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*Pathfinder & Starfinder
Spellcaster Prestige Classes: Balanced?
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<blockquote data-quote="nameless" data-source="post: 625705" data-attributes="member: 1543"><p>The problem with <em>not</em> giving +1 spellcasting level is that most abilities that can be granted are something that more spellcasting levels can replicate. Take the Mindbender PrC in T&B. Really, only the Friends Forever and Thrall abilities are something that a Wizard/Sorceror can't easily do with their own spells (Suggestion, Detect Thoughts, Charm Monster with size limit, Dominate Monster with size limit, and Mass Charm). Telepathy has very little impact on balance, but some "cool factor" that is worth something. The skill bonuses aren't a standard spell, but it would only take a level 1 or 2 spell to replicate those for hours per day.</p><p></p><p>So you look at what you get for those 4 sacrificed levels of spelcasting progression, and it's basically preselecting a few spells that you <em>must</em> prepare every day. Overall, a wizard without a PrC already has most of the abilities of this class, they just aren't written as "cool [Su] abilities." You look at Acolyte of the Skin, and it's pretty much the same thing. You sacrifice versatile spellcasting levels for preset abilities that a spell can easily replicate. Blood Magus is better, but the best ability gained by the class is easily the Blood Component at first level, which negates all the costly components for the really powerful spells that aren't necessarily used in combat, like perhaps Trap the Soul.</p><p></p><p>Going through the rest of just T&B, it's pretty clear which PrCs are decent and which are underpowered.</p><p></p><p>Alienist: Full progression, little sacrifice, probably a tad overpowered, but barely.</p><p>Arcane Trickster: Very good, but steep requirements. Still should have reduced spellcasting.</p><p>Candle Caster: Probably fine. All the abilities are minor and require crafted candles, which cost money, xp, and time.</p><p>Elemental Savant: Pretty good, but balance is good too. The requirements are strict, and the actual gain is small.</p><p>Fatespinner: A great PrC. Sacrifices some spellcasting for abilities that aren't copied by other spells.</p><p>Mage of the Arcane Order: Too powerful. The power of the class is supposedly balanced by a roleplaying drawback, which is a no-no.</p><p>Pale Master: Fair class. Necromancy is arguably weak, but for someone who wants to focus on it, the class is balanced against straight Wiz levels.</p><p>Spellsword: Not too powerful. You sacrifice a lot of fighter bonus feats for what is basically a reduction in Spell Failure. Wizards can get a decent AC without armor, so this is mainly flavor.</p><p>True Necromancer: Funky crossover class. Probably fine, since very few class abilities are gained.</p><p></p><p>My conclusion is that classes like Fatespinner, Candle Caster and Spellsword are the best (from a design perspective) prestige classes for spellcasters. They give abilities that mesh with previous and future spellcasting, instead of replacing the would-be highest spellcasting levels with set, nonscaleable abilities.</p></blockquote><p></p>
[QUOTE="nameless, post: 625705, member: 1543"] The problem with [i]not[/i] giving +1 spellcasting level is that most abilities that can be granted are something that more spellcasting levels can replicate. Take the Mindbender PrC in T&B. Really, only the Friends Forever and Thrall abilities are something that a Wizard/Sorceror can't easily do with their own spells (Suggestion, Detect Thoughts, Charm Monster with size limit, Dominate Monster with size limit, and Mass Charm). Telepathy has very little impact on balance, but some "cool factor" that is worth something. The skill bonuses aren't a standard spell, but it would only take a level 1 or 2 spell to replicate those for hours per day. So you look at what you get for those 4 sacrificed levels of spelcasting progression, and it's basically preselecting a few spells that you [i]must[/i] prepare every day. Overall, a wizard without a PrC already has most of the abilities of this class, they just aren't written as "cool [Su] abilities." You look at Acolyte of the Skin, and it's pretty much the same thing. You sacrifice versatile spellcasting levels for preset abilities that a spell can easily replicate. Blood Magus is better, but the best ability gained by the class is easily the Blood Component at first level, which negates all the costly components for the really powerful spells that aren't necessarily used in combat, like perhaps Trap the Soul. Going through the rest of just T&B, it's pretty clear which PrCs are decent and which are underpowered. Alienist: Full progression, little sacrifice, probably a tad overpowered, but barely. Arcane Trickster: Very good, but steep requirements. Still should have reduced spellcasting. Candle Caster: Probably fine. All the abilities are minor and require crafted candles, which cost money, xp, and time. Elemental Savant: Pretty good, but balance is good too. The requirements are strict, and the actual gain is small. Fatespinner: A great PrC. Sacrifices some spellcasting for abilities that aren't copied by other spells. Mage of the Arcane Order: Too powerful. The power of the class is supposedly balanced by a roleplaying drawback, which is a no-no. Pale Master: Fair class. Necromancy is arguably weak, but for someone who wants to focus on it, the class is balanced against straight Wiz levels. Spellsword: Not too powerful. You sacrifice a lot of fighter bonus feats for what is basically a reduction in Spell Failure. Wizards can get a decent AC without armor, so this is mainly flavor. True Necromancer: Funky crossover class. Probably fine, since very few class abilities are gained. My conclusion is that classes like Fatespinner, Candle Caster and Spellsword are the best (from a design perspective) prestige classes for spellcasters. They give abilities that mesh with previous and future spellcasting, instead of replacing the would-be highest spellcasting levels with set, nonscaleable abilities. [/QUOTE]
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