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The Courtier
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<blockquote data-quote="drnuncheon" data-source="post: 365419" data-attributes="member: 96"><p>After reading this, my question is: How many saves do most people make in a single day? Especially if they're not adventurers? It seems to me like the courtier is practically getting automatic immunity/half damage from spells, especially at higher levels - every time he has to make a save he'll be able to use Quick or Clever.</p><p></p><p>Similarly, the Influence is usable so often (again at higher levels) that it's practically a steady bonus to those skills.</p><p></p><p>The ideas behind the abilities are sound, but you might want to consider a different mechanical interpretation (maybe allowing Int bonus to saves for QoC?)</p><p></p><p>Another question: for Going Native, do you choose a single location? That could be more clear.</p><p></p><p>Honestly, I think the character could do with a broader range of special abilities. After they hit 5th level they get nothing new, just bigger bonuses to what they already had - and as a player, I'd find that pretty boring. Fighters get new feats (that add capabilities), spellcasters get new, more powerful spells, rogues get their special abilities...</p><p></p><p>Plus, there's no room for differentiation in the class (with the exception of the skills). Two high-level courtiers are going to look nearly identical, because they're probably going to be taking the same skills anyway - the ones they get an Influence bonus on.</p><p></p><p>I would like to see the aforementioned abilities toned down and some new abilities added that would, if not allow a player to customize the class, at least give them something to look forward to as they go up in levels.</p><p></p><p>J</p></blockquote><p></p>
[QUOTE="drnuncheon, post: 365419, member: 96"] After reading this, my question is: How many saves do most people make in a single day? Especially if they're not adventurers? It seems to me like the courtier is practically getting automatic immunity/half damage from spells, especially at higher levels - every time he has to make a save he'll be able to use Quick or Clever. Similarly, the Influence is usable so often (again at higher levels) that it's practically a steady bonus to those skills. The ideas behind the abilities are sound, but you might want to consider a different mechanical interpretation (maybe allowing Int bonus to saves for QoC?) Another question: for Going Native, do you choose a single location? That could be more clear. Honestly, I think the character could do with a broader range of special abilities. After they hit 5th level they get nothing new, just bigger bonuses to what they already had - and as a player, I'd find that pretty boring. Fighters get new feats (that add capabilities), spellcasters get new, more powerful spells, rogues get their special abilities... Plus, there's no room for differentiation in the class (with the exception of the skills). Two high-level courtiers are going to look nearly identical, because they're probably going to be taking the same skills anyway - the ones they get an Influence bonus on. I would like to see the aforementioned abilities toned down and some new abilities added that would, if not allow a player to customize the class, at least give them something to look forward to as they go up in levels. J [/QUOTE]
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