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*Pathfinder & Starfinder
The Sha'ir (In progress, initial powers to 2nd)
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<blockquote data-quote="Cryptos" data-source="post: 4311036" data-attributes="member: 58439"><p><strong>Mixing and matching answers to those questions above:</strong></p><p></p><p>Sorry. I like knocking things prone for some twisted reason. It makes me giggle. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Seriously, although damaged and knocked prone is nothing new, I do like The Ground Trembles if only for its ongoing effects, which I think are a bit different. I enjoy the mental image of the very ground rejecting someone's feet, making them walk like they're on a shaky rope bridge on a playground, and knocking them over every time they move.</p><p></p><p>I'm trying to remember the context now for the discussions where we assumed that the Sha'ir would be a leader in role. As I said, it was before we actually saw the game or even a lot of the pre-release rules and characters. I think it was inferred from the idea that they'd be commanding genies, making pacts with the Jann, and potentially directing elementals around in combat. Of course, summoning is more limited in 4e, as you have to consider the economy of actions, but they still have that flavor of being the frontman that deals with beings from the Elemental Chaos.</p><p></p><p>Each tier of powers should have five as part of my current design goal: one well suited to a particular elemental type, and one that deals with the Jann. In higher levels, there will also be utility powers that help the Sha'ir make deals or get boons from genies, such as a level 2 utility I'm thinking of that provides a bonus to the character's next roll on social skills when dealing with elementals (see the Warlock skill utilities.)</p><p></p><p>As that relates to the question about the Gen, the gen seemed ideally suited to deliver the elemental powers, but if you'll notice the Jann powers should have standard ranges on them.</p><p></p><p>I'll admit it is getting a bit tiresome to add the gen to the description of each power. I gradually stopped doing that as I made powers, and will probably remove that bit from some powers' flavor as the gen is implied. I'll probably leave it for the At-Wills as a subtle way of conditioning people to remember the positioning of the gen.</p><p></p><p>For encounter powers, there will be a benefit on many powers for using the elemental power that corresponds to your gen type, just as their are benefits for encounter powers for certain powers for Inspiring Warlords vs. Tactical Warlords, or Star Pact Warlocks vs Fey Warlocks.</p><p></p><p>Perception on the skill list... I was initially reluctant to do so because I reverted back to older editions' protectionism of out-of-combat roles. But then I remembered that I was actually hoping that Perception would be universal for 4e and was disappointed that it wasn't, and that the combat role is the main thing balanced and protected / preserved in 4e... anyone could gain perception as a feat. Still, most of the Sha'ir's traditional role as advisor and diplomat is well-served by Insight, I think. I'll continue to think about this, and perhaps replace Dungeoneering with Perception, as that's the least appropriate skill on the current list. I'll probably add Wisdom as the third recommended ability for the class then, given that so many of their skills would be derived from that ability.</p><p></p><p>Thanks for the thoughts, suggestions, criticisms and kind words. I have several level 2 utility powers written and will work on them some more once I recharge my batteries a bit.</p></blockquote><p></p>
[QUOTE="Cryptos, post: 4311036, member: 58439"] [b]Mixing and matching answers to those questions above:[/b] Sorry. I like knocking things prone for some twisted reason. It makes me giggle. :D Seriously, although damaged and knocked prone is nothing new, I do like The Ground Trembles if only for its ongoing effects, which I think are a bit different. I enjoy the mental image of the very ground rejecting someone's feet, making them walk like they're on a shaky rope bridge on a playground, and knocking them over every time they move. I'm trying to remember the context now for the discussions where we assumed that the Sha'ir would be a leader in role. As I said, it was before we actually saw the game or even a lot of the pre-release rules and characters. I think it was inferred from the idea that they'd be commanding genies, making pacts with the Jann, and potentially directing elementals around in combat. Of course, summoning is more limited in 4e, as you have to consider the economy of actions, but they still have that flavor of being the frontman that deals with beings from the Elemental Chaos. Each tier of powers should have five as part of my current design goal: one well suited to a particular elemental type, and one that deals with the Jann. In higher levels, there will also be utility powers that help the Sha'ir make deals or get boons from genies, such as a level 2 utility I'm thinking of that provides a bonus to the character's next roll on social skills when dealing with elementals (see the Warlock skill utilities.) As that relates to the question about the Gen, the gen seemed ideally suited to deliver the elemental powers, but if you'll notice the Jann powers should have standard ranges on them. I'll admit it is getting a bit tiresome to add the gen to the description of each power. I gradually stopped doing that as I made powers, and will probably remove that bit from some powers' flavor as the gen is implied. I'll probably leave it for the At-Wills as a subtle way of conditioning people to remember the positioning of the gen. For encounter powers, there will be a benefit on many powers for using the elemental power that corresponds to your gen type, just as their are benefits for encounter powers for certain powers for Inspiring Warlords vs. Tactical Warlords, or Star Pact Warlocks vs Fey Warlocks. Perception on the skill list... I was initially reluctant to do so because I reverted back to older editions' protectionism of out-of-combat roles. But then I remembered that I was actually hoping that Perception would be universal for 4e and was disappointed that it wasn't, and that the combat role is the main thing balanced and protected / preserved in 4e... anyone could gain perception as a feat. Still, most of the Sha'ir's traditional role as advisor and diplomat is well-served by Insight, I think. I'll continue to think about this, and perhaps replace Dungeoneering with Perception, as that's the least appropriate skill on the current list. I'll probably add Wisdom as the third recommended ability for the class then, given that so many of their skills would be derived from that ability. Thanks for the thoughts, suggestions, criticisms and kind words. I have several level 2 utility powers written and will work on them some more once I recharge my batteries a bit. [/QUOTE]
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