An Eldritch Knight Variant...

Pbartender

First Post
Say that we take the Eldritch Knight as written, and rework the special abilities as follows...

  1. Bonus Feat, Armored Spellcasting
  2. +1 level of existing arcane spellcasting class
  3. +1 level of existing arcane spellcasting class
  4. Bonus Feat
  5. +1 level of existing arcane spellcasting class
  6. +1 level of existing arcane spellcasting class
  7. Bonus Feat
  8. +1 level of existing arcane spellcasting class
  9. +1 level of existing arcane spellcasting class
  10. Bonus Feat

Bonus Feat: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.

Armored Spellcasting: Beginning at 1st, an eldritch knight may reduce his arcane spell chance by 5% for every level of eldritch knight. His arcane spell failure chance cannot be reduce to less than 0%.

Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

...with the idea of making the class just a little more interesting and unique.

It amounts to more fighter feats, fewer spellcasting levels, and the ability to cast arcane spells in various amounts of armor.

Any comments or criticisms?
 
Last edited:

log in or register to remove this ad

My players would NOT take this PrC... for more than 3 levels.

Taking just 3 levels grants:
+3 BAB
+2 Spellcaster levels
one Bonus Feat (same as 1st level Core EK)
-15% ASF (!!!)

I honestly don't think anyone who's going to be casting a lot of spells is going to think that a Bonus Feat is equivalent to +1 Spellcaster Level. Since you need to be at least a 5th level Wizard (or a 6th level Sorcerer, or a 7th level Bard), you've committed quite a lot to being a spellcaster.

OTOH, being able to cast in armor is very, very good... I dunno, I think it's too easy to cheese 3 levels from this PrC.

Maybe something like...

1) Bonus Feat, -5% ASF
2-5) +1 Spellcaster Level
6) Bonus Feat, -10% ASF
7-9) +1 Spellcaster Level
10) +1 Spellcaster Level, -15% ASF

Thus, they lose a total of *3* spellcaster levels, gain *2* Bonus Feats, and can cast in some very limited armor.

-- N
 

Nifft said:
My players would NOT take this PrC... for more than 3 levels.

Taking just 3 levels grants:
+3 BAB
+2 Spellcaster levels
one Bonus Feat (same as 1st level Core EK)
-15% ASF (!!!)

I didn't think that -15% was all that much for 3 levels of a PrC... Especially if you are 9th or 10th level once you get it. It's roughly equivalent to the Spell Sword.

At -15%, you could be using a large shield, or studded leather, or a mithral chain shirt and mithral large shield (if you could find and afford that much mithral), without penalty.

Nifft said:
I honestly don't think anyone who's going to be casting a lot of spells is going to think that a Bonus Feat is equivalent to +1 Spellcaster Level. Since you need to be at least a 5th level Wizard (or a 6th level Sorcerer, or a 7th level Bard), you've committed quite a lot to being a spellcaster.

The bonus feat isn't meant to be as good as a +1 Spellcasting Level, but the reduction to ASF is.

Mostly, I was trying to make something that actually lives up to the description that an Eldritch Knight studies a little of both magic and combat, but doesn't specialize in either (the mixture of slightly fewer bonus feats than a fighter and slightly fewer spellcaster levels than a wizard or sorcerer), and that he can mix them effectively (the reduction to ASF).

Nifft said:
OTOH, being able to cast in armor is very, very good...

Kind of the point of my altered class, though... If someone takes it all the way to 10th level, they could feasibly cast spells in heavy armors. Though they'd give up 4 caster levels to do it.

Nifft said:
I dunno, I think it's too easy to cheese 3 levels from this PrC.

You're probably right, but I'm not entirely concerned with that for my players personally. They don't powergame or munchkin too much.

And it's always an option to adjust the prereqs too... Might make them a little less magic-oriented, and a little more combat oriented.

Hrm... Let me think about it.

Anyone else?
 

My comments on your EK PrC (Eldritch Knight Prestige class):

First off, it seems way better than the original 3.5 Edition one.

a) Arcane spell Failure reduction:
Kinda redundant with the spellsword, I think. Nore that the EK drawing doesn't display a character wearing armor. Anyway, if you really need it then I'd limit the ASF reduction only to armor, not shields, just like the spellsword. 50% ASF is too big. The problem with the Tank Mage is that its bad for a party of adventurers because the fighter completely loses all appeal. Wirh such combo classes we're very near the point of Unearthed Arcana's Gestalt classes (see the warnings in that book on the gestalt sidebar).

b) Spellcasting levels vs Feats progression:
Let's check this out:
10 levels => 4 feats + 6 spellcasting levels.

Let's use Fighter 4 / Sorcerer 6, the closest case.

===>>> Ftr4/Sor5/EK10 has, when compared to Ftr9/Sor11:
(I chose this because an EK character probably may want to specialize)

BAB +16 instead of +14 (ergo, +1 attack)
FRW Saves 12/5/8 instead of 10/7/10, which are worse saves
(Refl is used the most often, then Will, then Fort)
hp avg 71-74 instead of 78-81
Slightly better skill distribution
+2 Feats

===>>> Ftr1/Sor5/EK10 has, when compared to Ftr5/Sor11:
BAB +13 instead of +10 (ergo, +1 attack)
FRW Saves 10/4/7 instead of 8/5/8, which are worse saves
(Refl is used the most often, then Will, then Fort)
hp avg 49-52 instead of 56-59
Slightly better skill distribution
+2 Feats

Overall EK comparison vs non-EK (at same spellcasting) power:

+3 BAB and one more attack
+1 or +2 feats
Slightly crappier overall saves and hp
Slightly better skills distribution


Comparing with a pure Sorcerer is not an option. Everybody knows that while most classes progress "linearly", spellcasting progresses "exponentially" and thus the pure spellcasting class become overpowered at high levels. Also, it would make comparison difficult and useless. A level difference in spellcasting is huge at low levels, but is insignificant at epic levels (compare a Ftr 1 / Sor 24 with a Ftr 1 / Sor 14 / EK 10. The EK has everything except caster level 4 lower (big deal! this will be important only against Greater Dispels), otherwise he wins on all accounts by a wide margin, and has just as many spells.


In conclusion: at equal spellcasting level, EK yields is a tiny sacrifice for a really big gain.

Yes, EK seems to solve the apparent "mixed class are too weak" problem. But that is only an illusion, so the PrC is not really needed. sure, Sor 10 / Clr 10 or Sor 10 / Ftr 10 seems much weaker than Clr 20 or Sor 20. But it is not weaker than Ftr 20. Thus, the problem is not that mixed classes are "too weak", it is that pure spellcasting classes are too strong (especially at higher levels). Hopefully, Edition 4.0 will try to tackle the "magic rules" problem, and make magic progress in a more linear fashion, just like the other class features of other non-pure-spellcasting classes, rather than exponentially like they do now.

I created an EK PrC that is dsigned to be more of a "concept with unique powers" rather than a min/maxing tool.

Enjoy and use/misuse/schred as you like...


================
Description: See DMG Edition 3.5 p.187



Prerequisites: Weapon proficiencies: Must be proficient with all martial weapons.

Spells: Able to cast 3rd level arcane spells.

Feats: Combat Casting.



Hit Points: d6

BAB: Fighter

Good Save: Fortitude

Skill Points: 2+ Int.

Class Skills: Jump (Str), Swim (Str), Ride (Dex), Concentration (Con), Craft (Int), Decipher Script (Int),

Knowledge (Arcana), Knowledge (Nobility), Spellcraft (Int), Sense Motive (Wis).



Level 1 +1 Spellcasting Level, Eldritch Weapon

Level 2 Bonus Fighter Feat, Eldritch Spellcasting

Level 3 +1 Spellcasting Level

Level 4 Eldritch Force

Level 5 +1 Spellcasting Level

Level 6 Eldritch Combat

Level 7 +1 Spellcasting Level

Level 8 Eldritch Mastery

Level 9 +1 Spellcasting Level

Level 10 Eldritch Power



*** Eldritch Weapon:

At 1st level, an Eldritch Knight can create a supernatural connection with a single specific permanent magical weapon. This process requires 24 hours. The Eldritch Knight can do other actions during this time, but he must constantly keep the weapon in hand or worn on himself in a readily accessible location. For example, a dagger in a belt-worn scabbard is okay, but not a dagger stored in a backpack. The Eldritch Knight can have only one Eldritch Weapon at a time. To create a connection with another weapon, he must first dismiss his existing mystical connection. Dismissing a connection requires a standard action.

An Eldritch Knight can cast touch spells through Eldritch Weapon melee attacks. This is resolved as a casting a spell standard action allowing an attack roll. An Eldritch Knight can elect to cast the touch spell as a touch attack or as a regular attack. When using a regular attack, if a hit is scored then the weapon’s damage is added to the touch spell’s effect, and if a critical hit is scored with the weapon then the touch spell’s effect is also a critical hit. In any case, when casting a touch spell through an Eldritch Weapon, holding the charge is not possible. If the attack misses, wether it is resolved as a touch attack or as a regular attack, the touch spell immediately dissipates harmlessly.



*** Eldritch Spellcasting:

At 2nd level, an Eldritch Knight learns to mix martial and magical combat more efficiently. Once per day per Eldritch Knight level, he can cast a spell with somatic components by using his Eldritch Weapon rather than his hand. He still need to perform all the normal somatic movements, but he does so with his Eldritch Weapon rather than his hand. The spell shoots forth from the tip of the weapon rather than the hand.





*** Eldritch Force (Su):

At 4th level, an Eldritch Knight develops a connection to the supernatural, allowing him to make an extremely powerful mystical attack filled with telekinetic energy. An Eldritch Knight can invoke this power once per day as a standard action, making an attack roll with his Eldritch Weapon. This attack can be resolved as either a touch attack or as a regular attack. Using a regular attack allows the weapon’s normal damage to be added to the effect. If the attack is a multiple attack, such as when using the Manyshot feat, only the main attack contains the telekinetic force. If the attack hits, the target takes 1d6 bludgeoning damage per Edlritch Knight class level. Additionnally, if the target weights less than 50 pounds times the Eldritch Knight’s class levels, it is violently thrust backwards up to 10 feet per Eldritch Knight class level, and falls prone. If the target is thrown into a solid obstacle such as a wall, it takes an additionnal 1d6 points of bludgeoning damage.



*** Eldritch Combat:

At 6th level, an Eldritch Knight has learned how to mix together his magical and martial abilities, allowing him to cast spells and also attack! An Eldritch Knight using a Full Round Action can attack once with his Eldritch Weapon, and can also cast one arcane spell in the same round, either before or after the attack. However, due to the inherent difficulty in successfully pulling off such a manoeuver, the Eldritch Knight’s attack is at –4 to hit, and he has a –4 penalty to Concentration checks and a 20% additionnal chance of spell failure. This ability is usable at will.



*** Eldritch Mastery:

At 8th level, an Eldritch Knight’s magical and martial attacks now have a mystical connection. Whenever an Eldritch Knight damages a foe by using his Eldritch Weapon, he gains a +1 eldritch bonus to the save DC of spells cast against that foe. Whenever a foe misses a save against an Eldritch Knight’s spell, he gains a +1 eldritch bonus to hit against that foe. These bonuses last until the end of the Eldritch Knight’s next round’s worth of actions. Eldritch bonuses do not stack.



*** Eldritch Power (Su):

At 10th level, an Eldritch Knight's mystical connection to the supernatural reaches its maximum. An Eldritch Knight can invoke pure Eldritch Power once per day as move action. The power lasts for 1 minute.

First, at the moment the power is invoked, the Eldritch Knight can elect to use up a single spell slot (fresh or prepared). If he does so, while the power last all his attacks with his Eldritch Weapon gain an enhancement bonus to damage equal to the level of the spell slot used. Note that his Eldritch Weapon does not gain an enhancement bonus to hit.

Second, while the Eldritch Power is active, undiluted Eldritch Power flows all around the Eldritch Knight, providing an ectoplasm-looking illumination equivalent to a light spell. If the Eldritch Knight’s eyes are sensitive to light, he suffer no penalty from this mystical light.

Third, any attack that the Eldritch Knight makes with his Eldritch Weapon is resolved as a force effect, and his armor (but not his shield) also gains the force attribute, just as if the Eldritch Knight had the Ghost Touch special quality with his Eldritch Weapon and with his armor.

Fourth, the Eldritch Knight’s natural armor bonuses become supernatural armor bonuses. (Supernatural armor bonuses are a house rule in my campaign that mainly boosts how dangerous dragons and demons are. A supernatural armor bonus is defined as a type of natural armor bonus that stays fully effective against touch attacks. Supernatural armor bonuses and natural armor bonuses do not stack.)

Fifth, the Eldritch Knight is protected by supernatural magic equivalent in effect to a Mage Armor spell, a Shield spell, and a See Invisible spell.

Sixth, the Eldritch Knight can become Ethereal (or return from the Ethereal to the material) at will as a move action.

Afterwards, the Eldritch Knight is fatigued for 10 minutes.



Description: See DMG Edition 3.5 p.187



Prerequisites: Weapon proficiencies: Must be proficient with all martial weapons.

Spells: Able to cast 3rd level arcane spells.

Feats: Combat Casting.



Hit Points: d6

BAB: Fighter

Good Save: Fortitude

Skill Points: 2+ Int.

Class Skills: Jump (Str), Swim (Str), Ride (Dex), Concentration (Con), Craft (Int), Decipher Script (Int),

Knowledge (Arcana), Knowledge (Nobility), Spellcraft (Int), Sense Motive (Wis).



Level 1 +1 Spellcasting Level, Eldritch Weapon

Level 2 Bonus Fighter Feat, Eldritch Spellcasting

Level 3 +1 Spellcasting Level

Level 4 Eldritch Force

Level 5 +1 Spellcasting Level

Level 6 Eldritch Combat

Level 7 +1 Spellcasting Level

Level 8 Eldritch Mastery

Level 9 +1 Spellcasting Level

Level 10 Eldritch Power



*** Eldritch Weapon:

At 1st level, an Eldritch Knight can create a supernatural connection with a single specific permanent magical weapon. This process requires 24 hours. The Eldritch Knight can do other actions during this time, but he must constantly keep the weapon in hand or worn on himself in a readily accessible location. For example, a dagger in a belt-worn scabbard is okay, but not a dagger stored in a backpack. The Eldritch Knight can have only one Eldritch Weapon at a time. To create a connection with another weapon, he must first dismiss his existing mystical connection. Dismissing a connection requires a standard action.

An Eldritch Knight can cast touch spells through Eldritch Weapon melee attacks. This is resolved as a casting a spell standard action allowing an attack roll. An Eldritch Knight can elect to cast the touch spell as a touch attack or as a regular attack. When using a regular attack, if a hit is scored then the weapon’s damage is added to the touch spell’s effect, and if a critical hit is scored with the weapon then the touch spell’s effect is also a critical hit. In any case, when casting a touch spell through an Eldritch Weapon, holding the charge is not possible. If the attack misses, wether it is resolved as a touch attack or as a regular attack, the touch spell immediately dissipates harmlessly.



*** Eldritch Spellcasting:

At 2nd level, an Eldritch Knight learns to mix martial and magical combat more efficiently. Once per day per Eldritch Knight level, he can cast a spell with somatic components by using his Eldritch Weapon rather than his hand. He still need to perform all the normal somatic movements, but he does so with his Eldritch Weapon rather than his hand. The spell shoots forth from the tip of the weapon rather than the hand.





*** Eldritch Force (Su):

At 4th level, an Eldritch Knight develops a connection to the supernatural, allowing him to make an extremely powerful mystical attack filled with telekinetic energy. An Eldritch Knight can invoke this power once per day as a standard action, making an attack roll with his Eldritch Weapon. This attack can be resolved as either a touch attack or as a regular attack. Using a regular attack allows the weapon’s normal damage to be added to the effect. If the attack is a multiple attack, such as when using the Manyshot feat, only the main attack contains the telekinetic force. If the attack hits, the target takes 1d6 bludgeoning damage per Edlritch Knight class level. Additionnally, if the target weights less than 50 pounds times the Eldritch Knight’s class levels, it is violently thrust backwards up to 10 feet per Eldritch Knight class level, and falls prone. If the target is thrown into a solid obstacle such as a wall, it takes an additionnal 1d6 points of bludgeoning damage.



*** Eldritch Combat:

At 6th level, an Eldritch Knight has learned how to mix together his magical and martial abilities, allowing him to cast spells and also attack! An Eldritch Knight using a Full Round Action can attack once with his Eldritch Weapon, and can also cast one arcane spell in the same round, either before or after the attack. However, due to the inherent difficulty in successfully pulling off such a manoeuver, the Eldritch Knight’s attack is at –4 to hit, and he has a –4 penalty to Concentration checks and a 20% additionnal chance of spell failure. This ability is usable at will.



*** Eldritch Mastery:

At 8th level, an Eldritch Knight’s magical and martial attacks now have a mystical connection. Whenever an Eldritch Knight damages a foe by using his Eldritch Weapon, he gains a +1 eldritch bonus to the save DC of spells cast against that foe. Whenever a foe misses a save against an Eldritch Knight’s spell, he gains a +1 eldritch bonus to hit against that foe. These bonuses last until the end of the Eldritch Knight’s next round’s worth of actions. Eldritch bonuses do not stack.



*** Eldritch Power (Su):

At 10th level, an Eldritch Knight's mystical connection to the supernatural reaches its maximum. An Eldritch Knight can invoke pure Eldritch Power once per day as move action. The power lasts for 1 minute.

First, at the moment the power is invoked, the Eldritch Knight can elect to use up a single spell slot (fresh or prepared). If he does so, while the power last all his attacks with his Eldritch Weapon gain an enhancement bonus to damage equal to the level of the spell slot used. Note that his Eldritch Weapon does not gain an enhancement bonus to hit.

Second, while the Eldritch Power is active, undiluted Eldritch Power flows all around the Eldritch Knight, providing an ectoplasm-looking illumination equivalent to a light spell. If the Eldritch Knight’s eyes are sensitive to light, he suffer no penalty from this mystical light.

Third, any attack that the Eldritch Knight makes with his Eldritch Weapon is resolved as a force effect, and his armor (but not his shield) also gains the force attribute, just as if the Eldritch Knight had the Ghost Touch special quality with his Eldritch Weapon and with his armor.

Fourth, the Eldritch Knight’s natural armor bonuses become supernatural armor bonuses. (Supernatural armor bonuses are a house rule in my campaign that mainly boosts how dangerous dragons and demons are. A supernatural armor bonus is defined as a type of natural armor bonus that stays fully effective against touch attacks. Supernatural armor bonuses and natural armor bonuses do not stack.)

Fifth, the Eldritch Knight is protected by supernatural magic equivalent in effect to a Mage Armor spell, a Shield spell, and a See Invisible spell.

Sixth, the Eldritch Knight can become Ethereal (or return from the Ethereal to the material) at will as a move action.

Afterwards, the Eldritch Knight is fatigued for 10 minutes.

===================


NOTES:

Adding the feat prerequisite seemed logical, given that the class otherwise has such a low prerequisites level.

Moving the bonus fighter feat to level 2 helped make the class more "spread out" (you have to take a martial class level as a prerequisite, so this way you don't get to skip gaining sells 2 leves in a row)

The touch spells through melee weapon thing goes hand in hand with a fighter mage. The tradeoff of not being able to hold the charge will prevent overuse / misuse. Essentually, the idea os that a fighter mage really has his hands full, what with needing to hold a weapon in one hand plus probably some magical thingie in ihs other hand, so the class is oriented to make such a fighter mage approach less of a hassle.

The cast a spell through weapon thing goes along the same line of thought.

The cast + attack thing inherently is a tradeoff not only because of the steep penalties, but because at higher levels, the character sacrifices the capability to make a full attack of 3 or 4 attacks or maybe even more.

The telekinetic attack thing is really cool (especially on top of a bridge over a chasm...), but is usable only 1 / day. This is less good than gaining spellcasting, sure. But remember the Fighter BAB and slightly better hp! By definition, the class CAN'T allow the PC to have his cake and eat it too.

The mastery thing actually encourages the EK to be played intelligently. The +1 to hit and +1 DC is like having two "half feats", and thus is a powerful ability, but requires the player to play his PC intelligently, and to really BE an eldritch knight, that is: using both magic and martial attacks in combat. This is still not as good as gaining sells, but is quite close, and IMHO is the ability that makes the EK the most interesting and challenging to play.

The last power is a "uber last level reward" (I don't use Epic PrC levels in my campaign) that actually is of limited use in many situations, but extremely useful in others. This is the ability that could most easily be modified.


Ciao!

 
Last edited:

Well Pbartender, like Nifft I don't think anyone would take more than 3 levels in it, 6 at most if they really want to wear mithral full plate or something. Taking 3 levels in your Eldritch Knight, plus 1 level of Fighter beforehand to meet the "proficiency in all martial weapons" prerequisite, means sacrificing 2 caster levels. Taking 4-6 levels in your EK means giving up 3 caster levels, while taking 7-9 gives up 4 caster levels, and taking all 10 gives up 5 caster levels. A sorcerer 6/fighter 1/EK 4+ gives up 9th-level magic. A wizard 5/fighter 1/EK 7+ gives up 9th-level magic. A sorc 6/ftr 1/EK 10 gives up 8th-level magic. Any of these will get new spell levels between 2-5 character levels later than normal, regardless.

They'll be a second-rate caster (the wiz5/ftr1/EK7 will cast 5th-level spells as a 13th-level character, while the party's bard will be casting 4th-level spells (5th if they have 20+ Cha) and the party's cleric casts 7th-level spells) and a third- or fourth-rate warrior (behind the fighter, the rogue, and possibly also the cleric; their average HP will be slightly less than a rogue because of their sorc/wiz levels, their BAB will be about equal to a rogue's, and they'll have no more than half as many bonus feats as the rogue has sneak attack dice). They may as well play a cleric, druid, bard, or rogue if they want to be such an almost-halfway-decent warrior while still slinging spells.

At 3rd-level in your Eldritch Knight, they'll have -15% ASF; mithral armor will shave off another 10% ASF, so they'll be able to wear a mithral breastplate while casting with impunity. Even in mithral full plate they'll only suffer 10% ASF after 3 levels of Eldritch Knight. If they go ftr1/sorc16/EK3, they'll just barely get 9th-level spells, and will only be slightly behind a pure wizard, sorcerer, cleric, or druid in spellcasting while being able to maintain a decent AC and having slightly better accuracy with touch/ray spells. Their HP will also be slightly better off, and thus those of their familiar too. They'll still be the party's worst warrior (unless the party has a pure wizard or sorcerer too), but they'll be decent at getting in an occasional jab or two while flanking with the party's rogue, and they just might crawl away after one hard hit in combat rather than dying from one mildly strong hit.

Personally, I just want to beef up the Spellsword prestige class a bit to make it viable in 3.5 versus the 3.5 bard and 3.5 eldritch knight. {:^D
 

Also, Paradak, your post includes your Eldritch Knight houserules twice. What exactly does Eldritch Spellcasting do for the character though? Does it bypass arcane spell failure? Or does it merely bypass the need to keep one hand free (holding nothing) for somatic components? Overall, your variant seems okay and kind of interesting, but I'm pretty sure it's sorta overpowered. Then again, I figure the Eldritch Knight in the 3.5 DMG is kinda overpowered too, albeit horribly, terribly, mind-numbingly bland and uninteresting.

Edit: Also, your text is annoyingly large and bold.....it would be nice to use the standard, smaller font instead......
 

That class would have to offer a lot more than the few bonus feats in order to be a viable choice. It's a lot weaker than the original EK.

There is the Spellsword already, too, which seems more like what you are trying to achieve.

Bye
Thanee
 

@paradak: I'm not sure, if you have realized what the Eldritch Knight PrC is meant for.

It is meant to make multiclassing between fighter-types and mage-types a viable choice.

Without such a prestige class, a multiclass fighter/mage simply sucks, unless you only make a 1-2 level dip into the other class, which isn't really the point.

Therefore the PrC *must* be a lot better than what a multiclass fighter/mage would get.

It's the same with the Arcane Trickster. Compared to a simple wizard, the PrC grants you a huge class skill list, more skill points, sneak attack, better reflex save, special abilities and all this on top of a full spellcasting progression. Overpowered? Hell, no! The entry requirements make sure, that you will always be 2-3 spellcasting levels below a pure spellcaster, that makes a huge difference in terms of actual power!

Bye
Thanee
 

The biggest problem with this is that those 3 extra lost levels equal lower spells available.
A character with any reduction in ASF can simply use still spell to avoid the spell failure. 2 lost caster levels is thereby equal to -100% ASF.
 

Remove ads

Top