Storminator
First Post
I'll wait for the finished version.
Thanks!
PS
Thanks!
PS
kind of cinches it. CN characters work toward the end of entropy, chaos, and the eventual breakdown of order.In the end, to impose your stifling beliefs on another, to callously shackle a creative soul, or cruelly constrain a novel thinker is to chance a sunset meeting with a Tear, her talons at the ready.
First, why are ALL of these at 9? Seems a bit high, and requires that the character be at least a 6th level rogue (you could get some of the ranks from cross-class sorcerer or wizard points, but if you're taking one of those classes, you're probably more likely to spend them on Spellcraft or Knowledge Arcana).Bluff: 9 ranks.
Hide: 9 ranks.
Move Silently: 9 ranks.
Pick Pocket: 9 ranks.
Tumble: 9 ranks.
Note: When you're posting class abilities as requirements, they're not feats - they're separate class abilities. Also, you only need the highest one - in this case, Uncanny Dodge. Barbarians get it also? Yes... but they would have a hard time getting that many skill points. Or you could just scrap that entirely and require a simple Sneak Attack +3d6, which makes sure you're getting a Rog6.Feats: Improved Initiative, Evasion, Weapon Finesse, Combat Reflexes, Uncanny Dodge (can’t be flanked).
Spells: Ability to cast at least seven arcane spells per day of any level.
Special: Sneak attack +3d6, female, and prior contact with the Shadow Mistress.
Interesting, that - at first I thought the number of skill points you gained was based on your Hide skill, but then I realized you gain an automatic rank in hide every level. Very powerful, that, and subject to abuse, considering most of their powers are based on the Hide skill. Come to think of it, why do they only get 4+ Int with that many skills? They should have 6 at least, and more likely 8. With the greater number of points, you can ditch the "+1 rank of Hide" each level.Skill Points at Each Level 4 + 1 rank of Hide + Int modifier.
Why not just give them a custom spell list? It would be much easier, and you could then tailor their spells to match their abilities and aims.A Tear may only learn and cast spells from the schools of Enchantment, Illusion, and Transmutation. She is also granted access to any arcane spell with “Shadow” in its description or draws its magic from the plane of shadows. The Tear may learn and fill any empty spell slots with “Shadow” spells of one level higher.
90 feet? Hmm. Most creatures have it to 60 feet. Why not give them 60-foot vision, or an extension of 30 feet if they already have it (which is not a synergy bonus, BTW).This power grants the Tear low-light vision to 90 feet (a synergy bonus of +30 feet is gained to characters that already possess low-light vision).
We have something akin to this called Armor of the Flesh in Crimson Contracts, the assassin's book. It grants you your Cha modifer as a deflection bonus to AC as long as you don't wear armor, but it affects all beings.Seduction’s Shield:
The Tear’s innate persona is enormously enthralling, making it difficult for opponents to execute effective attacks against her. Due to her commanding presence, the Tear adds her Charisma modifier to her armor class, as long as she is not wearing armor or flat-footed. The Seduction’s Shield power is potent against all manner of living creatures regardless of the Tear’s awareness. Creatures that are immune to sneak attacks and critical hits are also immune to this power.
Interesting ability, but it needs a bit of tweaking to avoid being overpowered. The 2 ft./level thing is fine as is (5, IMO, is a bit too far - I can't really see someone pulling a shadow 50 feet to grant her a life-saving shield). Also, leaving 1 hp no matter how much damage was dealt is just a bit much. Half damage, yes, but even the best Tear could be killed by overwhelming force.Chasing Shadows:
<snip>
If the check is successful, the Tear will always have at least 1 hit point remaining regardless of the total damage dealt. The use of this power is not without its costs to the character. In order to evade the fatal blow, the Tear gives up a bit of her essence to the shadows. Each time this power is employed the Tear losses 100xp+10xp per prestige class level.
Is this instantaneous, or over time?Within the shade of this haven, the character heals 1d4 hit points per Charisma modifier.
I agree that this shouldn't be an RoE effect, but something more along the lines of being stunned or dazed for 1d4 rounds.If all the shadows within 30 feet of the Tear’s point of entry are dissipated, including the shadows she entered, she is instantly expelled. This expulsion will disorient the Tear as if affected by a ray of enfeeblement for 1d6 rounds.
This is perhaps the only thing I don't like about this class, but then I don't usually go for transformation classes in general. Don't forget, outsiders can't be raised or resurrected.Now fully embraced by the shadows, the Tear is immune to all attacks that use shadow magic and is treated as an Outsider.
I agree. If the Tear strays from the way of the Shadow, she immediately loses all class abilities, including the ability to cast class-related spells until such time as she makes reparation for her actions. If she chooses to leave of her own free will, nothing will happen to her; if she willingly breaks the "tenets" of the faith (deliberately not helping a swan, acting like a jackal, etc), then she is declared outcast and actively hunted down by her peers.However, if the Tear's actions ever change her to the point that she isn't true to the PrC any longer, the Mistress may decide to "un-embrace" the wayward lass. At a minimum I would say all specialty powers, except Sneak Attack, and the ability to cast "shadow" spells of a higher level would be lost. And once un-embraced, always un-embraced. In an extreme case, the ex-Tear may find herself labeled a "jackal" and stalked accordingly.
I'm overwhelmed. You've put a great deal of thought and time into this post. THANK YOU!Kerrick said:I have to say that this class is really quite interesting. A group of women sorcerer/rogues who operate from the shadows, saving those who are oppressed and used by those more powerful and/or evil than they - that in itself is a neat concept.
No, I haven't read the book. In truth the idea for the swans came first. I work as a middle-level manager in a large corporation's R&D department and I've found the best people to hire are SWANs. SWANs are people that are Smart, Work hard, Ambitious, and Nice. However, I've also noticed that swans often lose out to the "jackals" of the corporate world. This happens because the swans are focused on doing a good job and helping others while the jackals spend their time maneuvering up the ladder. In the business world, the Tears would be the experienced leaders that keep the jackals at bay while mentoring the newly found swans.Just as an aside: The mention of Jackals as hunters reminds me of a book by Charles L Grant called (strangely enough) Jackals. I don't suppose you got this idea from that?
Others have mentioned the same thing. I can see the CG perspective. I could make the requirement CG or CN.The flavor text describing this order seems to me to define their alignment as more CG than CN - they fight those who would oppress or enslave others.
I'm going to drop Tumble and reduce Pick Pocket to 6. This should lower the bar a bit. For now I'm going to keep Bluff 8, Hide 9, and MS 8. I'm curious about the "Seduction" skill. I'll have to look at the Crimson Contracts book. I really like the imagery of the long fall.Second, I can see requiring Bluff, Hide, and Move Silently, but not Tumble and Pick Pocket (and certainly not at those levels). I would change it to: Bluff 6 ranks, Hide 9 ranks, Move Silently 8 ranks.
Also, I would consider giving them the Seduction skill (from Crimson Contracts, a big book on assassins) as a class skill. If you do this, I'd also recommend replacing the Bluff requirement with this. I could easily see a Tear seducing someone in order to set him up for a long fall.
Interesting, that - at first I thought the number of skill points you gained was based on your Hide skill, but then I realized you gain an automatic rank in hide every level. Very powerful, that, and subject to abuse, considering most of their powers are based on the Hide skill. Come to think of it, why do they only get 4+ Int with that many skills? They should have 6 at least, and more likely 8. With the greater number of points, you can ditch the "+1 rank of Hide" each level.
Why not just give them a custom spell list? It would be much easier, and you could then tailor their spells to match their abilities and aims.
Easy change. Following standard mechanics is a good thing.90 feet? Hmm. Most creatures have it to 60 feet. Why not give them 60-foot vision, or an extension of 30 feet if they already have it
I agree with your suggestions. Good solution.We have something akin to this called Armor of the Flesh in Crimson Contracts, the assassin's book. It grants you your Cha modifier as a deflection bonus to AC as long as you don't wear armor, but it affects all beings.
If you want to keep your version, I'd make it effective against all creatures except those that are immune to mind-influencing effects (constructs, oozes, plants, undead, and vermin). I also don't see why it wouldn't work when she's flat-footed - if I see a beautiful woman, whether she sees see me or not, I'm going to stop for a moment to admire her.
Interesting ability, but it needs a bit of tweaking to avoid being overpowered. The 2 ft./level thing is fine as is (5, IMO, is a bit too far - I can't really see someone pulling a shadow 50 feet to grant her a life-saving shield). Also, leaving 1 hp no matter how much damage was dealt is just a bit much. Half damage, yes, but even the best Tear could be killed by overwhelming force.
The way it stands now, it would be instantaneous.Is this instantaneous or over time? (Shadow's Embrace)
This is perhaps the only thing I don't like about this class, but then I don't usually go for transformation classes in general. Don't forget, outsiders can't be raised or resurrected.
As the familiar steady becomes composed of ever more shadow-stuff, it becomes harder to strike. For example, a familiar that is made of 25% shadow-stuff gains the equivalent of ¼ cover. By the time the familiar’s mistress reaches 9th level, the familiar will be composed of 75% shadow-stuff and possess ¾ cover.
How would it gain cover? Cover is a physical obstacle, not something that's attached a body. I'd say that the familiar continues to gain an AC bonus, but it changes to a deflection bonus instead of natural armor.
I agree. If the Tear strays from the way of the Shadow, she immediately loses all class abilities, including the ability to cast class-related spells until such time as she makes reparation for her actions. If she chooses to leave of her own free will, nothing will happen to her; if she willingly breaks the "tenets" of the faith (deliberately not helping a swan, acting like a jackal, etc), then she is declared outcast and actively hunted down by her peers.
Kerrick, thanks again for all the insights and fixes. You've given me a lot of edits and enhancements.
Custom lists aren't too hard, IMO. Several of the PrCs in Crimson Contracts had them. Just choose a bunch of spells that seem appropriate, assign them levels (look at the assassin - some of the spells don't translate straight over in levels), and there you go.After the comments I've gotten from this post, I think the custom spell list is the way to go. I'll have to take a stab and post the list for review.
Yes I did. Not only am I the chief editor, I'm also a designerQuestion: You say "we" in the quote above. Did you work on the Crimson Contracts book? Your comments are very focused on polishing the Tears' PrC -- good editorial direction.