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General Tabletop Discussion
*Pathfinder & Starfinder
Why no Clr/Rog PrC?
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<blockquote data-quote="Malin Genie" data-source="post: 1655774" data-attributes="member: 1058"><p>OK, on second thoghts maybe it is a little overpowered - but at least it's in the right direction. I disagree that the Black Flame Zealot is a viable parallel - 1/2 spellcasting and 1/3 Sneak Attack makes it only very slightly better than continuing to multiclass with even levels - so while it may or may not be a 'good' PrC taking into account the special abilities, it isn't what I had in mind. And as to the 'it's not so bad, you give up caster levels for some versatility' argument - if sub-optimum caster level weren't such a problem, why would we need the Eldritch Knight, Arcane Trickster and Mystic Theurge (or more to the point, why would we consider them generally balanced classes?)</p><p></p><p>Taking the Divine Trickster, I'd probably (1) make the 'spend a turn attempt to deal Sneak Attack dice against an undead' ability a standard action, to allow a nasty blow against undead without allowing multi-round full-attacking carnage (2) remove Trap Guidance, Slippery Mind and Hide In Plain Sight and (3) make Domain Access 1/day and Domain Access 2/day into the 5th and 9th level abilities. After all, the ability to advance spellcaster level *and* get Sneak Attack and nice skills is supposed to be the point of the class; the special abilities shouldn't add too much.</p><p></p><p>I'm not sure about entry levels - 3/3 seems too low, 5/4 too high - maybe require 3rd cleric/4th rogue or 5th cleric/3rd rogue? Although this thread is starting to veer very much into House Rules territory - sorry mods. </p><p></p><p>Back to the original question - I'm (obviously) of the view that Clr/Rog is not viable to mid/high levels without a PrC corresponding to the ArT/EKn/MyT, and that it was an oversight to leave it out of the DMG/Complete Divine (maybe waiting for the Complete Adventurer? I can only hope....) Anyone other than Darklone feel that Clr/Rog is viable as written to mid/high levels?</p></blockquote><p></p>
[QUOTE="Malin Genie, post: 1655774, member: 1058"] OK, on second thoghts maybe it is a little overpowered - but at least it's in the right direction. I disagree that the Black Flame Zealot is a viable parallel - 1/2 spellcasting and 1/3 Sneak Attack makes it only very slightly better than continuing to multiclass with even levels - so while it may or may not be a 'good' PrC taking into account the special abilities, it isn't what I had in mind. And as to the 'it's not so bad, you give up caster levels for some versatility' argument - if sub-optimum caster level weren't such a problem, why would we need the Eldritch Knight, Arcane Trickster and Mystic Theurge (or more to the point, why would we consider them generally balanced classes?) Taking the Divine Trickster, I'd probably (1) make the 'spend a turn attempt to deal Sneak Attack dice against an undead' ability a standard action, to allow a nasty blow against undead without allowing multi-round full-attacking carnage (2) remove Trap Guidance, Slippery Mind and Hide In Plain Sight and (3) make Domain Access 1/day and Domain Access 2/day into the 5th and 9th level abilities. After all, the ability to advance spellcaster level *and* get Sneak Attack and nice skills is supposed to be the point of the class; the special abilities shouldn't add too much. I'm not sure about entry levels - 3/3 seems too low, 5/4 too high - maybe require 3rd cleric/4th rogue or 5th cleric/3rd rogue? Although this thread is starting to veer very much into House Rules territory - sorry mods. Back to the original question - I'm (obviously) of the view that Clr/Rog is not viable to mid/high levels without a PrC corresponding to the ArT/EKn/MyT, and that it was an oversight to leave it out of the DMG/Complete Divine (maybe waiting for the Complete Adventurer? I can only hope....) Anyone other than Darklone feel that Clr/Rog is viable as written to mid/high levels? [/QUOTE]
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Why no Clr/Rog PrC?
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