Everyone wants to play their character and game their own way, but sometimes inspirations strikes in the form of an idea for a new feat, class, prestige class, monster, etc. If you feel the call of homebrewing, this guide is intended to help you achieve a good, well designed and nicely balanced ability.
THE 10 COMMANDMENTS OF HOMEBREWS
Before you begin, there are a few things you must, absolutely must keep in mind while creating your new whatever. They are as follows.
1: THOU SHALT NOT CREATE AN ABILITY THAT ALREADY EXISTS
One of the most important, if not the most important, commandment that must be followed is this one. Any new ability you create must be unique in some way. And actually, there's not too many ways something can be unique. In order to justify being created, the new ability, be it a base class, prestige class, feat, skill, spell, maneuver, whatever, it must either fill a new niche, have a new mechanic, or do something different. Changing bonus types is not a new ability. Changing spell source is not a new ability. Changing bonus numbers is not a new ability. This is more drastic for smaller things like feats or spells, but classes do fall into this from time to time. Take the CW Samurai for example. Its main class feature is two weapon fighting. This is something that was exactly covered by the Fighter or Ranger, and the only difference was flavor. This class should not have been made. As an alternative, take the Fighter to the Barbarian. Both hit the thing until it falls down, filling the same niche, but one does it with feats, and the other does it with a new mechanic, Rage. These classes deserve to exist by this merit.
2: THOU SHALT NOT OVER SPECIFY
Another common error that happens, and I see way too much of (although thankfully not as much anymore) is the specific character ability. This is when someone makes a base or prestige class based off of a specific character, rather than making a specific character from the class. A good example of this is the CW Samurai. It is a Japanese swordsman who uses a stereotypical Samurai fighting style. That's not a class, that's a character. It's not as specific as some I see get though. I've seen a
class that gets a named companion. A freaking named companion. It was a joke class, made specifically to illustrate this horrible flaw.
3: THOU SHALT CREATE INTERESTING FLAVOR
Often overlooked, a key component of homebrew is the flavor of the class. Believe it or not, this is actually important to the mechanics. As the flavor dictates the mechanics, poorly thought out flavor is very bad for a class. See the Monk for when this did not happen, or the CW Samurai. This also ties into the above commandment, as the flavor must be generic enough to justify a class/feat/whatever, but must still be specific enough to be interesting enough to justify existing. Another important thing to keep in mind with this commandment is the type of thing you are creating. The more specific the flavor, the more specific the ability. Ignoring this leads to feats creating whole base classes (like the CW Samurai). If something should be a feat, it should be a feat. If it should be a prestige class, it should not be a base class.
4: THOU SHALT NOT MAKE A PRESTIGE CLASS INTO A BASE CLASS
This is actually important and common enough to merit its own commandment. Seriously. Do not make a base class with the specificity of a prestige class. Again, the CW Samurai takes this one. As does the Warmage. The Warmage is merely a Sorcerer with a more restrictive list, more spells known, and a focus on damage. That's what a sorcerer PrC should be, not a base class. Alternatively, make sure that a prestige class actually deserves to be a prestige class instead of a base class. This is much less common, but still deserves mentioning.
5: THOU SHALT NOT ALLOW DEAD LEVELS TO EXIST
Except possibly at the 3 “sweet spots”, but never, ever, evereverever, at the 3 “doom spots”. These spots are 6, 12, and 18 for “sweet”, and 5, 13, and 17 for “doom”. They are so called because the sweet spots advance every chassis number (BAB and all saves), and the doom spots advance none of those, except BAB on full BAB classes. You should still have something additional granted at sweet spots, but it can be a dead level. Now, what makes a level not a dead level (or a “living level”)? Simple: class features. You must grant some class feature at every level of your class. Otherwise, you create break points, which are very, very, very bad for design. A great example of this is the CW Samurai. It has abilities fairly regularly, but only has class features a a couple levels. An even better example is the Sorcerer, which has one class feature. Well, two, but nobody cares about the familiar, and the point is it only gets a class feature at level 1. What's that you say? Spellcasting is a class feature? Well, yes, it is. It's granted at level 1, and there's no new class features granted after that. More spells per day is an ability, not a feature. More spells known is an ability, not a feature. Features grant you new abilities. Abilities enhance existing features, and count as only a partial feature, and the amount depends on how good the ability is, on both a power and flavor level. They can zombify dead levels, but not bring them to life. For this reason, you can avoid dead levels at the “sweet spots” with a new level of casting, and can mostly eliminate dead levels on their own, so you would need some small ability to finish the revivification.
Of special note here: capstone. It's a unique class feature in that you get it at the end of a class. It is as its name implies: the endpoint. This feature should, oddly enough, not be powerful. It should not be what the class is all about. It should be the culmination of everything else in the class. The Monk did this perfectly, with becoming an outsider. The rest of the class works its way up to that point, where you say “I am no longer truly human”. Far too often have I seen abilities come out of no where in the final levels of the class, that drastically change how you play the thing. Or alternatively, the Rogue. The freaking Rogue.
6: THOU SHALT BALANCE YOUR ABILITY INTERNALLY
Finally back to commandments that apply to all homebrews, you must make sure that you take care of internal balance before external balance. Take the Monk for instance. Early on, it's pretty sweet. You get a feat in each of the first two levels, nice unarmed damage that only gets better when you branch off, an AC bonus that's pretty good I guess, some more abilities, and then level 7 hits. You get: nothing. Level 8? Nothing. Level 9? Nothing. It rapidly becomes a tax to stay in the class because the later levels (everything after 6, except two or three levels) end up having terribly low power compared to the first few. I can't believe I'm going to use this, but the CW Samurai has a nice internal balance. Of course, this is because it sucks throughout the class. Ooh! Here: Druid. It's got great internal balance. It is consistently growing in power from start to finish, at a nice rate. Notice how this ignores external balance? The Druid is on the opposite side of things from the CW Samurai, but they both have internal balance. This does apply to all abilities, as with a feat, you must allow it to be useful at all levels, even if it's a static bonus, such as Improved Trip's extra attack on a trip, with the counter example of Weapon Focus getting progressively worse as you level.
Also important under this one: you must make sure your abilities actually work. See: Truenamer. It is literally broken. As in it does not function.
7: THOU SHALT BALANCE YOUR ABILITY EXTERNALLY
The CW samurai is (reassuringly) back in the “example of bad” camp here. Polymorph/Shapechange (pre-errata) is another good example from the “overpowered” camp. Or the Big 6 being overpowered. This isn't so much about where the power of the entire game should be though. This is more about how you balance the ability to other expected abilities. So if you want your ability to stand up with the Big 6, Gate, or Divine Metamagic, then you'll need to make it overpowered compared to the other classes/spells/whatever. Alternatively, if you wanted to make it more on par with Weapon Focus, then it'll need to be underpowered compared to other stuff. It will be assumed that your ability is targeting an average power level automatically, so if you wish it to be more or less powerful, I suggest you state your power level somewhere. The classes/PrCs actually have a section for that in the templates.
8: THOU SHALT MAKE IT LOOK NICE
Nobody wants to read a block of text. We have templates here for a reason, use them. If you need help, ask. There are also tables that look freaking amazing on these boards, look around, ask if you need help, otherwise, use a template. This serves two purposes. One: it makes it look nicer and more professional. Two: it makes it easier to not only read, but edit. This is more important than most people realize. Presentation is indeed key to so many things.
9: THOU SHALT NOT TAKE CRITICISM POORLY
You posted it on a message board. You automatically have asked for feedback. And if it's bad? Well, you won't like the feedback. Just accept it. Use the things you hear to help grow your creative muscles, allowing you to come back and post the single greatest feat anyone has ever seen. Then you'll show them. You'll show them all. Criticism is supposed to be constructive, to give helpful advice and suggestions to make a better ability. If you plug your ears and shout louder and louder until you can't hear anyone, then your design abilities will stagnate or deteriorate. And your ability will still suck.
On the flipside, anyone who critiques a homebrew? Don't be a douchebag. It's that simple. Be constructive with your criticism. Don't just say that something is bad. Say why it's bad and give advice on how to fix it. Help them write a better ability.
10: THOU SHALT BE OVERLY DESCRIPTIVE
Be very descriptive. You must convey accurately what everything in your homebrew does. This is why feats are among the easiest things to homebrew, while base classes are probably the hardest. If there's any confusion, clear it up. Find out where the confusion comes from, and add words or take words away until there is no confusion. This also applies to external rules. Your homebrew is homebrew. Your houserules are houserules. Nobody is required to use them. Not even you. This extends to the following rule: link, describe, and post every houserule that is required to play with your homebrew. Otherwise, your homebrew is completely useless. If you have a class that refers to a homebrew feat, you must include that feat somewhere, whether it be via link or actually in the same thread. Although, if it's not in the same post, you should link to it anyways.
Well, there you have it. These rules will help you on your way to creating a fun new ability that works well and is balanced. It does take a lot of skill to get really good at designing things, but you must actually work at it in order to become good at this.
The following is a compilation of templates for homebrewed material for these boards.
Templates
note: don't use a heading for something it does not get. For example, if the template doesn't adjust the AC of the creature (no NA or such increase/decrease) do not include that heading. Headings marked with a * must remain (type in "Any" or something).
NAMEparagraph or two of fluff for the template, how you become one, how they're made, alignment/elemental/etc. ties, etc.
Creating a Nameshort crunch description of how you can add it to an existing creature, acquired or inherited, etc.
Size and Type: any size/type changes
Hit Dice: any hit dice change, usually a result of type change.
Speed: Any speed changes, including new movement modes, or reduction of movement modes.
AC: armor bonuses, if any.
Base Attack: Base Attack Bonus adjustment, usually a result of type change.
Attacks: Any attack changes (natural weapons, usually)
Damage: Damage changes for attacks (see above).
Special Attacks: A [name] retains/loses/etc. all special attacks from the base creature, and (also) gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Special Qualities: A [name] retains/loses/etc. all special qualities from the base creature, and (also) gains the following (ones).
- name: what it does.
- name: what it does.
- name: what it does.
Saves: any changes to base save, or save bonuses/penalties
Abilities: any ability changes
Skills: any skill bonuses it gets.
Feats: any feat changes.
Environment: likely places to encounter them.*
Organization: how many and how you are likely to encounter them.*
Challenge Rating: the CR adjustment.*
Treasure: what you can expect them to drop.*
Alignment: what alignment you can expect them to be.*
Advancement: how you advance one.*
Level Adjustment: the LA.*
[size=4][color=orange][b]NAME[/b][/color][/size]
paragraph or two of fluff for the template, how you become one, how they're made, alignment/elemental/etc. ties, etc.
[size=2][b][color=orange]Creating a Name[/color][/b][/size]
short crunch description of how you can add it to an existing creature, acquired or inherited, etc.
[b]Size and Type:[/b] any size/type changes
[b]Hit Dice: [/b]any hit dice change, usually a result of type change.
[b]Speed: [/b]Any speed changes, including new movement modes, or reduction of movement modes.
[b]AC:[/b] armor bonuses, if any.
[b]Base Attack:[/b] Base Attack Bonus adjustment, usually a result of type change.
[b]Attacks:[/b] Any attack changes (natural weapons, usually)
[b]Damage:[/b] Damage changes for attacks (see above).
[b]Special Attacks:[/b] A [name] retains/loses/etc. all special attacks from the base creature, and (also) gains the following (ones).
[list]
[li][i]name:[/i] what it does.[/li]
[li][i]name:[/i] what it does.[/li]
[li][i]name:[/i] what it does.[/li]
[b]Special Qualities:[/b] A [name] retains/loses/etc. all special qualities from the base creature, and (also) gains the following (ones).
[list]
[li][i]name:[/i] what it does.[/li]
[li][i]name:[/i] what it does.[/li]
[li][i]name:[/i] what it does.[/li]
[b]Saves: [/b]any changes to base save, or save bonuses/penalties
[b]Abilities: [/b]any ability changes
[b]Skills: [/b]any skill bonuses it gets.
[b]Feats: [/b]any feat changes.
[b]Environment:[/b] likely places to encounter them.*
[b]Organization:[/b] how many and how you are likely to encounter them.*
[b]Challenge Rating:[/b] the CR adjustment.*
[b]Treasure:[/b] what you can expect them to drop.*
[b]Alignment: [/b]what alignment you can expect them to be.*
[b]Advancement: [/b]how you advance one.*
[b]Level Adjustment: [/b]the LA.*
monsters
Name
SIZE TYPE (SUBTYPE)
HD HD (Average HP)
Speed X ft. (X squares); ALT SPEEDS
Init: INITIATIVE
AC X; touch X; flat-footed X
(AC DETAILS)
BAB +X; Grp +X
Attack Standard attack +X
(damage, critical range/critical multiplier + additional damage)
Full-Attack Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
Space X ft.; Reach X ft.
Special Attacks
Special Qualities
Saves Fort +X Ref +X Will +X
Abilities Str X, Dex X, Con X, Int X, Wis X, Cha X
Skills
Feats
Environment
Organization Name (Number appearing)
Challenge Rating X
Treasure X gold; X gems; X art; X magical items
Alignment
Advancement by TYPE; Favored Class
Level Adjustment +X
physical description
short description of what it's like and how it acts
ability 1:
ability 2:
[size=3][b][color=red]Name[/color][/b][/size]
SIZE TYPE (SUBTYPE)
[b]HD[/b] HD (Average HP)
[b]Speed[/b] X ft. (X squares); ALT SPEEDS
[b]Init:[/b] INITIATIVE
[b]AC[/b] X; touch X; flat-footed X
(AC DETAILS)
[b]BAB[/b] +X; [b]Grp[/b] +X
[b]Attack[/b] Standard attack +X
(damage, critical range/critical multiplier + additional damage)
[b]Full-Attack[/b] Full attack +X/+X/+X (damage, critical range/critical multiplier +additional damage)
[b]Space[/b] X ft.; [b]Reach[/b] X ft.
[b]Special Attacks[/b]
[b]Special Qualities[/b]
[b]Saves[/b] Fort +X Ref +X Will +X
[b]Abilities[/b] Str X, Dex X, Con X, Int X, Wis X, Cha X
[b]Skills[/b]
[b]Feats[/b]
[b]Environment[/b]
[b]Organization[/b] Name (Number appearing)
[b]Challenge Rating[/b] X
[b]Treasure[/b] X gold; X gems; X art; X magical items
[b]Alignment[/b]
[b]Advancement[/b] by TYPE; [b]Favored Class[/b]
[b]Level Adjustment[/b] +X
[i]physical description[/i]
short description of what it's like and how it acts
[b]ability 1:[/b]
[b]ability 2:[/b]
Items
ITEM NAME
Price:
Body Slot:
Caster Level:
Aura:
Activation:
Weight:
Descriptive text
what it does.
prerequisites:feat(s), spell(s), skill ranks
cost to create: gp, xp, days
[size=3][b][color=Green]ITEM NAME[/color][/b][/size]
[b]Price:[/b]
[b]Body Slot:[/b]
[b]Caster Level:[/b]
[b]Aura:[/b]
[b]Activation:[/b]
[b]Weight:[/b]
[i]Descriptive text[/i]
what it does.
[i]prerequisites:[/i]feat(s), spell(s), skill ranks
[i]cost to create:[/i] gp, xp, days
Weapons
Note: Do not use values that are not a part of the weapon. So do not use range increment for melee weapons. The damage listed is the amount of damage that weapon deal when used, so the damage listed for ammunition is the damage it deals in melee, and the damage listed for ranged weapons is the damage it deals when fired.
WEAPON NAME
Cost:
Weapon Type:
Damage:
Damage Type:
Critical:
Range Increment:
Weight:
descriptive text
Any additional information about the weapon goes here. This includes things like the Trip bonus that trip weapons have, the Disarm bonus for whips, and information about ammunition. This is where you indicate how much ammunition you get for the price listed.
[color=green][b][size=3]WEAPON NAME[/size][/b][/color]
[b]Cost:[/b]
[b]Weapon Type:[/b]
[b]Damage:[/b]
[b]Damage Type:[/b]
[b]Critical:[/b]
[b]Range Increment:[/b]
[b]Weight:[/b]
[i]descriptive text[/i]
Any additional information about the weapon goes here. This includes things like the Trip bonus that trip weapons have, the Disarm bonus for whips, and information about ammunition. This is where you indicate how much ammunition you get for the price listed.
Armor
Note: Do not use values that the armor or shield does not need, so for example do not use Shield Type for armor and Armor Type for shields.
ARMOR/SHIELD NAME
Cost:
Armor Type:
Shield Type:
Armor Bonus
Shield Bonus:
Max Dex Bonus:
Armor Check Penalty:
Weight:
Descriptive Text
Put any additional information here. This is for things like extra defensive features, restrictions on the armor, etc.
[color=green][b][size=3]ARMOR/SHIELD NAME[/size][/b][/color]
[b]Cost:[/b]
[b]Armor Type:[/b]
[b]Shield Type:[/b]
[b]Armor Bonus[/b]
[b]Shield Bonus:[/b]
[b]Max Dex Bonus:[/b]
[b]Armor Check Penalty:[/b]
[b]Weight:[/b]
[i]Descriptive Text[/i]
Put any additional information here. This is for things like extra defensive features, restrictions on the armor, etc.
feats
FEAT NAME
flavor text if any
Prerequisites:
Benefits:
Special:
[size=3][b][color=purple]FEAT NAME [feat type][/color][/b][/size]
[i]flavor text if any[/i]
[b]Prerequisites:[/b]
[b]Benefits:[/b]
[b]Special:[/b]
spells/powers/maneuvers
SPELL/POWER/MANEUVER NAME
School goes here
Level:
Prerequisite: this is for maneuvers only
Initiation Action: Also for maneuvers, change to Manifesting Time for powers, Casting Time for spells
Components: For spells, change to Display for psionics.
Range:
Target:
Duration:
Saving Throw:
Spell Resistance: For spells, change to power resistance for powers
Power Points: For powers only
short fluff bit
Description text, include all effects, including also any costs, like XP, material components, etc.
[size=3][b][color=navy]SPELL/POWER/MANEUVER NAME[/COLOR][/B][/SIZE]
School goes here
[b]Level:[/b]
[b]Prerequisite:[/b]
[b]Initiation Action:[/b]
[b]Components:[/b]
[b]Range:[/b]
[b]Target:[/b]
[b]Duration:[/b]
[b]Saving Throw:[/b]
[b]Spell Resistance:[/b]
[b]Power Points:[/b]
[i]short fluff bit[/i]
Description text, include all effects, including also any costs, like XP, material components, etc.
Classes
CLASS NAME Quote about this class! -name of quote origin, race and class name optional
Short description of the class
MAKING A(N) CLASS NAME Short description of play style.
Abilities: The important abilities and why they are important.
Races: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
Alignment: Alignment restrictions (if any).
Starting Gold: Xd4x10(average gp)
Starting Age:
Class SkillsThe class name's class skills (and the key ability for each skill) are…
Skills Per Day at 1st Level : (x + int)x4
Skills Per Day at Each Additional Level : x + int
Hit Dice: dx
Class FeaturesWeapon and Armor Proficiencies: The class name is proficient with…
Class feature 1 (ability type: ex, su, etc):Class feature 2 (ability type: ex, su, etc): PLAYING A(N) CLASS NAMEWhat it does, short description of how to play this class
Religion: deities the class is likely to follow.
Other Classes: What other classes work well with this one, which ones don’t.
Combat: How to use this class in combat.
Advancement: How this class gains power.
What feats are a good thing to take to help out this class.
CLASS NAMES IN THE WORLDQuote of someone else talking about your class-name of quote originator
How they are viewed in the world.
Daily Life: A typical day for your class
Notables: Make up some notable figures, include one for evil and one for good, unless it’s a good/evil only class of course.
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC ReactionHow NPCs view your class.
CLASS NAMES IN THE GAMEWhat settings this class goes best with
Adaptation: How to adapt it to other settings.
Encounters: How a typical encounter goes.
[color=brown][size=5][b]CLASS NAME[/b][/size][/color]
[IMG]Picture URL[/IMG]
[i]Quote about this class![/i]
[right]-name of quote origin, race and class name optional[/right]
Short description of the class
[size=4][color=brown]MAKING A(N) CLASS NAME[/color] [/size]
Short description of play style.
[b]Abilities[/b]: The important abilities and why they are important.
[b]Races[/b]: Basically how common is the class in the various core races (and other races if you wish to put information in here about them).
[b]Alignment[/b]: Alignment restrictions (if any).
[b]Starting Gold[/b]: Xd4x10(average gp)
[b]Starting Age[/b]:
[color=brown][b][size=3]Class Skills[/size][/b][/color]
The class name's class skills (and the key ability for each skill) are…
[b]Skills Per Day at 1st Level[/b] : (x + int)x4
[b]Skills Per Day at Each Additional Level[/b] : x + int
[b]Hit Dice[/b]: dx
[b][size=4][color=brown]Class Features[/color][/size][/b]
[B]Weapon and Armor Proficiencies:[/B] The class name is proficient with…
[B]Class feature 1 (ability type: ex, su, etc):[/B]
[B]Class feature 2 (ability type: ex, su, etc):[/B]
[b][size=4][color=brown]PLAYING A(N) CLASS NAME[/color][/size][/b]
What it does, short description of how to play this class
[b]Religion:[/b] deities the class is likely to follow.
[b]Other Classes:[/b] What other classes work well with this one, which ones don’t.
[b]Combat:[/b] How to use this class in combat.
[b]Advancement:[/b] How this class gains power.
What feats are a good thing to take to help out this class.
[size=4][color=brown]CLASS NAMES IN THE WORLD[/color][/size]
[i]Quote of someone else talking about your class[/i]
[right]-name of quote originator[/right]
How they are viewed in the world.
[B]Daily Life[/B]: A typical day for your class
[B]Notables[/B]: Make up some notable figures, include one for evil and one for good, unless it’s a good/evil only class of course.
[B]Organizations[/B]: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
[b][color=brown]NPC Reaction[/color][/b]
How NPCs view your class.
[color=brown][size=4][b]CLASS NAMES IN THE GAME[/b][/size][/color]
What settings this class goes best with
[b]Adaptation[/b]: How to adapt it to other settings.
[b]Encounters[/b]: How a typical encounter goes.
PrCs
PRESTIGE CLASS NAME Quote of Some Kind by a member of the class! A general description of whatever the class is!
BECOMING A CLASS NAME How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS:::::Class SkillsThe Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each Level: x + int
Hit Dice: dx
Weapon Proficiencies: A place to put the different proficiencies.
Put all the different class abilities in here!
PLAYING A CLASS NAMEBrief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..
CLASS NAME IN THE WORLDA quote of somebody else talking about your class!A brief description of how your class is perceived in the world and how he interacts with the world.
Daily Life: Some general information about the typical day in the life of your class.
Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
NPC ReactionThis is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
CLASS NAME IN THE GAMEThis is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
Sample EncounterGive an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.
Namealignment/Gender/Race/Levels
Init +0,
Senses: Listen +, Spot +,
Languages ------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +,
Ref +,
Will +
------------------------------------------------
Speed ft. ( squares)
Melee Base Atk +,
Grp +
Atk Options Combat GearSpells Prepared Supernatural Abilities -----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ Feats Skills Possessions[COLOR=maroon][SIZE=5][B]PRESTIGE CLASS NAME [/B][/SIZE][/COLOR]
[IMG]http://Picture URL[/img]
[I]Quote of Some Kind by a member of the class! [/I]
A general description of whatever the class is!
[SIZE=4][COLOR=maroon]BECOMING A CLASS NAME [/COLOR][/SIZE]
How you would normally become a member of this prestige class.
[B]ENTRY REQUIREMENTS[/B]
[B]:[/B]
[B]:[/B]
[B]:[/B]
[B]:[/B]
[B]:[/B]
[B][size=3][color=maroon]Class Skills[/color][/size][/B]
The Class Name's class skills (and the key ability for each skill) are....
[B]Skills Points at Each Level: [/B]x + int
[B]Hit Dice:[/B] dx
[B]Weapon Proficiencies[/B]: A place to put the different proficiencies.
Put all the different class abilities in here!
[COLOR=maroon][SIZE=4][b]PLAYING A CLASS NAME[/b][/SIZE][/COLOR]
Brief description on how to play the class you are designing.
[B]Combat:[/B] Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
[B]Advancement:[/B] This is a section on different options and paths that the class can go down when they advance in power.
[B]Resources:[/B] What resources might a member of this PrC be able to draw on..
[SIZE=4][COLOR=maroon][b]CLASS NAME IN THE WORLD[/b][/COLOR][/SIZE]
[I]A quote of somebody else talking about your class![/I]
A brief description of how your class is perceived in the world and how he interacts with the world.
[B]Daily Life:[/B] Some general information about the typical day in the life of your class.
[B]Notables:[/B] Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
[B]Organizations:[/B] Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.
[SIZE=4][COLOR=maroon][b]NPC Reaction[/b][/COLOR][/SIZE]
This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.
[COLOR=maroon][SIZE=4][b]CLASS NAME IN THE GAME[/b][/SIZE][/COLOR]
This is a good place to provide a quick note on how your class will effect game play statistically.
[B]Adaptation:[/B] This is a place where you put in detail how people can adapt your class into their campaign setting.
[B]Encounters:[/B] This is a place to describe what sort of encounters PC's will have with NPC versions of your class.
[SIZE=4][COLOR=maroon][b]Sample Encounter[/b][/COLOR][/SIZE]
Give an example of how one might encounter a member of this PrC.
[B]EL x:[/B] Give the encounter level and description of a sample member of this class and a stat block for him/her.
[SIZE=4]Name[/SIZE]
alignment/Gender/Race/Levels
[B]Init[/B] +0, [B]Senses[/B]: Listen +, Spot +,
[B]Languages[/B]
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[B]AC[/B] , touch , flat-footed ()
[B]hp[/B] ( HD)
[B]Fort[/B] +, [B]Ref[/B] +, [B]Will[/B] +
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[B]Speed[/B] ft. ( squares)
[B]Melee[/B]
[B]Base Atk[/B] +, [B]Grp[/B] +
[B]Atk Options[/B]
[B]Combat Gear[/B]
[B]Spells Prepared[/B]
[B]Supernatural Abilities[/B]
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[B]Abilities[/B] Str , Dex , Con , Int , Wis , Cha
[B]SQ[/B]
[B]Feats[/B]
[B]Skills[/B]
[B]Possessions[/B]
Soulmelds
SOULMELD NAME
Descriptors:
Classes:
Chakra:
Saving throw:
fluff text
Short desription of what it does, then what it does mechanically.
Essentia: what happens when you invest essentia into it.
Chakra Bind (bound chakra)
more fluff
What it does.
Chakra Bind (bound chakra)
more fluff
What it does.
[color=blue][b][size=4]SOULMELD NAME[/size][/b][/color]
[b]Descriptors:[/b]
[b]Classes:[/b]
[b]Chakra:[/b]
[b]Saving throw:[/b]
[i]fluff text[/i]
Short desription of what it does, then what it does mechanically.
[b]Essentia:[/b] what happens when you invest essentia into it.
[size=3][color=blue]Chakra Bind (bound chakra)[/color][/size]
[i]more fluff[/i]
What it does.
[size=3][color=blue]Chakra Bind (bound chakra)[/color][/size]
[i]more fluff[/i]
What it does.
Vestiges
VESTIGE NAME, NICKNAME
brief description of vestige
Legend: a couple paragraphs of the legend of this vestige, and why it holds power.
Special Requirement: If the vestige has any special requirements, they go here.
Manifestation: What it looks like when you bind this vestige.
Sign: What the sign you receive for this vestige is.
Influence: What happens when you are influenced by the vestige.
Granted Abilities: What you get with this vestige.
ability 1: what it does.
ability 2: what it does.
ability 3: what it does.
ability 4: what it does.
[color=teal][b][size=4]VESTIGE NAME, NICKNAME[/size][/b][/color]
brief description of vestige
[b]Legend:[/b] a couple paragraphs of the legend of this vestige, and why it holds power.
[b]Special Requirement:[/b] If the vestige has any special requirements, they go here.
[b]Manifestation:[/b] What it looks like when you bind this vestige.
[b]Sign:[/b] What the sign you receive for this vestige is.
[b]Influence:[/b] What happens when you are influenced by the vestige.
[b]Granted Abilities:[/b] What you get with this vestige.
[i]ability 1:[/i] what it does.
[i]ability 2:[/i] what it does.
[i]ability 3:[/i] what it does.
[i]ability 4:[/i] what it does.