Quote:
Originally Posted by
Keynub
I find the Shadowlord problematic for that very reason, actually, and if my players ever wanted to play one, I think I would deny them this ability. But that's only my opinion, of course.
I agree with you that it is, flavour-wise, a nice touch.
From my point of view, there should at least be a way to prevent the resurrection, like there is for the Sand Shaper's Desert Shroud ability ; for instance, the Pact could be useless for a Hand killed on Consecrated ground.
I rather like this idea, and changed the ability so that a similar method would work. The problem is that Consecration is a second-level, no save spell that would make killing the Hand far too easy. Now, if you Consecrate the Hand and steal it's soul (Thinaun, Trap the Soul, whatever), you can kill them; it would take concerted effort to do so, which is rather the point of the ability.
And now, for my PEACH:
My first impressions: It's way too narrow. The class abilities focus on teleportation effects and time manipulation effects. These don't necessarily come up a lot, and the abilities granted by the class don't really help as much in scenarios where you don't fight spellcasters.
Requirements: Entry is simple enough, 5 BAB, 4 ranks in Knowledge skills, contracts... and then 8 ranks in Spellcraft. I find this odd, especially since everything else points to noncaster entry. The class doesn't really support casters taking the class, and it makes entry difficult. Perhaps 4 ranks in Spellcraft and Skill Focus: Spellcraft instead of Iron Will? That way, melee characters who don't have spell progressions to give up would be able to access the class, and they would get the most out of it.
Spellcasting: I find this odd, as well. You give one level of advancement at level 1, to encourage mages to clean up after themselves. Why not just introduce a feat that does this requiring 8 ranks in Spellcraft, and give it to the Enforcers for free? The BAB +5 is going to prevent most mages from taking the class anyways, and this way the Quaruts can say they actually tried.
Sense & Repair Disruption: These feel like they should be bundled into one ability, but are otherwise fine, required for the functioning of the class.
Smite Transgressor: First off, this is narrow. Extremely so. They have to be under the effects of a small list of buffs, it's limited by times per day, and is unlikely to come up that much, except in the occasional encounter with a caster and a number of minions. And then uses/day limitation. It just doesn't seem that good of an ability. Maybe just make it a passive buff, and make it so that it can dispel contingent Disruption effects?
Also, you really have to define what attacks mean. Is a Fireball an attack? If so, what happens when you hit multiple people with the attack? What if the same spell is dispelled many times? Clarity is needed...
Time Consciousness: Solid buff. Initiative boosters aren't exactly a dime a dozen.
See through the Crack: Cool power. Not entirely sure how useful it is, though, given that you can't do much through it.
Mark Transgressor: Okay, this could potentially be useful, and you could use it to slice through bluffs. Again, though, this only works on Wizards, and not only that, it has to be Wizards you scoped out before. And while it can let you find them, you don't have any way to get over there without causing a disturbance. I would just allow them to mark any being they see using Disruptive Magic as their target, or as a full-round action mark a target through a Rupture. The effect probably should be amped up, as it's currently useless against non-magic users. Maybe also dispel items, and/or proactively prevent the use of teleportation abilities.
Dimension Lock: You probably shouldn't add in the Concentration check to avoid the result. Making it a Will save would be better. And/or adding damage to force a Concentration check; even something like 1d4/level, while small amounts of damage, might make the blow it.
Cross the Crack: I really feel like this should be an at-will ability, just to give it the implacable pursuer feel. As it is, just a few teleportations into random locations, and he's stuck in the middle of a desert without a paddle. Mentioning that they can bring companions along may be a good idea.
Haste: Finally, at level 6, we get an ability that doesn't require a Transgressor to use! Once per day. Too little, too late.
Temporal Lock: Cool, but I feel it could be used earlier, and again, it doesn't need the concentration check. Just having them be aware of the effect, and unable to use the spell at all, would probably be the best way to handle this. If they want to escape the effect, all they have to do is run away...
Spy on Transgressor: Seems fine, but uses/day restricts it, and, again, it seem to come in rather late in the progression.
Dimension Door: Okay, a nifty once a day ability that takes out the ability to use the rest of your turn away when you use it, as per the wording of D.Door. At character level 14.
Undo Time: Just give the ability to use
Time Regression 1/day as a PLA, and you're done. As PLAs don't have an XP cost...
As I said, adding in more abilities that are usable when not fighting spellcasters you've scoped out may be a good thing. Something like the ability to tap into other's disruptions, or getting a mechanical benefit whenever you close a disruption might work. For example, getting a bonus to attack and damage rolls, or getting a boost of speed or actions when you close them from the surge of dissipated temporal energy, would make this a much more appealing class. Abilities to cause, and get benefits from closing Disruptions would make welcome additions to the class that would lead to more dynamic gameplay.
Also, in Appendix 2, you should probably clarify exactly what the penalties are for different infractions. You just leave it kind of vague, which probably isn't a good thing in a contest about Law and Order. :smalltongue: