Talk:Superhero (3.5e Class)

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Revision as of 01:49, 24 February 2010 by Tarkisflux (talk | contribs) (Balance: sig)
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Balance

Between UMD, full BAB, and spell access, I'd definitely say this one's wizard-level. --Ghostwheel 21:33, February 23, 2010 (UTC)

It has medium BAB (unless it's a captain) and 1 spell at a time. If he wants to pick a level appropriate spell, he has to set it on 1 round recharge and make it a full-round action to cast (unless it's an amazing, who can actually cast the same level appropriate spell every round from level 4 on), though after he has it for a level he can reduce one of those drawbacks. While that could very easily make him semi-awesome (if not an extremely one-trick pony), it's not wizard level. It's probably high rogue with good spell selection though, and low rogue otherwise. Fighter seems to be pretty strongly undervaluing it's ability to spam spells and cover other things with UMD. - TarkisFlux 00:37, February 24, 2010 (UTC)
I assumed that having a very limited set of abilities would mean that Superheroes would stay in high Fighter level, but I suppose you're right that the decent stats and skills can make up for failings in their limited magical firepower. --Foxwarrior 01:25, February 24, 2010 (UTC)
Imagine, if you would, Color Spray at will at level 3, or Glitterdust at will at level 5. I think that either would end most encounters right off the bat--isn't that one of the hallmarks of the wizard-level balance point? Heck, you could get them even lower if you modified them. I think this one needs an SGT--even at 10th level, I think he could beat most encounters with Glitterdust (and even the necromancer would have trouble against him, being unable to target him at all once he's blind). --Ghostwheel 01:32, February 24, 2010 (UTC)
Wizard level classes have the tools to shut down / avoid / render moot / 'do whatever to' challenges, of which combat is an admitedly substantial subset. Having one spell on hand, even an awesome spell like glitterdust or color spray, is only going to leave you able to shut down a subset of that subset, that being whichever subset has crappy saves against your chosen effect. Which is still really solid, hence why I suggested high rogue from my initial view of it. I'm not saying don't SGT it (though if you do you should assume the same spell chosen for all encounters since they don't get to swap except at level up), I'm just saying that being able to basically shut down a subset of combats because you have one good power and UMD is not the same as being wizard level. - TarkisFlux 01:49, February 24, 2010 (UTC)

Doctor Ability

The doctor ability to get 5 extra class skills seems basically worthless without additional skill points to spend them on. 5 extra would be overkill, and even 4 is probably high since you get to choose the skills, but 2 would be nice, and put the ability more in line with the others. - TarkisFlux 00:37, February 24, 2010 (UTC)