Specific Character Class *concept*


Homebrew and House Rules


So with the trend of hybrid classes getting around the large amount of multi-classing deterrents I got an idea. How about going to the customization even further, perhaps to ludicrous levels, and make an entire class for just one specific character.

Has anyone done this yet? I would love to see some if you have.

-Hexen


Sounds like DMPC "Mary Sue" territory. The problem with making a class for yourself is that it's either too powerful or not powerful enough.
Usually it's too powerful.
Another problem is getting someone to let you play it (probably not)...which means the only way you can play the class is if you run the game...and usually that means bringing in some "Plot monster" DMPC whose purpose in life is to be a badass...and either lead or defeat the PCs.
I've played plenty of classless RPGs...but that's not quite the same thing.


I haven't seen any such thing so far.

If you're going to customize, use something as a baseline. Take a look through this, especially the rules for making an archetype. If you want to customize a class, consult with a player on what you want to change. Trading +x to Craft (Jewelry) into +x to Craft (Tables) is fine, +x to Profession (Sailor) into Profession (Soldier) is probably also fine. +x to Perception would situationally be balanced with +x to Stealth or UMD.

Some interesting equivalencies:
All Teamwork Feats (3, 6, 9, 12, 15, 18) for a Domain at -2
Tower Shield Proficiency and Bonus Combat Feat for Endurance and Diehard
Bloodline Arcana for int or wis as a casting stat.
A single Master Trick (10, 12, 14, 16, 18, 20) for a feat or evasion.


All my classes are made just for my specific character (or someone in my group). The reason I post them is to get help making sure they're not too powerful, or underpowered. Admittedly, in the end, since nearly every game I've played in house rules things at char-gen, all classes are made specifically for a specific character. :P

What they should do is for classes what they did for races. A point value for a class, and spend those points. Would probably have to be a per-level thing though, so people don't start out flying and teleporting. :P Like X amount for the class, and from that X you can spend Y amount on base things (BAB/Saves), Z amount per level with a multiplier for each increase in level... Something more complicated than I could come up with. ;)


I also have that itch of creating a character that is unfettered from classes and has abilities that I want them. I have no problem with that when GMing but not that talented to turn it into a system. Fortunately there is someone who is and I'm really looking forward to seeing it [Eric Morton Presents] Custom Class Builder (coming soon).


Captain Sir Hexen Ineptus wrote:

So with the trend of hybrid classes getting around the large amount of multi-classing deterrents I got an idea. How about going to the customization even further, perhaps to ludicrous levels, and make an entire class for just one specific character.

Has anyone done this yet? I would love to see some if you have.

-Hexen

Sounds like a decent way to begin a class, but the next step would be to take a step back and rework it to accommodate a wider variety of concepts. For example, someone could have written the wizard class to just hurl out fireballs and lightning. However, the wizard is a very broad class that can be used for many different types of wizards. For some, the ranger might wield two swords or he might specialize in the bow. However, in Pathdinder those are only two combat styles you can choose from.


Captain Sir Hexen Ineptus wrote:

So with the trend of hybrid classes getting around the large amount of multi-classing deterrents I got an idea. How about going to the customization even further, perhaps to ludicrous levels, and make an entire class for just one specific character.

Has anyone done this yet? I would love to see some if you have.

-Hexen

The issue is that if you let them create their own class, they are practically already either playing fighter, rogue, cleric, or wizard because each of those classes are flexible enough that custom feats (or domains or rogue talents) would make the class "abilities" that they want already. If someone you know and has played with you before wants to create/try a custom class then go ahead and do it collaboratively with you (if you or they are the gm)and then save it for later, don't just throw it away. But in 90% of cases its better, faster, easier, and more common to see custom feats and "selectable abilities" than a whole new class.

On a side note, most of the time when people create a new class, its to specialized because it was created by a person who has a specific character in mind instead of a specific role in mind.


Sphynx wrote:
What they should do is for classes what they did for races. A point value for a class, and spend those points. Would probably have to be a per-level thing though, so people don't start out flying and teleporting. :P Like X amount for the class, and from that X you can spend Y amount on base things (BAB/Saves), Z amount per level with a multiplier for each increase in level... Something more complicated than I could come up with. ;)

The thing is that it's monstrously difficult to find a balance between lots of customization and a reasonable amount of power.

Paizo just recently had the whole Vigilante thing for a single class. And that single class didn't cover half of what you could possibly build. On one end of the broken spectrum, pre-unchained Summoner. Lots of ways you could customize it, lots of ways you could break it. Most notably with Synthesist. Then you've got the Fighter, with its 11 feats over 20 levels. Lots of ways to customize, but somehow doesn't have that much utility.

Point is, the best way to make classes is to talk to your DM. Or maybe give the Paizo folks a couple years and 3 playtests. It would be pretty cool to see some sort of "ultimate class guide" come out.

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