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View Full Version : [Munckin] (Homebrew) 4 prestige classed



oxinabox
2009-06-30, 01:04 AM
I'm not sure if this belongs here in the nonRPG section or in the homebrew section. (mods feel free to move).

When playing munchkin at terracon this year, me and a couple of mates (credit goes out to roland (ie 'fingers') and wesley for this)
we decided that 4 classes weren't enough (we only had core).
and also we needed to maintain compatablitlity with the existing items etc.
So we came up with these 4 prestige classes.
Here I present a slightly modified version of them. (i forgot some, and refined others)

NB) Coincidentaly some powers are simialar to those from Epic munckin. as this is munkin feel free to daisy chain them in an epic game. In munkin Everything stacks.
NNB) Prestige class rule 4 was done because gaining a particular prestige class is a once in a game opertinity.

Prestige Class Rules
*) Prestige classes are slightly better than base classes.
For that reason you should only have one of each in your deck.

1) Prestige classes count as base class for purposes of Items, monsters, etc.
eg. Necromancer can use 'Staff of napalm' (a wizard only 1-handed item)
Duelists can buy off lawyers (they still recognize the thief at heart)
Paladins level up when divine intervention is played.

2) Prestige classes do not have the special abilites of the base class; instead they have there own special abilites.
Eg. Warlord does not win on a draw.
necromancyer can't charm the monster.

4) You DO NOT have to be member of the base class to gain the prestige class.
infact to become the prestige class you must disgard your current class, unless you have a card that lets you be more than one class at a time (eg supermunchkin ...).
as this is munkin, you may multiclass prestige classes as normal. With other prestige classes, with their base class, with other base classes, what ever.



the Prestige Classes
format:
Prestige Class (base class)
power name: power description.
2nd power name: 2nd power description

Necromancer (wizard)
Dead Space: You must always have one hand free for spell casting. Lose one hand slot. (this means you can only wield one one-handed item, you can never wield 2 handed items)
Raise undead: when in combat discard your whole hand (at least one card). You may go through the monster discard pile,
and select one monster of level less than or equal to your base level. He is your undead servent for this combat (only). add his leval to the effective level for your side.
His Bonuses apply against the otherside (but not against you). for example If you raised up a goulfiends (item bonuses donot aply) and one of the players had placed a potion of Idiotic Bravery upon what ever you were fighting, that potion would have no effect.

WarLord (warrior)
Squadwork: for every person, who is on your side in combat, who has the warior class, you get +2 bonus to your Effective level for that combat. (this is intentialy vague, If your a SuperMunchin Warrior/Warlord argue that it always applies.)
ArmedMenAtArms: by disguarding 1 card you may 2 helpers instead of the usual 1, for that combat.

Duelist (Thief)
MadSkillz: you can fight holding a weapon in your teath. Gain one extra hand slot.
Challange: once everyround, on your turn, outside of combat. You may challange any player to a dual for any one item they posses (they may not refuse).
On a roll of 4 or above you win.
if you lose, you must give the player you challanged item/s in value equal to greater than that you deuled for (if the item had no value then you don't have to give them anything)
Or if you cannot, or will not you go down a level.

Paladin (Cleric)
Fearless: for every 2 levels a moster is greater than twice your base level, you get +1 to attack.
However you must alway roll to runaway twice and take the worse resualt (this multiplys with Glue etc so you wopuld have to roll 4 times)
Expectation of Honor: When the Going Gets Tough the Tough Get Munchkin. For every potion or monster enhancer (eg Mate, intellegent) plays that aids you foe,
or harms you (eg sleeping potion) you get +1 bonus for that combat.

Gameplay
The idea of the cards is that is is written on a blank Door Card (I believe there maybe some included in Unnatural Axe).
However we didn't have any, so we played that the female version of the base class card was instead a presige class.
(each base class has 3 picture varations, 1 of which is always female)
This worked OK.
(*)These DO NOT replace Base Classes.

+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= +=+=+=+=+=+=+=

So, any thoughts, opinions?
Too strong? too weak? unplayable?
in terms of strength these are ment to be about 1.2x as strong as a base class.