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Advice on fixing an overpowered PrC
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<blockquote data-quote="ValhallaGH" data-source="post: 5347130" data-attributes="member: 41187"><p>It doesn't seem bad, but this puppy is working on being B.A.F. This is (another) +1 to +10 (pre-epic) to all attacks and damage rolls against one target. It's subtle, but when the character is designed to creep-up and coup de grace a guy, adding +10 to the Fort DC is just mean.</p><p>DO NOT let other classes stack for determining the bonus. That should tone this back to the realm of the sane.</p><p> So, at first level, you can give up 4d6 damage (which you might not get to use anyway) and make a Standard Action attack. If it hits, you've regained <strong>4</strong> maneuvers. Is there any other way to regain maneuvers that quickly? I don't know of any.</p><p> That is one hell of a good feat list, especially that last little kicker at the end. Chop that list in half and delete the kicker.</p><p></p><p>Delete the second paragraph. That will fix this ability.</p><p>True Seeing is already an opposed Hide vs. Spot check using mundane hiding ability. Adding the Caster Level to it is actually a boon to the casters.</p><p>Help your DM know the rules about hiding, spotting, and fighting while hidden. Greater Invisibility just means that you can make Hide checks while fighting at a net result of no penalty. Invisibility is a hell of a lot less awesome than people think.</p><p>P.S. Glitterdust = Magic Wins.</p><p></p><p>Doesn't seem bad, does it? But it's another +1 to +10 to Hide and Move Silently.</p><p>Either cut it entirely, or reduce the bonus to 1/3 class level.</p><p> Reduce the bonus to 1/2 class level.</p><p>The second effect is at least an 8th level spell. Push it back to level 10. Otherwise the character is potentially getting an 8th level spell effect at 9th character level.</p><p></p><p>Neat flavor. Pretty damn broken, unless the ability to turn a Surprise Round (1 Std action) into a Normal Round is common in the game.</p><p>Stick withe the +4 damage. Throw in the ability to make a second attack (full bab) as a Standard action during a surprise round, and you've got something strong and fun but not B.A.F.</p><p></p><p>Delete. Just delete it. Bestow Curse isn't as mean as this.</p><p></p><p>Change the ability the save is based on. Change it to either Int or Wis, but do not let it be Dex.</p><p></p><p>I'm not up on the Shadow Hand maneuvers. This may (or may not) be screwy.</p><p></p><p>Kind of like Magic Jar. I'm ambivalent, but it may need work.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5347130, member: 41187"] It doesn't seem bad, but this puppy is working on being B.A.F. This is (another) +1 to +10 (pre-epic) to all attacks and damage rolls against one target. It's subtle, but when the character is designed to creep-up and coup de grace a guy, adding +10 to the Fort DC is just mean. DO NOT let other classes stack for determining the bonus. That should tone this back to the realm of the sane. So, at first level, you can give up 4d6 damage (which you might not get to use anyway) and make a Standard Action attack. If it hits, you've regained [b]4[/b] maneuvers. Is there any other way to regain maneuvers that quickly? I don't know of any. That is one hell of a good feat list, especially that last little kicker at the end. Chop that list in half and delete the kicker. Delete the second paragraph. That will fix this ability. True Seeing is already an opposed Hide vs. Spot check using mundane hiding ability. Adding the Caster Level to it is actually a boon to the casters. Help your DM know the rules about hiding, spotting, and fighting while hidden. Greater Invisibility just means that you can make Hide checks while fighting at a net result of no penalty. Invisibility is a hell of a lot less awesome than people think. P.S. Glitterdust = Magic Wins. Doesn't seem bad, does it? But it's another +1 to +10 to Hide and Move Silently. Either cut it entirely, or reduce the bonus to 1/3 class level. Reduce the bonus to 1/2 class level. The second effect is at least an 8th level spell. Push it back to level 10. Otherwise the character is potentially getting an 8th level spell effect at 9th character level. Neat flavor. Pretty damn broken, unless the ability to turn a Surprise Round (1 Std action) into a Normal Round is common in the game. Stick withe the +4 damage. Throw in the ability to make a second attack (full bab) as a Standard action during a surprise round, and you've got something strong and fun but not B.A.F. Delete. Just delete it. Bestow Curse isn't as mean as this. Change the ability the save is based on. Change it to either Int or Wis, but do not let it be Dex. I'm not up on the Shadow Hand maneuvers. This may (or may not) be screwy. Kind of like Magic Jar. I'm ambivalent, but it may need work. Good luck. [/QUOTE]
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