Discuss the prestige class changes here!
PrC Changes
I was actually somewhat surprised to see that no changes had been made to the Shadowdancer, most notably the (in my opinion) overpowered hide in plain sight.
Granted, though - such a feat would be much easier in the Underdark, seeing as it's dark everywhere, and thus this in fact does come across as something that is conceivable for this setting.
The PM summon, you can change what undead you summon whenever you want/only on level ups/permanent?
It will be selectable through the craft menu, defaulting to Stitched Horror.
Lovely!
Nice. palemaster reworking was great, and it will be cool to see harper scout not a through away level. Shifter is already the best done of any server ive ben on, but I'm surprised you didn't rework Shadow Dancer. As a suggestion, The server Mikes Botd has made a pretty successful fix to shadowdancer. I also recommend for Wep Master: -Wholeness of body at level 5 - +2 damage of one type at level 7, chosable by PC, with same effect on whatever wep he is welding at the time.
I remember being told the Champion of Torm PrC was treated as the Divine Champion Prc. Seeing as Divine Champions in FR were supposed to be offered by gods with no paladins, is this true? I hope so! :?
Is it possible to re-work the HIPS to just giving +10 Hide and MS?
I love the custom shifter thingy, makes a lot of sense.
Don't fucking touch my HIPS, it's fine as it is. We already had this discussion anyway.
Topic: interesting changes. The Weapon Master, does this only apply when he isn't wearing armor or only light armor? It all seems so finesse/dexterity based.
Blinding Speed? Yeow.
Yea, but who is going to get to level 11, especially a level 11 melee.
I hate posting these impressed gratitude things, because they make me look like a pathetic snivelling fan-boy. But really, props and kudos. Awesome work.
CoT represents Divine Champion, this is correct. Rather than Smite Good, all Divine Champions should have an ability called "Smite Infidel", a move that works on anyone who does not worship your deity of choice. Unfortunately, Smite Good is hard-coded, as are a lot of other things. It's hard to get around.
Yes, with a few more Pale Master levels, Vrirkuk will actually be decent as a build.
9lives CoT represents Divine Champion, this is correct. Rather than Smite Good, all Divine Champions should have an ability called "Smite Infidel", a move that works on anyone who does not worship your deity of choice. Unfortunately, Smite Good is hard-coded, as are a lot of other things. It's hard to get around.
Its not too hard to make an OnUse item though that does this.
Clunky, though.
Is it possible to script something that mimics the attack roll with your CHA bonus and the added damage, whilst making sure they're not of the same faith?
In the new system, are the Pale Master summons improved HP wise? I remember a post not too long ago lamenting a 6 HP zombie from this feature, something that is obviously ridiculously underpowered.
Weapon Master is definately improved, something necessary due to the first four levels of it being completely worthless. I would drop the Discipline/Conc and Fort/Will bonuses due to the sheer usefulness of the feats and class features involved. Concentration isn't even a Weapon Master class skill although (and I will regret saying this) Taunt is.
Will you keep the Ki Damage class feature, though, on top of the new features?
Edit: Taunt is not on the weapon master class list.
9lives Rather than Smite Good, all Divine Champions should have an ability called "Smite Infidel"
I love this!!!
Seriously, it reminds me of Team America...
:lol:
Sorry, back on topic...
Loving the changes... tempted to make a char that can app for shifter, because I am really curious of the things you can shift into.
Good job! *thumbs up*
Semli I would drop the Discipline/Conc and Fort/Will bonuses due to the sheer usefulness of the feats and class features involved. Concentration isn't even a Weapon Master class skill although (and I will regret saying this) Taunt is.
Actually, come to think of it, I would be for replacing those skill bonuses with a +4 bonus to Taunt. This way, a skill that probably wasn't pursued gains the boost necessary to make it a viable skill choice for this PrC.
I do not believe there would be balance issues, as a weapon master build has, at best, a 0 charisma mod. Taunt, while useful, is a cross class skill for fighters, and given the other bizarre requirements (4 intimidate ranks cross classed and the ridiculous amount of fighter feats), it's almost guaranteed such a character would have no way to build this skill more than a point or two before taking the PrC.
Edit: Taunt is not on the weapon master class skill list.
Semli I do not believe there would be balance issues, as a weapon master build has, at best, a 0 charisma mod.While this has no relevance on whether a Taunt bonus would be "overpowered"--
Why would you assume that weapon masters inevitably have a Charisma score of no more than 10?
More on topic, though, I second your question about the power of the PM summons. The new changes are very neat, and I'm pretty sure the new Summon Undead options are powerful enough, but I sincerely hope that Animate Dead doesn't continue to be the utter crappity-crap spell that it has for a long time been. Please, DMs, tell me that it's been changed now too -- it's been an issue for a far longer time than modifying any of these PrCs.
A weapon master build assumes that a character has 13 dexterity and 13 intelligence for the purpose of meeting all the feat prereqs. A human can then get 16 strength and 16 constitution if he doesn't play with his wisdom or charisma. As he pumps up his mental stats for mainly RP purposes, his lackluster physical scores decline further. While two 16s for these scores aren't bad, there is no multiclassing for this guy if he wants anything more than a level or two of WM for his 9th and 10th level. Therefore, his Will and Reflex will suck the big one, and there will be no heal wand spamming.
Therefore, it is assumed that anyone making a weapon master with a charisma score higher than 10 will not be able to exploit Taunt and make a really devastating character, as they will be severely unoptimized due to ability score allocation.
We had a weapon master. She had Charisma.
Yep. You hardly need scores of 16 in strength or cons to be an effective weaponmaster on EFU. Honestly, in the long run your physical stats will hardly matter at all. (Alpha did have a few 12 strength warriors that managed to crush all our high level quests!)
I love these new changes!
Neither taunt nor concentration are class skills for Weapon Masters.
These changes are awesome, but I can't help but ask...can we get a WIP or sneak-peek of what's in store for the harper changes? A master guide type character sounds awesome,,,so awesome in fact it may have poeple falling over one another to get in the seekers.
This may sound retarded, but does the Blackguard: Detect Good work the same way the Detect Evil does, just in reverse?
So when DE is used, it only shows those whose alignements are actually evil (not good or neutral)
Does DG only show those who are GOOD (leaving Neutral and Evil out)?
Also does it get better as levels increase in Blackguard? Or is it fixed just as it is with Paladins?
After playing through some HotU with my brother today, I discovered taunt is not actually on the weapon master class skill list. So, please ignore my ideas about Taunt in regards to the Weapon Master PrC.
Howland Neither taunt nor concentration are class skills for Weapon Masters.
It might be nice if WMs get imp crit of their weapon of choice at some point for free, considering their increased % to hit a critical is not until 7 WM.
Animate Dead is a very powerful spell. You just have to acquire corpses to cast it on (not nessecarily PC ones either) instead of using the default summon.