This would, in a dramatic bloody way!
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With Shepard's gear, if he turned in his weapon master levels for this prestige class - he'd wreck anyone's day. Magic or melee.
Maybe the BAB progression should be medium? High BAB would put them on par with other Fighters/Weapon Masters and give them better advantages. Also, 4 attacks at level 16, and 5 attacks at level 21 would make that blade breach thingy a little ... stupidly powerful.Originally posted by ThePaganKingSo, the roguethree bootlickers strike again.
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The general concept is alright, but this is effing ridiculous for a 5 level PRC.-Spell Resistance: starting at level 5, the Spellbreaker gains spell resistance equal to 22 + his Spellbreaker levels.Originally posted by SaulusStop playing other shitty MMOs and work on Sundren, asshole.
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With spellcraft as a class skill (Every 5 points gives a +1 save v. spells), and a class granted +8 saves v. spells. Add in SR 32, and this class is basically a Full BaB fighter with near constant immunity to magic.Originally posted by Kaizen View PostLevel 10, then? put it on the same level as Monk SR.
Here's a Canon PrC for comparison:
Eg. OCCULT SLAYER (Complete Warrior pg. 66) (Would need to be modified for NWN2)
Requirements:
• Base Attack Bonus: +5
• Skills: Knowledge (arcana) 4 ranks, Spellcraft 3 ranks
• Feats: Improved Initiative, Weapon Focus (any weapon)
Class Skills: Bluff, Craft, Gather Information, Knowledge (arcana), Profession, Sense Motive and Spellcraft
Skill Points: 2 + Int.
Hit Die: d8
Class Features
• Weapon and Armor Proficiency: Occult slayers are proficient with all simple and martial weapons and all armor and shields.
• Magical Defense (Ex): An occult slayer’s constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 1st level, and it increases to +2 at 3rd level and +3 at 5th level.
• Weapon Bond (Su): An occult slayer must choose a particular weapon of at least masterwork quality as the focus of their power. Upon making their selection, they immediately form a bond with the chosen weapon that imbues it with the force of their determination against magic. Thereafter, any successful attack they make with that weapon against a spellcaster or a creature with spell-like abilities deals an extra 1d6 points of damage. If this particular weapon is lost or destroyed, the occult slayer loses the ability to deal the extra damage until they acquire and bond with another weapon of the same kind of at least masterwork quality. The occult slayer must spell one day per character level practicing with the replacement weapon (and doing very little else – no adventuring) to create a new weapon bond.
• Mind over Magic (Su): Starting at 2nd level, an occult slayer can cause a spell or spell-like ability targeted against them to rebound onto the originator as a free action. This ability otherwise functions as the spell turning spell (caster level equals the character’s occult slayer level + 5). An occult slayer can use this ability once per day at 2nd level and twice per day at 4th level.
• Vicious Strike (Ex): At 2nd level and higher, an occult slayer who readies an attack action to disrupt a spellcaster deals double damage if the attack hits.
• Auravision (Su): At 3rd level, an occult slayer gainst the ability to see magical auras at a range of up to 60 feet as a free action. This ability otherwise functions as the detect magic spell. The character cannot use this ability to determine anything but the number of magical auras present.
• Nondetection Cloak (Su): Upon reaching 4th level, an occult slayer (and any gear they wear or carry) becomes more difficult to locate through divinations such as clairaudience/clairvoyance, locate object, and other detection spells. The occult slayer gains magical protection from divinations equivalent to a nondetection spell (caster level equals the character’s occult slayer level), except that it affects only the occult slayer and their possessions.
• Blank Thoughts (Ex): At 5th level, an occult slayer can induce within themselves a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects). They can suppress or resume this ability as a free action.Originally posted by SaulusStop playing other shitty MMOs and work on Sundren, asshole.
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22 + level SR and on hit dispel?
I'm really surprised this was even suggested, just those 2 abilities alone are horribly OP'd.
And the ability to use Banishment as a spell-like ability? Why not just give fighters a whole spell repertoire?Lorlen Locke: "Amazing how the righteous commit acts of tyranny and terror almost as beautiful as our own under their banner of "good". We merely call a spade a spade."
"If you can't learn to do something well, learn to enjoy doing it poorly."
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Originally posted by Seheren View Postif a PrC like that is going to give SR it should be something like 10+ class level + 1/2 the rest of your levels for a max of 25.. or 12+ that for a max of 27 would still be A LOT to gain on your 8-10th level of the PrC....
Either that or something like: A Wizard F&#^!er can attempt to repel magic directed against him. As a free action Wizard F&#^!er gains Spell Resistance equal to his concentration skill (or some other number). This ability lasts 2 turns and can be used 1/day at level 3, 2/day at level 6, and 3/day at level 9.
Maybe add some kind of bonus if he succeeds, like gaining 1d4 temp HP per level of spell resisted. (Non-Stackable)Originally posted by SaulusStop playing other shitty MMOs and work on Sundren, asshole.
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That sounds more reasonable.Originally posted by DM Cornuto View PostEither that or something like: A Wizard F&#^!er can attempt to repel magic directed against him. As a free action Wizard F&#^!er gains Spell Resistance equal to his concentration skill (or some other number). This ability lasts 2 turns and can be used 1/day at level 3, 2/day at level 6, and 3/day at level 9.
Maybe add some kind of bonus if he succeeds, like gaining 1d4 temp HP per level of spell resisted. (Non-Stackable)Originally posted by roguethreeIf I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.
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Hmm, still sounds like adding a PrC to do a job that we already *have* a PrC for. It's called the magekiller and nobody ever uses it. Why don't we tweak that instead of adding something so unbalanced?
Permanent dispel on hit? That's just freaking crazy.Lorlen Locke: "Amazing how the righteous commit acts of tyranny and terror almost as beautiful as our own under their banner of "good". We merely call a spade a spade."
"If you can't learn to do something well, learn to enjoy doing it poorly."
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Ohh yeah, forgot about the magekiller. Thats because it sucks!
Loads of bonus spellfeats would only appeal to a caster, then why the martial weapons? makes no sense at all with the low AB progression.Originally posted by roguethreeIf I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.
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There's a good reason no one plays the Mage Killer. They suck lol. Plus, the Wizard Slayer WOULD cut down on the casters. The Mage Killer is a caster in himself. As for permanent dispel on hit being crazy, some would say that blindness with no save is crazy, A big hand that knocks you down FOREVER without Freedom of Movement is crazy, or a buff that gives you immunity to just about everything is crazy.
Yes the Wizard Slayer has full BAB, but no bonus feats and none of his abilities help him fight phyiscal types. The SR was originally designed to be roughly on par with someone who chose a yuan-ti or drow.
The Wizard Slayer is designed to be the kind of class that makes you want to invest 10 levels rather than 5 like the Occult Slayer. I did this because I believe a 5 level prc would allow for just a little too much diversity among caster-hunters, while a 10 lvl one would have you make the choice: "Do I want to kick general mob ass or spell-slinging ass? I can't have both."
The reason the BAB is high is to help him actually stand a chance against what his intended prey is. Casters can get their AC pretty high and Breach Blade requires you to ACTUALLY hit the target in order to have any effect. Then there is Mirror Image, which does not care if your AB is 99, you'll still miss.
As for the Arcane Trickster, despite having one similar ability, they are quite different prcs. The AA gets spell progress. The WS literally cannot have ANY spellcasting class. The WS has a decent repitore of skills but only the base skill point increase. The AA has an even BETTER skill selection and more skill points per level. Still, you won't find me arguing that the AA could use a slight boost.
A lot of this feedback was interesting
Based on what I've seen, a few adjustments might be best.
- Make him HD6 instead of HD8 to help give a bigger HP edge to a true physical build.
- Bring SR down to 20-21+ WS levels (or something like 18 + WS levels + INT modifier) Also make it not available so soon. (Level 7-10 would be better)
- Increase the prereqs by at least one more feat which is either useless or at least just 'meh'.
- Tone down Spellguard. It SHOULD be stronger than the Occult Slayer due to a higher investment needed, but still could be weakened a bit. (+2, +3, +4). The level these are attained are not so bad, though increasing them by a level each would not be a bad idea either.
- MAYBE weaken Improved Breach Blade. The standard one I believe is fine as it is (though it could stand to be acquired at a later WS level). You still have to score a melee (not ranged) hit on a guy to get anything and the bonus damage is really not that much. The only reason I believe the Improved version could maybe be weakned is because of the potential quick buff removal that dual wielders and/or stealthies could produce.Last edited by Silas North; 12-12-2010, 04:30 PM.sigpic
Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."
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Well, Uri...I don't think anyone plays mage-killers cuz they are not, in fact, "mage-killers". They are just wimpier versions of the eldritch knight. The one proposed is nowhere near the same thing. The only thing I see they get that would help at all are the saves to fort and reflex. The spell focuses and augmented summoning will help, but they are nowhere near enough to make up for the loss of HP and BAB. They basically wind up as wizard (or cleric) with some added bonuses or a seriously gimped EK (who can make a much better mage-killer than an actual Mage-Killer).
Dispel on hit is major OP? Mages can disjunction enemies. Fighter types don't have that ability, so maybe that should be nerfed, too? And get rid of the dispel traps and Veritas guys that dispel on hit. No one else has it, why should they? The idea presented gets no real buffs (especially if the spell resist could be made to work on friendly, beneficial spells, too). Tone down the SR a bit, make the diselling effect the same basic DC as a mage of the same level casting it (maybe a few levels lower to make up for the fact that it will be spammed...or make it a X number of times per day and bump it up some), and it would be no more OP than any other caster on a "low magic" world.
Anyway...just my thoughts.Ursus Ahrahl: Vengeful Desert Warrior (http://www.sundren.org/wiki/index.php?title=Ursus_Ahrahl)
Zaphram Babblerocks: Silly Gnome Tinkerer
Ronon Darkholme: Eye and ear of the Night Watch of Kelemvor's Eternal Order (http://www.sundren.org/wiki/index.ph...onon_Darkholme)
Jakomyn Moriarty: Misunderstood Calishite mage (http://www.sundren.org/wiki/index.php?title=Jakomyn_Moriarty)
Turin Greyhold: Ex-mercenary paladin of Torm (http://www.sundren.org/wiki/index.ph...reyhold,_Turin)
Alexandros Pentacost: 1/2 Orc Cleric of the Red Knight
"Remember, Private..Friendly Fire is not a nice warm place you and your hippy buddies sit around at night toasting marshmallows and singing Kumbaya." --Me to one of my troops way back when
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Dispell on hit is more for a single player game. Too powerfull for a PW.
The Forsaker is almost as overpowered as your surgestion
High fort and will, D8hp, an ability score bonus for all of its ten levels, natural weapons, 11/+5 DR, Fast healing 3 and SR20 at top level.
*edit* And 100% BAB progressionOriginally posted by roguethreeIf I had my way, clerics would have spell failure and a d6 hit die. And Favored Souls wouldn't exist.
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