I like rolling for stuff - so this will involve random rolls (trigger warning, I guess?). Notes are in
NavyAlright, so here we go:
#0 Ability scores are 4d6b3 7 times, drop the lowest score, swap any two. If this doesn't work for what you're playing, you can choose to use the lowest 6 rolls of another player, in any order.
#1 First level is gestalt; rather than use the higher of the two HD, you get HP equal to the higher of the maximum of the smaller die or a roll of the larger die, plus any modifiers.
e.g. a Rogue/Fighter would get the higher of 6+Con and 1d10+Con.#2 Use the skill list for Magipunk, with the addition of Theology (combines Knowledge (Religion) and Spellcraft).
#2a Concentration, Perception, and Profession are class skills for
everyone.
#2b Instead of getting skill points at first level, pick 1 + [Skill Points per Level]/2 skills from each of your classes. You get 4 ranks in those skills.
e.g. a Rogue/Fighter gets 2 skills off the Fighter list, and 5 off the Rogue list.Yeah, you get much fewer skills; on the other hand, the skill list has been practically cut in half.Barbarian: Animal Affinity (Cha), Athletics (Str), Natural Lore (Wis), and Persuasion (Cha)
Bard: Acrobatics (Dex), Arcana (Int), Athletics (Str), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Scholarship (Int), Stealth (Dex), Streetwise (Cha/Int), Thievery (Dex), and Wordsmithing (Int)
Cleric: Heal (Wis), Negotiation (Cha), Scholarship (Int), and Theology (Int)
Druid: Animal Affinity (Cha), Athletics (Str), Heal (Wis), Natural Lore (Wis), and Negotiation (Cha)
Fighter: Animal Affinity (Cha), Athletics (Str), Engineering (Int), and Persuasion (Cha)
Monk: Acrobatics (Dex), Athletics (Str), Negotiation (Cha), Perform (Cha), Scholarship (Int), Stealth (Dex), and Theology (Int)
Paladin: Animal Affinity (Cha), Heal (Wis), Negotiation (Cha), Scholarship (Int), and Theology (Int)
Ranger: Animal Affinity (Cha), Athletics (Str), Heal (Wis), Nature Lore (Wis), and Stealth (Dex)
Rogue: Acrobatics (Dex), Athletics (Str), Engineering (Int), Negotiation (Cha), Perform (Cha), Persuasion (Cha), Stealth (Dex), Streetwise (Int), Thievery (Dex), and Wordsmithing (Int)
Sorcerer: Arcana (Int), and Persuasion (Cha)
Wizard: Arcana (Int), Scholarship (Int), and Wordsmithing (Int)
#3: Use the
Weapon Groups variant; anyone who gets "any other" drops that number by one, Monks get Basic Weapons and Monk Weapons, and you may trade one "any other" slot for the Martial Study feat (one of the Discipline's favored weapons must fall under one of the Weapon Groups you are proficient in).
e.g. a Rogue/Fighter would be proficient in Basic Weapons, as well as four other Weapon Groups (one from Rogue, three from Fighter); they may trade one of those Weapon Groups for Martial Study.#4: All LA is reduced by one (to a minimum of +1 LA). For the purposes of the above rules, LA is equivalent to a level in Commoner; their skill picks are taken from the class they actually took levels in.
e.g. a Drow Rogue would have have [Higher of 4 or 1d6] + Con HP, would pick 7 skills from the Rogue list, and would be proficient with Basic Weapons and one other weapon group.Because LA is a shitty, poorly-thought-out rule.
I might add in some other things later - like working out what I'm going to do with Languages.