I am indebted to +Rob Conley for pointing out the Generic Classes on the d20 SRD. This could easily be bolted onto Blood & Treasure, a rule set I particularly like and one that most in our gaming group have played (and own). This approach, I think, would work particularly well in a megadungeon-centered campaign.
All player characters would be human and there would only be three classes: Adventurer, Mage, and Warrior. If I used Blood & Treasure, I would beef it up with some additional skills and feats, borrowed from other classes within Blood & Treasure or from the d20 SRD. Here is a basic outline of what the classes would look like:
Adventurer:
Mage:
Warrior:
*12 skills would require a fairly lengthy list of meaningful skills.
**I would allow the mage to construct a spell book from any spell, but I would probably eliminate some spells, such as Resurrection and a some other cleric spells. Some of the lower level healing spells would remain.
All player characters would be human and there would only be three classes: Adventurer, Mage, and Warrior. If I used Blood & Treasure, I would beef it up with some additional skills and feats, borrowed from other classes within Blood & Treasure or from the d20 SRD. Here is a basic outline of what the classes would look like:
Adventurer:
- Hit Dice: d6
- Armor: Light armor + shield
- Weapons: As per thief (B&T)
- Skills: 10 (d20 SRD calls for 12*)
- Feats: One feat to start plus one additional per every three levels
Mage:
- Hit Dice: d4
- Armor: No armor (or light, nonmetallic armor)
- Weapons: As per wizard (B&T)
- Skills: 4
- Feats: One to start plus one additional per every five levels
- Other: Spells (here I would allow almost any B&T spell**)
Warrior:
- Hit Dice: d8 (d20 SRD calls for d10)
- Armor: Any + Shield (d20 SRD calls for Light and Medium armor)
- Weapons: Any
- Skills: 6
- Feats: One to start plus an additional one every second level
- Other: Additional attacks per round at higher levels
*12 skills would require a fairly lengthy list of meaningful skills.
**I would allow the mage to construct a spell book from any spell, but I would probably eliminate some spells, such as Resurrection and a some other cleric spells. Some of the lower level healing spells would remain.