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Remind me again why this is a bad idea.
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 215104" data-attributes="member: 710"><p>Montecook said he would like to have integrated some customized core classes in the Dungeons Master Guide.</p><p>So, though there is no rule for it - because it is hard to make a rule about these things - there are no rules against it. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p>Just ask your DM - or be the DM - and make some fitting chances.</p><p></p><p>For advises, look at the witch class in the DMG or the Urban Ranger in the Masters of the Wild for ideas. </p><p></p><p>You should have some D&D experience to safeley (without screwing balance) customize a class, but if you wish, do it. (Hell, there are a million Ranger variants out there <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>But for your example: He is not clearly a fighter. Working for the thief guild to beat people up - he is a rogue, but non the trapsearching pickpocketing stealthy type of rogue. Low Intelligence, high Strength. </p><p>"Tag Skill": Intimidate. Other skills might include Move Silently/Hide (depending on how he had to beat up the guys <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ), Gather Information (where can I find this guy I have to beat up - Don`t know, try to find it out. What are we paying you for?), Jump, maybe Tumble...</p><p>He might multiclass with Fighter later.</p><p>Feats: Improved Unarmed, Thug (if available)...</p><p></p><p>Mustrum Ridcully</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 215104, member: 710"] Montecook said he would like to have integrated some customized core classes in the Dungeons Master Guide. So, though there is no rule for it - because it is hard to make a rule about these things - there are no rules against it. :) Just ask your DM - or be the DM - and make some fitting chances. For advises, look at the witch class in the DMG or the Urban Ranger in the Masters of the Wild for ideas. You should have some D&D experience to safeley (without screwing balance) customize a class, but if you wish, do it. (Hell, there are a million Ranger variants out there :) ) But for your example: He is not clearly a fighter. Working for the thief guild to beat people up - he is a rogue, but non the trapsearching pickpocketing stealthy type of rogue. Low Intelligence, high Strength. "Tag Skill": Intimidate. Other skills might include Move Silently/Hide (depending on how he had to beat up the guys :) ), Gather Information (where can I find this guy I have to beat up - Don`t know, try to find it out. What are we paying you for?), Jump, maybe Tumble... He might multiclass with Fighter later. Feats: Improved Unarmed, Thug (if available)... Mustrum Ridcully [/QUOTE]
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