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A&A D&D v1.7- feedback requested
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<blockquote data-quote="Sadrik" data-source="post: 3670497" data-attributes="member: 14506"><p>Exotic weapon proficiency is in the combat skill. When you have 3 points in the skill you have all exotic weapon proficiencies. </p><p></p><p>Absolutely, the commoner class is for just what it sounds like- commoners. Now characters are heroes so they dont need to take the commoner class unless they have level adjustments. Commoner- gaurds and such will be a multi-class between fighter and commoner, spell-casting commoners will be a blend of scholar and commoner, thugs and street rogues will be a blend of rogue and commoner.</p><p></p><p>For races with a level adjustment they will actually get 1 commoner level for every LA they have. I have come up with a race building mechanic that assigns what LA a race will be and hence how many commoner levels the race will have.</p><p></p><p>I may as well duplicate it here:</p><p></p><p><strong>Race Build Chart</strong></p><p>Each level adjustment (LA) gives the character 1 automatic commoner level. The character’s starting level is equal to their total levels including those from the LA.</p><p>[CODE]LA Points</p><p>+0 1-3</p><p>+1 4-6</p><p>+2 7-9</p><p>+3 10-12</p><p>+4 13-15</p><p>+5 16-18[/CODE]</p><p><em>3 point features</em></p><p>Spell like abilities (strong)</p><p></p><p><em>2 point features</em></p><p>+2 to a stat</p><p>Spell like abilities (medium)</p><p>Darkvision</p><p>Magic resistant (+2 to all saves against magic)</p><p></p><p><em>1 point features</em></p><p>Size Small (speed 20, +1 to hit, +1 AC, +4 to sneak, -4 to maneuvers)</p><p>Size Large (speed 30, -1 to hit, -1 AC, -4 to sneak, +5' reach, +4 to maneuvers)</p><p>+10 speed</p><p>Low light vision</p><p>Sleepless (meditate 4 hours)</p><p>+1 skill point</p><p>Spell like abilities (weak)</p><p>+1 natural armor</p><p>Poison resistant (+2 to saves against poison)</p><p></p><p><em>0 point features</em></p><p>Size Medium (speed 30)</p><p></p><p><em>-1 point features</em></p><p>-2 to a stat</p><p>-10 speed</p><p>Light sensitivity (blinded for 1 round dazzled thereafter)</p><p></p><p>• Goblin: small, +2 dex, -2 str, -2 cha, +10 speed, darkvision</p><p>• Orc: medium, +4 str, -2 int, -2 cha, darkvision, light sensitivity</p><p>• Kobold: small, +2 dex, -4 str, -2 con, darkvision, +10 speed, +1 natural armor, light sensitivity</p><p>• Hobgoblin (6 points): +2 dex, +2 con, darkvision, +1 LA</p><p>• Bugbear (9 points): large, +4 str, +2 dex, +2 con, -2 int, -2 cha, darkvision, +2 LA</p><p>• Drow elf (7 points): medium, +2 dex, -2 con, spell like abilities (medium), darkvision, magic resistant, sleepless, light sensitivity, +2 LA</p><p>• Gnoll (7 points): medium, +4 str, +2 con, -2 int, -2 cha, darkvision, +1 natural armor, +2 LA</p><p>• Ogre (16 points): large, +10 str, +4 con, -2 dex, -4 int, -4 cha, darkvision, +5 natural armor, +5 LA</p><p></p><p>So, as an example a 1st level fighter ogre will be a commoner 5/fighter 1 and count as a 6th level creature. He would have HP 28 +(CON x 5), BAB +3.5 (rounded to +3), CL 1.5 (rounded to 1), and 7.25 (rounded to 7) + INT. Now figuring out the CR... that is a little tougher. However with this slimmed down system I may go with arbitrary xp awards and have no combat awards. I have a system that I have been working on a while that I will probably adopt and add to v1.8.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 3670497, member: 14506"] Exotic weapon proficiency is in the combat skill. When you have 3 points in the skill you have all exotic weapon proficiencies. Absolutely, the commoner class is for just what it sounds like- commoners. Now characters are heroes so they dont need to take the commoner class unless they have level adjustments. Commoner- gaurds and such will be a multi-class between fighter and commoner, spell-casting commoners will be a blend of scholar and commoner, thugs and street rogues will be a blend of rogue and commoner. For races with a level adjustment they will actually get 1 commoner level for every LA they have. I have come up with a race building mechanic that assigns what LA a race will be and hence how many commoner levels the race will have. I may as well duplicate it here: [B]Race Build Chart[/B] Each level adjustment (LA) gives the character 1 automatic commoner level. The character’s starting level is equal to their total levels including those from the LA. [CODE]LA Points +0 1-3 +1 4-6 +2 7-9 +3 10-12 +4 13-15 +5 16-18[/CODE] [I]3 point features[/I] Spell like abilities (strong) [I]2 point features[/I] +2 to a stat Spell like abilities (medium) Darkvision Magic resistant (+2 to all saves against magic) [I]1 point features[/I] Size Small (speed 20, +1 to hit, +1 AC, +4 to sneak, -4 to maneuvers) Size Large (speed 30, -1 to hit, -1 AC, -4 to sneak, +5' reach, +4 to maneuvers) +10 speed Low light vision Sleepless (meditate 4 hours) +1 skill point Spell like abilities (weak) +1 natural armor Poison resistant (+2 to saves against poison) [I]0 point features[/I] Size Medium (speed 30) [I]-1 point features[/I] -2 to a stat -10 speed Light sensitivity (blinded for 1 round dazzled thereafter) • Goblin: small, +2 dex, -2 str, -2 cha, +10 speed, darkvision • Orc: medium, +4 str, -2 int, -2 cha, darkvision, light sensitivity • Kobold: small, +2 dex, -4 str, -2 con, darkvision, +10 speed, +1 natural armor, light sensitivity • Hobgoblin (6 points): +2 dex, +2 con, darkvision, +1 LA • Bugbear (9 points): large, +4 str, +2 dex, +2 con, -2 int, -2 cha, darkvision, +2 LA • Drow elf (7 points): medium, +2 dex, -2 con, spell like abilities (medium), darkvision, magic resistant, sleepless, light sensitivity, +2 LA • Gnoll (7 points): medium, +4 str, +2 con, -2 int, -2 cha, darkvision, +1 natural armor, +2 LA • Ogre (16 points): large, +10 str, +4 con, -2 dex, -4 int, -4 cha, darkvision, +5 natural armor, +5 LA So, as an example a 1st level fighter ogre will be a commoner 5/fighter 1 and count as a 6th level creature. He would have HP 28 +(CON x 5), BAB +3.5 (rounded to +3), CL 1.5 (rounded to 1), and 7.25 (rounded to 7) + INT. Now figuring out the CR... that is a little tougher. However with this slimmed down system I may go with arbitrary xp awards and have no combat awards. I have a system that I have been working on a while that I will probably adopt and add to v1.8. [/QUOTE]
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