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<blockquote data-quote="ren1999" data-source="post: 6027863" data-attributes="member: 85179"><p>There is a lot to like in this latest play test installment. I have summarized what I liked and have changed and added what I think should be included. What do you think?</p><p></p><p><strong>Choose a race.</strong></p><p></p><p> Dwarf Racial Bonus: +1 Strength, or +1 Constitution</p><p>low-light vision (see 30 feet in darkness)</p><p>save verses poison +1 bonus</p><p>armor proficiency (reduce dexterity penalty by 1)</p><p></p><p> Elf Racial Bonus: +1 Intelligence, or +1 Wisdom</p><p>low-light vision (see 30 feet in darkness)</p><p>save versus charm +1 bonus</p><p>listen search +1 bonus</p><p></p><p> Halfling Racial Bonus: +1 Dexterity, or +1 Charisma</p><p>nimbleness (move through larger being's space)</p><p>save versus fear +1 bonus</p><p>stealth +1 bonus</p><p></p><p> Human Racial Bonus: +1 to any ability.</p><p>1 additional skill</p><p>save versus poison, charm, or fear +1 bonus</p><p>1 additional background</p><p></p><p>Custom or Half-Racial Bonus: +1 to any ability.</p><p>1 additional skill</p><p>save versus poison, charm, or fear +1 bonus</p><p>1 additional background</p><p> </p><p><strong>Choose a background theme.</strong></p><p></p><p>Choose 1 background of skills your character learned before becoming a professional adventurer. </p><p> <strong></strong></p><p><strong>Choose a class.</strong></p><p></p><p> Fighter</p><p>Class Bonus: +1 Strength</p><p>Starting Hit Points: constitution score+12</p><p>Hit Points Per Level-Up: +12 hit points</p><p>Healing Potion Daily Stocks: 6</p><p>Armor: any</p><p>Weapon: any</p><p>Class Powers: Martial Feats</p><p></p><p> Rogue</p><p>Class Bonus: +1 Dexterity</p><p>Hit Points: constitution score+10</p><p>Starting Hit Points Per Level-Up: +10 hit points</p><p>Healing Potion Daily Stocks: 5</p><p>Armor: leather, studded leather</p><p>Weapon: fast weapons up to 1d6 damage</p><p>Class Powers: Rogue Skills</p><p></p><p> Cleric</p><p>Class Bonus: +1 Wisdom</p><p>Starting Hit Points: constitution score+8</p><p>Hit Points Per Level-Up: +8 hit points</p><p>Healing Potion Daily Stocks: 4</p><p>Armor: chain-mail</p><p> Weapon: the weapon of the cleric's god</p><p>Class Powers: Healing, Cursing and Controlling Prayers</p><p></p><p> Wizard</p><p>Class Bonus: +1 Intelligence</p><p>Starting Hit Points: constitution score+6</p><p>Level-Up: +6 hit points</p><p>Healing Potion Daily Stocks: 3</p><p>Armor: bracers, jewelry and magic abjuration spells</p><p>Weapon: wooden staff, dagger, dart, sling</p><p>Class Powers: Burst Area Spells</p><p></p><p> Theme Class</p><p>Class Bonus: +1 ability</p><p>Starting Hit Points: constitution score+9</p><p>Level-Up: +9 hit points</p><p>Healing Potion Daily Stocks: 4</p><p>Armor: any appropriate for the build</p><p>Weapon: any appropriate for the build</p><p>Power Types: any feat, skill, spell or prayer appropriate for the theme class</p><p> </p><p><strong>Class Features</strong></p><p></p><p> All classes start with 3 chosen 1st level powers. </p><p> <strong></strong></p><p><strong>Roll ability scores.</strong></p><p></p><p> Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.</p><p>Roll 4 six-sided dice (4d6) and discard the lowest roll.</p><p>Add the remaining 3d6 and apply the score to 1 ability.</p><p>Repeat the rolls for the remaining five abilities. If all scores are below 13, re-roll.</p><p> </p><p> <strong>Calculate ability score modifiers.</strong></p><p></p><p>The modifier is the ability score - 10 / 2.</p><p>If the ability score is 8 or 9, the ability modifier is (-1)</p><p>10-11(0)</p><p>12-13(+1)</p><p>etc.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6027863, member: 85179"] There is a lot to like in this latest play test installment. I have summarized what I liked and have changed and added what I think should be included. What do you think? [B]Choose a race.[/B] Dwarf Racial Bonus: +1 Strength, or +1 Constitution low-light vision (see 30 feet in darkness) save verses poison +1 bonus armor proficiency (reduce dexterity penalty by 1) Elf Racial Bonus: +1 Intelligence, or +1 Wisdom low-light vision (see 30 feet in darkness) save versus charm +1 bonus listen search +1 bonus Halfling Racial Bonus: +1 Dexterity, or +1 Charisma nimbleness (move through larger being's space) save versus fear +1 bonus stealth +1 bonus Human Racial Bonus: +1 to any ability. 1 additional skill save versus poison, charm, or fear +1 bonus 1 additional background Custom or Half-Racial Bonus: +1 to any ability. 1 additional skill save versus poison, charm, or fear +1 bonus 1 additional background [B]Choose a background theme.[/B] Choose 1 background of skills your character learned before becoming a professional adventurer. [B] Choose a class.[/B] Fighter Class Bonus: +1 Strength Starting Hit Points: constitution score+12 Hit Points Per Level-Up: +12 hit points Healing Potion Daily Stocks: 6 Armor: any Weapon: any Class Powers: Martial Feats Rogue Class Bonus: +1 Dexterity Hit Points: constitution score+10 Starting Hit Points Per Level-Up: +10 hit points Healing Potion Daily Stocks: 5 Armor: leather, studded leather Weapon: fast weapons up to 1d6 damage Class Powers: Rogue Skills Cleric Class Bonus: +1 Wisdom Starting Hit Points: constitution score+8 Hit Points Per Level-Up: +8 hit points Healing Potion Daily Stocks: 4 Armor: chain-mail Weapon: the weapon of the cleric's god Class Powers: Healing, Cursing and Controlling Prayers Wizard Class Bonus: +1 Intelligence Starting Hit Points: constitution score+6 Level-Up: +6 hit points Healing Potion Daily Stocks: 3 Armor: bracers, jewelry and magic abjuration spells Weapon: wooden staff, dagger, dart, sling Class Powers: Burst Area Spells Theme Class Class Bonus: +1 ability Starting Hit Points: constitution score+9 Level-Up: +9 hit points Healing Potion Daily Stocks: 4 Armor: any appropriate for the build Weapon: any appropriate for the build Power Types: any feat, skill, spell or prayer appropriate for the theme class [B]Class Features[/B] All classes start with 3 chosen 1st level powers. [B] Roll ability scores.[/B] Roll the player-character's ability scores for Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Roll 4 six-sided dice (4d6) and discard the lowest roll. Add the remaining 3d6 and apply the score to 1 ability. Repeat the rolls for the remaining five abilities. If all scores are below 13, re-roll. [B]Calculate ability score modifiers.[/B] The modifier is the ability score - 10 / 2. If the ability score is 8 or 9, the ability modifier is (-1) 10-11(0) 12-13(+1) etc. [/QUOTE]
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