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DC's PrC reworking thread
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<blockquote data-quote="Khorod" data-source="post: 933798" data-attributes="member: 1636"><p>You have good stuff here, and I wouldn't be commenting if I wasn't considering putting it all into my Big Book o' House Ruled Rules. But I tend to come across as very critical. But that's why you've come, isn't it? To see if others can rip your classes to shreds in ways you might want to patch? Here we go...</p><p></p><p><strong>Thief-Acrobat</strong></p><p>I agree with argo that Sneak Attack comes in too often. It should cap out at 3-4d6. The purpose of this class is to be a Thief-Acrobat, and so it should not be competitive as a back-stabber with a straight Rogue- that's the reason to advance as Rogue. Such conflicts are a simple check on the balance of a class- would you consider leaving it to focus on another specialty?</p><p></p><p>Yes, magic can certainly help a character's mobility- but a character who goes for the mobility magic shouldn't put all his training in bouncing around in combat. If he can fly and has a Ring of Jumping, this class is not such a good idea in the first place. And a lower-level character gaining levels and magic should invest that gold more in increasing his AC and damage output, since it is his specialty to be bouncing around not his magical gimmick. If the DM isn't giving any need for the key skills of this class in the game because of magic, plot, or otherwise, then this class is simply a bad one for that particular game.</p><p></p><p>The 7th level Special Ability is also too general- the Rogue is the generalist, this guy should be more specific. So, which of the Special Ability powers is most relevant to the adventuring style of the Thief-Acrobat? Why, its 'Roll with the Blow' or whatever power it is. Essentially, last-minute tumbling to avoid death. That seems perfect, while Opportunist and Slippery Mind represent off-specialty powers.</p><p></p><p>Lastly, copy and paste the Tumble skill entry in OA under this class. Either they should be added to the game, or this </p><p>character has a special ability to use 'Enhanced Tumbling'. Doing so, incidentally, would make the Defensive Fighting bonus obsolete- I notice your numbers there are the same as the upper Tumbling synergy.</p><p></p><p><strong>Spellsword</strong></p><p>Whenever a class has a full BAB, I think it should have a BAB +4 requirement as a minimum. I also think anything which has a full, or near-full spell progression should require at least 2nd level spells. I think one or the other should be required here... that extra level of suffering without the class is a good thing, its at that point that a character will really start to feel the burn of his multiclass, which you want so the prestige class is properly appreciated.</p><p></p><p> The saving throw requirements look pretty strange, its not a typical convention that they are used that way. And simply by multiclassing for the other requirements they'll be met anyway. I suggest just dropping them.</p><p></p><p> Requiring proficiency in all weapons and armor is a little strange. It is tantamount ot saying 'you must have at least one warrior level.' Well, what about the 15th level Elven wizard that spent all character feats on combat prowess. It might not be the best build, but it is meant to be a viable way at creating a spellcaster. I suggest replacing that requirement with Weapon Proficiency[any martial], Armor Proficiency, and Combat Casting. This establishes the character's martial credentials as well as his extra training in cool-headed spellcasting in combat, which such a character must obviously have.</p><p></p><p>Channel Spell: Very cool, but its a little overpowered. Any spell? The Spell Storing weapon enhancement caps out at 3, IIRC. The Quicken Spell feat is +4, so I suggest limiting this power to spells of 5th level and lower.</p><p></p><p>Bonus Feats: Good Fort, Will, BAB, Hit Points, and Caster Levels is a pretty darned good ability. Adding on a bonus feat is cake- mostly to help the character keep up with the fighting or the magic. However, it seems to me that both feats might be overdoing it. Also, given the nature of this class, I think the character should be forced to decide between extra combat feats and pursuing additional magic studies. I'd make the 4th level feat 'Fighter or Wizard' and drop the 5th level bonus feat. Having no special power in the 5th level might be bothersome, but in this case its okay.</p><p></p><p>***</p><p></p><p>Well, that's all I've had time to read and think about so far. If you like I'll post more on the others <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="Khorod, post: 933798, member: 1636"] You have good stuff here, and I wouldn't be commenting if I wasn't considering putting it all into my Big Book o' House Ruled Rules. But I tend to come across as very critical. But that's why you've come, isn't it? To see if others can rip your classes to shreds in ways you might want to patch? Here we go... [B]Thief-Acrobat[/B] I agree with argo that Sneak Attack comes in too often. It should cap out at 3-4d6. The purpose of this class is to be a Thief-Acrobat, and so it should not be competitive as a back-stabber with a straight Rogue- that's the reason to advance as Rogue. Such conflicts are a simple check on the balance of a class- would you consider leaving it to focus on another specialty? Yes, magic can certainly help a character's mobility- but a character who goes for the mobility magic shouldn't put all his training in bouncing around in combat. If he can fly and has a Ring of Jumping, this class is not such a good idea in the first place. And a lower-level character gaining levels and magic should invest that gold more in increasing his AC and damage output, since it is his specialty to be bouncing around not his magical gimmick. If the DM isn't giving any need for the key skills of this class in the game because of magic, plot, or otherwise, then this class is simply a bad one for that particular game. The 7th level Special Ability is also too general- the Rogue is the generalist, this guy should be more specific. So, which of the Special Ability powers is most relevant to the adventuring style of the Thief-Acrobat? Why, its 'Roll with the Blow' or whatever power it is. Essentially, last-minute tumbling to avoid death. That seems perfect, while Opportunist and Slippery Mind represent off-specialty powers. Lastly, copy and paste the Tumble skill entry in OA under this class. Either they should be added to the game, or this character has a special ability to use 'Enhanced Tumbling'. Doing so, incidentally, would make the Defensive Fighting bonus obsolete- I notice your numbers there are the same as the upper Tumbling synergy. [B]Spellsword[/B] Whenever a class has a full BAB, I think it should have a BAB +4 requirement as a minimum. I also think anything which has a full, or near-full spell progression should require at least 2nd level spells. I think one or the other should be required here... that extra level of suffering without the class is a good thing, its at that point that a character will really start to feel the burn of his multiclass, which you want so the prestige class is properly appreciated. The saving throw requirements look pretty strange, its not a typical convention that they are used that way. And simply by multiclassing for the other requirements they'll be met anyway. I suggest just dropping them. Requiring proficiency in all weapons and armor is a little strange. It is tantamount ot saying 'you must have at least one warrior level.' Well, what about the 15th level Elven wizard that spent all character feats on combat prowess. It might not be the best build, but it is meant to be a viable way at creating a spellcaster. I suggest replacing that requirement with Weapon Proficiency[any martial], Armor Proficiency, and Combat Casting. This establishes the character's martial credentials as well as his extra training in cool-headed spellcasting in combat, which such a character must obviously have. Channel Spell: Very cool, but its a little overpowered. Any spell? The Spell Storing weapon enhancement caps out at 3, IIRC. The Quicken Spell feat is +4, so I suggest limiting this power to spells of 5th level and lower. Bonus Feats: Good Fort, Will, BAB, Hit Points, and Caster Levels is a pretty darned good ability. Adding on a bonus feat is cake- mostly to help the character keep up with the fighting or the magic. However, it seems to me that both feats might be overdoing it. Also, given the nature of this class, I think the character should be forced to decide between extra combat feats and pursuing additional magic studies. I'd make the 4th level feat 'Fighter or Wizard' and drop the 5th level bonus feat. Having no special power in the 5th level might be bothersome, but in this case its okay. *** Well, that's all I've had time to read and think about so far. If you like I'll post more on the others :) [/QUOTE]
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