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The variety of class options available to characters can seem overwhelming. 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.
, andSpellcrafter - cover the common roles of a group of adventurers. (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.
If you use these generic classes, you shouldn't also use the standard character classes (or variants of those classes). 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.
Each generic class has one or two good saves and one or two poor saves. At 1st level, the character designates which saves are good or poor. If the character later gains a level in a different class, he designates which saves are good or poor for that class.
, a class with one good save and two poor saves. He wants to create a swashbuckling-type character, so he designates his good save as Reflex and his poor saves as Fortitude and Will.
Later, Daniel's warrior gains a level ofexpert, a class with two good saves and one poor save. He wants to keep his Reflex save high, so he designates that as a good save. 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.
Each generic class has a specific number of class skills, as given in the class description. When a character takes his first level in a generic class, he chooses which skills to designate as class skills. 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).
For example, awarrior has six class skills, plusCraft. Daniel wants to play an agile, crafty warrior who uses his high Dexterity and Charisma scores to good effect. At 1st level, the character designates his class skills asBluff (Cha),Craft (Int),Hide (Dex),Jump (Str), Move Silently (Dex),Profess ion (Wis), andTumble (Dex).
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. Since his character has taken up life as a thief and second story artist, he addsBalance (Dex),Climb (Str), Disable Device (Int),Listen (Wis), and Open Lock (Dex) to his list of class skills.Result: A martial rogue with dire deficiency in sense motive, search & spot!
The expert can be a jack-of-all-trades or a master of a limited area of expertise. Based on his selection of skills and feats, he can focus on diplomatic matters, stealth, combat, wilderness survival, thievery, or any of a number of critical tasks.
At first glance, the expert appears similar to therogue; it shares that class's combat ability, wide range of class skills, and tendency toward simple weapons, finesse and light armour. Unlike a rogue, however, the expert has no special class features, but instead defines his or her speciality by the humble selection of bonus feats.
Base Save Bonuses: Two good saves and one poor save.
Class Skills: Choose any tenskills as class skills, plusCraft andProfess ion.
Skill Points: 6 + Int modifier (or four times this number at 1st level).
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