So here's the deal. I've been rolling around ideas in my head as kind of a creative exercise as I am wont to do, and I came up with a class concept that I like to call The Veteran. He actually lacks any abilities of his own, but what he can do is combine trees from any of the other classes. The catch is that if the tree is Right or Left, it has to stay a Right or Left tree (so no Operations/Arms). Now, in concept and after a cursory glance-over the skills of the various classes, I don't think this would be too overpowered. However, I challenge the you, the denizens of the NOTD community, to prove me wrong. I'll be granting bonus Reputation to whoever wins and the unique opportunity to tell me what to work on after I'm done fiddling with the Bosses. Here are the base stats for this dude: The Veteran Base Hitpoints: 125 Base HP Regen: .35 Base Armor: 1 Base Shields: 45 Base Shield Regen: 1.5 Base Shield Armor: 1 Base Energy: 75 Base Energy Regen: .65 Base Movespeed: 2.25 Class Skills: Experience - The Veteran is capable of choosing two different trees from any class to create a custom class. He gains passive bonuses to base stats for each tree he chooses. Combat Rifleman: +.10 MS, +5% damage Survival Rifleman: +.15 MS, +.35 Energy Regeneration Field Aid Medic: +95 Energy Nano Medic: +.65 Energy Regeneration Arms Assault: +7.5% Critical Hit Protection Assault: "Tank" rating protection, +1 armor, +75 hitpoints Surveillance Recon: +3 sight range Mobility Recon: +.25 MS, +1 sight range Assassination Marksman: +2 sight range, +2 weapon range Subtlety Marksman: +.10 MS, +.15 Energy Regeneration Explosives Demolitions: +.35 Energy Regeneration Fortitude Demolitions: "Tank" rating protection, +1 Shield Armor, +50 shields Field Engineer: +75 energy, Turret Activation Combat Engineer: +5% X-1 damage, Turret Activation Operations Commando: +10% damage Delta Commando: +.15 MS, +.35 Energy Regeneration Pyro Flamethrower: +5% damage, +.15 Energy Regeneration Order Flamethrower: "Tank" rating protection, +.45 Energy Regeneration Artillery Support Forward Observer: +4 sight range Infantry Support Forward Observer: +3% Mobile Infantry Movespeed, Attack Damage, and Attack Speed Telepathy Psi Ops: +75 Energy Mind Mastery Psi Ops: +0.55 Energy Regeneration Weapons Technician: +40 energy Modifications Technician: "Tank" rating protection, +50 hitpoints, +0.75 Hitpoint Regeneration Gunslinger Pathfinder: +10% damage Rocketeer Pathfinder: +1 Shield Armor, +55 shields Desolator Chemical Expert: +.45 Energy Regeneration Ground Support Chemical Expert: +.2 Health Regeneration, +.15 Energy Regeneration Note that he does not gain any of the innate abilities, such as Sap, Surgical Laser, Anti-Venom, or Focus Fire. If the tree would grant an improved version (such as Improved Focus Fire or Surgical Laser), then he gains the upgraded version of the base ability by leveling that skill, but he does not have the base ability simply by choosing the skill tree. Have at it, kids. Edit: Oh yeah, the Combat Engineer is disqualified as a choice for "potentially OP", because I'm already aware of that one. Really, all it'd take to fix is switching the Combat and Field Support trees around.