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

Iron_Chef said:
Well, yes, you. I need your stated permission that work on this and the other thread is OGC. That you are the original author of your works (or the original is OGC) and I need your name for the copyright sections. Watch that PDF grow when I add your stuff to it.
 

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Looking good, guys. Even if you don't use my noble, I'd be nice to get my name in this thing somewhere, at least since I'm the one who originally put the idea out there.
 


jmucchiello said:
Graf said:
I -don't- think aiming for "balance with the expert" is a good idea. Depending on what character choices you have and the use of skills you get in the game the expert can be pretty powerful.
My point was that taking an occupation class should not be better than taking a level of Expert.

Hmm. Let me see if I can be clearer. I agree with what I think you're basically saying, "don't make excessively powerful classes."

I don't think pegging our classes to an expert class is useful. For starters most classes we've posted are structurally very different from the expert because they are focused toward giving a few useful powers/abilities in exchange for combat ability. By compairison the expert -only- gives skills. How many availible skills and skill points is the Charm ability of the hedge wizard worth? I don't think compairing the two classes is terribly useful, I'd prefer to compare classes that do similar things to each other.

Futhermore the expert's power level varies tremendously based on the choices made during character creation AND the kind of campaign played.

Pegging to a moving target is going to make things more complex not less.

[aside]
In my experience PCs with expert levels are generalists and the level was taken to get lots of skills the character doesn't usually get. (The wizard who wants a high spot and tumble, etc.). This is because of the mechanics of the class... The only thing you can do with a level of expert that you can't do with a level of a core class is get lots of totally unrelated skills cheaply.
(The one thing that contradicts this the-expert-is-rarely-an-expert is the sage archetype who requires lots of knowledge skills).
[/aside]
 

I like the pdf jmucchiello. I think that the table of contents should be a separate page from the classes, but maybe the general flavor text will fix that. I don't like the idea of a flavor class not counting towards level but will concede to the majority if necessary.

I will be working on the TODO for my classes, as well as a possible advancement suggestions for the classes. I could also work on general flavor text for the overall document. I think it would be cool, to ask people in the Art Gallery forum to contribute illustrations for the pdf.

~hf
 

jmucchiello said:
Not a problem. What is your name? :)

[Redacted]

If I had time to do anything other than read this thread, maybe I'd have more to contribute. But ah. That's the way things go.
 
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jmucchiello said:
** A note on skills. I thinkk instead of one more class skill that skill points provided it should be more like 2, 3 or even 4 more class skills than skill points provided. Imagine a 1st level character with 16 Int. If the class has 4 + Int skil points and only 5 skills. If he maxes out all 5 skills he still has 8 skill points to spend.

As long as he has at least 2 skillpoints to spare he can still use them on cross-class skills. Something that can't be done with 1 sp to spare. If we limit the amount of class-skills there will be less overlap inbetween classes.
 

jmucchiello said:
Shouldn't he also be proficient with the club, too? This is another problem with most of these classes: No weapon or armor proficiencies. Every class except the most bookwormish of classes should get simple weapon prof. The pirate (above) should get light armor prof.
... lose "competence" and add " to offset the creature's size bonus to AC".

Much better formatting, guys. Frostmarrow: capitalize (Ex), (Sp) and (Su) when listing what kind of ability a class feature is.

That's 5.

I've done the capitalizing and I've added club to the list of weapon proficiencies.

I think a "+2 competence bonus" is easier to get through than a "+2 to offset the creature's size bonus to AC" (since there is no precedent for an offset bonus). The end result is almost identical. The difference being that the competence bonus could be eaten up by a bigger competence bonus but that's fine, imho. I don't know, you are free to change it but I would rather keep it as it is.
 


AND I just had a new idea ... probably not the right time, before we have sorted out the existing ones, but still. Inspiration strikes ;)

The Bodyguard

The Bodyguard knows danger well, for day for day, he faces the challenge of protecting an important charge, be it a powerful merchant or a political leader. Rare indeed is the Bodyguard who survives as succesful assassination of his charge, and he rarely finds a new employer.
Most Bodyguards become adventureres when following their charges on such endeavours, or when attempting to avenge a slain one.
Many Bodyguards are paladins. Common feats include Expertise, Weapon Specialization (for Fighters) and Dodge; in general, more defensive oriented feats.

Hit Die : d8

Class Skills : Climb, Intimidate, Jump, Profession(Bodyguard), Sense Motive

Skill Points : 3 [provided the # of skills - 1 formula is applied]

Base Attack Bonus : +1 Saves: Fort +1, Ref +0, Will +0

Permanent Class Skills: Any two of the above. Most choose Profession(Bodyguard) and either Intimidate or Sense Motive.

Weapon and Armor Proficiencies : Simple Weapons, Martial Weapons, and Medium Armor as well as Shields.

Class Abilities :
Into the Breach : At the beginning of an encounter, before combat is joined, the Bodyguard may declare who his charge is. His charge receives DR [half Guard's characterlevel]/[One fifth guard's class level, rounded up, limit +3]. However, the Bodyguard receives all damage prevented that way, and must reimain within 5 ft. of his charge.

Fearless Protector : The Bodyguard receives a +1 bonus to saves vs. fear. However, when his charge is shaken or panicked, this bonus reverts to a -1 penalty.

Edited for typos, and removed Devoted Defender reference.
 
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