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<blockquote data-quote="Kobold Stew" data-source="post: 7462774" data-attributes="member: 23484"><p>Hi, and welcome to the boards!</p><p></p><p>Here are some thoughts:</p><p></p><p>Explorer: connection with Charisma seems weak; perhaps wisdom or intelligence?</p><p></p><p>Guardian: 10+CON temporary hit points seems too much to me, especially at lower levels and for every combat (compare the Tough feat). A flat 5 temporary hit points, or 2xCON might be reasonable. </p><p></p><p>Incredible Inventor: I'm not looking at a list of beasts, but there will be ways to break this. Certainly a robot mount is fun and flavourful, but since you are giving players a choice of beast, I expect it will have some unexpected byproducts. I would (a) give a shortlist of possible forms (robot horse; robot wolf; robot shark; robot eagle) and (b) explain why players can only have one. Perhaps include proficiency with tinkers tools. </p><p></p><p> </p><p>Keen Eye. Theres a lot here. A choice of skills, and the possibility of double proficiency, is fiddly. I would suggest just the choice of skills. Double proficiency is currently available as a racial feat in XGTE, and so this would be overpowered with the other things against that. </p><p>Any at-will spell is also a lot. Identify is a pretty lowpower ability, and you will need to clarify the use of the pearl. I would suggest 1 casting per long rest (don't worry about the restriction on objects only; again, it's fiddly.), but no pearl. That would be cleaner, and is still going to be sufficient. </p><p>The third sentence is pretty generic and not mechanized. I think it can just go. </p><p>That would leave one of two skills, and Identify 1/long rest. That's less than Magic Initiate; perhaps double proficiency on a specific skill (you pick one, but don't leave it to the players) would be acceptable. Compare the wording of the Scout abilities in XGTE. </p><p></p><p>Fearless Warrior. Really powerful choice for rogues, since this will let them use Sneak attack in melee consistently. I suspect it is too powerful for any rogue, and any character with more than one attack per round. But I'd want to try it. This seems to me to be a must-get for many builds, which suggests it is overpowered.</p><p></p><p>Fiery Temper. This feels like a gimmick, and it's not clear what the story is. The two abilities are self-excluding, so a player would only be gaining the benefit of one of them at a time (unless I am missing something). That's a bit weird. </p><p></p><p>Knowledgeable: I would suggest giving double proficiency (expertise) only to an intelligence-based skill (Arcana, History, Nature, or Religion; not Investigation). Compare the Knowledge Cleric, who if they took this could have a third skill with the equivalent of expertise. </p><p>The Intelligence bonus to any skill roll is fun, and will lead to some funny situations (I once read a book about high-diving, and so I add my Int to the Athletics roll...)</p><p></p><p>Bounty of the Water. There's two completely separate abilities here. The first, I think, is worded awkwardly. I would simply say you can breathe water and not frame it in terms of the spell. I would also give a swim speed equal to you walking speed. </p><p>The second ability, on healing, adding 50% healing for any healing spell you cast. That excludes Paladin healing, but includes Bards; you'll have to decide if that's worth worrying about. I play clerics regularly, and I think this would be fairly powerful. My concern is that some characters might take it just for the first benefit; others might take it for the second and never go swimming. The two don't seem to work well together. </p><p></p><p>Scent of the Wild Lands. Again, there's a lot here. Why Poisoner's kit and not Herbalist's kit? The latter makes more sense to me. Ignoring disasvantage to all rolls (including attack) might be too much with the other things; but I get that it is situation dependent. Would people be just as happy with that bonus "in a dungeon"? I doubt it. And so I suspect it should only be saves and skill rolls; not attacks. (It also avoids weirdness when prone in a forest, etc.)</p><p>And there's a low-level spell, which is fun. With this, the package seems to me too much, when measured against Magic Initiate. </p><p></p><p>Shadow Training. Again, two distinct abilities. For me, the permanent Nondetection is very powerful -- the equivalent of a third-lelvel spell, which normally has a gp cost, on the self. Many characters would want this. The ability to dismiss it at the cost of concentration is classy -- I really like that. </p><p>The ability to cast a spell on top of that is too much. I would take it at level 8 or 12 for just the first ability with many builds. </p><p></p><p>Magical teachings. I don't know what the impact of this would be in play -- it's a rolling benefit, so what starts as a low-level slot becomes much higher. I would word it as "one additional slot at the highest level you can cast" and have a prereq only of the ability to cast a spell. The benefit is different for different characters then, but prevents a paladin suddenly having a seventh-level slot they can't use. It would also be useful for warlocks.</p><p></p><p>Whew. There's a lot here. I hope this hasn't come off too negatively. I think you have some great ideas, and they'd be fun to play with.</p><p></p><p>(keeping this below, since you are changing the original post)</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7462774, member: 23484"] Hi, and welcome to the boards! Here are some thoughts: Explorer: connection with Charisma seems weak; perhaps wisdom or intelligence? Guardian: 10+CON temporary hit points seems too much to me, especially at lower levels and for every combat (compare the Tough feat). A flat 5 temporary hit points, or 2xCON might be reasonable. Incredible Inventor: I'm not looking at a list of beasts, but there will be ways to break this. Certainly a robot mount is fun and flavourful, but since you are giving players a choice of beast, I expect it will have some unexpected byproducts. I would (a) give a shortlist of possible forms (robot horse; robot wolf; robot shark; robot eagle) and (b) explain why players can only have one. Perhaps include proficiency with tinkers tools. Keen Eye. Theres a lot here. A choice of skills, and the possibility of double proficiency, is fiddly. I would suggest just the choice of skills. Double proficiency is currently available as a racial feat in XGTE, and so this would be overpowered with the other things against that. Any at-will spell is also a lot. Identify is a pretty lowpower ability, and you will need to clarify the use of the pearl. I would suggest 1 casting per long rest (don't worry about the restriction on objects only; again, it's fiddly.), but no pearl. That would be cleaner, and is still going to be sufficient. The third sentence is pretty generic and not mechanized. I think it can just go. That would leave one of two skills, and Identify 1/long rest. That's less than Magic Initiate; perhaps double proficiency on a specific skill (you pick one, but don't leave it to the players) would be acceptable. Compare the wording of the Scout abilities in XGTE. Fearless Warrior. Really powerful choice for rogues, since this will let them use Sneak attack in melee consistently. I suspect it is too powerful for any rogue, and any character with more than one attack per round. But I'd want to try it. This seems to me to be a must-get for many builds, which suggests it is overpowered. Fiery Temper. This feels like a gimmick, and it's not clear what the story is. The two abilities are self-excluding, so a player would only be gaining the benefit of one of them at a time (unless I am missing something). That's a bit weird. Knowledgeable: I would suggest giving double proficiency (expertise) only to an intelligence-based skill (Arcana, History, Nature, or Religion; not Investigation). Compare the Knowledge Cleric, who if they took this could have a third skill with the equivalent of expertise. The Intelligence bonus to any skill roll is fun, and will lead to some funny situations (I once read a book about high-diving, and so I add my Int to the Athletics roll...) Bounty of the Water. There's two completely separate abilities here. The first, I think, is worded awkwardly. I would simply say you can breathe water and not frame it in terms of the spell. I would also give a swim speed equal to you walking speed. The second ability, on healing, adding 50% healing for any healing spell you cast. That excludes Paladin healing, but includes Bards; you'll have to decide if that's worth worrying about. I play clerics regularly, and I think this would be fairly powerful. My concern is that some characters might take it just for the first benefit; others might take it for the second and never go swimming. The two don't seem to work well together. Scent of the Wild Lands. Again, there's a lot here. Why Poisoner's kit and not Herbalist's kit? The latter makes more sense to me. Ignoring disasvantage to all rolls (including attack) might be too much with the other things; but I get that it is situation dependent. Would people be just as happy with that bonus "in a dungeon"? I doubt it. And so I suspect it should only be saves and skill rolls; not attacks. (It also avoids weirdness when prone in a forest, etc.) And there's a low-level spell, which is fun. With this, the package seems to me too much, when measured against Magic Initiate. Shadow Training. Again, two distinct abilities. For me, the permanent Nondetection is very powerful -- the equivalent of a third-lelvel spell, which normally has a gp cost, on the self. Many characters would want this. The ability to dismiss it at the cost of concentration is classy -- I really like that. The ability to cast a spell on top of that is too much. I would take it at level 8 or 12 for just the first ability with many builds. Magical teachings. I don't know what the impact of this would be in play -- it's a rolling benefit, so what starts as a low-level slot becomes much higher. I would word it as "one additional slot at the highest level you can cast" and have a prereq only of the ability to cast a spell. The benefit is different for different characters then, but prevents a paladin suddenly having a seventh-level slot they can't use. It would also be useful for warlocks. Whew. There's a lot here. I hope this hasn't come off too negatively. I think you have some great ideas, and they'd be fun to play with. (keeping this below, since you are changing the original post) [/QUOTE]
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