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*Pathfinder & Starfinder
New Class -- Historian (think Indiana Jones / Tomb Raider)
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<blockquote data-quote="Inlicere" data-source="post: 4446272" data-attributes="member: 73064"><p>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. <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></p><p>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):</p><ul> <li data-xf-list-type="ul">Page 1: The "Build Options" line is still blank, even though you've added the <em>cultural historian</em> and the <em>relic historian</em> options.</li> <li data-xf-list-type="ul">Page 1: <em>Practical Insight</em> is missing from the list of class features.</li> <li data-xf-list-type="ul">Page 2: I like the fact that your approach to <em>Esoteric Knowledge</em> 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).<br /> * 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.<br /> * 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.<br /> * I'm curious to know why you don't want Paragon Path powers to be used this way. Just trying to preserve their uniqueness?<br /> * You've made me realize that my version isn't including implements for the esoteric powers. I need to fix that.</li> <li data-xf-list-type="ul">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?</li> <li data-xf-list-type="ul">Page 3: <em>Practical Insight</em> 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 <u>1/2</u> the creature's level. Your wording might apply either way, but you may want to clarify.<br /> * Just FYI... The Easy/Moderate/Hard DCs on DMG page 42 have been errata'ed, so getting the <em>Practical Insight</em> bonuses is easier than it would have been before. As a result, a character who is trained in the relevant skill will <u>never</u> 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.<br /> * Historians who choose <em>Practical Insight</em> over <em>Practical Knowledge</em> 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)</li> <li data-xf-list-type="ul">Page 4: For the <em>Quit While You're Ahead</em> power, would you want to add <em>Practical Insight</em> as an option to the Requirement line?</li> <li data-xf-list-type="ul">Page 5: <em>Blinding Reprieve</em> and <em>Bewildering Lunge</em> are out of alphabetical order.</li> </ul><p>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.</p></blockquote><p></p>
[QUOTE="Inlicere, post: 4446272, member: 73064"] 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. ;) 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): [LIST] [*]Page 1: The "Build Options" line is still blank, even though you've added the [I]cultural historian[/I] and the [I]relic historian[/I] options. [*]Page 1: [I]Practical Insight[/I] is missing from the list of class features. [*]Page 2: I like the fact that your approach to [I]Esoteric Knowledge[/I] 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. * 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. * I'm curious to know why you don't want Paragon Path powers to be used this way. Just trying to preserve their uniqueness? * 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? [*]Page 3: [I]Practical Insight[/I] 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 [U]1/2[/U] the creature's level. Your wording might apply either way, but you may want to clarify. * Just FYI... The Easy/Moderate/Hard DCs on DMG page 42 have been errata'ed, so getting the [I]Practical Insight[/I] bonuses is easier than it would have been before. As a result, a character who is trained in the relevant skill will [U]never[/U] 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. * Historians who choose [I]Practical Insight[/I] over [I]Practical Knowledge[/I] 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) [*]Page 4: For the [I]Quit While You're Ahead[/I] power, would you want to add [I]Practical Insight[/I] as an option to the Requirement line? [*]Page 5: [I]Blinding Reprieve[/I] and [I]Bewildering Lunge[/I] are out of alphabetical order. [/LIST]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. [/QUOTE]
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