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Your ideal class orgainization
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<blockquote data-quote="mellored" data-source="post: 7378865" data-attributes="member: 6801209"><p>That's more or less had, though in a different order.</p><p></p><p>1: Race + background + non-combat abilities. Levels separately from the other options, though may have some prerequisites. (i.e. finding food might require a level of ranger. Or charm person require arcane spell slots).</p><p></p><p></p><p>2: How do you do stuff (power source). Gives simple abilities useful abilities and baseline proficiencies for the other options. Can be taken multiple times to make a simple generalist character. (level 1 spells and manuvers)</p><p>Martial -> You gain +X to fighting.</p><p>Divine -> You can channel divinity Y times, which you recover during a short rest. </p><p>Arcane -> You gain X arcane slots which you fill during a long rest.</p><p>Psion -> You gain X psi points, and recharge some other way.</p><p></p><p></p><p>3: What you do with that power (base class). More focuses than the general option above. Modestly complex features (level 2 spells and maneuvers).</p><p>Fighter (Marital): +offense.</p><p>Defender (Martial): +defense.</p><p>Sorcerer (Divine): +offense.</p><p>Cleric (Divine): +defense.</p><p>Evoker (Arcane): +offense.</p><p>Aburation (Arcane): +defense.</p><p></p><p></p><p>Bonus: Advanced options (paragon class) = Combos or further specializations of different base classes. With more complex and finicky features (level 3+ spells and maneuvers).</p><p>Pyromancer (Evoker): +Fireball and firewall.</p><p>Artificer (Transmutation, Abjuration, Enchantment): +enchanting items.</p><p>Beastmaster (Ranger, Druid): +fight with animals.</p><p>Paladin (Fighter, Cleric): +aura's</p><p>Warlord (Bard, Fighter): +grant attacks</p></blockquote><p></p>
[QUOTE="mellored, post: 7378865, member: 6801209"] That's more or less had, though in a different order. 1: Race + background + non-combat abilities. Levels separately from the other options, though may have some prerequisites. (i.e. finding food might require a level of ranger. Or charm person require arcane spell slots). 2: How do you do stuff (power source). Gives simple abilities useful abilities and baseline proficiencies for the other options. Can be taken multiple times to make a simple generalist character. (level 1 spells and manuvers) Martial -> You gain +X to fighting. Divine -> You can channel divinity Y times, which you recover during a short rest. Arcane -> You gain X arcane slots which you fill during a long rest. Psion -> You gain X psi points, and recharge some other way. 3: What you do with that power (base class). More focuses than the general option above. Modestly complex features (level 2 spells and maneuvers). Fighter (Marital): +offense. Defender (Martial): +defense. Sorcerer (Divine): +offense. Cleric (Divine): +defense. Evoker (Arcane): +offense. Aburation (Arcane): +defense. Bonus: Advanced options (paragon class) = Combos or further specializations of different base classes. With more complex and finicky features (level 3+ spells and maneuvers). Pyromancer (Evoker): +Fireball and firewall. Artificer (Transmutation, Abjuration, Enchantment): +enchanting items. Beastmaster (Ranger, Druid): +fight with animals. Paladin (Fighter, Cleric): +aura's Warlord (Bard, Fighter): +grant attacks [/QUOTE]
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