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*Pathfinder & Starfinder
New Class (Reality wanderer)
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<blockquote data-quote="Witness" data-source="post: 1157874" data-attributes="member: 1500"><p>I suggest a few more physical skills like Climb, Jump, Swim, Balance, and Escape Artist. Also, why don't they get Craft or Profession? I assume its the whole wandering prophet aschetic, but the concept of the wanderer and the professional/craftsman are not necessarily opposed, think of a Journeyman for example.</p><p> Its unclear whether the Companion Spirit is optional or a requirement. Its also unclear what form it takes. Does it appear as an animal or some kind of ghost? Is it undead or a magical beast? Can it be turned? Rebuked? When its banished, where does it go? The last part about untruth should probably be an aspect of the class and not tied to the Companion Spirit. You also need to specify what an 'untruth' is, and limit the loss of power to a day or a week.</p><p> What exactly is a "check?" This power is too good. Since the Reality Wanderer relies on perception, base the bonus of her Wisdom mod, but only allow it to be applied to a certain number of rolls per day, or only allow it to be applied to one type of roll for X minutes per level per day. No class receives a flat bonus to attack outside of their BAB without some drawback, otherwise they might as well just have a higher BAB. Limit this ability either by what type of rolls it can be applied or how often or long it can be used.</p><p>Darkvision and low-light vision are not incompatible, so pick one or the other; If they already have it their out of luck. What is the range on the Telepathy ability? Their really isn't a Telepathy spell, and most classes with similar abilities base it on Tongues. Is this ability like Tongues or Telepathic Bond? As for the Insanity, with it being permanent, very hard to get rid of, and the save being so high (base save DC of 24 vs. base DC 20 for a Wizard), it really should be no more than once per week. Either pick a weaker, less permanent spell than Insanity, or reduce the save DC to 10 + 1/2 class level + Wis mod.</p><p> First of all, this should definately be a supernatural ability, not extraordinary. Also, how can they switch to a personality 5-levels lower if they get the power at 4th level? Does the "trigger" mean the Wanderer can't ever initiate the change herself? Does the alt personality have a different class? Who decides on the alt personalities class and progression? Can it have different attributes? Alignment? If the alternate personality is a Cleric, Druid, Ranger, Paladin, or Wizard, do they have spells memorized and prepared when the switch is made? Can the alternate personality have a familiar, or animal companion? If none of the above is correct what, if any, is the advantage of the alternate personality? Does the alternate personality advance with the Wanderer, or does its level stay static except when advancement for it is specified?</p><p> By what means does the Wanderer spread disease to others? I assume the method of transmission remains the same, but since the Wanderer is not likely to be injested or inhaled, this ability is useless for many diseases. Obviously, diseases passed through contact would be transmitted by the Wanderer in the same way, but what of diseases passed through Injury? Does a melee attack with a weapon constitute injury, or only an unarmed or natural weapon attack? Does the disease stay with the Wanderer for the normal amount of time, or longer?</p><p> What is 'Avoid Planar Effects,' and what book is it from?</p><p> What is 'Estate Transference,' and what book is it from? </p><p></p><p>Also, at 18th level, they get an ability called 'Remake' that does not seem to be described anywhere.</p><p></p><p>Overriew: An interesting idea, although the mechanics need a bit of work. You seem to have erred on the side of generosity, and gave the Reality Wanderer a number of abilities that are a little too powerful. Some things need to be explained a bit more clearly, and some things that are suggested in the flavor text aren't present in the class. Depite being called the "Reality Wanderer," they have no real means of getting around reality. They should have some kind of Astral Projection, Plane Shift, or Teleportaion ability, which would I think be more appropriate for the concept than Shapechanging. Also, for a class that relies on perception, Uncanny Dodge is more appropriate than Evasion. Lastly, the text suggests a kind of spiritual detachment which is best represented with an alignment restriction: I suggest any neutral (like the Druid).</p></blockquote><p></p>
[QUOTE="Witness, post: 1157874, member: 1500"] I suggest a few more physical skills like Climb, Jump, Swim, Balance, and Escape Artist. Also, why don't they get Craft or Profession? I assume its the whole wandering prophet aschetic, but the concept of the wanderer and the professional/craftsman are not necessarily opposed, think of a Journeyman for example. Its unclear whether the Companion Spirit is optional or a requirement. Its also unclear what form it takes. Does it appear as an animal or some kind of ghost? Is it undead or a magical beast? Can it be turned? Rebuked? When its banished, where does it go? The last part about untruth should probably be an aspect of the class and not tied to the Companion Spirit. You also need to specify what an 'untruth' is, and limit the loss of power to a day or a week. What exactly is a "check?" This power is too good. Since the Reality Wanderer relies on perception, base the bonus of her Wisdom mod, but only allow it to be applied to a certain number of rolls per day, or only allow it to be applied to one type of roll for X minutes per level per day. No class receives a flat bonus to attack outside of their BAB without some drawback, otherwise they might as well just have a higher BAB. Limit this ability either by what type of rolls it can be applied or how often or long it can be used. Darkvision and low-light vision are not incompatible, so pick one or the other; If they already have it their out of luck. What is the range on the Telepathy ability? Their really isn't a Telepathy spell, and most classes with similar abilities base it on Tongues. Is this ability like Tongues or Telepathic Bond? As for the Insanity, with it being permanent, very hard to get rid of, and the save being so high (base save DC of 24 vs. base DC 20 for a Wizard), it really should be no more than once per week. Either pick a weaker, less permanent spell than Insanity, or reduce the save DC to 10 + 1/2 class level + Wis mod. First of all, this should definately be a supernatural ability, not extraordinary. Also, how can they switch to a personality 5-levels lower if they get the power at 4th level? Does the "trigger" mean the Wanderer can't ever initiate the change herself? Does the alt personality have a different class? Who decides on the alt personalities class and progression? Can it have different attributes? Alignment? If the alternate personality is a Cleric, Druid, Ranger, Paladin, or Wizard, do they have spells memorized and prepared when the switch is made? Can the alternate personality have a familiar, or animal companion? If none of the above is correct what, if any, is the advantage of the alternate personality? Does the alternate personality advance with the Wanderer, or does its level stay static except when advancement for it is specified? By what means does the Wanderer spread disease to others? I assume the method of transmission remains the same, but since the Wanderer is not likely to be injested or inhaled, this ability is useless for many diseases. Obviously, diseases passed through contact would be transmitted by the Wanderer in the same way, but what of diseases passed through Injury? Does a melee attack with a weapon constitute injury, or only an unarmed or natural weapon attack? Does the disease stay with the Wanderer for the normal amount of time, or longer? What is 'Avoid Planar Effects,' and what book is it from? What is 'Estate Transference,' and what book is it from? Also, at 18th level, they get an ability called 'Remake' that does not seem to be described anywhere. Overriew: An interesting idea, although the mechanics need a bit of work. You seem to have erred on the side of generosity, and gave the Reality Wanderer a number of abilities that are a little too powerful. Some things need to be explained a bit more clearly, and some things that are suggested in the flavor text aren't present in the class. Depite being called the "Reality Wanderer," they have no real means of getting around reality. They should have some kind of Astral Projection, Plane Shift, or Teleportaion ability, which would I think be more appropriate for the concept than Shapechanging. Also, for a class that relies on perception, Uncanny Dodge is more appropriate than Evasion. Lastly, the text suggests a kind of spiritual detachment which is best represented with an alignment restriction: I suggest any neutral (like the Druid). [/QUOTE]
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