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Sereinái wrote:
If you are using any v3.5 books, I suggest you look at Complete Adventurer. One feat in particular is good for anybody with Bardic Music, namely Disguise Spell (pg. 108). In short, when you are doing a performance, you make an extra Perform check that's opposed by other people's Spot checks for them to even notice that you are casting a spell during your performance. Even if they succeed on the spot check, they cannot use Spellcraft to identify what spell you're casting. There's an additional feat, Subsonics, on pg 112 of the same book, that could work nicely in combination with Disguise Spell. To quote: "You can produce music or poetics so subtly that opponents do not notice it, yet your allies still gain all the usual benefits from your bardic music. Similarly, you can affect opponents within range with your music, but unless they can see you performing or have some other means of discovering it, they cannot determine the source of the effect." In short, you have a performance so subtle that opponents don't notice it, which you then work your spell into, which opponents must then make a Spot check to tell that you are casting, but they can only do this if they can tell that you are performing. If you have a faceplate or a mask over your face, or maybe even a heavy veil, your opponents probably won't know that you're singing or storytelling. To sound like somebody else, you'd probably want the Perform (Acting) skill. Bluff might work if you have some sort of magic disguising you. DMs choice there, really, but acting should always work. Let me know if this is of any help. ![]()
Feat creepage has been a major problem with 3.5, not just the power in some of the late splatbooks but also the number. Some of the feats are really cool, but then suddenly the bar for being master of a weapon just got that much higher and will, guess what, suck up more feats. I did a little DMing a few years back - badly, I'll admit. I did have a concept for extra feats on top of the basics, though: you could train for new feats or occasionally find them in magic items, a la the various books which give inherent bonuses to stats, or wish for them, or in rare cases get them through roleplay for feats that are based on character interactions, such as various vows from Book of Exalted Deeds. It would cost 5,000 gold per feat to find it in an item that would give you a permanent feat, but this number would be multiplied by the minimum level needed to get a feat times the number of prerequisite feats needed. Dodge, Power Attack, Combat Reflexes, those would all be 5,000gp. Mobility would be 10,000 - you can get is at first level but you need Dodge. A book that teaches you Spring Attack would be worth 40,000gp. You'd still need the prerequisites to get the feat. I also envisioned a cap on how many of these bonus feats you could get, capped at the number of unrestricted feats you could have from level or other factors (being human, for example). When the base book has over a hundred feats its already impossible to get them all. When every new splatbook introduces at least 20 new ones it just makes the system that much more difficult. I have no problem with the multiclass feats as such, though some are far more powerful than others. I do have more than a small hint of Munchkin in me (alas), though I do enjoy roleplaying. But, there should be a means of keeping the clutter down. I did not like the way feats were put in to add new uses for skills when the skill should simply have been able to do that - maybe with a minimum number of ranks needed to do it. If you can have a prerequisite for a prestige class, why not a prestigious skill ability? I would love to see feats arranged something like this:
Too late for this printing, but my thoughts on the matter. ![]()
Erik Mona wrote:
Epic, to me, means grand scope and breathtaking power in the concept. Characters will be going up against major powers and upsetting all sorts of applecarts whether they know it or not. The wizard whose magic is so strong she emits a wild magic field when she's not paying attention; the warrior who beats an incognito King's Champion; the thief who can hide in a brightly-lit bare room and steal the locked collar off a lord's pet pegasus; the cleric who talks to the dead as easily as to the living; the bard whose simplest melodies carry such meaning that the iciest heart melts. These people need to be able to do things in such a way that they are beyond what most people would consider the normal bounds of power. A wizard who can eventually cast most any spell he knows at will, for example; a warrior who can deflect a blow aimed straight at his spleen.Mechanically... well, the first thing I think needs be done is take out the mechanical line demarcating Epic from High Level. The ELH had a good number of feats with abilities that should be available to experienced non-Epic characters. Having epic prestige classes are fine, but it might be an idea to simply have Epic abilities that any character can choose at each level - like feats but more powerful. Maybe that dwarf has such a strong constitution that he regenerates ability damage and drain without a cleric; maybe the wizard figures out how to cast a number of 1st level spells at will, and only needs the slots to memorize a few other spells. Maybe the thief even hits the supposedly-non-existant tricky spot in the jello mold he's fighting. Maybe the paladin or the cleric becomes a living font of positive energy. Maybe an elf gains truesight. Making a proper Epic progression for base classes is also useful. Wizards and clerics might gain access to 10th level spells at 21st level, 11th at 25th and so on. Bards might have their own 7th level spells at 22nd level. Rogues might have Epic special talents. The biggest thing I think needs to be changed on a mechanical basis are the magic item rules. There's the insane price tag for most any item, which keeps players from owning epic magic items and also makes it nearly impossible to craft anything epic in a short period of time. I want the chance to use a possibly very dangerous ritual to create an item quickly, or in fact invest part of my soul (such as XP or even on a level by level basis). Maybe each favorable factor allows it to be faster, such as the right phase of the moon, the right season, near a ley-line, a blood sacrifice, a host of people praying and chanting, a magician using the right sequence of spells. Some of the best magic items in myth and folklore gained power from prolonged use, true; but many artifacts are either created over the span of years or in the course of a day to a month, with powers far beyond mortal ken. ![]()
As a thought...
You could, thus, have a master blacksmith who makes a +5 keen longsword (he has Improved Critical, see), and the DC is 46 (10 + 36,000gp/1000) - tough job, but doable. He could crank out basic magic weapons easily, or spend long times working on total masteries of his craft. I'll speak about magic items that allow somebody to make a single MW item in a single day another time. ![]()
In regards to the Perform skill, I think that as it stands it's a bit too focused. D&D 3.0 had a fairly good mechanic: you get one type of performance you're good at for each rank of skill you have in the class. Sure, it approaches a laundry list; but it makes it easier and also keeps down a little skill clutter. I do not know why Spellcraft should not be folded into Knowledge: Arcana. It seems like it would be a subset skill. I also don't know why Diplomacy and Intimidate should be separate skills. They are both used to influence people, after all, albeit in different ways - much like fire can be used to make a nice meal or burn up a nice chair. I'd be fine seeing an Influence skill containing both, and you can give racial bonuses to one use or the other, so particularly scary monsters like dragons are better at Intimidate, particularly charming monsters like most fey are better at Diplomacy. ![]()
This is short on flavor text, but the idea is to give the shield its due. Shield Focus (Combat)
You are practiced at parrying with a shield, just as you are practiced attacking with your weapon. You gain an additional +1 to your shield bonus per attack you may make in a round. If you have a BAB of +12 and three attacks, you gain an extra +3 to your shield bonus.
Improved Shield Defense
You know how to apply your full skill to a shield. You may choose to subtract any amount from your attacks, up to your full Combat Maneuver Bonus, and add it as a shield bonus to your AC. This may work in conjunction with Fighting Defensively or Total Defense. This must be done at the beginning of your turn and lasts until the beginning of your next turn.
Greater Shield Defense
Your shield bonus improves your Touch AC as well as your normal AC. It still applies to your defense even against effects that normally disregard a shield.
Superior Shield Defense
Your shield bonus, including all bonuses, is added to all defensive uses of your Combat Maneuver Bonus, including to avoid being tripped, grappled, disarmed and suchlike (yes, I know - it's not cleaned up, I'm not near my copy of the rules).
Shield Ally
You may subtract any number from your shield bonus and apply it as a shield bonus to a target (usually an ally) within your normal reach who takes up the same space or less. If you have advanced Shield Defense feats, they may be applied to the bonus granted. You must make this decision at the beginning of your turn, and it lasts until the beginning of your next turn.
Shield Style
Choose a class you have class levels in. If that class has a restriction to class abilities if you should use a shield, not including spellcasting, you may use a buckler and still maintain use of your class abilities normally unusable with a shield.
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Tom Cattery wrote:
Well... see, sometimes class names don't always go completely hand in hand with what they actually are; the name is more flavorful. The Elemental Warrior (Planar Handbook) does not get a full attack progression and gains no weapon or armor proficiencies, for example. But I digress. There are very few classes that could touch the fighter in Core 3.5 with their weapon of choice. Only certain weapons got anything remotely like a good prestige class. The bow was one of the best of the (bad) lot for prestige classes build around a weapon, and it really only had two prestige classes I can think of with any lasting merit: Arcane Archer, DMG, which was mostly lame; and Order of the Bow Initiate, Complete Warrior, which was for the most part OK and which will survive the transition to Pathfinder quite nicely IMO. One problem with weapon-based classes has always been that they don't stack with Fighter for Fighter-only feats related to the weapon. To my mind this is ludicrous. I mean, yes, preserve the power of the straight fighter; but if somebody is uber-specializing in a weapon doesn't it make sense for them to be able to get, say, Weapon Specialization? In olden times, long before pen-and-paper RPGs, there used to be a progression to delineate how good somebody was at a trade. The breakdown was something like this:
I only bring this up because you can put the Arcane in the Archer without spellcasting, simply by making their abilities so good as to be mystical - even make them somewhat magical in and of themselves. ![]()
Tom Cattery wrote:
The idea is that they improve their skill and gain potent abilities with a bow. The Arcane Archer focuses on the bow and perhaps dabbles in other things. The class could be scaled back from this, I suppose. I'd say remove the caster levels, if anything. I put in the Archery Pool to put the class more in line with the base classes that have pools (such as the barbarian's Rage pool) and also to make the special abilities of the class... well, usable. As it currently stands it's not a very good class - I can't see why anybody would want to take Arcane Archer instead of continuing with Fighter. You'd be better with the bow as a Fighter. What would you put in to make it even better than a Fighter with a bow? ![]()
I have a proposal for Arcane Archer, open for discussion, that I think might be of the general flavor of the base classes. Apologies for formatting. Arcane Archer Elves are known as being masters of magic, nature and the bow. While all elves know how to use the bow, the Arcane Archer goes from mastery of the bow to outright wizardry, performing feats that even the most dedicated non-Elf archer can only dream of achieving. Rangers and Fighters are the most common members of this class owing to their ease of meeting the requirements, but any class can manage if they desire. Multiclass wizards who don't mind slowing down their magical progression find the class particularly appealing. Requirements:
Class Skills: Intimidate, Knowledge (arcana), Knowledge (nature), Perception, Stealth, Survival. (2 + Int) Skill Points per Level. Hit Die: d10. Progression:
Enhance Bow: At first level the Arcane Archer can enhance her personal masterwork or better bow to fire as a magic weapon with a +1 enhancement bonus. This bonus improves by +1 every two levels after first, to a maximum of +5 and ninth level. If this bow is destroyed, she cannot enhance a new bow until the next day during magical studies and preparation. This bow only works as a magic bow for herself. The personal bow of an elf deity the arcane archer worships may be enhanced at any time as a swift action. Archery Pool: The Arcane Archer gains a pool of archery points that can be used to a variety of special effects. She receives her Dexterity bonus +2 points at each level. She cannot use more points in a round than her class level, but she can apply multiple abilities to a single arrow within this restriction. She gains one ability at first level, then an additional ability every odd class level after:
Bow Skills: The Arcane Archer continues proving her mastery with the mundane skills of the bow. Her Arcane Archer level stacks with her level in Fighter for determining her extra attack and damage bonus with bows only, as well as for any Fighter only feats that relate to bows. Bonus Feat: At first level and every three levels after, the Arcane Archer gets a bonus feat. These feats must come from the Point Blank Shot tree, the Weapon Focus tree (for bows only), or be a combat feat specifically applied to use with bows. Enhance Arrows: At second level the Arcane Archer enchants every arrow she fires from her personal bow. She makes her choice during magical studies and preparation time and may not change it until the next day. While her arrows are not magical, she may add a +1 bonus ability to her arrows. Every two levels after she may add better or extra abilities, adding a +1 bonus to what her arrows may have as an enchantment. She may not enhance her arrows in ways that are opposite of her alignment, nor two conflicting alignments - a Neutral Good archer could have Holy plus either Axiomatic or Anarchic but not Evil. Melee Bow: At second level the Arcane Archer knows how to use her bow in close quarters. She may use a bow in melee combat without drawing attacks of opportunity. At sixth level she threatens all squares around her with her bow, having an effective reach of 5' and providing flanking at that range. At tenth level she has a 10' effective reach. Spellcasting: At second level, and every even class level after, the Arcane Archer improves her spellcasting in one class, but does not gain any other benefits of higher level in that class. If she has no caster levels, she gains spells as a wizard. Dexterous Shot: A third level Arcane Archer adds her Dexterity bonus to damage rolls with her personal bow. This bonus damage cannot damage creatures immune to the Rogue's sneak attack. Enchant Bow: At third level the Arcane Archer can make magical bows and arrows as if she had the Craft Magic Arms and Armor feat. Aside from basic enchantments, she can only add abilities for which she has the appropriate spells or has the appropriate Arcane Archer ability from the Archery Pool. Adjust Pull: At fifth level the Arcane Archer can adjust the Strength pull of her personal bow as a swift action. Extra Shot: At sixth level the Arcane Archer can fire an extra arrow at her full base attack bonus when making a full attack with her bow. She gains an additional arrow at tenth level. These extra attacks stack with Rapid Shot and Haste. Bullseye Shot: At eight level an Arcane Archer can, as a standard action, fire a shot against her target's touch AC instead of their full AC. (This can only be used once per round) Refocus Arrows: At ninth level, once per day an Arcane Archer may spend 1 hour to change the enhancements on her arrows. ![]()
The critical feats bother me.
I think perhaps a better approach could be taken by making them fighter talents, say gotten at 1st level and every 5 or 6 levels after that. I would further suggest fighters get Maneuver points.
This way the abilities are built into the class, are still nifty, and can still be restricted by level. I do have one other point: somebody with the Mettle ability would still reduce the tough critical abilities from Still A Penalty to No Penalty with a successful save. ![]()
Purple Dragon Knight wrote:
I think the first three complete books were a bit less powered than the latter 5, although some of the classes in Complete Adventurer were a bit weak except in theme. The ones in Scoundrel, Mage and Champion were generally quite powerful (Ultimate Magus? Spellwarp Sniper? Paragnostics?) ![]()
I have not slogged through the 1000+ posts on this topic. My thoughts on the Paladin:
I do like the notion of a Paladin having very limited Favorite Enemies of Evil Outsider, Undead and Evil. This is not currently implemented. It would perhaps trod on the Ranger's toes a little, but not necessarily too much. I like the Weapon Bond ability. A Paladin having Mettle seems appropriate. My biggest beef with the Paladin from the beginning of D&D is that the class, in my opinion, should be a bastion of Good as opposed to a bastion of Lawful Good. Hear me out: form follows function. The Paladin has plenty of abilities against Evil, as well as plenty of spells. The class has only a few spells relating to chaos and absolutely no special abilities against chaos. This was true in AD&D, AD&D 2, D&D 3.0, D&D 3.5, and is still true in Pathfinder. The change would mean they may disagree over the means to the end, but they agree on the end. It is a very strong feeling on my part. I would suggest that the Paladin is allowed to associate with evil characters when undercover or when trying to turn somebody to Good. Those would be two valid reasons for such an association - he would highly disapprove of the actions of the evil one but would try to moderate their attitude by example and soft words/gentle persuasion/lectures/hanragues/etc. I do not think the Paladin should have access to Fighter feats, as they are not as devoted as Fighters to the arts of fighting. Let the fighters stay the fighters. I do think that the AC bonus fighters get might be in order, to represent their excellent defenses. My last note for now: many others have referred to the caster level for Paladins (and likely Rangers in similar threads). I do think that the Paladin should get access to spells at a lower level and should have their caster level be their class level. They should be tertiary spellcasters at best - the cleric, druid, wizard and sorcerer are primary, the bard is a secondary - but they should be good at their very limited spell list. ![]()
Abraham spalding wrote:
I wouldn't want all of them in a single class. It would be entirely too munchkinly and detract from roleplaying. However, what about a 5 level prestige class that requires a couple of perception-boosting feats, maxed out Sense Motive and Perception and is focused on exceptional senses as opposed to combat, magic or general skills? How about a Shadowdancer who actually dances around? And, maybe, doesn't suck? Maybe a racial prestige class for each race, as opposed to just the eldest (Dwarf and Elf)? I do love the classic types. Assassin was a core class in original AD&D.
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Set wrote:
Channel Energy refers to Positive/Negative energy channeled by clerics and paladins. I don't want to see it made as versatile as spellcasting. I just want to see it expanded. ![]()
I look at prestige classes from several angles. As a sometimes-munchkinly player who thinks in crunchy terms I think prestige classes can add some extra heft in 3.5 - and I say this as somebody who has come up with optimized builds without using optimizing boards, some of which seem to beat the boards by what my fellow players tell me. The ones I've seen so far in Pathfinder... not so much aside from the Eldritch Knight and Dragon Disciple. The Shadowdancer, Loremaster, Arcane Archer and Arcane Trickster are mostly unchanged from their counterparts in 3.5 DMG. As a very occasional DM, prestige classes allow the players to be uber-munchkinly and crunchy, which can detract from the roleplaying and can make posing challenges tougher. I enjoy it when they use the class to enhance roleplay. As a player who enjoys roleplaying, some classes add more potential than others. The Pathfinder and the Dragon Disciple both have very good roleplaying hooks and character development. I view prestige classes as being a way that a character becomes an exemplar/guardian of their race, a way to represent their status in a prestigious organization, or a way to show that their character has focused on some aspect to become truly deadly in that aspect. It can be some combination of the three as well. On the whole I like them, even as a DM. What do I want?
I would have said I want to see a new class that progress bardic music properly, but the Pathfinder Chronicler is a very worthy addition to that - even if hobbled by a loss of the most powerful bard spells. ![]()
I think the Power Attack and Combat Expertise feats, among others, being limited by stat is not very helpful. While there were definite cases for abuse under 3.5 with Power Attack I would say they were uncommon. Pendulum swings by definition go too far, and this is a pendulum swing. At the same time, having individual feats that change AC to damage, BAB to damage, AC to accuracy, Damage to accuracy, Damage to Attack Bonus, AC to Attack Bonus... it's a mess. It gets even messier when you add in special effects like poison. For example, what powerful poison-relying monster wouldn't want to guarantee a pinprick attack that kills the wizard with Constitution damage? There's the additional delineation of ranged attacks and melee attacks when it comes to this. Again, it's a mess. I would suggest three sets of feats:
In real combat, you frequently balance your defenses with your offense and your striking power. I would further suggest that classes with a full BAB get at least one if not all of these three feats regardless of meeting prerequisites. Barbarian would get Powerful Strike, Ranger would get Defensive Strike, Paladin would get Aimed Strike, and Fighter would get all three. That, however, is optional. |