Everyone,
I am relatively new to the B5 game, and I am currently playing a scientist with a strong technical bent (i.e. an engineer). I had decided largely for RP reasons that I wanted to become a Xenoarchaelogist at least eventually.
However, looking at the mechanical PrC, it seems to me that the PrC is almost a complete waste of paper because many of the abilities it gives aren't that useful for a scientist type, are redundant to a scientist type, or are essentially worthless for the same (and yet this seems to be a scientist oriented PrC). However, the drawbacks to the PrC (low skill points) seem to be severe. The PrC can be found on pages 266-7 of the main rulebook.
The requirements are 5 ranks in Computer Use and Knowledge (specific race/culture), 8 ranks in Investigate, and 8 ranks in Galactic History. In addition you have to have the Alien Empathy feat, and you have to have the mental agility class feature.
1. To get the Alien Empathy feat, you have to have 6 ranks in Sense Motive which is a class skill neither for Scientist nor Xenoarchaeologist. Nor does that skill (at least by my initial reading) particularly help the classic scientist role (it seems much more suited for Agents, Diplomats, or both)....and none of the Xenoarchaelogist class abilities feed off this as well....so this seems like a completely wasted feat.
2. The Superior Knowledge class feature (at levels 1,3,7, and 9) of Xenoarch seems to be nearly completely worthless. Sure you get one rank in a knowledge (local/culture) skill, but it has to be one you don't already have. Given that you HAVE to have the mental agility class feature which means you already make trained rolls with these (or any other) knowledge skill anyway, this ability seems to be nearly completely useless (it adds +1 to the roll of knowledge skills you certainly will lack the ability to make at higher levels anyway). This would be different if the mental agility requirement wasn't there....but it is.
3. The class gives 3/4 bab, 2 hits per level, medium defense (+6 by level 10), AND a medium (fort) and good (reflex) save. For a PrC that's supposed to be a scientist albeit a field researcher, that seems to be overkill. Sure it's easy to justify any one of these, but all seem to be excessive. After all of a scientist type is leading the combat, something is definately wrong.
4. Finally, the class seems to be a combination of Agent and Scientist yet only gets 4 (base) skill points per level. That stinks for the role that the Xenoarchaelogist is supposed to do!
In short it seems to me that the Xenoarchaelogist seems to be a poor mechanical design because it lacks the skill points to do what it's supposed to do, and pays for it with class features that don't seem to help it.
Am I missing something? A lot of you have much more experience than I do, so your input would be greatly appreciated.
-Polaris
I am relatively new to the B5 game, and I am currently playing a scientist with a strong technical bent (i.e. an engineer). I had decided largely for RP reasons that I wanted to become a Xenoarchaelogist at least eventually.
However, looking at the mechanical PrC, it seems to me that the PrC is almost a complete waste of paper because many of the abilities it gives aren't that useful for a scientist type, are redundant to a scientist type, or are essentially worthless for the same (and yet this seems to be a scientist oriented PrC). However, the drawbacks to the PrC (low skill points) seem to be severe. The PrC can be found on pages 266-7 of the main rulebook.
The requirements are 5 ranks in Computer Use and Knowledge (specific race/culture), 8 ranks in Investigate, and 8 ranks in Galactic History. In addition you have to have the Alien Empathy feat, and you have to have the mental agility class feature.
1. To get the Alien Empathy feat, you have to have 6 ranks in Sense Motive which is a class skill neither for Scientist nor Xenoarchaeologist. Nor does that skill (at least by my initial reading) particularly help the classic scientist role (it seems much more suited for Agents, Diplomats, or both)....and none of the Xenoarchaelogist class abilities feed off this as well....so this seems like a completely wasted feat.
2. The Superior Knowledge class feature (at levels 1,3,7, and 9) of Xenoarch seems to be nearly completely worthless. Sure you get one rank in a knowledge (local/culture) skill, but it has to be one you don't already have. Given that you HAVE to have the mental agility class feature which means you already make trained rolls with these (or any other) knowledge skill anyway, this ability seems to be nearly completely useless (it adds +1 to the roll of knowledge skills you certainly will lack the ability to make at higher levels anyway). This would be different if the mental agility requirement wasn't there....but it is.
3. The class gives 3/4 bab, 2 hits per level, medium defense (+6 by level 10), AND a medium (fort) and good (reflex) save. For a PrC that's supposed to be a scientist albeit a field researcher, that seems to be overkill. Sure it's easy to justify any one of these, but all seem to be excessive. After all of a scientist type is leading the combat, something is definately wrong.
4. Finally, the class seems to be a combination of Agent and Scientist yet only gets 4 (base) skill points per level. That stinks for the role that the Xenoarchaelogist is supposed to do!
In short it seems to me that the Xenoarchaelogist seems to be a poor mechanical design because it lacks the skill points to do what it's supposed to do, and pays for it with class features that don't seem to help it.
Am I missing something? A lot of you have much more experience than I do, so your input would be greatly appreciated.
-Polaris