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<blockquote data-quote="Frostmarrow" data-source="post: 807534" data-attributes="member: 1122"><p>Well these are just guidelines but this is what we've come up with (everything below hasn't been cleared by the majority yet and I expect it to be scrutinized.):</p><p></p><p>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.</p><p></p><p>2) If you add a point to BAB or Spellcasting you should limit the special abilities to one.</p><p></p><p>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.</p><p></p><p>4) You should try to add the Permanent Class Skills ability.</p><p></p><p>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.</p><p></p><p>6) Assign a hit die depending on balace and concept. 1d6 is considered tough and 1d8 is <em>very</em> tough. D10s and d12s should only be used for highly specialized survivors.</p><p></p><p>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?</p><p></p><p>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).</p><p></p><p><span style="font-size: 9px">[edit: Profession (Juggling), what was I thinking!?]</span></p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 807534, member: 1122"] Well these are just guidelines but this is what we've come up with (everything below hasn't been cleared by the majority yet and I expect it to be scrutinized.): 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 [i]very[/i] 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? 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). [SIZE=1][edit: Profession (Juggling), what was I thinking!?][/SIZE] [/QUOTE]
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