Weakest PrCs

WarlockLord

First Post
Hey. I'd like to know what the weakest, dumbest, most useless PrC's are. Such as the Rage Mage. There are many threads about the most powerful PrCs of all time: Rainbow Servant (if it has full caster levels), ur-priest, incantatrix, etc. Now, for those weak ones that counterbalance. Go. :D
 

log in or register to remove this ad



The Thayan Menace said:
My vote goes to the Candle Caster from Tome & Blood (pp. 52-55).

-Samir

Really? I liked that prestige class. They were able to essentially make potions really easily.
 

The Thayan Menace said:
My vote goes to the Candle Caster from Tome & Blood (pp. 52-55).

Candle Caster was actually really good!

A few levels gives you a free (yet flavorful) scroll & potion mechanism, it gives full spellcasting, and you get all Knowledge skills. It's still one of the best legal ways for a Sorcerer to qualify for... pretty much any other PrC. :)

- - -

My vote for weak PrC is: 3.5e Alienist. It's a summoner PrC which reduces the utility, flexibility and strength of your summoned critters. You take massive RP penalties, and in trade, you gain Toughness. Twice.

Cheers, -- N
 


PallidPatience said:
*seconds vote for 3.5e alienist*

Just out of curiousity, what happened in the transition? Don't have Complete Arcane.

Can't contribute much to the conversation. Never much liked PrCs and I'm just not up to speed on many of them.

I will say that the super-specialized ones tend to very situational, and thus weaker. As a player I remember not wanting most of the PrCs available in the Draconomicon for that reason.
 

I'm not sure what the old one did, but the 3.5 version is full caster progression, good will save, poor BAB, with the following class abilities:

1st: levels stack for familiar, and instead of summoning celestial or fiendish critters you summon pseudonatural ones. They have true strike 1/day, acid and electricity resistance, DR of n/magic, SR 10 + HD, and can be in a grotesque form that gives enemies -1 morale penalty to atack rolls. You cannot summon non-pseudonatural creatures.

2nd: +1 insight to all savess, but -2 wisdom

3rd: bonus metamagic feat

4th: +3 hit points, -4 bluff, diplomacy, and handle animal

5th: familiar gains the pseudonatural template

6th: +1 spell slot usable for summoning at your highest spell level. This migrates upward when you gain new spell levels

7th: bonus metamagic feat

8th: +3 more hit points, and another -6 to bluff, diplomacy, and handle animal

9th: immune to aging

10th: DR 10/magic, acid and electricity resistance 10, outsider type, a minor physical change that causes -4 to disguise checks
 



Remove ads

Top