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<blockquote data-quote="Kobold Stew" data-source="post: 7981585" data-attributes="member: 23484"><p>Hey -- there are some cool ideas here, and I always appreciate another non-magical class idea. </p><p></p><p>Here are a few thoughts: </p><p>1. Even when the subclass is gained at level 1 (as with Cleric), the main class should determine skills, tools, and all proficiencies, etc. I'd suggest having a list of all the Intelligence and Charisma skills.</p><p></p><p>2. I'd suggest 3 skill proficiencies to start (like the ranger), with possibly a bonus skill every few levels. I'd also let you take any 3-4 toolkits or languages (possibly individual weapons could also be chosen; see below).</p><p></p><p>3. Even though you choose to make the Expert non-combat there are a few hints that you still want to build a coll fighter: light armor proficiency means most characters will still need Dex (ugh), and you are including proficiency with longsword and handcrossbow and rapier, with no real rationale. I would suggest light weapons only (though with the possibility of choosing individual weapons instead of toolkits). I'd also suggest finding a non-dex based way to build armor class. Perhaps instead of light armor proficiency, AC can be calculated with 10+INT+CON. Or Light armor proficiency but +INT instead of +DEX. Beak the Dexterity tyranny.</p><p></p><p>4. It's a bit odd that the Expert doesn't have expertise. I would suggest that at level 3 and every 2 levels after that (or something) the character can gain either +1 skill proficiency, or Expertise in a skill they are already proficient with.</p><p></p><p>5. Help as a Bonus action is already in the Mastermind, and I think you would be fie letting it work at range (30' to start) from level 1, as with Master of Tactics. </p><p></p><p>6. I'll admit I don't instantly see how all the small abilities would play. One thought I had while reading it, though, was that there was room for some non-magical cantrip equivalents: Guidance, Resistance, and Blade Ward (for instance) could all be reskinned as non-magical actions that an Expert could take to be a strong support character. </p><p></p><p>I hope this helps.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7981585, member: 23484"] Hey -- there are some cool ideas here, and I always appreciate another non-magical class idea. Here are a few thoughts: 1. Even when the subclass is gained at level 1 (as with Cleric), the main class should determine skills, tools, and all proficiencies, etc. I'd suggest having a list of all the Intelligence and Charisma skills. 2. I'd suggest 3 skill proficiencies to start (like the ranger), with possibly a bonus skill every few levels. I'd also let you take any 3-4 toolkits or languages (possibly individual weapons could also be chosen; see below). 3. Even though you choose to make the Expert non-combat there are a few hints that you still want to build a coll fighter: light armor proficiency means most characters will still need Dex (ugh), and you are including proficiency with longsword and handcrossbow and rapier, with no real rationale. I would suggest light weapons only (though with the possibility of choosing individual weapons instead of toolkits). I'd also suggest finding a non-dex based way to build armor class. Perhaps instead of light armor proficiency, AC can be calculated with 10+INT+CON. Or Light armor proficiency but +INT instead of +DEX. Beak the Dexterity tyranny. 4. It's a bit odd that the Expert doesn't have expertise. I would suggest that at level 3 and every 2 levels after that (or something) the character can gain either +1 skill proficiency, or Expertise in a skill they are already proficient with. 5. Help as a Bonus action is already in the Mastermind, and I think you would be fie letting it work at range (30' to start) from level 1, as with Master of Tactics. 6. I'll admit I don't instantly see how all the small abilities would play. One thought I had while reading it, though, was that there was room for some non-magical cantrip equivalents: Guidance, Resistance, and Blade Ward (for instance) could all be reskinned as non-magical actions that an Expert could take to be a strong support character. I hope this helps. [/QUOTE]
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