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Taking NPC-Class Levels
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<blockquote data-quote="smootrk" data-source="post: 2955758" data-attributes="member: 28583"><p>I think it is a bad idea. Just think of the individual who all of a sudden gets 2 levels of Expert with all the skill points - more than rogue. It would really throw off PRC qualifications that deal with skill points, especially for the light skill point classes, since the Expert chooses 10 class skills (they are not assigned).</p><p></p><p>Slightly Off Your Topic - but listed for your consideration.</p><p></p><p>I have done a sort of reversal of the process for my NPC's that I want to improve (to keep them viable in relation to the pc's). When I level up a npc with the associated pc class, I allow transform 1 extra npc class level to the appropriate PC class as well. A 6th level warrior upon becoming 7th level and choosing instead actual Fighter class (due to better training, or whatever), then I might choose to make the character a War5/Fgt2. Then if the npc character gains another level (8th level), I would make the character War4/Fgt4.</p><p></p><p>Not all classes would want to do this sort of exchanging. For instance an Expert would not all of a sudden become a rogue or paladin with this method.</p><p></p><p>This process works best (from a logical standpoint) for the Warrior class (also Commoner, Adept (for spellcasters), & Aristocrat), but excluding Expert. I guess you could argue that the expert is closest to rogue, but the theme of the class IMO is more of a crafter/professional than a 'thief'. It works especially good for my campaign, as I have additional 'lite' classes for NPC's that are logical for nearly unskilled npcs. They include:</p><p>Hunter - ranger-lite</p><p>Wilderness Warrior - Barbarian-lite</p><p>Minstrel - bard-lite</p><p>Bandit - rogue-lite (with wilderness/outdoor theme)</p><p>Thief - Rogue-lite (urban - also called Burgler, Thugs, cut-purse, etc)</p><p>Priest - Cleric-lite minus combat qualities</p><p>HedgeWizard - Wizard-lite (with variety of names)</p><p>Witch/Warlock - Sorc-lite (not to be confused with the PC Base Class)</p><p>Squire - Knight-lite (new add-on, can be used for Mounted Warrior/Calvary types)</p><p></p><p>All of these classes make better sense for me, and they were quite easy to create, having only a few changes. For instance for the fighting classes, I start with Warrior and make changes to Proficiencies to match the appropriate PC class, change the Skill choices to match, add in a special quality or two (but otherwise stripping out all the PC Base class functions). For instance a Squire is a Warrior with Knight proficiencies, skills, and a Mounted Feat or Two (over a few levels), while a Hunter is a warrior with proficiencies, skills, and tracking of a Ranger (and thats it).</p><p></p><p>Again, granting 2 levels in most of the NPC classes for PC's will throw off the balance, expecially with warriors (for BAB) or Experts (skill points), especially for the PRC qualifications, so I would not go there.</p></blockquote><p></p>
[QUOTE="smootrk, post: 2955758, member: 28583"] I think it is a bad idea. Just think of the individual who all of a sudden gets 2 levels of Expert with all the skill points - more than rogue. It would really throw off PRC qualifications that deal with skill points, especially for the light skill point classes, since the Expert chooses 10 class skills (they are not assigned). Slightly Off Your Topic - but listed for your consideration. I have done a sort of reversal of the process for my NPC's that I want to improve (to keep them viable in relation to the pc's). When I level up a npc with the associated pc class, I allow transform 1 extra npc class level to the appropriate PC class as well. A 6th level warrior upon becoming 7th level and choosing instead actual Fighter class (due to better training, or whatever), then I might choose to make the character a War5/Fgt2. Then if the npc character gains another level (8th level), I would make the character War4/Fgt4. Not all classes would want to do this sort of exchanging. For instance an Expert would not all of a sudden become a rogue or paladin with this method. This process works best (from a logical standpoint) for the Warrior class (also Commoner, Adept (for spellcasters), & Aristocrat), but excluding Expert. I guess you could argue that the expert is closest to rogue, but the theme of the class IMO is more of a crafter/professional than a 'thief'. It works especially good for my campaign, as I have additional 'lite' classes for NPC's that are logical for nearly unskilled npcs. They include: Hunter - ranger-lite Wilderness Warrior - Barbarian-lite Minstrel - bard-lite Bandit - rogue-lite (with wilderness/outdoor theme) Thief - Rogue-lite (urban - also called Burgler, Thugs, cut-purse, etc) Priest - Cleric-lite minus combat qualities HedgeWizard - Wizard-lite (with variety of names) Witch/Warlock - Sorc-lite (not to be confused with the PC Base Class) Squire - Knight-lite (new add-on, can be used for Mounted Warrior/Calvary types) All of these classes make better sense for me, and they were quite easy to create, having only a few changes. For instance for the fighting classes, I start with Warrior and make changes to Proficiencies to match the appropriate PC class, change the Skill choices to match, add in a special quality or two (but otherwise stripping out all the PC Base class functions). For instance a Squire is a Warrior with Knight proficiencies, skills, and a Mounted Feat or Two (over a few levels), while a Hunter is a warrior with proficiencies, skills, and tracking of a Ranger (and thats it). Again, granting 2 levels in most of the NPC classes for PC's will throw off the balance, expecially with warriors (for BAB) or Experts (skill points), especially for the PRC qualifications, so I would not go there. [/QUOTE]
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Taking NPC-Class Levels
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