Fixing the Divine Trickster

Nifft

Penguin Herder
Here it is: Divine Trickster


What's good:
+ Entry after 6th level
+ Reasonable spell advancement
+ Good skill list
+ Reasonable HD, saves, and BAB

What's bad:
- Too many special abilities, to allegedly compensate for:
- Poor synergy between Wisdom and Rogue-dom; and
- Clerical spell list is notably non-Rogue-y.


- - -

teh fix0rz

1/ Low expected Int? So, let's increase skill points. 6 per level should do it.

2/ Cleric spells have low Rogue synergy? Fine, let's add some spells to the Cleric's spell-list as he progresses. At 1st level, give him cat's grace, since we know he has access to 2nd level spells. Presumably one spell every two levels (on the odd levels)... more thought needed on this.

3/ Turn Undead becomes useless. Well, this is really a common factor to most clerical PrCs, so I don't care all that much. But perhaps we should add a couple of [Divine] feats which suit a sneaky Cleric.

- - -

Your thoughts?

Thanks, -- N
 

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well so far it doesn’t seem to change much but its use, what you’ve suggested doesn’t sound nearly overpowered to me.
ben
P.S. i siged your sig :)
 

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