Player's Guide to Faerûn...more power??

BobROE said:
You'd need to carry around hammers equal to your number of attacks, and haev quick draw to get draw them (since the hammer doesn't return till the next round). And throwing a hammer does prevent you from moving if you want it back.

Additionally, the dwarf most likly would end up having to drop all but two of the hammers on 'return' anyway, since I believe it takes a MEQ to put an object up/resheath it.

Far Shot is pretty 'mediocre' as a benefit, although significant, 30 ft still isn't a significant range advantage for a ranged weapon.

The 'bane' abilities can only be used once per day, so it will most likly only be used in a few rare situations where it's "boss battle" type (At least in my experience). Although Chaos Crusher is ... nice. In a way, they're a "replacement" for the lack of smite evil progression.

Realize, that as a Paladin PrC, this class is giving up Spellcasting progression, Lay of Hands progression, Smite Evil progression, Turn Undead progression, mount progression, and remove disease progression.

They do gain another good save (Will) and some neat abilities. It gets a bit troubling when you start considering other Multiclass potential options, and while the PrC may still be overpowered.

Ugh, Quake, Thunderstrike, Power Throw, Bones of the Earth would all make good "10th level"/final abilities, but all four may be too much.
 

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langolas said:
Zappo said:
So he has to be a pal8 before qualifying, waste 10 skill points, take the suboptimal Iron Will feat and another feat which he would have taken anyway.

QUOTE]

I read it twice and I saw nothing that REQUIRES that you be a paladin. It did mention that Fighter/Clerics and paladins are the most common Hammers, though. just an observation!
Still, a pretty interesting PRC.

I do not think he was claiming that a paladin was required. I think he was replying to the prior post stating that you would need "a few different things".

Clearly paladin is not required, but it is the optimal path and can be reached without any great detraction.
 

It's pretty harkore. It should've been divided into a "hammer warrior" PrC (with the hammer abilities) and a "dwarven enemy slayer" PrC (with the killer abilities, and the more 'religious' ideals). Which would also allow them to give more minor powers that wouldn't be so potent.

It's not game-breaking, but like the guys said -- any dwarven Paladin or dwarven Cleric who wants to be an effective warrior should be taking this PrC. The only reason they wouldn't is because the campaign doesn't let them travel there (which is the same as outlawing the PrC), or because somehow they value a Pal's crappy spellcasting (or are needed as the party cleric). So there's a lot of circumstantial reasons they shouldn't be taking it, but those are all campaign-specific....there's very little *mechanical* reason not to.
 

Just looked at the epic progression for this PrC, and the Hit Die is d8 while that of the non-epic version is d10. One or the other may be wrong (my money's on the non-epic version since the PrC otherwise seems quite powerful), or this is a new way of handling epic progressions. Note that its epic progression is otherwise the same as a fighter's - bonus feat every 2 levels and no other special abilities.
 


well, in my opinion, FR is generally a power level high... so I don't see this as being out of synch with everything else for FR in general. (just my opinion)
 


A cleric that takes this class is giving up his spell progression, which is a pretty big hit for a cleric.

A lot of the abilities are Charisma-dependant, and these are dwarves that we're talking about.

ABout half of the abilities are dedicated towards making the warhammer a decent ranged weapon. Which is nice stylistically, but hardly practical.

Damage Reduction, Powerful Grip, and Thunderstrike are probably the best passive abilities of the class, though they are rather nice.. My inclination would be to take away the damage reduction, since that's treading on the toes of the Dwarven Defender.

In actual play, this class probably isn't as bad as it looks.
 

Epametheus said:
A cleric that takes this class is giving up his spell progression, which is a pretty big hit for a cleric.

A lot of the abilities are Charisma-dependant, and these are dwarves that we're talking about.

Gold Dwarves have no CHA penalty, but have a DEX penalty instead. Which isn't bad at all for a "tank" armor wearer.

ABout half of the abilities are dedicated towards making the warhammer a decent ranged weapon. Which is nice stylistically, but hardly practical.

Well, compared to a bow, you get full STR damage (instead of capping at +4) and, oh yeah, it hits everything in a 60' line instead of just one target. VERY nice.

Damage Reduction, Powerful Grip, and Thunderstrike are probably the best passive abilities of the class, though they are rather nice.. My inclination would be to take away the damage reduction, since that's treading on the toes of the Dwarven Defender.

In actual play, this class probably isn't as bad as it looks.

Depends on if it's compared to earlier or later PrCs. Isn't Power Creep great?
 
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Hardhead said:
Gold Dwarves have no CHA penalty, but have a DEX penalty instead. Which isn't bad at all for a "tank" armor wearer.

But the regional requirements may prevent you from playing a playing a gold Dwarf and having this PrC.
 

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