|
|
So I'm quite saddened by the absence of Prestigious Spellcaster as an option not being legal in PFS outside of potentially some chronicle in the future and I'd like to take some time to think about the implications of Prestigious Spellcaster as a feat.
I really enjoyed it from a mechanical perspective, since it brings life to prestige classes which normally would not see any play. Normally, taking a prestige class with caster levels missing is very bad for spellcasting classes and shouldn't even be considered... So I'd like to see what kind of shinnanigans this feat inspires.
I'd like to keep this balanced and in perspective - I'm going to post comparison characters, one obvious Prestigious Spellcaster builds with and another few which are benchmark "baseline" characters. My contention is that this feat is potentially balanced - there is a real drawback for spending 2-3 feats keeping your caster level up. It costs you metamagic feats, or 2-4 spell DCs because you don't take Spell Focus / Greater Spell Focus.
The argument isn't, "Hey, look at all these broken characters, ban them all." it's rather, that if you maximize out Prestigious Spellcaster, you really don't get anything different than any other character that you try to min-max and therefore there is nothing to be really feared by Prestigious Spellcaster in particular.
To that end, I would like to focus on things which break the game or are un-fun with the feat, or ones which could significantly disrupt play in a PFS setting.
I'm going to start the ball rolling:
Sorc 5 / Dragon Disciple 7
- Takes 3 feats to regain 2 levels of missed spellcasting.
- Spends the first round of combat turning into a nasty monster - this is a drawback, since you start functioning on turn 2 if set upon. Not great inititive either.
- With Monsterous Physique 3, can be a huge creature and in mu build does 6x +22 / 2d6+20, which is 163 dmg if all hits.
- Lots of hitpoints (148)
- 22 AC - Low, for a frontliner, but can use Mirror Image. AC 26 with Shield is still low.
- 1 skill rank per level with dumped INT. In order to get good numbers, WIS and INT were dumped. Numbers will be much worse with more reasonable stats. Character is the poster child for Multi Attribute Dependent.
- Great utility. Can't take any wizard spells which allow a save, but takes other ones, like Dispel Magic, Overland Flight and the like.
- OK saves. Not great, just OK.
- Link to this character. Character shown WITH heroism, Mage Armor and Shield applied, although Shield would likely not be applied
- Did a silly Empower Spell + Additional Traits, metamagic thing with Snowball, but it is not central to the build Perhaps there are 2 better feats which could be taken.
- Can grab a creature, then die to that same creature's full round, since grabbing creatures does not prevent them from killing you with natural attacks
- Character shown at level 12, with 123k gold buy.
https://drive.google.com/file/d/0B6Ug94GF4k-uSW9tRGdRRTA1ZFE/view?usp=shari ng
- I have the feeling that I could jostle something around and get around 65 damage with a quickened, intensified snowball - but I think the issue here is that the to-hit would be fairly bad, since the character has +1 dex mod. If the character gets engaged, it won't hit on -8.
Comparison Character:
Level 12 Warpriest:
- +23/+23/+23/+18 1d8+14 on turn 1 (swift action divine favor), which is 73 damage or so on all hits
- Turn 2, swift action Sacred Weapon on, then it's 1d8+14+2d6, which is around 100 damage on all hits
- Turn 3, Channel Vigor for +4 competence bonus to hit
- AC 28, 32 after Shield of Faith, 34 after sacred armor. Much better potential for late game armor, since he can cast spells in armor and therefore pouring money into armor is not bad. A different character who started as an archer would buy Celestial Armor.
- Can swift action summon Ankyosaurus to stun the enemy with DC 25 fort saves. Can do it again as a standard action.
- 99 hps, but can swift cast healing on himself..
- Saves: +18/+19+18, so a little better than the above.
- Since he's an archer, he does not need to be where the fighting is.
- Can Beacon of Luck as a swift actions for better saves.. Or Freedom of Movement.
- Also has 1 skill point per level.
- Character shown with 120.5k buy
https://drive.google.com/file/d/0B6Ug94GF4k-ua1MzMF9GbzB4SVk/view?usp=shari ng
Comparison Character:
Level 12 CRB Fighter Archer
- +23/+23/+23/+18/+12 (first shot is 2 arrows), at 1d8+23+2d6 vs evil. So best case 7 x 34 against some evil barbarian who I hit with all iteratives, (238 dmg, with no crits)
- Bad will save, OK other saves. Could buy some more stuff to help against Will
- No endgame against Grapples. Hopefully someone can help you out by Freedom of Movementing you
- Goes first a decent amount of the time.
- Didn't buy a Heartseeker enchant or a Cyclonic enchant, so damage is high, but ways around it abound.
- Damage is 100% walking around damage - no buffs except boots of speed, so you win inititive and the enemy is dead.
- Easy to bypass DR with clustered shots.
https://drive.google.com/file/d/0B6Ug94GF4k-uOW9OVU8wZ1hfcFE/view?usp=shari ng
Comparison Character:
Level 12 Half-Orc Blight Druid of Urgothoa:
- +22 / +17, 2d4+28+2d6 = ~ 40 (with no haste), 120 hps / rd per hit hasted
- 38 AC, which is respectable with no wild tower shield since we're two-handing a weapon.
- 111 hps, which is OK, since you've got a massive number of hps coming from divine fighting techniques
- 9 levels of spellcasting for the class
- Can glide through the ground and gets tremorsense
- Good Will and Fort, meh Reflex.
- (PFS legal) - Uses Divine Fighting to get a tons of Temp HPs by hitting people with a scythe as a huge earth elemental, sometimes from underground.
https://drive.google.com/file/d/0B6Ug94GF4k-uOVNpRS1fYmZVc28/view?usp=shari ng
- This character is a funny one, but CRB Druid is just fine and doesn't stack up entirely differently than this character... Just trying to add a little flavor. CRB just being a Lion with Pounce is pretty good, turns out.
Comparison Character:
Level 12 Alchemist (mindchemist)
- 18/18/18/13/13 with haste - as touch attacks. (before reduce person and / or Channel Vigor for +4 to hit)
- 46 AC before you Reduce Person on yourself, since Barkskin and Grand Cognotogen really boost it up there.
- 6d4 + 25 force damage per bomb, with targeted bomb admixture and the Cognotogen up - around 40 damage. Tumor familiar applies your admixture for you.
- Absolutely horrible will save, and there's nothing you can do about it.. Confusion ruins you and the rest of the party.
- 87 hps, Good reflex, fairly bad Fort and very terrible will.
- Limited resources (bombs) once you run out of Bombs, you'll be pretty useless. Good thing is that you have around 22x40 force damage per day, which is about 880, which should kill most things that need to get killed. Even more damage if you want to go fire.
- Great knowledge and lots of skills
- Shown with 122k buy.
- (unfortunately no sheet for this one, since Hero Lab won't recognize the Two Weapon Fighting and Imp Two weapon Fighting as working with Fast Bombs, despite FAQ)
Comparison Character:
- Diviner 12
- I did not do every dirty trick in existence, simply took the Foretelling school and mostly CRB items.
- Result is much the same with a CRB diviner
- Shown with ~123k buy.
- At +18 to init, goes first most of the time.
- Always acts in surprise rounds.
- Scrys on people ahead of time
- Saves are not great, but I think if I redid the character, I would not ban Enchantment because of Heroism and extend rods.
- Peristent DC 26 save on your worst save before you act.
- Backup Plan: Summon 1d4+1 Augmented Summoning creatures as a standard action. Maybe a herd of Ankylosauruses will change the fight? Haste them? Multiple DC25s to avoid being stunned?. I mean, I could also summon a Shadow Demon or a Succubus if that would help anything...
- Did not use any shinnanigans with Planar Binding that generally happens at higher levels
- Backup Backup Plan: D-Door away, think about a better plan, memorize different spells and try again later.
https://drive.google.com/file/d/0B6Ug94GF4k-uOW9OVU8wZ1hfcFE/view?usp=shari ng
Comparisons between the characters:
Regarding the Dragon Disciple: I do not think that turning into a monster on the first round of combat and then proceeding to walk up to the enemy and murder it is disruptive, nor is getting engaged by the enemy, then turning into a monster, then beating it up is disruptive... It's comparatively more disruptive to be a Divination wizard, act in the surprise round, then make them all take a DC23 save-or-lose, or Black Tentacles over the baddies. Or winning initiative and putting 100 hps of arrows into the the spellcaster, then spellcaster goes, then doing it again and the fight is done. Or in the case of the fighter, putting 230 hps of damage a round out (or if no iteratives hit, close to 160).
In a situation where you are set upon before you can buff.. If you lose initiative, you basically go after the opponent has acted twice. If you win intuitive and your opponent is ranged, you have to walk to get to them on turn 2.
The character is level 12 and does not have pounce. The silliness with turning into a 6 attack monster happens at level 10 with Prestigious Spellcaster, since it requires Monsterous Physique 3. Before that point, it is nothing super crazy.
It's worth mentioning that Prestigious Spellcaster allows A LOT more builds than just the one which I have put forth - it can create new life into prestige classes which see little or no play. So keep in mind that if I can get some people to try to create the extreme examples of what Prestigious Spellcaster will enable it should function as a sort of stress test. The more people we can try to test the Prestigious Spellcaster feat, the better we will understand if there is actually anything to fear.
If there is nothing to fear, then I think it should be allowed since I would state that the comparative value the many, many creative uses of the feat to enable cool characters that DON'T break the game outweighs the potential downsides.
I look forward to constructive comments or people trying to build some level 12 character (or really any level) which breaks the game with Prestigious Spellcaster... Or arguments about particularly disruptive uses of the feat chain. Perhaps there are aspects to this which I have not considered.