Nyeshet
First Post
While I'll admit that the Expert is good for most NPC classes (and I use it for most NPC classes - the Commoner class being used only for serfs, nearly all slaves, etc), it is not necessarily true that the class concepts stated can adequetly be defined with the Expert class.MadMaxim said:The expert NPC class covers all of those things nicely, since they get to choose their own class skills. It just doesn't make for very a good dungeon-crawling class. The core classes are generic enough to cover pretty much anything, if you ask me... You just have to think outside the box...
If I had a player that wanted to play a specific class concept that is not adequetly covered I usually work with the player to create the class.
A cat burglar? Take the rogue, replace the sneak attack with specials from a list including such things as: slow fall, climb bonuses (and speed, at higher levels), stealth bonuses (including camo / HiPS at higher levels), impr evasion, slippery mind, or a bonus feat (such as lightning reflexes, etc)). I'll likely even add sneak attack into the list, in case later in life his character wishes the ability to do one or two sneak attack dmg during combat. May also add / subtract a few class skills to stress the difference from the common rogue.
A behind the scenes manipulator? Start with a bard or rogue - depending on whether magic is used or not, adjust skills. If a backstabber, reduce the sneak attack but do not remove it (perhaps to 7d6 or 5d6 at level 20), reduce the trap sense anyway. Add Leadership and specials (to the rogue's special list) for increasing its score. If a bard, adjust spell list for more spells geared towards enchantment and divination. Perhaps also some conjuring and illusion, ie: very similar list, but some adjustment for more manipulation than entertainment. Perhaps reduce casting to four levels (like a ranger) and add a few specials every few levels, focusing on diplomatic skills, leadership, etc. Or keep the casting the same but replace bardic music with specials to be chosen from such a list.
If you're willing to adjust a class a bit you can match most class concepts, but at present it is impossible to perfectly match any concept with the core classes presented - especially if you limit yourself to the SRD. Some classes need only minor tweeks to work (bard and behidn the scenes manipulator, above), while others need major revision (cat burglar and rogue, above). Some might need to be created whole cloth (the swashbuckler concept could not be covered by the SRD classes except through extreme multiclassing [Brd/Ftr/Rog was the typical in my experience] ).
I look forward to the DMG II, but I too wish there would be a section on class / PrC construction - or at least valuation of class features. It can be done. It's been done numerous times on the web, and at least two seem to work moderately well (although I can no longer find one of the two on the web; I only have it as a saved html page). The results often still needed a little playtesting and tweeking, but even getting reasonably close is nice, and an official version would be excellent. I think the only reason they have not done so is the fact that once such was made they would have to face the fact that the core classes are not balanced (ftr/mnk too weak, clr/drd too strong, etc).
Ah well, I can always dream.
Last edited: