wizards die more than any other class in their levelling process
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1) What buffs were that exactly? Shapechange? Shades? Improved Mage Armor? Preminition? Because those are still intact.Originally posted by Urithrand View PostSo to recap. In Sundren, we have shafted *ahem* "balanced" casters by:
1) Nerfing their most powerful buffs.
2) Maxing out all magical equipment at +3 so said casters can never achieve a usable AC.
3) Charging casters money every time they cast said nerfed buffs so that if a caster runs out of money, they are almost helpless.
4) Introducing a class whose sole purpose is to fuck those casters in the ass - while those casters are absolutely helpless against said new class.
2) Last time I saw your deep-gnome wizard shapechanged into a demon, he had an AC of 54+. You were even bragging about this to me. Even if you removed the benefit of the deep gnome racial abilities thats 50+, so what were you saying about low AC again?
3) 50-70g a buff is hardly crippling. However, I do agree with you that this would be better off being removed.
4) And as stated by countless others, your casters would still be able to lord it over NON-wizard slayers while the wizard slayers are getting their butts handed to them by Weapon Masters, Assassins, Monks, etc etc etc.
The fact that you are taking this personally (and admit to such) reveals a certain motive that I think you need to take a long hard look at. It's just a game and this prc is just an idea that I believe will make a lot of people happy.sigpic
Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."
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These look really neat, and they're really, really overpowered.-Spell Devour: The Spellbreaker must succeed at a successful touch attack for this ability to take place. The Spellbreaker rolls a dispel check of 1d20+ his Spellbreaker's levels against 11+ the innate spell level of every spell effect on its target. For every spell effect dispelled, the Spellbreaker gains +1 health regeneration every round for 5 rounds. This ability can be used 1/day at level 4 and 2/day at level 9.
-Spell Resistance: starting at level 5, the Spellbreaker gains spell resistance equal to 22 + his Spellbreaker levels.
-Breach Blade: starting at level 6, whenever the Spellbreaker lands a successful melee attack upon their target, one random spell effect is dispelled. For every effect removed, the target recieves 1d6 + INT modifier damage in addition to whatever damage is done by the melee attack itself. This ability includes magical effects brought on by warlock invocations, but has no effect on buffs recieved from other sources, such as a Barbarian's Rage. At level 10, every successful melee attack removes two spell effects with the bonus damage being unchanged.Originally posted by CornutoGlad everyone's being extra fucking ridiculous today.
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There is no way in hell anyone would want to see this class in action.. I agree way over powered
I already see the following if I was to put this to use
5 rogue
9 assassin
6 spell breaker
versus a caster I gain
spell resistance 28
damage bonus 1d6 +3 (for16 int) to combine with my existing 8d6 sneak and an auto spell pilfered
ability to basically unsummon and allies he has at will
this all settled in on a hipster he will likely never see comming
Ooh and while at it thanks for the 6 lvls of high BAB and high will and fort saves not to mention the +4 versus spells plus an additional +4 for giving me the spellcraft feat as a class skill easily maxed with rogue and assassin skill points
plain and simple not a good idea for a class way way OP
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Rather than simply complain about it, why not add suggestions then? A class like this is desperately needed, we just need to figure out a way to make it balanced.
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.....Originally posted by Dragor View PostI would lean towards something that instead of SR and Dispell on Hit, got a progression of spell breach and spell mantle for a shorter duration than the spells AND got d6 hp and Medium AB insdead of the fighter progression it can be bearable if the amount of times they could use the abilities was limited in number or limited via a cooldown timer.
Or had a dispell on hit ability that lasted for a short amount of time
keyword here is SHORT"Half the lies they tell about me aren't true."
Yogi Berra
Learn things:http://forgottenrealms.wikia.com/wiki/Main_Page
http://www.sundren.org/wiki/index.php?title=Main_Page
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I was reiterating since there was no comment on it when I posted the first timeOriginally posted by Lothoir View PostSorry, I was directing that at GRCrush."Half the lies they tell about me aren't true."
Yogi Berra
Learn things:http://forgottenrealms.wikia.com/wiki/Main_Page
http://www.sundren.org/wiki/index.php?title=Main_Page
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While I didn't comment on it specifically, I took it into account when making my own suggestion to give each of the spell mantles at different levels, eventually giving the WF 4 mantles at level 9 or 10, each one of a different strength.
Something else I think could work would be a Freedom of Movement and Death Ward effect, at different levels, that are applied as permanent effects on rest. That way they would be immune, until the effects are dispelled. Maybe even let them put the effect back up as a standard action, but only one effect at a time.
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And that's the key point right there; A CASTER. Not a Barbarian, not a Fighter, not another rogue, a CASTER. That's kind of the whole point and was the whole point since post one. I stated before that Spellguard should be nerfed perhaps, so at lvl 6, you are likely looking at only +2 or 3 to saves. You wouldn't even have spell resistance at lvl 6 anymore, as I also stated.Originally posted by GRCrush View Postversus a caster I gain
By the way, you only get your sneak attack damage if he was not packing Living Undeath, Stone Body, Mirror Image, or Iron Body which many of them will. The second strike of your sneak has a chance if the first managed to dispel whatever was giving him the immunity. Of course, you may just dispel his permanent Vigor, or his Virtue, or his Protection Vs. Alignment, which ends up not helping you and making your kukri deal a WHOPPING 6-16 damage in the end. And lets not forget druids. Oaken Resilience is not even a spell effect so Breach Blade would not be able to do a thing to that or their shapeshifting.
Unsummoning his allies will take a standard action. Which gives time for him and his buffed up summoned skeleton to wail on you before you pulled it off after you appear from the shadows. That's roughly 3 attacks from the cleric, 4 from the skeleton and against a rogue's AC, which is not impressive. Trying to unsummon before jumping him will not work as that would break stealth.
There IS a possibility that Spell Devour in itself may be a bit much. I was thinking of reducing it to once a day ONLY and weakening the DC check to lessen the chance that it will just sap EVERYthing from a target. The regeneration effect is mild enough and short enough that I doubt it would be a problem.Last edited by Silas North; 12-12-2010, 11:15 PM.sigpic
Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."
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Fighter: Magic Attuned, Godsbane, Weapon Focus
Fighter: Dodge
Fighter: Mobility
Fighter: Disarm
Fighter:
New PrC x10 (Whirlwind, Expertise, KD, Spring Attack)
Weapon Master
Weapon Master
Weapon Master (Improved KD)
Weapon Master
Weapon Master
Full BAB with automatic dispel on hit, 32 SR, greater dispel effect, auto-unsummon, +6 saves v. spells, improved crit multiplier, disarm, and improved KD (the latter two making this build surprisingly effective against pure melee types).
Way OP.
It's not. Casters cast spells, casters dispel spells.A class like this is desperately needed, we just need to figure out a way to make it balanced.Originally posted by CornutoGlad everyone's being extra fucking ridiculous today.
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Wait wait wait, so only CASTERS should have a chance of disabling spells and by extension only casters should have a chance at removing the buffs that do all but guarantee a win against other builds? Do I really need to go into the details of stats and immunities that a fully buffed cleric or EK can produce and can pass along to one of the longer lasting summons? Is that REALLY necessary?Originally posted by roguethree View PostIt's not. Casters cast spells, casters dispel spells.
Do some things need to be changed about the prc? Yes. Many of the other ideas given here and in pms to me were great ones (such as two more feat prereqs, effectively shutting down the possibility of your above build). I think if we put it to a vote whether a class like this could be useful in Sundren, the numbers would be greatly in favor for a yes.
And if the class did take off, yes there would be a flux of them at first. However, after the 10,000th Assassin Death Attack stun, stunning fist from a monk, or failed attempt at using a knockdown on a raging Barbarian or F. Berserker armed with higher strength than the WS (and also using Imp knockdown) then things would even out again. Add in the fact that they'll still have a tough time going toe to toe with a cleric, bard, or EK if luck is not on their side, and things would fall into place all the more swiftly.sigpic
Osclow Wiltenholm- "I have seen behind the mask and almost miss the bliss of ignorance."
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Nope. I've been a fairly vocal critic of the immense power gap between casters and noncasters. The solution isn't a brand new PrC aimed at screwing over casters; it's improving existing classes so that they're more attractive to play (which I've suggested) and providing those melee classes with better gear (which Cornuto is working on).Wait wait wait, so only CASTERS should have a chance of disabling spells and by extension only casters should have a chance at removing the buffs that do all but guarantee a win against other builds? Do I really need to go into the details of stats and immunities that a fully buffed cleric or EK can produce and can pass along to one of the longer lasting summons? Is that REALLY necessary?
Raging barbarians or frenzied berserkers? Monks? We have those here? We don't, and see above for a solution to that (choosing to ignore the Death Attack because assassins kill everything). Also, with 32 SR and +6 saves v. spells, odds are good that you're going to get to execute some offense on a caster.However, after the 10,000th Assassin Death Attack stun, stunning fist from a monk, or failed attempt at using a knockdown on a raging Barbarian or F. Berserker armed with higher strength than the WS (and also using Imp knockdown) then things would even out again. Add in the fact that they'll still have a tough time going toe to toe with a cleric, bard, or EK if luck is not on their side, and things would fall into place all the more swiftly.
Given that this class is overpowered for CvC and way underpowered for CvE, I just don't see it fitting in. As much as I'd love to troll every full caster, this is too much and tries to fill too many roles that belong to other classes.Originally posted by CornutoGlad everyone's being extra fucking ridiculous today.
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