Classes without spellcasting, spell-like or supernatural attributes


Homebrew and House Rules

Liberty's Edge

'm looking at building a futuristic campaign using Pathfinder classes, but one that lacks the fantasy components of spells, spell-like abilities and supernatural abilities. I'm trying to assess what classes fit with (1) little to no impact, e.g., (Ex) class features only, (2) moderate impact, e.g, archetypes that remove spellcasting traits, or (3) not probable.

For little to no impact, I envision the following classes: Barbarian, Brawler, Cavalier, Fighter, Gunslinger, Monk, Ninja, Rogue, Samurai, Slayer, Swashbuckler, Vigilante. (Though Monk and Ninja have (Su) class features, they still may fit.)

For moderate impact, I'm envisioning classes with archetypes like the Ranger with the Skirmisher archetype. I suppose that for other classes with similar spell advancement like the Ranger, I could use Skirmisher for them, too. But that said, are there any archetypes for the following that remove spells: Antipaladin, Bard, Bloodrager, Hunter, Inquisitor, Paladin, Skald?

For likely improbable - I am thinking of those classes that are predominantly spell-casting driven, e.g., Arcanist, Cleric, Druid, Magus, Medium, Mesmerist, Occultist, Oracle, Shaman, Shifter, Sorcerer, Spiritualist, Summoner, Warpriest, Witch, Wizard. That said, I may or may not allow the Alchemist, Investigator, Kineticist, and Psychic, given that the use of "magic" is different and could be rationalized.

Any archetypes that may help for spellcasters would be most useful as well as any other suggestions you may have.

Thanks!


In addition to limiting class choices, you'll have to severely limit both the amount of archetypes, class features and feats.
There's no quick fix to taking away the fantasy from an RPG where 80% is fantasy, unfortunately.

I'd add any 4th level caster to the pile of (1), since there's archetypes for each of them to take away their spellcasting. Use this thingy to see archetypes. It haven't been updated in a while, but most archetypes should be there. Just choose the class, search for "spells", and you'll see which ones alter spellcasting.

6th/9th level spellcasters will be too "magicy", though.


The investigator has a couple archetypes that lose the alchemy feature entirely.


The Martial Artist Monk Archetype would give you Monk with no oogy-boogy magic Ki.

I'd recommend you introduce D20 Modern Classes into your campaign.


Paladin has 1 or two archetypes with no spells.

Many prc's have no spells, and the ones which do advance spells could be squeezed to account for the lost of spell casting.

Bard, Skald, and Bloodragers are a lot like magus in the way they operate. Aka they put lots of focus on spells and/or spell like abilities.

Idk about hunter or antipaladins.

Kineticists is a full on SU class, it's easier to allow Ranger/Monk SU and spells than to have Kineticists.

Psychic is very much a Wizard/Sorcerer with different rules.

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Btw, you describe the game as futuristic with low fantasy, but you might want to describe it as low magic. It may fit better, due to not affecting "fantasy" creatures and races as much.

Also how will you handle magic items? I'm curious

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Moved to Homebrew.

Liberty's Edge

Temperans wrote:

Btw, you describe the game as futuristic with low fantasy, but you might want to describe it as low magic. It may fit better, due to not affecting "fantasy" creatures and races as much.

Also how will you handle magic items? I'm curious

Good point on low magic. As for creatures, races, and magic items - my goal first and foremost is "mundane." Any beasts, races or items introduced will be "as is."

Liberty's Edge

Scott Wilhelm wrote:
I'd recommend you introduce D20 Modern Classes into your campaign.

I thought about this, but do you think it'd be balanced "as is?" (Granted, skills and feats both likely need some tweaking, expanding, or house rules.)

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