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The Hero

Base Class
A few things will be different making characters for this campaign, as we are using an experimental base class system as well as some additional homebrew rules that will hopefully make things a little cooler. We will be using a single, modified base class that can be customized to your preference instead of having to choose between the six (kinda bland) base classes in the modern core rulebook. his highly experimental base class system should pretty much null six base classes in the core rulebook and it!s supplements while giving you complete control over how your class will work by utilizing a point buy system that will let you specifically tailor how your class is built. "irst and foremost is your character concept. his will be based mainly off the occupation you choose and your class is generally named after that occupation. he points are called class points (#$%), and are spent to purchase and upgrade the nine aspects of your class, giving you more control over how your character works mechanically. &o you will have a class sheet in addition to your character sheet. 'ine steps are needed to make your class. o spend your points (ust choose one of the category!s (A,),#,*) per class aspect that best suits what you want. (+x, -oxer the %olice .fficer thinks it!s best he have a decent base attack bonus, so he selects the )/)A) aspect and spends two of his class points, thinking it wise to save some points for his defense and reflex save aspects. 0e writes down all ten levels of the )/)A) aspect column on his class sheet.) 1emember to spend your points wisely as the class aspects you choose cannot be undone.

Character Guidelines
The Hero #lass %oints, 23 #hoose , (2) )ase attack bonus, (3) base fortitude save, (4) base reflex save, (5) base will save, (6) base defense save, (7) base reputation, (8) base hit die, (9) base skill points, and (:) base action points.
Category A B C D Class Points =4 =2 =1 =0

Hit Die: A=D12 B=D10 C=D8 D=D6


LVL 1 2 3 4 5 6 7 8 9 10
! 10 11 12 14

A BAB
2 4 5 6

B BAB 1 2 3 4 5 6 7 8 9 10

C BAB 0 1 2 3 3 4 5 6 6 7

D BAB 0 1 1 2 2 3 3 4 4 5

A Sav 3 4 4 5 6 6 7 8 9 10

B Sav 2 3 3 4 4 5 5 6 6 7

C Sav 1 2 2 2 3 3 4 4 4 5

D Sav 0 0 1 1 1 2 2 2 3 3

A Def 4 4 5 6 6 7 8 8 9 10

B Def 3 4 4 5 5 6 6 7 7 8

C Def 1 2 2 3 3 3 4 4 5 5

D Def 0 0 1 1 1 2 2 2 3 3

A Rep 1 2 2 3 3 3 4 4 5 5

B Rep 1 1 1 2 2 2 3 3 3 4

C Rep 0 0 0 1 1 1 1 2 2 2

D Rep 0 0 0 0 0 1 1 1 1 1

A #lass &kills (:;<nt modifier per level= x5 at 2st level) ) #lass &kills (8;<nt modifier per level= x5 at 2st level) # #lass &kills (6;<nt modifier per level= x5 at 2st level) * #lass &kills (4;<nt modifier per level= x5 at 2st level)

A Action %oints (9;2>3 #haracter level per $evel) ) Action %oints (8;2>3 #haracter level per $evel) # Action %oints (7 ; 2>3 #haracter level per $evel) * Action %oints (6 ; 2>3 #haracter level per $evel)

Character Guidelines
'ow, once you have your base class mechanics sorted out, fill in the rest of your class sheet with the bonuses gained at each level. "eats can be picked freely as long as you meet the prere?uisites. alents can be freely picked from any of the base classes in the modern core rulebook as long as you meet the prere?uisites.

LVL

Spe"ial
Simple Weapons Proficiency Feat, Bonus Feat t!o if "uman#, $alent Bonus Feat, $alent Bonus Feat, $alent Bonus Feat%1 &onus to t!o attri&ute scores $alent Bonus Feat $alent Bonus Feat, %1 &onus to t!o attri&ute scores

1 2 # 4 5 6 $

! 10

$alent Bonus Feat

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