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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Using the Expert Class in a Low-magic world.
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<blockquote data-quote="HarryFlashman" data-source="post: 1332567" data-attributes="member: 16377"><p>Hi guys, this is my first post at ENworld in nearly a year (I even had to re-register).</p><p></p><p>In any case, I might be DMing a game soon and I will be sticking with my favorite sort of setting, Low-magic.</p><p></p><p>There will be no Wizards, no Sorcerors, and no Druids.</p><p></p><p>All other classes who either have access to spells or who will eventually attain access to spells have had their progression tables modified downward in such ways that they will each attain their normal highest level of spells but the progression is slowed and the number of spells are decreased. Also all damaging spells follow the odds=one rules (wherein odd numbers rolled on damage dice are automatically considered ones in regards to damage done).</p><p></p><p>I will be using Ken Hood's Grim-n-Gritty rules set (except Psionics so that is his Combat rules and Martial Arts rules). If you have not looked at Ken Hood's Martial Arts rules then the rest of this post might be indecipherable.</p><p></p><p>In Ken Hood's Martial Arts rules (which do not supplant the Monk class)most martial arts are skill based. The skills coorelate with martial arts maneuvers much like the Speak languages skill works with languages, that is with X number of skill points applied to martial arts training then certain martial arts maneuvers may be learned. The maneuvers are weaker than feats but when combined they can either overpower feats or be used to by feats that expand the maneuvers or even "super" feats.</p><p></p><p>As you can see most classes would be at a disadvantage trying to learn martial arts in the fashion explained above ( rangers, bards, and rogues would do well but at the risk of devaluing their traditional roles).</p><p></p><p>In the interest of keeping Ken Hood's Martial Arts viable I would like to introduce either the Expert NPC class represented in the DMs Manual or the Expert PC class represented in Otherworld Creation's "Forbidden Kingdoms" (a pulp genre D20 game).</p><p></p><p>Assuming you are all familiar with, or can easily become familiar with, the DM's Manual version of the Expert I will list only the Forbidden Kingdom's version.</p><p></p><p></p><p>BAB: Average ( first +0, twentieth +15+10+5) </p><p></p><p>Base Save Bonus: Will=Good, Fort=poor, Ref=poor ( though I think that I will leave this as a "floating save determined at creation)</p><p></p><p>Skills: Any ten, two of which may be "exclusive" skills. (this is ignored after first level I assume due to "Jack of All Trades" class feature)</p><p>Skill points: At first (5+Int mod)x 4, per add. level 5+Int mod</p><p></p><p>HD d6</p><p></p><p>Class features:</p><p> Starts with Simple Weapon Prof</p><p> Starts with "Jack of All Trades"; no skills are cross-class skills. </p><p> Starts with "Expertise"; choose five that represent an area of expertise. each skill gets a one time bonus of +3</p><p></p><p>At third level and every two levels beyond ( 5th then 7th etc) the Expertise skills set gets a free one time bonus of 1 point</p><p></p><p>At level six, level twelve, and level eighteen the Expert may choose another set of 5 skills with which he /she is an Expert in (the one time bonus attained every three levels may be applied to these skill sets) </p><p></p><p></p><p></p><p>So what do you think? Which should I utilize or should I figure something else out?</p><p></p><p>Thankyou for your time.</p></blockquote><p></p>
[QUOTE="HarryFlashman, post: 1332567, member: 16377"] Hi guys, this is my first post at ENworld in nearly a year (I even had to re-register). In any case, I might be DMing a game soon and I will be sticking with my favorite sort of setting, Low-magic. There will be no Wizards, no Sorcerors, and no Druids. All other classes who either have access to spells or who will eventually attain access to spells have had their progression tables modified downward in such ways that they will each attain their normal highest level of spells but the progression is slowed and the number of spells are decreased. Also all damaging spells follow the odds=one rules (wherein odd numbers rolled on damage dice are automatically considered ones in regards to damage done). I will be using Ken Hood's Grim-n-Gritty rules set (except Psionics so that is his Combat rules and Martial Arts rules). If you have not looked at Ken Hood's Martial Arts rules then the rest of this post might be indecipherable. In Ken Hood's Martial Arts rules (which do not supplant the Monk class)most martial arts are skill based. The skills coorelate with martial arts maneuvers much like the Speak languages skill works with languages, that is with X number of skill points applied to martial arts training then certain martial arts maneuvers may be learned. The maneuvers are weaker than feats but when combined they can either overpower feats or be used to by feats that expand the maneuvers or even "super" feats. As you can see most classes would be at a disadvantage trying to learn martial arts in the fashion explained above ( rangers, bards, and rogues would do well but at the risk of devaluing their traditional roles). In the interest of keeping Ken Hood's Martial Arts viable I would like to introduce either the Expert NPC class represented in the DMs Manual or the Expert PC class represented in Otherworld Creation's "Forbidden Kingdoms" (a pulp genre D20 game). Assuming you are all familiar with, or can easily become familiar with, the DM's Manual version of the Expert I will list only the Forbidden Kingdom's version. BAB: Average ( first +0, twentieth +15+10+5) Base Save Bonus: Will=Good, Fort=poor, Ref=poor ( though I think that I will leave this as a "floating save determined at creation) Skills: Any ten, two of which may be "exclusive" skills. (this is ignored after first level I assume due to "Jack of All Trades" class feature) Skill points: At first (5+Int mod)x 4, per add. level 5+Int mod HD d6 Class features: Starts with Simple Weapon Prof Starts with "Jack of All Trades"; no skills are cross-class skills. Starts with "Expertise"; choose five that represent an area of expertise. each skill gets a one time bonus of +3 At third level and every two levels beyond ( 5th then 7th etc) the Expertise skills set gets a free one time bonus of 1 point At level six, level twelve, and level eighteen the Expert may choose another set of 5 skills with which he /she is an Expert in (the one time bonus attained every three levels may be applied to these skill sets) So what do you think? Which should I utilize or should I figure something else out? Thankyou for your time. [/QUOTE]
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