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*Pathfinder & Starfinder
Ruin Explorer (PrC)
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<blockquote data-quote="Li Shenron" data-source="post: 6112829" data-attributes="member: 1465"><p>I am going to be blunt and say that this is not a very good PrCl, for the following reasons:</p><p></p><p>- the concept is totally fine, but it hardly feels "prestigious"</p><p></p><p>- there are only really four small unique abilities i.e. the "exploration" abilities (maybe also Outsmart Traps is unique... somehow it sounds familiar tho)</p><p></p><p>- Search is almost never used in combat, which is the only time where really the type of action matters, therefore those "exploration" unique abilities are useless</p><p></p><p>My suggestion is to do either of these:</p><p></p><p>a) try to think about some other special abilities with traps that really add something unique to the class, and also try to think of something else than traps that could be related to the concept: when writing a PrCl you should really look forward to make it grant unique features</p><p></p><p>b) if you don't care much for or don't find ideas on unique features, just make a new base class instead, it will work better than a PrCl for merging Rogue and Bard (also there is no reason why someone wouldn't be a Ruin Explorer since level 1, unless it really had some <em>prestigious</em> features)</p><p></p><p>Also, a PrCl defines a <em>progression</em> therefore even unique features don't suit PrCl very well unless they are <em>progressive</em>, in which case it's much better to turn them into <em>feats</em>, and go with option b).</p><p></p><p>(edit > my comments apply to 3.5 version only, since I'm not familiar with PF)</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6112829, member: 1465"] I am going to be blunt and say that this is not a very good PrCl, for the following reasons: - the concept is totally fine, but it hardly feels "prestigious" - there are only really four small unique abilities i.e. the "exploration" abilities (maybe also Outsmart Traps is unique... somehow it sounds familiar tho) - Search is almost never used in combat, which is the only time where really the type of action matters, therefore those "exploration" unique abilities are useless My suggestion is to do either of these: a) try to think about some other special abilities with traps that really add something unique to the class, and also try to think of something else than traps that could be related to the concept: when writing a PrCl you should really look forward to make it grant unique features b) if you don't care much for or don't find ideas on unique features, just make a new base class instead, it will work better than a PrCl for merging Rogue and Bard (also there is no reason why someone wouldn't be a Ruin Explorer since level 1, unless it really had some [I]prestigious[/I] features) Also, a PrCl defines a [I]progression[/I] therefore even unique features don't suit PrCl very well unless they are [I]progressive[/I], in which case it's much better to turn them into [I]feats[/I], and go with option b). (edit > my comments apply to 3.5 version only, since I'm not familiar with PF) [/QUOTE]
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