Ideas Information or Critique please...

Ok, good, because there's the occasional class that advances previous class features, which is a key but important difference that results in some very strange things happening.

For the sake of standardization, you might want to model the spells/day text after the Archmage's, which reads:
Spells per Day/Spells Known
When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
 

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Ok, good, because there's the occasional class that advances previous class features, which is a key but important difference that results in some very strange things happening.

Did not know that, I've never seen a PrC that improves prior class abilities in that fashion tho I have seen some, particularly Monk related, that improve particular parts. Never the less edited and modified to fit. Hopefully the new modification makes sense, as this PrC dosent give new spells at every level.
 

Good day and thanks for your input. If you know a place where I can find an appropriate Balancing Tool for class/prestigue class that would be awsom. Any way here's one I've been tinkering with primarily for Artificers who's concept comes from The Sacred Blacksmith(Anime)

The Sacred Blacksmith (Prestige Class)
Prerequisites
Alignment: Any Lawful
FEATS/CLASS ABILITIES
Craft Magical Arms and Armor
SKILLS
Craft: Weapon Smithing 8; Armor Smithing 8
Knowledge: Arcana 10; Arms and Armor 6
Spell Casting: Able to cast 4th level Spells and have at least one Transmutation spell per spell level OR able to use 4th level Infusions.

Level_BAB_Fort_Ref_Will__Special________________________Spells/Day
_1____+0___+2___+0__+2___Craft Bonus, Simple Creation 1/Day
_2____+1___+3___+0__+3___Fast cast 1/day, Transfer Ability +1__+1 Level of existing class
_3____+2___+3___+1__+3___Moderate Creation 1/Day___________+1 Level of existing class
_4____+3___+4___+1__+4___Fast cast 2/day, Transfer Ability +2__+1 Level of existing class
_5____+3___+4___+1__+4___Simple Creation 2/day
_6____+4___+5___+2__+5___Fast Cast 3/day, Transfer Ability +3__+1 Level of existing class
_7____+5___+5___+2__+5___Moderate Creation 2/day____________+1 Level of existing class
_8____+6___+6___+2__+6___Fast Cast 4/day, Transfer Ability +4___+1 Level of existing class
_9____+6___+6___+3__+6___Major Creation 1/day
10____+7___+7___+3__+7___Fast Cast 5/day , Master Smith_______+1 Level of existing class
Hit Die: D6
Weapon & Armor Proficiency: Simple and Martial Weapons, Light Armor
Skill Points: 4+Int/Level
Skills: Apprase, Concentration, Craft, Knowledge Arcana, Knowledge Architecture & Engineering, Knowledge Arms and Armor, Knowledge The Planes, Profession, Spellcraft, Use Magic Device
Craft Bonus: The Sacred Blacksmith adds his class levels as a bonus to Craft Armor Smithing and Weapon Smithing
Fast Cast: Starting at Second level and increasing every other level the Sacred Blacksmith can cast any Transmutation Spell or Infusion he has access to as a Free action. If a prepared spell caster decide what spell(s) to apply this to when readying spells each day without applying a level adjustment (Fast cast usually increases a spell by 3 levels)
Simple Creation: The Sacred Blacksmith can spend one minute, making the appropriate Skill Craft check, to create a simple weapon or light armor. Once this weapon or armor is made it lasts for 24 hours. All weapons and armor crafted in this way are of Masterwork quality. To create a weapon or armor you must have and sacrifice a small piece of the material the weapon or armor will be made of. (Steel, leather, hide 1cp; Mithral 1gp; Adamantine 5gp; Silver, cold iron, poison steel 1sp). You can use the Artificers Item Creation special ability
Moderate Creation: As Simple Creation but the Sacred Blacksmith can craft martial weapons and medium armor following the same instructions with the exception that it takes 5 minutes and double the material. Uses per day of Moderate Creation can be used to create Simple Creations instead at the lesser cost and time.
Major Creation: As Simple Creation but the Sacred Blacksmith can craft any weapon and armor following the same instructions with the exception that it takes 30 minutes and 4 times the material. Uses per day of Major creation can be used to create simple or moderate creations instead at the lesser cost and time. In addition to creating weapons and armor if the Sacred Blacksmith has the appropriate feats and skills he can instead create a medium or smaller Construct.
Transfer Ability: Focusing on two weapons or armor the Sacred Blacksmith rolls as if Dispelling the given ability transferring it to the new weapon instead supposing the new weapon qualifies for the ability. Oh a failed attempt that weapon or armor cannot be affected by this ability for 24 hours. This ability can be used once per day per level, can transfer the listed bonus level, and lasts one hour per level.
Master Smith: The Sacred Blacksmith upon attaining 10th level is a true master at his craft. The Sacred Blacksmith can use the Transfer Ability without draining the ability, instead duplicating it upon any weapon or armor he focuses on. Master Smith increases the maximum level of transferred modifier to +5. Further the Sacred Blacksmith can make any of his Creations permanent as if casting Permanence, apply all appropriate Craft Feats.
Spells/Day: The Sacred Blacksmith gains new spells per day(and spells known if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class before he became a Sacred Blacksmith, he must decide to which class he adds each level of Sacred Blacksmith for the purpose of determining spells per day. The Sacred Blacksmith DOSE NOT gain new spells (and spells known if applicable) at 1st, 5th and 9th levels.
A vast improvement, you could work on the wording in the transfer ability section though. I should mention though this class at its capstone could be imbuing coupe de grace into weapons(a confirmed critical forces a will save DC 27 or be paralyzed) just to give you an idea of its capability, but it would be a level 17 character.
P.S. I had a clause saying "In D&D" before explaining sacred. I mentioned it because it doesn't fit the usual mantra in which D&D assigned sacred so that maybe you could think of a better name such as a specific type of blacksmith mentioned in the anime. I haven't watched it so I wouldn't know.
 

emoplato

Hopefully the new explination of the Transfer Ability works. Not sure what else to do to balance the power of the potentiall, perhaps give it the Poor BAB progression? It isn't actually suposed to be a fighter class but support. Any ideas?
It is looking a lot better if not exactly cleaner.
 

emoplato

Hopefully the new explination of the Transfer Ability works. Not sure what else to do to balance the power of the potentiall, perhaps give it the Poor BAB progression? It isn't actually suposed to be a fighter class but support. Any ideas?
It is looking a lot better if not exactly cleaner.
Poor BAB wouldn't be the solution. It ends up doing in the realm of what you want it to do, that is being an equipment enhancer. This character at best if it remains being an artificer would have a BAB of 14 and an average health of around 120. The transfer ability would be much more beneficial to fighting characters which is what you wanted.
While it does end up having a great enhancing feature and increase direct fighting potential an artificer or some other full out caster would have more stuff to do. The fact is this class compared with either entry will lose out either some amazing versatile features(item creation feats, craft reserve..etc) and/or high level spells because of the 7/10 progression as well as just simply taking it. I wouldn't get too antsy especially when we are talking about a level 17 character. Wizards, Clerics, and Druids will have their ninth level spells while theoretically you could to it would still be less versatile and later.
 

Summon Monster/Conjure Monster for next project...

Ok so I have been working on another class for quite some time but ran into one majour issue, summon monster list. Sooooo the question is how to determin how to know what Summon Monster list any given monster should go into. Do you go by ECL or HD+Level adjustment or is there another way to figure this? Thanks ahead of time.
 

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