Author Topic: Why Down Two PrCs are Down Two Tiers (Gr1lledcheese)  (Read 7107 times)

Offline Libertad

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Why Down Two PrCs are Down Two Tiers (Gr1lledcheese)
« on: March 21, 2013, 01:45:21 PM »

All of the Tier threads for base classes have been completed. In the spirit of keeping things organized and making the character optimization process better for all of us, I'm now moving on to prestige classes.

From Zeal's (in-progress) Tier System for PrCs:

Down Two or More Tiers: These PrCs completely fail to do what they were trying to do, or makes heavy sacrifices for little to no gain.  Expect characters with these to be unplayable without heavy optimization effort, or some cunning trick.

Examples: Acolyte of the skin, Apostle of Peace (not broken, but blatantly contradictory text on material possessions), Arcane Archer, Bereft, Blighter, Brimstone Speaker, Cavestalker (Druid entry), Defiant, Dirgesinger, Duelist, Entropomancer, Evangelist, Eye of Lolth, Fochlucan Lyrist (unless Evasion is gained without dips, then Up One Tier), Green Star Adept, Incarnum Blade, Insidious Corrupter (Arcane Spellcaster entry), Lifedrinker, Master of the Unseen Hand, Metamind (higher with abuse of the capstone), Mindbender (except for 1 level dips), Ollam, Reaping Mauler, True Necromancer, Wavekeeper, Witchborn Binder, Wonderworker, Yathrinshee


Acolyte of the Skin



Logical Entry: Wizard5? Really open, any spellcaster/user of spell-like abilities with Knowledge (The Planes) as a class skill.

Cons: Only 5/10 caster progression...Do I need to explain this further? -TheWordSlinger

Pros: Fiend Skin gives you some minor defensive buffs which might be useful to a caster type. Gets some other minor abilites, chief among them the ability to shoot lazer beamz from his eyes. -TheWordSlinger


Apostle of Peace (not broken, but blatantly contradictory text on material possessions)



Logical Entry: Cleric 7, although it's the furthest from ideal. Actually, 7 levels in any class with a good Will save and Concentration and Diplomacy as class skills. That's mostly Bard, Cleric, Druid, or Monk, and of them the Monk is probably the most synergistic (Wis focus, no armor, leads in to Sacred Fist).

Cons: The entry, mostly. It takes 4 feats that will hamstring you and make it very difficult to participate in the game as it's normally played (Vows of Poverty and Peace). In addition to being unable to own armor due to VoP, you're especially unable to wear it as a class feature.

Your class features are mostly nonexistent. Turning is useful but only for Divine feats. Pacifying Touch is redundant with your existing Vow of Peace aura. Censure Fiends is actually okay, since outsiders tend to have HDs similar to their CRs, so this has a decent success rate, but it's still only effective against a limited set of enemies. And nothing else but spellcasting for the remaining 6 levels.

You have your own spell progression with a very low caster level (compared to what full casters normally have for the spell level and character level). The spell list being its own distinct thing means no expansions with other splat books. You don't get all the lovely healing and buff spells in CDiv or SpC that Clerics get, despite the similarities in your spell list to that of a Core Cleric. On the upside, you do get a good selection of buff spells to start off with, although your aforementioned stunted caster level makes it harder to make use of them (easily dispelled, short duration). When you start off, you have 1st-level spells, despite being character level 8. You don't catch up on spell levels with a straight Cleric until ECL 15 (8th level spells) or with a Bard until ECL 11 (4th level spells).

Pros: 9th level spells from a list that isn't that terrible for buffing and support. Turn Undead means Divine Metamagic shenanigans (not that you have that many spells worth shenaniganing). You get Gate, Miracle, and the Planar Ally line. Practiced Spellcaster can help make up for the low CL.

Oddities: VoP says you can't own any magic items. Apostle of Peace says you especially can't wear armor, but you can wear other protective magic items. But how can you wear them when you can't own or borrow them thanks to VoP? What?


Arcane Archer


A note about the Arcane Archer: The arcane archer is good as a two level dip and could merit a +0 adjustment just for the imbue arrow ability.

There's also the funny wording about imbue arrow that lets you cast any spell and fire the arrow as a standard action. I'm sure there's some mild abuse there with long casting time spells. -Surreal

Logical Entry: Full BAB class(es)6/spellcaster1

Cons: Doesn't advance spellcasting at all. The Greater Magic Weapon spell replicates enchance arrow so it's almost pointless. Your other class features other than imbue arrow are only 1/day. Arrow of death's DC save of 20 is weaksause against anything you really want to kill with a single arrow. -Ninjarabbit


Pros: Grants martial weapon proficiency, useful if you didn't have it before. Imbue arrow is actually pretty nice and is the only worthwhile class feature. Epic Arcane Archer is actually nice because it penetrates DR/epic. It gives you full BAB, good fort and reflex saves (good since most Full BAB and spellcasting classes have poor BAB) and 4 skill points/level. -Ninjarabbit


Bereft



Logical Entry: Any character level 9 with the ability to put 13 ranks into truespeak, preferably something with a higher BAB like a duskblade or a fighter.

Cons: Sure, it's got a snazzy flavor, the sample picture is pretty bangin' and it's name doesn't hurt. But, it's still a truenamer, and that already sets it to -2. It gains an über circumstantial feat, it's highly dependent on gear to even be worthwhile, the law of resistance =( (just like a truenamer), and it's capstone ability is almost useless.  At the lowest possible entry, for a level 2 bereft(lowest character level is 11), you get to replicate a level 2 bard spell. Most of the abilities are useless vs undead, or mind immune mobs. -Paradox


Pros: Really easy feat reqs, it gets class features every level, which is a good thing. I hate dead levels. You get a no save ability to bestow 2 negative levels, can throw around an 8d6 every round or so.

It seems the bereft is good against powerful will weak enemies, as none of it's abilities are good vs mobs, or even resistant creatures.  So in the end, the bereft can be summed up as a class that requires a lot of financial investment for little payoff. -Paradox


Blighter



Logical Entry: Druid 5

Cons: When you qualify for the PrC, you lose pretty much all of your druid class features, leaving you with an empty chasis for five levels.  So, you go from a strong 5th level PC casting 3rd level spells to a 6th level PC only able to cast 1st level spells.

The spell list and bulk of class abilities are inferior to the abilities of a straight druid. -Robbypants

Pros: Your casting increases at double the rate, so you are getting a new spell level every level of the PrC.  While you start out far behing (1st level spells at 6th level), you are able to hit 9th level spells earlier than a straight druid.  So, from about level 15 to 16, you can have 9th level spells where a druid only has 8th level spells.  Once the druid hits 17th level, this advantage is lost. -Robbypants


Brimstone Speaker



Logical Entry: Archivist 7 or Paladin 11 (provided that you take Truename Training feat)

Cons: 4 lost caster levels and 3/4 BAB. So no 9th-level spell for an archivist/cleric entry and barely making it past BAB +16 for a paladin entry. So what do you get in return? A "breath weapon" called Tongue of Fire that deals 3d6 damage at 1st level up to 8d6 at 10th as the only capstone ability. If it hasn't told you much already and need more convincing, let's go to the next lot of class abilities.

The remainder of the class is filled with heavenly entreaty and its lesser and greater counterparts. Basically, you can summon a Brelani/Word Archon/Astral Deva once per class level per day provided that you can hit the scaling DCs. So AD's a CR 14 creature, which means it's more powerful than most SM IX creatures. The catch is, that you can only have one of them at a time. Not even one Brelani and one Word Archon and so on. How about the DC? Starts off as DC 43, and by the time you try to summon your ninth Astral Deva of the day, say hello to nice DC 61. Unless you're going to boost your Int to the stratosphere, that's actually quite difficult.

So if you really, really wanted that nice summon and fluff, take 9 levels of the class (where AD becomes available) and never look back. You can live without +3d6 to your... breath weapon thingy. -Salt_Crow


Pros: Greater Heavenly Entreaty is actually not that bad at all. Say you've got a Paladin 11/Brimstone Speaker 9- BAB +17, so you can make that juicy 4th attack as well as 9/day Summon Monster X-ish ability! At the cost of 3 BAB and a few hp, I'd say it's a decent trade if you can hit the DCs. An archivist or a cleric would do much much better if they stay well away from this PrC. If you want a few celestials serving your will, try Planar Ally or something. It's much less painful alternative really.

Not unplayable to the extreme, has a limited use with Paladin but we know we can spend those 9 levels in a better place, don't we all? -Salt_Crow


Cavestalker (Druid entry)



Logical Entry:

Cons:

Pros:


Defiant



Logical Entry:

Cons:

Pros:


Dirgesinger



Logical Entry:

Cons:

Pros:


Duelist



A note on the Duelist: The duelist was basically converted into the Swashbuckler Base Class anyway. And no one takes that past 3 levels. It's not a surprise... -Generic_PC

Logical Entry:

Cons: It forces you into a horrible fighting style, using only a single light or one handed piercing weapon with nothing in your offhand. Precise strike gives you pathetic damage, peaking a 2d6 damage at level 10. Dodge and mobility are generally subpar feats. Canny defense and elaboate parry just stink since they depend on how many levels of duelist you have. Grace requires you to not weak armor and have a shield. -Ninjarabbit

Pros: Improved reaction is the only good class feature since initative is always good. You also get full BAB, d10 hit dice, and 4 skill points/level. -Ninjarabbit


Entropomancer



Logical Entry: Ranger 14

Cons: Before you say "what? why not cleric/druid 7?", it's just a big NO-NO. This is obviously not intended to be a spellcasting-focused PrC. Although the PrC requires 4th-level divine spellcasting, it does next to nothing in actually making that viable (5/10 progression) nor does it enable it to shine somewhere else (3/4 BAB). Combined with the fact that it requires two useless feats to qualify, one would imagine its class abilities would really be great.

Let's see: you have your Shard of Entropy ability that deals certain amount of damage (2d6 to later 7d6) in a SINGLE square for 1 round/class level. Usable 2/day at 1st level and 2/day at 10th level. Hey, it does have "drag others into the square" effect that targets the caster as well!

OK, let's skip to the next one: Entropic Field. Start 2/day at 3rd level and 2/day at 10th level. Haven't I seen that before somewhere? Nay, you must've been mistaken. What does it do? It stops magical healing of course. What did you expect? At 5th level, you get a free reroll 1/round which is quite an unparalleled ability to be sure. Is it worth losing 3 caster levels to get it though? I dunno, 10 rounds of free reroll sounds awesome, until the 7th-level wounding ability comes in. It affects the user too. So you get to reroll 1/round, but no magical healing works and whenever you're damaged you'll suffer 1 point of damage per round (stacks with itself). Weird, but reroll sound so awesome that made me look forward to its capstone ability. It must be something that forces reroll to an opponent or something or that awesome, right?

Of course it is: it replicates the full power of an artifact! Behold Control Sphere, which allows you to control a sphere of annihilation as if you had a talisman of the sphere. No. If I'm going to be using a sphere of annihilation, I'd rather take yet another journey to find a talisman, rather than wasting 10 of my levels to control it without one. To be what, 17th-level cleric or druid and use 6th-level spells? -Salt_Crow

Pros: Reroll 1/round for 1 round/class level twice a day is actually quite nice. So once you get your 4th-level ranger spell, hop in and and take 6 levels of it! You lose 2 BAB and a few caster levels, but you get some very nice reroll abilities.

But then again, if I really wanted rerolls I'd take Destiny domain with my cleric and have stuck with it. -Salt_Crow
« Last Edit: April 20, 2013, 02:18:00 AM by Libertad »

Offline Libertad

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Re: Why Down Two PrCs are Down Two Tiers (Gr1lledcheese)
« Reply #1 on: March 21, 2013, 01:48:02 PM »
Evangelist


[/size]
A note about the Evangelist: +0 if it is only for a level dip. If you take any more than 2 levels in it, you are shooting yourself in the foot due to the lack of spellcasting advancement. Finally, the whole Mind Affecting part of the ability kinda nerfs it.
-Sinfire Titan

Logical Entry:5 levels of bard for preform, though technically a  paladin with a high int and the ACF to get Perform as a class skill for it can qualify.  Also, A rogue or a factotum would be possible. However, only the bard is really effective in this class.


Cons:The entry does require lots of skills to enter, and a choice between two bad feats (both feats only give +2 to various skills)
It does not progress spellcasting at all.
While the Evangelist stacks for bard music effects, it doesn't allow you learn new songs. -Paradox

Pros: If you're playing a bard, chances are that you're the party face, then the social skill reqs are a given, and the only real sacrifice you make is a bad feat that you could use a flaw on.
On a single level dip, you get the INSPIRE DREAD ability, which does not allow a save, to give a massive -4 to all will saves to enemies w/i 30ft, provided they're not mind immune.
The INSPIRE RIGHTEOUS FURY class ability replicates a good tank buffing spell that does only divine damage.
A massively useful spell, which makes me think this class was made to pair with a paladin, is a free atonement spell for a bardic music usage.  Really nifty.
An almost naberious-ly good diplomacy set of abilities -Paradox


Eye of Lolth



Logical Entry:

Cons:

Pros:


Fochlucan Lyrist (unless Evasion is gained without dips, then Up One Tier)


Logical Entry: Bard 2/Druid 6/Rogue 2, or something like that. Optionally, replace the second Bard level with Wizard or Sorcerer or something for better casting.

Cons: The entry, and only the entry. It's like Mystic Theurge but you're losing 4 caster levels on one side instead of 3, and at least 6 on the other side. The skill requirements are pretty serious (6 different skills on top of needing Concentration as a spellcaster, and most of those skills granted by very few classes). Bardic Knowledge pretty much forces you to take at least one Bard level. Evasion pretty much forces you to take at least 2 Rogue or Monk levels (Rogue helps more with the skills). The ability to speak Druidic and first level divine spells requires a Druid level, usually. First level arcane spells means you need either a second level of Bard or a dip into Wizard or the like. 13 ranks in Perform means you can't enter until after 10th at the earliest, so you don't have any levels afterwards to build off of your dual progression, and all the multiclassing you've done so far means you can't qualify for Mystic Theurge or Arcane Heirophant early enough to salvage your spellcasting.

Pros: Once you're in, life is great (or would be if you didn't have to sacrifice so so much to get there). Full dual progression of spellcasting, full BAB, 6 skill points, bardic knowledge and music progression, and, as a bonus, you can wear metal armor (though not shields for some reason, probably an unintentional omission) and get to ignore the multiclassing XP penalty rules that nobody plays with. Give it a good Fort save and a d12 HD and it would be a gestalt character's ideal. If you can find a way into this class without a horrible entry (Loremaster can, arguably, give Druidic and Bardic Knowledge, a Ring of Evasion, the Impulse Boots soulmeld, and the Loredelver PrC can get you Evasion without losing CLs, early entry into Mystic Theurge to keep two spellcasting classes up, etc.), it's a pretty good chassis.


Green Star Adept




A note on the Green Star Adept: Unless there's errata on this that I've missed, its Improved Caster Level ability can be read to add CL even on levels where it advances your spellcasting ability, essentially awarding double CL for those levels. Thus you'd end up with a net of +15 CL. Also, you get to be a (debatably) living statue. -Agita

It should be taken into consideration that the above is RAW not RAI.
Logical Entry:

Cons: Turns you into a space dust junkie. Only 3/4 BAB and 1/2 spellcasting progression so you're not much of a gish or a spellcaster. Level 10 of GSA screws over your con score and gives you all the drawbacks of being a construct like only being able to heal damage with a repair x spell without a whole lot of the benefits. You lose a bit of dex over the course of your career. -Ninjarabbit


Pros: You do get a few benefits of being a construct like an ageless body, immunity to certain things like poisons and sleep, and damage reduction. In a weird twist the levels of GSA that don't advance your spellcasting do advance your CL so you might not need the practiced spellcaster feat. You can a bit of str and natural armor over the course of your career. You get a slam attack. You eventually get fortification against critical hits and sneak attacks. -Ninjarabbit


Incarnum Blade



Logical Entry: Soulborn 5, or any Full BAB class 5 with Azurin as race.

Cons: No essentia progression, no worthwhile chakra bind progression, no soulmelds at all. 2+Int modifier skills, strictly inferior to Spinemeld Warrior.

Originally, this class was thought to give the fastest access to the Heart and Soul chakra binds. Then I came along, read the PrC, and pointed out that you can only bind your Blademeld to those chakras, even if you use Shape Soulmeld to expand your class list. The benefits for the Blademeld are so minor that a Soulknife can do better than this (and Soulknives suck!), so the 5 level detour is strictly inferior to an actual magic weapon or Kensei levels. Or Ancestral Relic. Or Legacy Items (and a properly optimized Legacy Item is actually worth the penalties if you know what you are doing).

If it offered actual soulmelds, chakra binds, and essentia, this class would be a must for Soulborns. But Soulborns suck, and so does this class. -Sinfire Titan

Pros: Fastest access to the Heart chakra. Oh, wait... -Sinfire Titan


Insidious Corrupter (Arcane Spellcaster entry)



Logical Entry:

Cons:

Pros:


Lifedrinker



Logical Entry: Vampire mage 3 or higher

Pros: This PrC is great for a 1-2 level dip for vampire mages.  Lifewell allows you to do something with the HP and CON damage that you deal.  The features in this class are very good where you can spend lifewell points to get free metamagic WITHOUT changing the spell level slot.  Planar ally is basically a free planar binding without all the risks.  It's capstone gives an impressive DR 25/+3 and haste.  In fact this PrC should be an awesome PrC if not for one fatal flaw. -Samb


Cons: NO CL PROGRESSION AT ALL.  That's right, for all the free metamagic feats you get you get no new spells once you enter this PrC.  None. If this had even 6/10 progression it would be a +1, if it had 8/10 it would be one of the deadilest villains your heroes would ever face (pre-epic).  -Samb


Master of the Unseen Hand



Logical Entry: The only sane entry is for... ghosts.  Yeah.  Ghosts benefit massively from it, qualify at level five, and get d12 hit dice anyway.  For a savage progression ghost2, this is actually a pretty awesome class. The writers really push you towards sorc 10 or wiz 9.  Either entry is a trap.


Cons: Why oh why would you enter this as a caster?  While you get better with the already amazing telekinesis, you don't have any caster progression.  Maybe in gestalt.  Maaaaaybe.  You still have d4 hit dice, though. -The_Mad_Linguist


Pros: Full BAB. Otherwise, a martial character with a ring of telekinesis can make pretty good use of it with this class - but it's an expensive item. -The_Mad_Linguist


Metamind (higher with abuse of the capstone)



Logical Entry: Psion 5 or Wilder 5 or Erudite 5

Cons: It only gives bonuses to manifesting but it has a 5/10 manifesting progression.

Its class features besides Font of Power are under whelming to say the least. Three free 1st and 2nd level powers and one free 3rd, 4th and 5th level powers for a grand total of 33 free powers points. Assuming metamind 10/Psion 10, you are losing 115 power points with another 33 stuck on low level powers that can't be enhanced. You could of 36,000 gp to gain the same effect as the Cognizance psicrystal ability.

You can't even manifest 9th level abilities with the Font of Power and are limited to 15 pp per power. -Immolo


Pros: Font of Power gives you infinite power points for a minute.

You turn your psicrystal into an 11 point cognizance crystal giving you a 36,000 gp item for free. -Immolo
« Last Edit: April 20, 2013, 02:18:43 AM by Libertad »

Offline Libertad

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Re: Why Down Two PrCs are Down Two Tiers (Gr1lledcheese)
« Reply #2 on: March 21, 2013, 01:48:57 PM »
Mindbender (except for 1 level dips)


[/size]
A note about the Mindbender: It's 7th level ability, dominate, is a limited version of dominate monster, normally a 9th level spell. This won't appeal to wizards, sorcerers, and beguilers but it may appeal to hexblades (especially with their debuffing abilities) and warlocks. And you can get it at ECL 12, x5/mindbender7, where mindblank isn't as much of a factor as it would be at ECL 17. Granted it's not enough to save this PrC but for a select few it might be worth looking into. -Ninjarabbit

Logical Entry:

Cons: Your caster level and spellcasting ability blows thralls' balls compared to a full caster.  By the time I get Eternal Charm at Mindbender4, my full Wizard companion can cast Dominate Person and has more spell slots to cast Charm Monster which 'only' lasts 1 day per level (9 days in this case) instead of being permanent.  That's a minor point.

Also, Eternal Charm has a size limit and I can only have 1 such victim at a time initially.  I fail to see how Charm Monster isn't vastly superior.

Finally, entering Mindbender takes serious work.  Most Wizards drop Enchantment as soon as practical, and they'd need to devote most of their skill points each level to meeting the skill requirements.

In short, Mindbender tries to put interesting spins on mind reading and mind controlling only to cause confusion as to why its most redeeming feature is at level 1.  It should have been full casting, or full casting except for its first level.  Even with full casting, it's probably about equal in power to a single-classed Wizard. -Endarire

Pros: You get 100' telepathy and qualify for Lords of Madness's Mindsight.  You can still take 5 levels of classes to progress your casting post-Mindbender for level 8 spells. -Endarire


Necrocarnate (without infinite essentia abuse):



A note about the necrocarnate from Suzerain: Also, regarding the Necrocarnate, a common trick is to use temporary HP for Necrocarnum Zombies, which would render their ability to offset the cost relatively moot. It certainly looks like they need a big essentia pool to offset the weaknesses of the class. I have no idea where the essentia-capped-by-HD ranking came from, but it's +1 at the moment. Here's woodenbandman's original post concerning it, take it for what it's worth:

"Necrocarnate: Wow. Holy ass. This is a fantastic class, because you can get a butt-ton of essentia and use the Necrocarnum Zombies to great effect. You can potentially get infinite essentia, but it's bad juju. Theoretically a +2 tier, but the DM may cap the essentia you can gain by requiring a certain number of hit dice. Theoretically passable for a totemist, but it's really an incarnate PrC. Also zombies rule."

Logical Entry: Incarnate 7

Cons: You need a full minute's worth of actions to use the Harvest Essentia ability until 17th level. The Necrocarnum Soulshield requires a Standard action to use, and is usable 6 times/day. It also has no listed duration. They could have just given it normal meldshaping advancement, instead of wasting text space spelling everything out. You end up losing a Soulmeld/day, and need to kill something with HD to even get Essentia. Oh, and you can only get 6 Essentia unless you drop something, and that essentia lasts until the end of your next turn. You don't get access to the Soul or Heart chakra until around 17th and 20th levels. You don't get the 2nd Expanded Soulmeld Capacity ability until 16th level, a level after the Incarnate.

The problem is that they have no essentia beyond their first few drops without killing something and taking a full minute to extract it. Until they get the Full Round action version, they are more or less strictly inferior to Incarnate levels. It draws attention, and if the DM doesn't allow you to kill off followers or easy-kill enemies, you can easily expect to lose out on essentia during the first encounter each day.

The Necrocarnum Zombie trick also works just fine with normal Incarnate levels. Necrocarnate only gives you a 2nd Zombie. The Necrocarnum Zombie isn't that powerful (capped at 20 HD, so incredibly vulnerable to Turn/Rebuke). -Sinfire Titan



Pros: You get an extra Necrocarnum Zombie. -Sinfire Titan


Ollam



Logical Entry:

Cons:

Pros:


Reaping Mauler



Logical Entry: Swashbuckler 5 (uses all your feats though, so Fighter 5/Monk 1 may be preferred)

Cons: Requires Clever Wrestling, which is the worst thing it could do for a grappling class. If you don't know, clever Wrestling requires you to be small or medium size. And what's the best way to get higher Grapple checks, or even be able to grapple larger opponents? Why, GETTING SIZE MODIFIERS. Thus, to take this grappling-based class, you BECOME WORSE AT GRAPPLING.

At Reaping Mauler 1, you gain Improved Grapple... If you haven't taken it by 6th level anyway (You can get it at Monk 2, it's a Fighter bonus feat, etc.) There's no excuse for a Grapple-based character to NOT have Improved Grapple by 6th.

You are supposed to wear light or no armor to use the class features, but you lose your Dex bonus to AC when grappling! Your AC while grappling will be even worse than it already usually would be. Also, Rogues would love you. Allies and Enemies alike.

The class feature Counter Grapple makes you better at escaping a grapple, which does nothing to help you actually be GOOD at grappling. Even Adept Wrestling barely helps, because it's only a +2, which is pathetic against monsters that will often have grapple checks in the 30's, 40's, or 50's. You get no real outstanding class abilities until Sleeper Lock.

Using Sleeper Lock with reliable success requires a high Wisdom score, making the MAD even worse. Even if your Wisdom is through the roof, and so your save DC is, too, it still won't work on amorphous creatures. Devastating Grapple suffers from the same save DC issue, and also requires 3 consecutive rounds of pinning your opponent. Either you need to be very lucky to pull that off, or you need to be so much more powerful than your opponent that the fight will likely not be worth any XP and will likely not be a fun challenge.

You get Mobility without Dodge as a prerequisite. This isn't bad, until you realize that you lose the bonus the minute you attempt to grapple, as you'll lose your Dex to AC.

Basically, grappling is a less powerful contribution to combat than, say, debuff spells. This fact doesn't make grappling worthless, but you will want to boost your grappling abilities pretty high to be a credible threat against anything but your basic medium-sized humanoids. The Reaping Mauler does NOT help you in this regard.

Oh, and your entire grappling focus? Useless versus A) A 40k ring. or B) a 4th level spell. -Chaos Josh

Pros: You get 2 Feats (that both ignore prerequisites) and mild bonuses to grapple checks. Full BAB, d10 hp, and good Fort and Reflex saves are also not bad.
You can take the E out of Reaping, and have an immature giggle as they grapple/pin random NPCs. Even more so if you have Sleeper Lock (makes them unconscious) and Devastating Grapple (kills them). -Chaos Josh


Solar Channeler



Logical Entry: cleric 6

Cons: Over the course of the class, you'll lose three levels of spellcasting (and knowledge arcana as a class skill).

What do you gain in return?

The ability to spend a turn attempt to cast a cure spell at range or quicken it.

The class's central ability, though, is worse than useless.  And shows up after you've taken five levels of the class and lost two caster levels.

Channel solar gives you the ability to transform into a really ugly (look at the picture) solar-like form.  Initially you have to spend a swift action and turn attempt per round, though later it goes down to a turn attempt per minute.  With a price like that, it had better be worth it, right?

WRONG!

Disadvantages of Solar form:
No Items
No Spells
No other class features

So, yeah.  It's strictly worse than getting a toggleable Vow of Poverty -The_Mad_Linguist

Pros: Advantages of Solar Form:
A constant, relatively high to hit (+20 on first attack).
A fixed three iterative attacks.
A fly speed with good maneuverability
A free magic greatsword that you can regain as an immediate action -The_Mad_Linguist


The Talon of Tiamat



Logical Entry:

Cons:

Pros:


True Necromancer



Logical Entry: Cleric3/wizard3

Cons: It's a 14 level PrC that only advance 12 levels of arcane and divince casting, leaving you with only 15 CL on both sides so it's actually worse than the mystic theurge. You're pretty much going to be required to spend 2 feats on practiced spellcaster for each side of your spellcasting. It requires a pretty crappy domain in the Death domain and it requires you to know a crappy spell in Command Undead, a problem if you're a sorcerer or an arcane caster who doesn't have that spell on his spell list. -Ninjarabbit

Pros: You do get a lot of undead-related class abilities but to be brutally honest you're much better off being an evil cleric, a dread necromancer, or even a arcane caster/ur-priest/mystictheurge. -Ninjarabbit
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With Sanctum or earth spell you can be Wizard cleric 1</>2/mystic theurge 2/TrueNecro14/MT 1 and get access to 16/17 casting and thus still get 9th level spells in one class, as well as energy drain and wail of the banshee when the sorcerer gets them. -Ians


Wavekeeper



Logical Entry: druid 6, ranger 5, Cleric 5/beastmaster 1 (or cleric 6/druid 1)

Cons: Lose: wild shape progression, 1 level of divine spell casting, 1 level of animal companion progression. (druid entry): lose wild shape versatility, (cleric): loses another spellcasting level. -Cru

Pros: Gain: Bonus water-related domain, incl. domain granted power, wave master SLA 1-5 / day - can cause up to 10d6 nonlethal damage or bullrush, swim speed, amphibiousness, water breathing SLA 1/day
ability to modify water currents (increase/impede ship speed), wave form (at will?) - change to small-huge water elemental (incl. feats) SLA: summon elder water elemental 1/day
Druid Entry: gain water elemental forms sooner; water abilities

Ranger Entry: huge water elemental form is better than what a ranger normally can accomplish (esp. at lvl 14)

Cleric Entry: huge water elemental form is quite nice -Cru


Witchborn Binder



Logical Entry: Incarnate X or Totemist X

Cons: Where do I start? You lose 4 levels of meldshaping progression, and in exchange you get abilities that are based on your meldshaper level. The BAB isn't worth it for Incarnates, and Totemists would be shooting themselves in the foot for taking this class.

What's worse is that your soulmelds become vulnerable to Dispelling the more you invest in this class, and its a class designed to fight Full Casters.

You also lose Chakra Binds. You get no access to new chakra binds for the entire 10 levels of this PrC. It costs you 2 useless feats, and a ton of skill points better spent on UMD. -Sinfire Titan


Pros: If you can bypass the feat/skill requirements, this class is a great 1-3 level dip if you know you will be going up against casters/Dragons a lot. 1 level is optimal, 3 is the max. Works best in Gestalt if you use the Sublime/Spell-less Ranger variant. The most you lose is a feat if you take a level of Ranger to meet the Track/skill requirements. May be worth it to Spinemeld Warriors who use Complete Champion Spell-less Ranger to enter. -Sinfire Titan


Wonderworker



Logical Entry:

Cons:

Pros:


Yathrinshee



Logical Entry: Drow Cleric 5/Wizard 3 (or Archivist 5/Wizard 3), ECL 10. (8 as a Lesser Drow)

Cons: You only get 6 levels of casting advancement over the course of the 10 level class, and the entry requires level 3 divine spells and level 2 arcane spells, a specific patron deity, and two feats. You also have to be a drow, which means you have 2 level adjustment.

At level 20, you're far, far worse than either one of your entry classes, since you only have 6th level spells. (7th level spells as a Lesser Drow)

Also, Kiaransalee's domains are subpar for necromancy. No Deathbound domain? Ew.

In all, you lose a ton of caster levels, from race, entry requirements, and during the class itself. You end up having half as much casting as you should, at 20. -Emy


Pros: In my opinion, there are two class abilities worth mentioning.
Necromancer (Ex): Increasing your caster level increases the amount of undead you can raise. It's something like a poor man's poor drow priestess's version of Dread Necro's Undead Mastery.
Curse of the Revenancer (Su): K says: "Their one great ability is the Curse of the Revanancer, which is awesome, as it lets you kill things with spells and they automatically become zombies under your control." This is not quite accurate. The ability actually raises "any creature slain," without any mention of spells. It also does not appear to be optional so if you're planning on creating a more powerful type of undead from something, make sure someone else deals the final blow. This ability can create a very, very large zombie army that doesn't take up any of your animate dead control pool.


"Expect characters with these to be unplayable without heavy optimization effort, or some cunning trick."

Definitely holds true in this case. With optimization such as not taking the class past 6, using a non-level adjusted race (Lesser Drow or the Drow Savage Progression or Changeling I guess), and using early entry tricks, a Yathrinshee build can manage to get 9th level spells and Curse of the Revenancer. That, however, is far from the "logical entry".

In all, you lose a ton of caster levels, from race, entry requirements, and during the class itself. You end up having half as much casting as you should, at 20. -Emy
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