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The Spirit Dancer PrC Comments wanted, Please

Sidran

First Post
The Spirit Dancer: FIRST RENDITION

Foreswearing the use of weapons with the intent to kill, The spirit dancer has learned that the bounty of life out ways all the small term worries of the world. Serving as Speakers for the dead, Spirit dancers adventure from kingdom to kingdom performing the Ritual Spirit dances to help send those who have died into the afterlife.

Many of the classes would benefit from a level or two of the Spirit dancer, but usually this prestige class is taken by Bards, Clerics, Monks, and Rogues. Of these classes the Bard benefits the most by gaining both the ability to turn undead, and the ability to detect traps. Rogues and Clerics benefit only marginally by taking levels as Spirit Dancers, and of the two the Rogue is probably the better served by gaining the ability to turn undead.

HD D6

Requirements:
Alignment: LG, LN, N, CG
Skills Knowledge ( Spiritualism*), 5 ranks Heal, 8 Ranks
Diplomacy 5 Ranks, Sense Motive 8 Ranks
Special Characters seeking to be Spirit dancers must have experienced one near death experience to be able to gain first level as a Spirit dancer

CLASS SKILLS
The Spirit Dancer’s class skills (and the key ability for each skill) are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge(Spiritualism) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the PHB for skill descriptions.

Skill points at each level are 6+ Intelligence modifier.

* Spiritualism can be substituted with Knowledge (Religion) for use in other settings

Code:
[COLOR=lightblue]Table 1-24: The Spirit Dancer
Lvl Base       Fort Ref Will  Special
1   +0       +1  +0  +1 Dance of the Soul 
2   +1       +2  +0  +2 Turn Undead   
3   +1       +2  +1  +2 Sacred Spirit ( Detect Traps)      
4   +2       +2  +1  +2 
5   +2       +3  +1  +3 Spirit Dance, Extra Turing
6   +3       +3  +2  +3 
7   +3       +4  +2  +4 Sacred Spirit ( Evasion)     
8   +4	 +4  +2  +4 
9   +4	 +4  +3  +4  Ethereal Jaunt 
10  +5	 +5  +3  +5 Aura of Peace  
[/COLOR]

Class Features

Weapon and Armor Proficiency: Spirit Dancers are proficient with all simple weapons, and up to two of the following martial weapons. Sap, Short sword, Longsword, Scimitar, Trident, Short Bow, Long Bow, and are familiar with all armor, and shields.

While they are capable of using such weapons as the longsword, and the Trident they are reluctant to take life, and unless it is dire will attempt to end combat by other means.

Armor compatibility: The Spirit dancer benefits best by being able to make quick movements that will move her out of an opponents threat zone. As such she would do best with lighter armor such as studded leather, or leather armor. Some spirit dancers prefer to wear armor piecemail and wear only bracers, armor leggings, and breastplates

Dance of the Soul (Ex) The Spirit dancer gains this ability at first level. When in combat the Spirit dancer can add her Charisma bonus (if any) to that of her Dexterity to determine her Armor Class.

Turn Undead: At 2nd level the Spirit dancer gains the ability to turn undead. She may use this ability a number of times per day equal to three plus the Spirit Dancer's Charisma modifier. The Spirit dancer turns undead as a cleric of two levels lower would.

Extra Turning: At fifth level the a Spirit Dancer can take, as a feat, Extra Turning. This feat allows the Spirit Dancer to turn undead four more times per day than normal. A Spirit dancer can take this feat multiple times, gaining four extra daily turning attempts each time.

Sacred Spirit ( Su) At the third, and sixth levels the Spirit dancer gains the supernatural guidance of a sacred spirit. . following ability.

Detect Traps: At third level the Spirit Dancer can use the Search skill to locate traps. When the spirit dancer comes within thirty feet of a trap the whispers of the sacred spirit reveal to her the presence of the trap. when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Evasion: At fifth level the Spirit dancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spirit Dancer takes no damage with a successful saving throw. Evasion can only be used if the Spirit Dancer is wearing light armor or no armor. It is an extraordinary ability.

Notes on Role Playing the ability The way in which the Sacred spirit talks to the Spirit Dancer is up to the whim of the DM. Examples of how some could do this. Is rapid changes in temperature, visions, and/or whispering voices. The spirit can be visible to the Spirit dancer, but does not have to be. Again it is at the discretion of the DM as to how the ability will be played.

Ethereal jaunt: (Sa) At 9th level, the Spirit Dancer can shift from the ethereal to the prime material plane as a free action, and shift back as a move-equivalent action (or as part of a move equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 10th level sorcerer

Spirit Dance (Ex) At fifth level the Spirit dancer gains the extraordinary ability to perceive the combat actions of those around her. Because of this ability, during any combat situation she gets + 4 to her A.C. as with the sacred spirit ability this is due to the warnings of spirits watching her.

Aura of Peace (Sa) Beginning at 10th level a Spirit dancer gains the ability to unleash an aura that calms, and pacifies all but the most enraged of foe. Enemies within 20 feet of the Spirit Dancer can save verses the effect by rolling a successful will check of DC 25. Those who fail their saves however grow calm, and are more easy to deal with. Insuring that the Spirit dancer will be able to find a diplomatic solution to an otherwise violent confrontation. Calming the emotions of enemies is a supernatural ability.

New skills

Composure ( Wis)
Trained only
You are good at keeping your emotions under control.

Check: You can maintain calm under extreme pressure, such as when afraid, stressed, or other trying emotion circumstances. With a successful check at DC 15 you gain a +2 bonus on bluff, diplomacy, and intimidate checks.

Retry A character is not normally allowed a retry for a failed composure check



[ Edited to change a few of the Abilities texts, and placement.]

Hong if you have an Idea of what the PrC's BAB, and Save progression should be by all means.

Cleric/ Rogue mixed PrC

I was kind of looking at the Shadowdancers progression and thinking hey that is what I could use dont know though.
 
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Classes in D&D usually follow these conventions:

- BAB has three possible progressions: poor (wizard/sorc, BAB = level x1/2), medium (cleric/rogue, BAB = level x3/4) and good (fighter, BAB = level)

- Saves have two possible progressions: poor (save = level/3) and good (save = 2 + level/2)

Any reason you decided to use your own progressions? Not that there's necessarily a problem with that, but it's good to follow convention unless you have a reason to do otherwise.
 

Actually it isn't my own its based off the Wise one in WoT D20 Source


If you got a suggestion on how to make it better I am all ears don't know what it should be really
 
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Here it is with changes, and Shadowdancer BAB, Saves

The Spirit Dancer

Foreswearing the use of weapons with the intent to kill, The spirit dancer has learned that the bounty of life out ways all the small term worries of the world. Serving as Speakers for the dead, Spirit dancers adventure from kingdom to kingdom performing the Ritual Spirit dances to help send those who have died into the afterlife.

Many of the classes would benefit from a level or two of the Spirit dancer, but usually this prestige class is taken by Bards, Clerics, Monks, and Rogues. Of these classes the Bard benefits the most by gaining both the ability to turn undead, and the ability to detect traps. Rogues and Clerics benefit only marginally by taking levels as Spirit Dancers, and of the two the Rogue is probably the better served by gaining the ability to turn undead.

HD D6

Requirements:
Alignment: LG, LN, N, CG
Skills Knowledge ( Spiritualism*), 5 ranks Heal, 8 Ranks
Diplomacy 5 Ranks, Sense Motive 8 Ranks
Special Characters seeking to be Spirit dancers must have experienced one near death experience to be able to gain first level as a Spirit dancer

CLASS SKILLS
The Spirit Dancer’s class skills (and the key ability for each skill) are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge(Spiritualism) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the PHB for skill descriptions.

Skill points at each level are 6+ Intelligence modifier.

* Spiritualism can be substituted with Knowledge (Religion) for use in other settings

Code:
[COLOR=burly]Table 1-24: The Spirit Dancer
Lvl Base   Fort Ref Will  Special
1   +0       +0  +2  +0 Dance of the Soul 
2   +2       +0  +3  +0 Turn Undead   
3   +3       +1  +3  +1 Sacred Spirit ( Detect Traps)      
4   +3       +1  +4  +1 
5   +4       +1  +4  +1 Spirit Dance, Extra Turing
6   +4       +2  +5  +2 
7   +5       +2  +5  +2 Sacred Spirit ( Evasion)     
8   +5	 +2  +6  +2 
9   +6       +3  +6  +3 Ethereal Jaunt 
10  +6       +3  +6  +3 Aura of Peace  
[/COLOR]

Class Features

Weapon and Armor Proficiency: Spirit Dancers are proficient with all simple weapons, and up to two of the following martial weapons. Sap, Short sword, Longsword, Scimitar, Trident, Short Bow, Long Bow, and are familiar with all armor, and shields.

While they are capable of using such weapons as the longsword, and the Trident they are reluctant to take life, and unless it is dire will attempt to end combat by other means.

Armor compatibility: The Spirit dancer benefits best by being able to make quick movements that will move her out of an opponents threat zone. As such she would do best with lighter armor such as studded leather, or leather armor. Some spirit dancers prefer to wear armor piecemail and wear only bracers, armor leggings, and breastplates

Dance of the Soul (Ex) The Spirit dancer gains this ability at first level. When in combat the Spirit dancer can add her Charisma bonus (if any) to that of her Dexterity to determine her Armor Class.

Turn Undead: At 2nd level the Spirit dancer gains the ability to turn undead. She may use this ability a number of times per day equal to three plus the Spirit Dancer's Charisma modifier. The Spirit dancer turns undead as a cleric of two levels lower would.

Extra Turning: At fifth level the a Spirit Dancer can take, as a feat, Extra Turning. This feat allows the Spirit Dancer to turn undead four more times per day than normal. A Spirit dancer can take this feat multiple times, gaining four extra daily turning attempts each time.

Sacred Spirit ( Su) At the third, and sixth levels the Spirit dancer gains the supernatural guidance of a sacred spirit. . following ability.

Detect Traps: At third level the Spirit Dancer can use the Search skill to locate traps. When the spirit dancer comes within thirty feet of a trap the whispers of the sacred spirit reveal to her the presence of the trap. when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Evasion: At fifth level the Spirit dancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spirit Dancer takes no damage with a successful saving throw. Evasion can only be used if the Spirit Dancer is wearing light armor or no armor. It is an extraordinary ability.

Notes on Role Playing the ability The way in which the Sacred spirit talks to the Spirit Dancer is up to the whim of the DM. Examples of how some could do this. Is rapid changes in temperature, visions, and/or whispering voices. The spirit can be visible to the Spirit dancer, but does not have to be. Again it is at the discretion of the DM as to how the ability will be played.

Ethereal jaunt: (Sa) At 9th level, the Spirit Dancer can shift from the ethereal to the prime material plane as a free action, and shift back as a move-equivalent action (or as part of a move equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 10th level sorcerer

Spirit Dance (Ex) At fifth level the Spirit dancer gains the extraordinary ability to perceive the combat actions of those around her. Because of this ability, during any combat situation she gets + 4 to her A.C. as with the sacred spirit ability this is due to the warnings of spirits watching her.

Aura of Peace (Sa) Beginning at 10th level a Spirit dancer gains the ability to unleash an aura that calms, and pacifies all but the most enraged of foe. Enemies within 20 feet of the Spirit Dancer can save verses the effect by rolling a successful will check of DC 25. Those who fail their saves however grow calm, and are more easy to deal with. Insuring that the Spirit dancer will be able to find a diplomatic solution to an otherwise violent confrontation. Calming the emotions of enemies is a supernatural ability.
 
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Things I am worried about concerning the PrC


The ability to detect traps.. Somewhere Think it was the Dragon Mag. Said dont give Class unique abilities as SA's of PrC's

As in Traps ( Rogues Only) sort of thing. Shrugs comments welcome on if I am right on this and what I could change it to.

The BAB, and Saves seem off.

And is the PrC under-over balanced, balanced. Is it Interesting, IF not how could it be made so.

Thanks
 
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[ Rant]

All right folks,


I am getting upset with the lack of good quality criticism that PrC's get on these boards.

I sure wish that all of you lurkers, and whatever else you are ( refering to the 43 hits my post has gotten) would post something.

I would prefer it to be good helpful Ideas about how to make my PrC Better. I don't want things like Oh, god why!!! or the Halfway helpful " Nice Idea, but its a little bland"

If you know enough to say the above then you probably know how it could be better, so tell us.

[end rant]



EN WORLD PRC LIST HOUSE RULES STUFF

Elven Dancer of Tales New prestige class focused on bards Another bard class Sisters of the Eternal Sleep need help with ideas on a prestige class PrC: Spiderling v0.1 (help requested) Femesolate, done and ready for critique! Sha’ir The Archetypal Necromancer PrC Soulreaver Longarte School PrC Prestige Class: Wilderness Scout Gnomish Artifact Hunter PrC
Caladonian Ranger Pr CL Border Legion Imperial Justicar Prestige Class Prestige Class: Servant of the Forge Prestige Class-Blade Adept Prestige Class: Mystic Blade Wardancer Veiled Archer, minor revision #2 The "Storm King" PrC Soulweaver: New Prestige Class Blade Wanderer prestige class: please comment The Skald Gnomish Antiquary PrC (revised) for critique
 

[rant on rant]

You know, we lurkers lurk for a reason! If we had any good ideas, don't you think we would post them! We al suffer from such low self esteem that we're incapable of actual creative thought, so lay off!

[/rant on rant]

That aside, nice idea, but maybe they go incorporeal instead of ethereal, and I don't understand the reason for Detect Traps. Maybe add uncanny dodge, instead.

Sounds like something a bard who performs by dancing would be drawn to, or a rogue who uses dancing as a cover.
 

Re: Here it is with changes, and Shadowdancer BAB, Saves

Sidran said:
The Spirit Dancer

Foreswearing the use of weapons with the intent to kill...


If this is the case, then why would you give the PrC proficiency in all simple weapons, two martial weapons, all armor and shields? It seems to be a contradiction. NO additional proficiency with armor or weapons would make more sense, don't you think?

The spirit dancer has learned that the bounty of life out ways all the small term worries of the world...

"Out ways" should be 'outweighs'. "Small term" should be 'short-term'.


Serving as Speakers for the dead, Spirit dancers adventure from kingdom to kingdom performing the Ritual Spirit dances to help send those who have died into the afterlife.

If Spirit Dancers serve as "Speakers for the dead," then perhaps they should actually have that ability, either as a requirement for taking, or as an ability gained from, the Spirit Dancer PrC. And what about those "Ritual Spirit dances"? It would be nice if the 'flavor text' bore some relation to the PrC's salient abilities, don't you think?. Access to an appropriate list of divine spells would suffice to flesh this out, I think. When cast by the spirit Dancer, these spells could require dancing as a component of their casting.

Many of the classes would benefit from a level or two of the Spirit dancer, but usually this prestige class is taken by Bards, Clerics, Monks, and Rogues. Of these classes the Bard benefits the most by gaining both the ability to turn undead, and the ability to detect traps. Rogues and Clerics benefit only marginally by taking levels as Spirit Dancers, and of the two the Rogue is probably the better served by gaining the ability to turn undead.

(We'll let this go for now.)

HD D6

Requirements:
Alignment: LG, LN, N, CG

Is there some reason why characters of Neutral Good alignment should be barred from taking this class? And why allow CG, but not CN?

Skills Knowledge ( Spiritualism*), 5 ranks Heal, 8 Ranks
Diplomacy 5 Ranks, Sense Motive 8 Ranks

If the Spirit Dancer deals primarily with the dead, then why require Healing? And if she is a Dancer , then why isn't Perform (Dance) required?

Special Characters seeking to be Spirit dancers must have experienced one near death experience to be able to gain first level as a Spirit dancer.

This is cool, but you might want to reword it a bit unless you are suggesting that aspirants actually seek out a brush with death. :D

CLASS SKILLS
The Spirit Dancer’s class skills (and the key ability for each skill) are Bluff (Cha), Composure (Wis), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Knowledge(Spiritualism) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the PHB for skill descriptions.

Skill points at each level are 6+ Intelligence modifier.

* Spiritualism can be substituted with Knowledge (Religion) for use in other settings.

Why does the Spirit Dancer have Concentration as a skill if she is not a spellcaster? If she is a Dancer , then why isn't Perform a class skill? (Perform grants a new mode of performance for each rank in the skill, so a bonus to Perform (dance) might actually be more appropriate, though. ;) )

Code:
[COLOR=burly]Table 1-24: The Spirit Dancer
Lvl Base   Fort Ref Will  Special
1   +0       +0  +2  +0 Dance of the Soul 
2   +2       +0  +3  +0 Turn Undead   
3   +3       +1  +3  +1 Sacred Spirit ( Detect Traps)      
4   +3       +1  +4  +1 
5   +4       +1  +4  +1 Spirit Dance, Extra Turing
6   +4       +2  +5  +2 
7   +5       +2  +5  +2 Sacred Spirit ( Evasion)     
8   +5	 +2  +6  +2 
9   +6       +3  +6  +3 Ethereal Jaunt 
10  +6       +3  +6  +3 Aura of Peace  
[/COLOR]

It would probably make sense for the Spirit Dancer to have a good Will save like the other 'spiritual' classes: cleric, paladin, and monk, for instance. I suggest this in addition to a good Ref save, and not instead of one.

Class Features

Weapon and Armor Proficiency: Spirit Dancers are proficient with all simple weapons, and up to two of the following martial weapons. Sap, Short sword, Longsword, Scimitar, Trident, Short Bow, Long Bow, and are familiar with all armor, and shields.

As I said before, this doesn't fit the descriptive text at all. No additional weapon or armor proficiency would be more suitable.

While they are capable of using such weapons as the longsword, and the Trident they are reluctant to take life, and unless it is dire will attempt to end combat by other means.

How about the following: 'While retaining any weapon, armor, and shield proficiencies granted by their previous class(es), Spirit Dancers are reluctant to take life, and unless the situation is truly dire will attempt to avoid the use of lethal force.

Armor compatibility: The Spirit dancer benefits best by being able to make quick movements that will move her out of an opponents threat zone. As such she would do best with lighter armor such as studded leather, or leather armor. Some spirit dancers prefer to wear armor piecemail and wear only bracers, armor leggings, and breastplates.

Unless I'm missing something, this isn't actually a class ability, but merely a suggestion; there isn't any advantage granted in terms of game mechanics to a player who follows the advice. You might consider making the 'Dance of the Soul' ability contingent upon wearing light armor or no armor to back your assertion..

Dance of the Soul (Ex) The Spirit dancer gains this ability at first level. When in combat the Spirit dancer can add her Charisma bonus (if any) to that of her Dexterity to determine her Armor Class.

This ability seems okay to me, but perhaps could be more aptly named. 'Defensive Dance' would be more accurate, although you might prefer something more poetic.

Turn Undead: At 2nd level the Spirit dancer gains the ability to turn undead. She may use this ability a number of times per day equal to three plus the Spirit Dancer's Charisma modifier. The Spirit dancer turns undead as a cleric of two levels lower would.

Does this mean that a Spirit dancer of 2nd level Turns Undead as a 0-level cleric?

Extra Turning: At fifth level the a Spirit Dancer can take, as a feat, Extra Turning. This feat allows the Spirit Dancer to turn undead four more times per day than normal. A Spirit dancer can take this feat multiple times, gaining four extra daily turning attempts each time.

Are you saying that the feat, Extra Turning, is available to the Spirit Dancer at fifth level, or that she gains the feat at fifth level as a bonus?

Sacred Spirit ( Su) At the third, and sixth levels the Spirit dancer gains the supernatural guidance of a sacred spirit. . following ability.

Detect Traps: At third level the Spirit Dancer can use the Search skill to locate traps. When the spirit dancer comes within thirty feet of a trap the whispers of the sacred spirit reveal to her the presence of the trap. when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Evasion: At fifth level the Spirit dancer gains evasion. If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Spirit Dancer takes no damage with a successful saving throw. Evasion can only be used if the Spirit Dancer is wearing light armor or no armor. It is an extraordinary ability.

Notes on Role Playing the ability The way in which the Sacred spirit talks to the Spirit Dancer is up to the whim of the DM. Examples of how some could do this. Is rapid changes in temperature, visions, and/or whispering voices. The spirit can be visible to the Spirit dancer, but does not have to be. Again it is at the discretion of the DM as to how the ability will be played.

First, the name could use a little work. How about calling it 'Dance with Death' or something? I think that the names of abilities should be more suggestive of what they do. Next, my suggestion as to how this ability might operate in terms of game mechanics: How about simply granting Uncanny Dodge, which would stack with the rogue ability in terms of effect? This would make the Spirit Dancer hard to catch unaware, and grant a bonus to Ref saves vs. traps, which seems in keeping with your concept.

Ethereal jaunt: (Sa) At 9th level, the Spirit Dancer can shift from the ethereal to the prime material plane as a free action, and shift back as a move-equivalent action (or as part of a move equivalent action). The ability is otherwise identical with ethereal jaunt cast by a 10th level sorcerer.

This is too powerful by far, if you mean that the Spirit Dancer can do it whenever she wants. I think that other PrCs which grant a similar ability limit its use to a number of rounds each day equal to levels of the PrC (or maybe even a number of rounds equal to half of the character's level in the PrC.)

Spirit Dance (Ex) At fifth level the Spirit dancer gains the extraordinary ability to perceive the combat actions of those around her. Because of this ability, during any combat situation she gets + 4 to her A.C. as with the sacred spirit ability this is due to the warnings of spirits watching her.

I'd suggest that the defensive bonus be given incrementally, rather than all at once. If I recall correctly, the DMG gives a defensive bonus progression for the Dwarven Defender that you could use. Combine this with the ability (and I do mean combine them, don't treat them as separate powers,) that grants a bonus to AC for high Charisma, and you have an ability akin to the monk's.

Aura of Peace (Sa) Beginning at 10th level a Spirit dancer gains the ability to unleash an aura that calms, and pacifies all but the most enraged of foe. Enemies within 20 feet of the Spirit Dancer can save verses the effect by rolling a successful will check of DC 25. Those who fail their saves however grow calm, and are more easy to deal with. Insuring that the Spirit dancer will be able to find a diplomatic solution to an otherwise violent confrontation. Calming the emotions of enemies is a supernatural ability.

This ability isn't adequately defined in terms of game mechanics, and sounds like little more than a glorified Calm Emotions spell. Furthermore, it doesn't have anything to do with spirits or dancing, either, which I think a Spirit Dancer's ultimate ability should. If you choose to develop this power further, I'd suggest limiting its per diem usage and specifyiong its effect on those within range who fail their save.

So, how is that for a comprehensive critique? :rolleyes:
 

So, how is that for a comprehensive critique?

Yep thats what I was looking for. Thank you Dagredel

Beowulf at least you can admit that about [you] lurkers.
I didn't mean to come off rude but I was tired, Foot sore, and a little bit deflated (I. E. Worked all day with a migrane, hoping beyond hope that I would come home to a pile of posts, Oh well.)


Now back to the board on the abilities.

Perhaps a ability that allows the SD to make regular weapons do subdual damage ( think I have seen that somewheres)

Ephemearl Vrs. Incoporeal ( what a brilliant Idea.) What would I call it, how would it work Must think on this one.

REF Vrs. Will I Agree with the comment but am afraid to change the Saves anymore. Cuz of hongs comments. Why does it have to be black and white either or. Why isn't their a Poor Save, A Moderate Save, and a Good Save ? Would my class suck If I added such? or should I say suck more?


The weapons thing is something I will work with

Post changes in a bit to the top
 

I'll have you know I review for the Netbook of Classes, so I get my fill of reviewing there. :)

With that said, post your changes and I'll give it a poke.

Saving throws are only (officially) divided into Good and Poor. (Official being the System Reference Document.) Some of the other WotC books, like Star Wars, use a Fair save progression. So, if you want to publish or do anything remotely "official" with the class, don't use Fair saves. If it's just for personal use, go ahead and use them.
 

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