So, I posted a thing about using the Player's Option rules to mod a system for creating custom classes. This is the first in a series of posts wherein I will throw out some crazy examples of AD&D 2nd-edition compatible classes built using that system. First, here is...
Miners, prospectors, gravediggers, sappers, and dungeon delvers, Spades are masters of working with and under the earth, and their bodies are as hard as the stone they shape.
Base Class Statistics:
- Ability Requirements: Wis 13, Con 13, Dex 9
- Alignments: Any
- Experience Chart: As Paladin/Ranger
- Hit Dice: d12
- Hit Points per level beyond 9th: +3 per level
- THAC0: as Rogue
- Saves: Mixed
- Paralyzation/Poison/Death: as Priest
- Rods/Staves/Wands: as Rogue
- Petrification/Polymorph: as Priest
- Breath Weapon: as Priest
- Spell: as Rogue
- Weapons, Initial: 1
- Weapons, Advancement: +1 per 4 levels
- Non-Weapon, Initial: 4
- Weapons, Advancement: +1 per 4 levels
- Non-weapon Group Crossovers: General
- Allowed Weapons: Shovel, Any Pick, Any Hammer
- Allowed Armor: Any armor or shields
Mining: The Spade automatically gains the Mining non-weapon proficiency and weapon proficiency with the Shovel for free at 1st level. He does not need to spend any proficiency slots to acquire these skills. Spades are so dedicated to their craft, that the only weapons allowed to them are re-purposed digging tools.
Given the heavy clothing and helmet worn to protect against the rockfalls and abrasions inherent in their day-jobs, Spades may wear any armor they wish. In fact, Spades are so comfortable in heavy protective clothing that they suffer only half the normal penalties to their thief skills for wearing armor. Likewise, they may cast Spade spells while wearing any armor without penalty.
Hardy: Spades are tough. They gain a d12 for hit dice up to 9th level, and gain bonus hit points for having a Constitution score over 16 as if they were warriors.
Night Vision: A spade’s eyes are naturally attuned to darkness and are able to register more subtle illumination sources than normal humans can. They can see normally in all but absolute darkness. The range of their night vision is equal to 10 feet per experience level.
Spades learn a small number of thieving skills useful for navigating and operating in the dark, underground recesses of which they are enamored. They are not as proficient in most of these skills as thieves are, but a Spade who becomes very experienced and specializes in two or three thieving skills can achieve great proficiency. The Table below shows the base scores for starting Spades.
Spades receive extra training in their thieving skills as their careers progress. Each Spade at 1st level receives 30 discretionary percentage points to add to the base scores. (The Spade may put no more than 15 points into any one skill.) At each additional experience level, he receives another 15 points to distribute (and may put no more than 8 points into a given skill). As with the thief, the Spade cannot raise any skill above 95%, including all adjustments for Dexterity, race, and armor.
Starting at 3rd level, the Spade gains limited magical abilities to manipulate earth and stone. The ability of a Spade to cast spells is greatly restricted compared to a true wizard or priest. A Spade never gains the ability to learn spells of higher than 6th level.
The Spade’s spells are drawn from the Earth and Universal schools of wizard magic, but are divine in nature, being granted by the Spade’s connection to the earth itself. The Spade has access to all spells within these schools and does not need to keep a spellbook or make learn spells rolls.
Supervisor: At 3rd level, the Spade gains the Engineering non-weapon proficiency for free, and has the experience and authority to supervise the construction of defensive works such as ditches, pits, fields of stakes, and hastily built wooden and stone barricades. With time permitting, the spade also can supervise the building of permanent fortifications.
Enduring Warrior: At 6th level, the Spade’s hardiness allows him to remain conscious and able to continue fighting even when at negative hit points. The Spade can continue fighting until he reaches -10 hit points, at which point he falls down dead.
Mettle: At 9th level, Spades possess Herculean fortitude that allows them to resist the punishment of bludgeoning weapons and falling damage. Any damage from these attack forms is halved if the character makes a successful Constitution check.
Level Limits and Multi-classing: Humans may reach unlimited level as Spades. The various subterranean races (dwarves, gnomes, halflings, goblins, kobolds, and the like) may become Spades up to 14th level of ability. Demihuman Spades may not multi-class.
Spade Spell List: all spells appear in the Wizard’s Spell Compendium
- 1st level: Cantrip, Comprehend Languages, Detect Magic, Fist of Stone, Hold Portal, Identify, Read Magic, Wizard Mark
- 2nd level: Fool’s Gold, Knock, Pit, Protection from Cantrips, Maximilian’s Earthen Grasp, Stone Sleep, Wizard Lock
- 3rd level: Alamir’s Fundamental Breakdown, Dispel Magic, Maximilian’s Stony Grasp, Mordenkainen’s Protection from Insects and Arachnids, Stoneiron
- 4th level: Dig, Stoneskin, Elemental Control, Elemental Turning, Protection from Elementals 10-ft. Radius, Turn Pebble to Boulder, Wall of Sand, Remove Curse, Repulse Metal
- 5th level: Ballant’s Stonestrength, Conjure Elemental, Conjure Elemental-Kin, Distance Distortion, Passwall, Stoneshape, Stone Drill, Teleport, Transmute Rock to Mud, Wall of Iron, Wall of Stone,
- 6th level: Ballant’s Stonesplit, Claws of the Umber Hulk, Enchant an Item, Glassee, Move Earth, Stone to Flesh, Transmute Water to Dust