Charles Evans 25 |
Excusez-moi pour mon anglais approximatif, ce n'est pas ma langue maternelle...
juste une petite question qui ma travaille : quand on gagne un niveau de jeteur de sort grace à une classe de prestige, gagne t'on aussi les pouvoirs d'ecole ou de domaine??
Si quelqu'un peut traduire correctement cette question s'il vous plait.
ça doit donner approximativement ça :did you gain school/domain power when you gain a +1 arcane/divine level from a prestige class???
My impression is that the school powers, bloodline powers, and domain powers are only gained by advancing in basic character classes; they are little gifts which are your rewards for staying with such a class, and unless a prestige class specifically states otherwise (as the Pathfinder Beta version of the Dragon Disciple specifically does for bloodline powers) you do not progress them by advancing in level in a prestige class.
Edit:
I see Kirth beat me to it... :D
Welcome to the Paizo Boards, by the way, Bilbo Baggins.
Seldriss |
Bienvenue sur Paizoland, Bilbo !
Ton anglais est plutot correct. N'hesite pas a le pratiquer ici, meme avec des erreurs. La communaute de Paizo est tres sympathique et ne t'en tiendra pas rigueur.
Welcome to Paizoland, Bilbo !
Your english is pretty fine. Don't hesitate to practice it here, even with mistakes. The Paizo community is really cool and won't mind.
Pretty good translation by the way, Kirth.
Three minor mistakes though (if i may) :
On a dit plusieurs fois (mais pas dans le "Beta," malheureusement!) que non; on gagne des pouvoirs nouveaux seulement avec des "class levels" originaux, et jamais pour une classe de prestige -- avec l'exception du "dragon disciple."
SeldrisS
(who happens to be french)(nobody's perfect)
Majuba |
seekerofshadowlight wrote:to me ranks is how many points you have in them, not counting to +3 class bumpMe too, but there are two problems with it:
If, however, the note on page 52 covers all PrCs, then we are in the somewhat ludicrous situation of having PrCs written out for Pathfinder RPG with skill requirements in 'ranks' that don't actually mean 'ranks' at all, but rather mean that you have to subtract three from the number of 'ranks' listed and then maybe double it to find out the actual ranks you need to have. That seems silly, given that the PrCs are explicitly Pathfinder RPG PrCs.
You're right, that is ludicrous.
That's why the ones just presented definitely mean just those ranks. Rules for non-class skills haven't been presented yet.
We'll find out! :)
Kirth Gersen |
Pretty good translation by the way, Kirth.
Three minor mistakes though (if i may) :
Kirth Gersen wrote:On a dit plusieurs fois (mais pas dans le "Beta," malheureusement!) que non; on gagne des pouvoirs nouveaux seulement avec des "class levels" originaux, et jamais pour une classe de prestige -- avec l'exception du "dragon disciple."
Merci bien, mon ami. J'ai etudier le francais seulement a l'ecole secondaire (high school) -- il y a 18 ans maintenant -- et puis, j'ai oublier presque tout. J'apprecie votre aide!
Mais, "disciple," c'est masculin? Bizarre.
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Jason, I'm worried about the Pathfinder Cronicler. Essentially you allow a 2nd level pathfinder Cronicler to pull 200 gp out of his bag for a cost of 100 gp. This gets worse every level.
So, say a 5th level pathfinder Cronicler pulls 500 gp worth of jewlry out of his bag, sells it, and replenishes the stock for 100 gp. Bam, rediculously easy infinite wealth exploit.
As stated earlier in this thread, this is a typo/editing error. The cost to refill is 100 gp per level, just as the cap on taking things out is 100 gp/level. Note also that this is a cap - you don't have to fill your pockets entirely if you don't want to or don't have the money to.
Simply put: You can take out whatever amount of value you put in. As simple as that.
We should make sure to point it out at the Prestige Class playtest period in the typos thread.
Jason Nelson Contributor, RPG Superstar 2008 Top 4, Legendary Games |
Jason Nelson:
Further clarification. (Hah, my usually reliable memory was a mess yesterday). The trait I thought I was recalling (upon checking it up) turned out not to be a trait from Curse of the Crimson Throne player's Guide, but the Henderthane aspect of the Noble Scion feat from the Cheliax entry on Page 71 of the Campaign Setting. (Flat 10% discount on all weapons purchased in Avistan, whether magical or not- I recalled it was part of a list of options, and unfortunately thought it was a list of benefits instead in a list of options for those occasionally infernal various Chelish aristocrats.)I am hoping to have a much better day today.
By the way, since small characters (gnomes and halflings) are not unknown, does the unspecified 10lb of gear for Deep Pockets scale by character size? (For that matter large characters- permanently enlarged PCs, for a start- are not unknown either.)
I suppose you could if you wanted, but the weight there is nominal and mostly in place to ensure that whatever you pull out would be something logical and sane, not, say, a giant stack of timber to build a house. "Hey, it costs less than 1000 gp!" Rrright...
So in effect you could change it to be size-appropriate, say 7.5 lbs for small characters and 20 lbs for large or whatever but I wouldn't. I think that's adding needless complication and a level of granularity that isn't really required by the ability.
DM Jeff |
Well, that's wasn't long. I haven't read any of the new takes except the Assassin, and so did my one player who wanted to go for it in our Crimson Throne campaign. And seeing no spells, she says no thanks. The spells were her draw to begin with.
And, while I haven't read this entire thread either, a new take that invalidates nearly a hundred assassin spells I have on hand is not very encouraging in the entire "backwards compatibility department".
-DM Jeff
seekerofshadowlight |
I still dont see the issue with spell less assassins. I for one never got how being a master killer auto granted you knowledge of spells. If the assassin with spells is such a huge deal use the one you have. It's not like they cant work together. Your 3.5 stuff will work with pathfinder.People like me who always hated spell slinging assassins now have one to use, and folks that want the spellslingers still have the 3.5 one.
Set |
I'm not really pleased with the spell-less assassin either, primarily from a backwards-compatibility point of view.
However, from a "this is cool to have" point of view, the niche could be filled with the Red Mantis Assassin from the Campaign Setting, which does get spells.
Yeah, that's kind of how I'm seeing it. I want there to be a spell-less Assassin. I want there to be a spell-having Assassin. And, bonus, I get both!
Prime Evil |
Mr Baron wrote:what happened to the Blackguard? What are the plans for this class?As I mentioned in another thread, the blackguard got cut due the fact that the class deserves to be a base class, not locked away as a prestige class. Unfortunately, I am not sure that we will have the room to explore this option in the core book.
Jason Bulmahn
Lead Designer
Paizo Publishing
Speaking personally, I loved Green Ronin's take on the Blackguard concept with the Unholy Warrior base class - it always seemed to have much more flavor than the prestige class in the DMG.
guille f |
Why the eldritch knight doesn't have 2 good saving throws (Fort - Will), he is not suppose to be a magic knight?
Other thing, if i can make a swift action per turn, why in the description of spell critical says this:
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action . The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
Dennis da Ogre |
Why the eldritch knight doesn't have 2 good saving throws (Fort - Will), he is not suppose to be a magic knight?
Other thing, if i can make a swift action per turn, why in the description of spell critical says this:
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action . The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
??? What are you asking about? It makes sense to me, make a critical hit fire off a spell. Seems like a nice ability... of course if he's used up his swift action doing something else then it's not so great.
guille f |
guille f wrote:??? What are you asking about? It makes sense to me, make a critical hit fire off a spell. Seems like a nice ability... of course if he's used up his swift action doing something else then it's not so great.Why the eldritch knight doesn't have 2 good saving throws (Fort - Will), he is not suppose to be a magic knight?
Other thing, if i can make a swift action per turn, why in the description of spell critical says this:
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action . The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
Only 1 per turn? And if you use dodge or arcane armor training you can't use this ability? That no make any sense.
Dennis da Ogre |
Dennis da Ogre wrote:Only 1 per turn? And if you use dodge or arcane armor training you can't use this ability? That no make any sense.guille f wrote:??? What are you asking about? It makes sense to me, make a critical hit fire off a spell. Seems like a nice ability... of course if he's used up his swift action doing something else then it's not so great.Why the eldritch knight doesn't have 2 good saving throws (Fort - Will), he is not suppose to be a magic knight?
Other thing, if i can make a swift action per turn, why in the description of spell critical says this:
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action . The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
Yes, it's pretty weak as written.
DeBane |
Here is my Arcane Archer Pathfinder that I use in my campaign. It is more of a take on mage/archer...Read the abiliy list good as i have change things in small ways that have really made the prestiage class I think.
ARCANE ARCHER
Hit Die: d8.
Requirements
To qualify to become an arcane archer, a character must
fulfill all the following criteria.
Race: Elf,half-elf or (Have been raised by elfs with DM's approval)
Base Attack Bonus: +5.
Feats: Any Two Archery related feats, Still Spell feat, and Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.
Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Knowledge Any (Int), Perception (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), and Survival (Wis).
Skill Points at Each Level: 2 + Int modifier.
Table 12–1: Arcane Archer
Fort Ref Will
Level BAB Save Save Save Special
1st +0 +1 +1 +0 Enhance Arrows
2nd +1 +1 +1 +1 Imbue Area, +1 caster level
3rd +2 +2 +2 +1 Enhance Arrows, +1 caster level
4th +3 +2 +2 +1 Hail of arrows
5th +3 +3 +3 +2 Enhance Arrows, +1 caster level
6th +4 +3 +3 +2 Imbue Touch, +1 caster Level
7th +5 +4 +4 +2 Enhance Arrows
8th +6 +4 +4 +3 Phase Arrow, +1 caster level
9th +6 +5 +5 +3 Enhance arrows, +1 caster level
10th +7 +5 +5 +3 Arrow of death
"BAB" = Base Attack Bonus
Class Features
All of the following are Class Features of the arcane archer
prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Spells per Day: When a arcane archer level is gained when he gain a +1 to caster level, the character gains new spells per day as if she had also gained a level in a spell-casting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spell-casting. If a character had more than one spell-casting class before becoming an arcane archer, she must decide to which class she adds the new level for purposes of determining spells per day.
Enhance Arrows (Su): At 1st level, every nonmagical arrow an arcane archer noces and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for him.
In addition, the arcane archer’s arrows gain a number of additional abilities as he gains additional levels. The elemental, elemental burst, and aligned abilities can be changed once per day, altering the type of ability granted. These abilities can be changed at the start of the arcane archers turn only before any actions or taken and once picked the arcane archer can not change these until the start of his next turn.
At 3rd level: the arcane archer can now enhance all nonmagical arrows fired with 1 least ability: flaming, frost, or shock ability.
At 5th level: In addition to 1 least ability, the arcane archer can now enhance all nonmagical arrows fired with 1 minor ability: seeking, ghost touch, or distance ability.
At 7th level: All of the least abilities or now replaced with the following: flaming burst, icy burst, or shocking burst ability.
At 9th level: the arcane archer can now enhance all nonmagical arrows fired with 1 major ability: anarchic, axiomatic, holy, or unholy special ability. The arcane archer cannot choose an ability that is the opposite of his alignment (a Lawful Good arcane archer could not choose anarchic or unholy as his special ability).
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
At 6th level, an arcane archer gains the ability to place a touch spell upon an arrow. When the arrow is fired, the spell's target must be with 30 feet of the arcane archer, all ranges beyond this is impossible as the arrows magic tears it apart.
Hail of Arrows (Sp): As a standard action an arcane archer of 4th level or higher can fire an arrow at each and every target within range, to a maximum of targets for every arcane archer level plus 1. Each attack uses the archer’s primary attack bonus -2, and each enemy may only be targeted by a single arrow. The Arcane Archer must also give up a 1st level spell to power this ability.
Phase Arrow (Sp): As a standard action (and shooting the arrow is part of the action). An 6th level, an arcane archer can launch an arrow at a target known to him within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally. The Arcane Archer must also give up a 2nd level spell to power this ability.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death. It works just like the spell "circle of death" spell with a caster level equal to her arcane archer levels plus her previous caster class level. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.
Snorter |
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
That last sentence also seems to imply that the caster ought to keep one hand free for casting somatic spells, and have materials and foci to hand, so the class favours one-handed weapons.
Though proficient in double-handed weapons, any Eldritch Knight who uses one will lose much of the benefits of this ability, unless they regularly memorise Still Spell versions for this purpose.
(Trying to recall examples of vocal-only spells; you could wallop someone with a greatsword and teleport them somewhere inconvenient...).
Snorter |
Spell Critical (Su): At 10th level, whenever an eldritch knight successfully confirms a critical hit, he can cast a spell as a swift action. The spell must include the target of the attack as one of its targets or in its area of effect. Casting this spell does not provoke an attack of opportunity. The caster must still meet all of the spell’s components and must roll for arcane spell failure if necessary.
I'm not convinced it's enough, to say the target should simply be 'in the area of effect', so you are able to fire off a spell behind him. It doesn't seem to fit the flavour I have in my head, of the caster channelling the energy through his blade, as a result of the critical hit. I think the target of the crit should have to be the centre of the spell, so you may want to discuss this ability with your allies, before picking protective spells!
guille f |
That last sentence also seems to imply that the caster ought to keep one hand free for casting somatic spells, and have materials and foci to hand, so the class favours one-handed weapons.
And double weapons too. If a wizard can use a staff (a double weapon) and cast spells, why not the eldritch knight a two-bladed sword?
Cory Stafford 29 |
Shadowdancer is still ridiculously weak. That's a shame, really.
Yeah, a shadowdancer needs some offensive abilities. All of its abilities are defensive in nature, which is quite boring. You really need something more interesting to do in combat than hide and jump from shadow to shadow to get away from danger. If you spread 3d6 of sneak attack dice over the 10 levels of the class, you might have a decent PrC.
DM Jeff |
If the assassin with spells is such a huge deal use the one you have. It's not like they cant work together. Your 3.5 stuff will work with pathfinder. People like me who always hated spell slinging assassins now have one to use, and folks that want the spellslingers still have the 3.5 one.
Fair enough. During accidental squinting I forgot to look at the bigger picture. Game on!
-DM Jeff
seekerofshadowlight |
seekerofshadowlight wrote:If the assassin with spells is such a huge deal use the one you have. It's not like they cant work together. Your 3.5 stuff will work with pathfinder. People like me who always hated spell slinging assassins now have one to use, and folks that want the spellslingers still have the 3.5 one.Fair enough. During accidental squinting I forgot to look at the bigger picture. Game on!
-DM Jeff
Another thing I do believe the mantis PRC may replace the magic using assassins. There is room and a place for both
Snorter |
That last sentence also seems to imply that the caster ought to keep one hand free for casting somatic spells, and have materials and foci to hand, so the class favours one-handed weapons.
And double weapons too. If a wizard can use a staff (a double weapon) and cast spells, why not the eldritch knight a two-bladed sword?
Ah, but there's a big difference between holding a large weapon in one hand, while you cast with the other, and wielding a large weapon in both hands, to set up this ability (assuming the spell in question requires somatic gestures).
Charles Evans 25 |
With regard to Eldritch Knights and the critical hit activated option, I would agree that some sort of clarification as to the use of spells with somatic, material, and/or focus components would be useful, given that some Eldritch Knights might prefer to use two-handed weapons, if possible.
The 'Raumathari Battlemage' 3.5 FR prestige class (from Unapproachable East) allowed a caster to attune with a weapon so that when it was in hand it would stand in for any material component worth 50 GP or less; in the PFRPG in the case of an Eldritch Knight with a bonded item (either wizard or sorcerer with arcane bloodline) if that item was a weapon would there be something along those lines which could be worked in here?
For that matter, if an Arcane Archer (currently required to be a spellcaster in PFRPG) has a bonded item which is a bow, is there any way in which that could be developed?
FatR |
Another thing I do believe the mantis PRC may replace the magic using assassins. There is room and a place for both
I feel, that this is hurting backwards compatibility for no good reason. If we should have non-spellcasting assassin, then better push this role on Red Mantis dudes. Also, if we should have assassin that is good for nothing, please, not in the core. (Although, unlike what I thought a few days ago, rogues seem to get the shaft too, through removal of common ways to sneak attack all the time. This doesn't help the assassin, of course, this makes him a bit more attractive compared to the rogue, while massively nerfing both.)
DeBane |
I agree that shadowdancer or not much fun.......how about adding some spell-like abilitys gained at first and increase by one use ever few levels. spells like shadow evocation, shadow conjuration, create Shadows....make it like the create darkness spell. (so that they can make there own shadows.
A sneack attack progression is also a must i think....also give then an ability called "Shadow Attack"....where the shadow dance sneackattack from the shadows to anyone else that is in a shadow area.
I think the old ability of the shadow dancer to have a shadow like pet needs to be removed and give them the ability to summon shades that she can use as cannon foder. with no level lose for them dieing and as the shadowdancer increase in level increase this ability to summon more.
seekerofshadowlight |
I feel, that this is hurting backwards compatibility for no good reason. If we should have non-spellcasting assassin, then better push this role on Red Mantis dudes. Also, if we should have assassin that is good for nothing, please, not in the core. (Although, unlike what I thought a few days ago, rogues seem to get the shaft too, through removal of common ways to sneak attack all the time. This doesn't help the assassin, of course, this makes him a bit more attractive compared to the rogue, while massively nerfing both.)
Ya have your option I find the 3.5 assassin kinda a wast of space many others did too. To me a core assassin should not have spells. Mystical assassins sure they should have spells, but classic assassins should not.
The mantis assassins have a close tie to a god and have a more mystic arrangement.Now if ya want to use your 3.5 assassins whats stopping ya they are backward compatible . Now the people that found spell using assassins kinda goofy and not a good fit have a class to use besides just saying yeah its an assassin even if the sheet says rogue
FatR |
Ya have your option I find the 3.5 assassin kinda a wast of space many others did too.
Too bad, that they based whatever remains of the class on the parts that were the waste of space.
To me a core assassin should not have spells. Mystical assassins sure they should have spells, but classic assassins should not.
There is no distinction between mundane and mystical at levels of DnD when you can enter a PrC. When you can reduce normal people to red mist with your dagger, casting spells does not make you significantly more mystical. However, casting spell accidentally makes the old assassin somewhat competent at things, more useful on the adventure, than exploding normal people.
Now if ya want to use your 3.5 assassins whats stopping ya they are backward compatible.
Nothing. If the bad work on classes (and this work is pretty bad, of the four well-known sucktastic PrCs - among ten included - only one was kinda fixed) would stop me from anything, that would be buying Pathfinder - the only reason to do so is ability to DM people without introducing them to the extensive set of my personal houserules; so houseruling automatically defeats the purpose of using Pathfinder.
seekerofshadowlight |
The hing is your gonna be house ruling it anyhow. I house ruled away the spells b4. I know others have.
Sure magic is common in D&D that does not mean however that becoming an assassin should mean go geez guys I am a spellcaster now.
There is a place for spellcasting assassins, but there is a place for non caster ones as well.
James Jacobs Creative Director |
Okay folks... let's not get TOO riled up here. Keep in mind that the prestige classes are NOT done yet. There's still plenty of time to give spells back to assassins, beef up the shadowdancer, and all that. We're already getting some great feedback from folks (both on this thread and elsewhere) and the official prestige class section of the playtest hasn't even started yet! Which is a good sign that folk are invested and passionate about the topic, which is good.
SO! Don't get too mean, and please have a little patience; we'll get to the official playtest period for prestige classes soon enough, at which point I suspect, just as there was new addendums and changes and adjustments for paladins and barbarian rage and animal companions, we'll be releasing alternate ideas for some of the prestige classes as well.
Getting impatient and growing abusive or impolite is pretty much the best way to hamstring observations though. Don't be mean, is basically what I'm asking for! :)
DeBane |
Mr. James Jacob,
I down right love the Pathfinder RPG.....it seems to me that it has finally got the fixs 3.5 really needed. I am now using the Beta release with my campaign, and the feed back I'll be giving hopfully will help the development of a great game I love for nearly 20 years of playing, in countly editions it seems, hahaha.
I have some ideas about alot of different things about the game....and I wish that it helps in the growth of this game.....and at no time I wont anyone to get the wrong idea - with me posting my verions of a class, prestage class, feat or spell is in no way the finsih verion that Pathfinder is going to use.....an hope that in doing this i'm not stepping on anyone feet.
Thank you all,
DeBane
DeBane |
Here is the arcane archer if anyone did not really read it am i'm working on alot more to come.
Following Prestage Class of my modifications:
Go to Arcane Archer.
Golbez57 |
Speaking personally, I loved Green Ronin's take on the Blackguard concept with the Unholy Warrior base class - it always seemed to have much more flavor than the prestige class in the DMG.
Yes! Both the Holy Warrior and Unholy Warrior were/are both amazing. I don't see how they jive quite as well with their Domains now that the Paladin has been updated for PRPG, unfortunately.
Kevin Mack |
To me a core assassin should not have spells. Mystical assassins sure they should have spells, but classic assassins should not.
The mantis assassins have a close tie to a god and have a more mystic arrangement.
Problem there is not everyone wants a spell casting assassin who runs about in a mantis costume and uses mantis themed spells.
Kevin Mack |
Ive said it before but why not just give the assassin the option of spells or if he decides not to take the spells the choice to take some of the rogue talent at every lvl he would normally get a new spell lvl (under the current spell chart a talent at 1st, 3rd, 5th and 7th lvl. I honestly don't think it would take up to much space to do that.
Kevin Mack |
I dont like the rouge talent but an assassin talent option that only they have would be nice
Well fair enough call it an assassin talent then, although certain rogue talents would work well with an assassin (the being able to move at normal speed whilst stealthy for one, the advanced one for taking 10 on skill checks for another)
DeBane |
Taking an idea from earlier....how about just take prestage classes and unbuild them to more like a prestage path for the character.....a lot of group abilitys....instead of a classes and the like. This would increase the over all character develop for players to full build almost anytype of charcter they can think of.
Prestage Powers groups
Arcane Archer
Assissin
Archmage
shadowdancer
etc...
Paul Watson |
Question about the loremaster.
It is said that his class level and int modifier gives him the total number of secrets he knows. It imply that he gains more than one secret at each level with spell secret.
Is that correct ?
I suspect it's meant to be level+Int refers to which secrets you can take, but, you're right, that isn't what it says. That needs to be sorted out for the final version.
Azhdeen |
The one problem with most of D&D and now Pathfinder, is that 90% of the prestige classes are for Fighters of some sort(Clerics/Rangers/etc), Rogue's and Mages. They put in these other classes like Monks/Barbarians, then forget about them. How about something new for those of us that don't want to just be a Combat Monkey, Sneaky Rat or a Spell Flinging Spider.
Not to mention that for a Monk to take any of these prestige classes, would require either a class shift or alignment shift.
Bagpuss |
I'd also be in favour of spells being a player option (swapped out for something else), to keep backward compatibility (old assassins just took that option) but also to allow us to have a non-spellcasting assassin. Or else create an addition PrC that is a spellcasting assassin, using the old assassin spell lists but not wearing a mantis costume.
I've always wondered about the evil alignment requirement -- surely it depends upon who you're killing? -- but that's an ooooold requirement and I'll just rule it out if I want to.
DeBane |
An easy was to make prestage classes work for both spellcasters and nonspell casters is to just change the +1 per arcane/divine caster level in the listing to +1 level to an existing class.
So getting the prestage class with a rogue your sneak attack and other level based abilitys continue to grow an if you chose a spell caster, of any kind now not just limited to the old listing of arcane or divine etc.,....your spells per day also continue to increase.
the only problem you might run into doing this is the abilities in the prestage class might not be geared to a particurlar class type: caster, rogue, cleric, fighter..etc.
If so just add new ability chooses so that the different ones have a pick that makes more sense for their class types.
TriOmegaZero |
Question on the Eldritch Knight:
Diverse Training: An eldritch knight adds his level
to any levels of fighter he might have for the purpose of
meeting the prerequisites for feats. He also adds his level
to any levels in an arcane spellcasting class for the purpose
of meeting the prerequisites for feats.
Does this ability function if the character has no levels of fighter?