2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 890 Dream Free
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 10-02-2012, 03:55 PM   Top  -  End  -  #1
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Base Class Challenge Chat Thread III:
Gotta 'Brew 'Em All!

Chat thread three is here and with it, a whole fifty pages of fun and pink-orange-yellow fruits! Whoo!

Any entries for contests should be entered in the current contest and discussed here. That is, anything other than entries goes here. Also, anyone who enters the contests may have their classes evaluated for what "tier" it's in by Morph Bark here. This has no bearing on the contest, however, so keep making what you like.

For those of you who are fans of the Pathfinder system (sometimes called 3.P), please refer to the Pathfinder Grab Bag Competition.

Current Contest - Heroes of Note: Keeping it Trill

Past Contests

ContestNameFirst PlaceWinner
IThe Light BeckonsTwilight CasterOwrtho
IIAltar of NaughtEbon InitiateErrantX
IIICan I Borrow That?HemoscribeMorph Bark
IVTipping the ScaleGamblerPairO'Dice Lost
VYou're MIND!Mindwarpeddragonjek
VILet's Play Dress Up!StylistCipherthe3vil
VIIYou've Been PUNK'D!GeneratorErrantX
VIIIOne Small Step for a Contest...One Giant Step for ContestkindZodiacDerjuin
IXBetter Than it SoundsFarmerDerjuin
XName That ClassTempest WarlordSilva Stormrage
XIBig Money Weave a Mighty WebCompaniontitanreaver
XIIRace RaceSon of ManMorph Bark
XIIIOn a WhimCycle Wardensirpercival
XIVChampions and MooksLey Engineersirpercival
XVLights! Camera!Extractorsirpercival
XVIDoing What We Must Because We CanAstronomersirpercival

Past Chat Threads

ThreadSubtitle
I-
II-

Last edited by Temotei : 04-01-2013 at 05:09 PM.
Temotei is offline   Reply With Quote
Old 10-02-2012, 04:04 PM   Top  -  End  -  #2
Tavar
Titan in the Playground
 
 
Join Date: Sep 2009
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Cross posting so that this isn't lost in the thread transfer.
Spoiler

You seem to not always have abilities labeled with tags (Ex, Su, Sp, Ps).

For a decently diverse Full Caster, this has a tone of powerful abilities. I'd suggest toning it down a bit.
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune
Tavar is offline   Reply With Quote
Old 10-02-2012, 04:25 PM   Top  -  End  -  #3
Morph Bark
Firbolg in the Playground
 
 
Join Date: Oct 2008
Location: 
Freljord
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

And on that note, curse y'all entrants of BCC XIII for being so many of you.

So. Much. Tiering.
__________________
Strawberries is thanked for being an awesome avatarist.
Spoiler

I use neither sarcasm nor blue. Ever.
FanFiction.net | DeviantART | My Extended Homebrewer's Signature
Morph Bark is offline   Reply With Quote
Old 10-02-2012, 05:02 PM   Top  -  End  -  #4
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Tavar View Post
Whelp, let's get to it.

Thoughts on the Fluff:
Couple things stand out: First off, 'Foolish Fools' is a bit redundant. Chose one.

Secondly, the order of the sections is off, and you're missing some of the sections.
Spoiler

You seem to not always have abilities labeled with tags (Ex, Su, Sp, Ps).

For a decently diverse Full Caster, this has a tone of powerful abilities. I'd suggest toning it down a bit.
Thank you for the Peach I greatly appreciate it.

First off I should mention that the balance point for this class is supposed to be Tier 1. So it IS supposed to be strong and able to compete with clerics and wizards. Still I do think I went a bit overboard.

On your comments:
Chassis: It's skills are a bit better and I didn't feel it should be a martial class. Its not quite the same as the cleric as it doesn't have access to any armor heavier than light.

Spells: Eh I honestly might just remove the first ability. I initially thought it would be an interesting fluff ability but it seems a bit clunky now and I need to weaken the class anyway. Also for the reason that the spell list isn't arcane while ignoring arcane spell failure is that I didn't want them producing scrolls. With their ability to learn spells from an entire school and cast spontaneously they could give a wizard ally almost any spell they want from the Divination, Necromancy, Conjuration or other schools.

Spirit Channeling: Thanks for wording corrections, sometimes I am not quite clear with my words. The main inspiration was a point based system similar to the Spirit Shaman. The reasons for the school choices were this, Necromancy (Obvious), Conjuration (Summon Undead + Teleport), Divination (Seemed to fit the fluff of calling on spirits. Ask for their help/knowledge). I personally dislike the transmutation school so yes that was an intentional omission. Though to be honest I didn't realize it was the ONLY school I omitted. I probably will remove enchantment as this class has enough ways of getting minions.

On the overpowered aspect I can agree. I wanted a system where the caster had limited sustainability compared with other casters (This class has tactics to make up for it). And to be able to increase their versatility in exchange for their sustainability and vise versa. I think I will cap it at 3 spells called each day for each level, the same as the Spirit Shaman. I also will move divination to the extra school section. So they only start with Conjuration and Necromancy and can select either, evocation, divination, illusion or abjuration.

On the areas of death: Yes it makes it more complicated and a bit harder to balance. As you could have a campaign with an incredibly high death rate from a plague or similar and make this class's power skyrocket. I think I shall add a note that says the DM can ignore this section if it would unbalance a particular campaign.

Soul Harvest: It doesn't check wether creatures have class levels or not so not sure why a being having or not having class levels would matter It gives the Spirit Points based on the Shade Channeler's class level thus a 4th level Shade Channeler gains 2 spirit points per each death to a maximum of 4 in one round. I will however, add a clause preventing the Shade Channeler from killing bags of rats to for this.

Corpse Crafter: The feat doesn't have prerequisites so it didn't make a difference.

Undead Tactics: Ya I should of clarified. You can use a horde tactic in round 1 and then have to wait 5 rounds to use another horde tactic. Then in round 2 you can use a commander tactic and wait 5 rounds till you can use another commander tactic. I will clarify.

Spirit Boons: I meant that at 4th they can only have 1 applied at a time. I will clarify

Efficient Control: "He" is supposed to be the Shade Channeler. Assume a 6th level Shade Channeler attempts to rebuke a ghoul (2 HD 2 Turn Resistance). The Shade Channeler can treat the ghoul as having 1 less HD (Thus 1 HD 2 Turn Resistance or 2 HD 1 Turn Resistance) and would thus command the ghoul. Also the ghoul would only take up 3 HD in the Shade Channeler's Command Undead Pool instead of the normal 4. If someone else attempted to turn or rebuke the ghoul it would still be treated as if it has 4 HD. Does that make it clearer?

Horde Empowerment: Hm, I don't honestly see a problem with switching the amount of undead he can control. I should clarify that if he has more undead under his control then his pool allows he loses the excess undead. Its mainly there to help someone who wants to specialize in skeletons and zombies or commanded undead.

Bonus Feat: Yes I will add that part.

Aspect of Death: Hm, I would normally argue that the ac bonus doesn't matter that much as its a common type. But since I need to weaken the class anyway and it is just a boost I will weaken it. The fort save one will probably stay though, as at 18th level (I will clarify thats when you get the ability) the Shade Channeler will more than likely be undead (And thus lose his constitution modifier).

Transfer Target: Perfect version of dispel magic not sure what you mean by that. It only works on targeted spells (not rays and the like).

Alternate Cost: Its 6 X Spell Level. I will note this.

Custom Horde: I will fix the wording issues. Also good point on the uselessness of greater create undead. I shall make it so that any undead higher than a certain CR will only be able to be animated by greater create undead.

Dread Army: Zombies stop being effective around this level. Also this doesn't really work on any humanoid creature or a creature with class level. I don't think summoning a temporary stone giant zombie is worth a 7th level spell. As summon monster VII can create a bone creature that can cast wall of ice, dimensional anchor, fly, major image all at will. I did notice that they become better with destructive retribution so I am capping the amount of zombies out at once and nerfing the duration.

Horde Perfection: Zombies and skeletons stop being as effective around this level. However, I overdid this a bit. I am going to reduce the bonuses.

Improved Dread Army: This one might be a bit overpowered. Corpse Creature is a template from BOVD, I will mention that. The Duration on this one is fine. I think I will limit it so that only one corpse creature can be active at a time.

Embodiment of Death: The bonuses are the same type as what you would get when you gain a specific template. Though on second thought I made this waaaay more convoluted than I needed to. Changed it so that the Shade Channeler becomes a Lich upon reaching level 20 or a template he can animate with animate custom horde.

Improved Spirit Capacity: This should be fine now. Its nothing more than a scaling extra slot feat. (20 Spirit Points = 1 9th level spell and 1 1st at 20)

Tactics:
Defensive line should be horde I agree.
Pawn Shield should be fine lasting only 1 round. Undead can soak up a LOT of damage so I don't want to make it last for too long. Its also a move action so the Shade Channeler can do other things that round. I will work on something for touch attacks though. I forgot about them.

Explosive Retribution: It does have a time limit, 1 round. I guess I didn't make it clear I will improve it's clarity.

Disabling Strike: I was supposed to change that. Its supposed to be (10+Bab+Shade Channeler's Charisma Modifier). I think I might change that to 1/2 the Shade channeler's HD too.
Distracting Strike: Will add the must be threatened part.
Crippling Strike: Is supposed to be a commander tactic. I think its fine for a single strike every 5 rounds.

Swarming Assualt/Volley: Assuming 5 undead attack a subject. First one gets +0, Second gets +1, Third gets +2, Fourth gets +3, Fifth gets +4. I know it seems weird when looking at it in Real Time but isn't that how it normally happens in D&D combat?

Boons:
Eternal Undead I figured was fine since it only applies to zombies and skeletons and most of the time they will not even be useful within the same encounter. I am going to add a clause that killing them with good aligned or holy weapons will permanently destroy them though.
Profane Reflexes: Will fix that thank you.
Perfect Teleporting Boon: Yes I think a move of standard action would be better. I think I forgot how soon you can get it.
Mage Slaying: Ya I agree. Do you have any good idea for another mage slaying boon? I couldn't think of anything else. Will remove this one till I get a better idea.
Profane Size: I will look at it again. I think I might of just kept adding to that one without paying attention to what it already had.
Ranged: Hm, well I always though longbows and crossbows had an initial range and then a range increment. Learn something new everyday. I will edit those.


All in all thank you for the very indepth review. It helped greatly
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-02-2012, 05:14 PM   Top  -  End  -  #5
Techwarrior
Bugbear in the Playground
 
 
Join Date: Apr 2012
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Might I suggest that the contest winner, and not just the winning entry, be placed in the table for ease of reference?
__________________
Avatar courtesy of Thormag.

Quote:
Originally Posted by Jeff the Green View Post
Also remember that you can have a True Neutral character that believes in things like truth and love and altruism and fluffy bunnies so long as he's willing to murder, lie, torture, and decapitate kittens to achieve them.
Techwarrior is offline   Reply With Quote
Old 10-02-2012, 06:17 PM   Top  -  End  -  #6
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Techwarrior View Post
Might I suggest that the contest winner, and not just the winning entry, be placed in the table for ease of reference?
Added "Winner" column in the table.
Temotei is offline   Reply With Quote
Old 10-02-2012, 07:59 PM   Top  -  End  -  #7
Tavar
Titan in the Playground
 
 
Join Date: Sep 2009
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Spoiler
__________________
He fears his fate too much, and his reward is small, who will not put it to the touch, to win or lose it all.
-James Graham, 1st Marquess of Montrose
Satomi by Elagune

Last edited by Tavar : 10-02-2012 at 07:59 PM.
Tavar is offline   Reply With Quote
Old 10-02-2012, 08:10 PM   Top  -  End  -  #8
Tanuki Tales
Ogre in the Playground
 
Join Date: Nov 2009
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Already on your third thread? Congratulations!
__________________

Extended Signature: Homebrew

Call me Tanta for short!
Tanuki Tales is offline   Reply With Quote
Old 10-02-2012, 11:48 PM   Top  -  End  -  #9
Temotei
Firbolg in the Playground
 
 
Join Date: Nov 2008
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Troll Brau View Post
Already on your third thread? Congratulations!
To be fair, I cut off the first one since it was so old and I didn't make it.
Temotei is offline   Reply With Quote
Old 10-06-2012, 02:33 PM   Top  -  End  -  #10
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Well the site cut out when I was 99% done with the updates on the Shade Channeler >.> Time to redo that next fix. Will respond to your comments soon Tavar.
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-11-2012, 03:49 PM   Top  -  End  -  #11
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Guardian Angel is up. PEACHes appreciated.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler
sengmeng is offline   Reply With Quote
Old 10-11-2012, 05:12 PM   Top  -  End  -  #12
Quellian-dyrae
Ogre in the Playground
 
 
Join Date: Dec 2006
Location: 
CA
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by sengmeng View Post
Bonded Allies: The Guardian Angel forms special bonds with her friends, and almost all of her class abilities are based around helping those to whom she is bonded. To form the bond, she must spend a minute speaking with a willing, intelligent creature with a friendly disposition towards her. She does not need to share a language with the creature, but it must agree to the bond. She may bond with an animal if it is capable of learning tricks, and the bond counts as a trick. Thereafter, she may communicate with them telepathically at an unlimited range as long as they are on the same plane. The limit to the number of bonds she can form is given under the “Bonded Allies” heading on the table. She may not change her bonds unless one of her bonded allies dies or betrays her (causes damage to her or targets her with a harmful spell, generally, though other forms of betrayal are allowable by the DM). If she is betrayed, she takes a -4 penalty to her saves and AC against her former bonded ally, and a -4 penalty to attacks made against them until the end of the encounter. She may never form a bond with that creature again. If one of her bonded allies dies, she may choose to form a new bond with another creature, but she also may choose to keep the bond. She can always sense the locations of her bonded allies if they are on the same plane. She can sense if her bonded ally is on another plane, but not which plane it is. She always knows when a bonded ally is damaged or dies. She cannot willingly attack a bonded ally or target them with a harmful spell, and if she is under a mind control or compulsion that causes her to attempt to attack a bonded ally, she immediately gets another save to resist the enchantment or compulsion.
This is cool. A few suggestions though:
  • Maybe add an ability modifier to your number of bonded allies. It'll be a drop in the bucket at high levels, but it lets you bond to the whole party at 1st.
  • I'd remove the set definition of betrayal. As written it looks like, say, if the party's wizard catches the Guardian Angel in a fireball, it's a permanent removal of the bond. Betrayal should be defined by the Guardian Angel in the situation...and perhaps should not permanently remove the bond. It seems like forgiveness should be possible for this class.
  • I'd also maybe loosen up the restriction about not being able to attack bonded allies, probably to disallowing lethal damage, ability damage or drain, negative levels, or other forms of lasting harm. As it stands, it could be interpreted as not allowing you to, say, grapple an ally to prevent it from setting off a trap, or something.

Quote:
Swift Aid: The Guardian Angel may aid another as a swift action instead of a standard action.
Nothing to add here.

Quote:
Summoned (Su): A Guardian Angel’s bonded allies may summon her to their sides with a swift or immediate action. The Guardian Angel must be conscious and willing to answer their call. She is made aware of her ally’s situation when they attempt to summon her. She appears in any open square of her choosing adjacent to the bonded ally who made the call. She cannot be called if there isn’t room. Answering the call is an immediate action on the part of the Guardian Angel. Eventually, she gains the ability to answer more than one summons in a round at levels 8, 13, and 18 (effectively, she gains an additional immediate action which can only be used to answer a summons). She may bring along any gear and equipment she can carry. She can even bring a mount along with her if her mount is also a bonded ally.
This ability is really cool, useful and flavorful. An idea would be for a higher-level ability to expand upon the ability to bring a bonded mount, letting you bring along multiple bonded allies in contact. In most cases, I'd say limit it to a small set, so you can bring the party along, but given the contest theme, allowing you to bring any bonded allies would make the Guardian Angel an awesome unit-teleporter, which is not a common niche in D&D.

Quote:
Path: Guardian Angels have different methods to achieve the goal of protecting their friends. They may choose the paths of melee, ranged, defense, stealth, and magic. They gain a new path ability at levels 3, 7, and 11, then they may choose a second path at level 15 and gain a new path ability in their second path at level 19
I notice that most of these involve offensive improvements. That's fine, but maybe adjust the description of the ability to account for that.

Quote:
Melee:
Spoiler
This is pretty potent. My gut tells me it probably outclasses most of the other options.

Quote:
Ranged:
Spoiler
This looks good. The first ability mentions allies hitting each other...I don't recall if there are rules for that in grapples, but in melee is always just a penalty (which is mentioned for the Guardian Angel but not its allies). So that should probably be tweaked. I think applying the benefits of the first ability to and for all bonded allies (so, none take penalties for the others) would be nice to add to one of the improvements, particularly for war-scale play. Maybe also a capability for bonded allies to not treat each other as cover?

Quote:
Defense:
Spoiler
Can't think of anything to change.

Quote:
Stealth:
Spoiler
My instinct is that this one is somewhat weaker than the others. Maybe adding something like the Island of Blades stance and letting flanking bonuses be improved by the various Improved Aid abilities would help.

Quote:
Magic:
Spoiler
This is cool and tactical, but I'd limit the third ability to once per round, and/or put a range limit on it. Otherwise, you can have as many mages as you can bond with sitting safe in their towers, with the Guardian Angel waltzing into battle and unloading scores of spells per round (telepathically telling them when and what to cast, of course). To keep it viable in the war scale, probably just require that the caster have LoS and LoE to the Guardian Angel.

Quote:
Summoned Attack (Su): When the Guardian Angel is summoned by a bonded ally, she may make a free attack at her highest base attack bonus against any opponent she threatens in her new location.
Nice.

Quote:
Vengeance: If a bonded ally of the Guardian Angel dies or is dropped to negative hitpoints, she is immediately summoned to the space they last occupied, unless she perceives the situation to be suicidal (such as if they died in a pool of lava, or were killed by an overwhelming foe). This does not count against her per-round limit on the Summoned ability. She may attempt to use the Heal skill on them as a swift action. When attacking a creature that killed or dropped one of her bonded allies, every successful attack by the Guardian Angel is treated as a critical threat.
This is potent, and darn good melee protection for low-level allies; drop one, and you're facing immediate Guardian Angel wrath. Solid if for common adventuring, too.

Quote:
Commune (Su): The Guardian Angel may communicate with any of her bonded allies who have died. They can provide her any information they had in life. What they might be able to report about the afterlife is up to the DM.
Nice flavor ability.

Quote:

Summoned Charge (Su)
: When the Guardian Angel uses her Summoned Attack ability, she may now count it as a charge. Most feats or abilities that affect charging apply, but certain ones, such as Leap Attack, do not, since it requires them to jump a certain horizontal distance.
Hmm...I see a combo here that might be too strong. Melee Path 3 turns this into Pounce, so now we're saying that 1-4 times per round depending on level, an ally can give the Guardian Angel a full attack against an adjacent foe as a swift or immediate action. With a single attack, that's solidly strong. A full attack may be a bit much.

Quote:
Improved Aid: When using the aid another action, the Guardian Angel grants a +4 bonus instead of a +2 bonus.
Nice.

Quote:
Phase (Su): After being constantly summoned to help her friends, the Guardian Angel eventually finds a way to remain in the place between places for an indefinite amount of time. As a free action, she disappears to a place that is not part of any plane and cannot be found by non-epic magic. She cannot return on her own, however, and must be summoned by one of her bonded allies. She does not age or need food or air while she is phased, nor does any time pass for her while she is phased. Thus, any spells or status ailments that affected her when she phases do not affect her until she returns, and their durations are halted. She may not take any actions while phased except for communicating with her bonded allies.
This is really cool, excellent flavor.

Quote:
Greater Aid: The Guardian Angel now grants a +6 bonus when using the aid another action.
Nice.

Quote:
Vengeance II: When attacking a foe who killed or dropped one of her bonded allies, the Guardian Angel treats any successful hit as a confirmed critical. Against opponents who are normally immune to critical hits, she still treats successful hits as a critical threat, and they are affected as normal.
Yeah, ouch. If engaging a Guardian Angel's unit, drop the Guardian Angel first. OR ELSE. Still, in general use, the fact that they have to drop an ally makes this niche enough that it isn't overpowered, I don't think. Really, this whole ability line is a very good, subtle way to "draw aggro".

Quote:
Superior Aid: The Guardian Angel now grants a +8 bonus when using the aid another action.
Still nice.

Quote:
Vengeance III: The Guardian Angel gains 2 additional multipliers to her critical hits when attacking an opponent who killed or dropped one of her bonded allies, and her weapons gain the vorpal special ability against them, even if they are not slashing weapons.
You would have to be a fool to go after the Guardian Angel's allies first.

General Impressions:

This class looks excellent. I love the flavor of the mechanics, although a bit more descriptive flavor might be useful. As a general point of formatting, it's nice to include what level the abilities are gained at in their entries. I think the big theme in several of my suggestions is to make it so higher-level Guardian Angels are more like...the commanders of a unit, so some of the benefits they gain with bonded allies are shared among the bonded allies. Mainly just to strengthen the class's theme for the contest. Of course, that's all just opinion and ideas, not sure how it would really work in practice.

Anyway, great job!
__________________
"A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."

"If brevity is the soul of wit, I'm witty like a vampire."
Quellian-dyrae is online now   Reply With Quote
Old 10-11-2012, 07:34 PM   Top  -  End  -  #13
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
Location: 
In the Playground. Duh.
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

My class, the Legion Magus, could also use a peach and maybe an image. I haven't been able to find a free one.
__________________
Slowly writing a set of 3.5e D&D Homebrew Invoking classes. Will link. I'm a smart...butt.

My take on the subject of Epic-Level Invocations.

Avatar by the ever-brilliant Ceika, High Queen of Avatarmancers

Generation 11
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment.
malonkey1 is offline   Reply With Quote
Old 10-11-2012, 07:44 PM   Top  -  End  -  #14
zetsu1919
Orc in the Playground
 
 
Join Date: Dec 2011
Location: 
Maryland
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

i've been having that problem for a while now
zetsu1919 is offline   Reply With Quote
Old 10-12-2012, 10:54 AM   Top  -  End  -  #15
kanachi
Orc in the Playground
 
Join Date: Jul 2006
Location: 
Cambridge, UK
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

sorry I've not been on for a while guys, work took over for a while. I will try to start another peachathon at some point over the next few days (all things willing). I cant say exactly when as I'm still finishing things off but I will try to start before the end of the weekend.

Who knows maybe I will get some work done on my own class as well. lol
__________________
OMFGWTF!!
kanachi is offline   Reply With Quote
Old 10-12-2012, 11:43 AM   Top  -  End  -  #16
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quellian-dyrae, thanks for a very prompt, thorough, and positive PEACH. I will commence the re-evaluation based on your suggestions.

Edit: I made a few minor changes, mostly along the lines you suggested. The Guardian Angel's charisma bonus now helps a few of her abilities (and forms the limit for the magic path's capstone). My changes to the stealth path actually seem to have made it weaker, however. Would just increasing the amount of sneak attack (3d6, 6d6, and 9d6, perhaps) put it on par with the others?

Edit edit: I also remembered that the Guardian Angel originally had all bad saves. Changed it so she has all good saves when adjacent to a bonded ally, and all bad saves if not. Also added to the skill list.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler

Last edited by sengmeng : 10-12-2012 at 02:41 PM.
sengmeng is offline   Reply With Quote
Old 10-12-2012, 02:53 PM   Top  -  End  -  #17
Quellian-dyrae
Ogre in the Playground
 
 
Join Date: Dec 2006
Location: 
CA
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Changes look good to me. I wouldn't increase the Sneak Attack, because at that point you're doing more sneak attack than an equal-level rogue for most levels of play.

I also noticed that Vengeance doesn't mention a duration. That might be worth adding.
__________________
"A role playing game is three things: it is an interactive story, a game of chance, and a process in critical thinking."

"If brevity is the soul of wit, I'm witty like a vampire."
Quellian-dyrae is online now   Reply With Quote
Old 10-12-2012, 03:00 PM   Top  -  End  -  #18
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Quellian-dyrae View Post
I also noticed that Vengeance doesn't mention a duration. That might be worth adding.
That was intentional. The Guardian Angel never forgets! I thought of having it be until the end of the encounter, but it doesn't make sense flavor-wise. I'll consider changing it.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler
sengmeng is offline   Reply With Quote
Old 10-19-2012, 11:37 PM   Top  -  End  -  #19
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Posting a Peach on the Guardian Angel any ability I didn't comment on is fine IMO.

Guardian Angel notes:

Melee Path:
Second ability: Does this count as power attack? As in do feats like leap attack stack with it? The wording is somewhat unclear.

Ranged Path:
1st Ability: Wouldn't the first ability be clearer if it just gave all bonded creatures within 100ft precise shot?
2nd Ability: You might want to introduce a scaling cap instead of just a flat cap of 8 creatures. Not too crucial but I feel the ability to get +16 to damage and to hit at level 7 is a bit too strong.
3rd Abiltiy: What is the limit for things that help ranged combat? Does weapon focus (Longbow) count? Would two weapon fighting feats be granted if the Guardian Angel is dual wielding crossbows?

Defense Path:
2nd Ability: If the guardian angel pins the weapon does he still take half of the damage? Also as a side note this ability can't be used on ranged attacks or spells as they don't threaten any squares.
3rd Ability: Nothing wrong with this I actually find it a very interesting and well thought out ability

Stealth Path:
General: What was your reasoning for including this path? It seems somewhat out of place. Also it might need a different name. It really isn't about stealth its more about coordinating with allies to deal sneak attack damage. Thats just IMO though.

Magic Path:
2nd Ability: For when an ally casts a beneficial spell that affects multiple opponents part, does the Guardian Angel and the bonded allies need to be within range of the spell? Or are they just automatically affected.
3rd Ability: The extra damage can make low level fodder mages incredibly lethal. Assuming the Guardian Angel takes leadership by level 20 and either has an ally that can cast 9th level spells or a cohort he can inflict an insane amount of damage with this ability. Might want to make it deal 1d6 divine damage for the individual spell level not the highest spell channeled in a round.

Vengeance: Incredibly broken and exploitable for this reason, you can bond it to animals. Keep a 1 hd rat or something you are bonded to near you. If you ever get hit with an AOE you get a permeant auto crit effect on them. Or you could bond with a spider and control have it walk on the enemy who will crush it and gives you a permanent auto crit effect. Not sure how to balance it but it is easily exploitable in this form.

Vengeance II & III: Same as above.
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-19-2012, 11:43 PM   Top  -  End  -  #20
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by malonkey1 View Post
My class, the Legion Magus, could also use a peach and maybe an image. I haven't been able to find a free one.
Hm, the class seems a bit bland. Its essentially a bard like spell caster with marshal auras and a summonable minion.

For the bonded creature can the Legion Magus ever switch what creature it is? At level 8 it can only select a cr 6 creature and it seems like it only advances by racial HD or class levels. At say level 16 could the Legion Magus preform some ritual to bind a new summon with CR 16? Say a Planetar?
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-20-2012, 07:24 PM   Top  -  End  -  #21
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
Location: 
In the Playground. Duh.
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Yes, at level 16, a Bonded Summoner may bind a CR 16 creature. The Legion Magus may change what type of creature is bonded to it any time it gains a level in the class. I'll add the to the description. And it should be noted that it can use Draconic Auras with their Major Aura bonus, should they learn them. Perhaps I'll give them a Draconic aura every few bonus levels for free.
__________________
Slowly writing a set of 3.5e D&D Homebrew Invoking classes. Will link. I'm a smart...butt.

My take on the subject of Epic-Level Invocations.

Avatar by the ever-brilliant Ceika, High Queen of Avatarmancers

Generation 11
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment.
malonkey1 is offline   Reply With Quote
Old 10-20-2012, 07:26 PM   Top  -  End  -  #22
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Silva Stormrage View Post
Posting a Peach on the Guardian Angel any ability I didn't comment on is fine IMO.

Guardian Angel notes:

Melee Path:
Second ability: Does this count as power attack? As in do feats like leap attack stack with it? The wording is somewhat unclear.

Ranged Path:
1st Ability: Wouldn't the first ability be clearer if it just gave all bonded creatures within 100ft precise shot?
2nd Ability: You might want to introduce a scaling cap instead of just a flat cap of 8 creatures. Not too crucial but I feel the ability to get +16 to damage and to hit at level 7 is a bit too strong.
3rd Abiltiy: What is the limit for things that help ranged combat? Does weapon focus (Longbow) count? Would two weapon fighting feats be granted if the Guardian Angel is dual wielding crossbows?

Defense Path:
2nd Ability: If the guardian angel pins the weapon does he still take half of the damage? Also as a side note this ability can't be used on ranged attacks or spells as they don't threaten any squares.
3rd Ability: Nothing wrong with this I actually find it a very interesting and well thought out ability

Stealth Path:
General: What was your reasoning for including this path? It seems somewhat out of place. Also it might need a different name. It really isn't about stealth its more about coordinating with allies to deal sneak attack damage. Thats just IMO though.

Magic Path:
2nd Ability: For when an ally casts a beneficial spell that affects multiple opponents part, does the Guardian Angel and the bonded allies need to be within range of the spell? Or are they just automatically affected.
3rd Ability: The extra damage can make low level fodder mages incredibly lethal. Assuming the Guardian Angel takes leadership by level 20 and either has an ally that can cast 9th level spells or a cohort he can inflict an insane amount of damage with this ability. Might want to make it deal 1d6 divine damage for the individual spell level not the highest spell channeled in a round.

Vengeance: Incredibly broken and exploitable for this reason, you can bond it to animals. Keep a 1 hd rat or something you are bonded to near you. If you ever get hit with an AOE you get a permeant auto crit effect on them. Or you could bond with a spider and control have it walk on the enemy who will crush it and gives you a permanent auto crit effect. Not sure how to balance it but it is easily exploitable in this form.

Vengeance II & III: Same as above.

Well, the 'Paths' that I had a really clear idea for were Magic and Melee, and the rest were made for more options, so they didn't have quite the same germ of creativity behind them. I personally thought Defense was the least formidable, but it hasn't seen a lot of criticism. Stealth isn't exactly about making the Guadian Angel stealthy, it's about making her a better supporter of a stealthy ally. I kind of wanted her to gain the ability to be summoned at a distance to provide flanking bonuses (or appear on the other side of a pit, or outside of a jail cell) and then I couldn't find much flavor-wise besides more sneak attack and the Sacred Strike feat.

The Ranged path obviously suffered from a lack of inspiration as well. The first ability is essentially Precise Shot, BUT it's meant to only work when bonded allies shoot into each others' melee or the Guardian Angel's, so by the time you've spent text explaining that, you don't save any wordage by mentioning Precise Shot (also, Precise Shot has no bearing on shooting into a grapple, but I couldn't find the rules for that). The second ability comes at level 11, not level 7, and the third ability, well, I just didn't want to list every possible feat that could be on that list and I hope that people don't need rules lawyering and could just use common sense.

As for the magic path's third ability, I don't know what you mean by "individual spell level" vs "highest spell level channeled." But, it comes at level 19, so the wizard in the party is doing insanely scary things, and the stuff that a 9th level spell does makes the Guardian Angel gaining +9d6 damage in the process almost irrelevant.

Vengeance is less exploitable than you think. You specifically cannot do what you described, as spiders and rats are not animals. I may change it in the following ways, though. 1: The Guardian Angel has an alignment restriction of good, but I haven't yet made rules for what happens if they break it, so intentionally sacrificing your pets or allies could result in a loss of class abilities. 2: Make it take a week to bond with an animal (the normal time to teach an animal a trick). 3: Significantly reduce the number of bonded allies so that forming a frivolous bond like this is less attractive. 4: Give the Guardian Angel morale penalties from grieving afterwards (once the initial fit of vengeance is over).

I will consider where clarification is needed on your other points. Thank you for your PEACH.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler
sengmeng is offline   Reply With Quote
Old 10-20-2012, 07:50 PM   Top  -  End  -  #23
malonkey1
Dwarf in the Playground
 
 
Join Date: May 2012
Location: 
In the Playground. Duh.
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Silva Stormrage View Post
Hm, the class seems a bit bland. Its essentially a bard like spell caster with marshal auras and a summonable minion.

For the bonded creature can the Legion Magus ever switch what creature it is? At level 8 it can only select a cr 6 creature and it seems like it only advances by racial HD or class levels. At say level 16 could the Legion Magus preform some ritual to bind a new summon with CR 16? Say a Planetar?
Alright, did some editing, and now the Bonded Creature is a bit clearer. Bonded creatures advance with their owner's Legion Magus level by Racial HD or by Class Level (Including, possibly, PrCs), and when their CR relative to their owner increases, it can be by the normal HD/Class Level method, or by means of adding a template. At each level, the Legion Magus can replace his BC with a new one by a ritual of negligible cost. It keeps any templates applied to the former, provided they make sense (no Demonic Planetars unless your DM's cool with it), and the relative CR remains the correct number.
__________________
Slowly writing a set of 3.5e D&D Homebrew Invoking classes. Will link. I'm a smart...butt.

My take on the subject of Epic-Level Invocations.

Avatar by the ever-brilliant Ceika, High Queen of Avatarmancers

Generation 11
The first time you see this in a signature, put it in your own signature and add one to the number. This is a social experiment.
malonkey1 is offline   Reply With Quote
Old 10-23-2012, 02:57 PM   Top  -  End  -  #24
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Hey just edited the Shade Channeler a bit. Reworked what Spirit Boons cost (Instead of Spirit Points it's rebuke undead) and also redid Soul Harvest a bit so it's easier to calculate how many Spirit Points a Shade Channeler has at each given level.

So right now I am assuming at level 1,5,10,15,20 a Shade Channeler to have about.

1st: 6 Spirit Points. Enough for
Spell Level: Spells Called/Spells Cast
1: 1/2
Max Spirit Point Recovery from Soul Harvest: 1 Spirit Point (Requires 1 kill)

5th: 45 Spirit Pints Enough for
Spell Level: Spells Called/Spells Cast
1: 0/0
2: 1/1
3: 3/3
Max Spirit Point Recovery from Soul Harvest: 10 Spirit Points (Requires 4 kills 2/round)

10th: 135 Spirit Points. Enough for
Spell Level: Spells Called/Spells Cast
1: 0/0
2: 1/1
3: 2/3
4: 2/2
5: 3/3
Max Spirit Point Recovery from Soul Harvest: 50 Spirit Points (Requires 10 kills 2/round)

15th: 255 Spirit Points Enough for
Spell Level: Spells Called/Spells Cast
1: 0/0
2: 0/0
3: 0/0
4: 2/2
5: 3/3
6: 3/3
7: 3/3
Max Spirit Point Recovery from Soul Harvest: 105 Spirit Points (Requires 14 kills 2/round)

20th: 430 Spirit Points Enough for
Spell Level: Spells Called/Spells Cast
1: 1/1
2: 0/0
3: 3/2
4: 3/3
5: 3/3
6: 3/3
7: 3/3
8: 3/3
9: 3/3
Max Spirit Point Recovery from Soul Harvest: 200 Spirit Points (Requires 20 kills 2/round)


I think it's a bit low on Spirit Points right now. The Shade Channeler does have other class features such as Tactics and Spirit Boons to make up for it but right now, especially at low levels where he isn't likely to have many undead, he will spend much of combat simply not doing anything. Does anyone have any good ideas? Maybe a flat increase of Spirit Points such that the base Spirit Points increase from like 6,10,15,21,27...
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-23-2012, 10:09 PM   Top  -  End  -  #25
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Minor fixes made to Guardian Angel. Vengeance is still exploitable, but WILL cause alignment problems if abused, and only one animal can be a bonded ally at a time, and bonding with an animal takes a week. Clarification made where necessary (although I'm still not sure what Silva meant by "might want to make it deal 1d6 divine damage for the individual spell level not the highest spell channeled in a round" in reference to the 3rd magic path ability.) Unless I get more feedback to the contrary, this should be the final form of the Guardian Angel, and I'm almost done on ACF's and feats.
__________________
High Priest of Bob


Notable Homebrew:
Spoiler
sengmeng is offline   Reply With Quote
Old 10-23-2012, 10:11 PM   Top  -  End  -  #26
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Trying to fit finishing the Ley Engineer in between a massive work schedule... but I haven't given up!
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Old 10-23-2012, 10:12 PM   Top  -  End  -  #27
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by sengmeng View Post
Minor fixes made to Guardian Angel. Vengeance is still exploitable, but WILL cause alignment problems if abused, and only one animal can be a bonded ally at a time, and bonding with an animal takes a week. Clarification made where necessary (although I'm still not sure what Silva meant by "might want to make it deal 1d6 divine damage for the individual spell level not the highest spell channeled in a round" in reference to the 3rd magic path ability.) Unless I get more feedback to the contrary, this should be the final form of the Guardian Angel, and I'm almost done on ACF's and feats.
Ah sorry I missed that you were confused. This is what I mean, correct me if I am wrong in my logic.

If a 17th level character channels say meteor swarm through the Guardian angel it will gain 9d6 damage correct? That is fine, +9d6 to a meteor swarm isn't overpowered at all.

However, in the same round 150 level 1 wizards (Gained from leadership or whatever) can cast magic missile and ALSO gain +9d6 damage. I feel that in this case the wizards casting magic missile should get an additional +1d6 damage.


Does that make sense? Or am I misinterpreting something?
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 10-24-2012, 03:25 AM   Top  -  End  -  #28
sengmeng
Orc in the Playground
 
HalfOrcPirate
 
Join Date: Apr 2011
Location: 
Minnesota
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by Silva Stormrage View Post
Ah sorry I missed that you were confused. This is what I mean, correct me if I am wrong in my logic.

If a 17th level character channels say meteor swarm through the Guardian angel it will gain 9d6 damage correct? That is fine, +9d6 to a meteor swarm isn't overpowered at all.

However, in the same round 150 level 1 wizards (Gained from leadership or whatever) can cast magic missile and ALSO gain +9d6 damage. I feel that in this case the wizards casting magic missile should get an additional +1d6 damage.


Does that make sense? Or am I misinterpreting something?
The spells don't gain damage, the Guardian Angel's attacks do. How can I word that more clearly?
__________________
High Priest of Bob


Notable Homebrew:
Spoiler
sengmeng is offline   Reply With Quote
Old 10-31-2012, 09:15 PM   Top  -  End  -  #29
Silva Stormrage
Ogre in the Playground
 
 
Join Date: Nov 2010
Gender: Male
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Quote:
Originally Posted by sengmeng View Post
The spells don't gain damage, the Guardian Angel's attacks do. How can I word that more clearly?
Sorry it IS clear. I misread it completely.

Also I added two new sets of boons for the Shade Channeler, Entropic and Spellcasting Boons. Please peach them if you wouldn't mind
__________________
Quote:
Originally Posted by Hazuki View Post
...Silva, you are a scary person.
Awesome Avatar by Derjuin

My Homebrew: Here
The Necromantic Codex: A collection of necromancy classes, items and monsters.
Silva Stormrage is offline   Reply With Quote
Old 11-01-2012, 10:15 PM   Top  -  End  -  #30
sirpercival
Bugbear in the Playground
 
 
Join Date: Oct 2011
Default Re: Base Class Challenge Chat Thread III: Gotta 'Brew 'Em All!

Hi folks, I know I'm not done with the Plans yet (but I'm working on them as fast as I can!), but I'd really appreciate if someone could take a look at what I've done with the Ley Engineer already and give some feedback.
__________________
(member in good standing of the troll-feeder's guild)

I am the assassin of productivity.

Super boss Muscle Wizard avvie by Ceika.

gitp extended sig
minmaxboards extended sig (more stuff)
sirpercival is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 03:54 AM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.