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The Sha'ir (In progress, initial powers to 2nd)
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<blockquote data-quote="Quickleaf" data-source="post: 4315491" data-attributes="member: 20323"><p>Great thread! <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=":)" /> Nice to see the sha'ir getting some 4e love.</p><p></p><p>First, I think you've got a great theme for the class, and like how you're playing up the Elemental Chaos as the font of creation. Your powers seem balanced and very evocative.</p><p>However, the class seems to stray into "elementalist" territory. Which is fine if you don't plan on having an elementalist class in your campaign, but I think the class would shine if you played up the unique elements of the sha'ir more. Consider this definition....</p><p></p><p></p><p></p><p>I would envision the sha'ir as a sarcastic, sharp-witted, keenly observant, and eloquent mystical advisor. Perhaps some powers could play off this concept some more? You might also consider giving him some powers more traditionally associated with the hakima.</p><p></p><p>Ok, the class features...</p><p></p><p><strong>Elemental Font</strong></p><p>While I love the idea of a sha'ir creating sand which runs from one hand to the other as he spins a tale.... Are there any limits on this? I mean, does a party with a sha'ir no longer fear dehydration? Can he start thousands of campfires, essentially burning a city to the ground? Can he dam a river with stones? </p><p></p><p><strong>Gen</strong></p><p>Is moving the gen only a minor action when not moving it as a part of a power with the "gen" keyword?</p><p></p><p>So, if a sha'ir uses a power at 10 squares range (assume the gen is 10 squares away), the power affects the target the following round as the gen could only possibly move 8 squares in one round? So the target sees the gen coming at them and might flee out of range? Hmm... While this does put some limits on the sha'ir as a controller (a good thing, since we want him to be a leader), I wonder if it will get complicated tracking the gen's location all the time?</p><p></p><p>Also, you mention gen have a perception = the sha'ir. Are you implying that the sha'ir can use the gen as a scout? That seems awfully potent for 1st level.</p><p></p><p><strong>Invigoration</strong></p><p>Healing Word by another name. I suggest a healing power with side effects instead of the extra +d6 healing, depending on the dominant element used. For example, a PC healed with primordial fire might temporarily acquire fire-like traits - quick, insubstantial, blazing, etc. A PC healed with primordial water might temporarily gain swarm traits or shift under a door. A PC healed with primordial air might teleport 1 square. A PC healed with primordial earth might gain the dwarf's "stand your ground" feature temporarily. You could still work these to scale as the bonus healing does.</p><p></p><p><strong>Resistance</strong></p><p>About air resistance = force. What about thunder/lightning?</p><p></p><p><strong>Implements: Focus Gems and Vessels</strong></p><p>Nicely done.</p><p></p><p>More on the powers later, but I like what I see so far.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4315491, member: 20323"] Great thread! :) Nice to see the sha'ir getting some 4e love. First, I think you've got a great theme for the class, and like how you're playing up the Elemental Chaos as the font of creation. Your powers seem balanced and very evocative. However, the class seems to stray into "elementalist" territory. Which is fine if you don't plan on having an elementalist class in your campaign, but I think the class would shine if you played up the unique elements of the sha'ir more. Consider this definition.... I would envision the sha'ir as a sarcastic, sharp-witted, keenly observant, and eloquent mystical advisor. Perhaps some powers could play off this concept some more? You might also consider giving him some powers more traditionally associated with the hakima. Ok, the class features... [B]Elemental Font[/B] While I love the idea of a sha'ir creating sand which runs from one hand to the other as he spins a tale.... Are there any limits on this? I mean, does a party with a sha'ir no longer fear dehydration? Can he start thousands of campfires, essentially burning a city to the ground? Can he dam a river with stones? [B]Gen[/B] Is moving the gen only a minor action when not moving it as a part of a power with the "gen" keyword? So, if a sha'ir uses a power at 10 squares range (assume the gen is 10 squares away), the power affects the target the following round as the gen could only possibly move 8 squares in one round? So the target sees the gen coming at them and might flee out of range? Hmm... While this does put some limits on the sha'ir as a controller (a good thing, since we want him to be a leader), I wonder if it will get complicated tracking the gen's location all the time? Also, you mention gen have a perception = the sha'ir. Are you implying that the sha'ir can use the gen as a scout? That seems awfully potent for 1st level. [B]Invigoration[/B] Healing Word by another name. I suggest a healing power with side effects instead of the extra +d6 healing, depending on the dominant element used. For example, a PC healed with primordial fire might temporarily acquire fire-like traits - quick, insubstantial, blazing, etc. A PC healed with primordial water might temporarily gain swarm traits or shift under a door. A PC healed with primordial air might teleport 1 square. A PC healed with primordial earth might gain the dwarf's "stand your ground" feature temporarily. You could still work these to scale as the bonus healing does. [B]Resistance[/B] About air resistance = force. What about thunder/lightning? [B]Implements: Focus Gems and Vessels[/B] Nicely done. More on the powers later, but I like what I see so far. [/QUOTE]
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