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I absolutely despise the x/day mechanic, and with an NPC class it makes even less sense. I don't particularly understand wanting to limit its abilities since it isn't intended to be a player or even get in the players' way. That said, if you really want to keep it for some reason, a general 1/hour mechanic seems like a more reasonable limit. After a few levels that can advance to 1/10 minutes, then 1/minute, and then at will which will help you fill in some of those dead levels you're worried about. If you want them on a limited schedule, I'd seriously start Dramatic Reveal, Deep Pockets, and Awkward Silence on that sort of schedule. I'd also put Teleport Without Error on that schedule as well.
Some re-flavorings might also be in order. Teleport Without Error could be changed to Right Place, Right Time and be fluffed up into being able to be where a random magical effect will occur that just happens to carry everyone exactly where they need to go. This has the added benefit of not being something that the DexM has to even be present for, he can just give the group fantastic directions and be on his way or he can use this as a defensive action to get rid of people.
Deep Pockets I like, but the foresight thing doesn't take into account the possibility that they might need more than one thing. I'd rewrite it such that they have everything you might need, but they can only find 1 on them as a standard action per period. If you make them search they can find up to 5 more as a full-round action each, but that eliminates their supply and they can pull no more of that item out of the bag until they have been away from the group for at least 24 hours.
Anyway, my 2cp. - TarkisFlux 23:11, November 5, 2009 (UTC)
Need for the Class Edit
Do you really need this as a proper class for NPCs? Why couldn't the DM simply say, "This happens"? *confused* --Ghostwheel 18:30, November 6, 2009 (UTC)
- I'm with Mr.Confused here. I seriously only read half the article before becoming disgusted at the thought of a savior NPC. We all have a different way of doing things as DM's and players, I guess. The flavor was fine, its the principle thats just wrong. Cause = effect. It rains on the righteous and the wicked. Let the players find their own salvation or let them suffer the consequences. (Yes, even if it means the death of the PC. Death is always a surmountable obstacle in my opinion.) --Jay Freedman 23:29, November 6, 2009 (UTC)
- I quite agree and wouldn't use a class like this, but figured if someone wanted to make it I'd help them make it as solid as possible. - TarkisFlux 23:44, November 6, 2009 (UTC)