Nerf prestige class [Archive] - Wizards Community

Post/Author/DateTimePost
Norr

10-22-07, 01:28 PM
Because such a prevalent feature of our community needs a prestige class of its own.

Nerf
"That's way overpowered..."

Prerequisites:
Alignment: any alignment with at least one neutral component
Skills: Diplomacy 9 ranks, Intimidate 4 ranks
Feats: Iron Will, Great Fortitude
BAB +4
Special: Lowest base save must be +2 or higher

Nerfs come from all walks of life and can be of any alignment, some genuinely want to encourage balanced characters. Some wants them to conform to a certain interpretation of a set of rules. Others seem to take offence when confronted with a seemingly unbalanced option or even find pleasure in degrading other peoples work.

Class features:
HD: d6
BAB: 3/4
Fort: poor, Ref: poor, Will: good
Skill points: 4 + int
class skills: Knowledge (any), craft, profession, diplomacy, bluff, intimidate, spellcraft, psicraft, autohypnosis, any other three skills (choosen when you first take this class).

1: Nerf (Overpowered skills)
2: Nerf (Overpowered checks)
3: Nerfiful weapon
4: Nerf (Overpowered abilities)
5: Nerf (Overpowered rolls)
6: Nerfification
7: Cripple (Overpowered spell)
8: Cripple (Overpowered specialty)
9: Double Nerf

Nerf:
As an immediate action, a Nerf may Nerf a creature within 30 feet, applying a penalty equal to his Nerf level to certain rolls and abilities. These penalties last until the beginning of the Nerfs next turn.
If a creature is nerfed again while under the effects of a previous nerfing (in the case of multiple Nerfs running around), the penalties do not stack. However, the Nerf may think they do.
If a creature roll multiple dice (like a wizard casting fireball) while nerfed, half the nerfing penalty (rounded down) affect every die (the above wizard rolls 10d6 and get 40, a 5th level nerfing apply a -2 penalty to damage for every die, reducing all damage from that fireball by 20 (before save)).
In the case of spells and other abilities that normally require a spellcraft or knowledge skill to identify, the Nerf may impose his penalty without having the required knowledge. He may just say "I nerf the spell that magician is casting!", though he must still specify if he's nerfing damage rolls, DC, caster level checks to overcome spell resistance etc.
If the nerf penalises a nonexistant variable (like the save DC for a magic missile or damage for a mage armor) the nerf is wasted.

Overpowered Skills:
At first level a Nerf may apply his Nerf penalty to one of another creatures skill checks.

Overpowered Checks:
At second level a Nerf may apply his Nerf penalty to one of another creatures ability checks.

Overpowered Abilities:
At fourth level a Nerf may apply his Nerf penalty to one of another creatures ability scores. No ability score can be lowered to less than 1 with this ability.

Overpowered Rolls:
At fifth level a Nerf may apply his Nerf penalty to one of another creatures rolls not covered by the Nerfs other abilities (like attack rolls, damage rolls and caster level checks), this ability effectively allows the Nerf to affect any die roll the affected creature makes. Note that a Nerf may penalise only rolls and ability scores, other static stats (like caster level, HD, hp, speed etc) cannot be nerfed.

Double Nerf:
At ninth level a Nerf may apply his Nerf penalty to two different nerfable stats (like tumble rolls and charisma checks, strength and dexterity scores, strength score and damage rolls etc) at once whenever he uses his Nerf ability.

Nerfiful weapon:
People don't hurt people, weapons hurt people. Any weapon wielded by the Nerf looks and feels like it's made of styrofoam and gains the Merciful property. It also turns bright orange. If the Nerf relinquish his grip on the weapon for more than one round the weapon loses this property. This also applies to the Nerfs unarmed strikes and natural weapons.

Nerfification
People don't hurt people, people with weapons hurt people. At any time the Nerf may spend five minutes with a weapon (or object capable of being used as an improvised weapon) ranting about how dangerous it is for people to be running around with. At the end of the five minute rant the weapon (or object) become Nerfified. A Nerfified weapon gains the 'Nerfiful' quality (described above) for two hours per Nerf level.

Cripple:
As an immediate action, a Nerf may Cripple a creature within 30 feet, preventing certain abilities to be used. These penalties last until the beginning of the Nerfs next turn.
If a creature is Crippled again while under the effects of a previous Crippling (in the case of multiple Nerfs running around), the penalties stack.
Cripple cannot be used in conjunction with the Double Nerf ability.

Overpowered spell:
The target is unable to cast 1d4 spells/powers/mysteries/etc from their spell list until the beginning of the Nerfs next turn. If the Nerf bother making a spellcraft/psicraft etc check he may choose which spells, otherwise they are determined randomly. The DC of this check is 15 + the level of the highest level spell/power etc the target knows and can cast. Any single spell/power/mystery/etc cannot be rendered unusable for more than one consecutive round at a time (If a magicians magic missile is Crippled for round 1, it cannot also be Crippled for round 2, but it could be crippled again for round 3).
The Nerf may choose to use this to counter a spell as it is about to be cast. If so, only that spell is Crippled and the magician may choose another spell to cast instead with no loss of actions. The disabled spell is not actually interrupted, and so do not use up a spell slot.

Overpowered specialty:
The target is unable to use one special ability it knows until the beginning of the Nerfs next turn. If the Nerf bother making a knowledge check to identify the creatures special abilities he may choose which special ability to cripple, otherwise it is determined randomly. The DC for this check is 15 + the targets HD. Any single special ability cannot be rendered unusable for more than one consecutive round at a time (If a dragons dreath weapon is Crippled for round 1, it cannot also be Crippled for round 2, but it could be crippled again for round 3).
The Nerf may choose to use this ability to counter a special ability as it is about to be used (with no knoweledge check required). If so, the target may choose another valid action or ability to use instead with no loss of actions. The disabled special ability is not actually interrupted, and so do not use up a 'use' (the dragon does not need to wait 1d4 rounds to power up its breath weapon, it can breathe the next round as if nothing happened).
Cripple (Overpowered specialty) may affect any extraordinary special ability, supernatural special ability, spell-like ability and Psi-like ability.

Nerf and Cripple are both extraordinary special abilities.
Jaxgaret

10-22-07, 01:33 PM
So that's the class the DMPC in my campaign has taken.

;)
RobbyPants

10-22-07, 01:50 PM
It's underpowered. :P
Norr

10-22-07, 01:55 PM
It's underpowered. :P
Maybe, though we'll see if we get a second opinion on that :D
Jaxgaret

10-22-07, 02:30 PM
You know... as written... this might actually be a playable debuff class.
Norr

10-22-07, 02:38 PM
That's the idea, even if it is a joke, it's still serious.
Corian_Aerdeth

04-11-08, 03:15 PM
I like it. Bookmarked.
Shaggy_Shaggs

04-11-08, 08:44 PM
Um, this has been necro'ed from like 5.5 months ago.

Also there's no way most Nerfs even have that many Diplomacy ranks, let alone require it. Besides, Diplomacy is a worthwhile skill that must be nerfed. That requisite should probably be replaced by 9 ranks of Craft (underwater basket weaving) or Craft (elaborate excuse about why every PC must be dragged down to the level of the "interesting" sorcerer with a Cha of 9 and all feats taken as +2/+2 skill feats).
Tordak

04-12-08, 10:20 AM
Profession (whinner) might also be a good requirement. It's a bit strong, I wouldn't allow it in my campaign :)
Samurai_Zero

04-12-08, 12:15 PM
wow this class has awesome written all over it, had it been a year earlier i would have known the perfect campaign for it
Norr

04-12-08, 01:03 PM
He he, never expected the thread to rise ont hese boards again. I actually have a few changes made to the Nerf on the GitP boards, I might as well implement them here as well.

Also, @ Shaggy_Shaggs: it seems our opinions about what makes a Nerf differs. The ranks in diplomacy is because the first thing a Nerf is likely to do is trying to convince everyone else they're right. If that doesn't work, they use intimidate. Also, I am a proponent of the revised rules for Diplomacy posted by Rich Burlew (dunno where theya re though, you'll have to search GitP by yourself) which makes Diplomacy a form of opposed check.
Shaggy_Shaggs

04-12-08, 01:07 PM
Maybe I've just seen too many "ZOMG, the melee guy is doing his job! How can I punish his munchkin ass for daring to make a trivial character useful?!?!" threads lately.
Samurai_Zero

04-12-08, 01:10 PM
his motto should be "its nerf or nothin", and he should have a weapon proficiency in some sort of nerf gun and or ball
Norr

04-13-08, 02:02 PM
Maybe I've just seen too many "ZOMG, the melee guy is doing his job! How can I punish his munchkin ass for daring to make a trivial character useful?!?!" threads lately.

Well, mechanically, this class is more like "ZOMG, I must Nerf everything, but reality keeps getting in my way! GAHH!" It can even Nerf it's own party now, with its Nerfification ability. The funny thing is when it nerfs its party they actually become more powerful. Ah, the irony.

his motto should be "its nerf or nothin", and he should have a weapon proficiency in some sort of nerf gun and or ball

When the Nerf reach 3rd level every weapon he wields become a "nerf gun and or ball", or a whiffle bat or something. :D
Neutronium_Dragon

04-13-08, 02:33 PM
I see one abusable thing with it: If it can apply an ability penalty then there should be "though this can't lower a creature's ability below 1" - otherwise it becomes far too easy an auto-disable against many creatures which have low stats in a given area.
Norr

04-14-08, 06:03 AM
OMG! You're absolutely right, I have to change this game-breaking mechanic immediately.

EDIT: fixed.
Rania

04-15-08, 06:18 PM
This is such a LOL.
The-Mage-King

09-30-08, 09:29 AM
Love it. Great class.
DLoFunk

09-30-08, 09:45 AM
"All Physical attacks made by the Nerf deal non-lethal damage, regardless of the weapon used."

Needs to be in there! :D
navar100

09-30-08, 10:26 AM
I can see The Nerfs having a rival organization - The Whiffles!
Norr

10-01-08, 01:33 PM
"All Physical attacks made by the Nerf deal non-lethal damage, regardless of the weapon used."

Needs to be in there! :D

This is covered by the 'Nerfiful weapon' ability, though you gave me an idea so I changed it a little. :devil: