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Old 04-14-2013, 11:01 PM   Top  -  End  -  #1
AttilaTheGeek
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Default The Maleficant, a Damage-Over-Time-based class [Playtesting]

BIG EDIT: The class is in this post, and will be moved into its own thread once it is complete.

It's just a bit ways down the page, but I didn't want to copy it here to avoid having to maintain two copies. The original post follows. Both of the proposed abilities are featured, but Plague has been renamed Corruption and only detonates with the Detonating Corruption augment. Bane is now a Lesser Curse and works differently.

I've always thought the WoW affliction warlock, which gets most of its damage through damage-over-time spells, was an interesting damage model; do you think it would be adaptable to Pathfinder? In terms of tier, It's looking like T4 or so. Some abilities might look like this:
Spoiler

Basically, I'd like to be able to make enough different at-will damage-over-time-related effects to form a combat style that remains interesting throughout 20 levels without too many different abilities. Is it doable?
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Old 04-14-2013, 11:14 PM   Top  -  End  -  #2
bobthe6th
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Default Re: Idea- Damage-Over-Time based class?

It needs to stack fast, and offer an out for bosses so you don't shred them.

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Old 04-14-2013, 11:34 PM   Top  -  End  -  #3
Saidoro
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Default Re: Idea- Damage-Over-Time based class?

The main problem is that battle durations are highly variable with optimization level. You could probably make a class that works fine in one game, but there's a good chance it would be either highly overpowered or highly underpowered in absolutely any other game.
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Old 04-14-2013, 11:46 PM   Top  -  End  -  #4
eftexar
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Default Re: Idea- Damage-Over-Time based class?

If you are very careful with the math though inbalance isn't as much of a risk.

Lets say we are at level 10 and the average damage is 15d6 for the sake of my following argument:

If a normal attack would deal 15d6 damage, then a damage over time attack should deal 10d6 damage and 10d6 damage on the next round, but allow a save, possibly in addition to the primary, to half damage. This means it has the potential to deal more damage than normal, but remains balanced by the extra save and the delay.

Or we could deal 10d6 damage and then 5d6 for three rounds after, though I wouldn't go more than three rounds unless you make an ability that deals 1d6 damage until it is removed (sort of like a damage poison).

By keeping the numbers tight and making sure inflation doesn't go too far beyond it might feasible.
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Old 04-15-2013, 12:16 AM   Top  -  End  -  #5
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Default Re: Idea- Damage-Over-Time based class?

The biggest problem I see with this is the close range; the effect of that is that you can't start damaging someone until they're almost right on top of you, and there's nothing in the outline so far that really prevents them from counter-attacking at full effectiveness until the DoT finally knocks them out. That's pretty significant in just about any party composition except one heavy on BFC/melee lockdown.

Basically, this, like an archer, is slow-and-steady damage. Give them longer range like an archer too.
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Old 04-15-2013, 05:31 AM   Top  -  End  -  #6
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Default Re: Idea- Damage-Over-Time based class?

Quote:
Originally Posted by bobthe6th View Post
It needs to stack fast, and offer an out for bosses so you don't shred them
Make each ability deal little bits of damage, without anything on par with rogue or warlock in damage output, but instead find a way to allow for better DCs for your abilities.


For instance, something like...

Each successfully ability affecting a target causes a -2 penalty on saves against similar effects or subtypes.

Each time you cast fireball on a target and they fail the save, it gets harder for them to resist spells of the same subtype.
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Old 04-15-2013, 07:37 PM   Top  -  End  -  #7
NichG
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Default Re: Idea- Damage-Over-Time based class?

Pathfinder has Bleed damage already, which does a little of this. IMC I have a player who made a custom Swordsage style that basically builds up over the course of the fight - it has things like 'Boost: deal +1 cold damage for every 5 cold damage the enemy received last round' and 'Strike: Deal normal damage, plus 10d6 virtual cold damage that only powers abilities based on cold damage received in previous rounds' and 'Strike: Do a full attack, enemy takes a stacking -1 to saves against [Cold] effects for the rest of the encounter for each hit that connects.'

There's also 'disease' damage, which has shown up only on gimmick monster fights and which was determined to be unsuitable for anything but extremely controlled situations. Basically, you take 50% of your current total amount of disease damage in disease damage each round, until that damage is healed (and it heals at the top of the stack). So someone who plinks any creature unable to heal itself with even 2 points of disease damage has guaranteed that it will eventually be killed by it, probably within 1-2 minutes at most. The fix would be to have something like 'every round you can make a Fort save (DC = highest of 10 + HD/2 + Con mod of contributing sources) to convert all your disease damage into normal damage'.

If you'd like I could try my hand at making a class for this kind of thing.
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Old 04-15-2013, 07:46 PM   Top  -  End  -  #8
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Default Re: Idea- Damage-Over-Time based class?

Well, why don't we examine the current DoT's?
Acid arrow (2d4 at a certain rate), Power Word Pain (Deals 1d6/rd, no save, for 4d4 rds at 1st level, since it depends on target hp), etc.
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Old 04-15-2013, 09:01 PM   Top  -  End  -  #9
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Default Re: Idea- Damage-Over-Time based class?

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Originally Posted by NichG View Post
If you'd like I could try my hand at making a class for this kind of thing.
I plan on doing so myself; I was just tossing the idea out here first to see if it was viable and get some preliminary feedback. But if you want to collaborate, that would be great too.
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Old 04-15-2013, 09:24 PM   Top  -  End  -  #10
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Default Re: Idea- Damage-Over-Time based class?

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Originally Posted by Starbuck_II View Post
Well, why don't we examine the current DoT's?
Acid arrow (2d4 at a certain rate), Power Word Pain (Deals 1d6/rd, no save, for 4d4 rds at 1st level, since it depends on target hp), etc.
Note that PW:P is often considered mis-leveled, because of how absurdly powerful it is, under certain circumstances for a first-level spell.

However, this class should probably be almost as powerful as that, since the core class feature needs to be at least as good as random average blasting spells.
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Old 04-15-2013, 10:15 PM   Top  -  End  -  #11
AttilaTheGeek
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Default Re: Idea- Damage-Over-Time based class?

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Originally Posted by tuggyne View Post
Note that PW:P is often considered mis-leveled, because of how absurdly powerful it is, under certain circumstances for a first-level spell.

However, this class should probably be almost as powerful as that, since the core class feature needs to be at least as good as random average blasting spells.
I also want the core class feature to be (relatively) simple to avoid giving too much at first level. How about:
Corruption: At 1st level, as a standard action, you can inflict a creature with a powerful curse. The target receives a Will save at a DC of 10 + 1/2 your level + your [casting stat, probably CHA] modifier to negate the effect. A corruption lasts for three rounds plus one round per level and inflicts 1d6 damage per two levels each round.
I'm thinking of giving a save every round, but I think it would get annoying to have to reapply it round after round. Other, more synergistic stuff (like dots that spread, or dots that care about how many dots you have on a target) can come at higher levels; for first-level games, I want it to not be too complicated. the (level+3) rounds comes from the fact that I want it to scale with level but still be worth casting as a dot at first level. What do you think?
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Old 04-15-2013, 10:24 PM   Top  -  End  -  #12
tuggyne
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Default Re: Idea- Damage-Over-Time based class?

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Originally Posted by AttilaTheGeek View Post
I also want the core class feature to be (relatively) simple to avoid giving too much at first level. How about:
Corruption: At 1st level, as a standard action, you can inflict a creature with a powerful curse. The target receives a Will save at a DC of 10 + 1/2 your level + your [casting stat, probably CHA] modifier to negate the effect. A corruption lasts for three rounds plus one round per level and inflicts 1d6 damage per two levels each round.
I'm thinking of giving a save every round, but I think it would get annoying to have to reapply it round after round. Other, more synergistic stuff (like dots that spread, or dots that care about how many dots you have on a target) can come at higher levels; for first-level games, I want it to not be too complicated. the (level+3) rounds comes from the fact that I want it to scale with level but still be worth casting as a dot at first level. What do you think?
Well, for what it's worth, combats don't necessarily get any longer as you level, so that's likely to be somewhat wasted. (Depending on your op level, you'll likely have Corruptions that last the entire average fight anywhere between level 1 and level 10.) So you might just give it a flat five rounds and be done with it.

Personally, I think "round/level" is overdone in 3.x as it is, and would like more abilities/spells/whatever with fixed durations, especially ones that aren't just "1 round".
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Old 04-15-2013, 10:37 PM   Top  -  End  -  #13
Kane0
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Default Re: Idea- Damage-Over-Time based class?

How about some of these kinds of abilities?

Corrosion: Much like a Warlock's Eldritch Blast, this ability has a range of short and is initiated as a standard action with a ranged touch attack. Upon first use the Target takes 1d6 + (Ability) Mod damage. In following rounds you can choose to sustain this ability by using a swift action, dealing an additional 1d6 damage for each consecutive round sustained (2d6 + Ability Mod on the second round, 3d6 + ability mod on the third, etc).
You can only have the corrosion ability active on one opponent at any given time, and the target must be within Line of Effect and range of the ability upon your turn each round you intend to sustain or the effect ends.

Decay: When a target is subject to the Corrosion ability they must succeed on a Fort save (DC 10 + half XXX level + Ability Mod) or become sickened.

Improved Decay: When a target is subject to the corrosion ability for 3 or more consecutive rounds they must succeed on a Fort save (DC 10 + half XXX level + Ability Mod) or become nauseated.

Rot: When a target is subject to the Corrosion ability for 2 or more consecutive rounds they take 1d4 points of ability damage (the XXX chooses between strength, dexterity or constitution when this ability takes effect). A successful Fort save (DC 10 + half XXX level + Ability Mod) halves this damage.

Improved Rot: When a target is subject to the corrosion ability for 4 or more consecutive rounds they take 2d4 points of ability damage (the XXX chooses between strength, dexterity or constitution when this ability takes effect). A successful Fort save (DC 10 + half XXX level + Ability Mod) halves this damage.

Give corrosion as a level 1 ability, then decay at say level 4, Rot at level 8, Improved decay at level 12 and Improved Rot at level 16.

At higher levels increase the range, damage per round (+2d6 per round instead of +1d6), etc to keep it relevant. Maybe a limited number of times per day he can instantly transfer it to a new target or affect an area, just to give him some flexibility and fun options.

End result is you spend a standard action (or more if you miss) to latch onto a target and you deal increasing amounts of damage plus conditions and ability damage at higher levels for as long as you have line of effect and swift actions to spare, meaning you can still make standard and move actions around that, but have to break it for a full round action. If you grant the class other things he can do as standard actions it would give him some more fun things to do than just single attacks in the meantime.

Alternatively make them Eldritch Blast Essences for the warlock, Corrosion and decay as Least, rot as lesser and improved rot/decay as greater.

Edit: More thoughts
Edit: Might even take this idea for a Warlock prestige class or something.
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Old 04-15-2013, 10:40 PM   Top  -  End  -  #14
NichG
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Default Re: Idea- Damage-Over-Time based class?

I'd probably suggest not making the class' every-round fallback require a save. By higher levels it basically means that they're provoking saves to avoid taking a bit of hp damage while other people are provoking saves to not die.

I'd also suggest due to the tendency to go from one target to the next to the next in D&D fights that are in fact longer than 3 rounds, it might be nice to have an ability that basically jumps targets when they're defeated or perhaps which builds up over time. Area effects will also be important for this class to remain relevant (e.g. the purpose of this class is that while the burst damage people are taking out single hard targets, after 5 rounds this class will have wiped out everything else on the field). I'd almost say it should be something like, if a mage can blast all targets in a 30ft area instantly, this guy should (more reliably) take out targets in, say, a 120ft area since he's taking five rounds to do it.
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Old 04-15-2013, 11:00 PM   Top  -  End  -  #15
AttilaTheGeek
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Default Re: Idea- Damage-Over-Time based class?

Quote:
Originally Posted by Kane0 View Post
How about some of these kinds of abilities?

(snip)

End result is you spend a standard action (or more if you miss) to latch onto a target and you deal increasing amounts of damage plus conditions and ability damage at higher levels for as long as you have line of effect and swift actions to spare, meaning you can still make standard and move actions around that, but have to break it for a full round action. If you grant the class other things he can do as standard actions it would give him some more fun things to do than just single attacks in the meantime.

Alternatively make them Eldritch Blast Essences for the warlock, Corrosion and decay as Least, rot as lesser and improved rot/decay as greater.

Edit: More thoughts
Edit: Might even take this idea for a Warlock prestige class or something.
(emphasis mine)

I'm still not sure if it would be best as a base class, a Warlock PrC, a series of Eldritch Blast Essences, or something for *gasp* 4th Edition, because of all the mention of at-will powers, allowing bigger (encounter) powers to do things like detonate dots, spread them, or reset durations.

Quote:
Originally Posted by NichG View Post
I'd probably suggest not making the class' every-round fallback require a save. By higher levels it basically means that they're provoking saves to avoid taking a bit of hp damage while other people are provoking saves to not die.
You make a good point.

Quote:
Originally Posted by NichG View Post
I'd also suggest due to the tendency to go from one target to the next to the next in D&D fights that are in fact longer than 3 rounds, it might be nice to have an ability that basically jumps targets when they're defeated or perhaps which builds up over time. Area effects will also be important for this class to remain relevant (e.g. the purpose of this class is that while the burst damage people are taking out single hard targets, after 5 rounds this class will have wiped out everything else on the field). I'd almost say it should be something like, if a mage can blast all targets in a 30ft area instantly, this guy should (more reliably) take out targets in, say, a 120ft area since he's taking five rounds to do it.
I also want it to be able to affect multiple enemies by having plenty of swift action dots, albeit weaker ones.

So here is the list of potential mechanics that have been proposed:
  • Straight damage-over-time effects.
  • Area of effect dots
  • Ability damage dots
  • Dots that increase damage as they go
  • Dots that increase DCs for other dots
  • Spending a swift action to keep a stronger dot going (as a drawback)
Just glancing over this list, it's looking like T4 or low T3, which is not necessarily a bad thing.
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Old 04-15-2013, 11:15 PM   Top  -  End  -  #16
Kane0
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Default Re: Idea- Damage-Over-Time based class?

Quote:
I'm still not sure if it would be best as a base class, a Warlock PrC, a series of Eldritch Blast Essences, or something for *gasp* 4th Edition, because of all the mention of at-will powers, allowing bigger (encounter) powers to do things like detonate dots, spread them, or reset durations.
Depending on how you do it, it could be all of the above. If it's going to be a dabbling thing then a 3 or 5 level PrC is all thats needed, but a base class wont go wrong either.
The 3rd ed warlock reminds me a lot of 4th ed with the whole At Will thing. Having at will powers as class features is fine in 3rd ed, well at least I think so.

Quote:
Just glancing over this list, it's looking like T4 or low T3, which is not necessarily a bad thing.
Put that on a gish-like chassis and you're gold.
Something like d8 hp, 3/4 bab, 4 skills/level and 4th or 6th level casting with your DoT abilities as the main class features sounds about right, then add in a few flavor abilities as needed.
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Old 04-16-2013, 12:08 AM   Top  -  End  -  #17
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Default Re: Idea- Damage-Over-Time based class?

Your bread and butter SLA should be something that rewards consecutive hits. Ideally a stacking debuff. Perhaps make it apply more stacks based on the range they are from you? 1 for long, 2 for medium, 3 for close, 4 for touch. How you decide to make it scale is harder, but it discourages people from getting close to you, which is when you should get scary. There are plenty of ways to make it scale, just need to find a nice balance.

An aura to maintain the DoTs would be a nice ability. Probably call it Plague, or something. Upgrade it over levels to go from a penalty to saves vs relevant class features to outright denying the save until they leave the area, as appropriate. No one will want to stay close to you once they've gotten in, especially if they don't kill you.

Another cool ability would be to infest an enemy whose been poisoned enough. A save or die that's enabled by getting X stacks on a relevant foe, then forcing it on them. Or a mind control spell, or a body snatch, or a vampiric touch, from range.

As a higher level ability you could start expunging your infections. Reach out and violently shred their body with your plague as you force them to eat the rest of the DoT in one burst. Makes you a lot of enemies quickly, but lets you clear mooks in a timely fashion.
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Old 04-16-2013, 12:44 AM   Top  -  End  -  #18
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Default Re: Idea- Damage-Over-Time based class?

Suggestions:
  • Keep the actual Damage from the Dots Low but effect in different ways.
  • Offer a Way out: Aka Saves, Resistence, etc
  • Lets the "dots" be a Leading point to Boosting of the dots for X turns or proc "bursts" of damage.

Wow's Deathknight is probally a good example of this.

round 1: Cast "disease" on enemy; enemy get Fort save.
round 2: Cast "confusatory" on enemy, Enemy gets Will save
Round 3: Cast "somethingreflike" on enemy, Enemy gets Ref Save

Each of these getting something like: Causes 1dmg a round, applies secondary effect (-2 vs the othr DoTs or minus 2 to further saves vs reapplication of effect)

Toss in a "aoe" based off casting on the dot'd target to spread the dots around, (suddenly your not doing 3 damage/turn till they can get it off them; it's 3*enemies your attacking)

Toss in a Dot Expander with a reasonably easier to make save (though harder the more dots you got running on target. thusly taking away some of the ease of it.) makes the dots run at 3dmg a hit for so many turns. (9dmg a turn) and then use the AOE again XD

And then the one that wipes the dots; but deals all the damage at once. maybe applies a 4th dot, so that when you get the 3 dots running again; you have 4 dots now running; one with alot of damage and 3 with smaller damage you can spread.

To be honest; these can probally be worked into invocations on the warlock class and then a prc based on easier/stronger applications.

Add in some summoning that can help you apply these dots and/or maintain them.

Higher levels, give them ways to apply multiple dots at once, or summons that can assist better. (Summon with iron guard glare type stuff; makes the enemy more likely to attack them)
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Old 04-16-2013, 01:34 AM   Top  -  End  -  #19
NichG
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Default Re: Idea- Damage-Over-Time based class?

Some more detailed notes on design stuff.

Design Concept: Damage scaling
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Ability breakdown:
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Themes to draw on:
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A couple other things:

- We probably want this guy to have some stuff at Medium range, and better stuff at Close range. I'd tend towards making the class focus on Touch attacks, which suggests that 3/4 BAB will make them quite competent and 1/2 BAB will probably make them 'sufficiently' competent but with a few glaring weaknesses against dodgy characters. If their AoEs target Fort saves instead of Reflex saves, then 1/2 BAB is fine (because they have an option against high touch AC dodgy characters, whereas if its Reflex then they're going to hit Evasion).

- We've only spoken about this guy's attacks. Since his schtick is 'I'll get them if they let me alone long enough' then we probably need to consider salting the class with a few defenses as well. Perhaps give them a damage aura (perhaps even one that only works against enemies) or a trick that helps them defend specifically against the target's they've already put a DoT on (maybe an Immediate action ability that lets them expend a DoT to get a +Level bonus to AC or saves against one effect produced by the thing that had the DoT on it).

- It'd be nice if the class had some synergy with existing rules, so its not just a thing thats sitting out their on its own. Making the attacks into rays means that at least all the feats that influence weapons can be used with their abilities. Making them into Breaths could have interesting possibilities too, though is probably a bit too potent.

Last edited by NichG : 04-16-2013 at 01:46 AM.
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Old 04-16-2013, 02:06 AM   Top  -  End  -  #20
LordErebus12
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Default Re: Idea- Damage-Over-Time based class?

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We've only spoken about this guy's attacks. Since his schtick is 'I'll get them if they let me alone long enough' then we probably need to consider salting the class with a few defenses as well. Perhaps give them a damage aura (perhaps even one that only works against enemies) or a trick that helps them defend specifically against the target's they've already put a DoT on (maybe an Immediate action ability that lets them expend a DoT to get a +Level bonus to AC or saves against one effect produced by the thing that had the DoT on it).
what if we had an ability to funnel some of any damage received by targets back at a cursed target, damage mitigation.
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Old 04-16-2013, 02:15 AM   Top  -  End  -  #21
NichG
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what if we had an ability to funnel some of any damage received by targets back at a cursed target, damage mitigation.
Possibly tricky to balance - this is basically universal DR and energy resistance, but even better since you can force someone else to take the damage for you, at least if its per-attack. If its just one pool then that could work (e.g. use this move and 10% of the damage you do becomes a mitigation pool that can be used to avoid damage from other sources).
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Old 04-16-2013, 02:35 AM   Top  -  End  -  #22
LordErebus12
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Possibly tricky to balance - this is basically universal DR and energy resistance, but even better since you can force someone else to take the damage for you, at least if its per-attack. If its just one pool then that could work (e.g. use this move and 10% of the damage you do becomes a mitigation pool that can be used to avoid damage from other sources).
still, i could work, its something that feels parasitic in nature.

speaking of parasites, could you have an ability to absorb a percentage of a target's healing.

the cleric cures the fighter of 50 damage, but because of your curses placed on the fighter, you steal a percentage of the fighter's healed damage, say 10%, meaning you gain 5 hp from that 50 healed damage and they only receive 45 hp.
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Old 04-16-2013, 06:02 AM   Top  -  End  -  #23
NichG
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Default Re: Idea- Damage-Over-Time based class?

Decided to take a first shot at an actual class. Lots of the details are still left to be determined though.

Edit: v1.6 - Some changes to Malefic Grasp, Blasted Heath. Some new Augments. Some curses adjusted, or have explicit examples. Damage of basic Corruptions increased. Added Double Augment.

The Maleficant
BAB: 1/2
HD: d6
Skill points: 4+Int
Saves: Bad Fort, Bad Reflexes, Good Will

The Maleficant is a master of curses, hexes, and all manner of
inflicted dooms. Maleficants are often discovered rather than trained
- someone pushes them over the edge and in their moment of cold fury,
the nascent Maleficant curses them reflexively. While the very name of
their class suggests evil, the actual power behind the Maleficant's
curses is one of cosmic balance and retribution. Righteous Maleficants
have been known to exist, punishing those who wrong others by tapping
into the very bad karma they have developed.

Maleficants use supernatural abilities that are not strictly speaking
spells. However, they are considered to have a caster level (CL) much
like other casters, and benefit from items and feats that increase
caster level. For the purpose of effects that are specific to a school
of magic (Spell Focus, Reserve Feats, etc), Maleficant abilities are
considered to be Abjurations.

Note on damage: Maleficant abilities that cause damage and do not
specify the type draw the type from the Maleficant's alignment. Good
Maleficants deal Holy damage. Evil Maleficants deal Unholy damage.
Neutral Maleficants must choose one or the other when taking the
class, and consistently deal that type of damage.

Corruption (Sp):
Spoiler


Curse (Sp):
Spoiler


Invective (Sp):
Spoiler


Evil Eye: The Maleficant is known for their swift vengeance to
the point where enemies may be afraid to target them. The Maleficant
may choose one enemy to direct their gaze at (they can change this for
free each round on their turn, or off-turn by spending an Immediate
action). This enemy's attacks suffer a 20% miss chance against the
Maleficant unless the enemy is immune to fear.

Double Augment: The Maleficant may apply two Augments to a single Corruption at the same time, only spending a single Swift action (sources of extra Swift actions only add one extra Augment per extra Swift action however).

Furious Glare: The Maleficant's Evil Eye breaks Fear Immunity,
and causes its target to suffer a 20% miss chance against any ally, not
just the Maleficant.

Aura of Misfortune: Things just tend to go poorly for enemies
within the Maleficant's presence. The Maleficant gains a 60ft aura of
misfortune. Any enemy within the Maleficant's aura can be forced by
the Maleficant to reroll one d20 roll that they make, at most once per round.
This is done after the result of the initial roll is known. The
second roll is used regardless of whether it is higher or lower.

Class breakdown by level:
Spoiler


Corruption Augments (all require a Swift action unless otherwise specified):
Spoiler


Least Curses:
Spoiler


Lesser Curses:
Spoiler


Moderate Curses:
Spoiler


Greater Curses:
Spoiler


Least Invectives:
Spoiler


Lesser Invectives:
Spoiler


Moderate Invectives:
Spoiler


Greater Invectives:
Spoiler

Last edited by NichG : 04-30-2013 at 02:57 PM.
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Old 04-16-2013, 09:10 AM   Top  -  End  -  #24
AttilaTheGeek
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Default Re: Idea- Damage-Over-Time based class?

With the various "themes" you mentioned before, I also really like the "curse" theme. I think it has the most going for it- it has the widest applications, and there weren't going to be any good people focused on infecting or corrupting others anyway.

I think that with Jinxes, Curses, and Invectives, there's a little too much customization; it feels like there's nothing in common between any two Malificants. I feel like there should be at least one, probably more, core SLA that is to the Malificant as the Eldritch Blast is to the Warlock, and is just a basic dot that increases damage every level. Taking into account what you said under the "damage scaling" spoiler...
Coruption, 2nd Draft: At 1st level, as a standard action, you can inflict an enemy within close range with a powerful curse. The target of the curse receives no save to diminish its effects. The target takes 1d6 damage per two levels when first Corrupted, and that same amount again at the beginning of your turn each round. A corruption lasts for one minute.
I don't want it to be permanent, because then a level one Malificant (still not sure how I feel about the name) can go up to any NPC who can't dispel curses, curse them, and then run away as the NPC dies. Being able to dot and run is a core staple of dot classes, but not from level one.
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Last edited by AttilaTheGeek : 04-16-2013 at 04:11 PM.
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Old 04-16-2013, 04:30 PM   Top  -  End  -  #25
NichG
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Default Re: Idea- Damage-Over-Time based class?

Maybe we can replace the Jinxes with Corruption, and then have all of the upgrades to Jinxes be Meta-Corruptions, moving the current more exotic ones into Curses? Sort of like how Warlocks get the ability to change the form factor of their Eldritch Blast?

How about Will Save halves to begin with, and then if they choose to replace their Corruption with an enhancement that changes its form factor into a physical attack it becomes a ranged touch or melee touch attack with no save?
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Old 04-16-2013, 05:47 PM   Top  -  End  -  #26
DracoDei
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Default Re: Idea- Damage-Over-Time based class?

You want to be sure that a long range doesn't turn into making it easy to kite an enemy, especially using hiding rather than speed as the factor to make sure the kiting works. Simply having the DOT end with no damage if you don't have Line of Effect to the target each time the damage goes off could be one way of handling that, although that might have implications I haven't considered.

With all this mention of "Plague" and such, I wonder if "1 or 2 <non-Con ability score*> damage" might be appropriate as a low level version with better versions on the following axis at higher levels:
  1. Change 1 to 1d2, or 2, or whatever. I strongly recommend against large dice since it probably gets too swingy.
  2. Con. Damage
  3. Drain or even Burn.
*Might want to leave Intelligence off of there, or maybe say it can't drop a stat lower than 1, otherwise it makes animals too vulnerable. Might want to check the rules for Undead/Deathless too, since I think they are only immune to damage to PHYSICAL ability scores, and a lot of the mindless ones are Charisma 1.
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Detect Good and Turn It to Roast Chicken
Detect Law and Turn It to Goo
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Detect Magic and Turn It to Rumble: Arcane counterpart to the above.
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Old 04-16-2013, 07:45 PM   Top  -  End  -  #27
NichG
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Default Re: Idea- Damage-Over-Time based class?

I added something like that in as Corruption Augments, and updated the class with more Curses and a few Invectives.
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Old 04-16-2013, 08:16 PM   Top  -  End  -  #28
DracoDei
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Default Re: Idea- Damage-Over-Time based class?

Corrupted Shadows probably needs to specify that subsequent saving throws apply as normal.... if you are still planning on having anything with once-per-round saves. I can't tell from your sketch of the class.
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Last edited by DracoDei : 04-16-2013 at 08:19 PM.
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Old 04-16-2013, 08:57 PM   Top  -  End  -  #29
NichG
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Default Re: Idea- Damage-Over-Time based class?

Quote:
Originally Posted by DracoDei View Post
Corrupted Shadows probably needs to specify that subsequent saving throws apply as normal.... if you are still planning on having anything with once-per-round saves. I can't tell from your sketch of the class.
Its probably best not to do once-per-round saves just for speed of play. The other thing is, since you can't really combine Augments (I guess you can with Ruby Knight Vindicator maybe?) each Augment kind of stands on its own anyhow.
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Old 04-16-2013, 09:42 PM   Top  -  End  -  #30
Just to Browse
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Default Re: Idea- Damage-Over-Time based class?

YES! YES!

http://www.youtube.com/watch?v=vWizDna1XO4

The one thing that I think would be the most troublesome is rolling dice all the time, because with plague and bane up you'll be rolling d6's for damage maybe 4-5 times per turn (once for your attack, once for plague, once for bane off of plague and/or once for bane off of your attack, and one or two more times for attacks throughout the round). I recommend making Proc's and DoT's deal fixed damage, or have the player roll damage beforehand (during initiative or at the beginning of their turn) and let all the abilities follow that pattern.
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