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Core Classes In My Setting
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<blockquote data-quote="seasong" data-source="post: 298361" data-attributes="member: 5137"><p><strong>The Specialist</strong></p><p></p><p><span style="font-size: 12px"><strong>Specialist</strong></span></p><p></p><p>The specialist rarely exists outside of an urban setting, where she can be supported by the community while she pursues fields of study which require utmost devotion. Specialists are the professionals, sages and skilled crafters who make modern civilization possible.</p><p></p><p><strong>Alignment:</strong> Any</p><p><strong>Skill Points:</strong> 8</p><p><strong>Arms & Armor:</strong> 0</p><p></p><p>[CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special</p><p>1 +0 +0 +0 +0 +0 +1 +2 bonus to one skill</p><p>2 +0 +0 +0 +0 +0 +2 Bonus Feat</p><p>3 +0 +0 +1 +1 +1 +3 </p><p>4 +0 +0 +1 +1 +1 +4 +2 bonus to one skill</p><p>5 +0 +0 +1 +1 +1 +5 Bonus Feat</p><p>6 +0 +0 +2 +2 +2 +6 </p><p>7 +0 +0 +2 +2 +2 +7 +2 bonus to one skill</p><p>8 +0 +0 +2 +2 +2 +8 Bonus Feat</p><p>9 +0 +0 +3 +3 +3 +9 </p><p>10 +0 +0 +3 +3 +3 +10 +2 bonus to one skill[/COLOR][/CODE]</p><p></p><p><strong>Skill Focus:</strong> The specialist may apply this to the same skill over and over again, or take a different one each time.</p><p></p><p><strong>Party Roles:</strong> A specialist generally takes on a role that becomes more useful when the specialist's incredible discipline and focus is applied to it, such as spell casting, breaking & entering, or sagacious knowledge. The specialist is somewhat poorly suited to violent activity, however, and will usually need to be protected during such.</p><p></p><p><strong>Spell Casting:</strong> The specialist can be the consumate spell caster, by focusing his dedication on one area and pursuing it to completion. Although not capable of taking as many spell casting feats as the adventurer, the specialist is far better at the act of casting itself, and can handle higher level spells with more consistency.</p><p></p><p><strong>Forgotten Realms:</strong> Use a d4 hit die, poor Fort & Ref saves, and good Will saves. Drop the AC progression.</p><p></p><p><strong>Going Beyond The Core Class</strong></p><p></p><p>The specialist represents the pinnacle of focused discipline supported by society. Specialists are, by their very nature, superfluous to the community... but although they are not needed for survival, they are also the defining element of a proper civilization. They are exceptionally competent in those fields they study and (freed of draining physical labor) can produce works that can not be matched by the casual studies of the adventurer or hard work of the peasant. Among the populace, specialists are the alchemists, scholars, priests, master crafters, diplomats, bankers, architects and more.</p><p></p><p>The utter lack of self-defense largely bars the specialist from combat-related fields (for a combination fighter and specialist, play an adventurer). Otherwise, however, the specialist is not particularly limiting in scope.</p><p></p><p>A wilderness-oriented specialist might be a scholarly druid, gentle herbalist or clever naturist (who avoids fights through stealth and cunning). Wilderness feats and skills (and nature-oriented spells) would be the hallmarks of this character.</p><p></p><p>The specialist really shines as a spell caster. Skill focus and loads of skill points provides the oomph necessary for high level spells, and bonus feats make them accessible. The specialist is also the most <em>typical</em> spell caster, lacking any real fighting ability.</p><p></p><p>Specialists also make good divinity-oriented characters, with enough feats to balance a few divinity-related feats with reasonable divine spell casting. However, a specialist priest will play differently than the fighting cleric.</p><p></p><p>A specialist also makes a good rogue, albeit a less violent and more specialized one. A specialist with breaking & entering skills makes a masterful addition to any dungeon crawl (or urban investigation), and one who focuses on stealth and avoidance will be nigh-impossible to catch.</p></blockquote><p></p>
[QUOTE="seasong, post: 298361, member: 5137"] [b]The Specialist[/b] [SIZE=3][b]Specialist[/b][/SIZE] The specialist rarely exists outside of an urban setting, where she can be supported by the community while she pursues fields of study which require utmost devotion. Specialists are the professionals, sages and skilled crafters who make modern civilization possible. [b]Alignment:[/b] Any [b]Skill Points:[/b] 8 [b]Arms & Armor:[/b] 0 [CODE][COLOR=coral]Lvl Attk AC HP Fort Ref Will Special 1 +0 +0 +0 +0 +0 +1 +2 bonus to one skill 2 +0 +0 +0 +0 +0 +2 Bonus Feat 3 +0 +0 +1 +1 +1 +3 4 +0 +0 +1 +1 +1 +4 +2 bonus to one skill 5 +0 +0 +1 +1 +1 +5 Bonus Feat 6 +0 +0 +2 +2 +2 +6 7 +0 +0 +2 +2 +2 +7 +2 bonus to one skill 8 +0 +0 +2 +2 +2 +8 Bonus Feat 9 +0 +0 +3 +3 +3 +9 10 +0 +0 +3 +3 +3 +10 +2 bonus to one skill[/COLOR][/CODE] [b]Skill Focus:[/b] The specialist may apply this to the same skill over and over again, or take a different one each time. [b]Party Roles:[/b] A specialist generally takes on a role that becomes more useful when the specialist's incredible discipline and focus is applied to it, such as spell casting, breaking & entering, or sagacious knowledge. The specialist is somewhat poorly suited to violent activity, however, and will usually need to be protected during such. [b]Spell Casting:[/b] The specialist can be the consumate spell caster, by focusing his dedication on one area and pursuing it to completion. Although not capable of taking as many spell casting feats as the adventurer, the specialist is far better at the act of casting itself, and can handle higher level spells with more consistency. [b]Forgotten Realms:[/b] Use a d4 hit die, poor Fort & Ref saves, and good Will saves. Drop the AC progression. [b]Going Beyond The Core Class[/b] The specialist represents the pinnacle of focused discipline supported by society. Specialists are, by their very nature, superfluous to the community... but although they are not needed for survival, they are also the defining element of a proper civilization. They are exceptionally competent in those fields they study and (freed of draining physical labor) can produce works that can not be matched by the casual studies of the adventurer or hard work of the peasant. Among the populace, specialists are the alchemists, scholars, priests, master crafters, diplomats, bankers, architects and more. The utter lack of self-defense largely bars the specialist from combat-related fields (for a combination fighter and specialist, play an adventurer). Otherwise, however, the specialist is not particularly limiting in scope. A wilderness-oriented specialist might be a scholarly druid, gentle herbalist or clever naturist (who avoids fights through stealth and cunning). Wilderness feats and skills (and nature-oriented spells) would be the hallmarks of this character. The specialist really shines as a spell caster. Skill focus and loads of skill points provides the oomph necessary for high level spells, and bonus feats make them accessible. The specialist is also the most [i]typical[/i] spell caster, lacking any real fighting ability. Specialists also make good divinity-oriented characters, with enough feats to balance a few divinity-related feats with reasonable divine spell casting. However, a specialist priest will play differently than the fighting cleric. A specialist also makes a good rogue, albeit a less violent and more specialized one. A specialist with breaking & entering skills makes a masterful addition to any dungeon crawl (or urban investigation), and one who focuses on stealth and avoidance will be nigh-impossible to catch. [/QUOTE]
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