Yesterday I reviewed the Companion Set Rules. Within those rules some new "sub-classes" or "traveling classes" were introduced. Let me summarize here.
Druids are Neutral clerics of 9th level or greater dedicated to the cause of Nature. They are non-land owning and not devoted to another lord or cause.
Knight a Neutral (or any alignment) traveling fighter, that is a non-land owning fighter. Must swear fealty to a royal ruler.
Paladin a Lawful traveling fighter who swears fealty to a Lawful church.
Avenger a Chaotic traveling fighter who swears allegiance to a Chaotic church.
There are others, such as Guildmasters and Magists, but those four are the focus of my attention this week.
Looking over the rules I can't help but think of how much these resemble what would be known as a Prestige Class in 3.x D&D. In fact let's make a direct comparison between the Avenger and the Blackguard, an evil fighter prestige class.
According to the d20 SRD for 3.0 a Blackguard must meet the following requirements. I am putting D&D BECMI equivalent translations in brackets [].
Alignment: Any evil. [chaotic]
Base Attack Bonus: +6. [at least 6th level]
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks. [again at least 6th level with some knowledge of religion so high wisdom is good]
Feats: Cleave, Improved Sunder, Power Attack. [knows some combat maneuvers]
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else. [makes allegiances to an evil religion.]
Given the systems, the Blackguard is pretty much the same as an Avenger.
Back in the 3.x days, there was even a Paladin Prestige Class that you had to be a fighter or a cleric to qualify for. It made a lot of sense to me.
So a Knight, Paladin, and the Avenger can all be seen rather easily seen as BECMI Prestige Classes.
In 3e, Prestige Classes were designed to be open to any class, but some were easier to get into if you started in the right class. Some were limited to class, but not "on paper" so a Prestige Class limited only to clerics could say "must be able to cast divine spells" or "ability to turn undead." Yeah, it was sneaky, but a fighter could take a level of cleric and be able to get in.
So I am thinking that in BECMI prestige classes would have to be "Base Class" specific.
What do I mean by "Base Class?" Well, these are your Cleric, Fighter, Magi-User, and Thief classes.
In D&D 3.x a difference is made between a Base Class and a Prestige Class. Why would I even care? Well, looking at classes in this light gives me a ton of new options. For starters it allows me to be able to add classes to my BECMI games and not add the bloat of an extra set of class rules. It also allows me to explore all sorts of other options for a class.
It also allows me to have these new classes, often treated like a multi-class or dual-class without the need for a bunch of messing with double noting of XP rewards.
There are other examples.
The book GAZ3: Principalities of Glantri covers the Seven Secret Crafts of Magic in Glantri. Each one of these could be seen as Magic-user specific prestige classes. The Master's set introduced the Shaman and Wokani classes. Not to mention all the various "witch-like" classes I have covered from other BECMI books. I am sure there are more to be honest with you, I just have not had the chance to dig them all up yet.
BECMI Prestige Classes
How then can you use the 3.x Prestige Classes, or for that matter 2nd ed. Kits, 4e Paragon Paths or 5e sub-classes, in BECMI? Simple find classes that work for you first.
So I am going to start up a BECMI campaign and I know that one of my sons is going to want to play an assassin and the other will want to play a ranger.
Both classes are in AD&D and in most versions of the game. How can I bring them in?
Well, the simple solution is to import the class wholesale, but I guess at that point why not just play AD&D? I want something that is more Basic-feeling. I would need to add some more details, but here are some ideas.
Acrobat
A thief that steals not for profit or personal gain but instead for the thrills and even the challenge could become an Acrobat. These thieves can be Neutral and even some Lawful. I would follow the guidelines in the Unearthed Arcana.
Assassin
This class was removed from AD&D 2nd Ed and absent in D&D 3e as a base class. It does exist as a 3e Prestige Class and a 5e Sub-class. In the case of 3e the fastest way in is to start out as a Rogue. In 5e you have to be a Rogue first. The 5e SRD only lists one sub-class or archetype, the Thief.
The BECMI Assassin starts out as a Thief but at some point becomes an assassin. I am going to say 8th or 9th level, and they would need to be Chaotic. They can use poison, but a limited number of weapons, armor, and no shields.
Illusionist
These are Magic-users that focus completely on Illusion Magic. They have their own spell lists like the druid does. They do not build their own towers but are often entertainer magicians for courts and other notables of power.
Ranger
These are fighters that are dedicated to nature, much like the druid, and focus on a particular enemy.
They cannot become Lords or Ladies, but instead, have a small stronghold. Fighters of 9th level or higher may become rangers.
These ideas can be easily extended.
Necromancers
Have their own spell list. Do not build towers but may take over any ruins. Command undead. The existence of Illusionists and Necromancers could also imply other schools of magic like AD&D 2nd Speciality wizards. I suppose I could just import those. Other options are like the School of Magic in Glantri.
Bards
Oh man, these guys in AD&D are a mess. But I would steal a page from 2nd Ed and make them Thief-like and have them improve their fighting skills a little and give them some druid magic. OR go the Celtic route and make them part of the Cleric class. Still thinking on this one.
Looking at 3.x a few jump out right away. In addition to the Blackguard and the Assassin, I can easily see adapting the Arcane Archer for elves and the Dwarven Delver for Dwarves.
There can be many, many more. With five other editions of *D&D to choose from there is no end to what could be done.
Now I am sure some people might complain about "class bloat" and that is a fair argument. I think keeping to the base four (or base five if you count my witch) then adding the other Prestige Classes on an as-needed basis.
Or, even closer to the spirit of the rules, add these as "role-playing guides" only. I mean really what is to stop a player from saying "my elf is an arcane archer!" and make the choice to only use a bow? Maybe the DM and the group can decide that this elf can add +1 to hits with their bow due to their dedication. Simple fix and no new rules added!
Make some use out of that multitude of books I own.