Base Class Design Guide


Homebrew and House Rules


Is there a guide out that that helps you create a new class? If so can someone give send me a link please. Thanks :)


It is on scribd so you can only view it not download unless you contribute a document (just write a sentence on a word document and upload) It is from 3.0 but it may be a starting point.

http://www.scribd.com/doc/23719453/Class-Construction

Also just for some reference information (not really a construction engine) BadAxe game's Trailblazer is a great resource for analysis of the 3.5 classes.


Thanks I'm checking it out right now :)


Do you think it would be equal if I bumped up the points to 300?


I haven't. Looked at it in a long time so I don't recall much sorry. But supping the points would be a good start. Id compare similar abilities with Pathfinder and try to crunch the numbers. Not an easy task however.


Here's a bunch of opinions...

Some things I didn't see on a quick glance through that document: make sure there is meaningful advancement at every level: You don't want a front-loaded class, or something which has a mix of good levels and bad levels. Each level should be a good level. Similarly, you should build in incentive to stick with the class, either by making later class abilities improve upon earlier ones, or by having class abilities that advance by class level.

Many pathfinder classes have some sort of choosable ability at every even level (rogue talents, rage powers, discoveries, hexes) or at first level that improves with class level (schools, domains, mysteries, orders). These generally serve to help members of the same class individuate themselves from one and other, and makes the character building process more rewarding, but are not a necessity.

Unless making a prestige class, the flavor should be somewhat flexible. Not necessarily generic, but something that you can envision multiple different sorts of character archetypes with.

Finally, you don't want a class to need good ability scores in more than three places, or excellent ability scores in more than two. It is important to make the class relatively viable even from a 15 point buy.

Also, some regularities that may prove helpful as guidelines for pathfinder classes:

Spoiler:
The classes have a normalized BaB and Hit Die in Pathfinder. If you have full BaB, you have a d10 or a d12 hit die. If you have 3/4 BaB you have a d8 hit die. 1/2 BaB is a d6 hit die. d4 hit die is something that is no longer present. For the most part, all martial weapons proficiency only and always accompanies full BaB but this is not a hard and fast rule (see Magus).

There are a limited number of spell-casting tables: 9 level prepared (Cleric or Wizard style), 9 level spontaneous (Sorcerer or Oracle style), 6 level prepared (Alchemist or Magus style), 6 level spontaneous (Bard or Inquisitor), and 4 level spontaneous (Paladin and Ranger).

Every spontaneous caster besides 4 level spontaneous has an accompanying spells known table.

If I am not mistaken, Prestige classes have their own method of increasing spellcasting that is similarly regularized.

In pathfinder, each base class has a capstone ability at level 20 which is more powerful than a regular class ability.

1/2 BaB classes are all up to this point 9 level casters, and Full BaB classes are either not casters or 4 level spontaneous casters. 3/4 BaB classes run the gamut, from full spell casting to no spell casting.

And finally prestige classes are not more powerful than a base class, and are usually more specialized (that is, tailored to a more restricted set of abilities). See the Master Chymist compared to the Alchemist for an example. Otherwise prestige classes are tailored to specifically make certain seemingly underpowered multiclass options on a par with regular classes at high levels. (Eldritch Knight, Rage Prophet, Battle Herald, Mystic Theurge, Arcane Trickster)


*cough* 4-spell level classes are prepared casters not spontaneous, that's why they don't have spells known table. While it wouldn't be a stretch to make a spontaneous variants of those there is no guidelines how should their spells known table look like.

When creating prestige class it is important to note that they use different saving throw progression than core/base classes (starting at +1 for favored save and giving +1 at 2nd level for poor saves).

Scarab Sages

Ponswick wrote:
Do you think it would be equal if I bumped up the points to 300?

Once you are familiar enough with the system, it doesn't really matter if you sweat the small stuff. It's most useful for balancing the overall class because it gives you point totals for each sub-system. For example, you know what proficiences, HD/BAB/saves, skills, spellcasting, and special abilities are all worth for each class. When making a new class, just try to keep things in proportion. The best way is to take a class and start swapping out abilities with equivalents or new abilities that match closely power-wise. If you change things to gain points, keep that in mind so you can compensate with extra or more powerful abilities.

I made a few base classes with the system, and if anything they were underpowered. I slowly developed the knack for it; I have dozens of base classes that I can use in reserve.


Drejk wrote:

*cough* 4-spell level classes are prepared casters not spontaneous, that's why they don't have spells known table. While it wouldn't be a stretch to make a spontaneous variants of those there is no guidelines how should their spells known table look like.

When creating prestige class it is important to note that they use different saving throw progression than core/base classes (starting at +1 for favored save and giving +1 at 2nd level for poor saves).

Whoops... guess I have been playing rangers wrong and no one has caught it <_<.... Not sure why I thought they were spontaneous. Well, I hope that doesn't ruin the legitimacy of my opinions too much.


It would be cool if this guide could be updated for pathfinder. Or pathfonder's next book should encorporate this in someway.

RPG Superstar 2012 Top 32

One thing to keep in mind is to not give out a power to a new class earlier than a pre-existing class.

For example, if you make a Winged Warrior base class, do not give it flight until at least 5th level. Maybe give it feather fall at 1st level, glide or levitate at 3rd, and fly at 5th level, maybe broken up into 1 minute chunks throughout the day. Overland flight can wait til 9th level or so.

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