Particle_Man said:
I think that Tumble should only be +6 (4 ranks + 2 from dex bonus) unless I am missing something.
Dare I say it...Expert got the shaft!
But yes, adding some feats that require expert levels as a prereq. would help. Or bumping up the skill point total.
I think the Spellcaster is ok. Think of it as a sorceror who gets a wider field from which to choose spells known, a feat every 5 levels, and the ability to swap out a familiar for a feat at 1st level, at the cost of many weapon proficiencies and a few spells per day. As for blandness...well, they are generic.
The flavour has to come from you. So fluff is player-directed, yes. But I think that goes for all of them, to some extent. Personally I like the idea of a "Guard" - A human warrior with 8 int but who has spot and listen as class skills, and whose first three feats are Alertness, Skill focus (spot), and Skill focus (listen). Not much gets by Fred the Guard!
I've been thinking along those lines lately. The cool thing about the generics is that you can introduce your character to your friends and include your cool title. And they still have no idea what your schtick is! The title you chose for your character should be selected carefully though as it can speak volumes about the character (not the stats). For example:
Elemental Dervish
Ilian Celsius: Generic Spellcaster2/Warrior1; Medium Human (5 ft.10in.
tall); HD2d4+1d10+6; hp 18; Init +2 (dex +2); Spd 30 ft.; AC 14 (+2 dex, +1
Two Weapon Defense); Atks +2/+2 melee (1d6, scimitar; 1d4, dagger) or +4
ranged (1d4, dagger); SV Fort +3, Ref +3, Will +3; Str 10, Dex 15, Con 14,
Int 16, Wis 10, Cha 12. Skills: Concentration +8, Diplomacy +7, Gather
Information +7, Knowledge (Royalty and Nobility) +9, Spellcraft +9, Tumble
+8. Feats: All simple and martial weapons, light and medium armor and
shields, Dodge, Finesse, Two Weapon Defense, Two Weapon Fighting. Spells:
Celsius casts arcane spells with Intelligence.
0: ACID SPLASH, CREATE WATER, FLARE, LIGHT.
1: BURNING HANDS, OBSCURING MIST, PRODUCE FLAME, RESIST ENERGY.
Future spells picked from the following:
0: Arcane Mark, Daze, Dancing Lights, Detect
Magic, Mage Hand, Mending, Message, Open/Close,
Prestidigitation, Read Magic, Resistance.
1: Magic Stone.
2:
Flame Blade, Fire Trap, Flaming Sphere, Fog Cloud, Gust of Wind, Heat
Metal, Soften Earth and Stone, Scorching Ray, Whispering Wind, Wind Wall.
3: Fireball, Flame Arrow, Gaseous Form, Meld into Stone, Stone Shape,
Summon Small Elemental, Water Breathing, Water Walk.
4: Air walk, Control Water, Fire Shield, Spike Stones, Stoneskin, Wall of
Fire.
5: Control Winds, Summon Medium Elemental, Transmute Mud to Rock, Transmute
Rock to Mud, Wall of Stone.
6: Acid Fog, Fire Seeds, Move Earth, Summon Large Elemental, Wind Walk.
7: Delayed Blast Fireball, Earthquake, Fire Storm, Summon Huge Elemental.
8: Horrid Wilting, Incendiary Cloud, Ironbody, Repel Metal or Stone,
Whirlwind, Summon Greater Elemental.
9: Meteor Swarm, Elemental Swarm, Summon Elder Elemental.
Expert getting the shaft? I don't know yet.