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D20 Shadowrun Gets a whole lot easier
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<blockquote data-quote="Priest" data-source="post: 521549" data-attributes="member: 8973"><p>ABOUT THE ABOVE POST </p><p></p><p>I Think that the races should be more balanced (as far as ability mods) And all characters should start with an Essence of 6.0 or something similar.</p><p></p><p><strong>Classes</strong></p><p></p><p>I know the opinions of everyone who has posted here, so with that in mind the Classes should be as followed (this is a short hand class work up)(IF indeed HD is used as the Damage system) </p><p></p><p>Decker- </p><p></p><p>HD d6 </p><p>BAB as Cleric </p><p>Good Saves Fort, and Will Poor Saves Ref </p><p>Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6 </p><p></p><p>Class Skills: (Like the Rogues, but for the SR world)</p><p></p><p>Skill Points for 1st Level (8+Int Modifier) x 4 </p><p>Skill Points for each level after first 8+ Int Modifer </p><p></p><p>Starts with Deck (still to be rules designed) The deck type depends on his Lifestyle choice, and his starting tech. </p><p></p><p>Abilities should have things to do with Running in the matrix, and Decking in General. </p><p></p><p>Rigger- </p><p></p><p>HD d4 </p><p>BAB, as Wizard </p><p>Good Saves Ref, and Will Poor Saves Fort</p><p>Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6</p><p></p><p>Class Skills ( Bard Like Skill List) </p><p>Skill Points for 1st Level (4 + Int Modifier) x 4 </p><p>Skill Points for each level after first 4 + Int Modifer </p><p></p><p>Class Abilities: </p><p>Abilities that will help to operate ROV's, whether they are Drones, or Robots, or Rigged Vehicles.</p><p></p><p>Mercenary-</p><p></p><p>HD d10</p><p>BAB, as Fighter </p><p>Good Saves Fort Bad Saves Ref and Will</p><p>Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10</p><p></p><p>Class Skills (As fighter list) </p><p>Skill Points for 1st Level (2 + Int Modifier) x 4 </p><p>Skill Points for each level after first 2 + Int Modifer </p><p></p><p>Class Abilities: Mostly the same as a Fighter from the PHB </p><p>Perhaps at 1st level the Merc gets 1 more contact than normal </p><p>or his abilities go like so. </p><p></p><p>1. Contact, 2. Bonus Feat 3.----4. Contact, 5. Bonus Feat ...</p><p></p><p></p><p>Street Samurai </p><p></p><p>HD d10 </p><p>BAB as Monk </p><p>Good Saves: Fort, Ref Bad Will </p><p> Rep [1] +1 [2] +1 [3] +2 [4] +2 [5] +3 [6] +3 [7] +4 [8] +4 [9] +5 [10] +5 [11] +6 [12]+6 [13]+7 [14]+7 [15] +8 [16] +8 [17] +9 [18] +9 [19] +10 [20]+10</p><p></p><p>Class Skills (As fighter list with a few extra's) </p><p>Skill Points for 1st Level (4 + Int Modifier) x 4 </p><p>Skill Points for each level after first 4 + Int Modifer </p><p></p><p>Abilities </p><p></p><p>Starts with +2 Cybernetic Implants (From the Starting Cyberware SS List) The Contact progression of the Merc, and a few enhancement abilities ( Like Enhance Scent, or Enhance Vision) or what have you. </p><p></p><p>Full Mage (Wizard Style)</p><p></p><p>HD d4 </p><p>BAB: As Cleric </p><p>Good Saves Fort, & Will Poor Saves Ref</p><p>Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10</p><p></p><p>Class Skills (As a Wizard) </p><p>Skill Points for 1st Level (6 + Int Modifier) x 4 </p><p>Skill Points for each level after first 6 + Int Modifer </p><p></p><p>Street Mage (Sorcerer Style)</p><p></p><p>HD d6 </p><p>BAB: As Rogue </p><p>Good Saves Ref, & Will Poor Saves Fort </p><p>Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6 </p><p></p><p>Class Skills (As a Wizard) </p><p>Skill Points for 1st Level (4 + Int Modifier) x 4 </p><p>Skill Points for each level after first 4 + Int Modifer </p><p></p><p>Burned Out Mage (Adept Style) </p><p>HD d8 </p><p>BAB as Fighter </p><p>Good Saves Will Poor Saves Fort, & Ref</p><p>Rep [1] +0 [2] +0 [3] +0 [4] +1 [5] +1 [6] +1 [7] +2 [8] +2 [9] +2 [10] +3 [11] +3 [12]+3 [13]+4 [14]+4 [15] +4 [16] +5 [17] +5 [18] +5 [19] +6 [20]+6 </p><p></p><p>Class Skills (As a Fighter with a few extra's) </p><p>Skill Points for 1st Level (2 + Int Modifier) x 4 </p><p>Skill Points for each level after first 2 + Int Modifer </p><p></p><p>Limited Spells: Has a limited selection of Arcane Spells</p><p>Starts with Cyberware (as Street Sam) </p><p></p><p>Any I Miss? Let me know.</p></blockquote><p></p>
[QUOTE="Priest, post: 521549, member: 8973"] ABOUT THE ABOVE POST I Think that the races should be more balanced (as far as ability mods) And all characters should start with an Essence of 6.0 or something similar. [b]Classes[/b] I know the opinions of everyone who has posted here, so with that in mind the Classes should be as followed (this is a short hand class work up)(IF indeed HD is used as the Damage system) Decker- HD d6 BAB as Cleric Good Saves Fort, and Will Poor Saves Ref Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6 Class Skills: (Like the Rogues, but for the SR world) Skill Points for 1st Level (8+Int Modifier) x 4 Skill Points for each level after first 8+ Int Modifer Starts with Deck (still to be rules designed) The deck type depends on his Lifestyle choice, and his starting tech. Abilities should have things to do with Running in the matrix, and Decking in General. Rigger- HD d4 BAB, as Wizard Good Saves Ref, and Will Poor Saves Fort Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6 Class Skills ( Bard Like Skill List) Skill Points for 1st Level (4 + Int Modifier) x 4 Skill Points for each level after first 4 + Int Modifer Class Abilities: Abilities that will help to operate ROV's, whether they are Drones, or Robots, or Rigged Vehicles. Mercenary- HD d10 BAB, as Fighter Good Saves Fort Bad Saves Ref and Will Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10 Class Skills (As fighter list) Skill Points for 1st Level (2 + Int Modifier) x 4 Skill Points for each level after first 2 + Int Modifer Class Abilities: Mostly the same as a Fighter from the PHB Perhaps at 1st level the Merc gets 1 more contact than normal or his abilities go like so. 1. Contact, 2. Bonus Feat 3.----4. Contact, 5. Bonus Feat ... Street Samurai HD d10 BAB as Monk Good Saves: Fort, Ref Bad Will Rep [1] +1 [2] +1 [3] +2 [4] +2 [5] +3 [6] +3 [7] +4 [8] +4 [9] +5 [10] +5 [11] +6 [12]+6 [13]+7 [14]+7 [15] +8 [16] +8 [17] +9 [18] +9 [19] +10 [20]+10 Class Skills (As fighter list with a few extra's) Skill Points for 1st Level (4 + Int Modifier) x 4 Skill Points for each level after first 4 + Int Modifer Abilities Starts with +2 Cybernetic Implants (From the Starting Cyberware SS List) The Contact progression of the Merc, and a few enhancement abilities ( Like Enhance Scent, or Enhance Vision) or what have you. Full Mage (Wizard Style) HD d4 BAB: As Cleric Good Saves Fort, & Will Poor Saves Ref Rep [1] +0 [2] +1 [3] +1 [4] +2 [5] +2 [6] +3 [7] +3 [8] +4 [9] +4 [10] +5 [11] +5 [12]+6 [13]+6 [14]+7 [15] +7 [16] +8 [17] +8 [18] +9 [19] +9 [20]+10 Class Skills (As a Wizard) Skill Points for 1st Level (6 + Int Modifier) x 4 Skill Points for each level after first 6 + Int Modifer Street Mage (Sorcerer Style) HD d6 BAB: As Rogue Good Saves Ref, & Will Poor Saves Fort Rep [1] +0 [2] +0 [3] +1 [4] +1 [5] +1 [6] +2 [7] +2 [8] +2 [9] +3 [10] +3 [11] +3 [12]+4 [13]+4 [14]+4 [15] +5 [16] +5 [17] +5 [18] +6 [19] +6 [20]+6 Class Skills (As a Wizard) Skill Points for 1st Level (4 + Int Modifier) x 4 Skill Points for each level after first 4 + Int Modifer Burned Out Mage (Adept Style) HD d8 BAB as Fighter Good Saves Will Poor Saves Fort, & Ref Rep [1] +0 [2] +0 [3] +0 [4] +1 [5] +1 [6] +1 [7] +2 [8] +2 [9] +2 [10] +3 [11] +3 [12]+3 [13]+4 [14]+4 [15] +4 [16] +5 [17] +5 [18] +5 [19] +6 [20]+6 Class Skills (As a Fighter with a few extra's) Skill Points for 1st Level (2 + Int Modifier) x 4 Skill Points for each level after first 2 + Int Modifer Limited Spells: Has a limited selection of Arcane Spells Starts with Cyberware (as Street Sam) Any I Miss? Let me know. [/QUOTE]
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