Editing Heros Paths.

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In terms of character creation it means that your background [civilized farmer, for instance] may have very little to do with the Heropath you are called to. You may find said farmer is called to the ways of the Cleric, even though he has had minimal dealings with any organised religion. This allows for the humble farmboy called to glory characters as well as the optimised barbarian warrior called to the Fighters or Rangers path.
 
In terms of character creation it means that your background [civilized farmer, for instance] may have very little to do with the Heropath you are called to. You may find said farmer is called to the ways of the Cleric, even though he has had minimal dealings with any organised religion. This allows for the humble farmboy called to glory characters as well as the optimised barbarian warrior called to the Fighters or Rangers path.
  
Any class benefits will be added to the character in addition to any RQ type skills or magics. The idea is that any benefit above that of a 0 level human [in D&D terms] will be translated into a bonus of some sort, with as much direct correlation as possible.
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Any class benefits will be added to the character in addition to any RQ type skills or magics. A beginning Magic User will be able to cast one 1st level spell a day, renewable by studying their spellbook. This will have nothing to do with any Pow fuelled spirit magics or Divine magic they might have available under the ‘standard’ RQ rules. A Fighter will have increased weapons skills with all weapons, some chunky bonuses to saves [attribute rolls or resistance rolls] and a weapon specialisation, etc. The idea is that any benefit above that of a 0 level human [in D&D terms] will be translated into a bonus of some sort, with as much direct correlation as possible.
 
 
*If you're a human, roll 4d6, keep best three, in order of RQIII stats. Remember, Siz and Int are 2d6+6,so roll 3dice and keep the highest two [or any mix you want for SIZ] for those stats.
 
 
 
*You map swap one attribute. This would be restricted to swapping a 3d6 stat for another, or a 2d6+6 stat for another.
 
 
 
*If you're going non human, let me know the race and I'll give you attribute dice to roll on. Allowable races are elf [high, wood and grey] dwarf [mountain or hill], gnome, halfling, half-elf and half-orc.
 
 
 
*When choosing a class, the 1st AD&D multiclassing option is available for humans too [ treat as half-elf for choices]
 
May I recommend the free OSRIC download as a reference if you dont have 1st Ed PHB.
 
 
 
*When you get to RQIII backgrounds choose either culture [nomad, barbarian, etc] or profession [farmer, soldier, etc] roll the other one randomly.
 
 
 
*Ruling. People with magical parent occupations get the magic of their folks [sorcery will be as per MRQII], everyone else gets a roll on the special abilites table I have from the long lost game Thieves Guild. Roll d1000 and post with your character if you go that way.
 
  
 
==Attribute bonuses==
 
==Attribute bonuses==

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