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Alternate Class Modifications

(Source: Steel and Shadow)

Dwarven Training

Barbarian and Fighter

Dwarven barbarians and fighters lose Ride and Swim as class skills, but gain Escape Artist and Knowledge (dungeoneering). There is very little opportunity to use the former two skills in the dwarves' subterranean environment. They must learn everything they can about their environment and how to use it to their advantage against the orcs.

Lose:
Skills--Ride, Swim

Gain:
Skills--Escape Artist, Knowledge (dungeoneering)

Wildlander

Dwarven wildlanders are not merely trackers and hunters; they must also prepare ambushes and traps, leave false trails, and lead attacking orcs into natural hazards. They lose Handle Animal, Knowledge (nature), and Ride as class skills, but gain Disable Device, Knowledge (architecture and engineering), and Knowledge (dungeoneering) in their stead. In addition, they gain trapfinding (as the rogue ability) at 1st level instead of a wildlander trait.

Lose:
Skills--Handle Animal, Knowledge (nature), Ride
Abilities--1st level wildlander trait

Gain:
Skills--Disable Device, Knowledge (architecture and engineering), Knowledge (dungeoneering)
Abilities--Trapfinding (as the rogue ability) at 1st level

Elven Training

Barbarian

Because of their slight form, elven barbarians focus on hunting down opponents and using their rage to dispatch them in quick, bloody fights. They lose Craft, Handle Animal, Intimidate, and Ride as class skills, but pick up Search and Spot in their place.

Lose:
Skills--Craft, Handle Animal, Intimidate, Ride

Gain:
Skills--Search, Spot

Fighter

Because they focus on tactical combat in the choked woods, elven fighters lose proficiency in heavy armor, large shields, and tower shields, but gain the woodland stride ability (as the druid ability) at 1st level.

Lose:
Abilities--Heavy Armor Proficiency, Large and Tower Shield Proficiency

Gain:
Abilities--Woodland stride (as the druid ability) at 1st level

Halfling and Elfling Training

Barbarian

Elfling and halfling barbarians lose 2 skill points per barbarian level (leaving them with a number of skill points equal to 2 + Int modifier), but their training allows them to be considered Medium creatures when resisting bull rush, grapple, overrun, and trip attempts. Note that this ability only works when the barbarian is defending against such an attack; when the halfling or elfling initiates any such attack, he is still considered Small.

Lose:
Skill Points--Gets 2 less skill points per barbarian level

Gain:
Abilities--Considered Medium size vs. bull rush, grapple, overrun, and trip

Fighter

Halfling and elfling fighters focus on speed rather than power, and so they do not train with the same variety of armor as conventional men-at-arms. As a result, they lose proficiency in heavy armor and tower shields, but gain +10 feet to their base speed, allowing them to maneuver as well as larger opponents in the thick of battle.

Lose:
Abilities--Heavy Armor Proficiency, Tower Shield Proficiency

Gain:
Abilities--+10 to base speed

Gnome and Dwarrow Training

Wildlander

Gnome and dwarrow wildlanders spend much of their time in and around lakes and rivers, where heavy armor and equipment can doom a person as quickly as an oruk's blade. Gnome and dwarrow wildlanders give up proficiency in medium armor and all shields but gain a Swim speed of 20 feet. This gives them a +8 bonus on all Swim checks and allows them to take 10 on Swim checks even in circumstances that would normally disallow it.

Lose:
Abilities--Medium Armor Proficiency, Shield Proficiency (all)

Gain:
Skills--+8 bonus to Swim, Can always take 10 on Swim checks
Abilities--Gain a Swim speed of 20 feet

Org and Dworg Training

Defender

Even when orcs and dworgs train in punching and wrestling, they have a hard time leaving weapons behind completely. As a result, when an orc or dworg takes his first level in defender, he may choose any one-handed melee weapon that is not a defender weapon. The defender may use that melee weapon as if it were a defender weapon. The trade-off for this is that orc and dworg defender gains only 2 + Int modifier in skill points per level.

Lose:
Skills--Gets 2 less skill points per defender level

Gain:
Abilities--Choose any one-handed, non-defender melee weapon to be treated as a defender weapon.