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![]() avr wrote:
I've added a line where they take a -2 penalty to attack rolls with manufactured weapons while flying, and a feat that can negate it at higher levels. Spells are fine. Honestly, while unintentional, that's not even the strangest thing possible in Pathfinder. If a player wants to spend their time carrying off a horse while the rest of the party fights, that's fine by me. ![]()
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![]() Sysryke wrote:
Funny you mention shifter- I originally made this class after I read shifter for the first time and got really disappointed with it for two reasons- the first was that shifter didn't grant the playstyle and theme I wanted, and the second was that I felt that the class just got shafted with its abilities. ![]()
![]() So this is a class that I made a while back, and I've been tweaking it a bit recently. I like the current place it is in at the moment, so I figure this is as good a time as any to get some feedback on it. The class is based around "putting the monster into the player-" a high hit point total, natural attacks and abilities that are reminiscent of monstrous creatures are what I intend its main draws to be. In addition, there is a focus on adaptability as well as suitability. Mainly, I'm hoping other people can take a swing with my class to "break it," meaning like how a person can build a barbarian that can pounce from across the battlefield or a monk that can grapple a god- in other words, what ridiculous levels can a person make with this? Now, I'm still open to normal feedback, but I do think my class is at a good point. In addition to feedback, I am also looking to try and make sure abilities are clear as possible- if there is some ability or wording that you are unsure about, please ask me! ![]()
![]() Firebug wrote:
Huh. Guess alchemists are pretty good (until they run out of bombs). ![]()
![]() I may just be reading it wrong, but does the gun chemist's alchemical ordnance not allow a reflex save for half? I know it calls out saving throws for things attached to AO, but I fell as though it implies that there's no save, which is OP in my opinion. The archetype: https://www.d20pfsrd.com/classes/base-classes/alchemist/archetypes/paizo-al chemist-archetypes/gun-chemist-alchemist-archetype/ ![]()
![]() Belafon wrote:
For the ability above... 1) This ability is supernatural.
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![]() Belafon wrote: I think that's pretty clean wording, but you probably want to put the whole class out at some point and let people try to "break" it, especially with dips. There's a reason for that prohibition in the polymorph rules. Oh, I will at some point; as I mentioned to Sysryke, I'll eventually put it it homebrew under the name "Metamorph." Belafon wrote: edit: pretty clean. It presupposes that you apply the polymorph effects after the size change. If your class has some features where you might want to change size while under a polymorph it needs a bit more tweaking for clarity. I'll have to add a line about that. Also, this probably belongs in the "homebrew" forum. I didn't put it in homebrew because I cared about the wording and not the class in this case, although talking about the class was inevitable. Hindsight is 20/20, I suppose. As for the psudo feature you wrote down, I may steal that third line, as it is clearer than what I have, in my opinion. ![]()
![]() gnoams wrote: An ability that works as enlarge or reduce person but gives you 2 more stat is clear. Once you try stacking with other polymorphs it gets muddled. That's good that I've made myself clear (for the most part). gnoams wrote: The problem is that all polymorph effects change your size. Someone casts beast shape 1 to turn into a leopard. A human changes size from medium to medium, an ogre changes from large to medium, and a gnome changes from small to medium. All gain the same effects of +2str and +2natural armor. So when does your ability work and why? As I mentioned, my class has abilities it can use that count as polymorph effects but don't change the PC's size. I should've specified that the polymorph abilities from my class don't change the PC's size. gnoams wrote:
I like the idea of your second point, but I'd have to think about it for a bit. ![]()
![]() Sysryke wrote: I think it works pretty well how you mean it to. It's pretty clear you're building an ability to allow a specific exception to the normal size change and polymorph rules. To make it more clear though, break the fourth sentence into two separate sentences, to make the called out exception distinct. That's good, I'm glad I was able to express what I wanted more clearly. Sysryke wrote: Follow up question might be; if you are already under the effects of a non size change polymorph, can you activate this ability? (i.e. medium PC, polymorph to medium wolf, can you now become a large/small wolf?) Can you activate the ability? Yes, although I imagine that a PC would have the ability active beforehand in most cases. Sysryke wrote: Depending on what this class is meant to do, a higher level version of the ability that does stack, at least once, with other size changes would also be cool. I'd be interested to see your finished piece. Way back when I first imagined this class, I did actually have this ability stack with enlarge person, allowing up to a size of huge. However, I later felt that allowing a PC to become huge would give too much power to that PC, with the damage die increases and reach. As for seeing the final piece, I'm glad you've shown an interest! I'll probably put it under the homebrew section sometime with the title "Metamorph Homebrew class." ![]()
![]() Recently, I've been revisiting a class I made a while back, and for one of the abilities, I found that I didn't like how I originally worded it- what it does when a player takes it is allow them to change their size by one category in either direction, but I realized that it was too vague- one could argue that it would stack with enlarge person, and I don't want that. Currently, I have the wording as follows: "Your size changes by one category, adjusting your natural attacks as appropriate. If you grow one size, you gain a +4 size bonus to your strength score while taking a -2 penalty to your dexterity score. If you shrink one size, you gain a +4 size bonus to your dexterity score while taking a -2 penalty to your strength score. Any equipment on you when you change size changes with you and remains the new size until you revert and if you come under the effects of a polymorph spell that doesn’t change your size, you retain the size you have changed to with this ability. This otherwise functions as enlarge or reduce person, respectively. You must be at least 6th level to take this [ability]." My goal for this ability is as follows: 1) Allows a player to change their size,
For reference of number three, here is how polymorph effects work with size changes from the SRD: "You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell." My question is, does what I've made appear to do what I want it to do from your perspective? I understand that sometimes a different perspective other than my own can help my achieve what I want. ![]()
![]() MrCharisma wrote:
You are misunderstanding my question- if you wanted to make the granted attacks from whirlwind attack with a secondary natural attack, would you make the attacks at your full base attack bonus or at full base minus 5? To go further, if you wanted to make some with a primary attack and others with a secondary, would they still both use full BAB then? ![]()
![]() Salamileg wrote:
Not as many as I was hoping existed, but thanks! ![]()
![]() What ways are there for a player to gain fast healing? I know that the spell regenerate gives regeneration, which is a better form of fast healing, but that is the only source I know of. Are there any other spells, bonuses, traditions or feats that give it? If there's something that grants something that is fast healing in every way but name, that would work too. ![]()
![]() Gortle wrote:
I figured that was the case, but I just wanted to check. Thanks! ![]()
![]() For the 4th level veil spell, does it have you add your level twice if you are trained in deception? Relevant sentence: It allows the target to ignore any circumstance penalties they might take for being disguised as dissimilar creatures, and it gives the targets a +4 status bonus to Deception checks to prevent others from seeing through their disguises, and add their level even if untrained. ![]()
![]() Thunderlord wrote:
Yeah, I wanted to make the traits stand out from your standard "gain a class skill" trait. If I may take a moment to toot my own horn, I feel proud that I've managed to make so many traits that actually all tie into the story I've made at the moment and that don't feel useless. As for others saying I should tone it down, I'm glad I didn't listen either. Yeah, this one, while the now full +1 CL I'm giving it makes it more in line, still feels meh. While I like the idea of making a single spell per day cost one less metamagic on a transmutation spell as Tacticslion mentioned, I feel that jumps it above the realms of others- after all, it does what flexable magician does but with any other metamagic feat. One thing I though about was boosting enhancement bonuses from transmutation spells you cast on yourself by half, rounded down. As adept orphan orphan is one of the first traits I made, it has one of the most direct connections to the story. Now, this doesn't mean that the other traits are somehow second place in the story, just that this one's is obvious once it is revealed. I'm using the Order of the Nail as the named hell knight faction, as they are the most appropriate with their mantra being "savagery must be quelled, in the land, home, and mind." Now, from what I've read, hell knights are far from your friendly neighbor- they believe themselves to be right no matter what, and so that's bound to create push back from others, making the knights not like others for ignoring their "right" to do what they want. Under these pretenses, the hell knight's aren't going to be very friendly to others, and even hostile sometimes. Thus, this trait is worth more than it seems. ![]()
![]() Tacticslion wrote:
For cheerful chiropa, I think it's fine. I looked at the trickster's ability you mentioned, and they are similar. I think this ability still falls into line with the others, and for the trickster, it feels underwhelming when you can gain other things like a bonus to ALL untrained skills and making people ignore you for other targets. It kicking in when going down is the point of it, as that's even how the PC would "discover" they had it in terms of RP, as described in the trait description. I didn't think of how ferocity and similar abilities would work with it, so thanks for bringing that to my eyes- I'd rule it that unless they gain some amount of healing from another source, they'd still be staggered and fall unconscious after the one round, even if sole survivor brought them above 0. As for its effectiveness, I won't attack an unconscious PC outside of an extreme circumstance. Now, for the PC themselves using healing on themselves once it activates AND they have ferocity, I'd be fine with that. Tacticslion wrote:
I really think a once per day switch of energy damage types is fine, it's like a free use of elemental spell, which is only a +1 metamagic. Now, what I have here isn't EXACTLY elemental spell, but I have been considering making it fully switch energy types. For adept orphan, I made it a +1 caster level boost, but it wasn't always that. There was a base magic trait already does a +1 CL bonus to transmutation spells, so this, a campaign trait, being weaker isn't right. I do think it could be a bit better, but I'll have to think about it, as the metamagic option you mentioned is cool, but blatantly better than flexible magician. For the requirement of being not evil, it's because it is directly relative to the story tie in to the trait. On the off chance one of my players sees this, I won't say why, but it's for a very good reason- to be fair, you can't know that with just the trait description alone. Tacticslion wrote:
I most likely will leave wild born alone, but the campaign isn't starting for a while. Anything can happen (I'll coincide the STR skill boosts...). Free spirited is fine to me. A +1 to will and a reroll on a common spell descriptor is more than enough, in my opinion. Failed reclaimer's value goes up once you consider how often each of those types appears- sure, you won't be tripping over them, but you'll see a lot of action with that trait. To give lawbringinger more than once per day would be too much. As Thunderlord mentions, I've worked with insight on what I've done in the past- he's linked to what it used to be, which was way out of line. Sure, once per day isn't great, but +1 damage, attacks, saves, AND AC is pretty good, not to mention the possibility of a one time damage boost. As for smite chaos, it'd stack. If it seems like a lot to you, I'd disagree as smite chaos alone is enough to melt a creature. For your other boosts to these that you mention, I think I'll stay away from extra uses as a person levels. The only reason sole survivor is boosted rather than a set amount is because how much a certain amount of HP is worth changes over game time. A +1 at first level is a +1 at tenth level, while 2 HP at first level can save you, but 2 HP at tenth level is ignorable. Any critique is welcomed, no matter how long. ![]()
![]() Tacticslion wrote:
Could you be... specific in what you mean? Just being told that something is powerful without any critique doesn't help. Also, what mythic abilities could these traits possibly be replicating? If these are doing that, I imagine the mythic ability sucks, seeing as how mythic allows you to ignore immunizes and resistances after a certain point. ![]()
![]() gnoams wrote: To me out of all of those, wildborn is way stronger than any of the others. I disagree- the feat that comes to mind is fleet, and even though my trait is better that taking it twice and then some, when was the last time you heard someone taking fleet? It's not good. Regardless, as I said above, I'm considering a +5 speed increase instead. ![]()
![]() Mudfoot wrote:
Fair on wildborn, in terms of what it replaces, but let's be fair- fleet requires light or no armor. This doesn't. In loo of this, I'm considering a +5 speed increase instead. Yeah, adept orphan is a bit behind. Especially since I've found a trait that is not a campaign trait that is straight better. Reconsider what a +2 favored enemy is- +2 to attack, damage, and a group of skills. Even for what I'm going for, that's too much. Not to mention against an entire creature type that's going to have a lot of action. No, for this one, I think it's fine. Outsider initiate is the weakest, in my opinion. While interaction with hell knights will make this shine (and that'll be happening a lot), I think adding the bonus to a few other skills will be good for it. ![]()
![]() TxSam88 wrote:
Yes, they are powerful, and give some good stuff. But, like I said, I don't care about what anything else gives. Each player gets one- thus, assuming each trait is truly equal in power, there shouldn't be an issue. Flexible magician is once per day, and, most of the time when you use it, you're not getting around all of the defenses of the creature- only half damage changes. Lawbringer has a chance to fail completely. Not to mention it doesn't grant innate knowledge of whether or not a creature is chaotic. Sure, you can just tell sometimes, but the theme is chaos AND law- it's not the situation where 75% of enemies are evil. ![]()
![]() So I'm making a campaign and have a groups of traits for it that PCs can choose from to give them a pull into the story. I wanted to get some feedback on them, as well as see which ones people might gravitate towards. IMPORTANT: I do not care what other campaign traits do- as each player will gain one of these traits, I want to make them in line with each other, not those other campaigns have. Wild Hordes: This is the beginning threat that the PCs will be dealing with, and the higher-up baddies of this group are those that tie into the traits that involve them. Hell Knights: My campaign has a heavy theme on chaos/law rather than good/evil, and thus hell knights are an obvious inclusion. The continent that this will take place on is full of strange and chaotic energies, and thus I have the Order of the Nail as the most prominent order (though every order has some presence, especially if a player wants to be a different order). Silver Reef: This is the starting city and resting place for PCs in the campaign. Most important NPCs will be/come from here, and threats generally involve threatening this city. The Forest: This is the region around the settled lands of the setting. Magical beasts, monstrous humanoids and fey are all abounds in these lands, and traveling them is dangerous. Reclaimers: These are the brave souls who explore the forest, hunt dangerous beasts, search for settleable lands, and, in many cases, removing foliage to make future trips safer. Chiropa: This is a custom race I've made that I will extend to my players. If you care to see what the race is like, see here. The traits, with the mechanical aspects bolded- Adept Orphan: You were raised in an orphanage in Silver Reef since you were a baby, and your caregiver only knew that you were brought to him by a cloaked individual, who disappeared shortly after delivering you. Growing up, you had a rather uneventful childhood, but you found yourself inclined to certain spells. Whenever you cast a transmutation spell, you treat your caster level as one higher for the purposes of duration and overcoming spell resistance. Requirement: You cannot be evil. Cheerful Chiropa: Unlike others of your kind, you were born in the city of Silver Reef. Despite having only your family as other chiropas, you never felt out of place- in fact, you found you could connect with just about anyone, no matter who they are or where they’re from. This makes any creature you meet with an attitude that isn’t hostile or unfriendly to be treated as one attitude step better than normal. In addition, you gain a +1 trait bonus on diplomacy rolls, and diplomacy is always a class skill for you. Requirement: You must be a chiropa. Failed Reclaimer: You served Silver Reef as a reclaimer with a group of close companions. One day, you were ambushed while exploring one of the deeper parts of the forest, and only you made it out alive. Since then, you’ve had a grown hatred for the beasts that live in the forest. Choose either fey, magical beast or monstrous humanoids. You gain a +1 trait bonus on attack rolls and a +2 trait bonus on skill checks to identify this creature type. In addition, you may make knowledge checks about them untrained. Flexible Magician: Magic has been in your family’s blood for as long as any member can remember, but it has been gradually weakening in the last few generations. When it came to you, your father thought that you wouldn’t possess a drop, but you instead impressed him- in fact, even at a young age, you seemed able to change the makeup of your spells on the fly! Once per day before you cast a spell that deals damage with the acid, cold, electricity or fire descriptor, you may change half of the dealt damage to another type (either acid, cold, electricity or fire). The spell gains the descriptor of the second energy type. If you are a spontaneous caster, this does not increase the casting time of the spell. Free Spirited: You were born into a family who have served at the hell knight fortress Eirstadt since its founding. However, unlike your family, you never agreed with the brutal and unforgiving beliefs that the denizens held, which caused you to receive many a stern talking to or beating. You finally left after news came that your father had to take an early retirement, leaving you to take his place as his eldest child. Unwilling to live that life, you left to make a life without predetermined choices. You gain a +1 trait bonus to will saving throws due to your free nature, and once per day, you may reroll a failed save against a charm, compulsion or enchantment effect. Requirement: You cannot be lawful. Lawbringer: Your family used to serve the city of Silver Reef as famous reclaimers, until a group of unknown arsonists caused a great fire to ravage your family’s estate, killing everyone in your family except for you. Since then, you have applied yourself to your family’s convictions and kept their memory alive, hoping to bring those who killed them to justice. Once per day as a free action, you may focus your convictions upon a creature. If that creature is chaotic, you gain a +1 trait bonus on attack rolls, damage rolls, saves and AC against that creature. If the targeted creature is also a fey, magical beast or outsider, the trait bonus to damage on the first successful hit against it increases to be equal to your character level. This effect lasts until the creature is dead or you rest. Requirement: You cannot be chaotic. Outsider Initiate: You never knew you parents, but you were told that they were simple peasants from Silver Reef who met an unfortunate fate. You were raised in Eirstadt, the hell knight fortress, and trained there over the years. You were able to notice that most of the stationed knights wouldn’t talk to you, but on occasions of necessary actions, they never disrespected you. For reasons unknown to you, you were informed that you needed to leave the fortress even though you had been there for as long as you remember. Due to your experience, you gain a +2 trait bonus on charisma related checks to influence hell knights and their associates, and these groups have a starting attitude of indifferent towards you. Slave Fighter: You were captured by a group of the wild hordes and made a slave to fight others for their entertainment. Something about you stood out to your captors, and they made you fight increasingly unfair opponents, but through luck and skill, you still managed to survive. Eventually, you were rescued by a group of reclaimers who performed an assault against this pack of the horde. Due to your experience, you gain a +1 trait bonus to initiative, and whenever you are flanked, you gain a +1 trait bonus on attack rolls and to AC. Requirement: You cannot be good. Sole Survivor: Born in the town of New Wood, you lived a difficult life- raids from local monsters, disappearances of townsfolk and the threat of the wild hordes made living day to day both terrifying and uncertain. One day, New Wood was caught unawares after an earthquake by the horde, and you remember being slashed across your chest before falling unconscious. When you next awoke, you found yourself alone, but the wound in your chest was gone. Once per day as a swift action, you may gain fast healing 2 for a number of rounds equal to 1 + half your character level. If you ever fall unconscious due to hit point damage and haven't used this ability yet that day, it automatically activates when your next turn would take place. If this healing brings you to a positive hit point total, your remain unconscious for 1d4 hours or until something wakes you, such as another source of healing. Wild Born: You were found alone as a baby deep in the forest by a group of reclaimers and were brought back to Silver Reef. Growing up, you seemed to be more athletic than other children, and you found you preferred the company of animals and working beasts than to that of other people. You gain a +10 bonus to your base land speed, and you gain darkvision out to 30 feet. If you already possess (or later gain) darkvision, increase your existing darkvision by 10 feet instead. ![]()
![]() I just gained an ability to be able to complete spell trigger items as a sorcerer of my level (currently 10), and was wondering what would be some good choices. I've already picked up a few scrolls of haste and a wand of heroism, but what else would be a good idea? I should mention I'm a grappler. I got this ability from a homebrew ability. ![]()
![]() Would using unhindering shield negate a kensai's canny defense feature? I believe it would work, although I wanted to get confirmation. Unhindering Shield
Canny Defense Feature
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![]() So say there's an invisible creature lurking around, and it possesses the grab ability (If a creature with this special attack hits with the indicated attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity). It then attacks a creature (thus making them flat footed) and hits them. Would the bonus grapple also be against the hit creature's flat footed CMD, or is it now at a point where the creature is "aware" of its assailant? ![]()
![]() I have to say, I've been getting some high quality ideas from everyone here, so good work, everyone! https://drive.google.com/open?id=1Y2vWQbRlJ7SUU61tjzXUcEvCZK-wAqCf Summary: -Added perform as a class skill
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![]() Thanks for all the feedback! I've made some changes, so I'll link the new PDF below for everyone to look at. Major changes summarized: -Added description for Survivalist class feature
https://drive.google.com/file/d/1xNjgVMjYsGTlCVc-f-_Aj9tJ7Q-rh8NH/view?usp= sharing Again, feedback would be greatly appreciated! ![]()
![]() So I found this class: https://www.d20pfsrd.com/classes/base-classes/omdura/ And will be playing it in a homebrew undead themed campaign. Rules are 25 point buy, no stat dumping, automatic bonus progression +1. I was thinking of starting stats of the following: STR 16, DEX 13, CON 15, INT 10, WIS 10, and CHA 14. This is pre race, as I was thinking either human or aasimar as the race. What I want to ask is what would be good feats to compliment the character, as well as spell choice. My god is most likely Sarenrae, and his alignment will be either CG or NG. Any input would be great! NOTE: The Omdura implies that you don't gain your own invocation bonus until lvl 11, thinking that you don't count as your own allies. The DM has ruled that I will not gain my own invocation bonuses till that point. ![]()
![]() https://www.d20pfsrd.com/classes/base-classes/omdura/ I found this class just recently and want to play it sometime. The theme of the campaign that this character would be in is undead, so I want to go Sarenrae or a similar deity (I've considered Pharasma, but I'm not liking the idea). What I want to ask about is spell selection- as a spontaneous caster, I need to select my spells carefully. My role would be largely support (a divine bard, if you will) and so I know a few obvious choices- bless, blessing of fervor and heroism are good (prayer grants a sacred bonus which doesn't stack with two of the invocation bonuses). What I don't know well at all is the inquisitor spell list (other than heroism), what would be good spells for this character to pick off of the inquisitor list, if any? This may help (this is pre-racial bonus): 16
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![]() Does the bonus from improved/greater grapple apply to someone you have grappled who is trying to break the grapple? If you can provide a link to a primary or official post, please do! Example: I have a grapple CMB of +18 and roll to grapple someone with a CMD of 25. I roll a 7 and succeed. Their turn, they try to break out. My base CMD is 24- would I add the improved and greater grapple to my CMD in this situation? ![]()
![]() So I'll be playing a slayer, and I had one skill left to put ranks into. Not sure what to put it into, I choose use magic device (took a trait to make it a class skill and get a +1) cause I think it'll be fun. I'm just curious as to what spells would best help me and my party using this. I'm a player in Strange Aeons as a TWF slayer tank who trips (no spoilers please!), if that helps. ![]()
![]() Alright, I think stating my full goal with this character will help: He will be a Frontline/party buff character who will take use of his channel to weaken enemies. Out of combat, he will be deceptive and try to further his god's goals (TBD, DM will tell me what Norgober "wants") while still helping his party. He will also take create wondrous item. As for undead, I don't see him using them very often, but he's not against it. I don't want to take any archetypes with this character, but if there is a way to gain those boons another way, if be interested. All the advice so far has been great! ![]()
![]() Quixote wrote:
I... Really like all of these. The only thing I have to say is that the hatchet grants quick draw, so drawing it every time isn't an issue. ![]()
![]() Ryze Kuja wrote:
I don't plan on doing that, the maddness alt is just what I want but I realize I can't have it with my current deity. ![]()
![]() Alright, for variant channeling, I like the murder alt, but I would deal more damage with the full channel than with the bleed. What I actually want is the madness alt channel, but that doesn't fall under Norgober, so oh well... As for domains, I'm torn between daemon and murder. My other would be glory (separatist archetype), as it's level eight ability is incredible. I'm not going for death as there will not be synergy there. I forgot that you could harvest poisons, I'll have to take that cheap route. ![]()
![]() Meirril wrote: Are you sure you want to be a cleric? Warpriest might be a better choice. It really depends on what you want to do with the character. One thing I would suggest is to pick an aspect of Norgorber's faith and build your character around that. Yes, cleric is what I want, while warpriest would make him mechanically better, I envision him as a cleric. As for what aspect, he's about deception and lies, backstabbing (and poison if it wasn't so stupidly expensive) that kind of thing (let me get this out of the way, I don't intend on backstabbing my party, I don't play like that). While it would be good to have diplomacy as well (cunning feat looks like a good idea), this is what this character is like. As for a reach cleric, I only vaguely know how to build one of those and this character is not that. ![]()
![]() So I was thinking of making a cleric of Norgober and wanted some advice. I want to be in more Frontline combat rather than just throw spell DCs at things, so I have the following array: 20 buy, human 16
I plan on putting ranks into bluff, sense motive and perception. Any advice would be welcome. ![]()
![]() Pretty much all I want to know is when you think of "3rd party" classes, what comes to mind? I'm not really looking for a "x class is op and y sucks," I'm just curious what experiences people have had with third party. If there's a 3P race that jumps out, please feel free to share that as well. For example, I've had experience with the kobold press battle scion, the vorpal knight and the rite publishing draconic exemplar. The battle scion I think is just fine, the only thing that I'd say it would need is a personal spell list. The vorpal knight is a class I so want to use and have players use, but it just gets too much with its soul aspects ability. Even an inexperienced player could outshine a vet using this class. The draconic exemplar is honestly very cool. It also suffers similarly as the vorpal knight in that it is very good, with six natural attacks being the biggest tribute. Removing the wing attacks/gore helps reign it in, but still.
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