Talk:Fell Knight (3.5e Prestige Class)

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Balancing out[edit]

I'd really appreciate opinions here. I am mostly creating this class based on the kinds of creatures I expect people to fight at the minimum levels they would be able to reach certain abilities. Does it seem over-powered? Do you think it would be good to impose an altogether limiter on Fell Sword abilities, such as WIS + 3 times per day mechanic from Turn Undead, or is it good as it is? Jwguy 15:24, 2 March 2010 (UTC)

Yes, you would need to limit the Knight's abilities to a certain number per day; otherwise, there's no incentive to use conventional attacks. While that outcome is desirable in a heavily ability-based game, such as Final Fantasy Tactics, it's not one that does the D&D system any justice. --Illeist 02:04, 3 March 2010 (UTC)
I had planned to make more dynamic balances, but I find this reasonable. I just worry about what specific limitation for per days. I lean towards WIS + 3 for Fell Knights, kind of. And I'm glad you noticed, I am trying to make D&D versions of a number of the Final Fantasy Tactics classes. ^^ Jwguy 14:40, 3 March 2010 (UTC)

Evil[edit]

Though I agree with requiring a Fell Knight to be of any non-Good alignment, I think that their deific preference should continue that theme. In other words, it would be best to allow Fell Knights to serve any non-Good deity. If there is a sufficient reason for doing otherwise, then the class description needs to be altered to make it more clear. --Illeist 02:10, 3 March 2010 (UTC)

My reasoning for it, alongside it's counterpart, the Holy Knight, is that the gods served determine the powers for the classes themselves. Good Deities grant sacred and holy powers, while Evil gods grant fell, profane powers. The alignment allowance is because Good characters don't worship evil gods, and vice versa, but Neutral characters can go either way. Jwguy 14:36, 3 March 2010 (UTC)