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General Tabletop Discussion
*Pathfinder & Starfinder
A custom PC class, the Noble; critiques please?
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<blockquote data-quote="Samothdm" data-source="post: 1614724" data-attributes="member: 5473"><p>I like your class and a lot of the ideas in it. </p><p></p><p>Just some random thoughts after glancing over it (I must be getting old - I had a lot of trouble reading the small type). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>* No mention of armor proficiencies, but I'm assuming it's either Light or No Armor based on the weapon proficiencies</p><p></p><p>* I think it's a little weak as a PC class. Poor BAB, simple weapons only, and no spells or spell-like abilities. The Aristocrat as written in the DMG, with its moderate BAB and all armor and weapon proficiencies is probably a better adventuring class for a standard game (unless you don't really plan on having any combats). </p><p></p><p>* I'm not entirely sure about "Craft" and "Profession" as class skills. It really depends on what you mean by "noble" in your campaign. A profession, in a manner of speaking, would be something that the character would train in so that he could make money. Someone with Profession: Guide has the skills and abilities to make a living being a Guide. Nobles, as a general rule, don't usually have "jobs". They may have skills, but their expertise is most likely limited to Knowledge of a topic (in this case, Knowledge: Geography) versus practical application (Profession: Guide). That's a huge generalization, but you get the idea. Same thing with Craft, unless you're thinking of "artistic skills" like Craft: Painting or Craft: Sculpting and that kind of thing. </p><p></p><p>* While you mentioned not wanting to buy any more books that you're not sure you're going to use, you might want to at least check out the <em>Quintessential Samurai</em>. Read the reviews here at ENWorld to see if it's up your alley. There's a whole section on "Social Combat" that involves court intrigue in an Asian/Japanese setting (but applicable in any setting, really). It might give you a few ideas for dealing with that part of your game. I think that particular section is also repeated in the <em>Ultimate Game Designer's Handbook</em>. </p><p></p><p>* Nobles were typically nobles due to land ownership. You may be able to work some kind of angle like that into your class. Not a free castle or manor or anything, but maybe an influx of family wealth around 9th or 10th level to help get the character started on building one, which will then also increase his or her leadership score.</p></blockquote><p></p>
[QUOTE="Samothdm, post: 1614724, member: 5473"] I like your class and a lot of the ideas in it. Just some random thoughts after glancing over it (I must be getting old - I had a lot of trouble reading the small type). :) * No mention of armor proficiencies, but I'm assuming it's either Light or No Armor based on the weapon proficiencies * I think it's a little weak as a PC class. Poor BAB, simple weapons only, and no spells or spell-like abilities. The Aristocrat as written in the DMG, with its moderate BAB and all armor and weapon proficiencies is probably a better adventuring class for a standard game (unless you don't really plan on having any combats). * I'm not entirely sure about "Craft" and "Profession" as class skills. It really depends on what you mean by "noble" in your campaign. A profession, in a manner of speaking, would be something that the character would train in so that he could make money. Someone with Profession: Guide has the skills and abilities to make a living being a Guide. Nobles, as a general rule, don't usually have "jobs". They may have skills, but their expertise is most likely limited to Knowledge of a topic (in this case, Knowledge: Geography) versus practical application (Profession: Guide). That's a huge generalization, but you get the idea. Same thing with Craft, unless you're thinking of "artistic skills" like Craft: Painting or Craft: Sculpting and that kind of thing. * While you mentioned not wanting to buy any more books that you're not sure you're going to use, you might want to at least check out the [i]Quintessential Samurai[/i]. Read the reviews here at ENWorld to see if it's up your alley. There's a whole section on "Social Combat" that involves court intrigue in an Asian/Japanese setting (but applicable in any setting, really). It might give you a few ideas for dealing with that part of your game. I think that particular section is also repeated in the [i]Ultimate Game Designer's Handbook[/i]. * Nobles were typically nobles due to land ownership. You may be able to work some kind of angle like that into your class. Not a free castle or manor or anything, but maybe an influx of family wealth around 9th or 10th level to help get the character started on building one, which will then also increase his or her leadership score. [/QUOTE]
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General Tabletop Discussion
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A custom PC class, the Noble; critiques please?
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