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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-07-2012, 12:00 PM   Top  -  End  -  #1
Baron Corm
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Default [3.5] Generic Class 2.0

I've continued to update the generic class over the course of about 3 years, but the old thread can no longer contain all of the text I've written up. So, it's time to make a new one! I'm also putting in a "build compendium" section where I will showcase some of the creative builds I've seen people make, and new ones that are posted in this thread.

For those that aren't familiar with generic classes, this class is meant to be taken by every player, and is supposed to be able to fit any character they want to make. This creates near-perfect game balance. I'm not happy with the one in Unearthed Arcana, so here's my take.

Generic Class
LevelAbility
1stScaling Ability, A Ability
2ndB Ability
3rdC Ability
4thB Ability Improvement
5thD Ability
6thB Ability Improvement
7thC Ability Improvement
8thB Ability Improvement
9thA Ability Improvement
10thB Ability Improvement
11thC Ability Improvement
12thB Ability Improvement
13thD Ability Improvement
14thB Ability Improvement
15thC Ability Improvement
16thB Ability Improvement
17thA Ability Improvement
18thB Ability Improvement
19thC Ability Improvement
20thCapstone Ability, B Ability Improvement

Character Creation

Spoiler


A note on terminology for the abilities:

Each interval - Any time you would upgrade the ability, including the level you get it.
Each additional interval - Any time you would upgrade the ability, except the level which comes before the "additional". If no level is specified, it's every interval except the one you get the ability.
Every other interval - Every other time you would upgrade the ability. For a B ability, this would be levels 2, 6, 10, 14, and 18 if it started upgrading at level 2, and 4, 8, 12, 16, and 20 if it started upgrading at level 4.

Sometimes I also just name specific levels, when it's easier.

Special thanks to Lyndworm (who actually made quite a few abilities), Kroy, InaVegt, Roc Ness, M. Mayonnaise, Stegyre, Temotei, aje8, and deuxhero for ideas, inspiration, and fixes. If I forgot your name just let me know.

Last edited by Baron Corm : 02-12-2013 at 08:35 PM.
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Old 08-07-2012, 12:01 PM   Top  -  End  -  #2
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Mythical Abilities

Scaling Abilities

Scaling abilities are gained at first level, and are never improved. However, they grant a bonus which is directly related to your class level.

Spoiler


A Abilities

A Abilities are gained at first level, and are upgraded twice. They represent an ability which has some substance, instead of just being a scaling number.

Spoiler


B Abilities

B Abilities are gained at level 2, and are improved every other level after 2. They are abilities which scale nicely with your level, and tend to be powerful. They represent your combat style.

Spoiler


C Abilities

C Abilities are gained at third level, and upgrade four more times. They represent miscellaneous abilities which give a small, yet significant bonus to something important, which can help flesh out or flavor your character.

Spoiler


D Abilities

D Abilties are gained at fifth level, and are improved once. They are useful at all levels, so they are not required to scale much.

Spoiler


Capstone Abilities

The Capstone Ability of your character will top off its achievements. It is a very powerful ability which either brings together the abilities you have previously learned, or grants you a spectacular new power.

Spoiler

Last edited by Baron Corm : 05-19-2013 at 03:38 PM.
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Old 08-07-2012, 12:03 PM   Top  -  End  -  #3
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Mystical Abilities

Scaling Abilities

Spoiler


A Abilities

Spoiler


B Abilities

Spoiler


C Abilities

Spoiler


D Abilities

Spoiler


Capstone Abilities

Spoiler

Last edited by Baron Corm : 05-19-2013 at 09:03 AM.
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Old 08-07-2012, 12:06 PM   Top  -  End  -  #4
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Reserved for more abilities just in case.
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Old 08-07-2012, 12:08 PM   Top  -  End  -  #5
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Summon Minion Statistics

While the given minions have an evil flavor, they may be reflavored however you like. In this case, modify their subtype, alignment, and appearance based on what entity granted you reign over them, but no other statistics change. For example, you might have a pack of wolves with various elemental heritages, granted by a nature spirit, or an entourage of celestial balls of light of different colors, granted by a deity of Good.

Spoiler


Truespeech Utterances

Utterances which suppress effects can prevent those effects from ever taking place if spoken in response to them, and the original speaker, target of the ability, or resulting effect of the ability is within 60 feet. Effect durations continue to count down while suppressed.

At each interval, select an utterance from the spoiler below.

Spoiler


Generic Class Feats

Spoiler

Last edited by Baron Corm : 02-12-2013 at 08:22 PM.
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Old 08-07-2012, 12:09 PM   Top  -  End  -  #6
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Build Compendium

Ansth'Idhaa by Novaix
Spoiler


Arcane Assassin by Omnicrat
Spoiler


Battlefist by Holocron Coder
Spoiler


Bone Archer by Baron Corm
Spoiler


Dragonwrought Warforged by Baron Corm
Spoiler


Dwarven Defender by bobthe6th
Spoiler


Luckist by Omnicrat
Spoiler


Master by bobthe6th
Spoiler


Scholastic Explorer by Omnicrat
Spoiler


Trickster by Razanir
Spoiler

Last edited by Baron Corm : 02-23-2013 at 02:49 PM.
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Old 08-07-2012, 12:11 PM   Top  -  End  -  #7
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Reserved just in case.
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Old 08-07-2012, 12:43 PM   Top  -  End  -  #8
Lohj
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Default Re: [3.5] Generic Class 2.0

(O_o)
Wow.
This... this is quite awesome. I've never seena anything like it before.
Great job!
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Old 08-07-2012, 01:06 PM   Top  -  End  -  #9
Qwertystop
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Default Re: [3.5] Generic Class 2.0

Cool.nothing to see here
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Old 08-08-2012, 09:35 AM   Top  -  End  -  #10
FeralMephit
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Default Re: [3.5] Generic Class 2.0

Is it possible to trade in an ability for extra AP?
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Old 08-08-2012, 02:21 PM   Top  -  End  -  #11
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Quote:
Originally Posted by Lohj View Post
(O_o)
Wow.
This... this is quite awesome. I've never seena anything like it before.
Great job!
Quote:
Originally Posted by Qwertystop View Post
Cool.nothing to see here
Hey thanks!

Quote:
Originally Posted by FeralMephit View Post
Is it possible to trade in an ability for extra AP?
I was very wary of adding this, afraid of how much a min-maxer could break the system using it. It also messes up the niceness of gaining something at each level, which was part of the point of the system.

I'm reconsidering it, though the AP you gain would have to be pretty low. Maybe something like 6 for a Scaling, 5 for an A or C, 4 for a D, and not possible for a B, because everyone needs a combat style. Are these numbers large enough that it's worth putting in as an option? Because I don't think I'd want to go much bigger.
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Old 08-08-2012, 02:45 PM   Top  -  End  -  #12
FeralMephit
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Default Re: [3.5] Generic Class 2.0

Yeah that sounds like a good tradeoff.
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Old 08-09-2012, 05:37 PM   Top  -  End  -  #13
Vadskye
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Default Re: [3.5] Generic Class 2.0

Well, this is getting saved in my list of things that I want to run someday.
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Old 08-10-2012, 10:11 PM   Top  -  End  -  #14
Temotei
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Default Re: [3.5] Generic Class 2.0

Whoa, credit. Good to see you working on this again.
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Old 08-13-2012, 08:18 AM   Top  -  End  -  #15
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Default Re: [3.5] Generic Class 2.0

soul weapon could use some way to work in an antimagic field; like how the soulknife class can, at higher levels, function ina null-psi field, but with some difficulty and DC checks.
It'd also be nice if golems weren't totally immune to soul weapons.


25 AP to build with is a good choice, it's just shy of some of the really super power builds.


I note that with this, it's very easy to build combat types which dish out huge piles of damage; evne without shocktrooper tricks or high optimization.
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A neat custom class for 3.5 system
http://www.giantitp.com/forums/showthread.php?t=94616

A good 3.5 balancer
http://brilliantgameologists.com/boa...p?topic=2096.0
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Old 08-14-2012, 06:05 PM   Top  -  End  -  #16
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Quote:
Originally Posted by Vadskye View Post
Well, this is getting saved in my list of things that I want to run someday.
Please send me a PM with the results if you ever get around to it, I'd be thrilled to hear about it!

Quote:
Originally Posted by Temotei View Post
Whoa, credit. Good to see you working on this again.
A few games that attempted to run (yet failed) gave me the motivation to come back to it. I saw some really cool character builds in the Looking for Players threads, so I figured adding a build compendium would be helpful. I'd add some of the older builds, such as yours, but I think that the class has changed so much from then that they're no longer valid.

Quote:
Originally Posted by zlefin View Post
soul weapon could use some way to work in an antimagic field; like how the soulknife class can, at higher levels, function ina null-psi field, but with some difficulty and DC checks.
It'd also be nice if golems weren't totally immune to soul weapons.
Hmm, I did not know soulknife weapons worked that way. I think I'm going to decide against it as a part of the ability, but maybe with an extra feat.

Quote:
Originally Posted by zlefin View Post
25 AP to build with is a good choice, it's just shy of some of the really super power builds.
I'm glad it checks out. I pulled the number out of a hat and it seemed to work well for everything I've tried to do so far.

Quote:
Originally Posted by zlefin View Post
I note that with this, it's very easy to build combat types which dish out huge piles of damage; evne without shocktrooper tricks or high optimization.
Got a few specific builds in mind I should be worried about? I noticed that stacking attacks in a full attack is pretty easy here, but if you do that, you're missing out on a lot of utility, and could be disabled in more ways than usual. I think. Some of that might need to be fixed.
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Old 09-09-2012, 04:17 AM   Top  -  End  -  #17
Lyndworm
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Default Re: [3.5] Generic Class 2.0

I just thought that I'd stop in and congratulate you again on your fine work here, Corm. Also, thanks for the shout-out; it makes me feel all warm and fuzzy.

Some of this stuff I haven't seen before (like the Spirit Companion) and it looks awesome. I'm going to see if I can't tinker around a bit in the next week or two and get up some neat classes for y'all to gander at.

Again, fantastic job, here, Corm.
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Old 09-09-2012, 08:43 AM   Top  -  End  -  #18
Waargh!
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Default Re: [3.5] Generic Class 2.0

How oficial rules should be!
Kind of hard to judge the balance and such, but I much rather use this system where you can customize more your character. The possibilities are endless and allows you to play more accurately what you have in mind which is the key future to begin with.
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Old 02-18-2013, 10:45 PM   Top  -  End  -  #19
Baron Corm
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Default Re: [3.5] Generic Class 2.0

Gonna go ahead and bump this for finally completing all of the Capstones. New ability ideas or builds for the compendium would be much appreciated if anyone has the time.
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Old 02-19-2013, 09:56 AM   Top  -  End  -  #20
Omnicrat
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Default Re: [3.5] Generic Class 2.0

No psionic option?

edit: nevermind. Don't know how I missed it. You could try creating options for some of the popular homebrews such as evolutionist or gramarie.

Last edited by Omnicrat : 02-19-2013 at 02:39 PM.
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Old 02-19-2013, 01:51 PM   Top  -  End  -  #21
Holocron Coder
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Default Re: [3.5] Generic Class 2.0

Ha, rather awesome. I've debated before whether it's worth doing this sort of thing or going full buy-abilities-with-xp, but this seems to be a good setup without the worry of someone dumping xp into casting. And it keeps the level system, at that.

Testing it out, I threw together (and then cleaned up and formatted) a charging-monk type of class.

Spoiler

Last edited by Holocron Coder : 02-19-2013 at 04:23 PM.
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Old 02-19-2013, 03:19 PM   Top  -  End  -  #22
Omnicrat
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Default Re: [3.5] Generic Class 2.0

Also, if you could say what specific abilities actually do, rather than saying "Its this ability" would be helpful.
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Old 02-19-2013, 11:51 PM   Top  -  End  -  #23
Razanir
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Default Re: [3.5] Generic Class 2.0

First a question. When does Companion (scaling) increment?

Now for my attempt at a class. It's like a rogue, but sacrifices skill-monkeyness for being less dependent on gear.

Trickster–
One good save (Ref)
4 skills – 3 AP
3/4 BAB – 4 AP
d8 – 4 AP
Proficient with all simple weapons and the rapier – 2 AP
Proficient with light armor
Extra scaling ability – 12 AP

Scaling – Soul weapon, death strike
A – Keen Eyes
B – Sneak Attack
C – Transformation (Optimization)
D – Evasion
Capstone – Canny Assassin
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Last edited by Razanir : 02-20-2013 at 12:18 AM.
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Old 02-20-2013, 09:53 AM   Top  -  End  -  #24
Holocron Coder
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Default Re: [3.5] Generic Class 2.0

Quote:
Originally Posted by Razanir View Post
First a question. When does Companion (scaling) increment?
Given the wording of the spoiler, I think it's each level, really. It gains levels in the NPC class as you level, along with natural armor, and +1 to three abilities? Though, that last one seems like it'd get out of hand quickly.
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Old 02-20-2013, 01:58 PM   Top  -  End  -  #25
Razanir
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Default Re: [3.5] Generic Class 2.0

Quote:
Originally Posted by Holocron Coder View Post
Given the wording of the spoiler, I think it's each level, really. It gains levels in the NPC class as you level, along with natural armor, and +1 to three abilities? Though, that last one seems like it'd get out of hand quickly.
+3 to abilities every level is exactly why I wondered if I was reading it wrong
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Old 02-20-2013, 02:59 PM   Top  -  End  -  #26
Waargh!
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Default Re: [3.5] Generic Class 2.0

To ease (and encourage) creating a generic character under these rules you can use this excel sheet from here:
http://www.fileswap.com/dl/trmmFPwoNT/
(select slow download option)

Then it automatically formats the basic table in a forum format producing the below:
Spoiler
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Old 02-20-2013, 03:02 PM   Top  -  End  -  #27
bobthe6th
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Default Re: [3.5] Generic Class 2.0

Hmm... I kinda want to build a summoner/controller now.

Master–
One good save (Will)
4 skills – 3 AP
1/2 BAB – 0 AP
d8 – 4 AP
Proficient with short spear – 0 AP
Proficient with medium armor -3 AP
Extra B ability – 15 AP

Scaling – Companion
A – Spirit guide
B – Bardic Music, Summon Minion (Su)
C – Improved Minions
D – Regeneration (Ex)
Capstone – Dark Domination (Sp)


So he has a nice swarm of minions and a big tank, the ability to buff the entire party by chanting in faux latin, enough skills to be a bit of a skill monkey with some nice knowledge boni, and some survivability in medium armor and fast healing.

edit: how about the classic "Axebeard Beardaxe" dwarf class?

Dawrven guy–
all good save -6 AP
2 skills – 0 AP
1/1 BAB – 8 AP
d12 – 8 AP
Proficient with all simple weapons and one martial weapon – 0 AP
Proficient with all armor and shields, except tower shields - 3 AP

Scaling – Toughness (Ex)
A – Rage (defensive stance)
B – Bonus Feats
C – Transformation(Optimization)
D – Regeneration (Ex)
Capstone – Tarrasquekin

Yeah... he won't do much, but it isn't going to die of HP damage. Needs to spend feats on buffing his BFC, to make foes attack him... still, crazy hard to kill.
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Old 02-21-2013, 02:40 AM   Top  -  End  -  #28
cameronpants
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Default Re: [3.5] Generic Class 2.0

I may just be reading it wrong, but I don't think Mighty Soul Weapon from the B list works as intended. As written, the only way to change any previous abilities the weapon gains is by meditating for 1 hour. Another sentence claims that there must always be the same amount of epic and non-epic abilities on the weapon after performing this hour-long ritual.

The trouble is epic abilities require a minimum of +6 enhancement bonus, and you can only ever get +5 from 12th to 20th levels. I understand that, perhaps, the intent is the ability to completely re-design it at every interval, and the 1-hour ritual merely allows the re-assignment of those abilities. This, however, is never stated.


EDIT: Also,
Quote:
Soul Weapon (Su)...
...The weapon is made out of force, and therefore can hit ethereal and incorporeal creatures. Its damage type changes to force damage. The weapon is treated as masterwork.
makes this Capstone

Quote:
Legendary Soul Weapon (Su) - Requires Mighty Soul Weapon

Your Soul Weapon ignores all damage reduction.

When meditating to change your Soul Weapon's abilities, you may freely make any of them epic or nonepic.
virtually useless (as the Force damage is not affected by DR).

Last edited by cameronpants : 02-21-2013 at 02:51 AM.
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Old 02-21-2013, 12:23 PM   Top  -  End  -  #29
Razanir
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Default Re: [3.5] Generic Class 2.0

Another class I just thought of:

Gish-Tank:
1 good save
1/1 BAB
d6
Light armor
Your choice of martial weapon
2 skills

Scaling: Toughness/Soul Weapon
A: Armor Mastery
B: Spellcasting/Psionics
C: Marshal/Tactics/Transformation (Optimization)/your choice
D: Improved Metamagic
Capstone: Archon
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Last edited by Razanir : 02-21-2013 at 01:11 PM.
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Old 02-21-2013, 12:27 PM   Top  -  End  -  #30
bobthe6th
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Default Re: [3.5] Generic Class 2.0

Um, for any kind of casting you need to drop 15 AP to begin with... As with most of the really nice abilities like maneuvers and such.

Though I do wish he had provided a cheaper bard casting option.
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