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General Tabletop Discussion
*Pathfinder & Starfinder
Class Mod - Starting abilities
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<blockquote data-quote="Bayonet_Chris" data-source="post: 3537013" data-attributes="member: 34405"><p>This is something I've done in my game and I'm curious as to what the community at large thinks. To avoid rampant multi-classing for the sake of picking up a cool special ability rather than a concrete story explanation, I've separated several class abilities into "starting abilities", meaning they can only be gained if you start out in that class at first level.</p><p></p><p>Part of this is subtracting the 1st level bonus on any saving throws from the normal progression chart and making that a starting ability.</p><p></p><p>For example, a first level fighter gains the following:</p><p>Proficiencies: All simple and martial weapons, light armor,medium armor, heavy armor, shield, tower shield</p><p>Saving Throws: First level fighters gain a +2 bonus to Fortitude saving throws (to offset losing 2 on the Fortitude chart)</p><p>Bonus Feat: First level fighters gain a bonus feat - normal list</p><p></p><p>Multi-classing into fighter will gain you +1 BAB and solid hit points, but not much more without investing more into it. You have to get two levels to get bonus feats and you still need to buy proficiencies for weapons you don't start off with.</p><p></p><p>Almost all of the base SRD classes can be modified this way:</p><p>Barbarian: Fast Movement, Rage, Fort +2, Weapon/Armor; Illiteracy</p><p>Bard: Ref +2, Will +2, Weapon/Armor, Inspire Courage +1 (reduce others by 1 for m/c)</p><p>Cleric: Fort +2, Ref +2, Weapon/Armor - m/c gain restrictions of faith</p><p>Druid: Fort +2, Will +2, Weapon/Armor, Animal Companion (m/c gain at 4th) - m/c gain restrictions of faith</p><p>Fighter: As listed above</p><p>Monk: All saves +2, Weapon/Armor, Bonus Feat (push selections out for m/c?)</p><p>Paladin: Fort +2, Weapon/Armor, Smite 1/day</p><p>Ranger: Fort +2, Ref +2, Weapon/Armor, Favored Enemy, Track</p><p>Rogue: Ref +2, Sneak Attack, Weapon/Armor</p><p>Sorcerer: Will +2, Summon Familiar, Weapon/Armor</p><p>Wizard: Will +2, Scribe Scroll, Summon Familiar, Weapon/Armor</p><p></p><p>It's not perfect. I have adjusted the base classes to compensate (and also because I don't like many of the base classes) and it is very nice.</p></blockquote><p></p>
[QUOTE="Bayonet_Chris, post: 3537013, member: 34405"] This is something I've done in my game and I'm curious as to what the community at large thinks. To avoid rampant multi-classing for the sake of picking up a cool special ability rather than a concrete story explanation, I've separated several class abilities into "starting abilities", meaning they can only be gained if you start out in that class at first level. Part of this is subtracting the 1st level bonus on any saving throws from the normal progression chart and making that a starting ability. For example, a first level fighter gains the following: Proficiencies: All simple and martial weapons, light armor,medium armor, heavy armor, shield, tower shield Saving Throws: First level fighters gain a +2 bonus to Fortitude saving throws (to offset losing 2 on the Fortitude chart) Bonus Feat: First level fighters gain a bonus feat - normal list Multi-classing into fighter will gain you +1 BAB and solid hit points, but not much more without investing more into it. You have to get two levels to get bonus feats and you still need to buy proficiencies for weapons you don't start off with. Almost all of the base SRD classes can be modified this way: Barbarian: Fast Movement, Rage, Fort +2, Weapon/Armor; Illiteracy Bard: Ref +2, Will +2, Weapon/Armor, Inspire Courage +1 (reduce others by 1 for m/c) Cleric: Fort +2, Ref +2, Weapon/Armor - m/c gain restrictions of faith Druid: Fort +2, Will +2, Weapon/Armor, Animal Companion (m/c gain at 4th) - m/c gain restrictions of faith Fighter: As listed above Monk: All saves +2, Weapon/Armor, Bonus Feat (push selections out for m/c?) Paladin: Fort +2, Weapon/Armor, Smite 1/day Ranger: Fort +2, Ref +2, Weapon/Armor, Favored Enemy, Track Rogue: Ref +2, Sneak Attack, Weapon/Armor Sorcerer: Will +2, Summon Familiar, Weapon/Armor Wizard: Will +2, Scribe Scroll, Summon Familiar, Weapon/Armor It's not perfect. I have adjusted the base classes to compensate (and also because I don't like many of the base classes) and it is very nice. [/QUOTE]
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Class Mod - Starting abilities
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