LibraryOgre
2021-03-19, 12:30 PM
First, the Game Breaker
Human 0
Rogue ThAC0: -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +0.75 (-.25)
Limited AC Armor -0.5 (-.75)
"One Class" weapons -1 (-1.75) (I'd say the druid list qualifies, but you can get some good mileage out of Piercing or Bludgeoning; both have solid Ranged options)
+1 HP after 9th +0.5 (-1.25)
3 proficiency slots +0.75 (-.5)
Druid Shapechange +3 (2.5)
Must be neutral -1 (1.5)
Cannot Keep more Treasure than can carry -0.5 (1)
Cannot own more than 6 magical items -1 (0)
Now, I have a character who can shapechange like a druid from 1st level (the ability is not delayed). They're not a great fighter, but they can use ranged weapons. They can't have a lot of treasure or magic, but since they can shapechange from the get go, that matters less... especially since they will be infinite level, instantly, since (x)*0 = 0. And my bad weapon choices don't hurt me too much, since I can just turn into a crocodile and eat you.
Next, the distilled druid. With this one, and the subsequent ones, I'm not trying to break the game, per se, just make very playable characters who are extremely cheap in the system.
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +.75 (-.25)
Limited AC armor -0.5 (-0.75) (we'll say no more than Hide and Wooden shields; going for a druidy theme)
Limited Weapons -1.5 (-2.25): Club, Dagger, Sling, Knife
2 HP/level after 9th +1 (-1.25)
1 Proficiency at level 1 +.25 (-1)
Druid Shapechange +3 (2)
Cast Animal and Plant priest spells +4 (6)
Must be Neutral -1 (5)
Cannot Keep more Treasure than can carry -0.5 (4.5)
Has Ethos that must be obeyed -1 (3.5) (druidy)
Cannot own more than 6 magical items -1 (2.5)
So, 2nd level at 500 XP; 9th level at 70,000. New level every 75,000 after that. Advances WAY faster than anyone. Shapechange and spellcasting from 1st level. Two spheres of spells, yes, but Animal and Plant mean some powerful options (Goodberry, at level 3... just 1000 XP... covers healing and food). Shapechange also provides self-healing. They don't learn many weapons or have many armor options, but they can change into animal forms for attack, defense, scouting, and mobility. If NWPs are in use, they still have the ones from Intelligence, and from level up.
Attribute priorities for this character will be Wisdom and Constitution (so they have decent HP and get bonus spells, or, at least, avoid spell failure). Intelligence and Charisma are next. Strength and Dex can be pretty low, since they can shapechange. At 1st level, they can have Animal Friendship in action to add to their beefiness.
The Transfigurist... a minor wizard focused on Alteration
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +.75 (-.25)
No armor -1 (-1.25)
Limited Weapons -1.5 (-2.5): Quarterstaff, Dagger, Sling, Knife
1 HP/level after 9th +0.5 (-2)
1 Proficiency at level 1 +.25 (-1.75)
Cast Alteration spells +3 (1.25)
Use Wizard Items +1 (2.25)
Faster than my last class. Intelligence 1st, then Constitution. Wants a bit more Dex than the druidy one (ranged weapons, AC), but the ability to use Wizard items really opens it up ("Wand of Fireballs coming up!"). No moral or ethical restrictions on this one. Per the PH, this wizard gets access to Lesser Divination ("The spells of [lesser divination], vital to the functioning of a wizard, are available to all wizards."), meaning they can get Read Magic.
The Necromancer's Necromancer
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throw 0 (-1)
d8 HD 1 (0)
No armor -1 (-1)
Limited Weapons -1.5 (-2.5)
1HP/level after 9th +0.5 (-2)
Single Sphere Priest (Necromancy) +2 (0)
Single School Mage (Necromancy) +3 (3)
Priest and Wizard items +2 (5)
Must be Neutral -1 (4)
Must donate 10% of all treasure -.5 (3.5)
Cannot associate with Paladins -1 (2.5)
So, a neutral necromancer. Mage and Priest spells and magic items (again, Lesser Divination, if you count them as a wizard). No initial weapons skills, and can't learn many, or wear armor (mage spells, after all). Adding 1 WP wouldn't put them up too high, if you insist on having them. Heck, toss in 1 WP and Turn (or, better yet, Command) Undead and they're still pretty awesome, hitting 2nd level at 1100 XP.
Human 0
Rogue ThAC0: -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +0.75 (-.25)
Limited AC Armor -0.5 (-.75)
"One Class" weapons -1 (-1.75) (I'd say the druid list qualifies, but you can get some good mileage out of Piercing or Bludgeoning; both have solid Ranged options)
+1 HP after 9th +0.5 (-1.25)
3 proficiency slots +0.75 (-.5)
Druid Shapechange +3 (2.5)
Must be neutral -1 (1.5)
Cannot Keep more Treasure than can carry -0.5 (1)
Cannot own more than 6 magical items -1 (0)
Now, I have a character who can shapechange like a druid from 1st level (the ability is not delayed). They're not a great fighter, but they can use ranged weapons. They can't have a lot of treasure or magic, but since they can shapechange from the get go, that matters less... especially since they will be infinite level, instantly, since (x)*0 = 0. And my bad weapon choices don't hurt me too much, since I can just turn into a crocodile and eat you.
Next, the distilled druid. With this one, and the subsequent ones, I'm not trying to break the game, per se, just make very playable characters who are extremely cheap in the system.
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +.75 (-.25)
Limited AC armor -0.5 (-0.75) (we'll say no more than Hide and Wooden shields; going for a druidy theme)
Limited Weapons -1.5 (-2.25): Club, Dagger, Sling, Knife
2 HP/level after 9th +1 (-1.25)
1 Proficiency at level 1 +.25 (-1)
Druid Shapechange +3 (2)
Cast Animal and Plant priest spells +4 (6)
Must be Neutral -1 (5)
Cannot Keep more Treasure than can carry -0.5 (4.5)
Has Ethos that must be obeyed -1 (3.5) (druidy)
Cannot own more than 6 magical items -1 (2.5)
So, 2nd level at 500 XP; 9th level at 70,000. New level every 75,000 after that. Advances WAY faster than anyone. Shapechange and spellcasting from 1st level. Two spheres of spells, yes, but Animal and Plant mean some powerful options (Goodberry, at level 3... just 1000 XP... covers healing and food). Shapechange also provides self-healing. They don't learn many weapons or have many armor options, but they can change into animal forms for attack, defense, scouting, and mobility. If NWPs are in use, they still have the ones from Intelligence, and from level up.
Attribute priorities for this character will be Wisdom and Constitution (so they have decent HP and get bonus spells, or, at least, avoid spell failure). Intelligence and Charisma are next. Strength and Dex can be pretty low, since they can shapechange. At 1st level, they can have Animal Friendship in action to add to their beefiness.
The Transfigurist... a minor wizard focused on Alteration
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throws 0 (-1)
d6 HD +.75 (-.25)
No armor -1 (-1.25)
Limited Weapons -1.5 (-2.5): Quarterstaff, Dagger, Sling, Knife
1 HP/level after 9th +0.5 (-2)
1 Proficiency at level 1 +.25 (-1.75)
Cast Alteration spells +3 (1.25)
Use Wizard Items +1 (2.25)
Faster than my last class. Intelligence 1st, then Constitution. Wants a bit more Dex than the druidy one (ranged weapons, AC), but the ability to use Wizard items really opens it up ("Wand of Fireballs coming up!"). No moral or ethical restrictions on this one. Per the PH, this wizard gets access to Lesser Divination ("The spells of [lesser divination], vital to the functioning of a wizard, are available to all wizards."), meaning they can get Read Magic.
The Necromancer's Necromancer
Human 0
Rogue ThAC0 -1 (-1)
Classed Saving Throw 0 (-1)
d8 HD 1 (0)
No armor -1 (-1)
Limited Weapons -1.5 (-2.5)
1HP/level after 9th +0.5 (-2)
Single Sphere Priest (Necromancy) +2 (0)
Single School Mage (Necromancy) +3 (3)
Priest and Wizard items +2 (5)
Must be Neutral -1 (4)
Must donate 10% of all treasure -.5 (3.5)
Cannot associate with Paladins -1 (2.5)
So, a neutral necromancer. Mage and Priest spells and magic items (again, Lesser Divination, if you count them as a wizard). No initial weapons skills, and can't learn many, or wear armor (mage spells, after all). Adding 1 WP wouldn't put them up too high, if you insist on having them. Heck, toss in 1 WP and Turn (or, better yet, Command) Undead and they're still pretty awesome, hitting 2nd level at 1100 XP.