I'll try to present an alternative in another thread when I get one down
Ok thanks and what do you guys think of just having the feats apply to all the weapons? That wouldn't make the fighter a lot more powerful, just more flexible. Kind of like a return to the 2nd Edition AD&D.
If I remember right, [WizardSlayer] couldn't use any magic weapons or items at all which sucked but every successful hit on a caster gave him cumulative spell failure. I also think the Wizardslayer had innate spell resistance.
I'm not in favour of having a class that specialises in just one type of enemy (see the ranger, I removed the 'favoured enemy' part) but your description sounds a bit like what the Monk could or should do. In my design the Monk gets SR from level 13.
Was the BG 2 cumulative spell failure just for one round or for the whole fight? Did it stop the ability of some creatures to summon stuff? Did it also remove existing magic effects like 'Protection from magic weapons'? The BG 2 wizardslayer kit sounds very powerful for a fighter, the only downside is that he can't drink magic potions?
I don't think there are any plans of prestige classes in KotC2 though, are there?
No I'm not planning for that. Things are complicated enough already...
Weakness: You can perform a melee touch attack to make the target fatigued (or exhausted if it was already fatigued) for 10 rounds. No save. Spell-like ability.
It's actually worse than the 1st level wizard spell Touch of Fatigue, because it has a worse duration. Perhaps it should always make them Exhausted?
Okay for Exhausted but then it should be a once-per-day power only, IMO. Exhausted is pretty severe without a save.
Madness: Confusion touch. Touch attack makes a living target confused for 1D6+1 rounds if it fails on a willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier. Spell-like ability.
Mostly a weaker version of the Paralysis-domain, except doesn't allow a save each turn.
Not sure how to improve.
A one-off difficulty class bonus of +2 maybe?
Paralysis: Paralyzing touch. Touch attack makes a living target paralyzed for 1D4+1 rounds if it fails on a willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier. The target gets a save every round to cancel the effect. Spell-like ability.
This is effectively the same as Hold Person, a 2nd level cleric spell, except worse. The range isn't as good(only touch) and the duration is much lower as well. The only benefit is the higher saving throw, but it'll be fairly useless when it gets high, because you have better spells you can cast, making it fairly poor.
Not sure how to improve.
I really disagree here. It would be the same as Hold Monster not Hold Person. IMO it is a huge boost for a low-level cleric to be able to cast the equivalent of Hold Monster. At higher levels... well it's the same for all powers really? At higher levels a cleric gets better spells to cast.
Disease: Touch attack forces two Fortitude saving throws of Difficulty Class 10 + half of cleric level + wisdom modifier), one to avoid becoming Sickened (-2 to saving throws, attack rolls, damage rolls) and one to avoid becoming Nauseated. The effects last 1D4+1 rounds. Spell-like ability.
Sickened and nauseated aren't too powerful as far as status effects go. That there's 2 saves for the greater effect to come up is pretty bad. I would make it Nauseate creatures if they fail even a single roll. Perhaps so that if they make the save, it Sickens them, if they fail it, it Nauseates them. That way you might use it even in late game, against foes that will definately make the save, but they will still be affected by it.
Regarding the 2 saves - no I intend the spell to force two independent saves. So a creature could become both Sickened and Nauseated. Nauseated doesn't require two saves only one. If the creature succeeds on the 1st one but fails the 2nd one it is Nauseated. Nauseated is pretty bad - you can't do anything but move when Nauseated. You can't cast spells or attack. Basically I see this power as similar to Paralyzing touch but with a Fortitude save instead, and the target won't get another save each round.
Blindness: Once per day, you can produce a caster-centered flash of light that makes all living enemies in a 15' radius blind for 1d2 rounds. A willpower saving throw of Difficulty Class 10 + half of cleric level + wisdom modifier negates the effect. Spell-like ability.
More or less a variant of Glitterdust(2nd level Mage spell). Much less duration, but greater radius and only affects enemies. I would probably increase the duration to 1d4+1 at a minimum. I'm not sure if it's good enough even then, but I can't think of any real improvements.
Mmmm... you think it's not good enough? As opposed to what powers? But yes we can increase the duration to 1d4+1.
Pandemonium: Once per day, you can create a multicoloured bubble of chaotic energy covering a 10' radius circle. Everyone in the selected area becomes confused for 1d3 rounds. Reflex negates. Spell-like ability. If a target fails on its saving throw by five points or more, it gains the berserk condition instead. Each round, creatures with the berserk condition must attack the creature nearest to them.
This is almost good enough. The reflex-save makes it quite powerful, since few status change spells have a Ref-save. But 1d3 rounds is a bit too little. If it were 1d4+1 rounds, I might consider taking the domain.
Okay.
Time: Once per day, you can create a time-dilation bubble covering a 10' radius circle. Everyone in the selected area becomes slowed for 1d4 rounds. Willpower negates. Spell-like ability.
A poor version of Slow. If it Haste'd all allies in the area, AND slowed all enemies, for 1d4+1 rounds, I guess it might be worth it.
Slow is a level 3 mage spell - meaning something that normally a cleric would never have access to. What you are suggesting, is for a cleric of level 1 to have the equivalent of a wizard spell of level 7 (Time Control)? How about increasing the radius to 15' instead? Basically It should be an alternative to the Blindness domain. Or we can change the save to Reflex. But, IMO the
Slowed effect is better than
Blinded.
Oh, and the Corrosion Domain is the absolute worst of them. Perhaps there is a misprint on the effect? A touch attack that reduces AC by 1 is pretty much a waste of effort. I don't think I'd ever use it in any circumstance. If it reduced AC by 1 per 3 or 4 levels, and did 1d6 per level against Constructs(iron golems and such), then it'd be better, I think.
Point taken but there aren't many abilities/spells/powers that can reduce AC you know. I figure it would be really useful to cut the AC of a creature that just seems to be beyond the reach of your fighters. I guess you think it's bad because you envision using the spell against weak creatures which can be killed quickly. But it's not the purpose. It would have to be used against boss creatures in the early rounds. How about having it cut AC by two points instead? Or 1 + 1 per 3 levels but as a once-per-day effect then? I don't really want the effect to be something that you'd consider using only against Constructs.