Talk:Iron Knight (3.5e Prestige Class)

Balance - 3/10

The ability are confusing and poorly implemented. The crafting discount is too extreme. Difficult to adjudicate. --Dmilewski 11:30, 8 December 2006 (MST)

Fixing Balance

K, this will take a few iterations, wanted to give folks time to comment on each, and hopefully someone will give a new numerical score along with problems for each iteration... First, Enhancement bonuses don't stack, so the forge of corean and enchantment mastery will be fixed on that score. The abilities of this class are extremely valuable, which is to say, worth at least 3000 gp at first level, 12,000 gp at second, and-well, quite a bit at third. But acolyte of humility costs the character 10% of gold and cannot own more than he can carry, which significantly reduces the danger of this (especially with removing the "stackable," nature of the enhancements). I would require this character to donate his share of any party treasure that he cannot carry to a worthy cause (other than his party members). I will be replacing the persistant soul with my version (see below). Will re-balance enchantment mastery with other enchantment cost reducing feats (25%). Shield of spirit is redundant, as it is an enhancement bonus, and he can already enhance armor. Will instead use the symbol as the means that he enchants arms and armor. This will still not be balanced, but it gives us a place to start...

Persistant soul, At each level of Iron Knight, the character may increase his level by one for a single previous class feature. A barbarian could gain a level for rage purposes, a monk for AC, or for movement (not both), a paladin for lay on hands. If spellcasting is chosen, the caster level increases by one, and the character gets one additional spell slot at a level they can already cast, and learns one new spell at some level they can already cast (does not need to be the same spell level). The second, forth, sixth, etc. level that this benefit is gained, the character can either choose as above, with the benefit that the spell level may be one level higher than the highest level they could cast, or they can instead sacrifice the benefits gained from this and the previous persistant soul to gain spells as though they had gained one level in their base class. --Aaror 08:01, 2 February 2007 (MST)

I think your version is much better. The current version is... broken. Yours looks much better with the choice of which one to choose. Good job, all thats left to do is fix every other class feature... --Green Dragon 14:32, 3 February 2007 (MST)
K, fixed a bunch, could someone look this over and re-rate it, let me know which direction to tweak it? I'm thinking it would make more sense to give +1/+3/+5 enhancements vice the +1/+2/+5 the class currently has, but that can happen in the next iteration.--Aaror 19:02, 6 February 2007 (MST)
I asked EldritchNumen to look it over... --Green Dragon 19:35, 7 February 2007 (MST)
1)Persisting Soul is very easily broken, but also is scalable in its usefulness (getting an extra spell is very nice, while increasing the level of a rogue trap sense ability is... well, not. This is true for many combinations. Further, the way the ability works is very much vague and overly complicated. I understand the concept behind it; the ability needs to be entirely re-written to match that concept.
2)The class as too many abilities in too few levels; if you qualify, there is really no reason not to take this class, which is simply not good. It needs to be extended and the abilities clarified.
--EldritchNumen 11:19, 14 February 2007 (MST)
This is less fixed than the other knight, at this point I am open (if not begging) for suggestions.--Aaror 17:39, 16 February 2007 (MST)

Some Ideas

I am going to start by pointing out some problems. 1. The final ability of this class is not particularly useful. It just saves you a bit of time. You could always just smack another monster in the face and get some more money and experience. I suggest an ability, which I'm not sure how to word, that would allow you to have an extra enhancement on a weapon or suit of armor than normal, but only the normal amount apply and they can be switched with 10 minutes of concentration or something. For example, you have your sword that has +9 bonus, and then its flaming and sonic. Take your pick every 10 minutes. 2. If your job is to use money to make armor and weapons for people, why do you have to pay for that? I would suggest removing the parts where you have to pay to level up. Doesn't make any sense. Display your skill perhaps in making an item? But then, I've never heard of a class that made you pay anything to level up. I would suggest making it just an entry requirement and nothing else. 3. Persisting Soul is... weird. How about: At each level you may choose a spell from the sorcerer/wizard spell list that a wizard of your hit die could cast. You gain that spell as a spell like ability. Usable 1/day. Save based on your CON. Caster level = to your HD. 4. Skills. Please please, climb, jump, swim. 5. The forge of corean ability doesn't work. It says that you have one token that has to attach to the object you are enchanting. It falls off when the enchantment runs out, but you can use it multiple times each day. 6. Bonus feats are boring. Iron Patience(EX): you can take 10 when crafting items. In addition you get +3 to your craft checks because you are willing to take the time to do it right. and Craftsman (Ex):you get a +3 bonus to appraise checks for magic arms and armor. Also, you may substitute your craft ranks for your diplomacy ranks when making a diplomacy check around other craftsmen.--Andreichekov (talk) 01:38, 7 August 2013 (MDT)

This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.