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General Tabletop Discussion
*Pathfinder & Starfinder
Wanderer - Based on Stone Soup's Dungeon Crawl
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<blockquote data-quote="noodle fish mice" data-source="post: 5248523" data-attributes="member: 84496"><p>I'm assuming most, if not all, skills are in class for a character like this. So the powers - or maybe the kickers for the powers - could be based on which skills the Wanderer is trained in. That would allow for extreme customization without the hassle of creating a new subsystem to keep track of. This is off the top of my head, so nitpick at will, but I'm imagining something like..</p><p></p><p><strong>Battle Call </strong>Wanderer Attack 1</p><p>At-Will * Martial, Weapon</p><p>Standard Action Melee weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength [or whatever] vs. AC</p><p><strong>Hit: </strong>1[W] + Strength modifier damage, and select a benefit from one of your trained skills in the following list:</p><p><em> - Intimidate:</em> The target takes a -2 penalty to attack rolls until the end of your next turn.</p><p> <em> - Diplomacy:</em> An adjacent ally gains temporary hit points equal to your Charisma modifier.</p><p> <em> - Bluff:</em> You gain a +2 bonus to a defense of your choice until the end of your next turn.</p><p></p><p>I suppose that would result in some very lengthy powers, or a very lengthy list of powers to choose from, but...there are no wrong answers in brainstorming, right?</p></blockquote><p></p>
[QUOTE="noodle fish mice, post: 5248523, member: 84496"] I'm assuming most, if not all, skills are in class for a character like this. So the powers - or maybe the kickers for the powers - could be based on which skills the Wanderer is trained in. That would allow for extreme customization without the hassle of creating a new subsystem to keep track of. This is off the top of my head, so nitpick at will, but I'm imagining something like.. [B]Battle Call [/B]Wanderer Attack 1 At-Will * Martial, Weapon Standard Action Melee weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength [or whatever] vs. AC [B]Hit: [/B]1[W] + Strength modifier damage, and select a benefit from one of your trained skills in the following list: [I] - Intimidate:[/I] The target takes a -2 penalty to attack rolls until the end of your next turn. [I] - Diplomacy:[/I] An adjacent ally gains temporary hit points equal to your Charisma modifier. [I] - Bluff:[/I] You gain a +2 bonus to a defense of your choice until the end of your next turn. I suppose that would result in some very lengthy powers, or a very lengthy list of powers to choose from, but...there are no wrong answers in brainstorming, right? [/QUOTE]
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Wanderer - Based on Stone Soup's Dungeon Crawl
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