| Post/Author/DateTime | Post |
|---|---|
| #1ff6shadowOct 17, 2008 11:58:15 | [Post Removed] Due to consitent hosting on file share sites, my work will no longer be available. |
| #2ff6shadowOct 17, 2008 11:58:47 | (Reserved, just in case) |
| #3leowulfOct 17, 2008 12:44:06 | The Summoner looks very cool! I thought I'd let you know, the pdf says the power source is Martial. Thanks for putting these up for us to grab - they're neat! |
| #4ff6shadowOct 17, 2008 12:46:54 | Yeah, I've been meaning to crrect that. Think I'll do it now before I forget again. All of them have been posted indivudally before, I just hate bumping 8-10 threeads. Seems like a lot of clutter. Also, make sure you check out the Lancer. It's a martial controller, but it also holds a martial focuses Epic Destiny. |
| #5demontongueOct 17, 2008 12:56:16 | Eldritch Warder or Abjurer(my pick) |
| #6wyld_mutationOct 18, 2008 11:40:23 | Spellshield? Maybe that seems like an item or feature... Still I like the name. Eldritch Tactician is good too. |
| #7SinasilverOct 18, 2008 15:40:12 | The work in progress really makes me think of a Shaman or witch Doctor.. Medicine man kind of thing.. If you want something with fewer mm.. "Attachments", maybe something generic like "Practitioner'? You can always add some kind of Adjective. "Dark Practitioner" etc. |
| #8ff6shadowOct 20, 2008 18:19:57 | My Work in progress has been updated to include powers to level 6. |
| #9matthewswiftOct 20, 2008 20:28:10 | Mechanics are interesting. I like versatile castor: has sorcerer written all over it. What sort of flavor do you want? Names: Jester - he helps his team and hinders his foes: just add flavor: This is what an arcane 'Jester' would do. Mage(lord) - Not technically a wizard or a warlock. just add 'lord' if it needs to be arcanely correct. RED MAGE (this one took me awhile...) Eldritch guardian/warlord - meh. Elementalist - just add primal :D or not. please don't... Arcanist - if profound fails, go for profane. |
| #10ff6shadowOct 22, 2008 12:38:58 | Lots of intereting names provided, Eldritch Warder (We have plenty of classes with war in the name, Why not?) Spellshield Magelord Eldritch Warlord Red Mage. Hmm, lots of decent suggestions. On the upside, it has been updated again. Power finished through level 13. |
| #11ff6shadowOct 27, 2008 22:58:10 | Gamble PDF is updated with a few minor power corections. Summoned PDF is updated with a new 29th level powers and the Summoner's Resilience feat now requires you to be a summoner. The Sorcerous Sentinel has recieved a major overhaul. PDF is updated. My Work in Progress has been delayed by a small case of writer's block. I hope to be back onto it soon. |
| #12wyld_mutationOct 28, 2008 10:18:56 | *sigh* I wish my computer was working 'cuz I can't view the changes on the one I'm borrowing. Still haven't decided a name? |
| #13ff6shadowOct 28, 2008 13:27:21 | Nope. |
| #14wyld_mutationOct 28, 2008 15:37:27 | I just realized that nobody seems to make divine classes. |
| #15ff6shadowOct 28, 2008 15:40:09 | Good point. I may have to think about one. If I can every get past my creator's block. Class creation isn't going well right now. |
| #16wyld_mutationOct 28, 2008 15:49:29 | I had the inspiration for a favored soul. The problem was the role. I wanted a foil to leader in the same way my Fury Sorceror is a foil to controller. I considered divine controller as the direct opposite to what a leader does, but I can't seem to reallty decide. |
| #17matthewswiftOct 28, 2008 21:49:00 | divine striker? leaders are support, strikers are selfish and thrive against/off of support. Controller would be an interesting thing too though... It gives me a few ideas, unfortunately I need to get back to my econ homework... ![]() |
| #18ff6shadowNov 02, 2008 0:17:41 | ![]() |
| #19ff6shadowNov 02, 2008 1:32:40 | I forgot to mention. The Work in Progress is now complete up to level 19. I could really use some suggestions and comments on this one. It's been slow going. |
| #20ff6shadowNov 04, 2008 14:33:56 | Seriously. Nobody has any comments on any of my work? ![]() |
| #21lordnatNov 04, 2008 15:50:36 | Damn your Gambler is like a clone of something I was working on a few months ago. Kicked the idea aside and just put it up on one of those archive sites when I gave up on it. Found random effects don't work in 4e as well as 3.5. But ya, just odd. |
| #22ff6shadowNov 04, 2008 15:54:14 | Damn your Gambler is like a clone of something I was working on a few months ago. I heard about your's on enworld. Kept having people dropping into the thread saying I stole it. I've never seen yours. Think I could take a look? |
| #23lordnatNov 04, 2008 16:10:37 | I heard about your's on enworld. Kept having people dropping into the thread saying I stole it. I've never seen yours. Think I could take a look? Ya no problem. I can do it when I get home from work. I get out of here in like 20 mins so after I vote I will toss it in this topic. Sorry to hear about people bugging you on Enworld. |
| #24matthewswiftNov 04, 2008 16:47:02 | on ??? flavor text for fright is the same as for guiding light... In General, I like the use of zones as a method of keeping the ??? in the thick of things... I can't see anything wrong balance wise other than the amount of versatility his higher level attacks have. Being able to target a single enemy compared to a large group is a tactical asset I wouldn't pass up for anything. The damage isn't bad either, not as good as a striker of similar level. It's hard to find anything wrong with it. *shrugs* you're getting too good at this. |
| #25ff6shadowNov 04, 2008 17:07:16 | Thanks LordNat. MatthewSwift Proably just a copy/paste deal. I'll deal with in the next update. I figured the zones were ust a good idea of being able to buff the party without having rediculous bookkeeping if the party tries to break up after getting the benefit. As for the versatile attacks, it leans into the leader aspect. Instead of pulling a cleric and having all his attacks discriminate allies from enemies, which doesn't fit as well in arcane, I simply let him reduce the radius of his attacks. As a side benefit, he usually gains a greater effect for single targetting. It does have huge tactical versatility, but not much more than the cleric being able to lay down huge areas without having to worry about targetting. Personally, my favorite powers are Dual Incantation and Double Spell. Though Enchanted Weapon, Mass Snake's Swiftness, and Alacrity are pretty fun as well. Any new suggestions for a name? |
| #26lordnatNov 05, 2008 13:33:46 | Sorry it took me so long to get back on this. Voting took mt 4 hours last night and I was dead tired after that so I hit sleep. Just got home from work (got cut early) so here is my Gambler. |
| #27ff6shadowNov 05, 2008 13:47:18 | That is pretty good, and I can see why some people thought I was using your as a base. You had some very good power names though. At first, I thought the random effects would make the class horrible. So I compensated by having the results of the powers with backlash effects be better than you should be able to get at that level, and by providing a class feature and multiple utility powers that let you influence your luck, making it so that a high level gambler has a lot of control over his powers, despite their random nature. Additionaly, there are enough options to avoid the having too many random effects. |
| #28lordnatNov 05, 2008 14:08:02 | That is pretty good, and I can see why some people thought I was using your as a base. You had some very good power names though. Having a little wiggle control on the rolls was what I was planing for the class but I just felt over all it was something that I'd need to see how more WotC stuff goes before I fully finish the class. Kind of like how I am waiting for the Beast Ranger path before I start on my Pet Monster class. But ya, I like your style a lot. keep up the good work. |
| #29ff6shadowNov 05, 2008 14:13:39 | Thanks, glad you like it. |
| #30ff6shadowNov 08, 2008 22:02:05 | Lancer has been updated, mostly just some spelling errors. Added a new Epic Destiny that was previously within the Lancer PDF, the Weapon Master, now with it's own download. Work In Progress is now complete through level 25. Still looking for critiques and suggestions, if anybody cares to offer them. Particuarly names for the work in progress. |
| #31Janx_14Nov 09, 2008 0:04:46 | About weapon master's "chosen weapon":Chosen Weapon (21st level): Choose a single weapon you are proficient with. You may add this weapons associated Do you actually mean ability SCORE? or ability MOD? Also, i take it you mean the associated ability from the list given with the fighter, such as heavy blades using dex. |
| #32ff6shadowNov 09, 2008 0:19:54 | Yeah, and it should be modifier. I've already changed it. |
| #33ff6shadowNov 10, 2008 20:59:15 | I just found out that I had the wrong file uploaded in the Gambler. If you've been trying to download the Gambler and were getting the Summoner, IO apologize. It is now fixed. |
| #3412slightlytipsyapezNov 12, 2008 20:20:28 | I have to say, I think the way the summoner class was made in some ways was really good, but in others not good. Really the only thing that was blah to me was that the player summons specific creatures, in reality I think they should summon creature types (luker, brute, skirmisher, etc; no elites or solos). As for implements, I think their choice in implements should be a boon to them, but a boon to their summoned minions. I think making a generic summoned creature like they did for the animal companion for the ranger would be far better then handing them a list of monsters to try and exploit. Just my oppinion. Other then that, I have to say...thanks this gives me a good baseline to work with for one of my players. |
| #35ff6shadowNov 12, 2008 22:37:22 | No problem at all. Glad I was able to help. I had considered generic summons, but I went in favor of the imagery. Using a power that summons a red dragon is cooler than a power that summons a soldier. |
| #36ff6shadowNov 14, 2008 23:58:28 | Lancer PDF has been updated. The following items were changed. Show The Flurry of Blows class feature has been renamed Tumultuous Onslaught. The Precision Strike class feature has been renamed Accurate Assault The Iron Wall power (Daily 29) has had a duration added to the slow. Dazzling Assault and Blindng Assault (Encounter 3 and Encounter 13) have had the effect of their secondary attack clarified. All blasts within the PDF have been changed to target enemies only. Rishing Strike (At-Will), Aerial Assault (Paragon 11), Meteroic Assault (Paragon 20), Lancer's Assault (Encounter 27), and Leaping Attack (Encounter 13) have been altered. They are now considered charges. Finally, formatting has been altered slightly, to more closely match the PHB. |
| #37wyld_mutationNov 15, 2008 9:21:25 | Enemies only? Wow. Really pushing the controller aspect aren't you? |
| #38ff6shadowNov 15, 2008 16:14:49 | Enemies only for blasts. The bursts are still indiscriminate. It was just pointed out to me that blasts are a bit more focuses than bursts, and so weapon blasts could be allowed be enemies only without hurting anything/ And of course I'm pushing the controller aspect. The class is trying to be a martial controller. |
| #39ff6shadowNov 19, 2008 14:43:33 | Summoner has been updated. I've altered the formatting mostly, though the summoning keyword did recieve some extra lines The sustain text on every daily power has been removed. The effect has been written into the summoning keyword. The summoning keyword has additional text now. First, all powers with the summoning keyword remain for the entire encounter, unless the power otherwise says so. This has no mechanical change, since encounter powers all say they last a round, and all dailies were free to sustain anyway. Additionally, I've added an extra section to the summoning keyword, that allows you and your summons to both benefit from some actions. Specifically, if you use your second wind, your ceatures gains the benefit. If you take a total defense, so does your creature. And finally, when you use a move actgion, you can move your summon as well. These changes were inspired by the Beastmaster ranger. |
| #40ff6shadowNov 22, 2008 13:35:50 | Dreadnought has been updated slightly. The bonuses provided by the Tactics class feature have been typed. Additionally, Utility 16 Slide Through the Gap has been changed from a Move Action to a Minor Action. |
| #41ff6shadowNov 22, 2008 15:12:54 | Work in Progress now has all base powers. I'm taking one last open request for names before I decide on one. Additionally, I'm taking any suggestions on Paragon Paths for this guy as well. |
| #42bribriNov 25, 2008 14:32:06 | Woo, nice stuff I must say. Not really an expert at 4e yet but these look great. Out of the lot Lancer is an interesting choice. Certainly going to use it the next chance I get: just love spears/polarms, and there just isn't enough controller classes out there. WoC makes ONE controller, while every other role get THREE classes? Esh~. Regardless, it along with Dreadnought will be certainly class options I'll bring to my players attention when I give DMing a 4e game a try (currently busy with an M&M game I'm afraid so that will have to wait) Anywho~ As I said, not pretending to be an expert here, but I do have one little nit pick. Are Quarter-staffs really a practical option for lancer right now? I mean the class does seem to encourage it as a 'low damage but high def/Accuracy' alternative, but it doesn't really seem to add up. I mean compare it to the other 'two-handed weapons' the class has access to:the Military pole-arms. They have the following benefits over a staff: -Better damage (duh) -Multiple weapon groups. All of which are superior to staff as far as feat building goes. -+1 to hit with ALL attacks, which is arguably better than the staffs '+2 to hit now and then" In the end, all a staff using lancer really has going for him is a small handful of powers that grant an additional status effect (or an improved one) if a staff is used. All this really does is limit the staff users choices to certain powers, which ain't all that fun. The 'implement' aspect isn't really major enough to be called a benefit. Particularly when the Paragon path Wiz/lancers are encouraged to get, elemental fury, can use any weapon for that. If it was my choice? I'd... get rid of the +2 to hit thing, and just have it so the class makes Staffs 'count' as a polearm. Granting the +1 to hit, and feat access to keep things balanced. Keep the the powers with other staff benefits around to make up for the low damage.... and you're good to go. A few more class skills, and maybe Boosting the AC bonus of the defensive Staff powers wouldn't hurt either... but other people have already mentioned that, and they're honestly not major drawbacks. Not quite sure why it's classified as a 'striker' as a secondary role though. A Ranger, or a rogue would out damage this guy to hell unless you're thinking AoE style... but AoE is suppose to be something controllers are good at anyway. |
| #43ff6shadowNov 25, 2008 17:50:56 | Glad to know you like them and will be using them. Well, while I haven't done it yet, I intend to make some feats for staves. Additionally, I've heard of a feat in the gladiator articale that makes the Staff a double weapon with the defensive property. I'd say a dual weapon 1d8/1d8 that has reach, offers +1 AC, and has a +1 to hit from the class feature is pretty handy. The implement option does matter in one way. There are some very good staff enchantments that could make using a staff worthwile. Why extra class skills though? And the Striker secondary is representative of the option to pick the more high damage single target powers, most of which are associated with the Accurate Assault style. They tend to offer more damage and an additional stat to damage. |
| #44ff6shadowNov 25, 2008 19:51:32 | The Shapeshifter PDF has recieved a major overhaul. I corrected the various formatting irregularities, and returned the missing feats and magical items section. The Summoner PDf has recieved a minor update, mostyl some formatting and spelling. The Work In Progress has a few changes. Pervasive Ward has been reworded, and the first paragon path, Auramancer has been added. Again, I want to thank everybody who has offered their opinions or advice. |
| #45wyld_mutationNov 26, 2008 8:46:00 | Shapeshifter isn't in the links, that I see anyway. I'll be taking looks at the stuff some more, eventually, but I just remembered that class... |
| #46ff6shadowNov 26, 2008 10:53:01 | Must have gotten missed. Adding it now |
| #47ff6shadowDec 01, 2008 11:13:49 | ![]() |
| #48CyvarisDec 02, 2008 19:08:28 | I like your summoner. I was working on one for a campaign setting in was making. It was a wizard variant. It worked like your gambler class. Only dailieis summoned monsters and a random die roll deterimined the type. The power was worded like the animal summoning sacks for AV. You had to standard sustain the power each turn, it was a move action to summmon the monster. The class implement mastery allowed you to add or subtract from you die roll. I really like your summoner. If anyone wants to comment on mine though it would be helpful. |
| #49ff6shadowDec 02, 2008 19:14:28 | Hmm, yours doesn't sound like it would be all that fun. I'd be happy to look at it if you link to it though. Thanks, I'm glad you like mine. |
| #50ff6shadowDec 03, 2008 14:19:07 | Okay, a few new updates. The Weapon master Epic Destiny has received an overhaul, intended to make it slightly more interesting in low epic as compared to high. The Lancer has recieved some reformatting, the Lancer Tactics and Lancer Weapon Talent class feature has been completely changed now. The Defensive Spin and Piercing Thrust At-Wills have been changed, along with the Leg Sweep Encounter 1 power. Finally, a grand new level 2 Utility power has been added. Work in Progress has been updated. Two new paragon paths mostly. Any new suggestions for a name, or votes for an old one? \ As always, I appreciate anyone who comments on these. I appreciate the interest. |
| #51ff6shadowDec 08, 2008 10:08:59 | ![]() |
| #52ff6shadowDec 14, 2008 9:29:14 | And another ![]() |
| #53salamanderviiDec 15, 2008 13:41:11 | I have an idea for the name. Emanator. Just by the definition it seemes fitting in my opinion. Look at from a math/logic POV: When "X" emanates "Y", "Y" comes from "X" and effects "Z". With me so far? Alright, now just change the terminology a bit. When "????" emanates an "aura/zone/etc", the "aura/zone/etc" comes from "????" and effects "players/enemies/etc". I mean 51 of the potential 94 powers implenement an effect that follows the above formula, not counting the purely "Range X" powers. But of course, this is just a suggestion. (Oh, by the by, I am a big fan of your custom classes. I ran a Dwarven Blue Mage in a recent campaign and he was a ton of fun. Keep the hits coming and best of luck avoiding writer's block.) |
| #54ff6shadowDec 15, 2008 16:50:50 | Thanks for letting me you like the classes. Unfortunately, writer's block has landed hard. I'm really having issues finishing this latest class. With your dwarven Blue Mage, were there any problematic powers or issues? |
| #55salamanderviiDec 15, 2008 17:47:58 | Not especially. I traded most of my class powers for enemy skills actually. It was fun, I took Shifty, White Dragon Breath, Flame Wave from a Fire Archon, Mordant Hydra's Acid pit, Rot Slinger's Orb of Decay, a whole plethora of fun stuff. It's an all-around fun class if your DM gives you some varied encounters. Pretty good work. |
| #56ff6shadowDec 15, 2008 18:23:18 | Was there anything you noticed among enemy powers that were too strong? That is my biggest worry with the class, that I'll find some enemy power that is way too awesome on a PC. |
| #57salamanderviiDec 15, 2008 19:19:23 | Perhaps abilities like the Nightwalker's Finger of Death, most abilities that give diseases as effects, the Phoenix's Immolation ability, and any abilities stolen from Orcus are a few of the overpowered abilities I can think of (though I never had the opportunity to get any of these). I was really interested in copying a monster's Swallow ability (i.e. Purple Worm, etc) but DM ruled the "two sizes smaller rule". Purple Worm is a huge creature that can swallow medium or smaller creatures. The only way I could really use the Swallow ability is if I was a Bugbear, Minotaur, or something large. And even then I could only swallow halflings and other small or smaller things. |
| #58ff6shadowDec 23, 2008 2:14:43 | Heh, I like the image of a Blue Mage using Swallow. And it's magic. Of course you can swallow medium and smaller creatures. The imagery is just hilarious. |
| #59fenrisrolfeDec 23, 2008 7:42:55 | I'm finally getting to see your WIP in action. The hook for the next part of the campaign I'm running is that the PCs were hired to escort a professor from the local Arcimagical College to some nearby ruins built around a magical nexus. While investigating the ruins, they triggered a magical explosion that transported them and the professor to another continent. Now they have to figure out how to get home. The extra healing is nice, since the party cleric is stll trying to get the hang of things, and there's a good selection of support powers. The PCs are all around level 6-7, so I put the professor at level 10 in WIP, though after getting a good look at the Auramancer PP I may bump it up to 11. Hurry up and name it! I ended up calling it Geomancer, since the professor in question is the Chair of Geomantic Studies at the Arcimagical College, though the name really has some bad memories for me since 3.5. Have you given any thoughts to multiclass feats yet? The party warlock really wants to take the Elementalist PP, and I'm having a difficult time deciding on an appropriate benefit for a multiclass feat. FYI, the elementalist PP is mislabeled above path features and path powers as resourceful magus. Overall, excellent work! I'm really looking forward to seeing more! |
| #60ff6shadowDec 23, 2008 9:39:36 | Hmm, Multi-class feat? I'll do it up real quick ??? Initiate (Multi-class) Prerequisite: Charisma 13 Benefit: You gain training in the Arcana skill. You can use the Restorative Spells class feature once per day. I severly dislike the per day part, but it matches current leaders. My suggestion, as I would use it in my own campaign, is per encounter. |
| #61ff6shadowDec 23, 2008 20:58:04 | Summoner has been updated. Weapon Master has been updated. Lancer has been updated. It now has a new Tactic, several new powers, several new feats, and a brand new paragon path. Work In Progress is complete. By most popular vote in all locations my work is posted, it is being called the Red Mage. |
| #62ff6shadowDec 24, 2008 23:40:58 | On another note, I want to again thank everybody who comments and offer their support or ideas. I always appreciate it, and it encourages me to keep going. |
| #63ff6shadowDec 31, 2008 23:07:36 | Happy New years. Additionally, I'm now taking suggestions for my next project. Remember though, I don't do anything I'm sure that wizards will put out. |
| #64vebrandssonJan 01, 2009 11:21:22 | I've a quick question, I've not looked through everything yet but I looked over the dragon pact warlock, love the idea, some of the powers seem a little underpowered compared to infernal and dark warlocks in my opinion but not enough to warrant change. My question is however is when some of the powers range read "Melee Range" what did you mean by that? Melee Weapon, or Ranged weapon, or what? Edit: Love the Shapeshifter, I may have to make use of that one at some point |
| #65chimeratechnologyJan 01, 2009 11:43:21 | Hey I have an awesome Idea for a Warlock Pact: Wild Pact (sort of a Primal Pact for warlocks) |
| #66ThoughtJan 01, 2009 16:50:19 | An additional party role? There are controllers, strikers, defenders, and leaders, but a more utilitarian, non-combat focused, role might be nice (though 4e really isn't set up for such a thing). |
| #67salamanderviiJan 04, 2009 11:08:35 | Perhaps a revamped version of the Factotum from 3.5's Dungeonscape manual? The class was supposed to be a jack, but in the vein of Indiana Jones or whatnot. I mean, yes I know the Rogue is supposed to be the party's jack/stealth character but what if one doesn't want to go stealth? Sure there's the brawny rogue build, but there's nothing in the same vein as a jack with an entirely different flavor yet. If I remember correctly, the Factotum had a healthy smattering of other class features like it could heal itself, albeit only slightly and infrequently, some melee and ranged proficiency, a little spell usage (I do recall them having a spell-per-day chart) and a large list of class skills to choose from in addition to gaining a good amount of skill points to spread around. I think it could work a lot better as a class with the current edition then 3.5, as it was always found wanting in my opinion, because of the new power structure. It could actually be balanced and quite the versatile role. If not, then it would at least make a decent paragon path or rogue build option with some custom powers. Sorry if it's tl;dr, just a suggestion. |
| #68matthewswiftJan 04, 2009 22:58:57 | A Logistics master. Someone who can hook the party up with Alchemy and Rituals and others such advantages: An out of combat leader. Tyra from SoulCalibur. Cavalier. god. Trapmaster. Brewmaster. |
| #69ff6shadowJan 14, 2009 0:38:02 | Minor changes have been made to several Blue Mage abilities Pearl Wind has been altered to use your allies healing surges. White Wind has been altered to use your allies healing surges, and heals for slightly less. The trigger on Angel Whisper has been altered to work properly on failed death saves. PDF has been updated. Also, still taking suggestions on my next work. Edit: On the question aboout the Warlock and the melee range powers. The way I worded it, it's the range of your melee weapon. Even when unarmed, you can use your fists to strike at range 1. So technically, these powers get better when your wielding a pole arm. I'll be updating the PDF soon. These powers are have two different ranges applied to them now. |
| #70ChandrakJan 14, 2009 1:39:02 | Just wanted to pop in and comment how I love both your Blue Mage and Red Mage classes, and to ask a question. I do have a question about the Blue Mage - when using the spellbook to swap out a Blue Mage power for an Enemy Skill, did you really mean that you lose the Blue Mage power that was in that slot permanently, or did you rather intend that Blue Mage powers go in the spellbook too? For instance, if I originally had Flash as my lvl 1 Encounter Power, and swapped it for an Enemy Skill of some kind, would Flash just be gone for good? If I decided I wanted it back, would I have to retrain for it or something, or did you rather intend that you could scribe your own powers into the spellbook (since technically if you fought an enemy blue mage, you could learn thier powers?) |
| #71ff6shadowJan 14, 2009 1:51:07 | As written, Flash is gone unless you retrain on level up. However, seeing as how this isn't intended, I've altered the Book of Spells class feature to include your Blue Mage spells. So they are included in there as well, and can be swapped during short rests. Additionally, I added an extra feat to the Blue Mage while I was at it. |
| #72ChandrakJan 14, 2009 2:07:56 | Wow, quick work Thanks.I downloaded the new pdf - apparently the on I had was a slightly older version (I followed a link I dug up while wandering around on the forums a few weeks ago). I spotted a few new/altered things that I hadnt had before. I'll have to update my character ![]() |
| #73ff6shadowJan 14, 2009 8:05:38 | Well, you happened to catch me with that right before I went offline for the night, so it was mostly good timing on your part. Glad to know your using it. Care to give details on how it's working out for you? |
| #74ChandrakJan 14, 2009 11:52:11 | Sure, I'd be happy to. Currently, I'm playing a Warforged who, out of a long standing tradition in my group for having at least one silly video-game based character, is based somewhat on MegaMan - He uses alchemy for his attached Xbow for special shots and Blue Mage to steal abilities from his enemies :P So far the rest of the group really likes the class, and personally I think it leans to the Striker side of the class roles for this character. The Blue Mage powers are working out well with regards to power balance with the rest of the party, though I suspect that in the hands of a true power gamer the class has the potential to be extremely broken (I.e. a character deliberately seeking out enemy NPCs to steal class powers from to combo with). When it comes to normal monsters, stealing powers has worked in a fairly balanced method. However, I have some issues with stealing the powers of monsters that are heavy-hitting elites or solos. For instance, I managed to steal Magic Missile Storm from the elite caster at the start of Pyramid of Shadows, and boy is that overpowered for an at will, compared to the wizard's regular magic missile. Not that I'm saying I think its broken or anything - just a very, very strong power to be able to have in comparison to other At-Will AoE powers. For taking out minions, there's nothing better. Interestingly, my group has agreed with the usage of only the monster's attack values - they all agree that its a good limiting factor with regards to power level, that if you want stronger abilities you have to put yourself at risk to get them all time. I'm actually not too convinced its a limiting factor yet - we fought a monster that was like 4 levels higher than the monster, and I stole an ability from it, so my lvl 7 character has a ridiculous to-hit bonus for that ability. But, so far, the group hasn't had a problem with it since the damage and effect isn't too bad. I've also placed limits (mainly for flavor though) on what sort of abilities can be stolen - for instance, weapon-based attacks (like claws, or special techniques with a weapon) that don't involve magic somehow, that sort of thing. It avoids awkward interactions with powers and common sense. I havent picked up any magic-enhanced weapon based attacks yet, though if I do, I'm sure we'll end up having to make a house-ruled conversion of a power like that, so that it deals weapon damage or some such. |
| #75ff6shadowJan 14, 2009 13:22:38 | Heh, megaman. Great stuff. I did a warforged like that in 3.5, though the mechanics were a bit different. Anyways, I admit there are bound to be some issues, but in the case of the enemy 4 levels higher than you, I imagine you had to make a difficult skill check to learn that power, correct? And even with weapon and claw based attacks, the assumption is, your forming claws or weapons out of your magic to use the technique. So, if you learn sword technique number 34, you don't use your sword to do it, but conjure an echo of the sword that you learned it from to do it for you. It seems true though, that this class has some potential to be rough if you get llucky and pick up higher level abilities. But the fact your always in danger as you learn new stuff is part of the flavor. Mind telling use what powers you've stolen and/or selected? Perhaps level as well? |
| #76ChandrakJan 14, 2009 14:14:44 | Predator is a lvl 7 Artificer that multiclassed as a Blue Mage. Since it was silly for a Megaman-like character to not be able to 'learn' new powers for good was kinda silly in the opinion of our group, we made up an extra multiclass feat that allowed him to have a spellbook and thus swap out powers. Its been interesting, certainly, trying to force monsters to use things on him. He's really a ranged character, but now he has to get right up in monster's faces when he wants to learn something, so its put him in danger a few times. In the case of the thing he learned Furious Smash from, it almost got him killed. Interestingly, he's picked up more close-range powers than long range, and he might start migrating to the role of a melee controller of sorts when he doesnt have a ready access to alchemy supplies for Xbow ammunitions to use with Fiery Infusion and the like. As you can see below, I've yet to manage to pick up any dailies, and right now I'm mainly using Furious Smash due do its absurdly high hit rate for our level. But you're right - it was a very difficult roll to make (DC 30!) and I got lucky with a 19 on the die. Its also kind of fun trying to decide when I want to use my class feature, since its such a limited useage as a multiclass. Adds a nice element of suspense when rolling that die. Predator started out from level 5, and has aquired the following powers during his journey as levels 5 and 6: From Elites/Solos: (And man were those lucky roles!) Magic Missle Storm Aquired from Human Mage (Pyramid of Shadows) At Will, Standard Action Close Burst 5; targets enemies; +13 vs Reflex, 1d4+5 force damage Furious Smash Aquired from Antipode (Custom Solo) At-Will, Standard Action +17 vs AC! 1d8+5 damage plus ongoing 5 fire or slowed (save ends either) From normal monsters: Needle Volley Aquired from an Arborean (Pyramid of Shadows) Encounter, Standard Action Close Blast 3; +12 vs Fort; 2d6+4 damage and target is slowed (save ends) Fire Lash Aquired from a fire mephit At-Will, Standard Action Reach 2; +8 vs Reflex; 1d6+4 fire damage Vicious Vines Aquired from Vine Horror Encounter, Standard Action Close Burst 5; targets enemies; +10 vs Reflex; targets restrained and take ongoing 10 (save ends both) |
| #77ff6shadowJan 14, 2009 14:20:43 | Ah, I didn't expect a multi-class, glad to hear it works well. Yeah, Furious Smash is really nice. So is that Magic Missile Storm. Hmm, I'd keep an eye on this thread. Until I decide what to work on next, I'm slowly going through my older stuff, adding new feats. Since Martial Power showed more of what feats are capable of, my feat sections seemed like they needed and update. And a feat like what your using sounds appropriate. |
| #78ChandrakJan 14, 2009 15:18:26 | Well, if you decide to do some work on the Blue Mage, one thing that has a major potential for abuse is doing this like picking up Dragon Fury or another similar ability that allows for multiple attacks. I mean, can you imagine stealing: Hydra Fury (Standard At-Will) The hydra makes six basic attacks. And using it with things like Magic Missle or Eldritch Blast? Now fortunately, in my own groups case I just would veto allowing a player to have a power like that, but I recognise that theres alot of RAW-type groups out there. But as for a rules change or addition that would make things like that impossible. . . well, I'm not sure how that oughtta go that wouldnt reduce how fun the class is. About the only thing I could really think of was something along the lines of how only certain powers (DMs choice at the time) are learnable, kind of like in Final Fantasy. |
| #79ff6shadowJan 14, 2009 15:22:35 | For things like Hyrdra's Fury, my stance is that you use the monster's basic attack. Though, I imagine that is still a bit strong. I'll look into it. |
| #80ff6shadowJan 14, 2009 21:22:28 | Okay, made some changed to a few PDf's today. Auspicious Opportunist Modified the powers to work, since they didn't have the weapon keyword but asked for Weapon stats Blue Mage Altered the Enemy Skill Keyword to dissallow attacks such as Hydra's Fury or Dragon Fury. This should solve that problem. Now has several new feats, one of which is epic, and two of which are for multiclassers. After I started really looking at how a Blue Mage functioned as a multi-class, I became very dissapointed. It was, as written, not possible to permanently learn powers, since you don't have the Blue Magic Capability class feature. The multi-classing feat now offers this instead of qualifying as if you had a tactic. Dreadnought Two new feats Some formatting cleanup. Gambler So flavor modifications A few powers got minor clean up The Level 20 Daoly of the Ominous Augur, Double Down, has a +6 to hit to represent not having proficiency bonus. |
| #81ff6shadowJan 21, 2009 15:37:13 | ![]() |
| #82moondoggyJan 22, 2009 12:08:19 | The Blue Mage seems to be getting a lot of attention it seems. I was just wondering, can the Master of Many Skills class feature mimic magic weapon powers and abilities? I mean, I was thinking it would be awesome to steal the daily power from a Githyanki SIlvered weapon, just punch a guy and he gets warped to a pocket dimension. |
| #83ff6shadowJan 22, 2009 15:27:17 | Hmm, odd corner case. Yes, you can steal powers from items, since I didn't exrpessly pohibit it. However, unless it's an enemy using the item, you can't permanently learn it. It would be amusing with that Silvered Weapon though. |
| #84matthewswiftJan 22, 2009 16:07:02 | Any ideas on what your next class will be like? |
| #85ff6shadowJan 22, 2009 16:08:55 | Not yet. I'm still taking suggestions though, if anybody is interested. |
| #86ThoughtJan 23, 2009 9:02:48 | Well, a divine controller might be nice (I noticed you had both an additional arcane and martial one, which is very useful). Perhaps something along the lines of the hagiographies of the middle ages? The old saints supposedly used stone altars as boats, hung their cloaks on rays of sunlight, battled demons and false gods, etc. They might make for a fun controller class, manifesting the more-direct power of the gods on the battlefield. |
| #87ff6shadowJan 23, 2009 23:59:03 | Honestly, Thought, I had considered a divine controller along those lines, but from what I've seen and heard, the Invoker from the PBHII may fill that concept. So I'm waiting a bit before I act on it. |
| #88vebrandssonJan 24, 2009 10:38:55 | How about a class that employs aura powers akin to Diablo 2's Paladin class. Monsters have auras, so I don't see why it can't be done. It would be a leader obviously. Could be arcane, could be divine, or it could even use one of the other power sources if you want to play with those, elemental would work, so could shadow eaisly enough in theory. |
| #89ff6shadowJan 24, 2009 12:12:10 | Actually, the Red Mage class, arcane leader, has most of his zones centered on and moving with him, creating an aura effect. Seems to fit what your describing effect wise. |
| #90matthewswiftJan 24, 2009 15:20:52 | An Economancer. A money based controller, capable of manipulating enemies through greed, creating supply side zombies and destroying countries through economic means. |
| #91CWestHawkJan 24, 2009 19:00:01 | An Economancer. Dude! That is SO the merchant class from Ragnarok Online! That would rock! |
| #92VampyresThrenodyJan 24, 2009 22:34:32 | Lancer Preliminary Notes: Proficiencies: He gets very strong armor prof’s here compared to the other controllers. Hit points: Same as other leaders, good here. Skills: Nothing that works off of intelligence? Perhaps dungeoneering would fit here. Weapon Talent: This looks very strong. I’m pretty sure there’s a paragon path that does the same thing which should hint at how powerful it is. However, its not broken lets look further.. Roundabout Capability: So this keeps foes at bay, hopefully. This again seems really strong. Combined with the high armors this might be too much defense. Tactics: Bonuses to attack are good and fair. Bonuses to speed are…interesting, but both a race and feat aoffer this in heroic tiers so I see it as fair and balanced. +1 to non ac defenses is again a racial feature. Not sure how I feel about stepping on the toes of a race, but I don’t think its an issue of import. “In addition to normal at-will powers” Does this mean they get three to start with? That seems like a lot. I know the druid does it, but they also can only use some powers in one form. I would suggest following the warlock pattern but with your own twist. Have one at-will for each tactic that is given and one other that can be chosen among another list. Powers: Spinning Blows: This is strong. For example, look at the Twin Strike of rangers. It hits two foes max vs. AC and no other bonuses. This allows for up to 8 targets to get hit. Compare also to the burst of the defender. They get v. reflex also. I’m assuming this is the power you used as a comparison. However, they get + int to damage. Although you also have to take into account their power will have lower to hit since it is an Implement not a Weapon power. With this taken into account, Spinning Blows is better than both of these powers. Piercing Thrust: This is again too strong. Compare it to Twin Strike which also targets two creatures but hits AC and does not do extra damage. This power does more damage, targets Fort and pushes the target. Rapid Attacks: The target for this power is Close Blast weapon. Does this mean that it would have a range of 3 with a spear? If so it allows a target of up to 3 foes and a push. This might be more balanced. If you compare this to Thunderwave for wizards then it is fine. Defensive Spin: The effect on this is too strong. A +2 to one defense or a +1 to each would be fine. The +3 bonus is also a huge bonus. I like the idea of it, but not sure on how to change it. Vertical Toss: This is again better than the wizard power, Frost Ray. Frost ray will have a much lower bonus to hit and has a lower damage in addition to targeting fortitude which is a higher def for the most part. Rushing Attack: This is a good power. It allows movement, but that movement would provoke an opportunity attack. The damage is balanced and the effect is flavorful and useful. Whipping Slash: A constitution attack and the only one. On second thought both Piercing thrust and defensive spin are the only at-wills to use Int and Dex respectively. This is interesting and not emulated in the PHB. That doesn’t mean its bad. However, spinning blows seems infinitely better. It does less damage, targets a lower def and uses Str so is likely to have a higher bonus to hit. With that in mind, a lower bonus to hit, +con damage and 1 extra slide does make this worthwhile. Nevermind, this seems fine. Encounter Powers: Swirling Blows: This is actually worse than the Spinning blows at will… it targets AC but does +str dmg. It might be balanced against it but is not better. Lunge: Seems good. Blinding Swipe: Blind is too good to inflict on that many people as an encounter power that also targets Ref. It targets less enemies than Blinding Barrage, does crazy less damage but hits an easier defense. Perhaps a static minus to hit as opposed to blinded (which requires foes to guess the square and get a –5 to attack) Distracting Shot: Marks? For a controller? o.O This practically ensures the foe will take a -2 to hit since they will likely not be able to reach you due to the slow and it does 2w damage. I’m not sure on how this one is. Darting Strikes: This doesn’t seem bad but seems more like a striker power. Leg Sweep: Seems fine at first but lets compare it to Icy Terrain. To get the +2 to hit you will have 1d8 dmg. Without the +2 to hit you will likely have 1d10 damage (longspear). It is close burst, hitting same foes but without the range. There is also no Difficult terrain add on. However, they already more or less have difficult terrain around themselves at all times so you could say that it does allow this. It seems slightly better than Icy terrain. Phew and that’s it for now. Keep up the good work! |
| #93ff6shadowJan 24, 2009 23:19:27 | Thanks for the comments, VampyresThrenody. I'll go over what you've mentioned and provide my reasoning. Proficiencies: He gets very strong armor prof’s here compared to the other controllers. The proficiencies are a notch above the other controllers. The shield is largely to offer support to peole wanting to use a one handed spear. Chainmail was offered to make the Constitution route viable, without pulling the Druid and allowing Constitution to AC, replacing Dex or Int. Skills: Nothing that works off of intelligence? Perhaps dungeoneering would fit here. I agree, and Int based skill would be appropriate. Unfortunately, the options for Int based skills is slim: Religion, Arcana, and History. Roundabout Capability: So this keeps foes at bay, hopefully. This again seems really strong. Combined with the high armors this might be too much defense. The idea behind this feature was to provide constant control in your vicinity, making enemy movement difficult. When combined with various things, it can make moving in the area around the Lancer a painful idea, which discourages the enemy from trying it. Tactics: Bonuses to attack are good and fair. Bonuses to speed are…interesting, but both a race and feat aoffer this in heroic tiers so I see it as fair and balanced. +1 to non ac defenses is again a racial feature. Not sure how I feel about stepping on the toes of a race, but I don’t think its an issue of import. “In addition to normal at-will powers” Does this mean they get three to start with? That seems like a lot. I know the druid does it, but they also can only use some powers in one form. I would suggest following the warlock pattern but with your own twist. Have one at-will for each tactic that is given andone other that can be chosen among another list. The +1 to non-AC defenses is to help make up for the Persistent Offensive's weakness. That tactic is going to boost Strength and Constitution. This leaves Reflex and Will defenses lagging far behind. A +1 isn't going to fix the damage, but it'll help make it less noticable. The bonus at-wills are the at-wills linked to the tactic. Those at-wills use the tactics secondary stat to determine their accuracy and damage. This forces these at-wills to be weaker than the other options. Powers: Spinning Blows: This is strong. For example, look at the Twin Strike of rangers. It hits two foes max vs. AC and no other bonuses. This allows for up to 8 targets to get hit. Compare also to the burst of the defender. They get v. reflex also. I’m assuming this is the power you used as a comparison. However, they get + int to damage. Although you also have to take into account their power will have lower to hit since it is an Implement not a Weapon power. With this taken into account, Spinning Blows is better than both of these powers. Twin Strike is a poor comparison for these powers. Twin Strikes greatest bonus is insuring Quary damage each round. Additionally, it allows you to focus the damage on a single target, allowing greater output. For Spinning Blows, is offers a small slide, and forces the damage to be spread around. I could see altering it to target AC though. One final note is that unlike most powers in this class, it targets all creatures, meaning allies will be hit as well. Piercing Thrust: This is again too strong. Compare it to Twin Strike which also targets two creatures but hits AC and does not do extra damage. This power does more damage, targets Fort and pushes the target. Piercing Thrust uses Intelligence for targetting, not Strength, which is the primary attack number for the class. And Fortitude is often equal to, and in some cases, higher than AC. This is most often true of brutes and soldiers, the creatures your going to most likely want to push away. Rapid Attacks: The target for this power is Close Blast weapon. Does this mean that it would have a range of 3 with a spear? If so it allows a target of up to 3 foes and a push. This might be more balanced. If you compare this to Thunderwave for wizards then it is fine. Rapid Attacks with a one-handed spear would be Close Blast 2, while a Long Spear would be Close Blast 3. Defensive Spin: The effect on this is too strong. A +2 to one defense or a +1 to each would be fine. The +3 bonus is also a huge bonus. I like the idea of it, but not sure on how to change it. Defensive Spin is usually a poor tactical choice for use, unless your worried about being swarmed. It's single target in a class that wants multiple targets and it uses an off-stat for accuracy and damage. In exchange, your become more resistant to a few attacks. Using a Staff offers a little extra defense, at the cost of more accuracy as well as damage. Vertical Toss: This is again better than the wizard power, Frost Ray. Frost ray will have a much lower bonus to hit and has a lower damage in addition to targeting fortitude which is a higher def for the most part. I'll swap this to targetting AC. Whipping Slash: A constitution attack and the only one. On second thought both Piercing thrust and defensive spin are the only at-wills to use Int and Dex respectively. This is interesting and not emulated in the PHB. That doesn’t mean its bad. However, spinning blows seems infinitely better. It does less damage, targets a lower def and uses Str so is likely to have a higher bonus to hit. With that in mind, a lower bonus to hit, +con damage and 1 extra slide does make this worthwhile. Nevermind, this seems fine. Yes, this, along with the two afformentioned at-wills are unique in using secondary stats for attack and damage. Encounter Powers: Swirling Blows: This is actually worse than the Spinning blows at will… it targets AC but does +str dmg. It might be balanced against it but is not better. It offers Strength damage, as well as intelligent targetting, protecting allies. And the tactic benefit offers a huge increase in the push distance. Blinding Swipe: Blind is too good to inflict on that many people as an encounter power that also targets Ref. It targets less enemies than Blinding Barrage, does crazy less damage but hits an easier defense. Perhaps a static minus to hit as opposed to blinded (which requires foes to guess the square and get a –5 to attack) It offers minimal damage. However, it is an unreliable attack, using Dexterity for the bonus to hit instead of Strength. This is another attack that doesn't distinguish targets, catching allies as well as enemies, a fact that caused more than a few issues during playtest when the player didn't realize. Nothing like blinding half your own party. Distracting Shot: Marks? For a controller? o.O This practically ensures the foe will take a -2 to hit since they will likely not be able to reach you due to the slow and it does 2w damage. I’m not sure on how this one is. The damage was a typo. It was only intended to be 1[W]. I'll correct it. Using the marked condition was intended as a method of debuffing the enemy, without having the -2 stack with a defender's mark. Leg Sweep: Seems fine at first but lets compare it to Icy Terrain. To get the +2 to hit you will have 1d8 dmg. Without the +2 to hit you will likely have 1d10 damage (longspear). It is close burst, hitting same foes but without the range. There is also no Difficult terrain add on. However, they already more or less have difficult terrain around themselves at all times so you could say that it does allow this. It seems slightly better than Icy terrain. Did you account for it using Intelligence for damage, resulting in a sllight damage decrease? It is a close one. Phew and that’s it for now. Keep up the good work! Thanks for all the input. I always welcome comments and suggestions. It you care to continue and/or argue and rebut my points, feel free. |
| #94VampyresThrenodyJan 25, 2009 0:55:03 | Thanks for the comments, VampyresThrenody. I'll go over what you've mentioned and provide my reasoning. Ah I forgot to look at the druid when looking at this! Duh ><. Also, after seeing how many close blasts there are this shouldn't be an issue. However, I think the high AC combined with the difficult terrain around them makes for a very hard to hit target. With a 1H spear you have 1d8 dmg, reach 2, and a possible +7 AC from armor alone (shield included). 17 AC and a near guaranteed opportunity attack for any foe moving into melee range make this quite powerful Skills: Nothing that works off of intelligence? Perhaps dungeoneering would fit here. Again, my mistake. I forgot Dungeoneering is based on Will. Roundabout Capability: So this keeps foes at bay, hopefully. This again seems really strong. Combined with the high armors this might be too much defense. I think this is a cool concept. But it feels somewhat powerful when combined with a a 17 or 16 starting AC. I'm curious how this played out in playtesting. Also, it would provoke opp attacks from all allies when an enemy tries to move into melee range with a lancer. If you combine them with a fighter they will almost never get the chance to do that. this isn't bad, but with the chainmail armor prof it stacks up pretty high. Tactics: Ah, that makes sense. Why did you choose to tie the required at-wills to the secondary defense? And I take this to mean the class has 3 starting at-wills? Powers: I hadn't considered that last part. I think this would be fine if it targeted AC. Try playtesting both and see how it handles. Piercing Thrust: This is again too strong. Compare it to Twin Strike which also targets two creatures but hits AC and does not do extra damage. This power does more damage, targets Fort and pushes the target. Most players would likely have at least a +2 or +3 in their secondary, I'd aim for a +3 especially if you needed it to target and do dmg but let's look at both. With a +2 you end up with about +5 to hit (+1 class feature, +2 prof). Compared to a +4 (or +5) hit with a wizard power it has a slightly better chance to strike. Its damage will most likely be 1d8+2 (avg 6) or 1d10+2(avg 7), which does have the same average as most wizard at wills..I think: 1d6+4 & effects (7 avg). So the damage seems fine...and it'll most likely push 2 squares. Hmm okay you're right. This is fine. Rapid Attacks: The target for this power is Close Blast weapon. Does this mean that it would have a range of 3 with a spear? If so it allows a target of up to 3 foes and a push. This might be more balanced. If you compare this to Thunderwave for wizards then it is fine. Okay. Defensive Spin: The effect on this is too strong. A +2 to one defense or a +1 to each would be fine. The +3 bonus is also a huge bonus. I like the idea of it, but not sure on how to change it. Okay the dmg comparison on this one would be the same as above. The way I see it being abused most is with several weapons. Its a minor action to draw/sheath a weapon and a free action (minor to pick up)to drop a weapon. Drop the spear, draw the staff and end up with a possible 20 AC until start of next turn, plus the difficult terrain around yourself already. Also, your ref is likely to be at least 15 from using this assuming a minimum +2 in the secondary stat. Okay this would end up with some interesting tactics but I can't see most players finding ways to overly abuse it. Vertical Toss: This is again better than the wizard power, Frost Ray. Frost ray will have a much lower bonus to hit and has a lower damage in addition to targeting fortitude which is a higher def for the most part. Looks fine here. Whipping Slash: A constitution attack and the only one. On second thought both Piercing thrust and defensive spin are the only at-wills to use Int and Dex respectively. This is interesting and not emulated in the PHB. That doesn’t mean its bad. However, spinning blows seems infinitely better. It does less damage, targets a lower def and uses Str so is likely to have a higher bonus to hit. With that in mind, a lower bonus to hit, +con damage and 1 extra slide does make this worthwhile. Nevermind, this seems fine. I needed to have looked at this before, it has a stronger effect on how the at-wills work. Encounter Powers: It really only increases the push distance for that specific tactic though. The power wouldn't be useful for any other tactic and not even a consideration. Perhaps up the damage to 2w or add +secondary to damage on top of the +primary. Blinding Swipe: Blind is too good to inflict on that many people as an encounter power that also targets Ref. It targets less enemies than Blinding Barrage, does crazy less damage but hits an easier defense. Perhaps a static minus to hit as opposed to blinded (which requires foes to guess the square and get a –5 to attack) Hmm when you put it that way I can see it being alright. The most you'll likely have to hit is +5 although v. Ref at lv one that isn't too bad. Also don't forget that the blind will stack with the marking (which looks like you were worried about on another power). I think its a little strong because of the other factors leaving foes with a very unlikely chance to hit you if they become blinded. Also, any enemy that is chancing the hits to get into melee with you likely has a low Ref defense. Perhaps targetting a diff defense? It wouldn't match the flavor of the attack then though. Distracting Shot: Marks? For a controller? o.O This practically ensures the foe will take a -2 to hit since they will likely not be able to reach you due to the slow and it does 2w damage. I’m not sure on how this one is. I think it'd be fine to have it stack with the defender's mark. Especially if you'll have other powers that give out blind (even with the range difference). Leg Sweep: Seems fine at first but lets compare it to Icy Terrain. To get the +2 to hit you will have 1d8 dmg. Without the +2 to hit you will likely have 1d10 damage (longspear). It is close burst, hitting same foes but without the range. There is also no Difficult terrain add on. However, they already more or less have difficult terrain around themselves at all times so you could say that it does allow this. It seems slightly better than Icy terrain. The damage will likely be the same, but your bonus to hit will be higher even without switching weapons to use a staff for the attack. You have to keep in mind that you already have a constant difficult terrain field around you. This doesn't let you place a spot of terrain on top of enemies near a fighter though. I can see it being balanced. Phew and that’s it for now. Keep up the good work! Thanks for all the input. I always welcome comments and suggestions. It you care to continue and/or argue and rebut my points, feel free. I'll take a look at the other powers sometime this week when I find some time. But overall, it looks great! However, I have only played in heroic tier so far so don't feel confident claiming anything remotely about being able to determine the balance of anything past say levels 7 or so. |
| #95ff6shadowJan 25, 2009 1:02:54 | Well, during the playtest, most of the foes were kobolds. As you can imagine, against a foe that loves to shift, the player was quite effective at irritating them, largely thanks to Roundabout Capability. The biggest thing that came up was that mobility is a huge issue for this class. If you can't get between enemies, you're not hitting multiple foes, and your not helping control. And, since your trying to get between everybody to make best use of your area attacks, that AC is constantly being attacked. |
| #96ThoughtJan 26, 2009 11:00:32 | Ah, I haven't been keeping up on that sort of thing so I hadn't heard about the Invoker. Well, that still leaves the Divine Striker position open. |
| #97ff6shadowJan 26, 2009 11:05:51 | The Avenger, another class from PHBII, may be a divine striker, but it isn't confirmed. I'll look into that. On the other hand, I was messing around the other day, and started on something. I'll post the prelominary work here in a bit. |
| #98ff6shadowJan 26, 2009 22:33:44 | Well, it's about 11 hours after I planned, but here is the work on my next class. I've had a lot of time today, so powers are complete up to mid epic. However, I could use ideas for feats, paragon paths, and a few more class features. Here is the link |
| #99moondoggyJan 28, 2009 11:56:43 | This class is very intriguing. Sort of reminds me of the FF5 Sorceror class with all of its elemental sword properties and it has some interesting non-offense abilities as well. A majority of the powers seem to come from different anime such as Naruto, Bleach, FMA, etc. but I'm not saying that's a bad thing. Inspiration is everywhere. Does the Substitution Technique (Utility 6) make your ally take the damage instead of you? Perhaps some "Path of ..." specific paragon paths such as Witchhunter (Shadow), Phoenix Adept (Flame), or Hurricaneer (Air). Or a paragon path that specializes in Implement-based or Melee-based powers. Maybe a feat that lets you take an extra "Path of ..." feature; multicass feats are always good; feats that boost your current "Path of ..." bonuses; something that boosts your Mental Focus feature; there are a bunch of different options for this class. Naming it will be the hard part. |
| #100ff6shadowJan 28, 2009 13:02:19 | Substitution Technique does indeed make the ally take the damage instead of you. I suggest talking it over with your allies before you take that one. Paragon paths focuses on each path sounds llike a good idea, same with the feat to improve it. I had definitly planned a feat to let you get a second path. Part of why some powers have both Flame and Air keywords. Naming is going to be the hardest part. |
| #101moondoggyJan 28, 2009 13:20:26 | You could gain Orb Implement for this couldn't you? |
| #102ff6shadowJan 28, 2009 13:40:27 | Orb Implement? I could add it in. I just didn't see any need for it. |
| #103moondoggyJan 28, 2009 14:03:50 | Well shucks, it's just some folks reeeeeeeely love them majickul orbulons, I reckon. |
| #104ff6shadowJan 28, 2009 14:08:35 | True, the orb implements are fairly good. |
| #105matthewswiftJan 28, 2009 14:54:19 | If this is an elementalist I demand you stat out Viera... Just sayin' |
| #106ff6shadowJan 28, 2009 15:02:12 | It's hardly an elementalist, given it's limited elemental choices, but . . . I have been considering adding some races to the list. |
| #107ff6shadowJan 28, 2009 21:46:35 | Work in Progress has been updated. Powers are completed through 29.. |
| #108ThoughtFeb 03, 2009 16:27:07 | Only have had a chance to review up through lvl 16 powers (but my experience with higher level powers is limited, so my reviews would be limited as well). But here are some thoughts from Thought: Mental Focus reminds me of the Fate of the Void power of Warlocks. Less versatile, but seems more useful and powerful in general. What is the point of having a Flame keyword when Fire is already one? What does this add to the game and does it justify any potential confusion or overlap? At-Wills Sleeve of White Snow; a very nice power, but both a con and int modifier damage might be too much, especially as both are key stats of the class. It isn’t that far off to imagine that a character could deal 6 damage consistently at lvl 1. By lvl 20, that could be around 12 damage consistently. That is the average of a D12 (or a D24) over several encounters (but more trustworthy). Course, it also has the potential to deal no damage (if the character has no bonuses). I might suggest removing a modifier (but adding it back in at lvl 21) and replace it with a dice (a d6 maybe). Or, at the very least, I’d recommend placing a lower limit (power deals at least 1 damage). The damage potential isn’t so much out of line with other at will powers, but the reliability (and indeed the variability based on character) is. Shadow thrust is good, but it took me minute to figure out what “melee weapon 5” meant. If you can, it might be nice to make it clearer. Level 2 Utility Lightning Dash is nice, but it seems a little weak for a utility. Level 6 Utility Arcane Defense: You might want to state “All Defenses” or something along those lines, to make it clear which defenses this applies to. Substitution Technique is nice, but it doesn’t seem very nice. I can see players either avoiding that power a lot or the ones that do use it annoying their teammates… unless the enemy’s attack wouldn’t then fall on the ally Level 10 Utility Shadow Step is nice, but for being 8 levels higher, it seems barely better than Lightning Dash. Flying leap… the color code says it is an at-will power, but the text says that it is an encounter power. Though, given the possibility of exceeding one’s movement, I can see characters hopping around the field like rabbits. |
| #109matthewswiftFeb 03, 2009 20:45:02 | Ninja? |
| #110zekk_jediFeb 09, 2009 7:31:44 | I'd really like to look at your creations, but 4shared.com doesn't let me download, it just times out (status bar keeps reading "waiting for 4shared.com..."). not sure if my computer is doing it or if something on the sight is broken ![]() let me know, if you figure out the problem |
| #111avienlangleyFeb 21, 2009 20:47:32 | Some really neat stuff in here. A little rough around the edges and the balance is iffy (a lot of it looks definitely overpowered), but there are some very cool and fun ideas in these classes. |
| #112ff6shadowFeb 21, 2009 21:05:43 | avienlangley If you care to point out what you feel is overpowered, I'd be happy to address it and discuss it with you. Also, for anyone wondering where I've been, I've had some PC troubles that have kept me from updating much. Hopefully, it will be corrected soon. Thought Sleeve of White Snow Valid point on possibly dealing no damage. The primary point of it for me was the reliability of knowing your damage. Shadow Thrust I'll add a note explaining exactly what melee 5 means when I can update. Lightning Dash Seems weak, but is better than the Rogue Utility Tumble, which shifts half speed. Arcane Defenses Agreed. Needs to say all defenses Substitution Technique Well, letting the vulnerable striker swap places with the hardy defender with better defenses could easily make the attack less likely to hit. Or switching with the Ranger, who uses oneof his powers to counter attack. Definitly requires teamwork, and one should consult your allies first. Shadow Step True. I suppose it couldbe a Minor Action. Though, I'm thinking Lightning Dash might need a speed decrease, making boosting this power unecessary. Flying Leap The Color code is right, it is an at-will power. And this is essentially an upgrade of the similar level 2 Rogue Utility, the upgrade being the +5 to the check. MatthewSwift I don't see anything ninja like about it? Care to share your reasoning? Zakk Jedi Not sure why you can't access 4shared. If you'd like, I'll email the PDfs to you. Simply tell me which ones you'd like. |
| #113matthewswiftFeb 23, 2009 1:12:43 | Substitution technique: classic Ninja switcheroo. Shadow anything... eheh, shady no? The Arcane techniques all remind me of a mystic striker type. I think pre-Narutard but non-DnD version of a Ninja. It's just a gut reaction, so not entirely thought out. Just a guess really. |
| #114ff6shadowMar 01, 2009 12:03:56 | Ah, I see where your coming from now. Also, ![]() |
| #115QubeMar 02, 2009 2:52:58 | I think I found something overpowered (I think): the shapeshifter has a lvl 2 utilty power: 1/encounter minor action: spend healing surge -> heal HS value + con mod. (in her case (a dex 18/ con 14 human with the custom array) thats 10 hp) is it me, or is that a bit much? (my lvl 4 inferlock (con based Gith with custom array) can get 10 temp hp as minor action 1/day) |
| #116ff6shadowMar 20, 2009 13:44:50 | Well, Healing and Temporary HP are two very different effects, but I'm inclined to think you might be right. I'm going to drop it to only a Healing Surge. As soon as I get my primary PC fixed, so I can update this. The hunk of junk I'm working on now doesn't cut it. |
| #117ff6shadowMar 26, 2009 16:30:18 | ![]() |
| #118ff6shadowApr 12, 2009 21:15:53 | Well, seems like my Summoner is going to get a whole kload of new magical items, courtesy of Arcane Power. :D Noting that, if I ever get a PC that will run properly all of the time, I may update my summoner to use the official summoning keyword. At the same time, I'll like revamp the class, modifying the summons as necessary using what can be learned from the Arcane Power summons as well as the Invoker's summons from the PHB2. Moving to another note, the shapeshifter will undoubtable get a slight workover as well. Having seen the full range of primal capabilities, I'll likely add a more magical touch to the Shapeshifters encounter powers. Weapon Master will likely get reworked entirely. I'm no longer happy with it as written. Finally, I do promise that all of my classes will get expanded feats. Just as soon as I can get a normal, functioning, non-Windows ME PC. However, I'm still taking suggestions and critiques of my classes, should anybody wish to look them over and comment. (Notable, I'm still looking for a name for my Work In Progress) |
| #119kaseladenApr 12, 2009 23:30:48 | Great stuff, I remember using your Blue Mage back in 3.5. Looking forward to playing one in 4e. Just one suggestion. With the "I Know That Trick" ability, would it make more sense to rely on the attack type that you know rather than the attack itself? (Cold, Fire, etc). And of course, looking forward to more feats :D |
| #120ff6shadowApr 12, 2009 23:46:38 | I never actually created a Blue Mage for 3.5 (I was more into rebalancing what we had), but I recall a very well written and popular Blue Mage class that was not mine. I'm quite flattered to have such work attributed to me though. As for I Know That Trick, it was intended as a largely throw away ability, mostly helpful on creatures with power recharge abilities (looking at dragon breath here). If I were to expand it to keywords, the bonus would probably need to drop to +1, with the feat boosting it to +2. As for feats, I may do some generic fets for all classes as well, but that's not confirmed yet. If anybody wants to suggest fdeats for my classes, I'd be happy to see them, though I do have a few ideas, consider8ng what feats have shown to be capable of since Martial Power and PHB2, not to mention what I'm hearing about Arcane Power. |
| #121ff6shadowApr 14, 2009 0:29:46 | A Quick Note It has come to my attention that at least some of my work has been hosted to some file sharing sites (notably Scribd). Why I am happy to provide my custom content for free through these downloads, I do not wish to have them hosted beyond where I have them. If you have uploaded them somwhere for download, I ask that you please remove them. If you find them somewhere for download, please inform me, so I can ask to have them remove. The only place that my material should be available to download is 4shared.com, where my user name is also ff6shadow. |
| #122alchemyprimeApr 15, 2009 13:13:45 | Dude... I love the gambler. Can we see a bit more support for that class? My party's halfling card shark gambler would greatly appreciate it. |
| #123ff6shadowApr 15, 2009 18:59:59 | Yes, the gambler is overdue for an extra helping of feats. . . I'll look into it. Even if I can't add them to the PDF right now, I can simply post them here. How is it playing for your halfling? |
| #124ff6shadowApr 18, 2009 20:51:13 | {Post deleted} |
| #125ff6shadowApr 19, 2009 20:46:58 | Hm, I had hoped for some comments on these feats by now. |
| #126alumanApr 19, 2009 21:07:17 | Cutting Charge needs to have a dreadnought feature that will never be allowed in MC, as otherwise barbarians will MC into it just to have it. Power cut is well...in the same boat only replace Barbarian with 'defenders who use weapons'. (aka: all but one). Air cut: Let it kill minions drop the 1[w] part. If Karmic Chance is meant as MC feat, it needs a skill (based on others), if not it needs 'Multiclassed into Gambler' Skilled Gamer- fine I don't know what Karma Points do, if it involves Reroll, NO. Rest of Gambler: Seems ok. Close Range combatant: See Karmic Chance. Reaching Target: Fine Unflagging Determination: Change 'when you are gone below 0hp...' to 'when you have gone below 0hp' Warded Mage See Karmic Chance Master Generalist - New name please as its bordering on Oxymoronic. |
| #127ff6shadowApr 19, 2009 21:26:45 | Would Cutting Charge be okay if only available as in a paragon multi-class? Hm. . . Power Cut . . . okay with just the push? Air Cut - Done. Karmic Chance, Close Range Combatant, Warded Mage - Done. I forgot to add the skill Good Karma - For the class feature, rerolling a failed attack roll requires 3 karma point. I'm inclined to level this at just one karma point. Unflagging Determination: Yeah, a bit of a typo there. Master Generalist - Oxymoronic, yes, but very fitting considering the class. I'll shift the names on those three feats around a bit. Thank you, Aluman. I appreciate your comments. |
| #128ekioMay 04, 2009 8:18:44 | [Post Removed] :| |
| #129ff6shadowMay 04, 2009 8:26:15 | Yeah, my thoughts exactly. I didn't want to do it, but, in typical internet style, a bunch of ***holes ruined something for everybody. |
| #130ekioMay 04, 2009 8:38:14 | Yeah, my thoughts exactly. I didn't want to do it, but, in typical internet style, a bunch of ***holes ruined something for everybody. I just don't get it. I'd be flattered myself. Someone made a torrent out of my class. Who the hell would torrent that? (Besides, its a really old version of the class too. Inept pirates, stealing free stuff.) |
| #131ff6shadowMay 04, 2009 14:37:28 | It's mostly a matter of principal. I provide it for free, but I want to remain control over my property, even if I am giving it out to anyone and everyone who passes by. |
| #132kaslinMay 15, 2009 12:23:39 | I understand that you feel hurt by what these people have done to you; but you have created some great things. If you do not share them with the world, don't you feel like you spent all that time wasted? I really liked a lot of the classes you made, and I wish I had saved them before you took them off. |
| #133ff6shadowMay 15, 2009 13:05:01 | It wasn't even my feelings, but a matter of principle. I'm perfectly willing to provide thsde for free, if you heed my two simple requests; don't host them elsehwere or link directly to them, and feel free to share your experiences with them. I do feel like I've wasted my time. However, I'm looking into making them accessible again. Just not entirely sure how I intend to do it yet. |
| #134heathan_v20Jun 23, 2009 19:04:13 | well in FF6s defense its basically like you having a party and someone asking to come in and use the phone. You go to the bathroom and the next thing you know not only are they using your phone but they've got your beer and pizza, and on top of that you can hear someone on the other end speakin' japanese and you ask who it is, and they are like, oh its my gf in tokyo. And then the next day your wallets missing and you go to talk to them and they are like I don't know what your talkin' about, and you can see it on their coffee table. And then their like, oh that's your wallet, my bad. Seriously I wouldn't have a problem with it, but that doesn't mean he won't, if the man said don't touch it, then don't touch it...its just a respect thing...now hurry up and put it on there so I can check it out.. . . . . plz |
| #135robotgilgameshJun 25, 2009 17:13:16 | well in FF6s defense its basically like you having a party and someone asking to come in and use the phone. You go to the bathroom and the next thing you know not only are they using your phone but they've got your beer and pizza, and on top of that you can hear someone on the other end speakin' japanese and you ask who it is, and they are like, oh its my gf in tokyo. And then the next day your wallets missing and you go to talk to them and they are like I don't know what your talkin' about, and you can see it on their coffee table. And then their like, oh that's your wallet, my bad. The primary difference being that beer, pizza, and phone calls are limited resources, u when the party crasher takes them from you, you cannot use them. Unless FF6 was planning to sell this stuff later, than people downloading his stuff does not deny him that type of resource. What FF6 seems to be upset about to me is the loss of 1) creative control, and 2) due credit for his works. It wasn't even my feelings, but a matter of principle. I'm perfectly willing to provide thsde for free, if you heed my two simple requests; don't host them elsehwere or link directly to them, and feel free to share your experiences with them. This could be solved by posting his stuff in the future as watermarked pdf's. A watermark of other note in the pdf would keep his name attached to it, and also make it more difficult to edit his work. FF6, would this be something you would consider as a compromise? Regardless of the internet community you post on, if you post something good, people are going to want to show their friends. |
| #136ff6shadowJun 25, 2009 17:50:51 | I would. Unfortunately, I don't currently have the capability to produce any PDFs, much less watermarked ones at the moment. Has slowed down my hopes of putting them back online, along with something new I'm working on. |
| #137esperifielJun 25, 2009 17:57:01 | FYI, OpenOffice is free and generates PDFs. |
| #138ff6shadowJun 25, 2009 18:04:00 | Open Office was what I was using, though I don't know if it can produce watermarked PDFs. Unfortunately, my laptop died, and as far as I can tell, Open Office is a no go on this hunk of junk PC I'm stuck using until I can get a replacement. |
| #139SinasilverJun 25, 2009 18:04:51 | That's what he formerly used, yes. Open Office is spifftastic. I don't know why I know that, honest. :embarrass |
| #140odraudeJun 25, 2009 18:45:33 | http://www.pdf995.com/ its free and easy to use |
| #141CWestHawkJun 26, 2009 19:26:34 | Look up PrimoPDF, as well. It's a printer driver, it's free, and will allow you to add watermarks. I swear my life on this program, as it's part of the process that allows me to reduce the size of my PDF collection so I can store them on my flash drive. I hope that you do regain access to a decent laptop. I know from personal experience how much that sucks. I'm on my mother-in-law's laptop as we speak. Keep your chin up and focus on you doing you. You have fantastic material to share and I look forward to the day when your faith in us has returned. :-) |
| #142CyvarisSep 06, 2009 21:31:22 | Darn this makes me so sad, I remebered reading through your excellent material (especially the ranged arcane defender, abjurer?). I hope to see you back at it soon. |