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*Pathfinder & Starfinder
Base Class: Tactician
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<blockquote data-quote="Within Loki" data-source="post: 3657909" data-attributes="member: 53763"><p>There are slight problems with most of the abilities - kind of all around. It is a cool idea, but it needs a fair amount of work at the moment.</p><p></p><p> Let me start at the end and work backward - for Resistance is Futile... You can't ignore a saving throw. It just doesn't work in D20. You can have a bonus, or they get a penalty, or something, but you can't ever just deny someone their saving throw (unless they're helpless, etc...)</p><p></p><p> The movement bonus makes sense, as it seems to go along with the tactician element of the class, and +40ft at 19th level is mild considering a monk's speed bonuses. I think this part is ok.</p><p></p><p> For Surefooted, it's another idea that works well with the concept, though it's rare for spell-like abilities to have a per-day usage linked to an ability score like that. Again... I s'pose it's ok.</p><p></p><p> The initiative bonuses I would also accept, as it goes along with the tactician theme.</p><p></p><p> Weapon Finesse with 'all weapons they choose' is a bit much.</p><p></p><p> Synchronicity - I need a little clarification. It's ok to move your initiative count down, and move at the same time as an ally (that's actually delaying your action, which anyone can do). Moving your initiative count up, however, even to an ally's position, defeats the purpose of initiative rolls, and makes the Superior Initiative bonus less valuable as well. This is another D20 no-no as far as I can tell.</p><p> I would leave out the part about changing initiative order, and make the bonus from 'aid another' the same as the AT's INT mod, not + their INT mod.</p><p></p><p> Arcane Buster is a funky ability, and I like it. Leave it how it is. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> I would consider changing Arcane Attack though - as no one likes using a spell with a 50% chance of screwing it up. The dexterity-based attack also seems a little arbitrary. That should be something you leave in the weapon-finesse section I think, and maybe connect them that way if you must (maybe Arcane Buster can only be used with a weapon the AT has Weapon Finesse with?)</p><p></p><p> Arcane Resistance is just too funky. Either make it INT mod to all saves (like the Paladin's CHA mod bonus), or figure something else out. Don't mix the bonuses like that IMO.</p><p></p><p> You may not be happy to hear this but... arcane efficiency is also a bit too powerful. Since they only get spells up to fourth level, it's not that bad, but it's still too strong. The reason is that it can be used in conjunction with spell focus feats etc... and that would just get kinda out of hand. I don't have a quick fix for this one - my suggestion would be to get rid of this ability altogether, and maybe boost their base attack to Full.</p><p></p><p></p><p> In the end, though it's a cool idea, the class as it stands is neither here nor there.</p><p></p><p> But hey, that's just what I think.</p></blockquote><p></p>
[QUOTE="Within Loki, post: 3657909, member: 53763"] There are slight problems with most of the abilities - kind of all around. It is a cool idea, but it needs a fair amount of work at the moment. Let me start at the end and work backward - for Resistance is Futile... You can't ignore a saving throw. It just doesn't work in D20. You can have a bonus, or they get a penalty, or something, but you can't ever just deny someone their saving throw (unless they're helpless, etc...) The movement bonus makes sense, as it seems to go along with the tactician element of the class, and +40ft at 19th level is mild considering a monk's speed bonuses. I think this part is ok. For Surefooted, it's another idea that works well with the concept, though it's rare for spell-like abilities to have a per-day usage linked to an ability score like that. Again... I s'pose it's ok. The initiative bonuses I would also accept, as it goes along with the tactician theme. Weapon Finesse with 'all weapons they choose' is a bit much. Synchronicity - I need a little clarification. It's ok to move your initiative count down, and move at the same time as an ally (that's actually delaying your action, which anyone can do). Moving your initiative count up, however, even to an ally's position, defeats the purpose of initiative rolls, and makes the Superior Initiative bonus less valuable as well. This is another D20 no-no as far as I can tell. I would leave out the part about changing initiative order, and make the bonus from 'aid another' the same as the AT's INT mod, not + their INT mod. Arcane Buster is a funky ability, and I like it. Leave it how it is. :D I would consider changing Arcane Attack though - as no one likes using a spell with a 50% chance of screwing it up. The dexterity-based attack also seems a little arbitrary. That should be something you leave in the weapon-finesse section I think, and maybe connect them that way if you must (maybe Arcane Buster can only be used with a weapon the AT has Weapon Finesse with?) Arcane Resistance is just too funky. Either make it INT mod to all saves (like the Paladin's CHA mod bonus), or figure something else out. Don't mix the bonuses like that IMO. You may not be happy to hear this but... arcane efficiency is also a bit too powerful. Since they only get spells up to fourth level, it's not that bad, but it's still too strong. The reason is that it can be used in conjunction with spell focus feats etc... and that would just get kinda out of hand. I don't have a quick fix for this one - my suggestion would be to get rid of this ability altogether, and maybe boost their base attack to Full. In the end, though it's a cool idea, the class as it stands is neither here nor there. But hey, that's just what I think. [/QUOTE]
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