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| #1undraveJul 23, 2009 1:24:58 | Infuser « Maybe a blade of steel won’t hurt you, but how about one of flames or even pure acid? » CLASS TRAITS Show Role: Striker. You pull powerful chaotic forces from the Elemental Chaos and use them to unravel your foe’s very existence. Depending on your choice of powers you lean toward controller or defender as a secondary role. Power Source: Elemental. You know that the Chaos is at the origin of everything in the world and that all elements are but different expressions of the same basic components. Through hard training and sheer force of will, you harness the power of the Chaos to alter the expression of those components. Key Abilities: Constitution, Charisma, Wisdom Armor Proficiency: Cloth, Leather, Hide, Chainmail, Scale Weapon Proficiency: Simple Melee, Military Melee, Simple Ranged Implements: Gauntlets, Light Blades Bonus to Defense: +1 Fortitude, +1 Reflex Hit Points at 1st level: 12 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Arcana. From the class skills below choose three more trained skills at 1st level. Class Skills: Arcana (Int), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Thievery (Dex). Class Features: Bound Lesser Elemental, Elemental Shift. Infusers are warrior for whom struggling with the elements of the world is the same conflict as a battle with living foes. Both are a test of willpower, training and control over the inherent chaos of existence. Infusers have studied long and hard to see the basic elemental components in all things and through dedication obtained the ability to rip elemental beings from the Elemental Chaos and bind them to the World in an effort to reshape it. As an Infuser you use your equipment and your very body as anchors for the energy your forcibly make yours. Your power is the power of the world-building Primordials: you don’t whisper simple spells, you loudly order creation itself to do your bidding with a few powerful syllables in Primordaial (or Abyssal) language. Your knowledge is secret – maybe even forbidden – and ancient. You could have stumbled upon lost tablets left behind by a Primordial seeking to sow Chaos, learned from a sage or gained your skills through a bargain with a Demon that proved to be short lived. Whatever the origin of your abilities you want to strengthen them further. You might be a dreamer hoping to forge a better world using pure elemental energy, a sage looking to bring order to chaos and erect defenses against its agents, or a battlecrazed warrior who relishes destruction almost as much as the demons you put under your control. Whatever your goal is you have the power to make it real, to sculpt your future out of the very building blocks of reality. |
| #2Chameleon-XJul 25, 2009 14:42:26 | 1) Isn't Scale proficiency a little much to give a striker at first level? 2) Magic Gauntlets don't have an enhancement bonus. 3) I think it's a little unclear exactly how these Bindings work (though I think it's a good concept). You say first that it lasts until the end of the encounter, but in the Encounter powers you appear to have Bindings that work until the end of your next turn. Now, you say in the Keyword box that it lasts until specified in the effect line, but only one of those encounter powers has an effect line... so do those Bindings work until the end of the encounter, or the end of your next turn? If you ask me, I think that you should simply remove "end of the encounter" line from the keyword box and have it say "Bind powers last until specified in the power description", then have only the Daily powers last until the end of the encounter. 4) I don't really see the connection between this class and Alchemy... except for the real chemical names on some of the powers... And being able to make items 5-6 levels above your own might be a little unbalancing as well (consider that at 1st level, with a Wis mod of only +3, your dude could stockpile everything from Tanglefoot bags to Blastpatches and Thunderstones. And at Level 5 with a Wis mod of +5 he could start making Jolt Flasks to daze everyone in an area burst 2). Other than that, though, your Class Features seem pretty good. I would replace the Alchemy with something else more strikery, personally... like maybe something that effects his movement abilities? 5) Your At-Wills look good. My only observation is that I would think a Necrotic power would target Fortitude. :D 6) Other than the whole Binding thing I mentioned above, your Encounters are great too. Except... why would having a stone fist up your Reflex ?7) On the Acid Infusion, I think a Cha mod penalty is a little stiff. That's basically ensuring that NO ONE is going to miss their Reflex unless they get a hopelessly crappy roll. True, it gets less broken as monster defenses get higher, but I still think you should cut it down to a -2, or at most 1/2 your Cha mod. Icicle Crush is WAY too good for a Level 1. I would either cut the weapon damage by 1 die, or take out Dazed. Secondly, the difficult terrain bit is a little much whether or not you do the above things... it's really more of a Controller thing anyway. I can't think of ANY striker powers off-hand that make DT. Lightning Sole is good... might actually be a little underpowered, since you can't attack at range like Dancing/Spiritual Weapon, but it's still pretty well balanced. Ravager Armor is also good. There's really nothing I can see wrong with it, so you're probably good to go on that. |
| #3undraveJul 25, 2009 16:39:36 | A spiked Gauntlet is a weapon so it has enhencement bonus. I was going to make specific implements though, I just haven't gotten around to make them but I'm considering just dropping the regular gauntlet and sticking to light blades and spiked gauntlets. Well the rock fist acts like a shield, hence the bonus to reflex. Maybe it should be a 'shield bonus'? I see what you mean on the Binding keyword... the thing was that the effect of the Encounter bindings only last for one turn so it doesn't matter if you end the binding yourself afterward so I thought it was superfluous to add a line that the binding lasts until the end of the next turn ^^; But I'll rework the wording. As for the bonus level to alchemy I figured the price of the receipe (it only get free level 1 receipe after all) and the items themselves would help prevent too much stockpiling but I guess I'll cut it out and find something else. Maybe ditch it all completely and let Scale proficiency be enough of a class feature :p OOH! How about the ability to ignore difficult terrain while charging? A sort of 'earth elemental stride' feature?? How about the initial attack of Cyanide Wings gives out a -2, and have the continuous effect give the CHA mod penalty but only apply to enemies who END their turn next to the Infuser? essently penalizing those who melee him? I guess I'll ditch dazed Icicle crush... maybe put in slow until end of next turn to prevent the whole 'stand up and charge' routine?. As for the difficult terrain if no other striker makes DT then isn't that a good enough reason to include it? I considered putting the CON mod to Lightning Sole but I don't know if that would make it too good or just good enough. What do you think? I'm thinking of making updates to the Ravager power at each tier or so. Its just a pretty sweet image in my head. |