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DC's PrC reworking thread
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<blockquote data-quote="Dragon Child" data-source="post: 929381" data-attributes="member: 12217"><p><strong> <u>Thief Acrobat</u> </strong></p><p></p><p>See, here I was worried it wasn't enough. The Acrobatics is relatively minor, when you consider magic items (which for skills, are insanely cheap and broken), and balancing and jumping at high levels is rarely done, as flying is easy to get. Plus, most of the Tumble DCs are pretty low.</p><p></p><p></p><p></p><p><strong> <u>Spellsword</u> </strong></p><p></p><p>This one I had trouble with. I wanted it so it could be taken early, and a fighter 2/wizard 2 mutliclass seemed to be the best way to get into it. Maybe a +2 BAB, second level arcane spells, and base fort +3?</p><p></p><p></p><p><strong> <u> Blood Magus </u> </strong></p><p></p><p>I had trouble deciding on this one, as well. Blood Component and the other abilities are good and all, but caster levels are very important. It'll be something I'll consider, though.</p><p></p><p></p><p></p><p><strong> <u> Contemplative </u> </strong></p><p></p><p>Personally, I feel if I drop the HP any more it wouldn't be as worth taking. Thats two less points on adverage for HP, less BAB, and less fort saves- making it best probally to be just a wizard.</p><p></p><p></p><p></p><p><strong> <u> Acolyte of the Skin </u> </strong></p><p></p><p>Its meant to be impressive, its one of the best abilities.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I'm not so sure on making it 1d6 with a save, as that will just make it a toned-down fire orb type spell. You have to remember here, its fire damage- it may just be in my games, but a lot of monsters (and adventurers!) have a good deal of fire resistance.</p><p></p><p></p><p>Thanks for the praise, I'm hoping to get the Assassin (one that can actually make people stay dead), Hunter of the Dead, and Fate Spinner up next.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Dragon Child, post: 929381, member: 12217"] [b] [U]Thief Acrobat[/U] [/b] See, here I was worried it wasn't enough. The Acrobatics is relatively minor, when you consider magic items (which for skills, are insanely cheap and broken), and balancing and jumping at high levels is rarely done, as flying is easy to get. Plus, most of the Tumble DCs are pretty low. [b] [U]Spellsword[/U] [/b] This one I had trouble with. I wanted it so it could be taken early, and a fighter 2/wizard 2 mutliclass seemed to be the best way to get into it. Maybe a +2 BAB, second level arcane spells, and base fort +3? [b] [u] Blood Magus [/u] [/b] I had trouble deciding on this one, as well. Blood Component and the other abilities are good and all, but caster levels are very important. It'll be something I'll consider, though. [b] [u] Contemplative [/u] [/b] Personally, I feel if I drop the HP any more it wouldn't be as worth taking. Thats two less points on adverage for HP, less BAB, and less fort saves- making it best probally to be just a wizard. [b] [u] Acolyte of the Skin [/u] [/b] Its meant to be impressive, its one of the best abilities.:p I'm not so sure on making it 1d6 with a save, as that will just make it a toned-down fire orb type spell. You have to remember here, its fire damage- it may just be in my games, but a lot of monsters (and adventurers!) have a good deal of fire resistance. Thanks for the praise, I'm hoping to get the Assassin (one that can actually make people stay dead), Hunter of the Dead, and Fate Spinner up next.:) [/QUOTE]
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