Prerequisite: ability to cast arcane spells.Īs the ranger ability. Use spellcaster level to determine familiar's abilities. Prerequisite: Base Reflex save +3.Īs the sorcerer ability. There is no list of bonus feats to select from.įor the purposes of these classes, the following class features can be selected in place of bonus feats (unless noted, each may only be selected once).Īs the monk ability. Each time the character gains a bonus feat, he may select any feat for which he meets the prerequisites. Since his character has taken up life as a thief and second story artist, he adds Balance (Dex), Climb (Str), Disable Device (Int), Knowledge (local) (Int), Listen (Wis), and Open Lock (Dex) to his list of class skills.Įach class gains a bonus feat at 1st level, and additional bonus feats at specific levels throughout the character's career. Dana wants his character to be able to continue purchasing the same skills as class skills, so he starts by designating all the skills he chose for his warrior as class skills. When Dana's warrior gains a level of expert a class with twelve class skills plus Craft and Profession, he must choose a new set of class skills. At 1st level, the character designates his class skills as Bluff (Cha), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Move Silently (Dex), Profession (Wis), and Tumble (Dex). Dana wants to play an agile, crafty warrior who uses his high Dexterity and Charisma scores to good effect. Once these are selected, the character can't change his choice of class skills (though if he gains a level in another class, he can choose different skills as class skills for that class).įor example, a warrior has six class skills, plus Craft. When a character takes his first level in a generic class, he chooses which skills to designate as class skills. He also decides that he wants his character to become better at resisting enchantments, so he designates Will as his other good save, and Fortitude is left as his poor save.Įach generic class has a specific number of class skills, as given in the class description. He wants to keep his Reflex save high, so he designates that as a good save. Later, Dana's warrior gains a level of expert, a class with two good saves and one poor save. He wants to create a swashbuckling-type character, so he designates his good save as Reflex and his poor saves as Fortitude and Will. If the character later gains a level in a different class, he designates which saves are good or poor for that class.įor example, Dana is creating a 1st-level warrior, a class with one good save and two poor saves. At 1st level, the character designates which saves are good or poor. You can still include prestige classes, if you wish to add that level of complexity to your game, but you may have to tweak some prestige class prerequisites that include class features not available to these classes.Įach generic class has one or two good saves and one or two poor saves. ![]() If you use these generic classes, you shouldn't also use the standard character classes (or variants of those classes). (Despite sharing names with NPC classes, the warrior and expert presented here are very different from those classes.) But despite these classes' basic approaches to character building, each one allows a wide variety of archetypes through the selection of skills and feats. The three generic classes here-warrior, expert, and spellcaster-cover the common roles of a group of adventurers. Though that variety can lead to interesting and exciting combinations, a game master who desires to run a simpler campaign (while still allowing for character variety) can use these "generic" character classes in place of the standard character classes. The variety of class options available to characters can seem overwhelming.
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