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:Fatigue Die: 1d6 | :Fatigue Die: 1d6 | ||
:Class Skills: (2 + Dex modifier Physical, 4 + Int modifier Mental) {d12}. {1} Appraise, {2} Concentration, {3} Craft (any), {4} Initiative, {5} Knowledge (any), {6} Mechanics, {7} Perception, {8} Persuasion, {9} Profession (any), {10} Sense Motive, {11} Use Magic, {12} Racal Skill, or DM's choice. | :Class Skills: (2 + Dex modifier Physical, 4 + Int modifier Mental) {d12}. {1} Appraise, {2} Concentration, {3} Craft (any), {4} Initiative, {5} Knowledge (any), {6} Mechanics, {7} Perception, {8} Persuasion, {9} Profession (any), {10} Sense Motive, {11} Use Magic, {12} Racal Skill, or DM's choice. | ||
− | : | + | :Wealth Bonus Increase: +3. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Artisan==== | ====Table: The Artisan==== | ||
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:Fatigue Die: 1d8 | :Fatigue Die: 1d8 | ||
:Class Skills: (3 + Dex modifier Physical, 1 + Int modifier Mental) {d12}. {1} Acrobatics, {2} Climb, {3} Concentration, {4} Drive, {5} Endurance, {6} Fly, {7} Heal, {8} Initiative, {9} Jump, {10} Knowledge (related), {11} Perform, {12} Swim. | :Class Skills: (3 + Dex modifier Physical, 1 + Int modifier Mental) {d12}. {1} Acrobatics, {2} Climb, {3} Concentration, {4} Drive, {5} Endurance, {6} Fly, {7} Heal, {8} Initiative, {9} Jump, {10} Knowledge (related), {11} Perform, {12} Swim. | ||
− | : | + | :Wealth Bonus Increase: +1. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Athlete==== | ====Table: The Athlete==== | ||
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===Commoner=== | ===Commoner=== | ||
− | :Fatigue Die: | + | :Fatigue Die: 1d6 |
:Class Skills: (2 + Dex modifier Physical, 2 + Int modifier Mental) {d12]. {1} Appraise, {2} Craft (any), {3} Drive, {4} Endurance, {5} Gather Information, {6} Initiative, {7} Knowledge (related), {8} Mechanics, {9} Perception, {10} Persuasion, {11} Profession (any), {12} Sense Motive. | :Class Skills: (2 + Dex modifier Physical, 2 + Int modifier Mental) {d12]. {1} Appraise, {2} Craft (any), {3} Drive, {4} Endurance, {5} Gather Information, {6} Initiative, {7} Knowledge (related), {8} Mechanics, {9} Perception, {10} Persuasion, {11} Profession (any), {12} Sense Motive. | ||
− | : | + | :Wealth Bonus Increase: +2. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Commoner==== | ====Table: The Commoner==== | ||
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===Diplomat=== | ===Diplomat=== | ||
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:Fatigue Die: 1d6 | :Fatigue Die: 1d6 | ||
:Class Skills: (1 + Dex modifier Physical, 3 + Int modifier Mental) (d12). {1} Appraise, {2} Deception, {3} Gather Information, {4} Heal, {5} Handle Animal, {6} Initiative, {7} Knowledge (any), {8} Perception, {9} Perform, {10} Persuasion, {11} Sense Motive, {12} Racial Skill or DM's choice. | :Class Skills: (1 + Dex modifier Physical, 3 + Int modifier Mental) (d12). {1} Appraise, {2} Deception, {3} Gather Information, {4} Heal, {5} Handle Animal, {6} Initiative, {7} Knowledge (any), {8} Perception, {9} Perform, {10} Persuasion, {11} Sense Motive, {12} Racial Skill or DM's choice. | ||
− | : | + | :Wealth Bonus Increase: +3. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Diplomat==== | ====Table: The Diplomat==== | ||
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:Fatigue Die: 1d6 | :Fatigue Die: 1d6 | ||
:Class Skills: (1 + Dex modifier Physical, 3 + Int modifier Mental) {d12}. {1} Appraise, {2} Acrobatics, {3} Concentration, {4} Deception, {5} Initiative, {6} Knowledge, {7} Perception, {8} Perform, {9} Persuasion, {10} Profession, {11} Sense Motive, {12} Use Magic. | :Class Skills: (1 + Dex modifier Physical, 3 + Int modifier Mental) {d12}. {1} Appraise, {2} Acrobatics, {3} Concentration, {4} Deception, {5} Initiative, {6} Knowledge, {7} Perception, {8} Perform, {9} Persuasion, {10} Profession, {11} Sense Motive, {12} Use Magic. | ||
− | : | + | :Wealth Bonus Increase: +1. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Entertainer==== | ====Table: The Entertainer==== | ||
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For those who pass the demanding drill of the equestrian military academy, it is not hard to find a job most of the times, since their reputation as the best of the best precedes them. They can find work as police men, body guards, investigators or in any other field of work that requires a brave heart, a bright mind and a strong hoof. And of course it is the ambition of every guard to one day become part of the Royal Guard and protect their beloved princesses of impeding danger. | For those who pass the demanding drill of the equestrian military academy, it is not hard to find a job most of the times, since their reputation as the best of the best precedes them. They can find work as police men, body guards, investigators or in any other field of work that requires a brave heart, a bright mind and a strong hoof. And of course it is the ambition of every guard to one day become part of the Royal Guard and protect their beloved princesses of impeding danger. | ||
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:Fatigue Die: 1d10 | :Fatigue Die: 1d10 | ||
:Class Skills: (2 + Dex modifier Physical, 1 + Int modifier Mental) {d10}. {1} Drive, {2} Endurance, {3} Fly, {4} Gather Information, {5} Heal, {6} Initiative, {7} Jump, {8} Perception, {9} Persuasion, {10} Sense Motive. | :Class Skills: (2 + Dex modifier Physical, 1 + Int modifier Mental) {d10}. {1} Drive, {2} Endurance, {3} Fly, {4} Gather Information, {5} Heal, {6} Initiative, {7} Jump, {8} Perception, {9} Persuasion, {10} Sense Motive. | ||
− | : | + | :Wealth Bonus Increase: +2. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Guard==== | ====Table: The Guard==== | ||
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:Fatigue Die: 1d8 | :Fatigue Die: 1d8 | ||
:Class Skills: (2 + Dex modifier Physical, 2 + Int modifier Mental) {d12}. {1} Climb, {2} Craft (related), {3} Endurance, {4} Handle Animal, {5} Initiative, {6} Jump, {7} Knowledge (related, {8} Perception, {9} Profession (related), {10} Stealth, {11} Survival, {12} Swim. | :Class Skills: (2 + Dex modifier Physical, 2 + Int modifier Mental) {d12}. {1} Climb, {2} Craft (related), {3} Endurance, {4} Handle Animal, {5} Initiative, {6} Jump, {7} Knowledge (related, {8} Perception, {9} Profession (related), {10} Stealth, {11} Survival, {12} Swim. | ||
− | : | + | :Wealth Bonus Increase: +2. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Ranger==== | ====Table: The Ranger==== | ||
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:Fatigue Die: 1d6 | :Fatigue Die: 1d6 | ||
:Class Skills: (1 + Dex modifier Physical, 5 + Int modifier Mental) (d12). {1} Appraise, {2} Concentration, {3} Craft, {4} Gather Information, {5} Heal, {6} Initiative, {7} Knowledge, {8} Mechanics, {9} Perception, {10} Profession, {11} Use Magic, {12} Racial Skill or DM's choice. | :Class Skills: (1 + Dex modifier Physical, 5 + Int modifier Mental) (d12). {1} Appraise, {2} Concentration, {3} Craft, {4} Gather Information, {5} Heal, {6} Initiative, {7} Knowledge, {8} Mechanics, {9} Perception, {10} Profession, {11} Use Magic, {12} Racial Skill or DM's choice. | ||
− | : | + | :Wealth Bonus Increase: +3. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Scholar==== | ====Table: The Scholar==== | ||
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:Fatigue Die: 1d6 | :Fatigue Die: 1d6 | ||
:Class Skills: (3 + Dex modifier Physical, 3 + Int modifier Mental) {d12}. {1} Appraise, {2} Acrobatics, {3} Deception, {4} Gather Information, {5} Initiative, {6} Knowledge (related), {7} Perception, {8} Persuasion, {9} Profession, {10} Sense Motive, {11} Stealth, {12} Racial skill or DM's choice. | :Class Skills: (3 + Dex modifier Physical, 3 + Int modifier Mental) {d12}. {1} Appraise, {2} Acrobatics, {3} Deception, {4} Gather Information, {5} Initiative, {6} Knowledge (related), {7} Perception, {8} Persuasion, {9} Profession, {10} Sense Motive, {11} Stealth, {12} Racial skill or DM's choice. | ||
− | : | + | :Wealth Bonus Increase: +1. |
− | :Starting Feats: | + | :Starting Feats: |
====Table: The Scoundrel==== | ====Table: The Scoundrel==== |