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*Pathfinder & Starfinder
New Class -- Historian (think Indiana Jones / Tomb Raider)
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<blockquote data-quote="King-Panda" data-source="post: 4657531" data-attributes="member: 32115"><p>I love when people post homebrewed classes, but I've learned my lesson in using them before they've had at least a single major update. I'm glad to see you updated this class, and I'm giving it a good look over right now. I haven't read any farther than the first few At-Wills, but I have three questions about class features and the "Improvised" keyword that I'd like answered please! <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>Question 1: When retraining a power gained from another class through the Historian class feature Esoteric Knowledge, does the new "retrained" power have to be equal to the level (or lower) of the old "original" power? Example: A Historian gains an Encounter Attack power from another power source at 4th level. When she reaches 7th level, she decides to retrain her 4th level Encounter Attack power for a new one. Does the new power still have to be 4th level or lower, or can she choose one of 7th level or lower?</p><p></p><p>Question 2: In one encounter, can a Historian make Practical Knowledge checks for different monsters, and retain bonuses against all monsters he made a check for? Example: A Historian is fighting a Kobold Skirmisher and a Kobold Slinger. In the first round, he makes a check against the Skirmisher, and in the second, he makes one against the Slinger (alternately, he could've used 2 minor actions in first round, it doesn't change anything for this example). Does he retain bonuses against both monsters for the rest of the encounter, or just against the newest "checked" monster (in this case, the Slinger)?</p><p></p><p>If not, I'm puzzled over how this would work fluff-wise. If a Historian were to remember something about creature 1, and then something a few moments later about creature 2, why would he "forget" what weaknesses he can exploit about creature 1?</p><p></p><p>Question 3: The new keyword Improvised states: If you deal damage with an attack that has this keyword, the target’s next turn is treated as a limited action surprise round. This “surprise” does not cause your target to grant combat advantage. </p><p></p><p>The Suprise round rules on page 267 of the PH state:</p><p></p><p>(1)Limited Action: If you get to act in the surprise round, you can take a standard action, a move action, or a minor action (see “Action Types”). You can also take free actions, but you can’t spend action points. After every nonsurprised combatant has acted, the surprise round ends, and you can act normally in subsequent rounds.</p><p></p><p>(2) Surprised: If you’re surprised, you can’t take any actions (not even free actions, immediate actions, or opportunity actions), and you grant combat advantage to all attackers. As soon as the surprise round ends, you are no longer surprised.</p><p></p><p>When you say the target's next turn is treated as a "limited action surprise round", does that mean that target's next turn is as normal, but follow (1)'s rules? Or, does it mean it follows both (1) and (2), MINUS the part in (2) that says they grant CA (therefore, they are limited in actions and Surprised)?</p><p></p><p>I see where you are trying to go with this, but I think the suprise round mechanic probably shouldn't be taken out of it's context (the real suprise round), if only simply for clarity. I was thinking at first you could use the Dazed condition, but that seems a bit overpowered.</p><p>Maybe Improvised could read as (1) above does, with this change: If you deal damage with an attack that has this keyword, the target may only take a single Standard, Move, or Minor action on it's next turn. The target may still take Free, Opportunity, and Immediate actions.</p><p></p><p>I'm not sure how this works balance wise, but it gets rid of the suprise round link and still retains the mechanics.</p><p></p><p>I just had an idea, that, although weaker (maybe) than the above, adds some interesting tactics to Improvised. What do you think of: If you deal damage with an attack that has this keyword, the target is unable to take Opportunity or Immediate actions until the end of it's next turn. </p><p>I have no idea if that would be better or worse power-wise, but it would make initiative more important for the Historian, and would add to it's defender/controller aspects. (BTW, having a No-Role class was an excellent idea, kudos on giving it a shot!)</p></blockquote><p></p>
[QUOTE="King-Panda, post: 4657531, member: 32115"] I love when people post homebrewed classes, but I've learned my lesson in using them before they've had at least a single major update. I'm glad to see you updated this class, and I'm giving it a good look over right now. I haven't read any farther than the first few At-Wills, but I have three questions about class features and the "Improvised" keyword that I'd like answered please! :) Question 1: When retraining a power gained from another class through the Historian class feature Esoteric Knowledge, does the new "retrained" power have to be equal to the level (or lower) of the old "original" power? Example: A Historian gains an Encounter Attack power from another power source at 4th level. When she reaches 7th level, she decides to retrain her 4th level Encounter Attack power for a new one. Does the new power still have to be 4th level or lower, or can she choose one of 7th level or lower? Question 2: In one encounter, can a Historian make Practical Knowledge checks for different monsters, and retain bonuses against all monsters he made a check for? Example: A Historian is fighting a Kobold Skirmisher and a Kobold Slinger. In the first round, he makes a check against the Skirmisher, and in the second, he makes one against the Slinger (alternately, he could've used 2 minor actions in first round, it doesn't change anything for this example). Does he retain bonuses against both monsters for the rest of the encounter, or just against the newest "checked" monster (in this case, the Slinger)? If not, I'm puzzled over how this would work fluff-wise. If a Historian were to remember something about creature 1, and then something a few moments later about creature 2, why would he "forget" what weaknesses he can exploit about creature 1? Question 3: The new keyword Improvised states: If you deal damage with an attack that has this keyword, the target’s next turn is treated as a limited action surprise round. This “surprise” does not cause your target to grant combat advantage. The Suprise round rules on page 267 of the PH state: (1)Limited Action: If you get to act in the surprise round, you can take a standard action, a move action, or a minor action (see “Action Types”). You can also take free actions, but you can’t spend action points. After every nonsurprised combatant has acted, the surprise round ends, and you can act normally in subsequent rounds. (2) Surprised: If you’re surprised, you can’t take any actions (not even free actions, immediate actions, or opportunity actions), and you grant combat advantage to all attackers. As soon as the surprise round ends, you are no longer surprised. When you say the target's next turn is treated as a "limited action surprise round", does that mean that target's next turn is as normal, but follow (1)'s rules? Or, does it mean it follows both (1) and (2), MINUS the part in (2) that says they grant CA (therefore, they are limited in actions and Surprised)? I see where you are trying to go with this, but I think the suprise round mechanic probably shouldn't be taken out of it's context (the real suprise round), if only simply for clarity. I was thinking at first you could use the Dazed condition, but that seems a bit overpowered. Maybe Improvised could read as (1) above does, with this change: If you deal damage with an attack that has this keyword, the target may only take a single Standard, Move, or Minor action on it's next turn. The target may still take Free, Opportunity, and Immediate actions. I'm not sure how this works balance wise, but it gets rid of the suprise round link and still retains the mechanics. I just had an idea, that, although weaker (maybe) than the above, adds some interesting tactics to Improvised. What do you think of: If you deal damage with an attack that has this keyword, the target is unable to take Opportunity or Immediate actions until the end of it's next turn. I have no idea if that would be better or worse power-wise, but it would make initiative more important for the Historian, and would add to it's defender/controller aspects. (BTW, having a No-Role class was an excellent idea, kudos on giving it a shot!) [/QUOTE]
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New Class -- Historian (think Indiana Jones / Tomb Raider)
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