Archeologist

Started by MisterPAIN, February 02, 2009, 09:35:32 PM

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MisterPAIN

Could an alternative requirement be made for this class for characters dedicated to loremastery (extremely high base lore, as in they already took SF: Lore / or even Courteous Mageocracy) with the only obstacle in the path of the class being a lack of search?  I just think it should be possible for a specialist to become an archeologist without 5 search and pick up with experience of a discovery.  Perhaps Having 5 search or SF: Lore?

ScottyB

Only feats can have an optional list. Skills that are listed are always "must have."

Garem

One unfortunate thing about this is that only rogues and rangers get search as a class skill. Thus, wizards must take it after level 7, which seems rather strange considering the greatest archeologists on Ymph are ALL wizards-- Bell and Faussad. Or at least, I think Faussad is.

I suggest removing the Search requirement, raising the Lore requirement instead to 6 or 7. Or alternatively, make the requirement 5 Lore and EITHER 5 Search or 5 Spellcraft (or maybe even Craft Trap, showing engineering knowledge?)

9lives

Quote from: ScottyB;108533Only feats can have an optional list. Skills that are listed are always "must have."

Aldrick Tanith

I'm guessing this PrC is geared toward bards.  It's a shame, because I'd love to see a wizard PrC with this type of RP focus, as I think it makes more sense for the setting.

Efu_Executioner

You certainly can multiclass in rogue for the search skill. (I see this as a class that has more social abilities than PvP or mechanical abilities useful for PvP)

Howlando

Maybe reducing the search requirement some would make sense.

9lives

4 seems the likely option.

8 Lore, 4 Search?

Indicating that the earliest you'd be taking the level is for your 6th.

MisterPAIN

A lot of what would be considered to be archeologists in Ymph's history wouldn't even have much search in the stats department, period.  Take Sky and Bookbadger's translation of the pair of genesis area tablets near the water, for instance.

If anything in game proves, is that any PC willing to explore ruins, smart, and survives can discover something crazy and write a something about it.  You shouldn't be multiclassing to be able to take the PrC for this, it should be the thing you take to represent growth in the field of discovery by interacting and working with a variety of knowledgeable characters and trap-savy people.

I would honestly like the PrC to be in the spirit of the late Archeological Society and see how it goes from there!

Garem

Then the scripter can select one, the suggestion remains the same!

Why would you prefer characters to have 6 standard levels, Ninelives? The PrC is so mechanically weak, I'm hesitant to support any additional limitations on taking it, but maybe you've got a reason I'm not seeing.

9lives

Six standard levels?

The common combination would be 5 Wizard/X Archaeologist, which is in-line with what people seemingly want.

4 Search can be cross-classed by level 5, meaning you take your first level of archaeologist for your 6th level. No one is being forced to multi-class.

SkillFocuspwn

With  skill focus in UMD, Open Lock and Disable Trap as class features, I don't think this is really for the Wizardy scholarly type. It seems to be quite specifically for tomb-raiders, trap-springers and delvers of dungeons!

Just look at their feats, Deneir's Eye (+2 saves to traps) Uncanny Dodge II (+1 saves to traps and no flanking), Stonecunning (+2 search when in dungeony areas), two spells a Wizard would already be fully capable of having, and a natural 20 when opening any lock or disabling any trap. Would a Wizard really be a trap-springer? Couldn't you just get famous scholaring stuff without this PrC?

I like the 5 Search.

Snoteye

Archeologists are not lore masters. I don't see why everyone is so convinced it's a spellcaster PrC.

MisterPAIN

Would a Wizard be a trap-springer? SkillFocuspwn, you clearly have not spent much time getting to know our resident NPC Archeologist AND ARCANE TRAP MAKER, William Bell!

That said, with the worst possible AB progression I don't see why we couldn't have fun with level 2-3-4 something, 5 Archeologist characters considering they would be specialists pretty much dedicated to really dangerous stuff without being able to fight for crap while having the convenience of being useful to the party for traps, locks, and lore.  That and I find it counter-intuitive that you must be level 10 to get something when are going to be on DM quests that will definitely roll over your face because you are a Archeologist, and that's what Ymph Archeology is all about.  I'd say shoot for level 7-8 for the 5th level, leading to lowbie characters on DM quests being the "guide that gets owned in the movie" =p

Garem

Nine, sorry, you're right, only five standard character levels are required in the setup you described. I was trying to ask but poorly worded, Why do you think a character should need 5 of their standard levels before being able to take the PrC (since you suggest an 8 Lore req't)? As it stands right now with the 5 point skill req'ts, players could theoretically take the PrC at level 3. This argument is being made under my previous assumptions regarding spellcasting and "archeology", which to my limited experience on EfU generally revolves around puzzles using spells cast on placables as inputs.

I do like your points, SFP, even if they don't resolve some of my concerns about the typical EfU puzzle style.

Indeed, Snoteye, but EfUA culture reflects (nay, requires!) the symbiosis of arcane and "archeological"/scholarly pursuits. Look at the Crystal Puzzle in the Archeology camp (and certain parts of the Machine back in EfU). And as I mentioned before, all other EfUA "head archeologists" have been arcane spellcasters, even PCs like Highwind. I know that if I were to earn this PrC and came upon a puzzle that required spells, I'd be a little peeved at having to request an spellcaster's assistance to do what I should be a total badass at-- solving archeological puzzles.