Claudius Gaius said:Why not take out a bonus feat or two and add in a choice of something fairly radical in the way of a specialized ability? That way the "adventurer" could pick "slayer of the dead" and get some resistance to negative energy effects and the ability to bypass undead damage reduction - or take "Magical Dabbler" to get some minor spellcasting - or take the "Slayer" ability against constructs or some such. That way each one would have some sort of signature ability to keep them distinct.
Claudius Gaius said:Overall, I'd be perfectly willing to accept the 6 SP per level version. Depending on how expensive any speculative special abilities are it might be best to cut it back to 4 SP per level.
Claudius Gaius said:Why not take out a bonus feat or two and add in a choice of something fairly radical in the way of a specialized ability? That way the "adventurer" could pick "slayer of the dead" and get some resistance to negative energy effects and the ability to bypass undead damage reduction - or take "Magical Dabbler" to get some minor spellcasting - or take the "Slayer" ability against constructs or some such. That way each one would have some sort of signature ability to keep them distinct.
All Saves the same!
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(a Good save is 2+ 1/2 per level)
(a Bad save is 0 + 1/3 per level)
(a Medium save is 1 + 5/12 per level)
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Nifft said:IMHO trying to balance a custom BAB and save progression is not a good use of one's time.
If I were making a class like this, I'd use mechanics more like the Chameleon PrC.
Cheers, -- N

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.