| Post/Author/DateTime | Post |
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| #1Johnathan_VagabondOct 09, 2009 10:58:36 | Shepherd Yea, though I walk through the valley of the shadow of death I shall fear no evil, for thou art with me; Thy staff and thy rod, they comfort me. Shepherd Class Description
Role: Defender. Through your own power and the gifts bestowed upon you by the gods, you keep your 'flock' safe from danger with sagacious guidance, constant vigilance, and a ready hand. Armor Proficiencies: Cloth Hit Points at 1st Level: 10+Constitution score Trained Skills: You are trained in Religion. From the list below, choose 4 skills at 1st level. Build Options: Watching Shepherd, Tempering Shepherd Shepherd Class FeaturesShepherd's BlessingYou have been given a blessing by the powers divine. This blessing has taken one of two forms, the Blessing of Guidance or the Blessing of Perseverance. Select one of the following Blessings. Some powers have extra effects for different Blessings.
Earthly GraceYou were not given divine gifts because of your extreme piety or dedication, but because you had some exceptional quality that singled you out as an ideal protector of the faithful, whichever faithful that may be. Select two of the following Earthly Graces.
Mark of the GodsYou chastise those that would do harm unto your flock with divine punishment. You radiate an Aura 3 of Divinity. You may Mark any enemy that enters the aura until the beginning of your next turn as an opportunity action. If a Marked enemy voluntarily leaves the aura or makes an attack that does not include you as a target, they take 4 radiant damage. Marked enemies take a -2 to attack on any attack roll that does not include you as a target. This increases to 8 radiant damage at 11th level and 12 radiant damage at 21st level. Hand of the GodsGiven your humble standing in life, the Gods make special efforts to see to your safety, so that you may so to the safety of them and thiers. When you wear cloth armor and no shield, you may add your Wisdom modifier instead of your Dexterity modifier to AC. You also have a buffer of temporary hitpoints equal to one healing surge that renews each round. New KeywordsReproach: An attack with the Reproach keyword applies the Reproachment tag to the target. If the target makes an attack that doesn't target the creature that Reproached it, it grants combat advantage until the beginning of it's turn. Unlike debuffs that apply until the beginning of player's turn, Reproachment applies on the enemy's turn and lasts until the beginning of the enemies turn unless otherwise noted. Class PowersMarking Shot Shepherd Attack 1 Festering Shot Shepherd Attack 1 Crooked Staff Shepherd Attack 1 Heavy Rod Shepherd Attack 1 Encounter 1Burdening Shot Shepherd Attack 1 Infuriating Shot Shepherd Attack 1 Righteous Clout Shepherd Attack 1 Smite Asunder Shepherd Attack 1 Daily 1Brilliant Wrath Shepherd Attack 1 Divine Reach Shepherd Attack 1 Chains of Faith Shepherd Attack 1 Dull the Eyes Shepherd Attack 1 |
| #2generalhenryOct 09, 2009 12:11:27 | they're in light armor so they'll need to pump up dex or int.
I'd rather see abilities that let them add con or cha to their AC instead |
| #3PramxnimOct 10, 2009 16:53:50 | They don't really need the extra AC from Dex or Int, since they have a class feature that gives them +2/+4/+6 AC which scales with tier and Temp HP equal to their healing surge that REGENERATES at the beginning of their turn. This is a defender with low hp but definitely not low survival rates, and a very unique marking scheme (which uses OAs instead of attacks or minor actions). |
| #4generalhenryOct 10, 2009 17:03:47 |
It's not that they're going to need the AC from dex or int to get by. It's that to optimize they'll want to put some points into either dex or int which is a little odd.
as to strong of arm the best you can get is +3 to hit and 1d8 brutal 2. Which isn't really OP. (a touch more than a bastard sword but with less feat options) |
| #5FedosuOct 10, 2009 17:33:05 | I said it in the other thread, but I'll say it again here. Very Cool. I tend to play defenders, so interesting twists on the role are always welcome, now if only I could convince my group that Homebrew doesn't mean evil. |
| #6generalhenryOct 10, 2009 18:58:35 |
most homebrew is only at alpha level build quality so yeah, hard to convince people. You can only really play test homebrew classes. |
| #7Dougan_AxehammerOct 11, 2009 10:41:30 | Hard to judge without seeing the rest of the class... so far it seems like a divine striker with defender or controller as secondary roles. He doesn't have the defensive abilities that a defender normally gets, nor does he have any lockdown abilities that defenders sometimes use. So far, I see him being a mobile attacker with some battlefield control and a couple of marking abilities. Great for flavor, but as a defender I think the mechanics need to be tweaked a little. |
| #8Chameleon-XOct 11, 2009 14:44:13 | Two problems I can point out immediately. One is that your weapon proficiencies are way too restrictive. Considering Rods can't even be used for melee attacks (except for one or two magic ones which would be useless anyway since you can't use its property unless you can use rods as an implement), that basically leaves a 1st level Shepard with a Sling and a Staff... which is fine if you want to be a carbon copy of King David (which is obviously what you're going for), but that gives you almost nill as far as options. Secondly, you're going to need a WAY better reason for enemies to hit this dude than Hand of the Gods. As it stands, at 1st level, this guy could have a maximum AC of 18 and a regenerating stock of temp HP. 3 damage is not nearly enough to convince any monster with half a brain to waste their attacks on this guy when they can only hit him on a 14 and up, and even if they do they'd basically have to roll max damage to get through his regenerating temp shield. The concept is okay, but I think you definitely need to make him more sticky, or else everyone's just going to ignore the shepard and tear his flock to shreds. |
| #9generalhenryOct 11, 2009 15:27:38 | @Chameleon-X
read the blessing section of the class features and the reproach attack keyword
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| #10the_chaotic23Oct 11, 2009 19:29:10 | I think if you gave the Crooked Staff the reproachful effect, it would make it more likely to follow a defender. the only power that has the reproachful keyword is a ranged attack. If you can do it it melee and pull your enemies around, its much more likely to want to attack you instead of the juicy wizard throwing magic missles at it. You could also make a 4th Earthly grace to make it balanced between two attack graces and 2 defensive graces. Knowing Inspiration You know how to best defend against your foes on an instinctual basis. You can add your wisdom modifier to AC in place of dexterity or intelligence; if you wear any armor heavier then cloth you do not gain benefit of this blessing. |
| #11Johnathan_VagabondOct 12, 2009 9:45:48 |
Do I still have Rod up there in weapon proficiencies? In one of my initial builds that involved implements, you could use the Rod and Staff implements, and could treat a rod as a club. I'll change that to club. Humble weaponry is indeed what I'm going for, I suppose Simple Melee would work though, as none of those are especially amazing and the buffs to these specific weapons helps. Also, Encounter 1 and Daily 1 is up. |