Kane0
2012-06-09, 08:10 PM
Hi again guys.
I've worked on a few classes now, but until recently its been more like fumbling than developing. So, to sort things out in my own mind I threw this together. Its my 'standard procedure' for making classes, mostly base classes but it is perfectly workable for prestige classes with tweaking:
Step one: Saves
Select one save to be the 'good' save, one to be the 'medium' save and one to be the 'poor save'.
I would not normally recommend increasing the save progressions, use class abilities for pumping them up if you need to.
Step two: BAB, Skills and spellcasting
Select one of these to be of the 'good' progression, another to be of the 'medium' progression and the last has the 'poor' progression.
Notes on spellcasting:
1: 'Good' spellcasting progression is defined as a full progression up to 9th level spells, 'average' is up to 6th level spells in a manner similar to bards, and 'poor' is up to 3rd level spells similar to paladins and rangers.
2: Other capabilities like Warlock Invoking, Soulmelding, ToB Maneuvers and Binding are all subsitutes for spellcasting, and function in the same manner. Sometimes you will have to guesstimate what constitutes 'Good', 'average' and 'poor' progressions on these.
Note on skills: 'Good', 'average' and 'poor' Skills progression can be seen here (http://www.giantitp.com/forums/showthread.php?p=13343475).
Note on HD: HD is derived directly from BAB. 'Bad' BAB progression is d6, 'Medium' is d8 and 'Good' is d10.
Step three: Assign Abilities
Abilities are the most flexible. These can be placed where you find it appropriate and how it best balances the class. As a general rule, if you have the good spellcasting progression you wont need much in this part.
For the majority of cases you will want at least one passive ability that scales or improves with level, one or more passive abilities that do not scale with level (one-offs), one active ability that scales or improves with level and one or more active abilities that do not scale with level (one-offs).
Note: Be sure to add decent abilities at level 1 or 2, 5, 10, 15 and 20 as capstones.
Step four: Dead levels
Fill in dead levels with interesting and flavorful abilities, but nothing overly useful. These abilities are not to improve the class mechanically, they are to improve the class thematically.
And there you have it! Let me know what you think forumers!
I've worked on a few classes now, but until recently its been more like fumbling than developing. So, to sort things out in my own mind I threw this together. Its my 'standard procedure' for making classes, mostly base classes but it is perfectly workable for prestige classes with tweaking:
Step one: Saves
Select one save to be the 'good' save, one to be the 'medium' save and one to be the 'poor save'.
I would not normally recommend increasing the save progressions, use class abilities for pumping them up if you need to.
Step two: BAB, Skills and spellcasting
Select one of these to be of the 'good' progression, another to be of the 'medium' progression and the last has the 'poor' progression.
Notes on spellcasting:
1: 'Good' spellcasting progression is defined as a full progression up to 9th level spells, 'average' is up to 6th level spells in a manner similar to bards, and 'poor' is up to 3rd level spells similar to paladins and rangers.
2: Other capabilities like Warlock Invoking, Soulmelding, ToB Maneuvers and Binding are all subsitutes for spellcasting, and function in the same manner. Sometimes you will have to guesstimate what constitutes 'Good', 'average' and 'poor' progressions on these.
Note on skills: 'Good', 'average' and 'poor' Skills progression can be seen here (http://www.giantitp.com/forums/showthread.php?p=13343475).
Note on HD: HD is derived directly from BAB. 'Bad' BAB progression is d6, 'Medium' is d8 and 'Good' is d10.
Step three: Assign Abilities
Abilities are the most flexible. These can be placed where you find it appropriate and how it best balances the class. As a general rule, if you have the good spellcasting progression you wont need much in this part.
For the majority of cases you will want at least one passive ability that scales or improves with level, one or more passive abilities that do not scale with level (one-offs), one active ability that scales or improves with level and one or more active abilities that do not scale with level (one-offs).
Note: Be sure to add decent abilities at level 1 or 2, 5, 10, 15 and 20 as capstones.
Step four: Dead levels
Fill in dead levels with interesting and flavorful abilities, but nothing overly useful. These abilities are not to improve the class mechanically, they are to improve the class thematically.
And there you have it! Let me know what you think forumers!