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Yttermayn's Infractus Experiment OOC (recruiting closed)
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<blockquote data-quote="Scott DeWar" data-source="post: 5333738" data-attributes="member: 49929"><p>I bet starting level is 1</p><p></p><p>info of thought:</p><p></p><p>level 3, 25 points</p><p>str 10</p><p>dex 12 4</p><p>con 14 6</p><p>int 13 5</p><p>wis 14 6</p><p>cha 12 4</p><p></p><p></p><p>3 levels of dedicted hero and the possibility of field medic as advance class later.</p><p>THE DEDICATED HERO</p><p>[sblock]</p><p></p><p>Ability: Wisdom</p><p>Hit Die: 1d6</p><p>Action Points: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.</p><p>Class Skills: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis).</p><p>Also, the starting occupation the hero selects can provide additional class skills to choose from.</p><p>Skill Points at 1st Level: (5 + Int modifier) x4.</p><p>Skill Points at Each Additional Level: 5 + Int modifier.</p><p></p><p>[/sblock]</p><p>starting occupation</p><p>[sblock]</p><p>Religious</p><p>Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation.</p><p>Prerequisite: Age 23+.</p><p>Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. </p><p></p><p>Decipher Script</p><p>Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy),</p><p>Listen</p><p>Sense Motive</p><p></p><p>Wealth Bonus Increase: +2.</p><p>[/sblock]</p><p></p><p>advanced class idea</p><p>[sblock]</p><p>FIELD MEDIC</p><p>Requirements</p><p>To qualify to become a Field Medic, a character must fulfill the following ¬criteria.</p><p>Base Attack Bonus: +2.</p><p>Skills: Treat Injury 6 ranks, Spot 6 ranks.</p><p>Feat: Surgery.</p><p>Class Information</p><p>The following information pertains to the Field Medic advanced class.</p><p>Hit Die: 1d8 </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Scott DeWar, post: 5333738, member: 49929"] I bet starting level is 1 info of thought: level 3, 25 points str 10 dex 12 4 con 14 6 int 13 5 wis 14 6 cha 12 4 3 levels of dedicted hero and the possibility of field medic as advance class later. THE DEDICATED HERO [sblock] Ability: Wisdom Hit Die: 1d6 Action Points: Dedicated heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Dedicated hero’s class skills (and the key ability for each skill) are: Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis). Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points at 1st Level: (5 + Int modifier) x4. Skill Points at Each Additional Level: 5 + Int modifier. [/sblock] starting occupation [sblock] Religious Ordained clergy of all persuasions, as well as theological scholars and experts on religious studies fall within the scope of this starting occupation. Prerequisite: Age 23+. Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Decipher Script Knowledge (arcane lore, art, behavioral sciences, history, streetwise, or theology and philosophy), Listen Sense Motive Wealth Bonus Increase: +2. [/sblock] advanced class idea [sblock] FIELD MEDIC Requirements To qualify to become a Field Medic, a character must fulfill the following ¬criteria. Base Attack Bonus: +2. Skills: Treat Injury 6 ranks, Spot 6 ranks. Feat: Surgery. Class Information The following information pertains to the Field Medic advanced class. Hit Die: 1d8 [/sblock] [/QUOTE]
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Yttermayn's Infractus Experiment OOC (recruiting closed)
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