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An attack roll is a combination of three numbers, each representing a different factor: a random factor (the number you roll on the d20), a number representing the character's innate abilities (the ability modifier)' and a bonus representing the character's experience and training. This third factor depends on the character's class and level. Each class table summarizes the figures for this third factor.
 
An attack roll is a combination of three numbers, each representing a different factor: a random factor (the number you roll on the d20), a number representing the character's innate abilities (the ability modifier)' and a bonus representing the character's experience and training. This third factor depends on the character's class and level. Each class table summarizes the figures for this third factor.
  
====BASE BONI====
+
====BASE ATTACK BONUS====
Check the table for your character's class. Your character's physical and mental base bonus applies to all appropriate rolls. Use the bonus that corresponds to the character's class level. If a character has more than one class, add the base bonuses for each class together to determine the character's base bonus.
+
Check the table for your character's class. Your character's base attack bonus applies to all attack rolls. Use the bonus that corresponds to the character's class level. If a character has more than one class, add the base attack bonuses for each class together to determine the character's base attack bonus.
  
 
====DEFENSES====
 
====DEFENSES====
Line 74: Line 74:
 
* FATIGUE DIE
 
* FATIGUE DIE
 
A character's hit points increase each time he or she gains a level. The type of die rolled depends on the class in which the level is gained. The character always gets at least 1 hit point with each new level, regardless of the player's die roll and the character's Constitution modifier.
 
A character's hit points increase each time he or she gains a level. The type of die rolled depends on the class in which the level is gained. The character always gets at least 1 hit point with each new level, regardless of the player's die roll and the character's Constitution modifier.
 +
 +
* HARMONY POINTS
 +
The number of Harmony points a character starts with and gains by advancement in a class. Each character gains a number of Harmony points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in any class.
  
 
* CLASS SKILLS
 
* CLASS SKILLS
 
Every class has a list of class skills . Once a player selects a class for his character, he chooses a number of trained skills from the character's list of class skills. The exact number of trained skills a player can choose at 1st level depends on the character's class. Put another way, a character's trained skills represent a subset of that character's class skills. Every time a character picks up a new class, his list of class skills grows to include those of the new class, but the only way to gain new trained skills after 1st level is to take the Skill Training feat (see [[MLP Feats]]). For example, a diplomat gets 6 trained skills at 1st level. If she has a + 1 Intelligence modifier, her total becomes 7 trained skills. The noble then selects 7 skills from her list of class skills, which then become trained skills for her. For more information on trained skills, see [[MLP Skills]].
 
Every class has a list of class skills . Once a player selects a class for his character, he chooses a number of trained skills from the character's list of class skills. The exact number of trained skills a player can choose at 1st level depends on the character's class. Put another way, a character's trained skills represent a subset of that character's class skills. Every time a character picks up a new class, his list of class skills grows to include those of the new class, but the only way to gain new trained skills after 1st level is to take the Skill Training feat (see [[MLP Feats]]). For example, a diplomat gets 6 trained skills at 1st level. If she has a + 1 Intelligence modifier, her total becomes 7 trained skills. The noble then selects 7 skills from her list of class skills, which then become trained skills for her. For more information on trained skills, see [[MLP Skills]].
  
* STARTING BITS
+
* WEALTH BONUS INCREASE
  
 
* STARTING FEATS
 
* STARTING FEATS
Line 101: Line 104:
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 3d6 x 10 Bits.
+
:Class Skills: (8 + Int modifier) {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.
:Starting Feats: Basic Tool Proficiency or Casual Garderobe Proficiency
+
:Wealth Bonus Increase: +3.
 +
:Starting Feats:
  
 
====Table: The Artisan====
 
====Table: The Artisan====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +0      +1 +1 +1 +1 Talent +2
+
  1st           +0      +1 +1 +1 Talent +2
  2nd             +1      +1      +2 +2 +2 +2 Feat +3
+
  2nd           +1      +2 +2 +2 Feat +3
  3rd             +2      +1      +2 +2 +2 +2 Talent +3
+
  3rd           +1      +2 +2 +2 Talent +3
  4th             +3      +2      +3 +3 +3 +3 Feat +4
+
  4th           +2      +3 +3 +3 Feat +4
  5th             +3      +2      +3 +3 +3 +3 Talent +4
+
  5th           +2      +3 +3 +3 Talent +4
  6th             +4      +3      +3 +3 +3 +3 Feat +5
+
  6th           +3      +3 +3 +3 Feat +5
  7th             +5      +3      +4 +4 +4 +4 Talent +5
+
  7th           +3      +4 +4 +4 Talent +5
  8th             +6      +4      +4 +4 +4 +4 Feat +6
+
  8th           +4      +4 +4 +4 Feat +6
  9th             +6      +4      +5 +5 +5 +5 Talent +6
+
  9th           +4      +5 +5 +5 Talent +6
  10th           +7      +5      +5 +5 +5 +5 Feat +7
+
  10th           +5      +5 +5 +5 Feat +7
  11th           +8      +5      +5 +5 +5 +5 Talent +7
+
  11th           +5      +5 +5 +5 Talent +7
  12th           +9      +6      +6 +6 +6 +6 Feat +8
+
  12th           +6      +6 +6 +6 Feat +8
  13th           +9      +6      +6 +6 +6 +6 Talent +8
+
  13th           +6      +6 +6 +6 Talent +8
  14th           +10    +7      +7 +7 +7 +7 Feat +9
+
  14th           +7      +7 +7 +7 Feat +9
  15th           +11    +7      +7 +7 +7 +7 Talent +9
+
  15th           +7      +7 +7 +7 Talent +9
  16th           +12    +8      +7 +7 +7 +7 Feat +10
+
  16th           +8      +7 +7 +7 Feat +10
  17th           +12    +8      +8 +8 +8 +8 Talent +10
+
  17th           +8      +8 +8 +8 Talent +10
  18th           +13    +9      +8 +8 +8 +8 Feat +11
+
  18th           +9      +8 +8 +8 Feat +11
  19th           +14    +9      +9 +9 +9 +9 Talent +11
+
  19th           +9      +9 +9 +9 Talent +11
  20th           +15    +10    +9 +9 +9 +9 Feat +12
+
  20th           +10    +9 +9 +9 Feat +12
  
 
====Talent Trees====
 
====Talent Trees====
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===Athlete===
 
===Athlete===
 
Fit, trim and sporty, these ponies know that sport is not a pain in the flank. Keeping themselves in shape is their pleasure and often also their job - since being a competetive athlete is a common way for them to make their bread. Though not all of them can be famous sports stars, they loathe nothing more than lazily goofing off. They love being in action, staying in motion and to prove and improve themselves. While some can be selfish and overtly vying - sometimes outright cheating to gain their goal of sitting pretty infront of others - many are true teamplayers, rather loosig a match then letting one of their crew down. However being competitive is a common trait for those mares and stallions that not all, but many will display, both during work and in their free time.
 
 
Except for the track or playing field, you can find these jocks working as messengers or heralds, where their speed comes in handy, on plantations, where a strong hoof is always needed or using their skills they gained while playing in a team to motivate their co-workers during important projects in many businesses. Athletic Pegasi are also often found in the weather patrol, using their strength and agility to move clouds swiftly.
 
 
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 1d6 x 10 Bits.  
+
:Class Skills: (6 + Int modifier) {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.
:Starting Feats: Sports Proficiency [any], Casual Garderobe Proficiency
+
:Wealth Bonus Increase: +1.  
 +
:Starting Feats:
  
 
====Table: The Athlete====
 
====Table: The Athlete====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +1      +1 +2 +0 +0 Talent +2
+
  1st           +1      +1 +2 +0 Talent +2
  2nd             +1      +2      +2 +3 +0 +0 Feat +3
+
  2nd           +2      +2 +3 +0 Feat +3
  3rd             +1      +3      +2 +3 +1 +1 Talent +3
+
  3rd           +3      +2 +3 +1 Talent +3
  4th             +2      +4      +3 +4 +1 +1 Feat +4
+
  4th           +4      +3 +4 +1 Feat +4
  5th             +2      +5      +3 +4 +1 +1 Talent +4
+
  5th           +5      +3 +4 +1 Talent +4
  6th             +3      +6      +3 +5 +2 +2 Feat +5
+
  6th           +6      +3 +5 +2 Feat +5
  7th             +3      +7      +4 +5 +2 +2 Talent +5
+
  7th           +7      +4 +5 +2 Talent +5
  8th             +4      +8      +4 +6 +2 +2 Feat +6
+
  8th           +8      +4 +6 +2 Feat +6
  9th             +4      +9      +5 +6 +3 +3 Talent +6
+
  9th           +9      +5 +6 +3 Talent +6
  10th           +5      +10    +5 +7 +3 +3 Feat +7
+
  10th           +10    +5 +7 +3 Feat +7
  11th           +5      +11    +5 +7 +3 +3 Talent +7
+
  11th           +11    +5 +7 +3 Talent +7
  12th           +6      +12    +6 +8 +4 +4 Feat +8
+
  12th           +12    +6 +8 +4 Feat +8
  13th           +6      +13    +6 +8 +4 +4 Talent +8
+
  13th           +13    +6 +8 +4 Talent +8
  14th           +7      +14    +7 +9 +4 +4 Feat +9
+
  14th           +14    +7 +9 +4 Feat +9
  15th           +7      +15    +7 +9 +5 +5 Talent +9
+
  15th           +15    +7 +9 +5 Talent +9
  16th           +8      +16    +7 +10 +5 +5 Feat +10
+
  16th           +16    +7 +10 +5 Feat +10
  17th           +8      +17    +8 +10 +5 +5 Talent +10
+
  17th           +17    +8 +10 +5 Talent +10
  18th           +9      +18    +8 +11 +6 +6 Feat +11
+
  18th           +18    +8 +11 +6 Feat +11
  19th           +9      +19    +9 +11 +6 +6 Talent +11
+
  19th           +19    +9 +11 +6 Talent +11
  20th           +10    +20    +9 +12 +6 +6 Feat +12
+
  20th           +20    +9 +12 +6 Feat +12
  
 
====Talent Trees====
 
====Talent Trees====
Line 179: Line 179:
 
===Commoner===
 
===Commoner===
  
:Fatigue Die: 1d8
+
: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.
+
:Harmony Points:  gain a number of harmony points equal to  + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.
:Starting Wealth: 2d6 x 10 Bits.
+
:Class Skills: (6 + Int modifier) {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.
:Starting Feats: Basic Tool Proficiency or Casual Garderobe Proficiency or Harness Proficiency
+
:Wealth Bonus Increase: +2.
 +
:Starting Feats:
  
 
====Table: The Commoner====
 
====Table: The Commoner====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +0      +1 +1 +1 +1 Talent +0
+
  1st           +0      +1 +1 +1 Talent +0
  2nd             +1      +1      +2 +2 +2 +2 Feat +0
+
  2nd           +1      +2 +2 +2 Feat +0
  3rd             +2      +2      +2 +2 +2 +2 Talent +1
+
  3rd           +2      +2 +2 +2 Talent +1
  4th             +3      +3      +3 +3 +3 +3 Feat +1
+
  4th           +3      +3 +3 +3 Feat +1
  5th             +3      +3      +3 +3 +3 +3 Talent +1
+
  5th           +3      +3 +3 +3 Talent +1
  6th             +4      +4      +3 +3 +3 +3 Feat +2
+
  6th           +4      +3 +3 +3 Feat +2
  7th             +5      +5      +4 +4 +4 +4 Talent +2
+
  7th           +5      +4 +4 +4 Talent +2
  8th             +6      +6      +4 +4 +4 +4 Feat +2
+
  8th           +6      +4 +4 +4 Feat +2
  9th             +6      +6      +5 +5 +5 +5 Talent +3
+
  9th           +6      +5 +5 +5 Talent +3
  10th           +7      +7      +5 +5 +5 +5 Feat +3
+
  10th           +7      +5 +5 +5 Feat +3
  11th           +8      +8      +5 +5 +5 +5 Talent +3
+
  11th           +8      +5 +5 +5 Talent +3
  12th           +9      +9      +6 +6 +6 +6 Feat +4
+
  12th           +9      +6 +6 +6 Feat +4
  13th           +9      +9      +6 +6 +6 +6 Talent +4
+
  13th           +9      +6 +6 +6 Talent +4
  14th           +10    +10    +7 +7 +7 +7 Feat +4
+
  14th           +10    +7 +7 +7 Feat +4
  15th           +11    +11    +7 +7 +7 +7 Talent +5
+
  15th           +11    +7 +7 +7 Talent +5
  16th           +12    +12    +7 +7 +7 +7 Feat +5
+
  16th           +12    +7 +7 +7 Feat +5
  17th           +12    +12    +8 +8 +8 +8 Talent +5
+
  17th           +12    +8 +8 +8 Talent +5
  18th           +13    +13    +8 +8 +8 +8 Feat +6
+
  18th           +13    +8 +8 +8 Feat +6
  19th           +14    +14    +9 +9 +9 +9 Talent +6
+
  19th           +14    +9 +9 +9 Talent +6
  20th           +15    +15    +9 +9 +9 +9 Feat +6
+
  20th           +15    +9 +9 +9 Feat +6
  
 
====Talent Trees====
 
====Talent Trees====
Line 215: Line 216:
  
 
===Diplomat===
 
===Diplomat===
Ever since the beginning of the reign of Princess Celestia and Luna, Equestria has put its pride in solving conflicts in harmony and without the use of force whenever possible. Nowadays it coexits peacefully with its bordering countries, such as the Crysal Empire or Saddle Arabia and is generally considred as a peaceful and prosperous kingdom. This reputation however cannot be upheld without some effort. Many skilled mares and stallions are needed that ply the art of covincing and persuading without provoking aggression. This is a vital skill not only in international affairs. From the High Society of Canterlot to the rural areas of the country conflicts need to be solved. Though of course this is not the only situation in which the abiity to come up with suggestions and - more importantly - make others accept them is of advantage.
 
 
The goals and personalities of ponies with this talent can vary broadly. While many of them are peaceloving and try their best to deescalete conflicts and mediate between arguing groups and individuals, others use their abilities to take command and force their opinions on others or simply to talk themselves out of trouble.
 
 
Job opportunities for those quick thinkers and smooth talkers range from mediators, teachers and motivational speakers up to lawyers or politicians. Some might become salesmen or even con artists, using their persuasiveness to loosen the purse strings of unsuspecting mares and stallions, while others prefer to go in for a career in a successful corportation.
 
 
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 3d6 x 10 Bits.
+
:Class Skills: (6 + Int modifier) (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.
:Starting Feats: Casual Garderobe Proficieny, Refined Garderobe Proficiency or Bonus Language
+
:Wealth Bonus Increase: +3.
 +
:Starting Feats:
  
 
====Table: The Diplomat====
 
====Table: The Diplomat====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +1      +0      +1 +0 +2 +2 Talent +1
+
  1st           +0      +1 +0 +2 Talent +1
  2nd             +2      +1      +2 +0 +3 +3 Feat +2
+
  2nd           +1      +2 +0 +3 Feat +2
  3rd             +3      +1      +2 +1 +3 +3 Talent +2
+
  3rd           +1      +2 +1 +3 Talent +2
  4th             +4      +2      +3 +1 +4 +4 Feat +3
+
  4th           +2      +3 +1 +4 Feat +3
  5th             +5      +2      +3 +1 +4 +4 Talent +3
+
  5th           +2      +3 +1 +4 Talent +3
  6th             +6      +3      +3 +2 +5 +5 Feat +3
+
  6th           +3      +3 +2 +5 Feat +3
  7th             +7      +3      +4 +2 +5 +5 Talent +4
+
  7th           +3      +4 +2 +5 Talent +4
  8th             +8      +4      +4 +2 +6 +6 Feat +4
+
  8th           +4      +4 +2 +6 Feat +4
  9th             +9      +4      +5 +3 +6 +6 Talent +5
+
  9th           +4      +5 +3 +6 Talent +5
  10th           +10    +5      +5 +3 +7 +7 Feat +5
+
  10th           +5      +5 +3 +7 Feat +5
  11th           +11    +5      +5 +3 +7 +7 Talent +5
+
  11th           +5      +5 +3 +7 Talent +5
  12th           +12    +6      +6 +4 +8 +8 Feat +6
+
  12th           +6      +6 +4 +8 Feat +6
  13th           +13    +6      +6 +4 +8 +8 Talent +6
+
  13th           +6      +6 +4 +8 Talent +6
  14th           +14    +7      +7 +4 +9 +9 Feat +7
+
  14th           +7      +7 +4 +9 Feat +7
  15th           +15    +7      +7 +5 +9 +9 Talent +7
+
  15th           +7      +7 +5 +9 Talent +7
  16th           +16    +8      +7 +5 +10 +10 Feat +7
+
  16th           +8      +7 +5 +10 Feat +7
  17th           +17    +8      +8 +5 +10 +10 Talent +8
+
  17th           +8      +8 +5 +10 Talent +8
  18th           +18    +9      +8 +6 +11 +11 Feat +8
+
  18th           +9      +8 +6 +11 Feat +8
  19th           +19    +9      +9 +6 +11 +11 Talent +9
+
  19th           +9      +9 +6 +11 Talent +9
  20th           +20    +10    +9 +6 +12 +12 Feat +9
+
  20th           +10    +9 +6 +12 Feat +9
  
 
====Talent Trees====
 
====Talent Trees====
Line 260: Line 256:
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 1d6 x 10 Bits.  
+
:Class Skills: (6 + Int modifier) {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.
:Starting Feats: Casual Garderobe Proficieny
+
:Wealth Bonus Increase: +1.  
 +
:Starting Feats:
  
 
====Table: The Entertainer====
 
====Table: The Entertainer====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +1      +0      +0 +1 +1 +1 Talent +2
+
  1st           +0      +0 +2 +1 Talent +2
  2nd             +2      +1      +0 +2 +2 +2 Feat +3
+
  2nd           +1      +0 +3 +2 Feat +3
  3rd             +3      +2      +1 +2 +2 +2 Talent +3
+
  3rd           +2      +1 +3 +2 Talent +3
  4th             +4      +3      +1 +3 +3 +3 Feat +4
+
  4th           +3      +1 +4 +3 Feat +4
  5th             +5      +3      +1 +3 +3 +3 Talent +4
+
  5th           +3      +1 +4 +3 Talent +4
  6th             +6      +4      +2 +3 +3 +3 Feat +5
+
  6th           +4      +2 +5 +3 Feat +5
  7th             +7      +5      +2 +4 +4 +4 Talent +5
+
  7th           +5      +2 +5 +4 Talent +5
  8th             +8      +6      +2 +4 +4 +4 Feat +6
+
  8th           +6      +2 +6 +4 Feat +6
  9th             +9      +6      +3 +5 +5 +5 Talent +6
+
  9th           +6      +3 +6 +5 Talent +6
  10th           +10    +7      +3 +5 +5 +5 Feat +7
+
  10th           +7      +3 +7 +5 Feat +7
  11th           +11    +8      +3 +5 +5 +5 Talent +7
+
  11th           +8      +3 +7 +5 Talent +7
  12th           +12    +9      +4 +6 +6 +6 Feat +8
+
  12th           +9      +4 +8 +6 Feat +8
  13th           +13    +9      +4 +6 +6 +6 Talent +8
+
  13th           +9      +4 +8 +6 Talent +8
  14th           +14    +10    +4 +7 +7 +7 Feat +9
+
  14th           +10    +4 +9 +7 Feat +9
  15th           +15    +11    +5 +7 +7 +7 Talent +9
+
  15th           +11    +5 +9 +7 Talent +9
  16th           +16    +12    +5 +7 +7 +7 Feat +10
+
  16th           +12    +5 +10 +7 Feat +10
  17th           +17    +12    +5 +8 +8 +8 Talent +10
+
  17th           +12    +5 +10 +8 Talent +10
  18th           +18    +13    +6 +8 +8 +8 Feat +11
+
  18th           +13    +6 +11 +8 Feat +11
  19th           +19    +14    +6 +9 +9 +9 Talent +11
+
  19th           +14    +6 +11 +9 Talent +11
  20th           +20    +15    +6 +9 +9 +9 Feat +12
+
  20th           +15    +6 +12 +9 Feat +12
  
 
====Talent Trees====
 
====Talent Trees====
Line 295: Line 292:
  
 
===Guard===
 
===Guard===
To protect and serve: That is task and motivation of a guard. These righteous ponies have set themselves to defend the innocent and bring evil doers to justice. Especially in larger cities their gleaming poitrels are an inherent part of the cityscape, where they proudly guard their lords or investigate crime scenes, always striving to make their town a safer place. To reach that goal, they stay alert at all times and also do not refrain from using violence, though that is for most of them only a last resort. While fighting they keep it fair and honorable, mostly relying on a defensive strategy and on their strong armor to protect themselves and - even more importantly - their wards.
 
 
During work and often also in private, guards can be recognized by their courage, their strong sense of justice and honor, but also their pride - after all every guard made it through a tough training that only few pass. In combination with their tendency not to show their emotions too openly and to stay rather reticent, that may come off as arrogance. But at the end of the day, guards are reliable protectors that might not be liked by everypony, but still justifiably seen as a vital part of equestrian society.
 
 
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.
 
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 2d6 x 10 Bits.
+
:Class Skills: (4 + Int modifier) {d10}. {1} Drive, {2} Endurance, {3} Fly, {4} Gather Information, {5} Heal, {6} Initiative, {7} Jump, {8} Perception, {9} Persuasion, {10} Sense Motive.
:Starting Feats: Light Armor Proficiency, Medium Armor Proficiency or Harness Proficiency
+
:Wealth Bonus Increase: +2.
 +
:Starting Feats:
  
 
====Table: The Guard====
 
====Table: The Guard====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +1      +2 +1 +1 +0 Talent +0
+
  1st           +1      +2 +1 +0 Talent +0
  2nd             +1      +2      +3 +2 +2 +0 Feat +0
+
  2nd           +2      +3 +2 +0 Feat +0
  3rd             +1      +3      +3 +2 +2 +1 Talent +1
+
  3rd           +3      +3 +2 +1 Talent +1
  4th             +2      +4      +4 +3 +3 +1 Feat +1
+
  4th           +4      +4 +3 +1 Feat +1
  5th             +2      +5      +4 +3 +3 +1 Talent +1
+
  5th           +5      +4 +3 +1 Talent +1
  6th             +3      +6      +5 +3 +3 +2 Feat +2
+
  6th           +6      +5 +3 +2 Feat +2
  7th             +3      +7      +5 +4 +4 +2 Talent +2
+
  7th           +7      +5 +4 +2 Talent +2
  8th             +4      +8      +6 +4 +4 +2 Feat +2
+
  8th           +8      +6 +4 +2 Feat +2
  9th             +4      +9      +6 +5 +5 +3 Talent +3
+
  9th           +9      +6 +5 +3 Talent +3
  10th           +5      +10    +7 +5 +5 +3 Feat +3
+
  10th           +10    +7 +5 +3 Feat +3
  11th           +5      +11    +7 +5 +5 +3 Talent +3
+
  11th           +11    +7 +5 +3 Talent +3
  12th           +6      +12    +8 +6 +6 +4 Feat +4
+
  12th           +12    +8 +6 +4 Feat +4
  13th           +6      +13    +8 +6 +6 +4 Talent +4
+
  13th           +13    +8 +6 +4 Talent +4
  14th           +7      +14    +9 +7 +7 +4 Feat +4
+
  14th           +14    +9 +7 +4 Feat +4
  15th           +7      +15    +9 +7 +7 +5 Talent +5
+
  15th           +15    +9 +7 +5 Talent +5
  16th           +8      +16    +10 +7 +7 +5 Feat +5
+
  16th           +16    +10 +7 +5 Feat +5
  17th           +8      +17    +10 +8 +8 +5 Talent +5
+
  17th           +17    +10 +8 +5 Talent +5
  18th           +9      +18    +11 +8 +8 +6 Feat +6
+
  18th           +18    +11 +8 +6 Feat +6
  19th           +9      +19    +11 +9 +9 +6 Talent +6
+
  19th           +19    +11 +9 +6 Talent +6
  20th           +10    +20    +12 +9 +9 +6 Feat +6
+
  20th           +20    +12 +9 +6 Feat +6
  
 
====Talent Trees====
 
====Talent Trees====
Line 339: Line 332:
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 2d6 x 10 Bits.
+
:Class Skills: (6 + Int modifier) {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.
:Starting Feats: Basic Tool Proficiency or Harness Proficiency
+
:Wealth Bonus Increase: +2.
 +
:Starting Feats:
  
 
====Table: The Ranger====
 
====Table: The Ranger====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +1      +1 +1 +1 +1 Talent +1
+
  1st           +1      +1 +1 +1 Talent +1
  2nd             +1      +2      +2 +2 +2 +2 Feat +2
+
  2nd           +2      +2 +2 +2 Feat +2
  3rd             +1      +3      +2 +2 +2 +2 Talent +2
+
  3rd           +3      +2 +2 +2 Talent +2
  4th             +2      +4      +3 +3 +3 +3 Feat +3
+
  4th           +4      +3 +3 +3 Feat +3
  5th             +2      +5      +3 +3 +3 +3 Talent +3
+
  5th           +5      +3 +3 +3 Talent +3
  6th             +3      +6      +3 +3 +3 +3 Feat +3
+
  6th           +6      +3 +3 +3 Feat +3
  7th             +3      +7      +4 +4 +4 +4 Talent +4
+
  7th           +7      +4 +4 +4 Talent +4
  8th             +4      +8      +4 +4 +4 +4 Feat +4
+
  8th           +8      +4 +4 +4 Feat +4
  9th             +4      +9      +5 +5 +5 +5 Talent +5
+
  9th           +9      +5 +5 +5 Talent +5
  10th           +5      +10    +5 +5 +5 +5 Feat +5
+
  10th           +10    +5 +5 +5 Feat +5
  11th           +5      +11    +5 +5 +5 +5 Talent +5
+
  11th           +11    +5 +5 +5 Talent +5
  12th           +6      +12    +6 +6 +6 +6 Feat +6
+
  12th           +12    +6 +6 +6 Feat +6
  13th           +6      +13    +6 +6 +6 +6 Talent +6
+
  13th           +13    +6 +6 +6 Talent +6
  14th           +7      +14    +7 +7 +7 +7 Feat +7
+
  14th           +14    +7 +7 +7 Feat +7
  15th           +7      +15    +7 +7 +7 +7 Talent +7
+
  15th           +15    +7 +7 +7 Talent +7
  16th           +8      +16    +7 +7 +7 +7 Feat +7
+
  16th           +16    +7 +7 +7 Feat +7
  17th           +8      +17    +8 +8 +8 +8 Talent +8
+
  17th           +17    +8 +8 +8 Talent +8
  18th           +9      +18    +8 +8 +8 +8 Feat +8
+
  18th           +18    +8 +8 +8 Feat +8
  19th           +9      +19    +9 +9 +9 +9 Talent +9
+
  19th           +19    +9 +9 +9 Talent +9
  20th           +10    +20    +9 +9 +9 +9 Feat +9
+
  20th           +20    +9 +9 +9 Feat +9
  
 
====Talent Trees====
 
====Talent Trees====
Line 376: Line 370:
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 3d6 x 10 Bits.
+
:Class Skills: (8 + Int modifier) (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.
:Starting Feats: Bonus Language or Casual Garderobe Proficiency
+
:Wealth Bonus Increase: +3.
 +
:Starting Feats:
  
 
====Table: The Scholar====
 
====Table: The Scholar====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +1      +0      +1 +0 +2 +1 Talent +1
+
  1st           +0      +1 +0 +2 Talent +1
  2nd             +2      +1      +2 +0 +3 +2 Feat +2
+
  2nd           +1      +2 +0 +3 Feat +2
  3rd             +3      +1      +2 +1 +3 +2 Talent +2
+
  3rd           +1      +2 +1 +3 Talent +2
  4th             +4      +2      +3 +1 +4 +3 Feat +3
+
  4th           +2      +3 +1 +4 Feat +3
  5th             +5      +2      +3 +1 +4 +3 Talent +3
+
  5th           +2      +3 +1 +4 Talent +3
  6th             +6      +3      +3 +2 +5 +3 Feat +3
+
  6th           +3      +3 +2 +5 Feat +3
  7th             +7      +3      +4 +2 +5 +4 Talent +4
+
  7th           +3      +4 +2 +5 Talent +4
  8th             +8      +4      +4 +2 +6 +4 Feat +4
+
  8th           +4      +4 +2 +6 Feat +4
  9th             +9      +4      +5 +3 +6 +5 Talent +5
+
  9th           +4      +5 +3 +6 Talent +5
  10th           +10    +5      +5 +3 +7 +5 Feat +5
+
  10th           +5      +5 +3 +7 Feat +5
  11th           +11    +5      +5 +3 +7 +5 Talent +5
+
  11th           +5      +5 +3 +7 Talent +5
  12th           +12    +6      +6 +4 +8 +6 Feat +6
+
  12th           +6      +6 +4 +8 Feat +6
  13th           +13    +6      +6 +4 +8 +6 Talent +6
+
  13th           +6      +6 +4 +8 Talent +6
  14th           +14    +7      +7 +4 +9 +7 Feat +7
+
  14th           +7      +7 +4 +9 Feat +7
  15th           +15    +7      +7 +5 +9 +7 Talent +7
+
  15th           +7      +7 +5 +9 Talent +7
  16th           +16    +8      +7 +5 +10 +7 Feat +7
+
  16th           +8      +7 +5 +10 Feat +7
  17th           +17    +8      +8 +5 +10 +8 Talent +8
+
  17th           +8      +8 +5 +10 Talent +8
  18th           +18    +9      +8 +6 +11 +8 Feat +8
+
  18th           +9      +8 +6 +11 Feat +8
  19th           +19    +9      +9 +6 +11 +9 Talent +9
+
  19th           +9      +9 +6 +11 Talent +9
  20th           +20    +10    +9 +6 +12 +9 Feat +9
+
  20th           +10    +9 +6 +12 Feat +9
  
 
====Talent Trees====
 
====Talent Trees====
Line 413: Line 408:
  
 
: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.
+
:Harmony Points:  gain a number of harmony 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.
:Starting Wealth: 1d6 x 10 Bits.
+
:Class Skills: (8 + Int modifier) {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.
:Starting Feats: Basic Tool Proficiency or Bonus Language or Casual Garderobe Proficieny
+
:Wealth Bonus Increase: +1.
 +
:Starting Feats:
  
 
====Table: The Scoundrel====
 
====Table: The Scoundrel====
  
  Class Level MB      PB Fort Ref Will Wit Class Features Reputation
+
  Class Level BAB Fort Ref Will Class Features Reputation
  1st             +0      +0      +0 +2 +1 +2 Talent +0
+
  1st           +0      +0 +2 +1 Talent +0
  2nd             +1      +1      +0 +3 +2 +3 Feat +0
+
  2nd           +1      +0 +3 +2 Feat +0
  3rd             +2      +2      +1 +3 +2 +3 Talent +1
+
  3rd           +2      +1 +3 +2 Talent +1
  4th             +3      +3      +1 +4 +3 +4 Feat +1
+
  4th           +3      +1 +4 +3 Feat +1
  5th             +3      +3      +1 +4 +3 +4 Talent +1
+
  5th           +3      +1 +4 +3 Talent +1
  6th             +4      +4      +2 +5 +3 +5 Feat +2
+
  6th           +4      +2 +5 +3 Feat +2
  7th             +5      +5      +2 +5 +4 +5 Talent +2
+
  7th           +5      +2 +5 +4 Talent +2
  8th             +6      +6      +2 +6 +4 +6 Feat +2
+
  8th           +6      +2 +6 +4 Feat +2
  9th             +6      +6      +3 +6 +5 +6 Talent +3
+
  9th           +6      +3 +6 +5 Talent +3
  10th           +7      +7      +3 +7 +5 +7 Feat +3
+
  10th           +7      +3 +7 +5 Feat +3
  11th           +8      +8      +3 +7 +5 +7 Talent +3
+
  11th           +8      +3 +7 +5 Talent +3
  12th           +9      +9      +4 +8 +6 +8 Feat +4
+
  12th           +9      +4 +8 +6 Feat +4
  13th           +9      +9      +4 +8 +6 +8 Talent +4
+
  13th           +9      +4 +8 +6 Talent +4
  14th           +10    +10    +4 +9 +7 +9 Feat +4
+
  14th           +10    +4 +9 +7 Feat +4
  15th           +11    +11    +5 +9 +7 +9 Talent +5
+
  15th           +11    +5 +9 +7 Talent +5
  16th           +12    +12    +5 +10 +7 +10 Feat +5
+
  16th           +12    +5 +10 +7 Feat +5
  17th           +12    +12    +5 +10 +8 +10 Talent +5
+
  17th           +12    +5 +10 +8 Talent +5
  18th           +13    +13    +6 +11 +8 +11 Feat +6
+
  18th           +13    +6 +11 +8 Feat +6
  19th           +14    +14    +6 +11 +9 +11 Talent +6
+
  19th           +14    +6 +11 +9 Talent +6
  20th           +15    +15    +6 +12 +9 +12 Feat +6
+
  20th           +15    +6 +12 +9 Feat +6
  
 
====Talent Trees====
 
====Talent Trees====
Line 460: Line 456:
 
"Character level" is a character's total number of levels. It derives from overall XP earned and is used to determine when feats and ability score boosts are gained, as per Table 3-1: Experience and Level-Dependent Benefits. "Class level" is the character's level in a particular class, as per the individual class tables. For the single-class hero, character level and class level are the same.
 
"Character level" is a character's total number of levels. It derives from overall XP earned and is used to determine when feats and ability score boosts are gained, as per Table 3-1: Experience and Level-Dependent Benefits. "Class level" is the character's level in a particular class, as per the individual class tables. For the single-class hero, character level and class level are the same.
  
* '''Fatigue'''
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* '''Hit Points'''
Each time you gain a new level, roll a fatigue die (the size of the die depends on the class in which the level is gained) and add the result to your character's fatigue total. Your character's Constitution modifier applies to each fatigue die roll. For example, a 1st-level ranger who becomes a 1st-level ranger/1st-level guard gains a number of additional hit points equal to 1d10 + the character's Constitution modifier. A few game sessions later, the character gains a second level in the ranger class, becoming a 2nd-level ranger/1st-level guard, whereupon her hit points increase by 1d8 + the character's Constitution modifier.
+
Each time you gain a new level, roll a hit point die (the size of the die depends on the class in which the level is gained) and add the result to your character's hit point total. Your character's Constitution modifier applies to each hit point die roll. For example, a 1st-level scout who becomes a 1st-level scout/1st-level soldier gains a number of additional hit points equal to 1d10 + the character's Constitution modifier. A few game sessions later, the character gains a second level in the scout class, becoming a 2nd-level scout/1st-level soldier, whereupon her hit points increase by 1d8 + the character's Constitution modifier.
  
 
* '''Base Attack Bonus'''
 
* '''Base Attack Bonus'''
Add the base attack bonus of each class to get the character's base attack bonus. For instance, a 6th-level diplomat/2nd-level entertainer has a base attack bonus of +4 (+3 for diplomat, +1 for entertainer).
+
Add the base attack bonus of each class to get the character's base attack bonus. For instance, a 6th-level noble/2nd-level soldier has a base attack bonus of +6 (+4 for noble, +2 for soldier).
  
 
* '''Defenses'''
 
* '''Defenses'''
 
Each time a character gains a new level, his Reflex Defense, Fortitude Defense, and Will Defense need to be adjusted to account for the increase
 
Each time a character gains a new level, his Reflex Defense, Fortitude Defense, and Will Defense need to be adjusted to account for the increase
in character level. A character who takes his a level of a new class also gains a class bonus to one or more of his defenses; however, this class bonus does not stack with other class bonuses. You always take the better bonus from either class you have.
+
in character level. A character who takes his first level of a new class also gains a class bonus to one or more of his defenses; however, this class bonus does not stack with other class bonuses.
  
 
* '''Skills'''
 
* '''Skills'''
When you select a new class, you do not gain any new trained skills. However, your list of class skills expands to include those of the new class. If you take the Skill Training feat, you may choose your new trained skill from the class skill list of any class in which you have levels. For example, Fancy Jumper is a multiclass athlete/entertainer who takes the Skill Training feat. His new trained skill may be chosen from the athlete's list of class skills or the entertainer's list of class skills.  
+
When you select a new class, you do not gain any new trained skills. However, your list of class skills expands to include those of the new class. If you take the Skill Training feat (page 88), you may choose your new trained skill from the class skill list of any class in which you have levels. For example, Arani is a multiclass noble/soldier who takes the Skill Training feat. Her new trained skill may be chosen from the noble's list of class skills or the soldier's list of class skills.  
  
 
* '''Starting Feats'''
 
* '''Starting Feats'''
When you select a new class, you gain all of its starting feats.
+
When you select a new class, you do not gain all of its starting feats. Select one feat from the list of starting feats. For example, a 1st-level noble decides to take a level of soldier and gains one feat of his choice from the soldier's list of starting feats; he selects Weapon Proficiency (rifles).
  
 
* '''Talents'''
 
* '''Talents'''
 
If a character gains a talent as a consequence of gaining a level, he must select a talent associated with the class in which he gained the level. For
 
If a character gains a talent as a consequence of gaining a level, he must select a talent associated with the class in which he gained the level. For
example, Tea Spoon is a 2nd-level commoner who decides to take a level in the artisan class, which grants her a talent. She must select her new talent from the artisan talent trees (or from any Element or Racial talent trees, she has access to), since it was a artisan level that granted her the talent.
+
example, Arani is a 2nd-level noble who decides to take a level in the soldier class, which grants her a talent. She must select her new talent from the soldier talent trees (or from Force talent trees, if she has the Force Sensitivity feat), since it was a soldier level that granted her the talent.
  
 
* '''Feats'''
 
* '''Feats'''
For multiclass characters, feats are received at 3rd level and every three character levels thereafter, regardless of individual class level. A multiclass character that gains a class bonus feat must select it from the bonus feats available to that particular class. For example, Tea Spoon is a 2nd-level commoner/1st-level artisan who decides to take a second level in the artisan class. Doing so grants her a bonus feat, which she must select from the artisan's list of bonus feats.
+
For multiclass characters, feats are received at 3rd level and every three character levels thereafter, regardless of individual class level (see Table
 +
3-1: Experience and Level-Dependent Benefits). A multiclass character that gains a class bonus feat must select it from the bonus feats available to that particular class. For example, Arani is a 2nd-level noble/1st-level soldier who decides to take a second level in the soldier class. Doing so grants her a bonus feat, which she must select from the soldier's list of bonus feats (page 53).
  
 
* '''Ability Increases'''
 
* '''Ability Increases'''
For multiclass characters, abilities are increased every four character levels, regardless of individual class level.
+
For multiclass characters, abilities are increased every four character levels, regardless of individual class level (see Table 3-1: Experience and LevelDependent Benefits).
 
 
* '''Wealth Bonus'''
 
A character who takes a level of a new class also gains a class bonus to his Wealth modifier; however, this class bonus does not stack with other class bonuses. You always take the better bonus from either class you have.
 
  
 
====ADDING A SECOND CLASS====
 
====ADDING A SECOND CLASS====
  
When a single-class character gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. The Stablemaster may restrict the choices available according to how he or she handles classes, skills, experience, and training. For instance, the character may need to find a teacher to instruct him in the ways of the new class. Additionally, the Stablemaster may require the player to declare what class his or her hero is "working on" before he or she makes the jump to the next level, so the character has time to practice new skills. In this way, gaining the new class is the result of previous effort rather than a sudden development. The character gains the base attack bonus, class bonuses to defense, and class skills, as well as fatigue of the appropriate die type and a talent associated with the new class. Picking up a new class is not exactly the same as starting a character in that class. Some of the benefits for a 1 st-Ievel character represent the advantage of training while young and fresh, with lots of time to practice. When picking up a new class, a character does not receive the Maximum, tripled fatigue from the first die given to characters that begin their careers in that class, or the starting skills and feats of that class.
+
When a single-class character gains a level, he or she may choose to increase the level of his or her current class or pick up a new class at 1st level. The GM may restrict the choices available according to how he or she handles classes, skills, experience, and training. For instance, the character may need to find a teacher to instruct him in the ways of the new class. Additionally, the GM may require the player to declare what class his or her hero is "working on" before he or she makes the jump to the next level, so the character has time to practice new skills. In this way, gaining the new class is the result of previous effort rather than a sudden development. The character gains the base attack bonus, class bonuses to defense, and class skills, as well as hit points of the appropriate die type and a talent associated with the new class. Picking up a new class is not exactly the same as starting a character in that class. Some of the benefits for a 1 st-Ievel hero represent the advantage of training while young and fresh, with lots of time to practice. When picking up a new class, a hero does not receive the following starting benefits given to characters that begin their careers in that class.
 +
• Starting feats (select only one of the starting feats)
 +
• Maximum, tripled hit points from the first die
 +
• Starting credits
  
 
====ADVANCING A LEVEL====
 
====ADVANCING A LEVEL====
  
 
Each time a multiclass character achieves a new level, he either increases one of his current class levels by one or picks up a new class at 1st level.
 
Each time a multiclass character achieves a new level, he either increases one of his current class levels by one or picks up a new class at 1st level.
When a multiclass character increases one of his classes by one level, he gets all the standard benefits that characters get for achieving that level in that class: more fatigue, possible bonuses on attack rolls, better defense scores, and one or more new class features (such as a talent or bonus feat). In addition, a multiclass character has the option to take any starting feat for that class as a bonus feat.
+
When a multiclass character increases one of his classes by one level, he gets all the standard benefits that characters get for achieving that level in that class : more hit points, possible bonuses on attack rolls, better defense scores, and one or more new class features (such as a talent or bonus feat). In addition, a multiclass character has the option to take any starting feat for that class as a bonus feat.
 +
 
 +
====HOW MULTICLASSING WORKS====
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 +
Arani, a 4th-level noble, decides she wants to expand her repertoire by learning some soldiering. When Arani reaches 10,000 XP, she becomes a 5th-level character. Instead of becoming a 5th-level noble, however, she becomes a 4th-level noble/1st-level soldier. How exactly she picked up this new area of focus isn't critical to the campaign, though the player and GM are encouraged to create an in-game reason and opportunity for the hero to do so. Now, instead of gaining the benefits of a new level of noble, she gains the benefits of becoming a 1st-level soldier. She gains a 1st-level soldier's hit points (1 dlO + her Constitution modifier)' a 1st-level soldier's + 1 base attack bonus, a soldier's +2 class bonus to Fortitude Defense, and a soldier talent. Because she gained a level, all of her defenses (Reflex, Fortitude, and Will) increase by 1. The benefits described above are added to the scores Arani already had as a noble. She doesn't gain any of the benefits a 5th-level noble gains. On achieving 15,000 XP, Arani becomes a 6th-level hero. She decides she'd like to continue along the soldier path, so she increases her soldier level instead of her noble level. Again she gains the soldier's benefits for attaining a new level rather than the noble's. At this point, Arani is a 4th-level noble/2nd-level  soldier. Her combat skill is a little better than a 4th - level noble's would be because she has learned something about fighting during her time as a soldier. Her base attack bonus is +5 (+3 from her noble class and +2 from her soldier class) . Her Reflex, Fortitude, and Will Defenses each increase by 1. At each new level, Arani decides whether to increase her noble level or her soldier level. Of course, if she wants to have even more diverse abilities, she could acquire a third class, such as scoundrel. At some point, she may also qualify for a prestige class (see [[MLP Prestige Classes]]). In general, a character can multiclass as many times as there are classes available.

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