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FLAVOR CLASSES: They're Ba-ack!!!

Iron_Chef

First Post
Here is a collection of all the flavor classes so far designed. I've tinkered with a few (such as renaming the original court wizard to arcane manipulator and making his power more useful).

This thread is for the continuation and development of the 1 level "Flavor Class" concept. Essentially, a flavor class is a class anyone can take, even at 1st level, to represent specialized training, talents or backgrounds. A flavor class has only a 1 level progression.

Multi-classing Restriction: Anyone may take 1 flavor class with no multi-classing penalty. Each flavor class taken after the first operates under the normal PHB multi-classing restrictions.

Here are the rules for how to create your own flavor classes:

1) +2 BAB/saves-split. This means that you have two points to allocate to BAB, Fort, Ref and Will. If a spell-casting level is added I guess you will have to finance it with one of these two points.

2) If you add a point to BAB or Spellcasting you should limit the special abilities to one.

3) A class should have a number of class skills equal to the number of skill points +1. You should add as many skillpoints as necessary but try to balance it with the special abilities and the usefulness of the skills for an adventurer. That is you could add Craft (Baking) to a baker almost "for free" because it won't help his adventuring career much, yet it adds a lot of flavor. By the same token if you add tumble to a class you should be aware that tumble is a very useful skill. That is an acrobat should perhaps only get two class skills; Tumble and Perform (Juggling) on account of the usefulness of tumbling.

4) You should try to add the Permanent Class Skills ability.

5) Pick weapon (and armor) proficiencies that are suitable on a weapon for weapon basis. That is, feel free to add an exotic weapon if it fits the concept. Moreover you should (or might want to) add heavy armor to a Palace Guard but that doesn't mean the Palace Guard automatically knows how to use medium or heavy armor. Try to pick weapons that does 1d6 damage or less. If you need a better weapon you'll have to balance it with fewer skill points or weaker special abilities.

6) Assign a hit die depending on balace and concept. 1d6 is considered tough and 1d8 is very tough. D10s and d12s should only be used for highly specialized survivors.

7) Invent a special ability or two that will be a benefit for the character in an adventuring context. Don't add a special ability that won't have an impact on the character's adventuring career. It matters not if the Baker has an ability that allows him to easily win pie baking contests. Instead add an ability that allows the Baker to bake Trail Rations (lembas) for half the price or that weighs half the weight. Still, these are just guidelines and who am I to judge the usefulness of a particular ability?

Focus: The character should have a tight focus, and abilities that corespond strongly with that focus.
I don't think that abilites have to be perteniet to adventuring. Personally if I were going to play a "master chief" I'd be much happier with an abiltiy related to being a really good cook; master chiefs as a group don't cook trail rations so there's no reason why they would be better at it than anyone else.

Balance wise: Make the class a bit weaker in terms of combat power than a core class, but with a few neat abilities, or else access to a feat that is availible at first level.
Personally I would think that we should never give out certain powerful kinds of class abilities, including stuff like: sneak attack, anything a paladin gets, turning, or a full spell casting progression (though I think partial could be Ok).

If you are cheap early on in the creation process you will have more room to make interesting abilities. Try to make these abilities both exotic and useful. Avoid duplicating pre-existing feats. Also remember that these abilities can be quite powerful. Think of the abilities a first level character gets such as the paladin's Divine Grace. That ability is a lot better than any feat and as such would make a great special ability for a flavor class (provided the rest of the class is balanced).
 

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ARCANE MANIPULATOR (Flavor Class)

The arcane manipulator uses his powers of
suggestion to influence others to do his bidding.
This can be for good or evil ends, although there
are more evil arcane manipulators than good
and the class has a sinister reputation as a result.
The stereotypical arcane manipulator is an evil
court wizard secretly ruling a kingdom through
an unsuspecting puppet leige. Enchantment
school specialists are especially drawn to the
path of the arcane manipulator.

BAB: +0 Fort: +0 Ref +0 Will: +2

Special: The arcane manipulator must choose
an arcane spellcasting class. He must either
already have a level in that class or take it as his
next class. He gains +1 caster level in that class.

Class Skills: Bluff, Concentration, Diplomacy,
Intimidate, Gather Information, Knowledge
(Arcana), Scry, Spellcraft.
Skill Points: 6 + Int mod.

Manipulate (sp): Once per week, the Court
Mage may cast an undetectable quickened
suggestion on any one target he can
communicate with verbally or telepathically. A
save is allowed as normal. The arcane
manipulator adds both his Intelligence and
Charisma modifiers (if positive) to the DC of
this ability.

ARTISAN (Flavor Class)

The Artisan makes a living of creating beautiful
pieces of art, though they are of little practical
value.

BAB: +0 Fort: +0 Ref: +0 Will: +2

Skills: Craft (any five), Knowledge(Arts &
Artisans)
Skill Points: 6 + Int mod.

Craft Masterpiece (ex): When using his craft
skills to create a non-functional object, the
Artisan may, provided the object’s base price in
gp does not exceed 500 per character level,
choose one of the following: doing so in half the
normal time, or spending only half the normal
amount of raw material.
COURT MAGUS (Flavor Class)

The Court Magus has spent at least a year as in
a court, serving as an advisor, or an assistant to
an advisor, on matters arcane and otherwise. In
addition to traditional european style courts,
other possibilities include the courts of a
priest-king ruling a theocracy, a barbarian
warlord, an appointed ruler, a magocracy or
even a coucil of ruling noble families.

BAB: +0
Saves: Fort: +0 Ref +0 Will: +2
HD: d4

Special: The court magus must choose a
spellcasting class. He must either already have a
level in that class or take it as his next class.
Any spell caster type, divine or arcane, is
acceptable.

Class Skills: Bluff, Concentration, Diplomacy,
Gather Information. Innuendo, Knowledge
(Administration, Arcana, Court, Geography,
Nobility), Scry, Sense Motive, Spellcraft.

Skill Points: 8 + Int modifier (x4 if Court
Magus is the character’s first character level)

Knowledge (Court): This skill applies to a
specific institution, which is one of the primary
bodies (if not the primary body) of rulership of a
country. The court will often be centered around
a specific individual, family or other select
group. This skill encompases the history,
individuals, power groups, heraldy, fashion,
customs, laws and procedures of the court in
question.
Special: 5+ ranks in Knowledge (Court) of +5
provides a +2 synergy bonus to Knowledge
(Nobility) skills possessed by the character.

CLASS FEATURES
Magical Training: A court magus continues (or
developes) their magical training, while
focusing on understanding the intricacies of the
court. While they do not progess as far in their
power as if they focused solely on magic they do
improve. A court magus is considered 1 caster
level higher for determining spell effects,
including damage, duration, range, etc as well
as caster level for dispelling and the creation of
magical items. Their number of spells known (if
applicable) and spells per day do not improve.
(Ex: Goran Stoutfinger, a dwarven Court
Magus/sorc 5, casts an endurance spell on
himself, it lasts for 6 hours and otherwise
functions as a spell cast by a 6th level caster. He
does not know fireball or any other 3rd level
spells, however, until he advances to 6th level
sorc, when he gains spells as a normal 6th level
caster.)
Exception: A 1st level character whose only
level is Court Magus gains the spells per level &
spells known of an apprentice character (forget
what they're called, from the DMG), and cast
spells as 1st level casters. From second level on
they function as normal.

Apprehend The Invisible Thread: A court
magus has been trained to be keenly attuned to
the tell-tale signs of magical influence. After
interacting with someone who is, or has been,
under the influence of a spell with the charm or
compulsion descriptor within the last 24 hours,
the court magus may automatically make a
Sense Motive check (rolled by the DM) to notice
something is amiss. The difficulty is the original
DC of the spell + the influencing caster's
Charisma modifier (if positive). If a magus who
is aware of magical influence (through this
ability or other means) may spend a minute in
conversation with the affected person to
determine the extent and sort of influence
exercised. The DC is equal to the DC to notice
the effect +5. They may also attempt to
determine who the influencing individual is, at a
DC is equal to the DC to notice the effect +10.

Cool Facade: The Court Magus can fall back on
their courtly experience to remain in control of
themselves and unruffled even in trying
circumstances. They receive a +2 bonus to resist
mind effecting spells. Any attempt to intimidate
them has the DC raised by two as well.

Permanent Skills: A court magus gains access
to two skills of their choice from the Court
Magus skill list as permenent class skills.


DECEIVER (Flavor Class)

This flavor class is a little less specific in its
nature than most, but can be used to represent
any swindler/con man, schemer, spy,
gold-digger or lothario. Basically anyone who
makes a living by deceiving others of their true
intentions.

BAB: +0
HD: d4
Saves: Fort +0, Ref +0, Will +2

Class Skills: Bluff, Diplomacy, Disguise,
Gather Information, Intimidate, Sense Motive.

Skill Points: 8 + Int mod.

Class Abilities:
Quick Tongue, Clever Mind: The deceiver is
practiced in the art of manipulating others and
reading their emotions. She gains a +2
competence bonus to Bluff, Diplomacy, Gather
Information, Intimidate and Sense Motive.

Permanent Skills (ex): Your Deceiver class
skills remain class skills regardless of class.


GLADIATOR (Flavor Class)

BAB: +1
HD: d10
Saves: Fortitude +1, Reflex +1, Will +0.

Class Skills: Bluff, Intimidate. These become
class skills regardless of class.

Skill Points: 4 + Int mod.

Weapons & Armor: The gladiator is proficient
with all simple and martial weapons (except
bows), light armor and shields.

Class Abilities:
Exotic Weapon Master (ex): The gladiator
gains the exotic weapon proficiency in any one
exotic weapon of his choice, which is considered
his "trademark" weapon in the mind of the
crowd.

Center of Attention (ex): If there one or more
sentient creatures watching him fight (and not
participating in the battle themselves), the
gladiator receives a +2 circumstance bonus to
attack and damage rolls.

Permanent Skills (ex): Your class skills remain
class skills regardless of class.


HERALD (Flavor Class)

The Herald travels to faraway lands as diplomat
and messenger in personal union, braving the
dangers of the road.

BAB: +1

Saves: Fort +1, Will +1

Class Skills: Bluff, Diplomacy, Intimidate,
Sense Motive, Knowledge (Nobility),
Knowledge (History). Skill Points: 6 + Int mod.

Permanent Skills: The Herald may choose any
four skills from the above list to be permanent
class skills.

Herald's Call (sp): The Herald can draw upon
the power of his lord. Once per day per 4
character levels, the Herald may, as a free action
stun one person of fewer HD for one round (Will
save DC 10 + 1/2 Herald's character levels +
Cha Modifier) or add a +4 bonus to a Intimidate
check. The Herald must be able to speak and
gesture to use this ability.


LEGIONNAIRE (Flavor Class)

Alignment: Any lawful

HD: d10

BAB: +1

Saves: Fort +1, Ref +0, Will +1

Class Skills: Knowledge (any military),
Profession (mercenary or soldier)

Skill points per level: 4 + Int mod.

Weapons & Armor: As fighter.

Class Abilities:

Formation Fighting (ex): When fighting in
formation, all members of the formation receive
a +2 morale bonus to attack rolls and +2
circumstance bonus to AC. Formation is defined
as anytime two or more legionaires are fighting
adjacent to each other (within 5 ft.). When the
entire formation launches a thrown weapon,
each of them receives a +2 bonus to their ranged
attack roll. Facing is not important so long as
they remain within 5 ft. of each other.
Legionaires can fight alongside those without
this class, but in that case, their bonuses are all
halved (reduced to +1).

Permanent Skills (ex): Your class skills remain
class skills regardless of class.


LIBRARIAN (Flavor Class)
The librarian is any individual who writes
things down, keeps track of books, or suchlike.

BAB: +0
Saves: +0 Fort, +0 Ref, +1 Will
Skills: 6 + Int mod skill points. Craft, Decipher
Script, Knowledge (Any, bought individually),
Profession.

Book Lore (Ex): The librarian gains a +1 bonus
to Decipher Script, Profession (Scribe), and any
Knowledge skill of their choice. In addition, the
librarian learns one new language for free.

Arcane Writings (Sp): The librarian can cast
read magic three times per day as a spell-like
ability.


MASTER CHEF (Flavor Class)
A master chef is a character thoroughly devoted
to the culinary arts. They often act as the heads
of staff at castles, culinary academies and
mansions. Some master chefs have even turned
their skills into a performance art.

HD: d6
Saves: Fort +1, Ref +0, Will +1
Class Skills: Appraise, Concentration, Craft
(foodstuffs), Knowledge (Culinary Arts),
Profession (chef)
Skill Points: 6 + Int mod.

Weapon & Armor Proficiency: All master
chefs are proficient in the cleaver (tiny simple
weapon, 1d4 slashing, Crit. 20/x4), dagger, and
club. Master chefs are not proficient in armor or
shields of any kind.

Class Skills: Appraise, Concentration, Craft
(foodstuffs), Knowledge (culinary) and
Profession (chef) are forever class skills of the
master chef.

Iron Gut: Master chefs are accustomed to
tasting unusual spices and bizarre plants in
order to find the perfect ingredients. All master
chefs get a +2 bonus to Fortitude saves made
against poison.

Skill Under Pressure: Master chefs are skilled
at producing excellent results under conditions
other chefs would buckle in. They gain a +2
bonus to all Profession (chef) checks made
within a strict time limit, and a +2 bonus to
Craft (foodstuffs) checks made with restricted,
or required, ingredients.

NOBLE (Flavor Class)
A Noble is a member of the landed gentry, one
who achieves a position of political influence
through birth or through deeds. A Noble always
begins their career in nobility as a Lord of the
Manor, meaning they own and control the
smallest unit of defined land, a Manor.

A new noble’s title is “Lord” and he swears
allegiance and fealty to the Count in charge of
the county in which his manor lies.

Adventuring:
Most nobles feel their place is at home,
managing their holdings, participating in local
intrigues, and growing rich. Other nobles,
particularly the younger ones, feel stifled by
their castle or mansion walls and yearn to
adventure. These traveling nobles appoint a
lieutenant or viscount to manage their affairs
while they are abroad.

Adventuring nobles generally do not flaunt their
position, though it is likely that they will be
recognized (at least near their home lands)
unless traveling incognito.

Abilities:
Nobles rely upon their charisma more than any
other skill; their social interactions are key to
their ability to retain their noble position. Nobles
also pride themselves on their intellect,
particularly because they tend to have a wide
variety of interests and skills, and a high
intelligence allows them to dabble in their
worldly interests more. Wisdom is important to
a noble because those with strong willpowers are
less likely to corrupt themselves and alienate or
denigrate their constituents. A noble can gain
respect among his people by appearing sound of
body, so a decent constitution score is desirable.
Likewise, strength and grace can sway those not
easily swayed by words alone.

Alignment: any Lawful

Hit Die: d6

Class Skills: Diplomacy (Cha)*, Intimidate
(Cha)*, Knowledge (Economics) (Int)*,
Knowledge (Politics) (Int)*, Listen (Wis),
Profession (Noble) (Wis)*, Ride (Dex), Use
Rope (Dex), Sense Motive (Wis)*, Spot (Wis),
Swim (Str)

Base Attack Bonus: +0
Saves: Fortitude: +0, Reflex: +0, Will: +2

Weapon and Armor Proficiency: Nobles are
proficient with simple weapons and one martial
weapon of their choice, as well as with light
armor, but not shields.

1st Level Skill Points: (6 + Int modifier) x 4
Higher-Level Skill Points: 6 + Int modifier

Starting Gold: 6d6 x 10

Benefits:
Benefice (ex): A noble is a Lord of the Manor,
and controls a piece of arable land and a small
village. An adventuring noble will likely appoint
a viscount to manage the Manor in the noble’s
absence. The noble also has the opportunity to
advance within the political structure of the
Kingdom, possibly as high as a Duke or
Marquis. It is doubtful that a “common” noble
would ever become King.

Born To Lead (ex): A noble is a born leader,
and receives the leadership feat for free as soon
as he achieves a total character level of 6. This
is a bonus feat in addition to the standard feat a
character receives at 6th level and any other
bonus feats granted by other classes.

Favor (ex): A noble has contacts in the political
domain of the Kingdom to which he swears
fealty, and can call upon his peers and superiors
for a favor. This ability works both ways,
however, and a noble’s liege or peer may ask a
favor in return.

Intimidate (ex): Where others rely on brawn or
the threat of violence to intimidate, the noble
can use his political influence as a catalyst for
the intimidate skill. The noble does not receive
any bonuses to his intimidate skill check because
of his status.

Noble Income (ex): A noble can make a
profession (noble) skill check to collect income
based on his holdings. The result of this check,
multiplied by 10, is the amount in gold pieces
the noble may collect each week. The noble
must be in his home Manor to collect this
income. The income does not “save up” in the
noble’s absence. This income is assumed to be
the noble’s net profit after any and all expenses
related to his holdings.

Skill Affinity (ex): Some of a noble’s class skills
remain class skills regardless of the future class
progression of the character. The noble’s class
skills with which he maintains an affinity are
marked with an asterisk (*).


PIRATE (Flavor Class)

HD: d8
BAB:+0
Saves: Fort +1, Ref +1, Will, +0
Skills: 6 + Int; Balance, Climb, Intimidate,
Intuit Direction, Jump, Profession (sailor), Rope
Use, Swim

Permanent Class Skills (ex): A Pirate may
choose any six skills from the class skill list for
this class to be permanent class skills.

Sea Legs (ex): A Pirate gains a +2 bonus to
Balance, Climb, and Jump checks when on
board a ship or other water vessel.

Rascally Reputation (ex): A Pirate's fearsome
reputation grants him a +2 bonus to Intimidate
checks.


RAT CATCHER (Flavor Class)

A rat catcher makes his living catching rats and
is payed a sum in copper per rat killed, by the
community.

BAB +0
Saves: Fort +1, Ref +1, Will +0

Weapon & Armor Proficiency: All simple
weapons and the hand crossbow, as well as light
armor. The rat catcher is not proficient in the
use of shields.

Hit points: d8

Skill points: 6 + Int mod.

Class skills: Climb, Handle Animal, Knowledge
(local), Spot, Wilderness Lore. (4+1 skills)

Permanent skills (ex): The Rat Catcher may
choose any four skills from the above list to be
permanent class skills.

Disease Immunity (ex): A Rat Catcher is
immune to all diseases. This does not include
magical diseases such as Mummy's rot or
Lycanthropy.

Favored Enemy (Vermin) (ex): Due to his
extensive study of his foes and training in the
proper techniques for combating them, the rat
catcher gains a +1 bonus to Bluff, Listen, Sense
Motive, Spot, and Wilderness Lore checks when
using these skills against this type of creature.
Likewise, he gets the same bonus to weapon
damage rolls against creatures of this type. A rat
catcher also gets the damage bonus with ranged
weapons, but only against targets within 30 feet
(the rat catcher cannot strike with deadly
accuracy beyond that range). The bonus doesn't
apply to damage against creatures that are
immune to critical hits.


THE SLAVER (Flavor Class)

Alignment: Any evil (most tend toward lawful
evil)

BAB: +0

Saves: Fort +0, Reflex +0, Will +2

HD: d6

Class Skills: Appraise, Intimidate, Profession
(slaver), Use Rope.

Skill points: 6 + Int mod.

Weapons and Armor: Proficient in all simple
weapons, plus the sap, scourge, spiked chain,
whip. Proficient in light armor but not shields.

Class Abilities:
Appraise Slave (ex): The slaver receives a +4
competence bonus to his Appraise checks to
judge the worth of any creature as a potential
slave.

Break Slave (ex): Given two hours training
minimum per day, a slaver can break the will of
a captive over a thirty day period, less 1 day per
character level). The captive receives a Will
save with a DC equal to 10 + slaver's character
level + slaver's Cha mod + slaver's Intimidate
modifier. A slaver automatically succeeds at all
Intimidate checks against broken slaves (former
captives). A slaver can attempt to
simultaneously break an amount of captives
equal to his character level.

Permanent Skills (ex): Appraise, Intimidate,
Sense Motive and Use Rope become class skills
regardless of your current class.

Terrifying Visage (ex): When holding a whip
or other item of punishment, the slaver receives
a +1 circumstance bonus to Intimidate checks
equal to their character level.


TOUCHED (Flavor Class)

HD: d6
BAB:+0
Saves: Fort +0, Ref +0, Will, +2
Skills: 6 + Int; Concentration, Knowledge(any,
picked separately), Spellcraft, Scry

Permanent Class Skills: The Touched may
choose any four skills from the class skill list for
this class to be permanent class skills.

Susceptibility: Due to the familiarity of mental
visions, the Touched suffer a -4 penalty to Will
saves against Mind-Affecting Illusions and
Enchantments.

Vision: The Touched may Scry as the spell
Scrying once per day for one minute, but cannot
cast spells through the vision. The visions come
to the Touched as mental images, and require no
focus.
 

You should gather these together and make them publishable. I like them. They could make a cool freebie download. Or if you made another 30-40 even be sellable. Email me if you want help putting them together. I can just imagine some of the artwork for the "odder" classes.
 

I concur with Joe, very interesting and adds a lot of spice at very little expense.

Thought: many of the classes listed are incomplete (missing Hit die seems to be a problem with many) and they are inconsistently formatted (ok, a minor nitpick, i know). Some are much more powerful than others; some editing for balance would be good.

One other thing I think would be nice to see (especially if this was expanded by 30-40 classes and published) would be a list of feats, skills, spells, etc. that complement the class, call it "Advancing"; some thing like:

Pirate Advancing: Many pirates eventually choose the feats Weapon Finesse: Rapier, and the Dodge-Mobility-Spring Attack feat tree. Two-Weapon Fighting, while not as common, is not rare. Additional skills might include Knowledge (Navigation) and/or Craft (Ship Repair). Spellcasters who have this class often choose weather control spells.

Finally, I am not enamored of the term "Flavor Class". I think Profession Class, Background Class, or Occupation Class might be better.
 

LordFair1969 said:
I concur with Joe, very interesting and adds a lot of spice at very little expense.

Finally, I am not enamored of the term "Flavor Class". I think Profession Class, Background Class, or Occupation Class might be better.
How can yo say something that adds spice shouldn't be called a flavor class? :)

I agree background or occupation class sounds better.

I would also change the multiclassing restiction as described in the first post. If someone is appointed Court Magus at 10th level, they shouldn't get penalized with multiclass restrictions because they went from Sor7/Rog3 to Sor7/Rog3/Court Magus.

The only OGC problem I can see is that the Court Magus entry refers to the DMG apprentise character options. That's not OGC.

Ion Chef: I have a cleaned up copy waiting for you to see if you are interested in this get posted as a freebie (at a minimum).
 

jmucchiello said:
How can yo say something that adds spice shouldn't be called a flavor class? :)

I agree background or occupation class sounds better.

I would also change the multiclassing restiction as described in the first post. If someone is appointed Court Magus at 10th level, they shouldn't get penalized with multiclass restrictions because they went from Sor7/Rog3 to Sor7/Rog3/Court Magus.

I think you might be confused, the original post said:

Multi-classing Restriction: Anyone may take 1 flavor class with no multi-classing penalty. Each flavor class taken after the first operates under the normal PHB multi-classing restrictions.

So the mage in your example would not get a multi-class penalty unless he also had a level in another flavor class.

<Side note - this could become a good article for the EN World Player's Journal...>

Anyway, here are some Occupation Classes I think would be nice to see (and I might even write some up, but I thought I might post them, and see if anyone gets inspired to expand the list or post more classes), and I am trying to keep them general (do we really need a class for Wainwright, and another for Wheelwright, for example), are:

Shopkeeper, Craftsman, Tavern Owner, Bandit, Groom (as in horses, not Bride And...), Courtier, Jester, Food-Taster, Vintner, Butcher, Herbalist, Gardener, Mason, Squire, Entertainer (dancer/musician/etc), Courtesian (a delicate way to put it), Gigilo, Gambler, Falconer, Hunt Master, Herdsman, Member of An Autonomous Collective, Master-At-Arms, Town Drunk, Sheriff, Favored One (favored by the gods in some way), Bureaucrat, Courier, Town Crier, Myseterious Guy in the Shadowy Corner of the Tavern,

I'm sure many of you can add to this list...
 

LordFair1969 said:
So the mage in your example would not get a multi-class penalty unless he also had a level in another flavor class.
I was thinking more about the horrible hit you would take if you took 2 of these classes. Taking two of these classes would give you two 1/1 classes that you could NEVER get rid of or improve. That means if you want to take two normal classes, like my rog/sor you could not raise one of the classes above 2 without horrible xp penalties 7/3/1/1 is 40% penalty for humans and I have no idea how bad for an elf 80%? 100%?

Like all other limited classes it should not contribute to multiclassing restrictions. As long as the saves and bab are no more than +2 in one save and +1 in BAB, it is not a problem.

On the original thread someone said someone could take 4 of these and get +8 on a save. well you can do the same thing with a bab1/ftr1/rgr1/clr1 so why is that a problem in the flavor classes.

I do think some of these classes are a bit heavy. If I were editing it, I'd tone down several of the classes. I'd also get rid of many of the permanent class skills. Each skill made permanent is like half a feat in my mind. Move it closer to the occupations in d20 modern where you get to choose 1 or 2 from a list of 4-6.

Could all of the original posters of material chime in: (I see Iron Chef, TeeSeeJay, Frostmarrow, HalfElfSorcerer, handforged (I love the touched), The Proconsul, Graf, demiurge1138). I'd need you designate your work as OGC (or point out the original source if you are not the original author (such as in case of the Noble)) and I would need your legal name since Throwing Dice Games does not take over copyright from its author's works. I like to see this end up on my Freestuff page. In its current state, cleaned in my normal layout, this is 4-5 pages + OGL. (Probalby is about the right length for magazine article publication.) I expect an extra page or so from giving flavor text to the entries that lack it: gladiator, legionaire, pirate, slaver, touched, etc.
 
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Occupation Class sounds a lot like Occupational Character Class... watch out, Kevin Sembieda will personally come to your house and smack you around for infringing on his IP. ;)

--Impeesa--
 

Hey I_C, glad to see you're still trucking along with this.

Re: Court Magus. The class is/was designed to be both powerful and useful....
However 8 skill points is too high. Rogues are the only class that should receive that many skill points.
Was there some sort of comment that 6 points was too low? When I wrote the class I was concerned it was a bit agressive, though the whole Mth conversation gave me a bit of confidence later.

Just curious.
 

Human
Herald 1/Gladiator 1/Legionaire 1/fighter 1

Bab: 4

HD:4d10

Saves: Fort 5, ref 1, Will 2

Skill points:32

Class skills: Bluff, intimidate, diplomacy, sense motive, knowledge(history), knowledge(nobility),knowledge(any military), profession(soldier), climb, craft, jump, handle animal, ride, swim

Abilities:
Formation fighting, Heralds call, Centre of attention.

Feats: All simple and martial weapons proficiency, all armour proficiencies, shield proficiency, one exotic weapon proficiency, plus a bonus fighter feat, plus three regular feats.

Compared with:
Human
Fighter 4
Bab 4
HD: 4d10
Saves: fort 4, ref 1, will 1
Skill points: 16
Class skills
climb, craft, jump, handle animal, ride, swim

Abilities: May take specialisation

Feats: All simple and martial weapons, all armour, shields, three bonus fighter feats, three character feats

The difference:
The multiclass gets:
4 extra useful class skills.
4 extra not-so-useful class skills.
Twice as many skill points
3 extra points on saves
2 extra special abilities

In exchange for
A fighter feat.
The ability to take more than 2 levels in a multiclassed regular class.

Sorry. Just too good. You've elevated the art of front stacking to new heights.
 

Into the Woods

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