icefractal
2014-01-24, 04:28 PM
So, one of the players in my campaign is making a new character, and wants to play a soulknife. Looking at the class, I noticed it was a bit lacking, and went about boosting it, improving the mindblade itself a bit and adding some manifesting.
In the process though, I had an odd thought. What if you only improved the Mindblade? How powerful a mindblade would be needed to support a class by itself? So, here's the thought experiment. Take this hypothetical class:
d10 HD, full BAB, 4+Int skills, Good Reflex and Will
Class Feature - Mind Arsenal:
* Can be manifested or changed as a free action, once per round.
* Includes a set of armor, and either a two handed weapon, weapon + shield, or two weapons.
* Each part has an enchantment bonus equal to Level/3, and special abilities (any +# weapon/armor abilities) with a total of +X, where X depends on class level.
* You're proficient with anything you make, ranged weapons produce ammunition automatically, no giving the arsenal to other people, etc.
Give that, and considering the level 10-15 range primarily:
1) What's the top tier this class could reach? (keeping in mind that the amount of special abilities does not have to cap at +10. If giving them +20 worth of abilities at 10th level is what it takes, then sure. But within reason, not +1000 or something).
2) Does allowing non +X abilities and/or special weapons/armor (but only off the existing lists, not arbitrary ones), change the tier? I would think yes, because Luckblades.
3) Does allowing non +X abilities (as above), but not ones with limited charges, change the tier?
I'll do a bit of dumpster diving myself and post some results later, but I'm curious what people can come up with.
In the process though, I had an odd thought. What if you only improved the Mindblade? How powerful a mindblade would be needed to support a class by itself? So, here's the thought experiment. Take this hypothetical class:
d10 HD, full BAB, 4+Int skills, Good Reflex and Will
Class Feature - Mind Arsenal:
* Can be manifested or changed as a free action, once per round.
* Includes a set of armor, and either a two handed weapon, weapon + shield, or two weapons.
* Each part has an enchantment bonus equal to Level/3, and special abilities (any +# weapon/armor abilities) with a total of +X, where X depends on class level.
* You're proficient with anything you make, ranged weapons produce ammunition automatically, no giving the arsenal to other people, etc.
Give that, and considering the level 10-15 range primarily:
1) What's the top tier this class could reach? (keeping in mind that the amount of special abilities does not have to cap at +10. If giving them +20 worth of abilities at 10th level is what it takes, then sure. But within reason, not +1000 or something).
2) Does allowing non +X abilities and/or special weapons/armor (but only off the existing lists, not arbitrary ones), change the tier? I would think yes, because Luckblades.
3) Does allowing non +X abilities (as above), but not ones with limited charges, change the tier?
I'll do a bit of dumpster diving myself and post some results later, but I'm curious what people can come up with.