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→Mechanics: Okay, I'll swap Everlasting Dream out... sort of.
:::Also, if you're inflicting 10 madness per round, you are devoting 5 tentacles to pinning a single creature. Therefore, you cannot use those tentacles to make slam attacks against other creatures. You are effectively sacrificing 5 attacks per round, on top of the fact that you are already hindering your ability to fight other creatures by being involved in a grapple in the first place. And I'm pretty sure that immunity to mindbreak means that you can't gain madness, period. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 22:10, 6 November 2015 (UTC)
::::As far as I know , only some prestige class use this formula, and it largely felt fell out of favor by the time ToB happened. Also , in ALL those cases it never counted the class level from any other classes. Either take the old obsolete prestige class DC pie, or the normal DC pie. Don't mash them together, it 's one or the other.
::::Madness is usually either passive, or if activated , inflicted on multiple creatures. The false priest's ability afflict afflicts each creatures creature who can hear it its chime, Phynasm inflict inflicts it both passively and actively, Amaedegon the Old God will inflict it passively. There are a few exception exceptions, like some of the dark insight spells. As the writer of the subsystem , I can tell you that 10 madness is too much at CR 15, you will mindbreak most if not all creatures in two roundrounds. Yes , you devoted your whole turn to it, and you are a sucker for that. Also , I still don't get the flavor behind how the snatcher inflict inflicts madness, or why he become becomes immune to it. Flavor is mutable , so I don't give much of a shit. Also , as the writer of the subsystem I can tell you:
:::: Abomination Abominations aren't immune to mindbreak, there is no blanket immunity except for mindless things and maybe Elder EvilEvils. Immunity to mindbreak only protect protects you against mindbreak, ; you still acquire madness, but it do does nothing. Otherwise, otherwise immune creature creatures couldn't cast many dark insight spells. --[[User:Leziad|Leziad]] ([[User talk:Leziad|talk]]) 22:25, 6 November 2015 (UTC)
:::::Fun fact; epic D&D from WotC is borked and a bad thing to rely on. Notably, the assassin's save DC is kind of messed up, being both too high and too low depending on when you can get up. It scales weirdly. Interestingly enough, I haven't seen it used ever again, all subsequent PrCs that have scaling DCs all use the 10 + 1/2 + modifier formula.
:::::Point is, you probably shouldn't rely on an appeal to authority on this one, WotC isn't exactly reliable all the time. I also recommend 10 + 1/2 character level + modifier. -- [[User:Eiji-kun|Eiji-kun]] ([[User talk:Eiji-kun|talk]]) 22:30, 6 November 2015 (UTC)
::::::Eh, fine, I'll use [[SRD:Form of Doom|''Form of Doom'']] and change Everlasting Dream to [[Everlasting Dream (3.5e Alternate Class Feature)|an alternate class feature]]. Before you say that there's no reason not to take Everlasting Dream, keep in mind that Everlasting Dream will remain usable only once a day and keep the "[[SRD:Fatigued|fatigued]] afterwards" downside, while ''Form of Doom'' will be usable several times per day depending on character level and won't leave the Mogeko Snatcher weakened afterwards. I'll also make Everlasting Dream reduce a character's [[Wisdom]] by 4, '''permanently and irrevocably''', for taking it rather than ''Form of Doom''. Mogeko Snatchers care a lot about Wisdom, as it enhances their most vital skills ([[SRD:Listen Skill|Listen]], [[Scent (3.5e Skill)|Scent]], [[SRD:Spot|Spot]], and [[SRD:Survival|Survival]]). Furthermore, the best entryway class for the Mogeko Snatcher is the [[SRD:Ranger|ranger]], due to it having enough skill points to offset a Mogeko's Intelligence penalty and having the required skills as class skills, not to mention that Mogeko Snatcher levels advance ranger spellcasting... but ranger spellcasting is dependent on Wisdom. So taking a permanent reduction to Wisdom becomes a really, really steep price. Everlasting Dream is certainly powerful, but it's only usable once per day. And if your enemies are smart, they'll run the hell away when you use Everlasting Dream, then come back when it's worn off and beat the snot out of you while you're fatigued. (I probably should have brought that up earlier...)
::::::One more thing. From what I understand of the concept, the whole point of a racial paragon class is for a given race to reach its full potential. Therefore, it needs to build upon what the race can do, augment its strengths, and maybe patch up a few weaknesses. I designed the Mogeko Snatcher and Mogeko Sage classes with that goal in mind; the Mogeko Snatcher focuses on the hunting and kidnapping skills and abilities (scent, Search, Spot, Listen, ''Abduction'', scrying), while the Mogeko Sage focuses on the insightful characteristics (divination abilities, no Intelligence penalty). The Mogeko Snatcher gets skill bonuses because they help it to fulfill its role — a hunter and kidnapper, and a generally superior Mogeko. --[[User:Luigifan18|Luigifan18]] ([[User talk:Luigifan18|talk]]) 21:24, 7 November 2015 (UTC)