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Old 12-09-2011, 01:02 PM   Top  -  End  -  #1
Wavelab
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Default Deathlock [3.5 Base Class]

Deathlock



"Go burn in Hell!"
-The most common threat among Deathlocks.

A deathlock is a being who makes a pact with evil. Be it a powerful undead creature, and evil god or even one of the Elder Evils, they draw to powers even more vile than a warlock in search of their power. They are the bane of society, and are frowned upon by the good kingdoms.

Adventures: Most deathlocks adventure to improve their power. They might also seek a powerful being or artifact to draw power from.

Characteristics: They focus on attacking from a distance and letting their pets run into the chaos of the fight.

Alignment: Deathlocks are evil by association. Once they make a pact with the evil being they instantly become evil. They can from then on change alignment to anything except good.

Religion: They usually worship the being that gave them their power, or a god that suits their ideals.

Background: A deathlock is usually stricken by an unfortunate event as a child, making him seek revenge.

Races: Vashar are usually the most likely race to become a Deathlock, with humans second.

Other Classes: Deathlocks get along with most other evil spellcasters or invocation users.

Role: The role of a Deathlock is to do damage from a distance while his pet does melee damage.

GAME RULE INFORMATION
Deathlocks have the following game statistics.
Abilities: Charimsa is the most important ability.
Alignment: Must be Evil.
Hit Die: d6
Starting Age: As Wizard
Starting Gold: 4d4x10gp

Class Skills
The Deathlock's class skills are: Bluff(Cha), Concentration(Con), Craft(Int), Intimidate(Cha), Knowledge(Arcane, Religion, The Planes)(Int), Profesion(Wis), Spellcraft(Int), Use Magic Device(Cha).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Deathlock
LevelBABFortRefWillSpecial
1st+0+0+0+2Infernum
2nd+1+0+0+3 
3rd+1+1+1+3Dark Pet
4th+2+1+1+4Dark Blessing
5th+2+1+1+4Cold Infernum
6th+3+2+2+5 
7th+3+2+2+5Horrid Aura
8th+4+2+2+6Favored Enemy
9th+4+3+3+6Burn the Hell out of them
10th+5+3+3+7Favored Enemy
11th+5+3+3+7Acid Infernum
12th+6/+1+4+4+8 
13th+6/+1+4+4+8The Dreaded One
14th+7/+2+4+4+9Curse the Magiks
15th+7/+2+5+5+9Horrid Aura
16th+8/+3+5+5+10 
17th+8/+3+5+5+10 
18th+9/+4+6+6+11 
19th+9/+4+6+6+11 
20th+10/+5+6+6+12I deny Thee!

Class Features
All the following are Class Features of the Deathlock.

Weapon and Armor Proficiency
The Deathlock has proficiency with all simple weapons but with no armor or shields. His invocations can be used without provoking arcane spell failure.

Infernum (Sp):
Starting at 1st level a Deathlock learns how to fuel his hate and evil into the world, producing flames. As a standard action he can produce flames anywhere within 120 ft. that cover one 5 ft. square per level. The flames burn at a hight of 10 ft. per 5 levels. This flame lasts for 1 round per level. Any part of the flame(from a single 5ft. square to the entire thing) can be suppressed as a swift action and resumed again as a move action.

The Deathlock chooses one side of the area to radiate fire from. Anybody touching the wall is dealt 1d6+1 fire damage per 2 levels, anyone within 5 ft. of the wall is dealt half that, and anyone within 10 ft. of the wall is dealt quarter of the main damage. Enemies dealt damage by the wall are allowed a fortitude save(10+ half the Deathlock's levels + The Deathlock's charisma modifier) for half damage.

Infernum can be used to target a single enemy as well. When targeting a single enemy it functions exactly the same except the target is dealt 1d6+2 damage/level.

At 5th level the Deathlock can use it to deal cold damage.

At 11th level the Deathlock can use it to deal acid damage.

Dark Pet:
At 3rd level the Deathlock gains an ghostly animal companion. The base creature is chosen from the following list(all of them are ethereal): badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: porpoise, Medium shark, and squid. The Dark Pet is loyal to it's evil master. Once the Dark Pet is chosen it cannot be changed at a later stage. Once the animal is chosen, it becomes a magical beast. As the Deathlock advances in level so does the Dark Pet. See below for more information.

Dark Blessing (Su):
At 4th level a Deathlock applies his Charisma Modifier as a bonus on all saving throws.

Horrid Aura (Su):
As a full round action a Deathlock of 7th level may emit an aura of malignity. The aura makes fresh food go rotten, and makes babies cries. The aura is 30 ft. in size. Every enemy within the aura makes a will save (10+ half the Deathlock's levels + The Deathlock's charisma modifier). If a enemy fails it's save it takes a penalty to all it's rolls(skill checks, saves, attack rolls, etc.) and it's Armor Class and Spell Resistance equal to the half Deathlock's charisma modifier. This penalty lasts until the enemy leaves the aura and 2 rounds after. The ability has a limit of -1(Giving the enemies a bonus of +1). This aura can be suppressed as a swift action.

At 15th level the aura extends to 60 ft.

Favored Enemy (Ex)
At 8th level the Deathlock has grown to enjoy killing one race above all. This functions like the ranger ability of the same name with the exception that the weapon damage, is replaced with Infernum damage.

At 10th level he chooses another race and gains a bonus to the previous race chosen.

Burn the Hell out of them (Su):
At 9th level when a Deathlock kills an enemy with his Infernum ability, he gains a bonus to his Armor Class and To-Hit. This bonus is equal to the creature's hit dice/3 rounded down. This bonus stacks, up to a total equal to the Deathlock's Charisma Modifier. This bonus lasts 1 hour and is renewed whenever the Deathlock kills another enemy.

The Dreaded One:
At 13th level the Deathlock undergoes a transformation from man to evil. He gains the undead type and the [evil] subtype. He rerolls all his hit dice as d12's. If he is ever destroyed his Dark Pet's life is sacrificed for him. The Rejuvination ability of the pets takes 2d4 weeks to complete if this ability is used.

Curse the Magiks (Su/Sp):
At 14th level the Deathlock becomes so potent that magic struggles to affect him. He gains spell resistance equal to 10 + The Deathlock's level.

I deny thee! (Su):
After studying the Elder Evils a Deathlock has learned how to channel their hate of the gods. When a Deathlock reaches 20th level all divine spells cast within 120 ft. or that target him have a -10 penalty to caster level.

Dark Pet:

Master's LevelStat AdjustmentNegative Level DamageSpecial
1st-2nd---
3rd-5th+11Evasion, Immunity to Infernum, Ethereal
6th-8th+22 
9th-11th+32Rejuvination
12th-14th+43Improved Evasion
15th-17th+53 
18th-20th+64 

Dark Pet Basics
Use the base statistics for a creature of the pet’s kind, but make the following changes:

Master's Level:
The number of levels the pet's master has in the Deathlock Class.

Hit Dice:
Add half the master's hit dice to the pet's hit dice.

Stat Adjustment:
This adjustment applies to the pet's dexterity and intelligence scores.

Negative Level Damage (Su):
Every time the pet attacks an enemy using any of it's natural weapons it inflicts the listed number of negative levels. After 24 hours the target has to make a fortitude save(10 + Half the Pet's hit dice + The master's charisma modifier) or the negative levels become permanent.

Ethereal
The Dark Pet is ethereal in nature. It has the ethereal subtype. It can manifest as an incorporeal creature as a move action. When in incorporeal form it's natural weapons function as ghost touch weapons.

Evasion (Ex):
If a dark pet is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Immunity to Infernum
The Dark Pet is immune to it's master's Infernum ability.

Rejuvination
Functions as the ghost ability. If the Dark Pet has died and then gains this ability afterwards he is brought back.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
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Old 12-09-2011, 02:09 PM   Top  -  End  -  #2
togapika
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by Wavelab View Post
I deny thee! (Su):
After studying the Elder Evils a Deathlock has learned how to channel their hate of the gods. When a Deathlock reaches 20th level no divine spell that stems from a good deity can be cast/venture/exist within 60 ft. of the Deathlock. Not even spells that would normally bypass an anti-magic field or a dead magic zone can function within this area.


That's gonna really piss off the cleric of the party...also favored soul
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Old 12-09-2011, 02:11 PM   Top  -  End  -  #3
Wavelab
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by togapika View Post
That's gonna really piss off the cleric of the party...also favored soul
But what are the chances of a deathlock adventuring with a good cleric/favored soul anyway?
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Old 12-09-2011, 02:29 PM   Top  -  End  -  #4
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by Wavelab View Post
But what are the chances of a deathlock adventuring with a good cleric/favored soul anyway?

People will try anything once...
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Old 12-09-2011, 02:32 PM   Top  -  End  -  #5
Wavelab
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by togapika View Post
People will try anything once...
Well... If they can bluff through that, they'll certainly find it weird that when the party reaches 20th level they can't cast divine spells anymore.

But if there's anything balance wise that can be improved, just tell me. I'm also looking for a Tier ranking on it?
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Old 12-10-2011, 07:39 AM   Top  -  End  -  #6
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Default Re: Deathlock [3.5 Base Class]

Quote:
Originally Posted by Wavelab View Post
Abilities: Charimsa is the most important ability.
You know, not really. This guy doesn't have an attribute that he requires. Sure having a high Char gives him some extra AC and at level 14 some extra SR, and since he has nothing else he needs to boost you may as well put it in Char, but he is not dependent on any attribute. He is less than SAD, he is NAD.

Quote:
Skills
Pretty standard stuff here, nothing interesting but nothing interesting is really expected.

Quote:
Invocations and Infernum
This is ridiculous! This class can do damage at will with no save thanks to Infernum, and with the additional invocations that you created can do it every round without the enemy even getting energy resistance to it. There is a whole PrC devoted to giving hellfire damage. The kind of damage that is unblockable by all energy resistance and has some major drawbacks with use and only allows for a total of +6d6 damage. In addition you still need to make an attack roll to hit the target and have worked up to this point with your character by gaining a weird language and one of the lessor blast options.

Compair that to this class. You get hellfire damage as much as you want at level 6. No chance of miss on the damage either. From now on 6 different enemies take 3d6+3 damage per round. Only a fort save for half damage. No evasion, No AC. If you have someone with SR then no probs from level 11. It needs SR and Acid resit to have a chance, and probably a high fort save as well.

If the enemies stay still for any reason you can do the dots to even more people as each flame lasts 6 rounds. At level 6 you can cover 180 feet of ground in constant fire. Luckily you can only produce flames in 120 foot area. So why not just walk around in a 5 foot cube safe zone as everything burns around you, permanently. Hell set the air 10 foot above you on fire as well, nothing gets in without taking the damage.

Quote:
Dark Pet:
Was the standard pet stuff just not enough power. This thing is better than a druid pet. More hit dice, more stats, more destruction. Take a wolf for raw damage sure. But why not take a raven with fly by attack. Since its extra HD gives it feats.

No one will take a bat ever. They can't attack things.

Quote:
At 4th level a Deathlock applies his Charisma Modifier as a bonus on all saving throws.
May as well. Char is the only stat this guy "needs". Best have it do something.

Quote:
Horrid Aura (Su)
As a full round action a Deathlock of 7th level may emit an aura of malignity. The aura makes fresh food go rotten, and makes babies cries. As a bonus addition any animal within the aura becomes panicked and runs away from the Deathlock.
This actually made me laugh a bit. You see when this aura is active. Your dark pet can't get near you, and once again there is no save to the panicked animal part of this ability. Any creature with the animal type would have to turn and run. Including your own. The rest of it is just made for making barbarians useless if they can get to you. Save-or suck

Quote:
Favored Enemy (Ex)
I thought this was the Ranger ability, and was surprised about the good flavour this ability would give this class. Then I realised that it wasn't that ability. Here is my Deathlock's back story. I hate the multi-verse and everything within it. Done deal, an extra 50% damage for me.

Quote:
Burn the Hell out of them
Every hour, just for kicks, I grab a rat out of this bag of rats I've been carrying around, and declare it as my enemy before burning it. It's not like I need sleep anyway to replenish spells. May as well burn rats and keep my AC up.

Quote:
The Dreaded One
Does this guy really need undead imunities as well as the corrupted template. Plus a bite and claw he will never use, when he can just make unstoppable fire appear at all the enemies feat and do so much more damage. Plus you know now disruptive attack on your complete burn of the 120 foot sphere around you, except where your allies stand of course. Just to let you know, at this level he can fill the floor plan of that 120 feet in 2 rounds and do (6d6+6)*1.5 hellfire damage to everything in it. In a few levels even SR won't block the damage.

Quote:
Curse the Magiks (Ex)
Extrodanary SR that bites back. Wizard casts spell, fails and looses a level all in one go. No save for the spell caster either. Doesn't matter for the barbarian but he isn't going to get that fort save and won't be able to hit the deathlock anyway.

Quote:
Double Agumentation
Hellfire Acid and call it a day. Now this is only if your not allowed to apply the eldritch blast abilities to this class, which I think is a fair assumption. Still, now things can fort save for half damage or suck it!

Quote:
I deny thee! (Su)
Ok this is just silly. Luckily level 20 is silly, but still. Nothing from a divine caster. That's just plain wrong.

Quote:
Least:
Frigus - Changes Infernum damage to cold.
Sure take it at level 1. Anything immune to fire, hit with cold.

Quote:
Lesser:
Tenebrous - Changes Infernum damage to negative energy.
Hellish - Changes Infernum's fire damage to Hellfire damage.
Infernal Frigus - Changes Infernum damage to piercing cold.
Take hellfire. Now energy type doesn't matter. Try trade out Frigus because you will never use it again. Dunno if piercing cold is the same as Hellfire in that it doesn't have an energy immunity. If so than take your pick. When you get the undead template take the negative energy. You and your dark pet now heal unlimited amounts.

Quote:
Greater:
Horrid - Makes Infernum do vile damage.
Corrupted - Adds the evil tag to Infernum and makes half of it do unholy damage.
Draining - Half of the damage Infernum deals heals the Deathlock.
Corrosive - Changes Infernum damage to acid and ignores spell resistance.
Skip all of these but corrosive. SR is now not a problem

Quote:
Dark:
Negative - Makes Infernum inflict negative levels equal to level/4.
Weakening - Makes Infernum drain level/4 points from one ability.
Take negative when you can. Make it a negative corrosive attack. Level drain everything of equal level to death in 4 rounds. Remove all those high level spells from all wizards in round 1. Plus 5 levels of BAB and Saves are just gone.

This is a Tier 3 class. It is capable of doing 1 thing quite well. Destroying everything within a 120 foot sphere of itself is that one thing. Outside of that, thanks to having access to invocations it can probably do much more than a bard, but less versatility than a sorcerer.

If this is meant to sit next to the warlock as a comparison than it fails to deliver on any front. This class panders to what children want when they play fantasy, but don't realise it is what is keeping them back. They want to hit things with the biggest stick. Well good sir your stick is bigger than the warlocks. But the pleasure someone would get out of this class is limited by the ways you can use this Stick, and this class can only use its stick in one way, and a boring one at that. Here is my sample attack plan.

DM: Its Joes turn.
Joe: I set all the enemies on fire.
DM: OK, so the Fire wolf has an AC of 18
Joe: Nope it auto hits
DM: OK than lets see the fort save (rolls fort saves) and it takes 30 damage
Joe: Don't forget that hellfire has no energy resistance
DM: *sigh* so it take 40 damage but luckily it has SR
Joe: Nope its SR doesn't count either.
DM: ...... It has a fort save of 1 000 000, takes only 20 damage. It runs up and bites your head off
Joe: Nope its an animal. Can't get within 60 feet of me.

Do you see how bad this is. No one can hit you and you just kill everything within 120 feet of you instantly. If not instantly than within the few rounds it takes for them to realise that you can't be attacked in any way.

In addition I thought the flavour of this class was a bit bland. Its a EVILTM warlock. Warlocks are pretty much already all evil, and those that aren't are questionable.

/Scathing Review.
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Old 12-10-2011, 05:59 PM   Top  -  End  -  #7
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Default Re: Deathlock [3.5 Base Class]

My only prbolem with infernum is it sounds uncreative, like you decided to mix 'infernal' and 'incarnum'.

More seroiusly, how is 10d6+10 damage even relevent at high levels? Unaviodable damage? Who cares? you get a save for half, and it is close to no damage at all. Where are you getting the 'nothing can attack it' thing?
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Old 12-10-2011, 06:05 PM   Top  -  End  -  #8
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Default Re: Deathlock [3.5 Base Class]

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My only prbolem with infernum is it sounds uncreative, like you decided to mix 'infernal' and 'incarnum'.

More seroiusly, how is 10d6+10 damage even relevent at high levels? Unaviodable damage? Who cares? you get a save for half, and it is close to no damage at all. Where are you getting the 'nothing can attack it' thing?
Actually Infernum is the latin word for Hell.

So someone is complaining about it being too powerful, and another complaining about it losing relevance at higher levels.

I'll make some adjustments to the other abilities as soon as I get to my laptop.
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Old 12-10-2011, 07:48 PM   Top  -  End  -  #9
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Default Re: Deathlock [3.5 Base Class]

vile damage is scary as *bleep*, you can't avoid it and it is hard to remove. negative levels are worse. abilaty damage to...

really, it should be a lot weaker, perhapce dealing only half damage when it converts.
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Old 12-10-2011, 08:14 PM   Top  -  End  -  #10
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Default Re: Deathlock [3.5 Base Class]

Yeesh. Where to start?

Alright, first of all, all base classes have Craft and Profession as class skills. You never use them, but you never want to make a class without them either. (They are ways to use your extra skill points to earn money)

The Dark Pet's negative levels need a saving throw DC to resist after 24 hours (when they result in real level loss). It would be Fortitude, probably 10+1/2 HD+Con.

Dark Pet- An animal with higher than 2 Intelligence is no longer an animal. I suggest you clarify that a Dark Pet with 3 Intelligence or higher is considered a magical beast. Otherwise, once it gets that +1 Int, it won't qualify as your servant anymore and the class feature will stop working (same reason a familiar is considered a magical beast)

Horrid Aura- This should definitely have a minimum of -0 (I would suggest -1) otherwise you might have someone throwing Charisma drain on you and then you end up buffing all your enemies with your negative Charisma modifier.

The Dreaded One- Generally speaking, you allow a character who becomes undead to reroll all his current hit dice as d12s, since he no longer has a Constitution score.

Curse the Magicks- Spell resistance and energy drain are not extraordinary abilities. You need a saving throw for the negative level's actual level loss.

Other than that, the class looks pretty good. Lots of interesting evil warlock abilities.
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Old 12-10-2011, 10:39 PM   Top  -  End  -  #11
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by togapika View Post
That's gonna really piss off the cleric of the party...also favored soul
actually, by it's current wording, a good cleric that either uses a cause for his power source, or his own force of will isn't affected by it, so in theory a good cleric(or even a paladin, as paladins also do not need deities) could still be in the same adventuring party as a deathlock, as long as they don't use a deity for a power source
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Old 12-11-2011, 02:04 AM   Top  -  End  -  #12
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Default Re: Deathlock [3.5 Base Class]

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Old 12-11-2011, 05:22 AM   Top  -  End  -  #13
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Default Re: Deathlock [3.5 Base Class]

Oh, man, you already made one?
After your call in the other thread I started one myself but sadly, I just got to an alpha version now. Definitly not complete yet but alas, your's is not finished, too, So I just present mine here and you can decide, what you want to pick from it:
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Okay, now feedback to your version ...
I see you dropped the ring idea, too. But a wall, radiating into one direction and lasting for a number of rounds is not much more simple either (actually not a bit, I'd say).

Invocations: Text says 2 at level 1, table says 1.
Transformation into undead: This is far more complex. Does he really get all the undead traits at once? Does he lose his constitution?

Curse the Magiks: Well, I'd guess, wizards should be more capable in magic per level then this one here because it is all they deal with. And even they do not get spell resistance from it. Not that I mind but I don't really see it as needed. Why don't you turn that into an invocation?

I deny thee!: D&D needs less "Better then everything" stuff like Antimagic field, Forcewall and similar thinks that throw around the word "impossible". This one is a very serious offender, demanding to be EVEN BETTER then usual "impossible" effects.
No, make it something like "Good clerics need to win a comparative level check" or "Good divine magic is weaker as if the CL was X lower", or something.
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Old 12-11-2011, 05:37 AM   Top  -  End  -  #14
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Default Re: Deathlock [3.5 Base Class]

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Originally Posted by Maraxus1 View Post
Oh, man, you already made one?
After your call in the other thread I started one myself but sadly, I just got to an alpha version now. Definitly not complete yet but alas, your's is not finished, too, So I just present mine here and you can decide, what you want to pick from it:
Spoiler


Okay, now feedback to your version ...
I see you dropped the ring idea, too. But a wall, radiating into one direction and lasting for a number of rounds is not much more simple either (actually not a bit, I'd say).

Invocations: Text says 2 at level 1, table says 1.
Transformation into undead: This is far more complex. Does he really get all the undead traits at once? Does he lose his constitution?

Curse the Magiks: Well, I'd guess, wizards should be more capable in magic per level then this one here because it is all they deal with. And even they do not get spell resistance from it. Not that I mind but I don't really see it as needed. Why don't you turn that into an invocation?

I deny thee!: D&D needs less "Better then everything" stuff like Antimagic field, Forcewall and similar thinks that throw around the word "impossible". This one is a very serious offender, demanding to be EVEN BETTER then usual "impossible" effects.
No, make it something like "Good clerics need to win a comparative level check" or "Good divine magic is weaker as if the CL was X lower", or something.
Mmmm... A combination of the two classes seems like a good idea at the moment.

Edit: On second thought. What if I remove the invocations completely, and let him be able to choose different elements from the beginning.

It's like a barbarian but with Infernum instead of a sword.
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Old 12-12-2011, 12:59 AM   Top  -  End  -  #15
Hanuman
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Default Re: Deathlock [3.5 Base Class]

Do you like coffee? From the hills of Banehold?
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Old 12-12-2011, 08:54 AM   Top  -  End  -  #16
Wavelab
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Quote:
Originally Posted by Hanuman View Post
Actually I'm a big fan of dethklok.
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Old 12-12-2011, 10:37 AM   Top  -  End  -  #17
Maraxus1
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Are you still working on this? Because it is so unfinished...

Infernum: I side with The Underlord to say: This is not really much.
However, I say, it's not bad either. Up to 10d6+10 as an area effect with a duration is okay, but it's really situational.
Also, you should say, what else are the effects of this, formost: What if somebony wants to jump through the wall of fire?
So, I would not up the 1 round/level - 1 5ft³/level in damage but I would definitly include a single target, an instant burn or both.

As a good rule, check the level appropriate Monster with their CRs, on those levels you should be able to kill them in 3 rounds, if damage output is basically all you have.

Dark Pet: A bat, rat, snake or wolf? Why would anyon not take a wolf? A bat does not even have an attack, iirc.Take the list of first level animal companions instead. And then, instead of the usual animal companion advancement, just advance the hit dies and then instead of Str/Dex, give it some more magical abilities

Horrid Aura: What do you mean with -1, a penalty of -1 or -(-1)=+1 for all your enemies?
A -1 penalty sounds okay, when it's Cha/2 rounded down, this means:
1-13 = -1
14-15 = -2
16-17 ....
Capping at 0 (for Cha 11 and below) would be okay, too.

Favored Enemy: While I like the idea of making him a racist on top of the other evil, the exact bonus against you enemy of choise should be reconsiddered. He's no weapon-user after all.

Burn the Hell out of them: It sounds strange to have "Target Level" (which means hit dies, I suppose?) / 3, capped at "Ability score modifier" because seriously, this will mean his Cha Modifier pretty quick. (You can keep it, if the intention is, that real targets grand Cha-Bonus but rad-bag-exploits are prevented).

The Dreaded One: I ask again: All the traits at once? Really? Including no more non-positive HP and No Constitution?
What if he is destroyed and cast resourection upon? Impossible? Can he at least be revived with a wish?

Curse the Magiks: The idea of counteractive SR sounds interesting, even though the power of this will make it a very prominent feature of the class, maybe more so then the flames. I do however fear, that 10+half Level+ Cha mod is a very strange number. Charisma should not go up this stong, so against an enemy your level, the SR will drop lower and lower, as you level up I'd rather use the standart X+Level, to have old school AD&D-like 5X% Spell resistence. 6+Level = 30% spell resistence sounds fair.

I deny thee!: As already hinted, I don't like to give players tools that significantly hinder GODS by saying that all their cleric levels are suddenly no more then Aristrocrate level.

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Old 12-12-2011, 12:49 PM   Top  -  End  -  #18
Togath
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Default Re: Deathlock [3.5 Base Class]

Again, don’t forget that a cleric can be a good aligned cleric of a neutral deity, or that they could even use a non deity power source, also if I remember correctly druids gain their spells from a non deity source as well, still, "i deny thee!" seems more useful to a npc then to a pc(as unless your in an evil campaign you probably aren't fighting good clerics very often)
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Old 12-12-2011, 03:15 PM   Top  -  End  -  #19
Wavelab
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Alright a few things have been changed.

Infernum now has a single target ability.
Dark Pet was changed.
Added a resurrection clause to the undead ability(yes I believe it works better all at once).
Curse the Magiks was scaled down.
I deny thee has also been scaled down.
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