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<blockquote data-quote="rogueattorney" data-source="post: 2446064" data-attributes="member: 17551"><p>9 = 10</p><p>8 = 11</p><p>7 = 12</p><p>6 = 13</p><p>5 = 14</p><p>4 = 15</p><p>3 = 16</p><p>2 = 17</p><p></p><p>1st level characters start with no BAB. The level increases are pretty easy to extrapolate from the to hit charts - e.g. fighters get +2 every three levels, clerics get +2 ever four, etc.</p><p></p><p>Feel fee to print this out once you get your RC. <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><p></p><p></p><p></p><p>Why did you feel the need? The designers surely didn't. Check out Appendix 2 in the back for guidance on multi-class characters, races with classes, gnomes, and so on. The various supplements are littered variant classes and class building tools. Pick up GAZ10 Orcs of Thar and PC4 Night Howlers for some of the best examples. </p><p></p><p>The system was designed to be toyed with. The 7 (eight if you count the Mystic) classes presented in the book should be considered "a good start". My campaign uses an alternate paladin modeled on the one from the old Greyhawk Supplement, a Ranger modelled on the old article in T.S.R., an Illusionist also modelled on an old article in T.S.R., an alternate Druid modelled on the one in Eldritch Wizardry, Halfling and Dwarf thieves of my own devise (inspired by the aforementioned appendix 2), half-elves of my own devise, gnomes from PC2 Top Ballista, many of whom are Illusionists (using the shamam/wokani rules from the various supplements, but just giving them the illusionist spell list).</p><p></p><p>I suppose there isn't much question about how I answered the poll.</p><p></p><p>R.A.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 2446064, member: 17551"] 9 = 10 8 = 11 7 = 12 6 = 13 5 = 14 4 = 15 3 = 16 2 = 17 1st level characters start with no BAB. The level increases are pretty easy to extrapolate from the to hit charts - e.g. fighters get +2 every three levels, clerics get +2 ever four, etc. Feel fee to print this out once you get your RC. :) Why did you feel the need? The designers surely didn't. Check out Appendix 2 in the back for guidance on multi-class characters, races with classes, gnomes, and so on. The various supplements are littered variant classes and class building tools. Pick up GAZ10 Orcs of Thar and PC4 Night Howlers for some of the best examples. The system was designed to be toyed with. The 7 (eight if you count the Mystic) classes presented in the book should be considered "a good start". My campaign uses an alternate paladin modeled on the one from the old Greyhawk Supplement, a Ranger modelled on the old article in T.S.R., an Illusionist also modelled on an old article in T.S.R., an alternate Druid modelled on the one in Eldritch Wizardry, Halfling and Dwarf thieves of my own devise (inspired by the aforementioned appendix 2), half-elves of my own devise, gnomes from PC2 Top Ballista, many of whom are Illusionists (using the shamam/wokani rules from the various supplements, but just giving them the illusionist spell list). I suppose there isn't much question about how I answered the poll. R.A. [/QUOTE]
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