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Iron Lore: Malhavoc's Surprise?
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<blockquote data-quote="Mac Callum" data-source="post: 2251264" data-attributes="member: 17035"><p>That's a frickin' awesome line. Almost sig-worthy. Also painfully true.</p><p></p><p>I thought "Huntsman" just got drunk and killed defenseless fuzzy things? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>I suppose it could work, but I've never really like the Animal Companion schtick, even with Rangers or Totem Warriors. Might I suggest an ability though? You can use a Ride check to help your mount avoid damage. Maybe you could do a Handle Animal check to help a dog in the same way, as long he's within 10' of you? It's a thought. Personally, I don't plan on tinkering with the classes until I've played the game "as is" for a bit.</p><p> </p><p>If we were putting down money, I'd actually take that bet. I don't think either of those classes is going to be a skill-monkey.</p><p></p><p>My picks:</p><p>Arcanist Skill Groups: Knowledge, "Alchemy, Healing, and Poisoncraft", "Concentration, Spellcraft, and UMD"</p><p>Thief Skill Groups: Perception, Stealth, "Thieve's Tools", "People Skills", and Athletic</p><p></p><p>Two side bets: </p><p>1. Perception isn't just Spot and Listen. It's Sense Motive too.</p><p>2. UMD may be necessary to use any magical item, or at least to use it without it consuming your soul or something.</p><p></p><p>Anyway, neither of those classes needs to know Survival, Perform, Handle Animal, Forgery (a useful one for both, but not core), Ride, Speak Language, etc. There are skills it would be useful to have, and you might purchase with your extra SP, but aren't essential to the concept. </p><p></p><p>I have two reasons for saying this.</p><p></p><p>1. The classes we've seen have a good selection of skills. Skill groups makes a Skill Monkey unnecesary. </p><p>2. Skills are useful in combat. Give a character too many skills, and he might shine "a bit too much" in combat compared to the others.</p><p></p><p>But that's just a guess. I sure as hell don't know anything you don't.</p></blockquote><p></p>
[QUOTE="Mac Callum, post: 2251264, member: 17035"] That's a frickin' awesome line. Almost sig-worthy. Also painfully true. I thought "Huntsman" just got drunk and killed defenseless fuzzy things? ;) I suppose it could work, but I've never really like the Animal Companion schtick, even with Rangers or Totem Warriors. Might I suggest an ability though? You can use a Ride check to help your mount avoid damage. Maybe you could do a Handle Animal check to help a dog in the same way, as long he's within 10' of you? It's a thought. Personally, I don't plan on tinkering with the classes until I've played the game "as is" for a bit. If we were putting down money, I'd actually take that bet. I don't think either of those classes is going to be a skill-monkey. My picks: Arcanist Skill Groups: Knowledge, "Alchemy, Healing, and Poisoncraft", "Concentration, Spellcraft, and UMD" Thief Skill Groups: Perception, Stealth, "Thieve's Tools", "People Skills", and Athletic Two side bets: 1. Perception isn't just Spot and Listen. It's Sense Motive too. 2. UMD may be necessary to use any magical item, or at least to use it without it consuming your soul or something. Anyway, neither of those classes needs to know Survival, Perform, Handle Animal, Forgery (a useful one for both, but not core), Ride, Speak Language, etc. There are skills it would be useful to have, and you might purchase with your extra SP, but aren't essential to the concept. I have two reasons for saying this. 1. The classes we've seen have a good selection of skills. Skill groups makes a Skill Monkey unnecesary. 2. Skills are useful in combat. Give a character too many skills, and he might shine "a bit too much" in combat compared to the others. But that's just a guess. I sure as hell don't know anything you don't. [/QUOTE]
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