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nothing to say that hasent been said before
elindred
Nasulril

eek
You're serious? That's a bunch of s**t...that prestige class was one of the few arcanist ones worth looking at, and it had a ton of flair.
Leave it to WOTC to make a move like that. (dumbasses)
i've heard it was broken. that would be a good reason too.


Meh, it might've been mildly broken because of the Vassal if anything...nothing a little modification could fix. It just figures they go and either hacked out my favorite PrCs (as in not included in the Complete books) or they get completely de-balled. (Exotic Weapons Master)
they definitely changed the focus of exotic weapon master a lot, but i think it was appropriate. it's still a good class.
elindred
they definitely changed the focus of exotic weapon master a lot, but i think it was appropriate. it's still a good class.


For a prestige class, I think it's worthless. Just three levels now, just three little "stunts", and most of the selectable stunts are just worthless, imo. Two are ranged stunts, while the vast majority of exotic weapons are melee. One lets you throw a weapon...with a 10 foot range increment? (If you're in a situation where you need to throw your weapon...what are you thinking not having a ranged weapon?)
Show Off is alright...and Exotic Sunder is useful. Exotic Reach...not worthwhile. Flurry? If I wanted an ability like this I'd be a monk. Stunning Blow? WTF?
Trip Attack is halfway worthwhile. Twin Exotic Weapon Fighting ... why not just get Two Weapon Fighting?
Uncanny blow isn't really worthwhile.
To add insult to injury, you can only use these feats with an exotic weapon you have Weapon Focus with...so odds are your choice of weapon is limited, therefore limiting which stunts you can take.

I'd much rather have a somewhat vanilla PrC that allows me to craft an improvised weapon and use any weapon I decide to lay hands on as proficient.

The new Exotic Weapons Master is a pile of s**t compared to the old one. (imo, anyway.)
some of the exotic weapon master's abilities are better than others.

throw exotic weapon can be pretty powerful. do you know of any thrown weapons that can deal as much damage as, say, a jovar, a goliath great hammer or a greatspear? probably not. and no one will be expecting it.

exotic weapon flurry is pretty good, and doesn't come with as many strings as flurry of blows (which doesn't work with katana, jovars or goliath greathammers).

stunning blow would be better if it wasn't so hard to apply usefully.

trip attack is pretty good. no one expects someone with a b*****d sword to trip you with it. and, of course, spiked chain wielders will want this.


uncanny blow is pretty good. compare it to, say, weapon specialization, and you'll see what i mean. samurai will probably want this ability.

anyway, there are plenty of good reasons to take exotic weapon master.
elindred
some of the exotic weapon master's abilities are better than others.

throw exotic weapon can be pretty powerful. do you know of any thrown weapons that can deal as much damage as, say, a jovar, a goliath great hammer or a greatspear? probably not. and no one will be expecting it.

exotic weapon flurry is pretty good, and doesn't come with as many strings as flurry of blows (which doesn't work with katana, jovars or goliath greathammers).

stunning blow would be better if it wasn't so hard to apply usefully.

trip attack is pretty good. no one expects someone with a b*****d sword to trip you with it. and, of course, spiked chain wielders will want this.


uncanny blow is pretty good. compare it to, say, weapon specialization, and you'll see what i mean. samurai will probably want this ability.

anyway, there are plenty of good reasons to take exotic weapon master.


Problems though...
Yeah, you can throw a greatspear, goliath hammer, whatnot. Problem is, to throw it you must throw a focused weapon...with 10 ft range increments.
1) Odds are you're throwing your best weapon, and if it's not meant for ranged, it's not returning anytime soon on it's own.
2) If you're trying to hit someone more than 30 feet away, it's not worth throwing, and if you're withing 30 feet, what's keeping you from getting to them? Some kind of barrier? Then you have time to pull out and use a proper ranged weapon.

Ok, so the flurry isn't as much of a pain as Flurry of Blows, and you get an extra attack, but...
Only with an exotic weapon you're focused with.

I admitted Trip Attack isn't worthless, but if you're going to trip may as well have a weapon for it and be built to do it already. It's not that great of an ability.

Uncanny Blow...ok, first it must be a 1 handed weapon...exotic, and focused, being wielded in two hands. Then, instead of a 1.5x Str bonus, it's a 2x.
Let's look then.
(Str Bonus........Str Bonus x1.5........Str Bonus x2)
+1...................+1.........................+2
+2..................+3..........................+4
+3...................+4.........................+6
+4...................+6........................+8
+5...................+7.........................+10
+6...................+9.........................+12

These numbers suffice for my point, since most fighters below epic won't have a natural Str bonus greater than +6.
Now then....Weapon Specialization gives a flat +2 to damage...one hand or two, added cumulatively with a normal 1.5x bonus.
Uncanny Blow instead offers a difference of...around 2 or 3 for the x2 rather than the x1.5. And that's only with a focused exotic weapon that's meant to be used 1 handed but is being used 2 handed.
Conclusion....Uncanny Blow is too restrictive.

Basically, I just don't see the point to a lot of these stunts. They're little more than specialized feats, and they're far too restrictive. Unless you're using the Exoticist variant (in place of stock Fighter core class) odds are you're going to be proficient with 1 exotic weapon and only focused with it. Even with the Exoticist you're probably only going to get Weapon Focus once, maybe twice.

I can see there is some merit in the Exotic Weapon Master of the Complete Warrior, but personally I just LOVED that I could pick up any weapon, be it simple, martial, or exotic, and use it. Doesn't matter if I've never seen it before, I pick it up and look out. Add in that in a pinch a character can fashion impromptu weapons and that's a valueable ability when you're captured or in a long dungeoncrawl. (Espicially if someone in the party can rig traps for safe sleeping without a watch.)
I just see the Exotic Weapon Master as being a stupid toss-in.
Note- husband of psychopathia:

Sorc's dont really make good specialist spellcasters. Wizards are better because they can specialize. If you want a good selection of feats I'd say spell focus necromancy, combat casting, improved inititive... things to keep you alive while your leveling up. Things don't go well until you get spells to raise your own dead...5 lvl spells I think, or 4th. Then you've got to deal with your DM about whether you can take them adventureing with you or not, and deal with the general populice of your world....most ppl don't care for necromancers.

I've never thought about necromancers until now, its gonna be a hard role to fill. I'd challenge you to do it without going evil. smile sorry if I wasn't any help.
What I would honestly suggest is....

Look up the prestigue class, then take the feats and skills needed.

With any left over feats, don't just powergame it.
Look at what kind of personality you want the character to have.
Make your decisions based on that, not just raw power.

Oh, and metamagics tend to be a waste to a sorcerer class.
They make you take a full round to cast.
Any opponent with half a brain is going to nail you and disrupt the spell.
Failing that, they'll outright kill you.

And when it comes to craft feats....
Wands and scrolls are ok, but you should have all the casting ability you need.
Look more to feats for weapons, armour and wonderous items.
You know, stuff your party will be thankful for when it saves their bacon.
Makes them a little more willing to overlook the fact you just reanimated their best friend as the new pack mule.
Umm, Ru? Who, out of everyone you know, understands Sorecerors best?

Ahem.
Oh! I find Still Spell, Silent Spell, and maybe Eschew Materials [again, maybe] useful for Sorcerors.

With those feats, one can lead people into believing their Sorceror only casts spells through ostentatious displays of power by utilizing a high Charisma score often and un-Spellcraft-checkable use of magic occasionally. A Sorceror like that could get the jump on hostiles who are within melee attack range and survive to boast about it. It works for me...

And one more thing: Sorcerors may not be able to specialize as well as Wizards, but they can be hella-versatile. If you choose Spell Focus <School of Magic goes here> for a category of spels you have a lot of, your spells will fail far less. Bolster that with Greater Spell Focus if you care to. Kinda depends on how focussed you want to be and how high your Charisma is. *powergames*
*cocks shotgun* You-"Hey Andrew" Me- "Yeah" You-"c'mere, and give me a hug!"
Pale Master and True Necromancer weren't in Complete Arcane because they were both in Libris Mortis a month or so earlier. And True Necro requires Arcane and Divine levels in either edition.
Lesee...sorcerors...
I'm gonna Say Combat Casting, Improved init., penetrations, And if you are going specialist (which I don't recomend) go spell focus too!
ArcVembris
Pale Master and True Necromancer weren't in Complete Arcane because they were both in Libris Mortis a month or so earlier. And True Necro requires Arcane and Divine levels in either edition.


Ahh...that would explain it. I've been heavily debating picking that book up.
Complete Arcane is pretty cool...
So is Libris Mortis
But a real favortie of mine is FR's Magic of Faerun...That was the best Arcane SourceBook for a looonnnggg time

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