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<blockquote data-quote="reanjr" data-source="post: 1676578" data-attributes="member: 20740"><p>I actually did up one of these at one point.</p><p></p><p>I gave 'em a d6 Hit Die, good range of skills (4+Int), 3/4 BAB, Good Will and Fort.</p><p></p><p>Each level they could choose from among different trees of abilities (like specialized feats). Most of these were either a small selection of spell-like abilities usable 1-3 times perday or bonuses he could grant to his buddies. I saw them primarily as a support character; their faith was used to bolster the rest of the party rather than to directly fight themselve (which they could do if they wanted).</p><p></p><p>I eventually scrapped it as being too complicated (too many abilities to choose from, it was like adding a whole new spell list complete with spell descriptions to the game). I think the idea would have worked well to represent Tuck, though.</p><p></p><p>Oh, I saw them kind of as wanderers as well, so alot of their abilities were related to protection in the wild while alone (like they would get a bonus to wake up if danger was around or they would have a bonus against poisons that could be fatal to a lone traveler).</p></blockquote><p></p>
[QUOTE="reanjr, post: 1676578, member: 20740"] I actually did up one of these at one point. I gave 'em a d6 Hit Die, good range of skills (4+Int), 3/4 BAB, Good Will and Fort. Each level they could choose from among different trees of abilities (like specialized feats). Most of these were either a small selection of spell-like abilities usable 1-3 times perday or bonuses he could grant to his buddies. I saw them primarily as a support character; their faith was used to bolster the rest of the party rather than to directly fight themselve (which they could do if they wanted). I eventually scrapped it as being too complicated (too many abilities to choose from, it was like adding a whole new spell list complete with spell descriptions to the game). I think the idea would have worked well to represent Tuck, though. Oh, I saw them kind of as wanderers as well, so alot of their abilities were related to protection in the wild while alone (like they would get a bonus to wake up if danger was around or they would have a bonus against poisons that could be fatal to a lone traveler). [/QUOTE]
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