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Scholar Character Class
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<blockquote data-quote="cjosephs1s" data-source="post: 5733334" data-attributes="member: 6683450"><p>Maybe I misread it but the section on where you make a knowledge check and then use the table is confusing. I don't understand it. is it just a formatting issue? Do I really need to roll a 55 or better to get a bonus to outsiders? </p><p> </p><p>Also I disagree with how you have your monsters grouped up. Its my opinion so take it as you will but I would group your monsters the following way</p><p> </p><p>Arcana: Dragons, Magical Beasts, Constructs</p><p>Nature: Animals, Plants, Vermin, Beasts, Fey</p><p>Dungeoneering: Aberrations, Oozes</p><p>Local: Humans, Humanoids, Monstrous Humanoids, Giants</p><p>The Planes: Outsiders, Elementals, (any other planar creature native to something other than the material plane)</p><p>Religion: Undead, Deities</p><p> </p><p>As for Psionics I'm not that familiar with them but if their TYPE is psionic then have a knowledge for it or classify it under dungoeneering. But just becuase its a psionic creature doesn't mean that's its type (mindflyers are psionic creatures but are actually aberrations..Humans that take the psion class are still humans so I'd bet they fall under one of the above already and don't need their own)</p><p> </p><p>This classification goes more in line with general DnD rules. For example: knowledge history will tell you about the history of things. Like if I wanted to know about a civil war that happened 200 years ago. Knowledge local will tell me about the population in the area and what kinds of humanoids inhabit the area now though and would be more useful for gaining an insight into how to defeat a Minotaur. Knowledge Geography is great for telling me where the capital city is and how to get there, but Elementals aren't from this plane so knowledge in this area will only tell me they are from their respective planes and I need to find out information about those planes. Knowledge engineering will tell me how to build a castle or even construct a statue, but only knowledge arcana will help me figure out what spells are necessary to turn that statue or construct to life. I may not even know how to build a statue but magic will take care of the rest as long as someone else builds the parts. </p><p> </p><p>Maybe your world works on a different set of rules than normal though. </p><p> </p><p>Also while it might seem balancing it just doesn't make sense. This is a scholar but they only know a few spells and can only cast a few spells? I'd say they can either cast a lot of spells and know a few or they know a lot and can cast a few. So I'd go with either the Sorcerer or wizard progression. Also what are his spells going to be? This is going to be a huge factor. If he's mainly going to be a caster (which I imagine this character will be unless you limit his spells to only useful ones out of combat) then some of your options are nullified. People are only going to boost the DCs and durations on spells and very rarely take the combat or defense option except in dire circumstance. </p><p> </p><p>Also why fighter bonus feats? </p><p> </p><p> </p><p>The character concept is good and I like the idea. The above are just my thoughts on what you have in your text file (which is kinda hard to read due to formatting so some of it may have been misunderstood..my bad on that if that's the case). Also your campaign is going to be different than the one I play in so the rules may be different too. I'm just using mostly WotC standard concepts and stuff I'm used to seeing so take that into consideration. But like I said, I like the concept so this is hopefully constructive. Good luck with this...sounds like a fun class.</p></blockquote><p></p>
[QUOTE="cjosephs1s, post: 5733334, member: 6683450"] Maybe I misread it but the section on where you make a knowledge check and then use the table is confusing. I don't understand it. is it just a formatting issue? Do I really need to roll a 55 or better to get a bonus to outsiders? Also I disagree with how you have your monsters grouped up. Its my opinion so take it as you will but I would group your monsters the following way Arcana: Dragons, Magical Beasts, Constructs Nature: Animals, Plants, Vermin, Beasts, Fey Dungeoneering: Aberrations, Oozes Local: Humans, Humanoids, Monstrous Humanoids, Giants The Planes: Outsiders, Elementals, (any other planar creature native to something other than the material plane) Religion: Undead, Deities As for Psionics I'm not that familiar with them but if their TYPE is psionic then have a knowledge for it or classify it under dungoeneering. But just becuase its a psionic creature doesn't mean that's its type (mindflyers are psionic creatures but are actually aberrations..Humans that take the psion class are still humans so I'd bet they fall under one of the above already and don't need their own) This classification goes more in line with general DnD rules. For example: knowledge history will tell you about the history of things. Like if I wanted to know about a civil war that happened 200 years ago. Knowledge local will tell me about the population in the area and what kinds of humanoids inhabit the area now though and would be more useful for gaining an insight into how to defeat a Minotaur. Knowledge Geography is great for telling me where the capital city is and how to get there, but Elementals aren't from this plane so knowledge in this area will only tell me they are from their respective planes and I need to find out information about those planes. Knowledge engineering will tell me how to build a castle or even construct a statue, but only knowledge arcana will help me figure out what spells are necessary to turn that statue or construct to life. I may not even know how to build a statue but magic will take care of the rest as long as someone else builds the parts. Maybe your world works on a different set of rules than normal though. Also while it might seem balancing it just doesn't make sense. This is a scholar but they only know a few spells and can only cast a few spells? I'd say they can either cast a lot of spells and know a few or they know a lot and can cast a few. So I'd go with either the Sorcerer or wizard progression. Also what are his spells going to be? This is going to be a huge factor. If he's mainly going to be a caster (which I imagine this character will be unless you limit his spells to only useful ones out of combat) then some of your options are nullified. People are only going to boost the DCs and durations on spells and very rarely take the combat or defense option except in dire circumstance. Also why fighter bonus feats? The character concept is good and I like the idea. The above are just my thoughts on what you have in your text file (which is kinda hard to read due to formatting so some of it may have been misunderstood..my bad on that if that's the case). Also your campaign is going to be different than the one I play in so the rules may be different too. I'm just using mostly WotC standard concepts and stuff I'm used to seeing so take that into consideration. But like I said, I like the concept so this is hopefully constructive. Good luck with this...sounds like a fun class. [/QUOTE]
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