It doesn't offend me at all! I appreciate your interest and enthusiasm. Of course, by posting it, you take the risk that I'll steal (err... adopt) some of your ideas.
By all means take anything you like after all you have inspired it.
I've read through what you have so far, and I've got a few questions and minor corrections for you (you're probably aware of some of these already):
- Page 1: The "Build Options" line is still blank, even though you've added the cultural historian and the relic historian options.
An oversight on my part
- Page 1: Practical Insight is missing from the list of class features.
An oversight on my part
- Page 2: I like the fact that your approach to Esoteric Knowledge gives the character the ability to tap into other power sources starting at first level. Conversely, though, the character will only ever get one 'esoteric' power per day (as opposed to eventually getting one encounter attack, one daily attack and one utility).
* This approach also allows the Historian to use a different esoteric power every day -- in story terms I wouldn't have any problem rationalizing that, but it seems like a very high degree of flexibility for a 4e class.
The high degree of flexibility is what lead me to remove the one encounter, one daily and one utility in favor of giving you a daily power which lets you emulate an encounter power. Also note that this dose not replace one of your powers it is in addition to it. (so at 1st level you could use your 1st level encounter power and your 1st level daily power in one combat and still use Esoteric Knowledge giving you an extra encounter ability all be it once per day). Right now I am worried if it is a bit to powerful but I have the feeling that I want.
- You may want to clarify the wording of "...you may use the power this round" so that it's clear when the power being invoked is one which lasts for more than one round, or which can be sustained.
Should I change it to state that you may activate that power this round do you think that fixes the confusion?
- * I'm curious to know why you don't want Paragon Path powers to be used this way. Just trying to preserve their uniqueness?
To keep the feeling of each Paragon Path, I wanted Esoteric Knowledge to be you coming up with the right bit of knowledge at the right time instead of choosing to mimic the best ability of a paragon path.
- * You've made me realize that my version isn't including implements for the esoteric powers. I need to fix that.
- Page 2: The "Relics" field of study gives the ability to identify magic items using a short rest rather than an extended rest. However, magic items are normally identified during a short rest (per the PHB). Are you using extended rests for this as a house rule in your game?
This was based on an earlier suggestion , now I have to rethink this
- Page 3: Practical Insight says to determine the DC "...based off of their level." I assume the "their" in this line is "the creature"? BTW, the WotC errata for Insight now has us adding 1/2 the creature's level. Your wording might apply either way, but you may want to clarify.
If you look at the revised DC chart in the DMG update using the opponents level as the DC produces a similar number to the knowledge check (a bit higher i think)
- * Just FYI... The Easy/Moderate/Hard DCs on DMG page 42 have been errata'ed, so getting the Practical Insight bonuses is easier than it would have been before. As a result, a character who is trained in the relevant skill will never fail an Easy check. If the skill uses an attribute that the character increases as they raise in level, the character will almost never fail a Moderate check (99%), and will make the vast majority of Hard checks.
I have read that and I am still debating if I like it or not, when they made the rogue class they wanted you to be able to get your bonus to damage at least 80% of the time, so I dont think its over powered even with the reduced DC * Historians who choose Practical Insight over Practical Knowledge will have a much easier time getting their bonuses (lower DCs). Conversely, I see that their bonuses only apply vs. humanoid creatures and the skill bonus part only applies to Charisma-based skills. (this is just an observation)
I realized that Practical Insight was easier since you could focus on one skill but you can only use it on huminoids and the skill bonus is only for Charisma-based skills (i also changed the defense to fort and will for practical insight) to balance this out
- Page 4: For the Quit While You're Ahead power, would you want to add Practical Insight as an option to the Requirement line?
Yeah I need to add Practical Insight where ever it says Practical Knowledge.
- Page 5: Blinding Reprieve and Bewildering Lunge are out of alphabetical order.
Thanks it always bugs me when that happens
I see that you added the build options (cultural/relic) to a couple of the encounter powers. Other than that, were there any changes to the powers? I didn't see any.
Test the waters was given +wisdom to damage. Other than that the only changed were to add the build options I only added the rest to get the full picture oft he recomended powers for each build. Relic Historian to focus on analizing an opponent weakneses. While Cultural Historian goad there opponents into acting rashly.