Divine Seeker seems lackluster
Posted: Fri Nov 13, 2015 7:03 pm
I REALLY like the concept of the Divine Seeker from an RP standpoint, but from a practical standpoint it's just not all there.
Low hit dice (D6), only medium BAB, and requiring five levels to get 2d6 worth of sneak attack. To top it off, this prestige class requires 10 move silently, 8 hide, 5 spot, 3 lore and the Feat Stealthy (which does not tie into any other feats). All the in all, this class is significantly weaker than just taking a straight rogue.
Let's look at the abilities:
Sacred Stealth
Maximum bonus given: temporarily +5 to hide/+5 to move silently. Can be used 3/day at max level. Duration: 2x your charisma modifier.
This is a very minimal bonus that will not enhance your character in a significant way. By comparison, Camouflage is a level 1 ranger spell that gives +10 to hide by itself with a duration tide to caster level. Camouflage will last longer in a practical build as well.
Ruling: very weak ability, C-
Sacred Defense: +2 to saving throws (at level 4). Plain and simple, pretty useful. This won't define your build, but it is certainly very nice to have.
Ruling: Useful, B+
Trapsense: +1 reflex save against traps and +1 AC versus traps. If you are taking Divine seeker as one of your classes, chances are you have rogue, monk, ranger, or a class with hide/MS as a class skills. These classes all tend to have very high reflex saves. Overall, this is an incredibly forgettable ability.
Ruling: Asinine, D+
Trapfinding: Finding traps with a DC higher than 20. Please note, this only refers to FINDING them and not DISABLING them. Only a rogue can disable a trap with a DC higher than 20.
Ruling: very weak ability, C-
Divine perseverance: If a 4th-level or higher divine seeker is brought to -1 hit points or lower, she automatically heals a number of hit points equal to 3d6 + her Charisma bonus (if any). This ability is usable once per day.
3d6 hit points is not much, and it does not trigger unless you are bleeding out. 90% of the time at high levels you do not enter bleed out because of how much damage is tossed about. This ability is awful.
Ruling: Next to useless, D-
You also get skill focus: disable device, search for free. Again, nice to have but not exactly impressive.
I really want to like this class, but justifying taking it outside of RP reasoning is very difficult to do.
Here are my suggestions:
Sacred Stealth would actually have more of an impact. With +10 points in Hide/MS and a slightly longer duration, it makes it competitive with other spells like Camouflage. The limited number of castings for it will prevent it from being obscenely overpowered as well.
I feel that other changes would likely need to be made in order to make this class more viable, but I am a fan of fewer, smaller changes over time as opposed to heavy-handed changes all at once.
Low hit dice (D6), only medium BAB, and requiring five levels to get 2d6 worth of sneak attack. To top it off, this prestige class requires 10 move silently, 8 hide, 5 spot, 3 lore and the Feat Stealthy (which does not tie into any other feats). All the in all, this class is significantly weaker than just taking a straight rogue.
Let's look at the abilities:
Sacred Stealth
Maximum bonus given: temporarily +5 to hide/+5 to move silently. Can be used 3/day at max level. Duration: 2x your charisma modifier.
This is a very minimal bonus that will not enhance your character in a significant way. By comparison, Camouflage is a level 1 ranger spell that gives +10 to hide by itself with a duration tide to caster level. Camouflage will last longer in a practical build as well.
Ruling: very weak ability, C-
Sacred Defense: +2 to saving throws (at level 4). Plain and simple, pretty useful. This won't define your build, but it is certainly very nice to have.
Ruling: Useful, B+
Trapsense: +1 reflex save against traps and +1 AC versus traps. If you are taking Divine seeker as one of your classes, chances are you have rogue, monk, ranger, or a class with hide/MS as a class skills. These classes all tend to have very high reflex saves. Overall, this is an incredibly forgettable ability.
Ruling: Asinine, D+
Trapfinding: Finding traps with a DC higher than 20. Please note, this only refers to FINDING them and not DISABLING them. Only a rogue can disable a trap with a DC higher than 20.
Ruling: very weak ability, C-
Divine perseverance: If a 4th-level or higher divine seeker is brought to -1 hit points or lower, she automatically heals a number of hit points equal to 3d6 + her Charisma bonus (if any). This ability is usable once per day.
3d6 hit points is not much, and it does not trigger unless you are bleeding out. 90% of the time at high levels you do not enter bleed out because of how much damage is tossed about. This ability is awful.
Ruling: Next to useless, D-
You also get skill focus: disable device, search for free. Again, nice to have but not exactly impressive.
I really want to like this class, but justifying taking it outside of RP reasoning is very difficult to do.
Here are my suggestions:
- * Change BAB from medium to high.
* Change Sacred Stealth to give bonus to hide/ms based off 2x your divine seeker level.
* Change Sacred Stealth's duration to 1 minute + 2 minutes per charisma modifier.
* Have Divine Perseverance trigger on death inside of bleed out so it becomes a marginally useful skill.
Sacred Stealth would actually have more of an impact. With +10 points in Hide/MS and a slightly longer duration, it makes it competitive with other spells like Camouflage. The limited number of castings for it will prevent it from being obscenely overpowered as well.
I feel that other changes would likely need to be made in order to make this class more viable, but I am a fan of fewer, smaller changes over time as opposed to heavy-handed changes all at once.