Faerun 3.5 Sneak Peek

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fbmf
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Faerun 3.5 Sneak Peek

Post by fbmf »

Thoth Amon pointed out that the PrC a little bit down the page seemed a bit over the top.

Faerun 3.5

Game On,
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Username17
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Re: Faerun 3.5 Sneak Peek

Post by Username17 »

After a cursory look through, it seems like you don't gain any divine caster levels - which means that, for example, your "Bones of the Earth" ability is a shadowwalk you get at character level 18 and has a caster level of four.

That's not actually all that impressive.

It gives two minor abilities each level (except for a couple where it gives 2 points of DR instead - which is one ability that is easily thought of as 2 minor abilities). It also gives two good saves and full BAB.

In short, except for the diminishing returns on the saves and craptastical skills, it's almost as good as multiclassing into the first two levels of Ranger over and over again.

What's the problem? This is exactly what I've said Fighter PrCs would have to be in order to keep up for years.

The only problem I see with this class is that it demands divine spellcasting in the first place, so only single classed Paladins or Rangers can qualify and benefit from it (don't kid yourself that a Cleric would wipe his ass with such a class) without venturing into some obscure PrC territory (such as Templar or Knight of the Middle Circle).

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Thoth_Amon
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Re: Faerun 3.5 Sneak Peek

Post by Thoth_Amon »

Pally3/Fighter2/Cleric 3...You only lose one BAB and get in a level sooner than straight pallys. (and get lame domains to boot!!) I think it might be kinda fun and the saves would certainly be pretty good.

Especially if you DM frowns on Adventuring Templars of the Soul Forger or you don't want to be a mean lean mounted machine.

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Re: Faerun 3.5 Sneak Peek

Post by Username17 »

It could work. I mean, by the time you finish the class a straight Cleric of Moradin is going to be able to bench press you, but it could work.

Possibly be a fun character as well, subject to the citadel of what'sitsname as a recurring setting.

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Thoth_Amon
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Re: Faerun 3.5 Sneak Peek

Post by Thoth_Amon »

Sure, but he will benchpress the fighter more! And you get to slam you hammer on the ground and knock your friends down!

;-)

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Re: Faerun 3.5 Sneak Peek

Post by Thoth_Amon »

BTW, if Frank thinks it is OK, or "it could work", I think it is borderline broken! :-)

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Mole_2
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Re: Faerun 3.5 Sneak Peek

Post by Mole_2 »

Fighter hit dice
Fighter BAB
Cleric saves
An ability or two every level.

Sounds balanced....
By Forgotten Realms standards.


Quake seems a bit overpowered.
Standard action.
Unlimited usage.
Reflex save in the mid 20s.

Melee opponents would never get to close or too close.
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Re: Faerun 3.5 Sneak Peek

Post by Username17 »

It's a cone, and it knocks people over.

While in 3.5 there is that thing where they've made the partial charge unavailable for use except by zombies - but you can still close.

They take a standard action to hammer the ground. Assuming you always fail, you take a move action to stand up, and take your standard action to move into their threat range.

Now they can full attack you, or they can hammer the ground again. If they quake, and you fail your save, you fall down. Now you stand up as a move action, they get an attack on you because this is the 3.5 rules, and then you attack them.

Bravo, now you just essentially got to attack first and get a full attack - provided that you had the first action. So it's kind of like Pounce, except that your opponent gets a reflex save and it only works if all of your melee opponents fit in a 60 foot cone.

If you ignore some of Andy Collin's crazier punitive measures against the Charge action, then it's even less impressive. It's a 60 foot cone, and the hammerer can charge 40 feet (being a dwarf). Normal people can charge 60 feet, or 30 feet on a partial charge. So really, if your opponent really wants to close, and they are more than 40 feet and less than 60 feet away, and you go first, and they fail their save, then they won't quite get to you and you can charge them.

So it's like extending your charge distance to 60 feet, except that they get a reflex save - if they succeed you just get charged anyway.

The prone condition is really nasty as something you can apply with a melee attack - but it really don't matter much as a ranged attack. It even adds to their ranged AC.

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