Quasi-Class Mechanics in The Arbour Coast | World Anvil

Quasi-Class Mechanics

A Quasi-Class is a set of class-like options that can be layered upon another base-class in order to create additional character archetypes or types of characters that cannot be easily achieved by use of the typical or core class offerings. Each quasi-class has its own set of requirements and offers unique benefits in exchange for an additional experience point requirement. Many quasi-classes are designed to emulate certain standard fantasy gaming concepts such as Barbarians, Paladins, or Rangers when applied to the applicable base-class. For instance, the Holy quasi-class applied to the Fighter base-class essentially creates a Paladin. Other quasi-classes are altogether new character concepts that have not been represented in these sorts of games.   Unlike standard sub-classes, a quasi-class allows many of the standard fantasy concepts to be applied in interesting new ways. For instance one might take the mentioned Paladin idea above (using Holy quasi-class) and apply it to a Magic-User or Thief instead, creating character archetypes not found in other games/editions.   Overall, the idea is to create a multitude of character concepts with just a few additional options added. If one uses just the four core classes, each added quasi-class adds another four variations for a character types... many, many more combinations if some of the optional standard sub-classes are utilized as well. That all said, the Game Master should not feel obligated to use every quasi-class presented here, nor allow every conceivable combination.   Mechanics   Adding a quasi-class works in a similar fashion to combination class characters or multi-class characters found in other game editions. One main difference is that the quasi-class does not alter or expand the standard base-class features such as hit die, saves, or attacking bonus directly, except in certain situations that are detailed in the individual quasi-class description.   A quasi-class is chosen when the character is created. The sum of experience points for both the base and quasi-class is necessary to achieve the new character level in a manner just like combo-classes.   While the Game Master may make special individual exceptions, it is generally recommended that a quasi-class cannot be added to a character that is already combination-classed, as the character must split their attention between two such professions. Likewise, it is not recommended that more than one quasi-class be applied to a single character. However, it is permissible that a character might mix a particular sub-class (if such are available) with an appropriate quasi-class. For instance, if the Game Master utilizes Druids (clerical sub-class), the character might be allowed to become a Barbaric-Druid with the GM's approval. Certain combinations may be inappropriate regardless. The GM is suggested to exercise care with non-standard combinations with an eye for overall balance or campaign consistency.   The following quasi-class options are available below:     Concept Ideas   For a more offensive character:
  • Assassin Hunter - A skilled tracker that prefers to kill not for money but has a vendetta against a group that has done them wrong.
  • Cleric Hunter - A man of god that hunts down blasphemers and cultists with the fervor of the holy. Also known as an Inquisitor.
  • Fighter Barbarian - A warrior that does not rely on armor for defense, rather throws themselves in the heat of battle with a sort of bloodlust. Also known as a Berserkir.
  • Fighter Hunter - A swordsman that hunts their favored foe on the outskirts of the lands, protecting the towns and villages from monsters. Also known as a Ranger.
  • Holy Cleric - A man of the faith who takes more to the punishing of evil and Chaos through prayers, striking out with righteous fury. Also known as a Templar.
  • Holy Fighter - A warrior capable of channeling holy energies to fight back tides of darkness and chaos. Also known as a Paladin.
  • Magic-User Barbarian - A nomadic wildling that inscribes their spells on their flesh through the practice of scarification, attacking with devastating destruction spells.
  For a support and offensive character:
  • Assassin Bard - A seemingly jolly man of music but as his mask suggests, hides his true nature behind the disguise. Also known as a Jester.
  • Druid Barbarian - A wild hermit that lives in the forest and has come to bond with the beasts that live there, protecting from the encroachment of civilization.
  • Holy Assassin - An agent for the Church or another religious body, this individual quietly dispatches those who seek to disrupt the mission of their organization.
  • Hunter Druid - A guardian of the forest that keeps an eye out for creatures of darkness and ensures their sickness will not spread to the natural balance. Also known as a Paramandyr.
  • Illusionist Archer - A skilled bowman that augments their movements and strikes with trickery and spells. Also known as a Shadowbow.
  • Magic-User Hunter - A Chaos touched magic-user that now wields the magic in their blood to hunt foes that have wronged them. Also known as a Wildermage or Demon Hunter.
  • Necromancer Barbarian - An outcast to their tribe, one that has delved into forbidden dark arts to gain power over death. Also known as a Wretch.
  • Thief Archer - A skilled bowman that relies on picking off enemies at a distance, darting around corners in close combat to finish off opponents with devastating attacks from behind. Also known as a Bandit or Scout.
    For a healer and support character:
  • Cleric Bard - A chanter of holy hymns that not only can perform miracles in prayer but protects their comrades with their holy chants. Also known as a Cantor.
  • Druid Bard - A protector of the forest that wins over spirits and animals with their magical prowess and songs that speak past their language barrier. Also known as a Ovate.
  • Holy Druid - A follower of the Earthmother, utilizing the healing powers that come from nature while envoking its wrath when in danger.
  • Holy Magis-User - A fae-touched orphan brought into the Church, taught not to fear the Chaos in their blood but to use them for a higher calling. Also known as a Theurge.