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*Dungeons & Dragons
The Delver, a professional adventurer [new base class, PEACH]
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<blockquote data-quote="CuRoi" data-source="post: 5425837" data-attributes="member: 98032"><p>I think you are safe boosting BAB to "medium". It makes a bit more sense with the ability to wear some armor and works better with some of the new combat spells. I'm imposing -my- image of a pro "delver" but I see a scrappy, resourceful type that can swing a sword if they need to, so it works for me. </p><p> </p><p>Which leads me to notice I didn't provide much positive feedback in my original post. I definitely like the idea and it paints a very vivid picture for me. There was a gnome shopkeeper in my last campaign (lost his leg and retired from adventuring to run a general store in town) who this would have been perfect for : ) </p><p> </p><p>I like your second run at a spell list. It seems to make the class more distinct. </p><p> </p><p>It still sort of steps on a "rogues toes" a touch IMO, but I'm perhaps overprotective of the base classes so I'm not the best judge of that. </p><p> </p><p>I don't care much for the DR on the list of special abilities; doesn't seem to fit. I'm also a bit suspect of the Mettle/Slippery Mind/Evasion/Improved Evasion and "Lucky" all in one. Might need to leave 2 bad saves for all that to make sense? (I could easily see "Fortitude" being higher priority than Will for the class if you give another high save, IMO).</p><p> </p><p>Otherwise, I think it is looking pretty balanced (I've seen much more poorly balanced "official" material; but what's "balanced" is most often a factor of the tone for the campaign than measuring against any official list of classes) and would be fun to play...as a gnome...with lots of dungeoneering tools and gadgets <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CuRoi, post: 5425837, member: 98032"] I think you are safe boosting BAB to "medium". It makes a bit more sense with the ability to wear some armor and works better with some of the new combat spells. I'm imposing -my- image of a pro "delver" but I see a scrappy, resourceful type that can swing a sword if they need to, so it works for me. Which leads me to notice I didn't provide much positive feedback in my original post. I definitely like the idea and it paints a very vivid picture for me. There was a gnome shopkeeper in my last campaign (lost his leg and retired from adventuring to run a general store in town) who this would have been perfect for : ) I like your second run at a spell list. It seems to make the class more distinct. It still sort of steps on a "rogues toes" a touch IMO, but I'm perhaps overprotective of the base classes so I'm not the best judge of that. I don't care much for the DR on the list of special abilities; doesn't seem to fit. I'm also a bit suspect of the Mettle/Slippery Mind/Evasion/Improved Evasion and "Lucky" all in one. Might need to leave 2 bad saves for all that to make sense? (I could easily see "Fortitude" being higher priority than Will for the class if you give another high save, IMO). Otherwise, I think it is looking pretty balanced (I've seen much more poorly balanced "official" material; but what's "balanced" is most often a factor of the tone for the campaign than measuring against any official list of classes) and would be fun to play...as a gnome...with lots of dungeoneering tools and gadgets :) [/QUOTE]
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The Delver, a professional adventurer [new base class, PEACH]
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