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<blockquote data-quote="Spykes" data-source="post: 6173792" data-attributes="member: 6749597"><p>This is very nice work. I have a player that has presented this class to me and requested to play it. I'm all for trying out new things so I think I'm going to allow it. However, it is based on the old play-test packet and may need some updates. Do you have plans to update this class? If so, I would like to make a few suggestions to even things out.</p><p></p><p></p><ol> <li data-xf-list-type="ol">Like you, I'm not crazy about the Hit Dice idea as a cost. It's a little too powerful. I would suggest giving casting slots per long rest based on the number of Schools known. At 2nd level, you can cast your School Sign once per long rest. At 4th level, you gain another school and also gain another casting slot per long rest. This evens the power out so that he's not running around casting like a Mage, but still has a cool ability he use in a pinch.</li> <li data-xf-list-type="ol">You shouldn't be able to Empower a Sign unless you have an additional sign to sacrifice. Perhaps that is implied, but I just wanted to clarify. In other words, you gain your second Sign at 8th level. Until then, you are not able to Empower your 1st level Sign.</li> <li data-xf-list-type="ol">At 5th level there is no Deadly Strike power anymore. I believe it was replaced with Two Attacks. (There may be more of these updates in the School abilities)</li> <li data-xf-list-type="ol">Instead of getting two school powers at 1st level, I would prefer one at 1st and then another at 3rd level. This would even out the power at first level and also allow the player to gain something when they reach 3rd level. (currently they don't gain anything)</li> <li data-xf-list-type="ol">Based on the class description, I would identify Constitution as the Primary ability score and weight powers based from that ability.</li> <li data-xf-list-type="ol">You should remove the Spell Casting Bonus from the Level table. For purposes of casting the Sign powers, use the Constitution bonus plus Attack Bonus. It seems to me that this class is completely centered around Constitution and they draw from that ability to use their powers. If not, then just use their Wisdom mod and Attack bonus.</li> </ol></blockquote><p></p>
[QUOTE="Spykes, post: 6173792, member: 6749597"] This is very nice work. I have a player that has presented this class to me and requested to play it. I'm all for trying out new things so I think I'm going to allow it. However, it is based on the old play-test packet and may need some updates. Do you have plans to update this class? If so, I would like to make a few suggestions to even things out. [LIST=1] [*]Like you, I'm not crazy about the Hit Dice idea as a cost. It's a little too powerful. I would suggest giving casting slots per long rest based on the number of Schools known. At 2nd level, you can cast your School Sign once per long rest. At 4th level, you gain another school and also gain another casting slot per long rest. This evens the power out so that he's not running around casting like a Mage, but still has a cool ability he use in a pinch. [*]You shouldn't be able to Empower a Sign unless you have an additional sign to sacrifice. Perhaps that is implied, but I just wanted to clarify. In other words, you gain your second Sign at 8th level. Until then, you are not able to Empower your 1st level Sign. [*]At 5th level there is no Deadly Strike power anymore. I believe it was replaced with Two Attacks. (There may be more of these updates in the School abilities) [*]Instead of getting two school powers at 1st level, I would prefer one at 1st and then another at 3rd level. This would even out the power at first level and also allow the player to gain something when they reach 3rd level. (currently they don't gain anything) [*]Based on the class description, I would identify Constitution as the Primary ability score and weight powers based from that ability. [*]You should remove the Spell Casting Bonus from the Level table. For purposes of casting the Sign powers, use the Constitution bonus plus Attack Bonus. It seems to me that this class is completely centered around Constitution and they draw from that ability to use their powers. If not, then just use their Wisdom mod and Attack bonus. [/LIST] [/QUOTE]
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