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Cowdenicus
07-09-2007, 12:09 AM
Ideas for new Prestige classes. 20 classes I came up with (using D&D resources and NWN2 as a basis) and a way to work them into the enhancement system.

This was a bit of work and all and it is my outgoing gift to the community and the developers. I hope some of this is implemented, although costs may have to be changed and all. Call it a work in progress.

I have about 15 days left on my account and then I will take a bit of a break until there is something else to do.

I love the game and want to see nothing but the best for it. Good luck everybody.

Feel free to comment and discuss. I will be watching. :eek: :D :cool:

Cowdenicus
07-09-2007, 12:10 AM
Arcane Trickster

Alignment restriction: Non Lawful.

Class requirements: Rogue 3 and Wizard 5 or Sorceror 7 or Bard 7.

Enhancements:

Ranged Legerdemain 1 (1AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 1/rest
Ranged Legerdemain 2 (2AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 2/rest
Ranged Legerdemain 3 (3AP) May use any of the following rogue abilities from range (up to 30 feet away) but the difficulty check will be raised by 5 (open locks, disarm device) 3/rest

Improved Sneak Attack 1 (2AP) Sneak attack damage is increased by 1d6. This stacks with all other sneak attack damage bonuses. Requires Ranged Legerdemain 1.
Improved Sneak Attack 2 (4AP) Sneak attack damage is increased by 3d6. This stacks with all other sneak attack damage bonuses.
Improved Sneak Attack 3 (6AP) Sneak attack damage is increased by 6d6. This stacks with all other sneak attack damage bonuses.

Impromptu Sneak Attack 1 (2AP) Use of this ability (is a combat art) is a guaranteed sneak attack. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). 1/rest. Requires Improved Sneak Attack 1.
Impromptu Sneak Attack 2 (4AP) Use of this ability (is a combat art) is a guaranteed sneak attack. The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack). 3/rest.

Cowdenicus
07-09-2007, 12:10 AM
Arcane Archer

Race Restricted: Elf, Half elf.

Available to class: Wizard 1 or Sorc 1.

Feats required: Point Blank Shot, and Precise Shot, and Weapon Focus Ranged.

Enhancements:

Enhance Arrow 1 (1AP) All arrows are treated as having a +1 mod on them.
Enhance Arrow 2 (2AP) All arrows are treated as having a +3 mod on them.
Enhance Arrow 3 (3AP) All arrows are treated as having a +5 mod on them.

Imbue Arrow 1 (1AP) 1/rest player may make any spell work at any range an arrow can be shot at. Requires Enhance Arrow 1.
Imbue Arrow 2 (2AP) 2/rest player may make any spell work at any range an arrow can be shot at.
Imbue Arrow 3 (3AP) 3/rest player may make any spell work at any range an arrow can be shot at.

Seeker Arrow (2AP) 3/rest Next attack automatically hits. Requires Imbue Arrow 1.

Phase Arrow (2AP) 3/rest Next attack automatically Crits. Requires Seeker Arrow

Hail of Arrows 1 (1AP) All enemies in range are hit once 1/rest. Requires Phase Arrow.
Hail of Arrows 2 (2AP) All enemies in range are hit once 2/rest.
Hail of Arrows 3 (3AP) All enemies in range are hit once 3/rest.

Arrow of Death (2AP) Enemy makes DC20 Fort save or dies. 1/rest. Requires Hail of Arrows 1.

Cowdenicus
07-09-2007, 12:11 AM
requires evil classes which we dont have in game. sorry, no love here, although if somebody else can figure out how to make this work, maybe as a chaotic only type thing, i would add it.

also the evil outsider thing is throwing me.

Cowdenicus
07-09-2007, 12:11 AM
Archmage

Class restricted: Wizard 13 or Sorceror 14.

Enhancements:

High Arcane Fire 1(1AP) Launches a bolt of fire doing 1d6 damage per level of caster + 9d6 damage, at a cost of 50 spell points. 1/rest.
High Arcane Fire 2(2AP) Launches a bolt of fire doing 1d6 damage per level of caster + 9d6 damage, at a cost of 50 spell points. 2/rest.


High Arcane Reach (1AP) Next touch range spell may be cast at range up to 30 feet away.

High Arcane Power 1 (2AP) This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
High Arcane Power 2 (4AP) This ability increases the archmage’s effective caster level by +2 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).
High Arcane Power 3 (6AP) This ability increases the archmage’s effective caster level by +4 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only).

Mastery of Elements (2AP) The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting.

Spell Like Ability (2AP) An archmage who selects this type of high arcana can use one of her arcane spell slots to permanently prepare one of their arcane spells as a spell-like ability that can be used twice per day.

Cowdenicus
07-09-2007, 12:12 AM
Dragon Disciple

Class Required: Bard or Sorceror

Enhancements:

Natural Armor 1 (1AP) Recieve a +1 to Natural Armor Class.
Natural Armor 2 (2AP) Recieve a +2 to Natural Armor Class.
Natural Armor 3 (3AP) Recieve a +3 to Natural Armor Class.
Natural Armor 4 (4AP) Recieve a +4 to Natural Armor Class.

Breath Weapon 1 (2AP) 1/day use breath weapon ability to do 2d8 damage of type chosen at selection. Requires Natural Armor 1.
Breath Weapon 2 (4AP) 1/day use breath weapon ability to do 5d8 damage of type chosen at selection. Requires Natural Armor 2.
Breath Weapon 3 (6AP) 1/day use breath weapon ability to do 9d8 damage of type chosen at selection. Requires Natural Armor 3.

Draconic Immunities (4AP) Complete Immunity to sleep, paralysis, and element of breath weapon chosen. Requires Breath Weapon 2.

Ability Boost 1 (2AP) Gain a +2 Strength (base) Bonus. Requires Natural Armor 1.
Ability Boost 2 (2AP) Gain a +4 (cumulative) Strength (base) Bonus. Requires Natural Armor 2 and Breath Weapon 1.
Ability Boost 3 (2AP) Gain a +2 Constitution (base) Bonus. Requires Ability Boost 2.
Ability Boost 4 (2AP) Gain a +2 Inteeligence (base) Bonus. Requires Natural Armor 3, Ability Boost 3 and Breath Weapon 2.
Ability Boost 5 (4AP) Gain a +8 (cumulative) strength (base) Bonus and a +4 Charisma (base) bonus. Requires Ability Boost 4, Draconic Immunities, Breath Weapon 3, and Natural Armor 4.

Cowdenicus
07-09-2007, 12:12 AM
requires evil classes which we dont have in game. sorry, no love here, although if somebody else can figure out how to make this work, maybe as a chaotic only type thing, i would add it.

Cowdenicus
07-09-2007, 12:12 AM
Duelist

Requirements:

Skill: Perform 3 and Tumble 5

Canny Defense 1 (1AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (limit 2) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Canny Defense 2 (2AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (limit 5) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Canny Defense 3 (3AP) When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) (no limit) to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.

Enhanced Mobility (2AP) When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC. Requires Canny Defense 1.

Grace (1AP) A duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.

Precise Strike 1 (1AP) A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll. Any creature immune to critical hits cannot be hurt by a Precise Strike.
Precise Strike 2 (2AP) A duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 2d6 damage added to her normal damage roll. Any creature immune to critical hits cannot be hurt by a Precise Strike.

Elaborate Parry (4AP) if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level she has. Requires Grace, Precise Strike 1 and Canny Defense 2.

Deflect Arrows (4AP) Immune to ranged weapon attack when using a light or one-handed piercing weapon. Requires Elaborate Parry.

Cowdenicus
07-09-2007, 12:12 AM
Divine Champion (info from NWN2)

Requirements:

BAB 7 and any weapon Focus feat.

Enhancements:

Lay on Hands 1 (2AP) Character may lay on Hands 1 additional time per day as per the Paladin ability. If a player does not have the Lay on Hands ability, this grants them the ability. This increase stacks with all other increases.
Lay on Hands 2 (4AP) Character may lay on Hands 3 additional times per day as per the Paladin ability. If a player does not have the Lay on Hands ability, this grants them the ability. This increase stacks with all other increases.

Sacred Defense (2AP) You gain a +1 divine bonus to all saving throws. Requires Lay on Hands 1.

Smite Infidel (2AP) You unleash a Divine attack that does 1d6/level damage to any enemy whos alignment is different from yours. Requires Sacred Defense.

Divine Wrath (4AP) You gain DR/level holy and +3 divine bonus to attack, damage and saving throws for 10 secs per charisma. 1/day. Requires Smite Infidel.

Cowdenicus
07-09-2007, 12:13 AM
Eldritch Knight

Requirements:

Class:
One of the following: Barbarian 1 or Paladin 1 or Fighter 1 and
One of the following: Wizard 5 or Sorceror 6

(I have no idea how they would implement this in the enhancement system as you get a free feat with this. The only way I could do this would be a BAB increase line of enhancements, a free feat, and increased save and hp bonuses.)

Cowdenicus
07-09-2007, 12:14 AM
Dwarven Defender

Requirements:
Race: Dwarf
Alignment: Any Lawful
Feats: Dodge, Endurance, Toughness.

Enhancements

AC Bonus 1 (1AP) +1 dodge bonus to AC.
AC Bonus 2 (2AP) +2 dodge bonus to AC.
AC Bonus 3 (3AP) +3 dodge bonus to AC.
AC Bonus 4 (4AP) +4 dodge bonus to AC.

Defensive Stance (2AP) When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a -2 penalty to Strength for the duration of that encounter.
1/rest

Additional Defensive Stance 1 (1AP) You are able to use Defensive stance 2/rest. Requires Defensive Stance.
Additional Defensive Stance 2 (2AP) You are able to use Defensive stance 3/rest.
Additional Defensive Stance 3 (3AP) You are able to use Defensive stance 5/rest.

Uncanny Dodge (2AP) a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Improved Uncanny Dodge (2AP) a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender. The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Requires Uncanny Dodge.

Damage Reduction 1 (2AP) gain DR 3/- Requires AC Bonus 2 and Defensive Stance.
Damage Reduction 2 (4AP) gain DR 6/-

Cowdenicus
07-09-2007, 12:14 AM
Harper Agent (lore wise this needs to change.)

Requirements:
Feats: Iron Will

Deneirs eye (2AP) +3 to all saving throws vs. traps.

Liliras Heart (1AP) +2 to all saving throws versus mind affecting spells.

Tymora's Smile (2AP) You or an ally recieve +2 on all saving throws.

Mystra's Boon (1AP) You gain +2 to all saving throws vs. spells.

(seems a bit limited.)

Cowdenicus
07-09-2007, 12:15 AM
I do not see how this class can be adapted to DDO.

Cowdenicus
07-09-2007, 12:15 AM
Frenzied Berzerker

Requirements:

Non Lawful
BAB 6
Feats: Power Attack, Cleave and Great Cleave

Enhancements:

Frenzy (2AP): You enter a violent Frenzy gaining +6 STR, -4 AC, and an extra attack at your highest BAB. You suffer 2 damage each round while frenzied. Duration based on CON (6 seconds a point?) and this ability does not stack with Barbarians Rage.

HP Boost (2 AP) You gain 25 additional bonus HP.

Supreme Cleave (2 AP) Cleave gives 2 attacks instead of 1. Requires Frenzy and HP Boost.

Deathless Frenzy (2AP) While Frenzied you become immune to death spells, spell like abilities and effects. Requires Frenzy.

Enhanced Power Attack (2AP) Power attack becomes more powerful (balance issue?)

Inspire Frenzy (2AP) You send all of your friends into a Frenzy.

Supreme Power Attack (4AP) Power Attack becomes even more powerful (same as above) Requires Enhanced Power Attack.

Cowdenicus
07-09-2007, 12:15 AM
Loremaster

Requirements: Any three metamagic feats or item creation feats. Able to cast 3rd level magic.

Enhancements:

Secret 1 (2AP): Learn 1 Secret
Secret 2 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
Secret 3 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
Secret 4 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.
Secret 5 (2AP): Learn 1 Secret cannot be the same as any previously chosen secret.

List of Secrets:

Secret Health +3 HP (may have to be modified for DDO)

Secret of Inner Strength +2 will save

Lore of True Stamina +2 fortitude save

Secret knowledge of avoidance +2 reflex save

Weapon Trick +1 to attack

Dodge Trick +1 dodge to AC

Applicable Knowledge +1 feat

Cowdenicus
07-09-2007, 12:16 AM
I will let somebody else do the write up for this as i am a bit biased on this one.

Cowdenicus
07-09-2007, 12:16 AM
Without DDO adding the actual class, I will have to wing this one. SO here is my attempt.

Mystic Theurge

Requirements:
Class: Cleric 3 and Wizard 3 or Sorceror 4.

(The Practiced Spellcaster feat is required for this yet is not in DDO, so..... meh)

Enahncements:

Mystic Caster 1 (2AP) Gains a 33% bonus to base SP. Required level 3 cleric and level 3 arcane. Requires Practiced Spellcaster1.
Mystic Caster 2 (2AP) Gains a 66% bonus to base SP. Required Mystic Caster 1 and level 9
Mystic Caster 3 (2AP) Gains a 100% bonus to base SP.Required Mystic Caster 2 and level 12.
Mystic Caster 4 (2AP) Gains a 100% bonus to total SP. Required Mystic Caster 3 and level 15.
Mystic Caster 5 (4AP) Gains a 125% bonus to total SP. Required Mystic Caster 4 and level 18.

Practiced Spellcaster 1 (4AP) Divine and Arcane spells available are determined by total level as opposed to caster level.
Improed Practiced Spellcaster 2 (6AP) All spells cast use total level for DC and damage numbers and any other effects.

Cowdenicus
07-09-2007, 12:18 AM
Pale Master

Requirements: Non Good
Class: Wizard 5 or Sorceror 6

Enahncements:

Bone Skin 1 (2AP) +2 Natural Armor Bonus
Bone Skin 2 (2AP) +4 Natural Armor Bonus
Bone Skin 3 (2AP) +6 Natural Armor Bonus

Undead Ally (1AP) Summons an undead Ally to serve you. (this line could have incremental increases or cost more AP if they made it so the undead did not turn against you.)

Deathless Vigor (1AP) gain 3 HP (this would have to be adjusted for DDO)

Graft (2AP) Paralyze opponent 2/rest

Tough as Bone (2AP) Immune to hold, paralyze and stun. (needs requirements)

Deathless Mastery (2AP) Immune to critical hits.

Cowdenicus
07-09-2007, 12:18 AM
Shadow Dancer

Requirements: Level 5
Feats: Dodge and Mobility

Enhancements:

Evasion (4AP): A shadowdancer can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the shadowdancer is wearing light armor or no armor. A helpless shadowdancer does not gain the benefit of evasion.

Uncanny Dodge (2AP): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).

Summon Shadow (2AP): A shadowdancer can summon a shadow, an undead shade (HD???). Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer.

Improved Shadow (2AP): Uses a turn of Summon Shadow but HD are increased to ???

Superior Shadow (2AP): Uses a turn of Summon Shadow but HD are increased to ???

Improved Uncanny Dodge (2AP): a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.

Slippery Mind (2AP): You get 2 chances to save vs. any mind altering spell.

Improved Evasion (6AP): This ability works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw. Required level 10.

Cowdenicus
07-09-2007, 12:19 AM
Since we dont have the ability to cast planar ally, this PrC is kinda worthless unless someone wants to give a crack at making it a summon specialist/ charm specialist of some sort.

Cowdenicus
07-09-2007, 12:20 AM
WeaponMaster

Requirements:

BAB 8, Intimidate 4

Feats Required: Weapon Focus (melee any), Dodge, Mobility, Combat expertise, Spring attack and Whirlwind.

Enhancement:

Weapon of choice (1AP) All other bonuses are detrmined by this choice of weapon. (i.e. longsword, khopesh etc etc.)

Ki Damage 1 (2AP) Inflict maximum damage with weapon of choice 1/rest. Requires weapon of choice.

Superior Focus (4AP) You gain +1 to all attack rolls with your weapon of choice. Requires Ki Damage.

Increased multiplier (4AP) Your weapon of choice gains an additional x1 critical multiplier. Requires Superior Focus.

Ki Critical (4AP) You gain +2 to the threat range of your weapon of choice. This stacks after Improved critical. Required Increased multiplier.

Gimpster
07-09-2007, 02:52 AM
Frenzied Berzerker
Lol. Frenzied Berserker doesn't even work in PnP, really. There's just no way to bring it into an RT game, at least not a game that has FF-protection as a central feature. The design of the class can't even be remotely captured.

PS. For those who don't know the Frenzied Berserker class, the point is that you get massive attack and defense bonuses, but you kill everything around you and can barely stop.

Gimpster
07-09-2007, 02:57 AM
requires evil classes which we dont have in game. sorry, no love here, although if somebody else can figure out how to make this work, maybe as a chaotic only type thing, i would add it.
There is no reason for D&D to restrict the Assasin class to evil. It's fine to change it to non-good alignment. Indeed, for the purposes of gameplay the Assasin fits in perfectly with the job description of regular player characters: you break into someone's home and kill him for profit. Assasins do it on a contract, while "heros" loot the corpse for their pay.

The abilities of an Assasin are proactive and don't work at all for an NPC monster-type who waits in his lair to be attacked. The class really should be open to players in any kind of game.

DrAwkward
07-09-2007, 02:39 PM
I like the idea of doing them entirely as Enhancements. Nice write-up, Cowdenicus!

Cowdenicus
07-09-2007, 03:08 PM
I like the idea of doing them entirely as Enhancements. Nice write-up, Cowdenicus!

Yes but I am really surprised of the lack of comments so far about this. Nobody thinks there is anything really missing from this and agrees with all the costs of everything.

Heck if this is the case I need to apply for a job with Turbine right away.

Gimpster
07-09-2007, 03:32 PM
Yes but I am really surprised of the lack of comments so far about this. Nobody thinks there is anything really missing from this and agrees with all the costs of everything.
Or..
1. Your thread title is so supremely noninformative that they don't even read it
2. They think that most everything is missing from it, and see no reason to comment.
2b. That is, they read the thread yesterday when you first posted it. At that time, it was nothing but 10+ posts each containing a single line "Reserved for future class". And, as there has been no indication something changed, they didn't read it again.
3. They think it is so distant from plausibility they also see no reason to comment.

Overall, a wonderful example of how not to write a suggestion thread.

Cowdenicus
07-09-2007, 03:48 PM
Or..
1. Your thread title is so supremely noninformative that they don't even read it
2. They think that most everything is missing from it, and see no reason to comment.
2b. That is, they read the thread yesterday when you first posted it. At that time, it was nothing but 10+ posts each containing a single line "Reserved for future class". And, as there has been no indication something changed, they didn't read it again.
3. They think it is so distant from plausibility they also see no reason to comment.

Overall, a wonderful example of how not to write a suggestion thread.

1. Well I did not know I could not change the title so, nothing I can do there.
2. Such as? Because your examples have been great to this point. :rolleyes:
2b. aye because I wanted to organize the thread, sue me.
3. Is it?

RavenStormclaw
07-10-2007, 08:56 AM
Oh shush Gimpster Cow did a magnificent job despite thread title.

Cow,

All I got to say is WOW good job. If they everr implement this I will be a busy boy...some of this stuff look awesome.

Raven

Deriaz
07-10-2007, 10:03 AM
Very nice. The idea of throwing them in as Enhancements makes it sound much more of a possibility.

I like. ^^ Good work. :cool:

-D

binnsr
07-10-2007, 10:16 AM
1. Well I did not know I could not change the title so, nothing I can do there.
2. Such as? Because your examples have been great to this point. :rolleyes:
2b. aye because I wanted to organize the thread, sue me.
3. Is it?

First off .. great job on these. I like this potential implimentation.

You could have typed all the posts up in a word/notepad document, then pasted everything into the thread in sequence, there-by giving yourself the first 10 posts (or whatever) right away. This would have avoided the temporary title as well as the day of empty posts.

Aesop
07-10-2007, 10:34 AM
I'm sorry Cow

I hate the idea of prestige classes as Enhancements... Its just a cheap way out. Turbine said they'd have PrCs and I hope they will... its just taking them a long time.

Also a few things here as well though.

Having Evasion as an Enhancment is just asking for trouble

With the implementation of Perform as it is having it as a Prerequisite for any non spell casting class is just wrong. I'd replace it with Tumble or something like that.

Endurance is not a Feat in DDO so you'll probably have to replace that one too

ummm... I can't remember the rest

I appreciate the work but I want real PrCs not these copout ones that make me feel cheated

Aesop

Cowdenicus
07-10-2007, 03:42 PM
I'm sorry Cow

I hate the idea of prestige classes as Enhancements... Its just a cheap way out. Turbine said they'd have PrCs and I hope they will... its just taking them a long time.

Also a few things here as well though.

Having Evasion as an Enhancment is just asking for trouble

With the implementation of Perform as it is having it as a Prerequisite for any non spell casting class is just wrong. I'd replace it with Tumble or something like that.

Endurance is not a Feat in DDO so you'll probably have to replace that one too

ummm... I can't remember the rest

I appreciate the work but I want real PrCs not these copout ones that make me feel cheated

Aesop

Aesop, I actually agree with you, but if it is a choice between getting PrC's at all (which doesn't look likely with how long they are taking just to add in one class... with the monk) or getting this, I would take this as opposed to nothing.