipment. Personally, I'm a big fan of giving consumables (or effective consumables) as class features to encourage their use. You could give the rogue free alchemical items they've "requisitioned," saying that they only get more if they use the ones they get, completely removing the pressure of managing cash and the feeling that you shouldn't "waste" consumables. Then you'd have the alchemist (bombs, infusions), bard (salves), inquisitor (judgments/oils) and rogue (general items) with these sort of consumables as class features, giving a nonmagical explanation for their abilities while hopefully encouraging other characters to use more consumables in general. This sort of status quo would also allow you to introduce occasional "really magic" consumables for one-off dramatic effects, while making sure they never become ubiquitous (assuming you want that sort of thing at all; if you're going for a much stronger "no magic ever" setting, then you can just not, of course).


williamoak wrote:

I've been thinking about the bard & inquisitor, and her's what I've got:

-Up them to 8 skills/level (minimum)

Bard:

-Allow them to pick & chose "new" performances (from the various archetypes) every few levels.

-More bardic performance

-Access to a couple of rogue talents

Inquisitor:

-Extra inquisitions (non-supernatural kind)

-Extra judgments/day

I'm looking for more ideas.

I have been actually working on a spell-less bard at home. In addition to performances, I started giving it a pool of points to allocate to certain "lazylord" style abilities that give allies extra standard actions or groups of allies tactical movement.

At this point, I am maybe going to break it all down and make a new class entirely, though.

For the inquisitor: you could drop spells and bane and just give her sneak attack or the studied strike ability from the upcoming investigator. I could also see abilities that key off the actions of allies: give her an ability to attack as an immediate action when an adjacent hits an enemy that the inquisitor has somehow "targeted", or make yourself immune to attacks of opportunities while there is an ally in melee with a creature.

Liberty's Edge

Don't forget the Spell-less Ranger in the New Paths Compendium!


I homebrewed a Combat Engineer archetype for the alchemist for a low/nascent magic setting. Swap extracts and mutagen for mines (basically pre-set, more powerful bombs), firearm proficiency, and a modification system for firearms, bombs and mines. Seems to be working for the campaign so far, but there's a ton of other house rules which make it impossible to determine if it'll translate well to the game in general.

Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / An experiment in homebrewing: Spell-less 6 / 9 classes All Messageboards

Want to post a reply? Sign in.
Recent threads in Homebrew and House Rules