These are rough and ready and untested yet - suggestions welcome.
Witch
Saves, hit dice, attack
bonus and level advancement and skills as per Cleric or Magic-User; player's choice. Additionally, a Cleric or a Magic-User can take Witch levels, with progression as per their base class. Witches are either Lawful (read omens) or Chaotic (consult with spirits).
Abilities
The
witch has the once per day per ability to cast Curse.
This is the opposite of Bless;
the target suffers d6+level negative points across their dice rolls
for one day. The caster can decide when these points afflict them.
The witch can brew Potions. The witch cannot cast the spells, but is
able to create a potion capturing its effects. This takes d6x spell
level days and requires 50sp per day. The Witch can brew a potion of any spell from the Cleric or Magic-User list that requires a target, that they would be able to cast if
they were a Cleric or Magic-User of equivalent level. This takes d6x
spell level days, and costs 50sp per day. For every level the witch
gets a 50sp reduction in the cost of the brewing the potion – it
still takes the full amount of time, but a skilled Witch can brew
potions from nothing more than Wing of Bat and Eye of Newt. A Witch
doesn't need a laboratory to create potions – just a cauldron.
For characters that are both a Witch and either a Cleric or a
Magic-User:
Use
their level solely as a Witch to calculate their Curse
ability.
Use their combined level as a Witch and a Cleric to calculate the
maximum level of potion they can brew from a Cleric spell, and the
cost reduction when brewing Cleric spells.
User their combined level as a Witch and a Magic-User to calculate
the maximum level of potion they can brew from a Magic-User spell,
and the cost reduction when brewing Cleric spells.
Animal Handler
Saves, hit dice, attack bonus and level advancement as per
Specialist.
Abilities
The Animal Handler can form a close bond with a number of animals
equal to their Charisma modifier plus one (minimum one). The maximum
HD these animals can have is equal to the Animal Handler's level.
Normal horses and dogs will have one hit dice, a bear will have two
to four, an elephant will have four to six. A bonded animal will
perform any trained behaviours well (and without any dick moves from
the GM). Bonding to an animal takes one month of regular training and
may be dangerous depending on the animal in question.
A trained animal can be sold on and will be more valuable than an
untrained animal, though it will not perform its behaviours without
question for anyone other than an Animal Handler it has bonded with.
The Animal Handler gains skill points as per a Specialist, but they
have access to different skills.
Animal
Ken
This skill enables the Animal Handler to get along with animals they
normally couldn't. A successful roll indicates the Animal Handler has
the animal's trust, at least temporarily. This could let an Animal
Handler slip by a guard dog, make a wild bear back off rather than
attacking, or tempt in a valuable bird of paradise to eat seed from
their hand. This doesn't work once an animal has started attacking,
or if someone else is directly influencing its behaviour.
Trained
behaviour
Each one of the animal handler's bonded animals has one trained
behaviour as standard depending on the type of animal it is. In
addition, the Animal Handler can use a skill point to learn how to
teach one additional behaviour to one class of animal (dogs, birds,
rodents, horses, livestock, elephants, bears, monsters etc.) It takes
one month to train a new behaviour.
Horses and ponies: Accept rider
Retriever dogs: Retrieve
Hawks, ferrets: Hunt
Large
nasty dogs, bears, monsters: Attack
Pigeons,
carrier-hawks: Carry message
Blood-hounds:
Track
Other behaviours include:
Stop
that
Herd
livestock
Ride
into combat
Go
into that hole and bring out something shiny
Go
into that hole and bring out something made of paper
Perform
(specific natural behaviour)
Beg!
Roll
over.
Play
dead.
Monsters
and wild animals that cannot be truly domesticated may need to be
taught the behaviour: Keep calm just a bit longer, please don't attack, yes he's shouting but he's very important and has a lot of soldiers behind him.
Cleric of the Hanged God – variant Cleric
This is a straight set of spell swaps for the
Cleric based on the Hanged God of Murderers and Chieftains,
a background deity who has accidentally become a live concern in my campaign.
The Cleric loses Cure Light Wounds, Cure
Serious Wounds and Cure
Critical Wounds
In their place he
gains:
Consume the liver
and spleen
Cleric
level 1
Duration:
1 turn / level
Range:
Touch
The
Cleric removes the liver and spleen from an enemy the Cleric or their
subordinates killed through open violence, and either eats the organs
raw or feeds them to someone. The person who eats the liver and
spleen heals 1 hp per HD of the enemy, and gains a +1 attack bonus
per HD of the enemy.
The arm bleeds to
preserve the head
Cleric
level 4
Duration:
24 hours.
Range:
Touch
The
Cleric designates chattle – these must be sentient creatures the
Cleric owns or has vassalage over (a serf or subject will do, but a
member of your congregation or an employee will not.) The Cleric may
designate 1HD of chattle per level. When the cleric would take
damage, it is instead inflicted on the chattle provided they are on
the same plane of existence.
Like unto the Hanged
God mighty shall you be
Cleric
level 5
Duration:
1 turn / level
Range:
Touch
The
target must strip naked, daub themselves in woad, hold a metal sword,
tie a rope around their left ankle and don a crown made of horns before this spell can successfully be cast on them.
When the spell is cast the rope will lift them into the air and they
will hang upside down. They are able to move around like this, as per
their unencumbered walking speed, hovering freely in three
dimensions. Their AC becomes 16+Dexterity modifier and they gain the
benefits of the Heroism spell
for the full duration of this spell. As long as they do not let go of it, their sword can also injure
monsters immune to non-magical weaponry.