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| Prak, the Mad04-30-07, 09:28 PM | You may be looking here for some crunch I designed. It is no longer here, or anywhere on the Wizards boards, for that matter. This is because Wizards has established a clause in the ToS saying that any material submitted to these boards becomes their property, and I like retaining the rights to my intellectual property when I'm not getting paid for them. Wizards is slowly turning facist and greedy. I will not support this. If anyone wishes to see the Hell Rider, PM me, or find it on The Gaming Den (bb.bbboy.net/thegamingden), I will be happy to email it to them. |
| Perseus_Stoned04-30-07, 09:59 PM | Alternate Form(Ex.): At night, the Hell Rider is affected by a terrifying transformation into an image of hellish death. The skin of his head and hands burns away to reveal bone wreathed in hellfire, and his clothes take on a more menacing appearance(metal studs become spikes, the clothing becomes darker, etc.). This transformation has no mechanical effect, except to give studded leather armour spikes(happy birthday). In this form, the Hell Rider gains profane bonuses of +6 str, and +4 con, and a deflection bonus to his armour class equal to his charisma bonus (if positive) and immunity to fire and hellfire. He also gains a hellfire aura that functions as the burn ability of the fire elemental, except that it deals hellfire damage rather than fire damage. The Hell Rider cannot maintain this alternate form in direct sunlight, and reverts to his normal form at daybreak. He may still assume the form in shadow(or otherwise outside of direct sunlight) during the day with a successful Control Shape check (DC 20). Control Shape can also affect this ability in all ways as it does the lycanthrope ability of the same name, treat this form as an 'animal' form, and use the diliniation of night and day rather than moon phase. Right there this just became the ultimate first-level. Definitely needs to be toned down, lets look at what this gives you: +6 Str, +4 Con, Cha bonus to AC, Fire Immunity, Hellfire Aura Okay.. so thats better than the abilities of an 11th level barbarian... Hell's Mount(ex.): Any vehicle piloted by or mount rode by a Hell's Rider is possessed by a diabolical steed spirit that is loyal to that Hell Rider. Once possessed, it is affected by a transformation similar to the Hell Rider's alternate form, it is left skeletal and wreathed in hellfire. This aura of hellfire gives the steed the fire and hellfire immunity and hellfire burn ability of the Hell Rider's alternate form. The spirit can animate objects it possesses, and it has an intelligence score of 3. It can be trained with Handle Animal as if it were a magical beast, but already knows the command "heel". The vehicle or mount can travel indefinitely without need for rest, food/fuel, or healing/repair so long as it is taking at least a double move action, and does not suffer non-lethal damage from extended hustling, running or forced march. The Hell's Mount can travel upon any surface at normal speed, at any angle(Air is not a surface, but water is, as are clouds). The mount and Hell Rider share an empathic link. A creature gains 2 bonus HD per Hell Rider level of master, while an object gains 5 bonus hardness(min 10) and 15 bonus hp per master class level, both types of mount gain an additional 50% speed per master class level. The Hell's Mount of a 3rd level Hell Rider has spell resistance as the special mount of a paladin of the master's character level, and a fifth level Hell Rider's Hell's Mount can command devils. Decent, for flavor reasons, but still incredibly powerful. 50% speed per class level? +15 bonus HP per class level? Spell resistance and the ability to command devils? Not to mention extra HD, the surface traveling ability, and so on. Again, this alone would be worth 5 class levels for, without any other ability boosts. Penance Stare(sup.): A Hell Rider's most potent attack is his penance stare, in which he gazes into the eyes of a creature within reach and forces them to feel all the pain they've caused in their sins. A target must make a will save(DC=10+1/2 Character Level+Cha Mod.) or be dealt 1d6 damage per (target's) HD. This is a gaze attack with a range equal to the Hell Rider's natural reach. At 2nd level the damage becomes 1d8, at 3rd, 1d10, and finally 1d12 at 5th. This ability can only be used while in alternate form. This is more powerful than most lv9 spells; this is epic-level spellpower. And it can be gained at level 6... Produce Hellflame(sp.): As the spell produce flame, except that damage is Hellfire damage. Caster Level is equal to the Hell Rider's Character Level. So a continuous "Produce Flame" spell, a spell that was only limited by the fact it had a duration? By not labeling it, I'm assuming you're allowing it at will. Hellfire Infusion(sup.): Any weapon, damaging spell, spell like ability or magic item weilded by a Hell Rider in Alternate Form can be infused with Hellfire to dealthe indicated amount of additional hellfire damage. Each use of this power deals one point of con damage to the Hell Rider. Okay, decent. Now we're talking. The Long Ride(Ex.): A Hell Rider traveling on his Hell's Mount ability has no need to eat, drink, or sleep. This ability functions even in direct sunlight so long as the journey began in shadow or at night. Again, good flavor here. Alright, look here (http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html) for a better way to balance a "transformation" class, you're going to need it. |
| Prak, the Mad05-01-07, 01:23 AM | Right there this just became the ultimate first-level. Definitely needs to be toned down, lets look at what this gives you: +6 Str, +4 Con, Cha bonus to AC, Fire Immunity, Hellfire Aura Okay.. so thats better than the abilities of an 11th level barbarian... what if I start with +2 str and Con at 1st, upped to +4 each at 3rd, and +6 str at 5th, with the fire/hellfire immunity graduated into 10 points resistance per level until at 5th it becomes immunity to both? Decent, for flavor reasons, but still incredibly powerful. 50% speed per class level? +15 bonus HP per class level? Spell resistance and the ability to command devils? Not to mention extra HD, the surface traveling ability, and so on. Again, this alone would be worth 5 class levels for, without any other ability boosts. the bonus hp only applies to objects(such as motorcycles or halfling war wagons), the HD only applies to creatures, surface traveling, I honestly can't see as being too incredibly overpowered, and it has an aura that deals 1d4 hellfire damage, good, but I wouldn't say broken... otherwise based off of paladin mount. This is more powerful than most lv9 spells; this is epic-level spellpower. And it can be gained at level 6... seriously? is it really that powerful? what else would you suggest for penance stare? this is the best thing I could think of to mimic it. So a continuous "Produce Flame" spell, a spell that was only limited by the fact it had a duration? By not labeling it, I'm assuming you're allowing it at will. at will spell like, and I'm thinking of changing it to act as produce flame, but damage is 1d4 hellfire/x level(s) where x is as yet undecided. Okay, decent. Now we're talking. based off of hellfire warlock Again, good flavor here. thank you. Alright, look here (http://www.giantitp.com/articles/mYkD5jL8N9SAcClN3pZ.html) for a better way to balance a "transformation" class, you're going to need it.[/QUOTE] I'll take alook when I've more time... thanks for suggesting it |
| ZiggZagg05-01-07, 01:34 AM | The class can work fine as is, I think. Just tighten the prereqs so you can't get it until at least level 10 or later. Maybe add a requirement of your BAB=+10 or so, or even Knowledge(Religion) ranks 13+ |
| Ariath Ska'Vhor05-01-07, 01:56 AM | I can see this working rather well with a Hexblade. I like. |
| Prak, the Mad05-01-07, 01:46 PM | The class can work fine as is, I think. Just tighten the prereqs so you can't get it until at least level 10 or later. Maybe add a requirement of your BAB=+10 or so, or even Knowledge(Religion) ranks 13+ well, I'm trying to be true to the movie... I suppose I could make the base ref req. +7... then Good Ref. classes can enter by 10... course, poor ref. classes can't enter till 21st... a point at which the game isn't even playable... maybe a Base Ref +7 or BAB +10? Because I can't really see Johnny Blaze with a +10 BAB but it is an infernal bounty hunter... |
| Prak, the Mad05-03-07, 03:38 PM | bump |
| Ariath Ska'Vhor05-05-07, 05:55 PM | I wanted to tell you, you inspired me to make my own attempt at this class. It's 10 levels and is a little less 'rebelling against the devil' and a bit more lawful evil. Here (http://www.giantitp.com/forums/showthread.php?t=42772)'s my take on it, hope you don't mind I took your name. |
| Prak, the Mad05-06-07, 08:21 PM | there's actually no requirement in my class to rebel against the devil, nor is there a requirement to stay with the devil, I figured I'd just leave it open to each individual player. |
| Ariath Ska'Vhor05-06-07, 08:24 PM | there's actually no requirement in my class to rebel against the devil, nor is there a requirement to stay with the devil, I figured I'd just leave it open to each individual player. I'm not saying it is, I mostly meant the Penance Stare never made sense to me in a D&D world, devils combat good and chaos, and punish evil for their own purpouses. So I made him burn everyone. |
| Prak, the Mad05-06-07, 08:26 PM | lol, well I took a look and I actually really like yours, alot, and yeah, penance stare makes no sense what so ever... |
| AllWillFall2Me05-07-07, 09:02 PM | First of all, this is a very good effort. Well done. Secondly, As a flavor concern...If you made the Hell Rider open to anyone who signs a pact with any archdevil, the penance stare would make more sense. Devils constantly try to steal rival devils' souls, this ability is how the Hell rider punishes them. Also, the penance stare ability kills evil creatures. When LE creatures die, Hell gets their souls... So the penance stare is hell calling it in early. A couple balance issues: One, as said earlier, the form is a little over-the-top for 1st level. I liked you idea of slowing the abilities, and spreading them out. Now, you understand that in the Hell's Mount ability, you're essentially doubling the mount's base overland speed every level? (50% increase+constant double move) I liked your execution of Penance Stare, but having deal damage die equal to the target's HD, while an inspired move, is a touch overpowered. Perhaps there should be a drawback? Also, as another fun drawback, I believe I remember a Ghost Rider comic where he tried to Penance Stare Dr. Strange, and got thrown across the battlefield, as the stare didn't work on good people, and it backfired. And finally, i agree that free produce Hellfire is pretty powerful. Not game-breaking, but powerful. In closing, I agree with most of the recommended changes. |
| Omnirahk, half-Rahkshi05-08-07, 11:37 AM | The problem with Penance Stare is that it deals damage based on the target's HD, and therefore scales in a way even the most powerful spells don't. Many monsters (constructs in particular) have HD far in excess of CR. Also consider the impact of scaling damage. 1d12 damage per HD should average out as instant death for a mage. Also, I don't think it takes into account alignment like it should. Clearly someone making use of Vile feats should be taking more damage than someone with Exalted feats (assuming DM enforcement of RP). I'd personally make it akin to an eldritch blast shape invocation, changing it to a gaze attack, with added dice for evil aligned targets, subtracted dice for good aligned, and (maybe) increased/decreased die size for exalted/vile characters. That would require making it a warlock PrC. Which I could see working. Though hexblade also is a good one. So maybe you shouldn't make it a warlock-specific PrC. In which case Penance Stare should be a standard action gaze attack, 1d6 per character level. |
| Prak, the Mad05-08-07, 09:10 PM | The problem with Penance Stare is that it deals damage based on the target's HD, and therefore scales in a way even the most powerful spells don't. Many monsters (constructs in particular) have HD far in excess of CR. Also consider the impact of scaling damage. 1d12 damage per HD should average out as instant death for a mage. Also, I don't think it takes into account alignment like it should. Clearly someone making use of Vile feats should be taking more damage than someone with Exalted feats (assuming DM enforcement of RP). I'd personally make it akin to an eldritch blast shape invocation, changing it to a gaze attack, with added dice for evil aligned targets, subtracted dice for good aligned, and (maybe) increased/decreased die size for exalted/vile characters. That would require making it a warlock PrC. Which I could see working. Though hexblade also is a good one. So maybe you shouldn't make it a warlock-specific PrC. In which case Penance Stare should be a standard action gaze attack, 1d6 per character level. first, it is a gaze attack, it just has a short range. Second, it is supposed to take alignment into account, it only works on evil aligned or subtyped characters/cretures, and only living, non-plant ones at that. I forgot to put it in the op, but I'm sure I've mentioned it. 1dx per target's hd is the best way of making it have anything to do with their 'sins'... though I suppose... hmm... what about Penance Stare, xdy, x=stated amount for character's detect evil rating, y= dice size for class level, as above. Only works on living, non-plant targets. Faint 2dy Moderate 5dy Strong 8dy Overwhelming 10dy each vile feat adds 5 to their hd for determining aura strength. each exalted feat subtracts 5 from their hd for determining aura strength. characters with active progression(currently progressing) in a evil aligned class have hd granted by said class counted as 1.5 per level for aura strength(a 4th level blackguard would be counted as having 6 hd.) how's that? |