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Colonial Marines (the obsessed Noob strikes again!)
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<blockquote data-quote="Arkhandus" data-source="post: 2379576" data-attributes="member: 13966"><p>Erm....alright, this is going to be kinda tough to figure out and set up properly for critique. 1. Is this supposed to be based on material from any given movie/novel, or just based on your own ideas? 2. Roughly what year or span of years in the future is this supposed to be for, generally? 3. What D20 systems/variants are you drawing on here? It doesn't resemble D20 Modern/Future as far as I can tell, which makes it difficult to know what ruleset the class is chiefly supposed to be balanced against/used with..... 4. You'll need to separate out the Game Rules stuff from the Description stuff, for clarity's sake. Also, it looks like you're actually trying to make 5 separate character classes? Each will need its own, separate description. Otherwise, you'll have to more clearly define how a single Colonial Marine class must choose between one of the 5 archetypes/templates/kits/occupations/specializations, and when/whether or not they can ever change their specialization or whatever.</p><p></p><p>Now then..... Here's what I'm guessing is closest to what you're going for. You want to make a Colonial Marine class for some postmodern/near-future D20 game. You want them to gain some different benefits/options based on the role they are primarily trained for. Let's see what I can sort out or otherwise try to help with at the moment, lacking any of the aforementioned details......</p><p></p><p>Make a Colonial Marine class. For now I'll assume 20 levels. Based on what I can discern from your post, and partially using D20 Modern as my baseline, by default.....</p><p></p><p>Standard human traits are a bonus feat at their 1st character level and 1 extra skill point per level, multiplying the extra skill point by 4 as normal at their 1st character level.</p><p></p><p>Characters receive a feat at 1st-level, and another at every 3 character levels, so at 3rd, 6th, 9th, 12th, 15, and 18th. At every fourth character level, they increase an ability score of their choice by 1 point; each time, they can choose any one of the six ability scores.</p><p></p><p>COLONIAL MARINE</p><p>Hit Points: A Colonial Marine begins with 10 hit points + their Constitution modifier at 1st-level. They gain additional hit points at each further level in this class, equal to 1d10 + their Constitution modifier.</p><p>Action Points Per Level: 5 + one-half their character level, rounded down.</p><p>Skill Points Per Level: 2 + Intelligence modifier. Multiply this amount by 4 at the 1st character level.</p><p>Class Skills: Bluff, Diplomacy, Hacking, Intimidate, Jump, Listen, Open Lock, Search, Spot, Survival, Tech Use, and Use Rope.</p><p>Starting Feats: At 1st-level in this class, the Colonial Marine receives the feats Armor Proficiency (Light), USMC Melee Weapons Proficiency, and USMC Small Arms Proficiency.</p><p>Bonus Feats: A Colonial Marine receives a bonus feat of their choice at 1st-level and again at fifth level in this class, so at 5th, 10th, 15th, and 20th-level. They must meet any prerequisites of these bonus feats.</p><p></p><p>Class__Base__________Base__Base__Base__Class_____Base___Reputation</p><p>Level__Attack_________Fort__Ref___Will___Abilities___Defense__Bonus</p><p>1_____+1_____________+2___+1____+1___Bonus Feat___+0______+0</p><p>2_____+2_____________+3___+2____+2_______________+1______+0</p><p>3_____+3_____________+3___+2____+2_______________+1______+0</p><p>4_____+4_____________+4___+2____+2_______________+1______+0</p><p>5_____+5_____________+4___+3____+3___Bonus Feat___+2______+1</p><p>6_____+6/+1__________+5___+3____+3_______________+2______+1</p><p>7_____+7/+2__________+5___+4____+4_______________+2______+1</p><p>8_____+8/+3__________+6___+4____+4_______________+3______+1</p><p>9_____+9/+4__________+6___+4____+4_______________+3______+2</p><p>10____+10/+5_________+7___+5____+5___Bonus Feat___+3______+2</p><p>11____+11/+6/+1______+7___+5____+5_______________+4______+2</p><p>12____+12/+7/+2______+8___+6____+6_______________+4______+2</p><p>13____+13/+8/+3______+8___+6____+6_______________+4______+3</p><p>14____+14/+9/+4______+9___+6____+6_______________+5______+3</p><p>15____+15/+10/+5_____+9___+7____+7___Bonus Feat___+5______+3</p><p>16____+16/+11/+6/+1__+10__+7____+7_______________+5______+3</p><p>17____+17/+12/+7/+2__+10__+8____+8_______________+6______+4</p><p>18____+18/+13/+8/+3__+11__+8____+8_______________+6______+4</p><p>19____+19/+14/+9/+4__+11__+8____+8_______________+6______+4</p><p>20____+20/+15/+10/+5_+12__+9____+9___Bonus Feat___+7______+4</p><p></p><p>Make the different CM times into either starting occupations or special options for the Colonial Marine. I'm tired and it's late where I am, so I'm done for now.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 2379576, member: 13966"] Erm....alright, this is going to be kinda tough to figure out and set up properly for critique. 1. Is this supposed to be based on material from any given movie/novel, or just based on your own ideas? 2. Roughly what year or span of years in the future is this supposed to be for, generally? 3. What D20 systems/variants are you drawing on here? It doesn't resemble D20 Modern/Future as far as I can tell, which makes it difficult to know what ruleset the class is chiefly supposed to be balanced against/used with..... 4. You'll need to separate out the Game Rules stuff from the Description stuff, for clarity's sake. Also, it looks like you're actually trying to make 5 separate character classes? Each will need its own, separate description. Otherwise, you'll have to more clearly define how a single Colonial Marine class must choose between one of the 5 archetypes/templates/kits/occupations/specializations, and when/whether or not they can ever change their specialization or whatever. Now then..... Here's what I'm guessing is closest to what you're going for. You want to make a Colonial Marine class for some postmodern/near-future D20 game. You want them to gain some different benefits/options based on the role they are primarily trained for. Let's see what I can sort out or otherwise try to help with at the moment, lacking any of the aforementioned details...... Make a Colonial Marine class. For now I'll assume 20 levels. Based on what I can discern from your post, and partially using D20 Modern as my baseline, by default..... Standard human traits are a bonus feat at their 1st character level and 1 extra skill point per level, multiplying the extra skill point by 4 as normal at their 1st character level. Characters receive a feat at 1st-level, and another at every 3 character levels, so at 3rd, 6th, 9th, 12th, 15, and 18th. At every fourth character level, they increase an ability score of their choice by 1 point; each time, they can choose any one of the six ability scores. COLONIAL MARINE Hit Points: A Colonial Marine begins with 10 hit points + their Constitution modifier at 1st-level. They gain additional hit points at each further level in this class, equal to 1d10 + their Constitution modifier. Action Points Per Level: 5 + one-half their character level, rounded down. Skill Points Per Level: 2 + Intelligence modifier. Multiply this amount by 4 at the 1st character level. Class Skills: Bluff, Diplomacy, Hacking, Intimidate, Jump, Listen, Open Lock, Search, Spot, Survival, Tech Use, and Use Rope. Starting Feats: At 1st-level in this class, the Colonial Marine receives the feats Armor Proficiency (Light), USMC Melee Weapons Proficiency, and USMC Small Arms Proficiency. Bonus Feats: A Colonial Marine receives a bonus feat of their choice at 1st-level and again at fifth level in this class, so at 5th, 10th, 15th, and 20th-level. They must meet any prerequisites of these bonus feats. Class__Base__________Base__Base__Base__Class_____Base___Reputation Level__Attack_________Fort__Ref___Will___Abilities___Defense__Bonus 1_____+1_____________+2___+1____+1___Bonus Feat___+0______+0 2_____+2_____________+3___+2____+2_______________+1______+0 3_____+3_____________+3___+2____+2_______________+1______+0 4_____+4_____________+4___+2____+2_______________+1______+0 5_____+5_____________+4___+3____+3___Bonus Feat___+2______+1 6_____+6/+1__________+5___+3____+3_______________+2______+1 7_____+7/+2__________+5___+4____+4_______________+2______+1 8_____+8/+3__________+6___+4____+4_______________+3______+1 9_____+9/+4__________+6___+4____+4_______________+3______+2 10____+10/+5_________+7___+5____+5___Bonus Feat___+3______+2 11____+11/+6/+1______+7___+5____+5_______________+4______+2 12____+12/+7/+2______+8___+6____+6_______________+4______+2 13____+13/+8/+3______+8___+6____+6_______________+4______+3 14____+14/+9/+4______+9___+6____+6_______________+5______+3 15____+15/+10/+5_____+9___+7____+7___Bonus Feat___+5______+3 16____+16/+11/+6/+1__+10__+7____+7_______________+5______+3 17____+17/+12/+7/+2__+10__+8____+8_______________+6______+4 18____+18/+13/+8/+3__+11__+8____+8_______________+6______+4 19____+19/+14/+9/+4__+11__+8____+8_______________+6______+4 20____+20/+15/+10/+5_+12__+9____+9___Bonus Feat___+7______+4 Make the different CM times into either starting occupations or special options for the Colonial Marine. I'm tired and it's late where I am, so I'm done for now. [/QUOTE]
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