skulrik
Explorer
For some time, I've been juggling with an idea about creating 1st level adventurer of a non standard race. Maybe it's have been discuss in a another thread. If so, can you lead me to them please?
Here my idea:
We can introce the concept of "Racial class". With a racial class, one can start, and only start is character as, for example, a Minotaur Level 1. With no other class. After that, he can gain level in anyone class he want, and can freely add level in his minotaur class, without XP penalty.
Gaining level in the Racial class represent the growing of the character.
This is an exemple, for the minotaur:
The Minotaur
Abilities: Determine it with the method of your choice, and adjust Intelligence and Charisma as per the table 2.5 and 2.6 of the Core Rulebook II. The Minotaur have a base intelligence of 7, and a base charisma of 8.
Aligment: Usually Chaotic Evil
Hit Die: d8 (not gaining at every level, see the table below).
Class Skill: the Minotaur class skill (and the key ability for each skill) are: Intimidate(Cha), Jump(Str), Listen(Wis), Search(Int), Spot(Wis).
Skill Point at first level: (2 + Int modifier) x 4
Skill Points at each additionnal level: 2 + Int modifier
Race Features
All the following are race feature of the minotaur:
- +4 Racial Bonus to Search. Spot and Listen check.
- Illiterate
- Darkvision 60 feets.
- Bonus language: Giant
- Favored Class: Fighter
Racial Class Feature
Notes: the number of level are base on the ECL in the Dragin Mag #293
All the following are racial class feature of the minotaur
Weapon and Armor proficiency: the minotaur is proficient in the use of all simple and martial weapon. They are not proficient with any type of armor, nor with shield.
Hit Dice: The minotaur get his Hit Dice at level 1, 2, 4, 6, 8, and 10.
Natural CA: when he grow, the skin of the minotaur become more harder, granting him natural armor.
Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals damage equal to the dice indicated, plus Strength modifier.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. At level 2, they will never becoming lost. At level 5, they are ables them to track enemies (gaining the track feat for free). At level 8, they are never caught flat-footed. At level 10, they became immune to maze spells.
Great Fortitude: same as Great Fortitude Feat
Power Attack: same as Power Attack Feat
Strength increase: The minotaur gain a +2 in force at level 1, 3, 6 and 9.
Constitution increase: The minotaur gain a +2 in constitution at level 4 and 7.
Large Creature: at level 10 of minotaur, he have reach his full maturity, and became a large creature. See the Core Rulebook III, p.5.
What do you think about that ?
Can you help me to improve the concept ?
Thanks for taking the time to read me.
Here my idea:
We can introce the concept of "Racial class". With a racial class, one can start, and only start is character as, for example, a Minotaur Level 1. With no other class. After that, he can gain level in anyone class he want, and can freely add level in his minotaur class, without XP penalty.
Gaining level in the Racial class represent the growing of the character.
This is an exemple, for the minotaur:
The Minotaur
Abilities: Determine it with the method of your choice, and adjust Intelligence and Charisma as per the table 2.5 and 2.6 of the Core Rulebook II. The Minotaur have a base intelligence of 7, and a base charisma of 8.
Aligment: Usually Chaotic Evil
Hit Die: d8 (not gaining at every level, see the table below).
Class Skill: the Minotaur class skill (and the key ability for each skill) are: Intimidate(Cha), Jump(Str), Listen(Wis), Search(Int), Spot(Wis).
Skill Point at first level: (2 + Int modifier) x 4
Skill Points at each additionnal level: 2 + Int modifier
Race Features
All the following are race feature of the minotaur:
- +4 Racial Bonus to Search. Spot and Listen check.
- Illiterate
- Darkvision 60 feets.
- Bonus language: Giant
- Favored Class: Fighter
Racial Class Feature
Notes: the number of level are base on the ECL in the Dragin Mag #293
Code:
[COLOR=silver]
Base
Class Attack Fort Ref Will
Level Bonus Saves Saves Saves Special
----- ------ ----- ----- ----- -------
1st +1 +0 +2 +2 Hit Dice, Natural Armor +1, Strength Increase, Charge 1d6
2nd +1 +0 +2 +2 Hit Dice, Natural cunning, Power Attack
3rd +2 +1 +2 +2 Natural Armor +2, Strength increase, Charge 2d6
4th +2 +1 +3 +3 Hit Dice, Constitution increase
5th +3 +2 +3 +3 Natural Armor +3, Natural Cunning, Great Fortitude
6th +3 +2 +4 +4 Hit Dice, Strength increase, Charge 3d6
7th +4 +3 +4 +4 Natural Armor +4, Constitution increase
8th +4 +3 +4 +4 Hit Dice, Matural Cunning
9th +5/+0 +4 +5 +5 Natural Armor +5, Strength Increase, Charge 4d6
10th +5/+0 +4 +5 +5 Hit Dice, Natural Cunning, Large Creature
[/COLOR]
All the following are racial class feature of the minotaur
Weapon and Armor proficiency: the minotaur is proficient in the use of all simple and martial weapon. They are not proficient with any type of armor, nor with shield.
Hit Dice: The minotaur get his Hit Dice at level 1, 2, 4, 6, 8, and 10.
Natural CA: when he grow, the skin of the minotaur become more harder, granting him natural armor.
Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals damage equal to the dice indicated, plus Strength modifier.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. At level 2, they will never becoming lost. At level 5, they are ables them to track enemies (gaining the track feat for free). At level 8, they are never caught flat-footed. At level 10, they became immune to maze spells.
Great Fortitude: same as Great Fortitude Feat
Power Attack: same as Power Attack Feat
Strength increase: The minotaur gain a +2 in force at level 1, 3, 6 and 9.
Constitution increase: The minotaur gain a +2 in constitution at level 4 and 7.
Large Creature: at level 10 of minotaur, he have reach his full maturity, and became a large creature. See the Core Rulebook III, p.5.
What do you think about that ?
Can you help me to improve the concept ?
Thanks for taking the time to read me.