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*Pathfinder & Starfinder
The Tome of Time (A second book of magic)
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<blockquote data-quote="Archimedes314" data-source="post: 3911044" data-attributes="member: 41463"><p>Hey, no problem, I totally understand the holiday thing. Anyway, I went through the abilities and called out the problematic ones and suggested various fixes. Feel free to use any that you like. I hope you had a good time on Thanksgiving though!</p><p></p><p></p><p></p><p>Seems okay, the rogue has more limited proficiencies, but is less combat oriented (and thus gets a bunch of nice defensive and non-combat abilities).</p><p></p><p></p><p></p><p>This ability isn't overpowered, but it is redundant with the later Stolen Moments ability. I say drop it and give the class a scaling fast movement ability instead, topping out at +30 ft.</p><p></p><p></p><p></p><p>Like others have said, I'd suggest adding the restriction that the Echocaller must have seen the creature using the ability.</p><p></p><p></p><p></p><p>This should only apply to the first sudden strike in a round, and it should only affect the extra damage done by the sudden strike ability.</p><p></p><p></p><p></p><p>I say just simplify this to work like the spell <em>speak with dead</em>, caster level equal to class level.</p><p></p><p></p><p></p><p>Does this ability only work on ongoing spell effects? The second to last sentence seems to imply this.</p><p></p><p></p><p></p><p>Abilities that grant extra actions should always come with some sort of penalty, IMO, because the number of action you get in a round is the most fundamental limitation on character power. The move action one is probably okay, but for the others I'd suggest giving him a small penalty to attacks, saves, and ability checks (-1 for the standard action, and -2 for the full-round action) during the round after he uses this ability.</p><p></p><p></p><p></p><p>What is the duration of this ability?</p><p></p><p></p><p></p><p>This ability is fine, as far as I can tell, but again, no duration listed.</p><p></p><p></p><p></p><p>This seems okay to me.</p><p></p><p></p><p></p><p>This seems fine, as well.</p><p></p><p></p><p></p><p>The clone shouldn't be able to use any echo abilities, shouldn't receive the benefits of any temporary buffs, and you should disappear during the following round. Also, where does the clone appear?</p><p></p><p></p><p></p><p>This ability is pretty much redundant with the last Stolen Moments (which you get in just two levels), I suggest dropping it.</p><p></p><p></p><p></p><p></p><p>This ability also seems fine, but I say make it a standard action to use. That way the echocaller has to choose whether or not to use his save or die or fight normally (or use Stolen Moments, I suppose).</p><p></p><p></p><p></p><p>This is just too good. I like capstone abilities because they reward staying in a single class, but an extra swift action for a class who's primary ability relies on swift actions is too much. Not to mention that doubling his echoes basically means that he never has to worry about running out. I think you should drop it.</p><p></p><p></p><p></p><p>This is way too strong. My suggestion is instead to upgrade the Echo of the Future ability so that along with your "real" duplicate 2d4 semi-real duplicates appear. The semi-real duplicates are just like the regular duplicate but all they can do is flank, move (at your base speed), and make attacks of opportunity (at your attack bonus). If an attack is successful (your AC) against one of them, they just disappear.</p></blockquote><p></p>
[QUOTE="Archimedes314, post: 3911044, member: 41463"] Hey, no problem, I totally understand the holiday thing. Anyway, I went through the abilities and called out the problematic ones and suggested various fixes. Feel free to use any that you like. I hope you had a good time on Thanksgiving though! Seems okay, the rogue has more limited proficiencies, but is less combat oriented (and thus gets a bunch of nice defensive and non-combat abilities). This ability isn't overpowered, but it is redundant with the later Stolen Moments ability. I say drop it and give the class a scaling fast movement ability instead, topping out at +30 ft. Like others have said, I'd suggest adding the restriction that the Echocaller must have seen the creature using the ability. This should only apply to the first sudden strike in a round, and it should only affect the extra damage done by the sudden strike ability. I say just simplify this to work like the spell [i]speak with dead[/i], caster level equal to class level. Does this ability only work on ongoing spell effects? The second to last sentence seems to imply this. Abilities that grant extra actions should always come with some sort of penalty, IMO, because the number of action you get in a round is the most fundamental limitation on character power. The move action one is probably okay, but for the others I'd suggest giving him a small penalty to attacks, saves, and ability checks (-1 for the standard action, and -2 for the full-round action) during the round after he uses this ability. What is the duration of this ability? This ability is fine, as far as I can tell, but again, no duration listed. This seems okay to me. This seems fine, as well. The clone shouldn't be able to use any echo abilities, shouldn't receive the benefits of any temporary buffs, and you should disappear during the following round. Also, where does the clone appear? This ability is pretty much redundant with the last Stolen Moments (which you get in just two levels), I suggest dropping it. This ability also seems fine, but I say make it a standard action to use. That way the echocaller has to choose whether or not to use his save or die or fight normally (or use Stolen Moments, I suppose). This is just too good. I like capstone abilities because they reward staying in a single class, but an extra swift action for a class who's primary ability relies on swift actions is too much. Not to mention that doubling his echoes basically means that he never has to worry about running out. I think you should drop it. This is way too strong. My suggestion is instead to upgrade the Echo of the Future ability so that along with your "real" duplicate 2d4 semi-real duplicates appear. The semi-real duplicates are just like the regular duplicate but all they can do is flank, move (at your base speed), and make attacks of opportunity (at your attack bonus). If an attack is successful (your AC) against one of them, they just disappear. [/QUOTE]
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