Talk:Peacebringer (3.5e Class)

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Ratings[edit]

I created this class for a friend who doesn't like hurting anything. She is a vegan pacifist. She loves playing it. Hope the world enjoys. It's probably OP for a normal campaign -- it was created for a campaign full of people with custom classes. —Preceding unsigned comment added by Transientanima (talkcontribs) at

Hi Transien!
"I created this class for a friend who doesn't like hurting anything." You're just making it easier for your buddies to stab things, and by healing your buddies, increasing the number of things that get stabbed, and paralyzing your enemies, making it easy to stab them. Not sure how "pacifist".
"It's probably OP for a normal campaign" Good god no:
• 0 GP starting gold means you literally start with no food, water, clothing, or even a healing kit. You start as wealthy as a Delhi street beggar. So, without giving them starting GP, they can't start with "Cloak, backpack, bedroll, waterskin, knife, nutcracker, cooking pot, tea, blankets, cannabis sativa."
• 0 BAB means you can't do anything to defend yourself physically- not even resorting to nonlethal methods, such as throwing a net at someone, or tripping an attacker. Also, with no BAB, you're useless the moment someone grapples you.
• Loving hands is nice, but doesn't makeup for a lack of offense. DND is a game where stopping damage is far more efficient that healing it.
• "They may therefore add their Wisdom bonus to all healing rolls," Is this a bonus purely to heal checks, or did you intend to say "heals additional damage equal to wisdom each time they heal someone"?
• Powerful Meditation: powerful at low levels, but far more efficient to simply hire a level 2 peacebringer underling than actually play a peacebringer, and outclassed at higher levels.
• "Gift of the Little Creatures (Su):" If this allows you to get all the spell-like and Supernatural abilities of the creature, it runs into the "planar shepard" problem.
• "Aura of Pacifism:" Seems like it's greatest use is to walk into the enemy camp and allow snipers to pick off the now stoned targets. Also, DC 10 + class level + Charisma modifier should be DC 10 + 1/2 character level + Charisma modifier, for balance reasons.
• Spell list: they're a average buffer, then they get second level spells and spam silence (to make enemy casters easier to kill), then third level spells and can spam wind wall (to make enemy archers easier to kill) and hold person (making regular mooks easier to kill) and searing light (finally a way to hurt things), fourth levels spells and can spam resilient sphere, plane shift abuse, etc. Mostly, their spell list is below-par, but if you use their spells in a way not intended, and perhaps abuse runestaffs and the like, they can actually get some mileage out of their spellcasting. And when they get 9th level spells, they get a disgusting number of miracles/day.
• They have remove disease as an SLA useable multiple times/week, but also as a spell. Huh?
• They have searing light, an attack spell, on their spell list. Whilst considerably improving the usefulness of the class, it doesn't mesh with the "nonviolent" theme.
• Continuous cure wounds results in a dead link.
• The class spell list is badly in need of some of the custom spells on the wiki and one from the spell compendium; in particular, Espoir (3.5e Spell) and its mass version, Perseverance (3.5e Spell), Purify Damage (3.5e Spell), Revivify (From Spell Compendium, not wiki), and Regenerate, Lesser (3.5e Spell). Without these, they have no way to heal vile damage, common status effects (nauseated etc), heal limb removal at low levels, and quickly raise creatures.
• FYI, article balance is not relative, it is based on the SGT: The Same Game Test. Of which the peacebringer likely loses every single round if they try to go pacifist, making them low on their own, and should be rated unquantifiable, since this was designed to use as team support.
Fluffykittens (talk) 08:51, 23 August 2016 (UTC)