Non magical PRC: Occult Slayer ('Homebrewed')

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Yay or nay?

Yay
5
26%
Nay
10
53%
I choose pickles
4
21%
 
Total votes: 19

Dawrf
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Joined: Fri Mar 11, 2016 1:07 am

Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Dawrf »

Occult Slayer

Occult slayers seek to train and hone their bodies to resist supernatural effects in order to hunt down and slay the most dangerous of foes – dangerous spellcasters, unworldly aberrations, unholy demons, rotting undead, and more. The path of an occult slayer is ideal for individuals who have been victimized by supernatural means and seek acceptable ways to oppose them, if not for outright vengeance.

Most occult slayers begin their careers as fighters, although barbarians and rangers often take this path as well. Monks and rogues have also been known to embrace this calling, but bards and paladins find the occult slayer's preoccupation with spellcasters stifling. Clerics, druids, sorcerers, and wizards - one of the potential targets of occult slayers - tend not to adopt this prestige class, although such turnarounds are not without precedent.


Requirements
Base Attack Bonus: +5
Skills: Lore (arcana) 4 ranks , Spellcraft 3 ranks
Feats: Improved Initiative , Weapon Focus (any weapon)

Hit die
d8

Skill points
2 + Int

Class Features

Weapon and Armor Proficiency: Occult slayers gains no new weapon or armor proficiencies.

Magical Defense (Ex): An occult slayer's constant training in countering magic of all types manifests itself as a bonus on saving throws against spells or spell-like abilities. This bonus is +1 at 3rd level, and it increases to +2 at 6th level and to +3 at 9th level.

Blank Thoughts (Ex): At 5th level, an occult slayer can induce within herself a state of mental absence, thereby becoming immune to mind-affecting effects (charms, compulsions, patterns, phantasms, and morale effects).

Spell Resistant: At 10th level, on occult slayer gains spell resistance of 11 + character level.

Class Skills
Bluff, Craft Alchemy, Craft Armor, Craft Weapons, Lore (Arcana), Sense Motive, Spellcraft, Survival

Advancement
[th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]Special[/th] [tr][td]1st[/td][td]1[/td][td]2[/td][td]2[/td][td]2[/td][td][/td][/tr] [tr][td]2nd[/td][td]2[/td][td]3[/td][td]3[/td][td]3[/td][td][/td][/tr] [tr][td]3rd[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]Magical Defense +1[/td][/tr] [tr][td]4th[/td][td]4[/td][td]4[/td][td]4[/td][td]4[/td][td][/td][/tr] [tr][td]5th[/td][td]5[/td][td]4[/td][td]4[/td][td]4[/td][td]Blank Thoughts[/td][/tr] [tr][td]6th[/td][td]6[/td][td]5[/td][td]5[/td][td]5[/td][td]Magical Defense +2[/td][/tr] [tr][td]7th[/td][td]7[/td][td]5[/td][td]5[/td][td]5[/td][td][/td][/tr] [tr][td]8th[/td][td]8[/td][td]6[/td][td]6[/td][td]6[/td][td][/td][/tr] [tr][td]9th[/td][td]9[/td][td]6[/td][td]6[/td][td]6[/td][td]Magical Defense +3[/td][/tr] [tr][td]10th[/td][td]10[/td][td]7[/td][td]7[/td][td]7[/td][td]Spell Resistant[/td][/tr]

Currently the server does not have a single PRC that would grant a non-caster characters means to defend themselves against magic.

In fact, the only option that is currently available is to invest in UMD, and recently that was made less useful. I am not against the dispel fix, but the fact is, it made UMD less useful. Thereofre, I believe this PRC would provide an interesting option for characters to combat foes they could not before. Additionally it could provide role-playing possibilities as a hunter of vampires akin to one 'Van Helsing', or any any beast that heavily relies on spells or spell like abilities.

As for server balance, although this class comes with High BAB and saves, it cannot be said to offer much beyond defenses against spells and spell like abilities. Therefore, any fighter-rogue-barbarian-swashbuckler-monk that multiclasses into it, will be gaining magical defenses at the cost of their damage output.

For example, we could look at the bread and butter Fighter/Frenzied Berserker/Weapon Master/Rogue build - with Occult Slayer, a comparable build would be: Fighter 12/Rogue 3/Occult Slayer 10/Frenzied Berserker 5 or Fighter 10/Weapon Master 7/Occult Slayer 10/Rogue 3. In both cases, your potential damage output has been decreased. The first doesn't have as high critical hit damage output, and the second is held behind in the base damage department.

Then as for sneaking rogue builds, although you gain high BAB progression, you will be ten levels behind with your potential sneak attack progression. What are the builds we would be looking at? Most likely: Rogue 10/Assassin 10/Occult Slayer 10 or Rogue 17/Occult Slayer 10/Shadowndacer 3. (And when you look at that, ten levels of fighter would have granted your character 6 fighter bonus feats to spend on whatever.)

Thus, the sacrifice of damage output to gain defenses against spells and spell like abilities should be a fair and balanced trade. After all, defenses against spells and spell like abilities is only useful when you are facing them.

But sadly, there is that elephant in the room. Namely 'Casters and PvP.'

In fact, I expect them to be against the idea of a non-casting characters having access to Spell Resistance of '41' and proceed to lambast it as an unfair advantage and state that the server doesn't balance for PvP.

So let us start by reminding everyone how Spell Resistance works:
Caster: 1d20 + Caster Level + Feats + Bonus for Assay Resistance
Defender: Spell Resistance amount + penalties to spell resistance

If the caster meets, or beats defender's spell resistance, the spell goes through.
In other words, our level 30 Occult Slayer would have the above spell resistance of 41. Thus against a level 30 caster, our caster's spells will overcome the spell resistance 50% of time.

Now, if our caster casts Assay Resistance ('Cleric: 4, Sorcerer/Wizard: 4') - they will overcome the defender's spell resistance 100% of time.

Then spells like Mordekaine's Disjunction, Greater Spell Breach, Lesser Spell Breach impose a spell resistance penalties of -10, -6, and -3 respectively for 60 seconds. (These stack with each other by the way.) Therefore, a single Mordekaine's Disjunction means that a level 30 caster can negate the entire spell resistance of our Occult Slayer.

Additionally, we have the Spell Penetration feats that grant a bonus of +6 to beating spell resistance and caster prestige classes that provide additional caster levels. For example, a Bloodmagus/Archmage can have caster level of 36, hence they just need to spend two feats on Greater Spell Penetration to defeat our defender's spell resistance of '41' by default.

As for the potential combinations of Diamond Body (Monk 13) and Occult Slayer 10, it is true that such a build could reach Spell Resistance of '51' by spending all five epic feats on 'Epic Spell Resistance'. However, a combination of Mordekaine's Disjuntion and Assay Resistance makes sure that any level 30 caster can overcome that spell resistance.

Thus to sum it up, arcanists could still win everyone by just pressing a few buttons, and Divine casters could still bludgeon everything to death just as before.





As for the claim of this server not balancing for PvP...
- The drow were banished into underdark because surface casters thought spell resistance provided 'an unfair advantage.' (PvP without buffs, surface caster would still have to start with a Mord/Assay or rely on luck.)

- The Shadowdancer PRC got a dexterity requirement because casters thought avoiding their 'instant win' spells with HiPS was 'an unfair advantage.'

- A multitude of caster PRCs have been added, most which increases caster levels and provide instant cast level nine spells. Because it is 'not an unfair advantage.'

- Usage of UMD is now easily dispelled. Because it is 'not an unfair advantage.'
Well, for once, the server would not be balancing for PvP. :lol:

It would grant melee characters a reasonable possibility to resist spells and spell like abilities in PvE - without first having to create and level up three crafter characters, and then mule over gold to fuel up the UMD spewing machine.


Anyhow, I am still happy as a Battlerager. Just thought that this would be a fun addition. Feel free to comment, suggest, discuss, and what not.
NegInfinity
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by NegInfinity »

Voted "no", because it is homebrewed.

Would probably vote "yes" for original 5 level PrC from "Complete Warrior" (page 66).

Also, "Mage Slayer" feat might be of interest, thought it might be hard to implement mechanically.
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Blackman D
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Blackman D »

it doesnt seem too bad, if it was added it would have to be restricted from crossing with any spell casting class tho

or else the theme of the class is a bit null
everyone is evil till proven otherwise
NegInfinity
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by NegInfinity »

Blackman D wrote:it doesnt seem too bad, if it was added it would have to be restricted from crossing with any spell casting class tho

or else the theme of the class is a bit null
It would be better to induce 100% spell failure on the class instead or something along the lines.

Assassin mage killer makes sense, for example, even if said assassin can't cast spells.

---

I think one of PWs used to have something like that. You could get awesome magical defense, but you couldn't use magic from any source (that included potions, wands, scrolls, magical items, and anything else). In this kind of situation the character would need to have some way to deal with draining spells, though.
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metaquad4
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by metaquad4 »

I voted yes, the class seems fairly well balanced and I do agree, fighters could use something to defend against magic. Heck, this is even a little tame in my opinion. I'd probably have put in protection against magical damage too (DR 5, or something of the sort).
NegInfinity wrote: to have something like that. You could get awesome magical defense, but you couldn't use magic from any source (that included potions, wands, scrolls, magical items, and anything else). In this kind of situation the character would need to have some way to deal with draining spells, though.
That would be a rather good idea, yeah. I'd be content with that PRC, but only if the original abilities were kept (that was a pretty big downside). If memory serves, the class could induce spell failure in an AoE 1/day (at a rate of 75%-Their concentration, and it decayed by 10% every round), it got spell resistance (at 5+HD+([Max of 5]*2), it could make an instant melee touch attack to interrupt actions, and it could study scrolls to gain immunity to the spell on the scroll (until killed).

The downside was, it could not use magic of any kind (no umd, etc). One could even make it so if it uses any of its abilities, it dispels itself with a CL 70 dispel (ensuring it cannot be buffed once it starts using anti magic abilities).

It'd certainly make an interesting Amn-based character too (given their disposition towards the arcane, and magic in general).

Derailment below
Hidden: show
NegInfinity wrote:Voted "no", because it is homebrewed.
Regarding the homebrew comment, bear in mind we crossed that bridge when we bought nwn2, and we've been crossing that bridge again and again ever since. Heck, we are playing on an nwn2 server based on another video game (Baldur's Gate), which was then based on D&D's Forgotten Realms.

We are playing a homebrew campaign, through and through. Its not a bad thing (I have no idea why people consider it negative, that mentality kinda goes against the imaginative spirit of D&D), it allows us to adjust the game to suit our interests and desires (instead of forcing ourselves to bend into a pretzel for Wizards of the Coast's interests/what WotC believes our interests are). D&D was made to be customizable, imo it should be enjoyed with that in mind.

Sorry for derailing this train!
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NegInfinity
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by NegInfinity »

@metaquad4:
Hidden: show
imaginative spirit is nice and all, but we're not running a PnP group of 6 people here, so anything "strange" will have larger impact and will affect more people, if it is enabled.
My dislike of homebrewed content is based on the problem where homebrewed class can cause more trouble than non-homebrewed one. Same applies to very homebrewed monsters (like that infamous 5000 hp level 5 attack dog I met once, or arrow deflecting trolls with insane fortitude saves). The attitude comes from years of programming defensively and working with computers. It is unlikely that anyone would be able to convince me to change it.

The dislike of homebrewed content, does not, however, apply to historical events, timelines, geography, etc. You can do whatever you want there.
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Blackman D
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Blackman D »

NegInfinity wrote:Assassin mage killer makes sense, for example, even if said assassin can't cast spells.
well im not sure how many would actually put assassins in a group with spell casters, i mean yea they have spells but nowhere near as many as a class that has a full caster progression or even half for that matter (well, they may have half of what the halves have :P )

but yea i mean arcane and divine base classes and caster PrCs
everyone is evil till proven otherwise
Dawrf
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Dawrf »

Blackman D wrote:it doesnt seem too bad, if it was added it would have to be restricted from crossing with any spell casting class tho

or else the theme of the class is a bit null
I don't mind. It is intended for non-casters to begin with.
Dawrf
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Dawrf »

NegInfinity wrote:Voted "no", because it is homebrewed.

Would probably vote "yes" for original 5 level PrC from "Complete Warrior" (page 66).

Also, "Mage Slayer" feat might be of interest, thought it might be hard to implement mechanically.
The implementation of the original PRC is not without any problems.

For example, how do you distinguish a spell casting enemy from a non spellcasting one? The difference between the two in NWN2 is just that the other can cast a handful of spells. Therefore, the easiest way to implement that 1d6 damage against spellcasters would be 1d6 damage against everything. But based on the other PRCs we have, it is more than likely that the Weapon Bond ability would be lowered to something from 1 point of damage to 1d4, and we already have quite many PRCs that offer extra 1d4 damage.

Then there is the ability for spell turning. (Mind over Magic) It is a free action that enables you to fling spells targeted directly at you back at the caster. (Well, spells worth of 7-10 spell levels and a potentially disastrous effect if you do not have enough levels left.) It can be very difficult to code, and as amusing as it would be to fling an arcanist's Bigby right back at them... I cannot help but to feel that such a ability would face far more resistance than anything else.

Then Vicious Strike... how would that translate into NWN? Double damage on hits if the enemy is trying to cast spells? Well, there are concentration checks, so it might be possible to make it work... But no idea.

Auravision... You can see magical auras. It is kind of like Detect Evil. So that would be either ignored or homebrewed into some kind of item identifying ability or perk.

As for the Nondetection Cloak, NWN2 doesn't exactly have proper divinations. Heck, clairaudience/clairvoyance grants bonuses to detection skills. (Should nondetection cloak provide bonus to hide and move silently instead?) What of stepping past without triggering alarm spells?


As for the Mage Slayer feat... It basically prevents defensive casting. (Allows you to do attacks of opportunity.)


So in comparison, what I've suggested seems to be far more easier to detect, and would actually offer something we do not already have.

But feel free to make suggestions for changes and what not.
NegInfinity
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by NegInfinity »

Blackman D wrote:
NegInfinity wrote:Assassin mage killer makes sense, for example, even if said assassin can't cast spells.
well im not sure how many would actually put assassins in a group with spell casters, i mean yea they have spells but nowhere near as many as a class that has a full caster progression or even half for that matter (well, they may have half of what the halves have :P )

but yea i mean arcane and divine base classes and caster PrCs
The reason why I mentioned Assassins is because I remember someone proposing to bring them to CL30. That's all.

------------------------------------
Dawrf wrote: would be 1d6 damage against everything
1d6 extra damage against anything? Nope.
Dawrf wrote: For example, how do you distinguish a spell casting enemy from a non spellcasting one?
http://www.nwnlexicon.com/index.php?tit ... asterLevel
http://www.nwnlexicon.com/index.php?tit ... pellCaster
http://www.nwnlexicon.com/index.php?title=OnSpellCastAt
http://www.nwnlexicon.com/index.php?tit ... velByClass
http://www.nwnlexicon.com/index.php?tit ... ByPosition
Dawrf wrote: It can be very difficult to code, and as amusing as
http://www.nwnlexicon.com/index.php?title=OnSpellCastAt
Dawrf wrote: Auravision... You can see magical auras. It is kind of like Detect Evil. So that would be either
http://bgtscc.wikia.com/wiki/Detect_Magic
http://bgtscc.wikia.com/wiki/Know_Protection
Dawrf wrote: As for the Nondetection Cloak, NWN2 doesn't exactly have proper divinations. Heck,
http://bgtscc.wikia.com/wiki/Detect_Scrying
http://bgtscc.wikia.com/wiki/Greater_Scrying
Dawrf wrote: So in comparison, what I've suggested seems to be far more easier to detect, and would actually offer something we do not already have.
It also has more levels.
It also has drow/yuan-ti spell resistance at the last level, which was not present in original PrC.. I have a hunch that's what you were after. 41sr at level 30. Yuan-ti are currently disabled, and drow are ECL+2 and in underdark. WoD, which is supposed to have SR, doesn't receive it.
------

I would prefer original version instead. 5 levels only, no sr, and blank thoughts is quite useful.
Dawrf
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by Dawrf »

NegInfinity wrote:
Dawrf wrote: would be 1d6 damage against everything
1d6 extra damage against anything? Nope.
Dawrf wrote: For example, how do you distinguish a spell casting enemy from a non spellcasting one?
http://www.nwnlexicon.com/index.php?tit ... asterLevel
http://www.nwnlexicon.com/index.php?tit ... pellCaster
http://www.nwnlexicon.com/index.php?title=OnSpellCastAt
http://www.nwnlexicon.com/index.php?tit ... velByClass
http://www.nwnlexicon.com/index.php?tit ... ByPosition
Did you even read what was written inside those links, or did you just search for words: caster, spell, and level?

1st and 2nd link: Both require that are spells have are cast, or have been cast. Then that information should be used to identify creature IDs and store those in a list in order to determine when to deal more damage. A list that should update itself automatically to prevent it from growing into infinite size.

3rd link: If you want to use this one, it would slide into the homebrewed territory you opposed previously. Basically, when your character is targeted by a spell, they could gain a short duration buff into their damage. Extra damage against everything, but only after your character gets targeted by a spell.

4th and 5th link: A spell casting NPC is likely to be without a single level of a spellcasting class on their creature blueprint. Most likely they will just levels in a creature type and a handful of spells with a preset stats for them to use. It is due to game optimization, the less complex NPCs are, the less processing power is needed to run them.


Thus a stock damage dice would be much easier to implement, you could literally do it by just copy and pasting what already works.

NegInfinity wrote:
Dawrf wrote: It can be very difficult to code, and as amusing as
http://www.nwnlexicon.com/index.php?title=OnSpellCastAt
3rd link: If you want to use this one, it would slide into the homebrewed territory you opposed previously. Basically, when your character is targeted by a spell, they could gain a short duration buff into their damage. Extra damage against everything, but only after your character gets targeted by a spell.
NegInfinity wrote:
Dawrf wrote: Auravision... You can see magical auras. It is kind of like Detect Evil. So that would be either
http://bgtscc.wikia.com/wiki/Detect_Magic
http://bgtscc.wikia.com/wiki/Know_Protection
Oh, the server has Detect Magic? Then that means it could be possible to create some form of Auravision.

But your addition of 'Know Protection' would be a homebrewed addition, since the class ability in the source book only provides means to identify the number of magical auras and nothing else. Something along the lines of how many buff spells are currently active, ideally via a simple right click examine. (If it can be done somehow.)
NegInfinity wrote:
Dawrf wrote: As for the Nondetection Cloak, NWN2 doesn't exactly have proper divinations. Heck,
http://bgtscc.wikia.com/wiki/Detect_Scrying
http://bgtscc.wikia.com/wiki/Greater_Scrying
Well, I stand corrected. Thus 'Nondetection Cloak' could grant homebrewed 'Detect Scrying' as class ability. A cast per two levels of Occult Slayer level, using the Occult Slayer levels as the caster level?

NegInfinity wrote:
Dawrf wrote: So in comparison, what I've suggested seems to be far more easier to detect, and would actually offer something we do not already have.
It also has more levels.
It also has drow/yuan-ti spell resistance at the last level, which was not present in original PrC.. I have a hunch that's what you were after. 41sr at level 30. Yuan-ti are currently disabled, and drow are ECL+2 and in underdark. WoD, which is supposed to have SR, doesn't receive it.
------

I would prefer original version instead. 5 levels only, no sr, and blank thoughts is quite useful.
If you look at Warrior of Darkness - or Anointed Knight to that matter - both of them provide additional damage dice (up to 1d4), three useful feats (Blindight, Toughness, Alertness), 3/- damage reduction, three mechanically beneficial skills as class skills (Heal, Spellcraft, Tumble), and two bonus feats that can be spent on 'Great Ability' line of feats.

Additionally, the spell resistance you refer to was actually a Homebrewed addition by Kaedrin himself. (In the source material, they just get stock spell resistance of 20. I am not against them having that, it is 60% chance to to be immune to caster level 7 spells.)

As for Drow and Yuan-ti, character race is the foundation you build upon and classes are the building materials. Therefore for an Occult Slayer to have its Spell Resistance, it is payed off by not having something else. (As was mentioned in the original post already.)


And as for your preferences to the original class in Complete Adventurer... It is your preference, nothing wrong with that. My preference would be to see a non-magical class on the server that provides defenses against spells and spell-like abilities, and the easiest way to have something like that is via Spell Resistance. Hence, my suggestion.
chad878262
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by chad878262 »

I personally would like to see more availability of SR for mundane characters, but not sure I agree with giving 41 for 10 level PRC... Monks get SR, but can still only reach 40 if staying pure Monk without taking Epic SR feat(s). I would think SR should be more akin to receiving maybe SR 5 + 3 SR / PRC level, which would grant SR 35 at level 10. Still significant, but not as good as pure Monk or an ECL 2 Race. Could also go 10 + 2 SR / PRC level for SR total of 30, but I think that is maybe a bit too low, seeing as it is relatively easy to get a SR 28 item and certainly possible to get SR 32. I'm thinking 35 is a reason to go full 10 levels in the PRC without taking away a fairly unique attribute that Monks and Drow have on the server.
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joleda
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by joleda »

I voted yes. I also only play non-magical characters.

This will never get implemented. People like that DnD is unbalanced. It's it shtick when compared to other systems and games.

Over the years, people have recommended very reasonable ideas to balance the game in a number of areas to include the following:
  • Making all armor have the same total of armor+dex. Scalemail, hide, halfplate, every armor would be just as valuable.
  • Buffing all races to the power equivalent of ECL 2.
  • Adjusting weapons so that all are more equivalent.
All ideas for balance get voted down. Is it because people like an unbalanced system? Is it because people like to be mechanically superior? Is it because DnD isn't balanced? Is it all of the above?
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The Whistler
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by The Whistler »

It's because us oldfags don't like change

I voted no. Instead WoD/AK should be buffed to the Kaedrin pack standard.
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chad878262
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Re: Non magical PRC: Occult Slayer ('Homebrewed')

Unread post by chad878262 »

joleda wrote:Making all armor have the same total of armor+dex. Scalemail, hide, halfplate, every armor would be just as valuable.
There is still a topic in QC, though we haven't been discussing it since there is still so much with the release that still needs attention. I don't think anyone is against balancing armors (Karond particularly did a great deal of work to recommend improvements for lesser used ones). However, I think the armors are as they are because in pnp, what the system is designed for lower 'quality' armors are there to allow lower level PC's to make changes as they level. In general a PC in a PnP campaign may not even find/be able to afford a suit of full plate until level 4-7, depending on the campaign... However, might be able to suit up in some banded mail or half-plate until then.
joleda wrote:Buffing all races to the power equivalent of ECL 2.
Never heard of this, but not sure I like it... What purpose to give Humans additional 'abilities' to make them ECL 2 equivalent? What more gets taken away from Svirf to debuff them?
joleda wrote:Adjusting weapons so that all are more equivalent.
In some cases, I agree... Why is a Warmace so weak? Pretty sure a 20 Lb. maul/warmace/lump of metal on a stick should do about as much damage as a great axe, if in a different manner. By the same token, why on earth is a scythe considered the ultimate crit multiplier weapon? Historically scythe blades, when needed would be used to make swords if needed for war... I can't think of any army made up of a 'scythe division'...

However, some weapons shouldn't be more equivalent... Picking up a wooden club should not be as good as a forged mace (hence why the mace can be finessed), nor should it be as good as a morning star or a warhammer. By the same token, a light hammer is a makeshift weapon at best...more tool than weapon really, so it should be relatively weak. I think this is also why the club can be switched to a frying pan model... You can use one in combat, but don't expect it to perform like a weapon designed for battle (but extra points for flare, long-live Mongo Thunderhead, for you fans of 'The Adventurers'!)
Chord Silverstrings - Bard and OSR Squire / Tarent Nefzen - Arcane Wand Merchant and Master Alchemist / Irrace Arkentlar - Drow Adventurer / Finneaus Du'Veil - Gem Merchant and Executive Officer of SCCE

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