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*Pathfinder & Starfinder
Specialist Class: The Collector
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<blockquote data-quote="Amaroq" data-source="post: 5068445" data-attributes="member: 15470"><p>First reaction: the "token" system feels like additional bookkeeping that doesn't add to the "fun".</p><p></p><p>Considered reaction: vastly vastly overpowered. Needs to be toned down throughout and heavily playtested over multiple base classes, levels, and encounters. </p><p></p><p>Specific points:</p><p></p><p>Distracting Noise - the Attack line needs to be finalized.</p><p></p><p>Master of Darkness - is that overpowered? In a dim light area, its essentially "spend a Minor, gain +5 to all defenses until somebody turns on the lights." I'd suggest at a minimum "making an attack ends" .. probably also "moving more than half your speed ends" .. and even then I'd possibly downgrade to "concealment" and toss something out there that upgrades it to "total concealment" at a higher level.</p><p></p><p>All four of the Level-1 At-Wills feel grossly overpowered to me:</p><p></p><p>From the Shadows - really? 1[W] + Strength + 1d10 damage .. as an At-Will? That's better than my L11 Fighter is doing with his encounter powers .. and having his Wisdom as the attack roll doesn't hurt too much; he's buffed Wisdom due to his Combat Challenge class feature. Remember you're letting *anybody* into this class; it feels like you've balanced the At-Will damage to the best Striker at-wills despite your stated goal for the Collector to be a Leader/Controller. </p><p></p><p>Slash and Run - is more powerful that Twin Strikes, as I get to add Wisdom mod to the first attack, shift, and apply my usual Strength or Dex bonus to the second attack. "Shift your speed" alone is terribly overpowered as a Level-1 At-Will: it is not granted until level 10 by any other power save the Warden's Daily-1 "Form of" attacks (which allow 1 use of it per day).</p><p></p><p>Bonesaw - that "my ally marks" power is really buff, especially without the distance limitations of Misdirected Mark. The 2-token line is what really makes it overpowering, though - I can deny his side an attack, and potentially damage him again, pumping this up to around a 3[W] shift in power .. and it gets a lot worse if I redirect the BBEG leader's encounter power or recharge power instead of some archer's at-will power.</p><p></p><p>Deceptive Snap - the damage is in-line .. but it vastly changes the calculus for the bad guy by making him re-roll, which makes it overpowered. The 1-token line lets you take any archer out of a fight (save ends), or extend Surprise over a melee fighter through several real rounds (save ends) as he's unable to draw his weapon. The 2-token Immobilized really ought to be removed - Immobilized is an encounter power in all other contexts.</p><p></p><p>Blindside - needs an action type .. and if I'm reading it right, needs a Trigger, too. I'm also a bit concerned about "save ends" as an encounter at Level 1 - my experience is that that mechanic is typically reserved for higher levels and dailies. I'd suggest this get reworked and/or re-leveled.</p><p></p><p>Face of Death - needs a "Make a secondary attack" line. In the secondary attack, "Hit" line, change the wording to "If the target is an enemy, the target is dazed (save ends). If the target is an ally, the target receives temporary hit points equal to your charisma modifier." .. for the "1 token" line, make it clear that it requires hitting the target and that the target is not subject to both dazed and stunned.</p><p></p><p>Behind the Veil - this one just felt odd .. I disappear from one opponent, but no others .. I can do any nasty thing I like so long as I don't target that opponent .. or move? .. Suggest attention, but I don't have a fix in mind.</p><p></p><p>Friendly Fire - sounds cool when you imagine causing a Soldier to get stuck in the back with a couple arrows .. but from a DM's perspective it would be really annoying. So, we've reached the final encounter, and .. the Collector gets all of the boss' guards and minions to gang up on the boss while the Collector's allies stay wayyy away and send in ranged fire.</p><p></p><p>Piercing Shot - the "1 token" line removes a restriction which is not applied by any rules text (though it is implied by the flavor text). As its an encounter power, I don't recommend adding that restriction.</p><p></p><p>Shadow Jump - the "2 tokens" line seems odd .. why don't I teleport myself? Its my Move action, and I'm spending my tokens to upgrade the power, not downgrade it .. and how does it interact if I spend 3 tokens to get both the 1-token and the 2-token lines?</p><p></p><p>False Fire - needs a bit of clarification. I get what you want it to do, but as some encounter powers are bursts, area effects, and two-melee-attack-multiple-target I think the text is going to need some serious re-work to get it to mean what you want it to mean. </p><p></p><p>Hidden Potential - As a DM, I absolutely hated this. I mean, what if I've built a BBEG whose signature cool-ness is an intelligent artifact .. that is now powerless (save ends)? .. What if the target *is* a magic item? .. Plus there's no indicator who picks which item for creatures with multiple items .. the flavor text implies "weapon", as does the last line, but that isn't explicit anywhere .. </p><p></p><p>Renewing Strike - I think I'd re-word this slightly. "Effect: Choose one encounter power of your weapon or daily power of your weapon. Until the start of your next turn, you can use that power as a free action." .. with similar clarifying text for "1 token" and "2 token" entries.</p></blockquote><p></p>
[QUOTE="Amaroq, post: 5068445, member: 15470"] First reaction: the "token" system feels like additional bookkeeping that doesn't add to the "fun". Considered reaction: vastly vastly overpowered. Needs to be toned down throughout and heavily playtested over multiple base classes, levels, and encounters. Specific points: Distracting Noise - the Attack line needs to be finalized. Master of Darkness - is that overpowered? In a dim light area, its essentially "spend a Minor, gain +5 to all defenses until somebody turns on the lights." I'd suggest at a minimum "making an attack ends" .. probably also "moving more than half your speed ends" .. and even then I'd possibly downgrade to "concealment" and toss something out there that upgrades it to "total concealment" at a higher level. All four of the Level-1 At-Wills feel grossly overpowered to me: From the Shadows - really? 1[W] + Strength + 1d10 damage .. as an At-Will? That's better than my L11 Fighter is doing with his encounter powers .. and having his Wisdom as the attack roll doesn't hurt too much; he's buffed Wisdom due to his Combat Challenge class feature. Remember you're letting *anybody* into this class; it feels like you've balanced the At-Will damage to the best Striker at-wills despite your stated goal for the Collector to be a Leader/Controller. Slash and Run - is more powerful that Twin Strikes, as I get to add Wisdom mod to the first attack, shift, and apply my usual Strength or Dex bonus to the second attack. "Shift your speed" alone is terribly overpowered as a Level-1 At-Will: it is not granted until level 10 by any other power save the Warden's Daily-1 "Form of" attacks (which allow 1 use of it per day). Bonesaw - that "my ally marks" power is really buff, especially without the distance limitations of Misdirected Mark. The 2-token line is what really makes it overpowering, though - I can deny his side an attack, and potentially damage him again, pumping this up to around a 3[W] shift in power .. and it gets a lot worse if I redirect the BBEG leader's encounter power or recharge power instead of some archer's at-will power. Deceptive Snap - the damage is in-line .. but it vastly changes the calculus for the bad guy by making him re-roll, which makes it overpowered. The 1-token line lets you take any archer out of a fight (save ends), or extend Surprise over a melee fighter through several real rounds (save ends) as he's unable to draw his weapon. The 2-token Immobilized really ought to be removed - Immobilized is an encounter power in all other contexts. Blindside - needs an action type .. and if I'm reading it right, needs a Trigger, too. I'm also a bit concerned about "save ends" as an encounter at Level 1 - my experience is that that mechanic is typically reserved for higher levels and dailies. I'd suggest this get reworked and/or re-leveled. Face of Death - needs a "Make a secondary attack" line. In the secondary attack, "Hit" line, change the wording to "If the target is an enemy, the target is dazed (save ends). If the target is an ally, the target receives temporary hit points equal to your charisma modifier." .. for the "1 token" line, make it clear that it requires hitting the target and that the target is not subject to both dazed and stunned. Behind the Veil - this one just felt odd .. I disappear from one opponent, but no others .. I can do any nasty thing I like so long as I don't target that opponent .. or move? .. Suggest attention, but I don't have a fix in mind. Friendly Fire - sounds cool when you imagine causing a Soldier to get stuck in the back with a couple arrows .. but from a DM's perspective it would be really annoying. So, we've reached the final encounter, and .. the Collector gets all of the boss' guards and minions to gang up on the boss while the Collector's allies stay wayyy away and send in ranged fire. Piercing Shot - the "1 token" line removes a restriction which is not applied by any rules text (though it is implied by the flavor text). As its an encounter power, I don't recommend adding that restriction. Shadow Jump - the "2 tokens" line seems odd .. why don't I teleport myself? Its my Move action, and I'm spending my tokens to upgrade the power, not downgrade it .. and how does it interact if I spend 3 tokens to get both the 1-token and the 2-token lines? False Fire - needs a bit of clarification. I get what you want it to do, but as some encounter powers are bursts, area effects, and two-melee-attack-multiple-target I think the text is going to need some serious re-work to get it to mean what you want it to mean. Hidden Potential - As a DM, I absolutely hated this. I mean, what if I've built a BBEG whose signature cool-ness is an intelligent artifact .. that is now powerless (save ends)? .. What if the target *is* a magic item? .. Plus there's no indicator who picks which item for creatures with multiple items .. the flavor text implies "weapon", as does the last line, but that isn't explicit anywhere .. Renewing Strike - I think I'd re-word this slightly. "Effect: Choose one encounter power of your weapon or daily power of your weapon. Until the start of your next turn, you can use that power as a free action." .. with similar clarifying text for "1 token" and "2 token" entries. [/QUOTE]
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