Completely Mundane Classes


Advice

Grand Lodge

I'm going to be running a one-shot very soon, and thought to mix it up a little I'd do a Steampunk-esque setting with the only "magic" in the world being alchemy. (Magic items would be a mix of slchemical reaction and sci-fi technology.)

That being the case, I need to restrict to specifically mundane classes - so that means, even though Barbarian isn't technically a spellcaster, it's still out on grounds of having mystical powers.

I think I have a pretty thorough list here, but wanted some help filling in the gaps. Here's what I've got:

Alchemist
Brawler
Cavalier/Samurai
Fighter
Gunslinger
Investigator
Martial Artist (Monk)
Rogue (No Ninja - still too mystic)
Skirmisher (Ranger)
Slayer
Swashbuckler
Trapper (Ranger)

Are there any archetypes or alternates I've missed that replace the core build's spellcasting/other mystic abilities with more mundane things?


I would argue that the Barbarian should still be fine, considering that his abilities are treated as Extraordinary, not Spell-Like or Supernatural. That would be a good way to judge a class. If they have any Supernatural or Spell-Like abilities, that may be too "mystical" for you.

That being said, if you are allowing alchemy and "technology" there's no reason that any "mystical" class features that you don't think should be allowed could be allowed and reflavored as alchemical or technological in nature.

Scarab Sages

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Actually, when I read your first paragraph describing the setting, the first thing that occurred to me was, "Ooh, a Barbarian would be more like Mr. Hyde than Conan."


RaizielDragon wrote:
I would argue that the Barbarian should still be fine, considering that his abilities are treated as Extraordinary, not Spell-Like or Supernatural.

Several rage powers are supernatural.

Grand Lodge

Nicos wrote:
RaizielDragon wrote:
I would argue that the Barbarian should still be fine, considering that his abilities are treated as Extraordinary, not Spell-Like or Supernatural.
Several rage powers are supernatural.

I guess I could say Barbarian with none of the supernatural rage powers, and vet anything they want to use for final approval.

Mr. Hyde barbarian could be interesting.


Alchemist also have supernatural powers.
So does a mutagen warrior fighter.

Grand Lodge

Marcus Robert Hosler wrote:

Alchemist also have supernatural powers.

So does a mutagen warrior fighter.

Yeah, because Alchemy is specifically the only magic that exists in that world. Alchemy is fine - but spellcasting, shamanism, mysticism, etc. are off limits.

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The Alchemist's alchemy resembles magic more than it does the mundane alchemy. I'd probably exclude it too and just have the Craft (Alchemy) items, else the Alchemist is on another tier entirely.


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Rather than ruling what classes will or will not be allowed based on what they have access to, why not simply ban spells, supernatural abilities, and spell-like abilities? If a class grants one of those abilities, the player can't use it. Then leave it up to the player if it's a worthwhile option.


I would say the alchemist and other alchemy based classes need to be removed. Too many of the extracts have an obvious magical nature. The ability to turn into an undead or dragon is not mundane in any way shape or form. Alchemists also get the brew potion feat free. The ability to create magical potions is obviously not a mundane ability. In the real world alchemy lead to modern chemistry, but alchemy is not chemistry.

Grand Lodge

Rhatahema wrote:
Rather than ruling what classes will or will not be allowed based on what they have access to, why not simply ban spells, supernatural abilities, and spell-like abilities? If a class grants one of those abilities, the player can't use it. Then leave it up to the player if it's a worthwhile option.

Seems like that might require too much legwork on their part.

But I am reconsidering the alchemist allowance. It would be a fairly large power disparity.


Another option would be to use Clarke’s third law. It states that “Any sufficiently advanced technology is indistinguishable from magic”. Just reskin the spells to a more scientific explanation. Wizards could create small devices that create the effect instead of casting spell. For the most part the device or at least most of the components are expended when the device is activated. Divine magic will be tougher, but could be done by calling on the energy from other dimensions. The alignment restrictions could be that without the proper mindset (Alignment) you are not able to understand the dimension.


If there are no magic items either you are looking at only having 3 worthwhile classes: Alchemist, Investigator, Gunslinger

If you ban those too, then the optimal option is Slayer.

After banning all of that, things are a bit more even.

Grand Lodge

Mysterious Stranger wrote:
Another option would be to use Clarke’s third law. It states that “Any sufficiently advanced technology is indistinguishable from magic”. Just reskin the spells to a more scientific explanation. Wizards could create small devices that create the effect instead of casting spell. For the most part the device or at least most of the components are expended when the device is activated. Divine magic will be tougher, but could be done by calling on the energy from other dimensions. The alignment restrictions could be that without the proper mindset (Alignment) you are not able to understand the dimension.

I can appreciate reskinning whatever you want to be whatever you want, but I really wanted to present a world with a very different sort of magic. Making yourself more monstrous or donning a headband that increases mental acuity is feasible, but summoning creatures from planar rifts or wagging your finger to sling fireballs should be off-limits.

Without boring everyone with plot details to a game they're not playing in, too much magic ability would kind of subvert the whole premise.

Marcus Robert Hosler wrote:

If there are no magic items either you are looking at only having 3 worthwhile classes: Alchemist, Investigator, Gunslinger

If you ban those too, then the optimal option is Slayer.

After banning all of that, things are a bit more even.

I didn't intend on banning magic items, but I was looking at an ECL5 with standard WBL. I figured that wouldn't be getting into the truly ridiculous equipment. After reading some of these posts, I might ditch the Alchemist and Investigator.


I think you are much better off just banning spellcasting as well as SLA, SU and magic EX abilities with an exception for alchemy and letting the players decide. You might wish to offer the players a list of 'likely conforming classes' but there are 'magic' based abilities buried in so many places in the rules that it is neigh on impossible to root them all out. Otherwise you run the risk of things like a brawler taking eldritch heritage and get dehydrating touch because no one thought to ban that.


Pathfinder Lost Omens, Rulebook Subscriber

You can allow the Investigator with the multiple archetypes that ditch the Alchemy class feature, most notably the Sleuth.

As for the Alchemist, I think giving away the Infusion discovery for free will help a lot to balancing things somewhat. Every party will want one, but not everyone will need to play one. It's a powerful force multiplier.

Grand Lodge

LessPopMoreFizz wrote:

You can allow the Investigator with the multiple archetypes that ditch the Alchemy class feature, most notably the Sleuth.

As for the Alchemist, I think giving away the Infusion discovery for free will help a lot to balancing things somewhat. Every party will want one, but not everyone will need to play one. It's a powerful force multiplier.

That's a good call. Could work for both Alchemist or Investigator.


Man, I would love to be a Slayer in a lower magic world. Alchemists can't get nearly as functionally paranoid as actual spellcasters, a rouge-type would actually do okay in later levels.


I would allow barbarians, as others have stated it is enough to ban the more mystic powers.

How are you going to handle healing? If there is none that could prove to be a pain in the back.


Umbranus wrote:

I would allow barbarians, as others have stated it is enough to ban the more mystic powers.

How are you going to handle healing? If there is none that could prove to be a pain in the back.

Alchemist gets all the cures up to Heal on his formula list, seems alright.

Grand Lodge

Umbranus wrote:

I would allow barbarians, as others have stated it is enough to ban the more mystic powers.

How are you going to handle healing? If there is none that could prove to be a pain in the back.

Healing was going to be potions specifically. Plus rest and recuperating obviously.


You have the Skirmisher Ranger that trades out spells for tricks the Wildcat Monk that trades out their ki pool to be better with dirty tricks.

I also suggest maybe allow Ninja and re-flavor the ki abilities that they get as maybe alchemical potions that they use to achieve those affects or allow them play a modified rogue that allows them to have the Weapon Proficiency, Skills, Poison use, etc that the ninja gets replacing Evasion, Trapfinding, Trap sense, etc. or remove the ki pool and replace it with something like what the Monk(Martial Artist or Wildcat) gets.

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