Remathilis said:Thoughts? Too good, too weak, or perfect?
Too complicated.
Remathilis said:Thoughts? Too good, too weak, or perfect?
Wik said:I get that, but really, these "abilities" are pretty much useless (the developer's notes say as much, don't they?). So, the logic there is wrong; nothing's really changed.
DarkKestral said:They're not meant to really boost the stong classes in power too much. They're just meant to provide some reason, however minor to not take the PrC du jour for clerics, sorcerors, wizards, and fighters.
DarkKestral said:Wik: OK, but the point still remains that there are levels at which a lot of classes get hardly anything. for Wizards, if they aren't taking PrCs, generally, they are actively gimping themselves, as some PrCs give a far better skill list for that wizard to be working with, similar feats/abilities, and in some cases, better saves, BAB, or HD.
Wik said:I just don't see any player really being swayed by these minor class abilities that the designer make a big point out of saying "look, they don't really do anything". The only way to prevent a character from not taking a "dead level" (assuming they're of the sort that wants something fun every class level), is to add powerful abilities to the mix. And, well, that's just broken.
Remathilis said:Thoughts? Too good, too weak, or perfect?
Undead Intuition (Ex): Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. See Knowledge checks on page 78 of the Player's Handbook. Moreover, the cleric can make these Knowledge (undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.