What are the most powerful prestige classes?

For rogue-types, the Fang of Lloth and Temple Raider can be fairly nice. With the Fang, you can get up to around 10 attacks per round with good sneak attack damage. Even more attacks with speed weapons. Add in a few levels of Tempest for more fun. On a good round of rolling, you can easily go over 500 points of damage, even 1000 actually. I did a smackdown using the Fang of Lolth on the Wizards board and came up with a maximum of around 1200 damage. Doesn't help against Time Stop though... But you ARE a rogue, so the wizard still needs to find you first right?
 

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Milo, you're crazy. ;)

I'm playing an Arcane Archer and I can assure you it's not anywhere near most of the others in terms of power. You really aren't, and never will be, much of a spellcaster. So the whole concept of imbuing arrows is not an issue.

Basically you're trading down a hit die, and bonus feats of a fighter to get magical arrows in exchange. Given the availability of the greater magic weapon spell, this is more of a convenience than a necessity.

Compared to some of the more recent prestige classes, AA is probably a little on the weak side.
 

jontherev said:
For rogue-types, the Fang of Lloth and Temple Raider can be fairly nice. With the Fang, you can get up to around 10 attacks per round with good sneak attack damage. Even more attacks with speed weapons. Add in a few levels of Tempest for more fun. On a good round of rolling, you can easily go over 500 points of damage, even 1000 actually. I did a smackdown using the Fang of Lolth on the Wizards board and came up with a maximum of around 1200 damage. Doesn't help against Time Stop though... But you ARE a rogue, so the wizard still needs to find you first right?

I don't suppose I could impose upon you to post that in the Sultans of Smack thread for the archive? :D
 

RE: Arcane Archer

Zad said:
I'm playing an Arcane Archer and I can assure you it's not anywhere near most of the others in terms of power. You really aren't, and never will be, much of a spellcaster. So the whole concept of imbuing arrows is not an issue.

Basically you're trading down a hit die, and bonus feats of a fighter to get magical arrows in exchange. Given the availability of the greater magic weapon spell, this is more of a convenience than a necessity.

The Arcane Archer varies GREATLY by how you enter the class.

My 10 wizard/1 fighter/9 Arcane Archer would like to respectfully disagree with you on the viability of the class -- if he could be enticed out of retirement, that is... the first character I've ever played that went from 1 to 20 without once dying. (Also the only character to survive the entire campaign).

I agree that it's not as gross as some of the newer prestige classes, but never underestimate the power of an arrow that's +5 -- and CAN'T be dispelled.

Also, despite the cost of Chain Lightning scrolls, I think that's got to be the most fun spell I ever imbued into an arrow... :)
 


Arcane Trickster is a prett crazy class.

No one has mentioned the Duelist. Pretty powerful IMHO.

Tempest from MotW is powerful.

My vote for most powerful meleeist: Frenzied Berserker.

Sure, he can't do it very often, but frenzy+rage = +14 Str, +36 base (+6 enhancement, +5 inherent, +4 levels, +2 half-orc) = +20 to hit and +30 damage, plus supreme power attack for 20 = +40 more damage. Attack bonus of +20 and damage of +70 with no weapon (and the only magic item a belt of str) = really scarey.

--On-the-Fly Spikey
 

OK, I know I'm not supposed to do this because this ain't the house rules forum, but since I got so much more replies, could y'all tell me how you think this prestige class rates in terms of power? I want it to be powerful--but not overly so...maybe on a scale of 1-5, a 4 (how would you rate this?):

Aheruan Blade Wanderer
The blade wanderers are the chosen warriors of Aheru the Star Wanderer, one of the only remaining Star Lords, the primal beings who rose to immortality in ages past and seeded many worlds with life, then disappeared from the cosmos. The Ancient Adversary, He of Unnumbered Names (called Shahar by the blade wanderers) was also one of the Star Lords--and it is his Taint that the followers of Aheru seek to destroy, in whatever form it may manifest; Aheru himself, the blade wanderers believe, remains in the cosmos until he has banished Shahar and his influence--some say that Aheru is responsible for Shahar's imprisonment.

The blade wanderers were a secret order of the ancient nation of Madranarath, which was destroyed by the Shaharim (worshippers of Shahar). The survivors of Madranarath are the Madrani--a gypsy-like folk who wander the wilderlands, never settling down (mirroring Aheru's wandering of the stars). The Madrani joined an alliance with the elves, druids and rangers of the wild lands--forming the Fellowship of the Wild. The blade wanderers currently exist within the Fellowship as an order whose esoteric focus is to find and destroy the undead Shaharim--whose purpose is first and foremost to seek a way to release their dread master, Shahar, but also to destroy the surviving Madrani and all who rever Aheru.

Game Statistics
Requirements:
Alignment: Any non evil
Race: Human, Half-elf or Elf--must be a member of the Fellowship of the Wild
BAB: +7
Skills: Jump 5, Tumble 5, Knowledge Arcana 4
Feats: Dodge, Mobility, Spring Attack, Track, Weapon Focus, Whirlwind Attack

Class Abilities:
HD: d8
BAB: As fighter
Saves: Ref/Will good, Fort poor
Skill points: 4 + Int bonus per level
Class Skills: Balance, Jump, Listen, Move Silently, Spot, Tumble, Knowledge (Arcana), Wilderness Lore

The Way
All blade wanderers must follow a code, which they call the Way. They must dedicate their every action to the Way, which includes seeking out and destroying any vestige of Shahar's Taint. Other aspects of the Way include an ascetic and nomadic lifestyle: blade wanderers never keep more wealth than they can carry.

Lvl BAB Fort/Ref/Will Special Abilities:
1 - +1 +0/+2/+2 Acrobatics (+5), Leap of the Clouds, Fast Movement (+10 ft)
2 - +2 +0/+3/+3 Intuitive Defense
3 - +3 +1/+3/+3 Mystic Weave 1/day
4 - +4 +1/+4/+4 Superior Weapon Focus
5 - +5 +1/+4/+4 Acrobatics (+10), Fast Movement (+20 ft)
6 - +6 +2/+5/+5 Mystic Weave 2/day
7 - +7 +2/+5/+5 Greater Intuitive Defense
8 - +8 +2/+6/+6 Aheru's Silence, permanently
9 - +9 +3/+6+/6 Mystic Weave 3/day
10 - +10 +3/+7/+7 Acrobatics (+20), Fast Movement (+30 ft)

All blade wanderer special abilities are usable only if wearing light or no armor.

Acrobatics - modifier to Jump, Tumble and Balance checks.
Leap of the Clouds - jumping distance is not limited according to height
Fast Movement - +10 ft to base move
Intuitive Defense - Wisdom bonus added to AC
Greater Intuitive Defense - As Intuitive Defense, but +2.
Superior Weapon Focus - +1 attack bonus to previously focused weapon
Mystic Weaves ("Gifts of Aheru") - It is said that there were once many more known mystic weaves--but most have been forgotten.
Aheru's Silence - As the spell nondetection.
Blade Cocoon (Ward of Aheru) - the blade cocoon takes a full attack action to prepare, during which the blade wanderer whirls their weapon in a vortex around themself, creating a shimmering cocoon of protection. The blade cocoon provides a spell resistance of 10+class level; however, if it is sustained--if the blade wanderer continues to whirl his blade--the cocoon gives a spell resistance of 12 + class level + Wisdom modifier. It lasts for 1 minute per class level.
Blade Storm (Wrath of Aheru) - Whirlwind attack as a partial attack action instead of a full attack action (as ki whirlwind attack).
Eyes of Aheru - as the spell true seeing.
Grace of Aheru - heals 2 hit points per class level + Wis modifier.
Veil of Aheru - As the spell displacement.
 
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Jairami said:


I don't suppose I could impose upon you to post that in the Sultans of Smack thread for the archive? :D

I'll try to find it...gimme that link to the SoS thread if you don't mind...sorry for the offtopic banter.:D
 

Incancantrix. How do you feel about the free permenancy you get by extending everything an infinate number of times. (+1 level for extend, -1 level for incancantrix) you can apply the same metamagic feat as many times as you want, as long as you have the spell slots. (Permanent iron body, haste, true seeing, all spells stilled and silenced, improved invisibility, expeditious retreat, fiendform, and septuple enpowered stat boosters recast untill you get +19 to everything.) Sounds pretty powerful to me.
 

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