I played this many months back and and thought these upgrades to classes since not every class gets a special ability, but never got to post them here because raisins.
Not every ability meant is to be used. More like this or that selection. So no "that class get too op" yelling. Also these are moddable so to speak. i do not care if they get changed so they fit the game better.
Also i bet some of these can't be implemented due to engine not made for it.
Fighter
1.Weapon proficency:
-Drop the cost of weapon skills for point buy, raise skill faster through natural use or skill point requirements 1 step lower as in:
normal: 1sp = 100wp, 2sp = 140wp, 3sp = 180wp
with weapon proficency: 1sp = 140wp , 2sp = 180wp , 3sp = 220wp
2.Improve armament (weapons and armors)
-Camp menu action puts a modifier on weapon. Depends on character level or weapon mastery, so no masterworks at level 1 possibility for negatives too (no idea how someone would get weapon rusty when improving it though) Usable once a week/month?
3.Raise followers
-I understand that in older versions of d&d fighter was leader of men and gained extra followers so:
Holding a speech in towns has a chance of raising a group of fighting men to follow you and assist in fights (fearless so they follow you through thick & thin instead of keeping distance when they see big hostile lord army [since what would be the point of herding small group of weak units?])
Units are from tier 2 - 4 so they will not be some peasants but not necessarily kings guards either.
Number of men depend on persuasion & charisma maybe direct number (9 cha + 3 per = 12 units) or some fancy calculation
4 Warcries (works for barbarian too I recon)
-Brytenwalda has warcries that damage player but upgrade ally abilities and another to heal them, those effects probably can be turned around to affect enemies too, maybe chance to cause knock-down as well
Rogue
1. Sneak
a. Remove check when sneaking into hostile town so you never get guard encounters
b. Sneak into towns with full equipment (rogue being better sneak than other classes he could get away with it [open for abuse though, full plate comes into mind. maybe limiting to items that improve stealth] )
2. Guerrilla
-Sneak into siege either to simply "open the gates" and start battle without having to wait for siegebuilding to complete or during siege battle start inside enemy castle with your first wave (solo would be suicide if you cannot choose position, so wave as backup [maybe the stealthy units only for 1st wave]) the following friendly waves start from normal position.
3. Pickpocket / breaking & entering
-Similar to entertainment. In towns you have chance of getting pile of money/trade goods(though weight of goods comes to mind) or getting ran off by mob, attacked by guards like when failing to enter hostile town. Maybe even a lone adventurer that was hired to take care of bandits
. Loose relation with town on failure
Cleric
1.Resurrect
-Dead raise to wounded. I think Brytenwalda has something like this: even with no blunt weapons in the field there are still wounded on both sides after battle where as normally computer side has all dead unless blunt weapon was used.
2. Raise Fanatics
-Similar to fighter ability raise followers: hold speech in town for a chance of group (size depending on char + faith + persuasion) of that cultures units following you and helping in combat. Variation of tier 1-2 troops, so ideally fighter has better units but cleric has more
Ranger
1.Hunt
-Camp menu action (or if you can automate this) to get fresh food, once a day. Or just reduce food consumption.
2. Mount call
-During combat either: Calls nearby mount towards player or Summon mount out of thin air, if either is possible
3.Master tracker
-Full info (group composition accurate numbers, lords name, maybe mission too: patrolling etc) from tracking (at certain level of tracking?) or maybe upgrade tracking for ranger so they get information faster from levels as in: lvl 1 tracking already tells same as lvl 2 for non-ranger, and so on
4.Woodsman
-Rangers just move faster on worldmap compared to other classes. Maybe depends on level or double effect of pathfinding? (How much is enough to help group but does not make ranger zip about when soloing?) Or set ranger able to get above 10 pathfinding.
5. Magic able
-if it ever comes to that magic is restricted from most classes (hopefully not), you could make ranger capable of casting low-level magic as well as priest/druidic spells as it was in old d&d
Mage
1. Create golem
-one unit a day or week? selectable unit debends on magic skill
2. Bombardment
-during the siege build phase you can cause damage on random enemies. I hear starvation during sieges causes damage to defending units so maybe use that
3. Enchant item
-gives item it enchances magic effect. usable once a week/month (chance of sucess magic skill?)
Bard
1. Bardic knowledge
-Always updated characters tab, removing the need to ask for directions for lords & ladies. (if automatic update is not doable make a camp menu action (or ask fellow bard) where it refreshes all/one character(s) location)
-Know when there are feasts, either as they come or pile all feasts into notifications at the beginning of new day so no need to keep watching at the mesages during the day (no popups please)
2. Improvise poetry
-Can woo ladies with poetry of your own. Effect depending on entertaiment/cha value
-Can gain relation with lords when reciting poetry
-Sing at the feasts (ask for chance to perform from host) if succesfull everyone at the feast gains some relation depending on entertaiment of course someone might not like the song so there should be variation -5 to +5 or so
3.Bluff
-Ability to pass into hostile towns, maybe even inside the castle/fort during a feast, posing as one of the performers
Necromancer
1. Night vision
-remove night penalty to view range on world map
-maybe some activatable ability to trigger night vision during night battle so player sees in the darkness
2. Visit cemetary
-Towns and villages have option for cemetary where necro gains x-number undeads risk for mob of villagers or town guards encounter. Maybe same kind of ability as fighters get above (raise followers) . Lose relation with town on failure. Possibly lose relation slightly for success too (people might recognize dead relatives...) day/night affects success
3. Beset village with undead
-Same effect as when asking villagers to start a fire so nearby town or fort looses guards during lord rescue mission, but no need to pay elder a dime. Maybe chance for village being looted and you gaining the loot, as if the sent guards lost to the undeads. Costs undead units (would it still be worth it?). Lose relation with village
Alchemy as it's own skill
Create potions in camp menu or buy them, then use them from camp menu or make it work like food where it is used up as time goes by.
Potions:
Night vision potion to remove night spot range penalty if it is possible.
Invisibility potion to enter hostile towns (use up potion when select dialog option for sneaking)
Healing potion: heals you personally instantly or maybe just buffs the group recovery (Ideally used between combat rounds or on world map [i don't think using during combat would be good idea, but maybe the potion is expensive/rare or has a cooldown to limit spamming, also if it would use inventory space every single potion it would limit the players loot space])
there are naturally more choices but not going to make bigger wall of text than this already is
Below ones have been thrown together quickly recently so other classes get something too, so not much good material there
Paladin
Tithe
-Forced to give money to church/whatever every week based on some percentage of your on hand money / income or depending on your level. Maybe honor rise at certain breakpoints 1000 = 1 honor (of course bank would be a problem here since it is not on hand or in weekly report.)
or maybe just make it a town selection thing: "give to church xxxx amount of money"
Barbarian
Toughness
-Double effect from ironflesh or ability to go above 10 skill
Oh, also it would be nice if tournament system from Floris mod could be integrated to this mod, since I find it very forgiving as in no "you lost because you fell before you killed x number of dudes before going down, all your spent time went down the drain" but point play where you score points for kills and challenges and they are counted at the end of tournament to see who wins.
That's all from me
Thanks for reading (Hopefully this was not useless post and sorry for any typos)