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[d20 Modern] "Alias" and the Field Agent advanced class
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<blockquote data-quote="takyris" data-source="post: 1948563" data-attributes="member: 5171"><p>That's actually pretty much what I'd go for as well -- the Negotiator bit doesn't really make sense for Syd, except maybe the very early levels. I rarely see her turn people against each other or anything like that. </p><p></p><p>Only thing would be making sure that she gets a decent BAB -- while she isn't shooting at heavily armored people, she does need to be able to consistently hit an AC of 15 or so.</p><p></p><p>Cool idea, in any event. I'm actually playing with modifying Advanced Classes after years of "They're sacred, never touch them" mentality. I want to make classes that work for a paranormal but very low magic campaign, where I can have someone get a mystical power of near-invisibility that pretty much manifests as "You get a bonus on hide checks equal to your Invisidude Class Level, and you can hide in plain sight, even while being observed." Or a modern-day Earth Elemental (as an adjective, not a big rock monster) class that gives something like:</p><p></p><p>1st level: Bonus equal to class level when tracking across stone, climbing stone, answering questions involving stonework or geography, navigating in caves or earthwork areas, etc.</p><p>2nd level: Stability Bonus against Trips, Bull Rushes when standing on ground (ie, not on the second story of somewhere)</p><p>3rd level: Feat</p><p>4th level: Can spend an Action Point to gain Natural Armor, DR for short period of time when standing on natural ground</p><p>5th level: Can "Speak with the Stone" by spending AP to touch stone and make class-level + Wis check against DC15. On success, you effectively get to view what happened in that area, like Clairvoyance or ESP</p><p>6th level: Feat</p><p>7th Level: Natural Armor and DR improve when you spend the AP</p><p>8th level: Can Hide in Plain sight in rocky areas, can Track in rocky areas as if it were soft ground, can Climb sheer stone surfaces (treat as base DC 30)</p><p>9th level: Feat</p><p>10th level: Natural Armor and DR improve again, and Elemental gains a +4 bonus on Initiative, Spot, Listen, and Search when in rocky areas</p><p></p><p>Very little of that is flashy, and most of it just builds off of skill checks, but it gives about the right flavor for a light paranormal game.</p><p></p><p>Sorry for thread hijack. Got carried away... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="takyris, post: 1948563, member: 5171"] That's actually pretty much what I'd go for as well -- the Negotiator bit doesn't really make sense for Syd, except maybe the very early levels. I rarely see her turn people against each other or anything like that. Only thing would be making sure that she gets a decent BAB -- while she isn't shooting at heavily armored people, she does need to be able to consistently hit an AC of 15 or so. Cool idea, in any event. I'm actually playing with modifying Advanced Classes after years of "They're sacred, never touch them" mentality. I want to make classes that work for a paranormal but very low magic campaign, where I can have someone get a mystical power of near-invisibility that pretty much manifests as "You get a bonus on hide checks equal to your Invisidude Class Level, and you can hide in plain sight, even while being observed." Or a modern-day Earth Elemental (as an adjective, not a big rock monster) class that gives something like: 1st level: Bonus equal to class level when tracking across stone, climbing stone, answering questions involving stonework or geography, navigating in caves or earthwork areas, etc. 2nd level: Stability Bonus against Trips, Bull Rushes when standing on ground (ie, not on the second story of somewhere) 3rd level: Feat 4th level: Can spend an Action Point to gain Natural Armor, DR for short period of time when standing on natural ground 5th level: Can "Speak with the Stone" by spending AP to touch stone and make class-level + Wis check against DC15. On success, you effectively get to view what happened in that area, like Clairvoyance or ESP 6th level: Feat 7th Level: Natural Armor and DR improve when you spend the AP 8th level: Can Hide in Plain sight in rocky areas, can Track in rocky areas as if it were soft ground, can Climb sheer stone surfaces (treat as base DC 30) 9th level: Feat 10th level: Natural Armor and DR improve again, and Elemental gains a +4 bonus on Initiative, Spot, Listen, and Search when in rocky areas Very little of that is flashy, and most of it just builds off of skill checks, but it gives about the right flavor for a light paranormal game. Sorry for thread hijack. Got carried away... :) [/QUOTE]
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[d20 Modern] "Alias" and the Field Agent advanced class
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