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Messages - Cainen

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Help / Re: Suggestions to balance a high magic world using PRC
« on: March 01, 2013, 07:20:50 AM »
1.) Are any of the spellsword like classes unbalanced? I can understand for RP reasons someone choosing to play a fighter over a spellsword.
Jade Phoenix Mage, but it's unbalanced because you can actually get ahead of your HD limit when it comes to caster level, which enables a lot of shenanigans if you're taking lower levels into account(as you should on a PW).  It's also full spell progression, which the tabletop JPM isn't.  A lot of gish PrCs are trash if you're looking for raw power, so this isn't a real issue.

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2.) Why is it believed that the Dragon classes are unbalanced? After reviewing the two base classes and four prestige classes i could not find anything that i think was unbalanced.
I have no idea, honestly.  DFA scales terribly due to no epic feat support for it, although it's stronger than the Warlock until 20.  The dragon-based PRCs aren't particularly out there.

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3.) Are the Psionics unbalanced when compared to magic?
No.  Magic actually has a lot of crazy options in the PRC.  Now, if immunities are all over the place, Psions will do a little better because they're better blasters, but without those in place, SoL spamming Red Wizards/Runecasters are much, much more powerful.

Now if you were comparing the PsyWar to the Fighter, that's a VERY different story, but that's more because the Fighter is an unimpressive class on its best day.  PsyWar gets as many feats and better things to use them on PLUS powers.  The lower BAB is painful by high levels, but you can make up for that with careful PrCing and your basic accuracy and damage boosts trump the Fighter's pitiful +2/+4 by Epic.

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5.) Are there any classes other than the mentioned ones that may be considered unbalanced?
Sacred Fist with certain Cleric domains is really, really strong compared to either class normally.  Monk clearly wasn't built for full BAB + an enhancement bonus of +5 to everything that stacks with gloves + 3d8 claws that are on fire, and that's pretty much exactly what Sacred Fist is when buffed.  Cleric itself is stronger than normal due to it having great PrC support.

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Base Classes / Re: Warblade tips please
« on: October 02, 2012, 02:26:42 PM »
Dancing Mongoose doesn't work unless you're TWF because it's handled by having an instant Wolf Fang Strike represent the boost.  Raging Mongoose is handled differently, which is why you can use it with a two-handed weapon.

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Base Classes / Re: Warblade tips please
« on: September 29, 2012, 05:09:12 PM »
Unless you expect a lot of enemies to be immune to criticals, Weaponmaster can be worked into a Warblade if you're willing to deal with the feat requirements.  It does delay your maneuvers if you take it immediately, but Diamond Nightmare Blade critting with a Greataxe will oneshot anything that isn't immune to criticals.  Eternal Blade is alright if you're willing to put up with the racial requirement.

Because of how standard action strikes are handled, it's rarely worth it to use them after you get iterative attacks unless they either do enough damage to be worth it, like Diamond Nightmare Blade, or if they add extra attacks compared to a full attack, like Time Stands Still and Adamantine Hurricane.  Swift action abilities that allow you to attack are invaluable, though.  I'm surprised that Raging Mongoose wasn't mentioned - unlike its lower level equivalent, Raging Mongoose also works with two-handed weapons because it doesn't just use Wolf Fang Strike for its effect.  It's a very, very strong maneuver for any kind of Warblade.

Also, not getting much past level 20 isn't an oversight at all; there's no ToB material for epic levels.

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General Discussion / Re: Waiting for 3.5 final~
« on: May 10, 2012, 11:11:56 AM »
But Crusaders granting is now fixed and prestige classes should be handeled properly (ie. JPM will only be able to learn maneuvers from Desert Wind and Devouted Spirit disciplines).
This is probably too late, but the Crusader's maneuver system seems like it really bugs out if there's a lull in combat - which is not a good thing, since using maneuvers can cause this to happen accidentally.   It's not at all good to have your maneuvers reset when you're in the process of using a maneuver, effectively wasting your turn.

The Crusader's delayed damage pool also doesn't seem to reduce damage at all, which leads to incredibly annoying fights around level 4 where you take way more damage than you're intended to.

Crusader Strike and its later versions don't actually heal anyone and I think it's related to the alignment requirement on the maneuver because Martial Spirit actually does work.

Also an unrelated issue.  Draconic Claw and Dragon Tail seem to both be broken.  The former's claws get added to my character sheet, but they never make the extra attacks - and the latter just never shows up at all.

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Spells, Feats, and Skills / Natural Spell
« on: September 28, 2009, 01:36:02 PM »
This feat doesn't seem selectable - and no, I haven't taken it yet.  My guess is that it's checking for the basic Wild Shape feat and doesn't count the Wild Shape advancement feats as its prerequisite.



EDIT: Just tried using Hospitaler to advance spellcasting to Level 4 spells while keeping the first instance of Wild Shape intact - still not there.  Was this removed?

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Base Classes / The Bowman
« on: September 28, 2009, 01:14:52 PM »
That'd be it.  Don't know how I overlooked it, but oh well.

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Base Classes / The Bowman
« on: September 11, 2009, 02:04:33 AM »
Does this class have a feature that isn't listed anywhere?  I just engaged a bunch of enemies with a bow, letting them close to melee - but none of my shots provoked AoOs.  They were engaged for well over a couple of rounds, so I'm not sure if it's a bug or intentional.

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