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<blockquote data-quote="Thorvald Kviksverd" data-source="post: 185671" data-attributes="member: 1495"><p><strong>Geoffrey--</strong> Thanks for the outline <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><strong>WSmith--</strong></p><p></p><p>I'll do a quick walk through character class creation...</p><p></p><p><strong>Concept:</strong> A warrior at home in the woods and stealthy, but not quite as sturdy in melee as a standard fighter. We'll call him a Ranger <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Class Template:</strong> Now look to the Human Class Template. There are five categories, each of which must be given a rating from 0 to 4, you have four points to distribute amongst these ratings...</p><p></p><p>--<strong>Hit Die:</strong> We'll spend 1 point on a rating of 1 here, giving a HD Type of d6 (rather than the standard Fighter's d8). (3 points remaining)</p><p></p><p>--<strong>Combat:</strong> 2 points spent on a rating of 2 here lets our Ranger attack on the Fighter's table--as well as granting weapon proficiencies as for a Fighter. (1 point remaining)</p><p></p><p>--<strong>Thievery:</strong> The last point is spent on a rating of 1 here, this grants 3 Thief skills. Let's take MS, HS, and HN. (0 points remaining)</p><p></p><p>--<strong>Divine:</strong> A rating of 0 means the Ranger can not cast divine magic.</p><p></p><p>--<strong>Arcane:</strong> A rating of 0 means the Ranger can not cast arcane magic.</p><p></p><p>Now to figure the appropriate saving throw and experience tables...</p><p></p><p><strong>Save as:</strong> For a Human, compare the ratings for Combat, Thievery, Divine, and Arcane. Use the save table for the class that is associated with the highest rating. In this case it is Combat, so the save table for Fighters is used.</p><p></p><p><strong>Experience needed for 2nd level:</strong> Look at the experience table and total the values given for the ratings in each category (a rating of 0 adds a value of 0)...</p><ul> <li data-xf-list-type="ul"> HD(1): 500</li> <li data-xf-list-type="ul"> Combat(2): +1000</li> <li data-xf-list-type="ul"> Thievery(1): +200</li> </ul><p>This gives a total of 1700 exp needed to attain 2nd level (the rest of the table can be extrapolated from this).</p><p></p><p><strong>Prime Requisite:</strong> Look at the Human template and check each category, if his rating is at or above the level where the asterix appears he earns prime requisite bonuses as if he was a member of the relevant class. In this instance, his rating of 2 in Combat grants him bonuses as for a Fighter.</p><p></p><p>This gives a class template that looks like this...</p><p></p><p><span style="color: red">RANGER</span></p><ul> <li data-xf-list-type="ul"><span style="color: red"> Hit Die: d6</span></li> <li data-xf-list-type="ul"><span style="color: red"> Combat: as Fighter</span></li> <li data-xf-list-type="ul"><span style="color: red"> Thievery: HS,MS,and HN as Thief of equal level</span></li> <li data-xf-list-type="ul"><span style="color: red"> Save: as Fighter</span></li> <li data-xf-list-type="ul"><span style="color: red"> Prime Req: Str</span></li> <li data-xf-list-type="ul"><span style="color: red"> Req Exp: 1700</span></li> </ul><p></p><p>As an additional (optional) variation...</p><p></p><p>We could choose to make him a missile specialist, raising his Combat rating by 1 for purposes of missile fire, and lowering it by 1 for purposes of melee (though his actual combat rating remains unchanged). This would result in a template like this...</p><p></p><p><span style="color: red">RANGER</span></p><ul> <li data-xf-list-type="ul"><span style="color: red"> Hit Die: d6</span></li> <li data-xf-list-type="ul"><span style="color: red"> Melee: as Thief</span></li> <li data-xf-list-type="ul"><span style="color: red"> Missile: as Monster</span></li> <li data-xf-list-type="ul"><span style="color: red"> Thievery: HS, MS, HN</span></li> <li data-xf-list-type="ul"><span style="color: red"> Save: as Ftr</span></li> <li data-xf-list-type="ul"><span style="color: red"> Prime Req: Str</span></li> <li data-xf-list-type="ul"><span style="color: red"> Req Exp: 1700</span></li> </ul><p></p><p></p><p>Hope that answers your questions <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>If you'd like I could e-mail you a copy of the template in Word--just give me your address.</p></blockquote><p></p>
[QUOTE="Thorvald Kviksverd, post: 185671, member: 1495"] [b]Geoffrey--[/b] Thanks for the outline :) [b]WSmith--[/b] I'll do a quick walk through character class creation... [b]Concept:[/b] A warrior at home in the woods and stealthy, but not quite as sturdy in melee as a standard fighter. We'll call him a Ranger ;) [b]Class Template:[/b] Now look to the Human Class Template. There are five categories, each of which must be given a rating from 0 to 4, you have four points to distribute amongst these ratings... --[b]Hit Die:[/b] We'll spend 1 point on a rating of 1 here, giving a HD Type of d6 (rather than the standard Fighter's d8). (3 points remaining) --[b]Combat:[/b] 2 points spent on a rating of 2 here lets our Ranger attack on the Fighter's table--as well as granting weapon proficiencies as for a Fighter. (1 point remaining) --[b]Thievery:[/b] The last point is spent on a rating of 1 here, this grants 3 Thief skills. Let's take MS, HS, and HN. (0 points remaining) --[b]Divine:[/b] A rating of 0 means the Ranger can not cast divine magic. --[b]Arcane:[/b] A rating of 0 means the Ranger can not cast arcane magic. Now to figure the appropriate saving throw and experience tables... [b]Save as:[/b] For a Human, compare the ratings for Combat, Thievery, Divine, and Arcane. Use the save table for the class that is associated with the highest rating. In this case it is Combat, so the save table for Fighters is used. [b]Experience needed for 2nd level:[/b] Look at the experience table and total the values given for the ratings in each category (a rating of 0 adds a value of 0)... [list][*] HD(1): 500[*] Combat(2): +1000[*] Thievery(1): +200[/list] This gives a total of 1700 exp needed to attain 2nd level (the rest of the table can be extrapolated from this). [b]Prime Requisite:[/b] Look at the Human template and check each category, if his rating is at or above the level where the asterix appears he earns prime requisite bonuses as if he was a member of the relevant class. In this instance, his rating of 2 in Combat grants him bonuses as for a Fighter. This gives a class template that looks like this... [color=red]RANGER [list][*] Hit Die: d6[*] Combat: as Fighter[*] Thievery: HS,MS,and HN as Thief of equal level[*] Save: as Fighter[*] Prime Req: Str[*] Req Exp: 1700[/list][/color] As an additional (optional) variation... We could choose to make him a missile specialist, raising his Combat rating by 1 for purposes of missile fire, and lowering it by 1 for purposes of melee (though his actual combat rating remains unchanged). This would result in a template like this... [color=red]RANGER [list][*] Hit Die: d6[*] Melee: as Thief[*] Missile: as Monster[*] Thievery: HS, MS, HN[*] Save: as Ftr[*] Prime Req: Str[*] Req Exp: 1700[/list] [/color] Hope that answers your questions :) If you'd like I could e-mail you a copy of the template in Word--just give me your address. [/QUOTE]
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