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The Sha'ir (In progress, initial powers to 2nd)
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<blockquote data-quote="Cryptos" data-source="post: 4311669" data-attributes="member: 58439"><p>A couple of minor changes: </p><p></p><p>The flavor text of the water at-will was changed, as it was clumsy for the effect. (It might be in the market for a new power name as well.)</p><p></p><p>I <em>did</em> change the skill list to include perception. The Sha'ir is typically a shrewd character, and in many tales such a character notices details that give them an advantage. Dungeoneering didn't make much sense, anyway... it was just a better choice of a knowledge skill than some others... Arcana and History would be the principle skills of this type of character in terms of being an advisor, anyway. Regardless of the skill list having one or the other, Wisdom-based skills were common, so that was added to the class abilities list as the third recommended ability.</p><p></p><p>Eliminated a few redundant words left in as a typo after editing from the additional movement description for the water gen.</p><p></p><p>I added the level 2 utility powers.</p><p></p><p>I'll need to look over higher level powers some time in the near future and get a sense of how everything is scaling. One or two of the power ideas I had for levels 1 and 2 seemed too powerful, so I have some in reserve already for higher levels.</p><p></p><p>Edit: Although they don't gain Ritual Caster as part of the class, I can see where many should and probably will wind up picking up the feat. The abilities of a Sha'ir to construct a genie prison will probably come in the form of a high-level ritual, and rituals that allow transportation to the Elemental Chaos would be a natural fit, also.</p></blockquote><p></p>
[QUOTE="Cryptos, post: 4311669, member: 58439"] A couple of minor changes: The flavor text of the water at-will was changed, as it was clumsy for the effect. (It might be in the market for a new power name as well.) I [I]did[/I] change the skill list to include perception. The Sha'ir is typically a shrewd character, and in many tales such a character notices details that give them an advantage. Dungeoneering didn't make much sense, anyway... it was just a better choice of a knowledge skill than some others... Arcana and History would be the principle skills of this type of character in terms of being an advisor, anyway. Regardless of the skill list having one or the other, Wisdom-based skills were common, so that was added to the class abilities list as the third recommended ability. Eliminated a few redundant words left in as a typo after editing from the additional movement description for the water gen. I added the level 2 utility powers. I'll need to look over higher level powers some time in the near future and get a sense of how everything is scaling. One or two of the power ideas I had for levels 1 and 2 seemed too powerful, so I have some in reserve already for higher levels. Edit: Although they don't gain Ritual Caster as part of the class, I can see where many should and probably will wind up picking up the feat. The abilities of a Sha'ir to construct a genie prison will probably come in the form of a high-level ritual, and rituals that allow transportation to the Elemental Chaos would be a natural fit, also. [/QUOTE]
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