Old base class (made up for 3.0 long ago) needs revamp

Scion

First Post
I would like some helpful hints and tips, along with anything anyone sees as a problem or ideas to make the concept better.

Now, this was done a very long time ago just after 3.0 came out, I'll try to update it a little on the fly for 3.5, but like I said, it needs some work.

Thanks for the help!

This class simulates to some degree the race from starcraft, the protoss. If you have played the game then some of the questions at the end will make more sense.

A large amount of personal willpower is needed to become a member of this class. Its powers are from a great deal of concentration and personal internal power. They practice tuning into and tapping personal reserves, focusing and powering them until they are able to externalize these amazing abilities. This forms a shield of protection around themselves and a set of 'claws' as weapons.

HD: d4
Skill points: 6+int mod
Skills: Autohypnosis, balance, climb, concentration, intimidate, jump, listen, move silently, spot, tumble, use magic device
BAB: Good
Saves: F: poor, R: poor, W: good

Weapon and armor proficiency: none except for the claws.


1st: Shields (basic), claws, bonus feat
2nd: Shield charge, resistant shields
3rd: Bonus feat, increased claws
4th: Claws (+1)
5th: Jump ability (feat)
6th: Bonus feat, increased claws
7th: Shields (DR)
8th: Claws (+2)
9th: Bonus feat, increased claws
10th: Aligned claws (if the character already has this feat as many times as they can then choose a new feat for the previous slot)
11th:
12th: Bonus feat, Claws (+3),
13th:
14th: increased claws,
15th: Bonus feat
16th: Claws (+4),
17th:
18th: Bonus feat
19th: increased claws,
20th: Claws (+5)

Shields: (Su, in an antimagic field they are supressed to just below skin level. Half of the damage taken at this time goes to the shields and the other half goes to hp. A dispel targetted specifically on them has a chance of supressing the shields for 1 round/level of caster. The caster must beat a check of 11+levels in this class + cha modifier.)
-Double damage from energy attacks (from the 5 energy types in d&d).
-Armor worn does not count towards AC while shields are up (it does however count in an antimagic field, but only the better of the two values matters)
-Invisible except when struck. Under the influence of invisibility purge or see invisible the shields look like the shimmering of oil on top of water.
-Normally grants an armor bonus to AC of 2 + 1/2 levels in this class (when supressed in an antimagic field this bonus is reduced to 2).
-Deflection bonus to AC equal to cha bonus.
-Shields get 8 points at each level of the class.
-At each level shields are modified by wisdom much like hp are modified by con
-While the shields surround the character (move action to supress and they reform automatically the next round) they act as the characters primary defense. All damage done that does not bypass the shields damages them before hp.
-Shields are not healed by cure spells, instead they regenerate 1 point/level/hour
-Shields are a force effect and so count against incoporeal touch attacks.
-Nonlethal damage done to the shields takes just as many points away as regular damage. It is not counted seperately, it does not heal at a different rate.

Claws: (Su, in an antimagic field they are supressed and extend to a maximum of an amount of inches according to the minimum damage possible for them. In this state they do minimum damage with each strike. They may be dispelled in the same manner as the shields.)
-Dex applies to attack rolls instead of str
-Cha applies to extra damage instead of str
-Counts as both a natural and manufactured weapon for spells and effects
-Claws initially do d4 damage (d4 for medium, modified by size)
-When the shields are down the claws lose two steps in their damage (ie if they did d8 while shields were up then they will do d4 when they are down)
-Claw length can be anywhere from 0 inches up to their max damage in inches, this never provides extra reach in and of itself. This may be changed as a free action, but only once per round.
-Claws can be sundered. They have a hardness rating of character level + cha bonus +2 per enhancement modifier, an hp total of 1/3 the shields maximum amount, and regain hp back at the rate of 1/level/hour.
-The claws may count as slashing, piercing, or bludgeoning but only one at a time. Changing the type counts as a swift action and cannot be done on the same round that the claw length is changed.
-Claws count as a force effect.
-Claws are considered light weapons and so gain no bonus from power attack.
-Claws are treated as the same size as the character.
-A claw can be formed on each hand. Twf penalties apply as normal when they are both used.
-It takes a move action to extend or retract the claws, both can be extended or retracted at the same time without need for an extra action. This does not provoke an aoo.
-Claws count as a magical weapon.

Bonus feats:
-Energy resistant shields: Resistance to (all) 3. May be taken multiple times. It is only active when the characters shields are active.
-Damage Reduction: 1/- or adds 1/- to any already existing DR. The character cannot have a DR of higher than 1+level/3 from taking this feat multiple times. This DR only works while the shields are active.
-Jump ability: Whenever a jump is about to be made (nonaction) the character may spend a number of shield points equal to or less than their class level. This amount x2 is added to the jump check roll. This feat may be taken twice, if so the multiplier is increased by 1. This extra distance is not restricted by height. (gained as a bonus feat at level 5)
-Extra attacks: On a full round attack action the character may add an extra amount of attacks equal to his dexterity bonus. All attacks made until the following turn are at -2*# of extra attacks (these extra attacks must be made with a claw). Useing this ability costs 2 shield points for each extra attack made. This ability may only be used when the shields are active and with enough points remaining to take the damage.
-Extra claw damage: The claws do an extra d4 damage.
-Extra claw attack bonus: The claws gain a +2 bonus to attack rolls using the claws.
-Fast movement: For each 3 points spent from the shields to improve movement by 10' for a number of minutes = cha bonus (to a maximum expenditure of 15)
-Aligned claws: Claws gain one of your alignment descriptors and work as an appropriate weapon enhancment. Extra damage dice are half of the norm (d6 instead of 2d6) This can be taken up to twice, but neutral alignment cannot be chosen. (gained as a bonus feat at level 10)
-Tough shields: Shields are at +1 point/character level. This may be taken multiple times.
-Will of stone: Gain a natural armor bonus to shields equal to wisdom bonus.

Shield charge: Class level x Cha bonus to shield strength 1/day. May be taken multiple times. (much like the paladins lay on hands, but useable on self only) Standard action that does provoke an aoo. A concentration check of DC 15 removes the aoo.

Resistant shields: The shields provide a resistance bonus to all saves equal to the characers charisma bonus.

Increased claws: At levels 3, 6, 9, 14, 19 the claws increase by one step of damage. While the claws do not change size they do get a +2 bonus each time for any checks that ask for a size modifier.

Claws (+#): At levels 4, 8, 12, 16, 20 the claws gain an enhancement bonus to attack and damage.

This is all very rough of course. Help would be appreciated ;) The rest of the levels need to be fleshed out, anything confusing needs to be clarified, and anything inherantly broken must be fixed.

Possible ideas: other weapon enhancements? something akin to hallucination perhaps? anything else from the protoss race tossed in? some use like 'shield other'?

Edit: changed around a few things. Still need more ideas for the upper levels though :(

Edit: more changes, will hopefully add in some higher level stuff. The lower level things should work pretty well now hopefully.
 
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Very weak....It's like a wizard that gets no spells, remotely decent weapons, and a Con bonus that can be suppressed with a dispel magic. MAt first level it might be okay. By 20th I can't think of a single class that couldn't destroy it easily.
 

EDITED, now more complete advice

Well, I'm a big fan of StarCraft and the Protoss, so I'll offer my help. You'll still need to name the class, by the way, probably something like Psychic Blade or whatever. First, you'll need to clarify what the Shields do; you never actually mention that the Shields' points are hit points, nor do you mention what rate they replenish at, nor do you mention if it's possible to restore Shields' hit points/shield points by any means other than the Shield Charge feat. You also never mention that the Shields absorb damage before the character's hit points. You need to define what 'energy attacks' are considered to be, also; are force effects energy, are acid effects energy, are magical blasts energy by this definition, etc.; I'm not certain if you meant only the five basic d20 energy types of acid, cold, electricity, fire, and sonic. Also important, you should probably specify what can bypass the Shields' damage-absorption; a Death spell should probably damage the character themselves if they succeed at the save vs. death (as Death spells usually deal damage instead when the victim succeeds at their save), as should something like Horrid Wilting or whatnot. Another important point, you should note that the Shields are a force effect and thus apply against incorporeal touch attacks and such; unless you didn't want them to be, of course (the Deflection bonus to AC would already apply vs. touch attacks, but normally the Armor bonus (and Natural Armor bonus with the proper feat) would not apply). Stuff to think about.

Secondly, for proficiencies, you should remove the nonproficiency penalty doubling, because it's unnecessary and makes no sense; Commoners don't have any combat training and only receive proficiency in a single simple weapon, yet the still have the same -4 nonproficiency penalty with other weapons that a Fighter or Wizard or what-have-you suffers when wielding a weapon nonproficiently. So ditch the nonproficiency penalty part. Also, I'd give them proficiency in the unarmed strike and gauntlets at least, given that their claws are similar to punching.

Thirdly, I'd recommend boosting the class' hit points to d6 at least, since they are a warrior class with full base attack bonus; there's no way someone could train that much in combat techniques and still be a scrawny, glass-jawed pushover physically. Reduce the skill points per level to 4 + Int mod. BTW, I don't have the Expanded Psionics Handbook, so I don't know what psionic skills etc. were kept in it. If it hasn't been removed in 3.5, you should add Stabilize Self to your class' skill list. Also, you might want to consider giving this class either a medium Fortitude save or a medium Reflex save, to reflect their decent (though highly focused) combat training. Medium save progressions are in D20 Modern and I think some other book.....maybe Unearthed Arcana or something.

EDIT:

Okay, got more time now, so I'll finish the post. Since Scion responded already, I'll factor in his new comments. As you said the Shield is sort of the character's lifeforce being projected and concentrated, I suppose it should regenerate over time at a decent rate. It should replenish similar to hit points, at 1 Shield Point per level per eight hours, regardless of activity level or rest. The way you have it now, Shield Points replenish far too quickly, like subdual/nonlethal damage only better because the Shields absorb normal damage. You should note in the description that the character's Wisdom modifier applies to their Shield Points instead of hit points at each level gained in this class, rather than only saying their Wis bonus applies (otherwise, such a character wouldn't worry about having abysmal Constitution). With this class getting d4 Hit Dice/hit points and 8 + Wis mod Shield Points per class level, they essentially have the equivalent of d12 hit dice but with a high minimum/average. Downside to balance it out is that the five basic energy types cause double damage to their Shield Points, and certain other effects may bypass Shield Points, and Shield Points cannot be healed besides their own recharging, while Shield Points also don't count towards HP so they don't protect the character against subdual/nonlethal damage.

Upside is that the character is guaranteed a goodly number of SP/HP per level to ensure survivability, Shield Points are modified by Wisdom, Shield Points get factored in or damaged before hit points by most effects, and Shield Points regenerate a bit faster than hit points usually. I suppose you might want to rule that Shield Points count towards the character's hit point total for purposes of how much subdual/nonlethal damage the character can endure before becoming staggered or unconscious. You might also want to rule that when the character is magically healed for hit point damage, they can choose (if conscious) to force that healing into their Shield Points instead, forcing the positive energy to be channeled into the lifeforce of their Shields instead of their body; this should only heal about half as many Shield Points as it would have healed hit points, rounded down, as it's likely much easier to heal the body through positive energy than it is to replenish concentrated lifeforce.

Ditch the excess nonproficiency penalty, I've already pointed out it has no place and is senseless. Commoners in D&D are proficient in ONLY ONE WEAPON, and it has to be a Simple weapon; your class is no different, except that Commoners only have a proficiency for the sake of dispatching rodents in their fields and such, your class has proficiency in a single weapon for regular combat. The nonproficiency penalties are universal, and are not worsened just by excess focusing on only a single weapon. I'm sure Commoners and Wizards don't train in smacking people with chairs and throwing axes and bashing with tables, yet the nonproficiency penalty for that is the same as for anything else, so there's no reason to worsen nonproficiency penalties. I've played monks with two-weapon fighting, so I know well enough that -4 attack penalties are plenty bad enough (my monk fighting two-fisted almost never hits anything with TWF and Flurry, sigh).

Based on your reasoning, that your class is not heavily combat trained and only trains on generating their Shields and Claws, and on using those, then reduce your class' Base Attack Bonus to 1/2 level like a Wizard's BAB. This will justify the pathetic Hit Dice, Fort/Ref saves, and lack of proficiencies. Give them Weapon Focus and Weapon Finesse in their Claws as bonus feats at 1st-level, regardless of prerequisites, then give them a +1 competence bonus on their Claw attack rolls at 3rd-level, and say that this competence bonus improves at each additional odd-numbered level in the class (you still need to name the class! aiee...). This will give them the feel of a very Claw-focused warrior, and will allow them to take appropriate feats later that might require Weapon Focus or Weapon Finesse. They don't start with any other proficiencies, so it's fine to give them those two bonus feats right off the bat. Now then, note in the Claw description that the Claws each count as light weapons, and that the character can generate one Claw on each arm, taking a standard action to generate one Claw or a full-round action to generate two Claws, not provoking any attacks of opportunity since it's a Supernatural ability. Since you allow the Claws to be sundered and to regain hit points over time, I suppose you don't want the character to recreate the Claws at full power just be de-activating and re-activating them, so perhaps say that any of the Claws can be deactivated as a free action by the character, and that regardless of being active, inactive, reactivated, or deactivated, the Claws still only regain hit points at the same rate.

You don't need to list any rules for changing the Claws' length, it is unimportant unless the Claws gain reach that way, which they do not, so it is irrelevant. Claw length should simply be specified as, say, 1 foot long, reduced to 4 inches when suppressed to minimum damage. Make the Claws count as a force effect, so they can strike incorporeal subjects effectively and without the usual 50% miss chance (just as a Magic Missile does). The Claws are concentrated lifeforce externalized, they shouldn't be considered material objects but rather as magical force effects. The Claws should make for a worthwhile weapon given these factors, and the class' automatic improvements for them over the course of levels. The rest of what you described for the Claws is fine, except you made an error with the Claw damage. You noted that they start out as d4 damage, modified by size, but that the Increased Claws class feature would improve their damage die by one type each time. Also, while you note that the Claw damage is modified by size, you don't mention if the base of 1d4 damage is for Medium-sized creatures, Small creatures, or whatever, so there's no way to figure out how to adjust it for size. You'll have to reword and fix those parts to clarify. Oh, and on the chart you list the claws with +1, +2, etc. at various levels, you should note in the Claws' description that they gain an enhancement bonus to attack and damage at those levels (as I'm assuming that's what the plusses on the chart indicate). Likewise, in the description, you should note that they gain the Aligned Claws feat for free at 10th-level, and that if they already have that feat, they instead gain a bonus feat of choice from their list of bonus feats for the class. Similarly, you should note that they gain Increased Claws as a class feature and you should list which levels, for clarity. My first time looking at the chart, I didn't see the Increased Claws or Aligned Claws features on the chart, but I would have noticed if they were listed in the class description.

As for the Shields, you should note in the description what Shields-related bonus feats they gain automatically and at what levels. You should also note whatever they get instead if they already took those feats at earlier levels. In addition, you never detailed the Save Bonus feat for Shields, though it is listed on the chart as a bonus feat for 2nd-level. Note in the Shields ability description that the Shields can be deactivated with a free action by the character, and can be activated with a standard action that does not provoke attacks of opportunity, as it is a supernatural ability. I suggest you reduce the Armor bonus to AC of the Shields to 2 + 1/3 the level in this class (rounded down), otherwise it overshadows any armor besides +5 full plate at high levels, while lacking the penalties and limitations that full plate incurs. Since the Shields also grant the character's Charisma modifier (if positive) as a Deflection bonus to AC, this change shouldn't make them worthless as a source of AC. Even Monks, with their severe restrictions against using armor, only ever get class-based AC bonuses of 5 + Wisdom modifier by high levels, though the Monk's AC bonuses have the benefit of stacking with that from Bracers of Armor and Rings of Protection, at least. This class may not be able to stack their AC bonuses with such protective magic items, but they also suffer none of the Monk's restrictions, in fact no real restrictions at all.

As for the feats section......you haven't noted what feats there can be taken multiple times, and remember that feats can only be taken once each unless they specify otherwise. You only have this noted for a few of the feats, and you should check through them again to decide which ones should be available for taking multiple times. Shield Charge should only be available once, it's too powerful for a feat except for its restriction to self-only and Shields-only, so making it available multiple times would make the character ridiculously tough compared to even a Barbarian or Cleric. They would be able to quickly heal themselves to full health many times per day if Shield Charge were available multiple times. If only available once, they could then only replenish about half their Shield Points once per day, more fair. The Energy Resistant Shields feat should be reduced to Resistance 2 (all) each time, otherwise the character could easily be immune to the environmental damage of, for instance, the Elemental Plane of Fire or something within just a half dozen or maybe a full dozen levels, even after considering that the Shields take double damage from the five energy types. Will the Damage Reduction feat be available for taking multiple times? The Damage Reduction feat should note that it only applies while the Shields are not suppressed. The Jump Ability feat should allow the character to bypass normal jumping height/distance restrictions, by the way.

The Extra Attacks feat should say "an extra number of attacks equal to their Dexterity modifier, if positive", rather than saying "an extra amount of attacks". The second part of that feat should say that all attacks made by the character this turn and until the start of his or her next turn suffer a -2 penalty on attack rolls per extra attack gained in this way. Extra Attacks should say that it costs 2 Shield Points to use, rather than saying it deals damage to the Shields. You may want to limit the Extra Attacks feat to only granting extra Claw attacks. The Extra Attacks feat should only be available once. Extra Claw Damage should note that its extra damage is not improved by the Increased Claws ability. It should only be available once (it's like a randomized, slightly stronger Weapon Specialization anyway). Extra Claw Attack Bonus should only be available once, and should only grant +1 on Claw attack rolls, but stacks with Weapon Focus. Fast Movement should probably only cost 1 or 2 Shield Points per use. Aligned Claws should note that the feat cannot be taken if the character is true neutral, and that it cannot be taken more than once if the character has only one non-neutral alignment component. Tough Shields should only be available once, and should say that the character gains 1 extra Shield Point per level in the class, including levels gained before or after the feat is acquired. Will of Stone should be available only once, and should probably require the character to have a positive Wisdom modifier, and should require a character level of 12th+.

Some of the feats should be renamed, like Aligned Claws should be renamed Aligned Shieldclaws, Fast Movement to Shielded Fast Movement, Extra Claw Attack Bonus to Shieldclaw Focus, Extra Claw Damage to Intensified Shieldclaws, Extra Attacks to Shieldclaw Flurry, Jump Ability to Shieldpower Leap, Damage Reduction to Shieldpower Defense, Energy Resistant Shields to Energized Shields, Shield Charge to Shield Recharge, and Save Bonus to Shieldpower Resistance. I figure you intend the Save Bonus feat to be like a Paladin's Divine Grace, probably, and if so it should only be available once, and should be a Resistance bonus on saving throws. The Increased Claws ability should probably be renamed to Improved Claws or Extended Claws; maybe each time the ability is gained, it increases the Claw length by 4 inches, to represent the increased damage potential, with Claws having a minimum length (when active) of 4 inches per base damage die (not counting Extra Claw Damage, the Charisma bonus to damage, etc.). This won't make them long enough to warrant gaining Reach, so it wouldn't be a problem (they'll only be, maybe, three or four feet long by high level, like a longsword or greatsword; certainly nothing like a longspear or glaive in length).

Well, that's it for now. I'll make another post to the thread later when I have a chance to go over the class from a balance/power/usefulness standpoint, so far I've just addressed the grammatical/spelling/wording/rules quibbles, as I'm a compulsive perfectionist. {:^D
 
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Interested2: currently pretty weak at level 20? sure, but then half of its levels arent even filled in so I would hope so! ;)

Arkhandus: Thanks for the insight. I only found a partial writeup so obviously a lot was missing.

Energy attacks are the 5 basic energy types, force does not count.

Damage is done to the shields before regular hp. Most effects that check for hp should look to shields or hp, whichever is higher at the time, to base the effect on (I am thinking specifically of power word: kill with that thought). This is because the shields are actually a very personalized effect, steming from a creatures life force drawn forth in a very controlled manner.

The shields work sortof like a primary source of hp. Which is why they get so many. Effectively they have the equivalent of 8+d4 hp per level, but that last d4 really sacks their fighting potential.

Shields replenishing however, I forget how the original regenerated them. Any suggestions? Being unable to be healed through cure spells but regenerating at 1 point/level/hour sounds about like how they should feel (drawing from starcraft, the medics can heal the body but not the shields).

About the doubling of nonprofiency penalty, I agree it feels very strangely artificial. I just wanted something that would make the class have a reason for not useing other weapons for certain situations ;) It really isnt a balancing factor in a useful sense, so it can stay or go pretty easily. In reference to commoners though, they are proficient with simple weapons. These guys are proficient with nothing but the claws. To me that seems like they are one step below commoners in that sense. The original version, from 3.0, had the class use two seperate BAB's.. Good with the claws and poor with anything else. 3.5 seems to have gotten rid of that so I had hoped it was a valid way to transfer the same sort of condition.

About the hp, the d4 is just there for the baseline, their actual combat training is all with the shields and claws. In essence during training and meditation they may have 'never' been physically hit in combat. Still, with the shields having so many 'hp' the d4 shouldnt be a big deal. If the class actually gets down to the point where they are useing them then they are already in some 'massive' trouble.

If there are enough effects that should, logically, bypass the shields then I will change it so that con still boosts hp and wisdom boosts the shield bonus at each level. I dont want to make it grant too many hp/shield points at each level, but since they already require 3+ good stats it shouldnt be a huge problem.

Stabalize self? hmm.. I'll check it over.

When I get a bit of time later I will modify the above guy. Hope your help continues, and others as well if anyone likes ;)
 

Arkhandus said:
It should replenish similar to hit points, at 1 Shield Point per level per eight hours, regardless of activity level or rest. The way you have it now, Shield Points replenish far too quickly, like subdual/nonlethal damage only better because the Shields absorb normal damage.

I really like the 'cannot be healed through cure magics' which leads to the faster ability of repair. That keeps the flavor from the game that I like along with creating a balance point, they are simply more difficult to repair quickly than normal wounds.

At some point, if this works out properly, I will probably make an item that will work like a shield battery (store shield points into it and be able to pull them out at a later time, slight ability to regen itself) but that is a long way off and it would be pretty expensive.

At the rate of 1/level/hour this makes it possible to wait to be healed, but when forced there are definate issues and compromises (perhaps I should put in a halfway state, being able to surpress as needed. That way when they get low or worried it is a risk between taking half damage to hp and dealing less damage out, it may work)

So, it is still too slow to rely upon for rapid succession dungeons (shield charge is essential for that) but fast enough to be useful over the course of a long day.

Cure type spells giving back half of the normal is another way to go though. Which would require the shields regening slower. I will take a look at the warforged later (I believe they have a similar healing problem) and a few threads that talk about that to see how big of a drawback that is and if a normal party can cope with such a deficit.

Arkhandus said:
Ditch the excess nonproficiency penalty, I've already pointed out it has no place and is senseless.

I understand what you mean. I was just trying to simulate the original which used a mechanic that was not transported to 3.5. It was already edited out before though ;)

Arkhandus said:
Based on your reasoning, that your class is not heavily combat trained and only trains on generating their Shields and Claws, and on using those, then reduce your class' Base Attack Bonus to 1/2 level like a Wizard's BAB. This will justify the pathetic Hit Dice, Fort/Ref saves, and lack of proficiencies.

Combat trained? yes. But with the shields up and claws out.

Full BAB because they are a primary fighter (what else do they do?). The low base hd is because they get such a large amount of shield points. To be balanced they could not have high both and once the shield points are gone most of their combat ability is gone as well. Just makes sense to have a low base hd and higher amount of shield points ;) I couldnt put in a d8 for shield each level, that would just hurt me too much (I already dont make people roll for hp each level anyway).

I'll see what you have to say about the balance of the saves later. It really is a toss up whether or not to give them a good Fort save as they are a primary fighter type, but I figure that making them too weak then beefing them up is good, making them too strong and having to take away is bad ;)

Arkhandus said:
You don't need to list any rules for changing the Claws' length, it is unimportant unless the Claws gain reach that way, which they do not, so it is irrelevant.

Just flavor really. But how long would they have to be to improve reach anyway? Something like 7'+, which would correspond to 84 points of max damage. I suppose I could put in that if it gets over that long then reach is increased by 5' but is it really necissary? I put it in because it is good to know exact dimensions sometimes, mainly for out of combat purposes really.

Having just a straight value would work just as well, but I was imagining judgeing overall power based on maximum extension (which sounds a bit perverted, but I dont mean it that way, merely like a mages dual but safer ;) ).

Arkhandus said:
The Energy Resistant Shields feat should be reduced to Resistance 2 (all) each time, otherwise the character could easily be immune to the environmental damage of, for instance, the Elemental Plane of Fire or something within just a half dozen or maybe a full dozen levels, even after considering that the Shields take double damage from the five energy types.

The elemental plane of fire does 3d10 damage each round, average of 16.5, which does 33 damage to the shields on average. If someone has spent 11 feats to just be able to get past this I dont have much of a problem with that ;) Especially since they only get 7 total anyway from the class.


Most of the rest dealt with things that were already the way you said to make them, so I am guessing that means you are agreeing with the way it is ;)

Any ideas for filling in the higher, somewhat lack-luster, levels? Made a few changes above, will make some more tomorrow probably.
 


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