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[Grim Tales] Converting outside classes to a series of Talents
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<blockquote data-quote="Tormenet" data-source="post: 2683858" data-attributes="member: 15690"><p>Flynn, thanks for your comment.</p><p></p><p>Here is what one player (the poor slob who drew the assignment, came up with:</p><p></p><p>Totem Warriors </p><p></p><p>Here's my shot at putting the totem warrior into GT terms.</p><p>The other way would be to just use the class as written, and not allow any multi-classing, but I think that would end up with an overpowered class than anything in GT. They would have a better BAB than all but one class (strong), and three of the five (I didn't count shark as viable in Aryana) would have better hit die than that same strong hero.</p><p></p><p>Totem special powers are considered talents. The 1st level talent is basic and subsequent talents are advanced. Each successive talent has a prerequisite of the previous talent for a given animal. (i.e. you can’t take the 8th level until you’ve taken the 4th level and you can’t take that one until you’ve taken the 1st level).</p><p>Once a character has chosen one animal, they may not choose talents related to another animal.</p><p>Character level must meet or exceed the level listed for the talent in AU.</p><p>Skills are chosen based on the GT system. Upon choosing the 1st level talent for a given animal, the character receives the bonus skills (if any) as class skills listed for that animal.</p><p>Weapon and armor proficiencies are per GT base class.</p><p>Characters do not receive bonus feats per AU, but per GT. </p><p>Totem warrior abilities which are not listed as powers in the specific animal descriptions, but are common to all totem warriors (animal companion, talking to the animals, spirit companion) can be gained by using a talent slot or using a feat. Again, these each require the lower level ability as a prerequisite. These can not be accessed until after having taken the second Totem special power talent.</p><p>The “special” item listed for each except bear (which doesn’t have one) becomes available after taking the second talent for a given animal. </p><p></p><p>Talents trees for each of the animals are available to the base classes as follows:</p><p>Bear Tough</p><p>Hawk Fast</p><p>Snake Fast</p><p>Wolf Strong</p><p>Wolverine Strong</p><p></p><p>This will result in all characters having a lower hit die type than in AU. Bear, Hawk and Snake will all have a lower BAB than in AU. AU assigns totem powers on even levels and GT gives talents on odd levels, so characters will advance in their totem powers about one level behind AU characters.</p><p>Other abilities will also come into play later than in AU, but could advance rather rapidly. I put them with a prereq of the second ability (which won’t happen until 5th level) so that players can’t dip in for one level and get lots of bonuses.</p><p>However, this may be balanced since the characters will also get more feats than in AU, will have access to other, non-totem talents if they desire (In fact, they will be compelled to take non-totem talents) and compared to other GT characters will have some pretty funky powers.</p></blockquote><p></p>
[QUOTE="Tormenet, post: 2683858, member: 15690"] Flynn, thanks for your comment. Here is what one player (the poor slob who drew the assignment, came up with: Totem Warriors Here's my shot at putting the totem warrior into GT terms. The other way would be to just use the class as written, and not allow any multi-classing, but I think that would end up with an overpowered class than anything in GT. They would have a better BAB than all but one class (strong), and three of the five (I didn't count shark as viable in Aryana) would have better hit die than that same strong hero. Totem special powers are considered talents. The 1st level talent is basic and subsequent talents are advanced. Each successive talent has a prerequisite of the previous talent for a given animal. (i.e. you can’t take the 8th level until you’ve taken the 4th level and you can’t take that one until you’ve taken the 1st level). Once a character has chosen one animal, they may not choose talents related to another animal. Character level must meet or exceed the level listed for the talent in AU. Skills are chosen based on the GT system. Upon choosing the 1st level talent for a given animal, the character receives the bonus skills (if any) as class skills listed for that animal. Weapon and armor proficiencies are per GT base class. Characters do not receive bonus feats per AU, but per GT. Totem warrior abilities which are not listed as powers in the specific animal descriptions, but are common to all totem warriors (animal companion, talking to the animals, spirit companion) can be gained by using a talent slot or using a feat. Again, these each require the lower level ability as a prerequisite. These can not be accessed until after having taken the second Totem special power talent. The “special” item listed for each except bear (which doesn’t have one) becomes available after taking the second talent for a given animal. Talents trees for each of the animals are available to the base classes as follows: Bear Tough Hawk Fast Snake Fast Wolf Strong Wolverine Strong This will result in all characters having a lower hit die type than in AU. Bear, Hawk and Snake will all have a lower BAB than in AU. AU assigns totem powers on even levels and GT gives talents on odd levels, so characters will advance in their totem powers about one level behind AU characters. Other abilities will also come into play later than in AU, but could advance rather rapidly. I put them with a prereq of the second ability (which won’t happen until 5th level) so that players can’t dip in for one level and get lots of bonuses. However, this may be balanced since the characters will also get more feats than in AU, will have access to other, non-totem talents if they desire (In fact, they will be compelled to take non-totem talents) and compared to other GT characters will have some pretty funky powers. [/QUOTE]
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