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Post by FunkySwerve on Oct 5, 2010 20:54:37 GMT
This is another quasi that has long been in the works, and is the next farthest along in conceptualization, after the just-completed herald.
First, my notes: Gnome Class requirements - 10 Rogue - 10 Wiz
Feat Requirements - Spell Focus Enchant - Spell Focus Transmu - Skill Focus Appraise - Weapon Focus Crossbow
basically, you take rogue levels to increase rogue abilities, additional wiz levels grant you new devices, but your casterlevel must be suck (maybe wiz-rogue)*(this is general musing, not set in stone - see notes on costs below, wiz levels may or may not unlock devices)
quasi gets no epics devices have a number of uses per rest (when you tinker up more, or fix larger ones), and ignore SR, and scale up by level -int and skill requirements (set trap, craft trap, umd, lore) on abilities?
Armors: Inventor's Vest: adds high pierce resist Coiled Vest: adds high elec resist Insulated Vest: adds high cold resist Ceramic-plated Vest: adds high acid resist Flame-retardant Vest: adds high fire resist Mechanized Suit: adds phys stats +12, temp hp? destroyed when lost? killed? other bonuses? Field Generator: adds soak, immunes(big epic warding vfx; grant immunity to nearby allies?)
Goggles: Telescoping: adds 50 to spot Etherscanning: adds true sight Shielded: immune to blindness, -10 spot Anomaly-scanning: +50 search, +50 find traps Xray: know vulns Electronscanning: see limbo walls
Earpiece: Shielded: immune to deaf, adds high sonic resist, -10 listen Amplified: adds +50 listen, 20% sonic vuln
Canisters (thrown or attached to bolt) conceal gas: conceals EVERYTHING in cloud, including enemies (useful bc ranged) toxic gas: acid cloud spell laughing gas: tasha's spell chain net: web effect grease: grease effect sovereign glue: immobilizes (dom) flashbang: daze/deafen
Bombs (thrown - or launched via cannon?) tesla ball: big elec damage (think scint sphere) clapper: tclap deep-borer: earthquake with reflex vs kd vaccum - sucks all enemies in colossal radius to target point, bludgeoning damage to them, increases with number of enemies sucked dissonant waveform generator: curse song biometric pattern re-enforcer: bard song
Bolts Thumpers (kd onhit? extra bludg) Shatterbolts (added pierce) Slicers (expand on entry for extra slashing)
Portable Cannon spawn in place so long as no one in part in combat, and not within about 10.0 of any creature, fires double-imbue level shots once per round of fire damage
As you can see, the concept is a gadget-based class, where there must be incentives to use gadgets instead of spells. The most obvious way to achieve this is to have casterlevel etc only combine rogue and wiz levels in the geared version of the spells, with perhaps some dc bonus, sp bypass, etc, to compensate for the reduced spell selection. We also wanted to put out a class that utilized the xbow, much as the slinger uses a sling.
What we want from you: 1) More gear/gadget ideas 2) Suggestions for requirements for the abilities listed above, as well as any new ones you suggest. As it stands, there's no basis for limiting what abilities an inventor would get, and thus no diversity in inventor builds. Requirements should be actual costs - things like skills and feats that mean giving up other skills and feats the character might otherwise take, for example. Requiring high discipline isn't much of a cost, since it has other valuable uses and is often taken by classes expecting to see some melee combat. On the other hand, if this class winds up being predominantly ranged, as it looks to be at present, discipline might not be so useful, otherwise, and might be a suitable cost.
Sample cost ideas: -Medium/Heavy Armor feats for Armors, and/or Goggles and Earpieces -Discipline for armor -Discipline for ranged weaponry like canisters and bolts -Other xbow feats for ranged weaponry -Appraise for...something -Concentration for any of the above - if not casting live, much less useful -Spell focus feats - only really costs if normal casting doesn't get 'quasi' spell status
Ideally, costs will be such that a given inventor can access maybe 2/3 of the above abilities, give or take. They should help create build diversity, without being crippling.
3)Balance-checking. What issues is the quasi going to have, balance-wise, that need to be addressed with class abilities? Poor offense or defense? Too few skills or feats? The more specific and the less speculative here, the better.
Thanks, Funky
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Post by redbeard on Oct 6, 2010 3:13:34 GMT
How about having Spot reduce conceal for cannon instead of listen? There would be enough background noise that mobs fairly far off would be drowned out by nearer mobs and party members. I would also expect that cannon not be able to target anything at point-blank range.
I can see Lore having an effect on accuracy or power of equipment.
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Post by starfall on Oct 6, 2010 7:21:40 GMT
how about a ride check before equipping and/or using any of these items? Very similar to the UMD check. That's not used for anything else atm, so it's costly. it would allow you to add +ride skill items to the loot randomizer too.
I like field generator, could give them several different auras. you mentioned that ranged mobs will be more prevalent in EE, so missile dodge aura. silence aura. druids seem in high demand for shunt, maybe different auras that increase resistance to an element.
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Post by MightyKhan on Oct 6, 2010 9:54:29 GMT
Could we have a flying ship that crashes every now and then? And sell turnips?
Here is my idea about the Gnomish Inventor quasi:
Gnomish inventors should wear either heavy, mechanized, clockwork battle suits or laboratory aprons, depending on their control class.
An inventor that spends most of his time in a lab gains more gadgets. They wears aprons most of the time. An inventor that spends most of his time in the field, testing, can greatly tweak and improve upon his limited selection of gadgets. Most often, this includes an improved Battle Suit. When a new gadget is obtained, it starts out at rank 0. Improving a rank requires upgrades (costs are cumulative). Some gadgets can have higher ranks than others. CC rogue provides more upgrades, but CC wizard provides more gadgets. Each gadget has it's own skill and/or feat requirement.
Or perhaps the battle suit should be the only gadget that features ranks (in other words, it improves with rogue levels).
One major gadget is the Battle Suit. -ranks 1, 2 and 3+ require medium, medium and heavy armor proficiency respectively, as well as a number of ranks in craft armor. -The Inventor can 'suit up', gaining a large construct appearance. Should the gnome die while inside the armor, the armor is destroyed and the gnome will have to put on a new one. Only a limited number of suits can be carried at a single time. Resting replenished this number. (Similar to CoT divine wrath.) -The battle suit is fully customisable, featuring a number of 'gadget slots' depending on the rank of the suit. These slots can hold ammo, bazooka-wands, bombs, claws, whatever. When a gadget is placed in a slot, this gadget may be used as a swift action (with exception of ammo and weapons; switching ammunition and weaponry does not count as a swift action, but is instantaneous nonetheless). --Examples: put slicers in a slot to quickly change the type of bolt to slicer. put implosives in a slot to throw an implosive at a nearby enemy without having to interrupt shooting. -Putting on a battle suit, gives the gnome temporary hitpoints, 100% spellfailure, +12 strength, dexterity and constitution, physical immunities and immunity to sneak attacks and perhaps some more benefits. -Some gadgets, that would otherwise occupy an inventory slot, can be placed on the suit instead, but only one of every type may be applied at a single time. These include: --goggles --earpieces --gloves --armors
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Post by MightyKhan on Oct 6, 2010 10:29:20 GMT
placeables are placed on the ground and last untill their duration is expired or untill destroyed by monsters. Only one placeable may be active at a single time.
Paramagic Resonator: placeable. lowers SR.
Kinetic Stabaliser: placeable. Prevents KD in a small AoE.
Gravitational Radiation Distortion Device: placeable. Provides levitation to nearby partymembers.
Manifold Contractor: throwable/trap. casts implosion
Time Dilator: placeable. timestops creatures
Principle Excluder: wand/trap mazes stuff
Automated Lockpicks: gloves. +pick locks
Jets: cloak. provides levitation.
Air Conditioner: wand/cannon. casts gusts.
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Post by phalthallus on Oct 7, 2010 12:11:07 GMT
It looks like a lot of the cannister's and bomb's are just copies of spells that arcane casters can cast anyway. Is the DC expected to be higher than normal? Or lower, and the benefit is the ability to use as many as you want (rather than being limited by spell slots)? I'm not seeing much reason to use ones that cast Grease, Web, Tasha's, TClap, Scint Sphere, etc.
An AoE stoning cannister would be nice.
Not sure if it's possible, but a very small AoE Death of Magic-like effect could be cool too, that affected everyone (including party members). Maybe Silence would be easier; like an emanating Silence pulse from the point of impact.
Would the Bard/Curse song bombs only work in a radius from the point of impact? I guess if that's the case, then (if possible) I'd prefer to see it as a very large aura, or possibly have both options, and change it to a helm/goggle type of item.
I still wonder if it's better to have a variety of different cannisters that modify the Curse Song independently, ala the way we split out Curse Songs for Bards. That is, one cannister lowers saves (all, or one for Fort, one for Will, one for Reflex), one lowers AC, one lowers AB, one lowers damage, etc. That would help offset or work with other Bards' Curse Song, other GI's, Shifters, and PM's. For example, if the Bard in the party gimped on lowering skills (for wahtever reason), the GI could focus on using the bomb/cannister that lowers skills more. Or a party may say "A Shifter + a GI using the AC-lowering bomb allows us to do this without a Bard". Things like that.
It's been so long, I can't recall how the armors work. Are they temporary items that augment your current armor?
Is Tenser's going to work for this quasi? Rogues are generally low on AB anyway; throw in some pre-epic Wizard levels (depending on when the 10/10 requirement must be met - that wasn't in the post), and it's even lower. I guess I'm wondering what benefits you have of taking Rogue levels over Wizard levels.
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Post by FunkySwerve on Oct 7, 2010 17:14:42 GMT
It looks like a lot of the cannister's and bomb's are just copies of spells that arcane casters can cast anyway. Is the DC expected to be higher than normal? Or lower, and the benefit is the ability to use as many as you want (rather than being limited by spell slots)? I'm not seeing much reason to use ones that cast Grease, Web, Tasha's, TClap, Scint Sphere, etc. Your casterlevel in those spells would be quite low, is the main reason, though I'm sort of inclined to make these either +2 dc, or +4 sp, or some such, in addition to making them quasi 'spells' for the purposes of casterlevel, dc, etc. Also note that some, like the implosion cannisters, are non-arcane. Quikcrete! That's the implosion cannisters. It'd be a one-time application, not an aura, so no, and that seems too close to the original ability. Seems like a lot of effort for a little gain. More likely, we'll just make them only have a few aspects of bard song, like save and ac dropping. Temporary item props on the current armor. Figure by 20, 22, or 25 by the latest - otherwise there's not much sting, and thereby not as much leeway for cool special abilities. Yes, Tenser's will work, but the casterlevel will be low-ish. Maybe some targeting goggles are called for? Please feel free to repost your thoughts in the Thoughts and Ideas thread I started, to spark more discussion - I can move both our posts if that's ok with you. Funky
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Post by phalthallus on Oct 8, 2010 1:25:07 GMT
Moving whatever you like is fine by me. Nothing there that I wouldn't want others to see. As for BAB, a 10/10 pre-epic split would result in +12/+7/+2. Requiring the levels by 22, and going 12 Rogue/10 Wizard (in that order) would result in +13/+8/+3. If you did move it to 25, that would allow someone to splash 4 of a full BAB class pre-epic, for a max of +15/+10/+5. So that's still 5 off max, but the same as a pure Rogue. Not as bad as I thought, though 4 splash levels means lower GI abilities (presumably). Implosion != Silence. In fact I prefer Silence over Implode, for Raks and Screams. That was my main motivation for requesting it. It would let you tactically spawn Raks more easily, and be another tactical way of dealing with Screams. Maybe it's too much, I don't know. But having this pulsating Silence "thing" seems neat to me. I understand the caster levels for a GI would be very low for the spells mentioned, but I was thinking more along the lines of the motivation to make this over a mage. Those abilities I listed are just remakes of what a mage can already do, but the "real" mage can still cast instakill spells, and do huge damage to boot. The way I see it so far: Pros: - Part-time Bard, with pseudo songs and KV - Some nice Rogue bonuses like +50 Search/Find Traps - Implode (which canister is this? I don't see it listed currently, unless it's the Vacuum - I took that to mean it physically moves mobs to the point of impact, which seemed really neat to me) - Some resists (Energy Buffer is already pretty much the same thing, depending just how high the resists are, and work for all elements, not just one) Cons: - No access to Orbs, currently the biggest damage dealing spells in the mod - No epics - No instakilling spells - Inability to sneak everything in the mod, like a pure Rogue can - Lower damage in general, due to lack of great damage ammo (much like current xbow Rogues), fewer attacks/round, and the aforementioned lack of big damage spells. And I still want Quikrete! These 3 things from MK all sounded really good: I would add a telescoping snorkel or some such for water-breathing. And Quikcrete. I'm just thinking about this from the perspective "Why do I make this over a mage?" mostly. I can see people reincarnating Rogues to this, because Rogues are, generally, somewhat dull. I know a LOT of people who are looking forward to this quasi, since it was announced years ago, and I want to make sure it's as unique and fun as we can make it.
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Post by phalthallus on Oct 8, 2010 1:27:37 GMT
Snippets from the DM thread:
- Quikcrete (AoE stoning effect) - Telescoping Snorkel - Water-breathing - Silence bomb - pulsating Silence effect from point of impact, in a relatively small AoE
These three from MK I like in particular:
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Post by jeanhelixü on Oct 8, 2010 2:07:15 GMT
This amount of edits sounds more like a whole new class than a quasi, far more than any other quasis to date.
The Paramagic Resonator does sound nice, I kind of picture it like the CoT aura effect.
I'm a bit concerned about the portable cannon though. If you get an Elite Balor/Pit Fiend and the portable cannon locks on to them, you're kind of screwed given that it ignores sr and will be healing them for thousands of points a round.
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Post by FunkySwerve on Oct 8, 2010 6:17:34 GMT
Implosion != Silence. I read AoE Death and my brain shut out the rest. >< This is precisely the kind of feedback I wanted - I haven't played a rogue in ages, unless you count the test build I leveled up still sitting in my Vault. Funky
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Post by FunkySwerve on Oct 8, 2010 6:58:35 GMT
Moved 4 posts from the DM forum thread to here - looks like they get dumped in chronologically, instead of at the end - posts are phal's and my own. I'll be formatting up a new template for the quasi after this, and posting it here. All input still welcome.
Funky
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Post by MightyKhan on Oct 8, 2010 7:47:59 GMT
Saw-on-chain: the GI shoots forth a chain with a rapidly rotating blade at the end, dealing slashing damage and possibly constricting the target (dom? entangle? web?)
Claw-on-chain: the GI shoort forth a chain with a claw at the end, dealing piercing damage. retracting the chain will pull the grabbed monster towards the GI (especially useful against ranged attackers, like spins in malbolge)
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Post by dodrudon on Oct 8, 2010 9:49:03 GMT
My first impression is that Rogues don't give up very much in taking 10 levels of Wizard to gain a ton of fun gadgets, whereas Wizards lose almost everything (offensively).
I tried to make a viable choice between Int and Dex, and Rogue and Wizard. Int is geared towards spells cast through bolts (and requires more than just 10 Wiz levels to unlock spells), while Dex is geared towards damage (you get your Dex mod added to bolt damage). Rogues and Wizards get different sets of abilities (was trying to make it so Rogues get better Totems and cannon ammo, while Wizards got Golems and gadgets, but it didn't really work out that way...).
Even with 10 levels of Rogue (or more), Wizards can still cast a few useful spells that ignore SR, albeit not at maximum CL: o Mass Blind/Deaf o Grease o Gust (vs fumes which have no SR) o Evard's (AB will be a bit low though) o Great Thunderclap And with an NB, many more mobs will be vulnerable to Weird or Wail.
The ideas listed below still don't seem to be very cohesive... ideas are all over the place and shoved into random places. There are also no bombs/grenades or armor/goggles, which would be interesting mechanics.
About the abilities, I tried not to replicate existing abilities that were already very popular (stoning, for one). I wanted to encourage the use of the lesser used abilities, such as Stun/Para/Daze (just remembered, left out Sleep), Slow, KD, Disarm, Entangle... as well as abilities that parties find it hard to live without: KD pickup, construct killer, wind killer...
Some abilities were put in specifically to duplicate possibly missing classes. Pure Rogue or Wizard Inventors get a prominent instakill ability from another class (Mortal Strike/Called Shot and Implosion respectively), but in a limited manner (you can't pick the target). Warforged golems provide a Battletide aura (barely any Clerics around these days) (woulda been Dragonfear aura, but there are so few of those so that'd stack too easily with existing Clerics and be TOO useful).
- free Brew Potion and Craft Wand - Gate spell cast as if ESF (or LSF with specialization) - two Wall of Fires (Stones) can be summoned at a time - add Dex mod to damage - use Int for xbox AB if higher than Dex - DCs for abilities use Dex or Int mod (whichever is higher) + Craft Weapon/5
WL = Wiz lvl RL = Rogue lvl GIL = Gnomish Inventor lvl CW = Craft Weapon Levels below include LLs.
Gnomish Inventors can "imbue" their bolts with certain spells. Unless otherwise noted, this drains one use of the spell, and for GIL/15 rounds, when a bolt finds its target, it will have the indicated effect. (I find this part very interesting, it basically allows you to cast spells really, really fast. As such, DCs and effects will have to be lower than usual spells to account for at least 6 attacks (and thus casts) per round.)
They can place totems as well, which have persistent effect and do not move. Totems drain one charge per round they are out, with Dex or Int mod charges per day, whichever is greater.
The cannon has its own special ammos, but can also be imbued by certain spells. It will fire the kind of ammo it has until chnaged. The cannon targets random enemies and shoots once per round.
Golems each last one turn.
Rogue (Skill Mastery uses GIL) --- 15: Particularized Ferromagnets (ammo) - cannon covers enemies in a small AoE in fine magnetized powder, lowering their Elec immunity by 5% (stacks to 10%), and helps bolts find their target (-2 AC) 20: Poison Bolts - Fort or lowers Str, Dex, and Con by 1d4, lasts 2 rounds 25: Airblast Bombs (ammo) - as Gust of Wind, including KD effect 30: Aural Unwavifier (totem) - silence in a large aura 35: Tar Ball (ammo) - Reflex vs Slow, medium AoE 40: Superelectromagno Generatamator - strong magnetic currents attempt to rip the weapon of out nearby enemies' hands each round 45: (no L9 spells) Tazebolt - Fort vs Stun, Will vs Daze, Reflex vs Para 50: (no L6+ spells) Shelgarn's Persistent Blade spell (golem) - summons a Mechanical Sword Spider with on-hit: Fort or die vs Crit immunity
Imbuable spells (Spells with effects listed here use Int to calculate DC, and GIL as CL, including SP feats. Spells marked as "Drain" will drain one use when a bolt lands, instead of being a persistent effect as described above. with a 50 Rogue/10 Wizard split, spells up to L5 can still be cast.) --- (L2 spell) Melf's Acid Arrow - bolts do acid damage, cannon hits a single target, lowering Acid immunity by 5% (stacks to 20%) (3) Flame Arrow - bolts do fire damage, cannon hits a single target, lowering Fire immunity by 5% (stacks to 20%) (4) Ice Storm - bolts do cold damage, cannon launches boulders for Blud damage (non-loot breaking) (5) Feeblemind - as the spell, Magic damage (6) Undeath to Death (Drain when target is undead) - Undead Will or die, Divine damage (7) Rebuke (Drain) - Will save or die, target is immune if they have Mind, Confusion, or Fear immunity (8) Greater Planar Binding (Drain if target is summoned) - Fort vs Paralyze, also Will vs Banishment where applicable (9) Energy Drain - 1d4 levels drained, Negative damage (9) PWK (Drain when a target is killed with this) - as the spell
Wizard --- 15: none (can cast L8 spells) 20: Deconstruction Wrench (item) - touch attack item, Crumble on constructs/petrified 30: Mordenkainen's Sword spell (golem) - summons a small mechanical spider, which runs around picking up anyone that is KDed, otherwise casts Grease with your GIL as CL, otherwise shoots Sticky Bolts 40: Create Undead spell (golem) - summons a Warforged construct, a powerful tank that occasionally Initimidates its target and has a permanent Battletide aura 50: BBoD spell (totem) - summons Black Gizmo of Disaster, every round casts Implosion on self (same radius, so placement very important), SP = CW/2
Both --- 20: Flashbangs (ammo) - cannon launches Flashbangs, medium AoE, Will vs Blind, Fort vs Deaf 25: Curse Bolts - single target, increased AoE at WL 15, RL 50, and GIL 40 (cumulative), with Bard level equal to highest level of WL or RL, using CW instead of Perform; Fortificationizer (totem) - effects of Bard song, with Bard level equal to highest of WL or RL, using CW intead of Perform 30: Sticky Bolts - single target (AoE @ RL15, and can be used as ammo), Reflex vs Entanglement (on save, still slowed) 35: Gyro Bolt - Reflex vs KD for GIL/6 rounds 40: Breach Bolts - dispel check on one effect (normal DC vs d20 + GIL + (Craft Weapon/15)), lowers SR by 1 (stacks to GIL/5, same as Bestow Curse, which ignores SR anyways) 45: Collapsible Spear Bolt - massive piercing damage, lowers Pierce resist by GIL/9 and immunity by 1% (stacks up to RL/5%) 50: Gyro Bolts upgraded to Bigby's Bashing Bolts, which do Blud damage and original effect 55: Steel Golem (golem) - like 'thids golems, soaks up Elec damage until it dies or spell expires, then explodes; Teslafier Enhancerometer (totem) - increases rolls by up to +6 for stat checks, and up to +12 for skill checks 60: Heartseeker Bolts - fort or die if not immune to Death and Disint, does some neg dmg;
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Post by FunkySwerve on Oct 8, 2010 10:01:33 GMT
Here's the next iteration, much more polished. Everything is still up in the air to an extent, but it's shaping up nicely:
Gnomish Inventor Class requirements: 16 rogue and 10 wizard by level 32, gnome base race.
Feat Requirements - Spell Focus Enchant - Spell Focus Transmutation - Skill Focus Concentration - Weapon Focus Crossbow
-devices have a number of uses per rest (when you tinker up more, or fix larger ones), and ignore SR, and scale up by level -clevels are rogue + wizard for devices only
Armors: 16R Inventor's Vest: adds high pierce resist, 5/- per 10 casterlevels 16R Coiled Vest: adds high elec resist, 5/- per 6 casterlevels 16R Insulated Vest: adds high cold resist, 5/- per 6 casterlevels 16R Ceramic-plated Vest: adds high acid resist, 5/- per 6 casterlevels 16R Flame-retardant Vest: adds high fire resist, 5/- per 6 casterlevels 24R/26R/28R? Mechanized Suit: adds phys stats +1/5 casterlevels, immune to KD (glitterboy struts) -requires heavy armor prof? 24W Force Field Generator: adds soak 50+20 limit 4k, 20% ele immunes, 10% exo immunes (immunes vanish when soak expires) -requires epic warding? 20R Stealth Field Generator: adds +5 hide per 12 clevels, HIPS?
Gloves: 20R Mechanized Lockpicks + 5 pick locks per 12 clevels 24R/26R/28R? Power Loader: Haste, OC, DC, GWF, EWF, LWF, Spec, EWSpec, PCrit, SCrit
Headgear: 24R/26R/28R? Telescoping Goggles: adds 5 to spot per 12 clevles 20W Etherscanning Goggles: adds true sight 16W? Shielded Goggles: immune to blindness, -10 spot 16R/18R/20R? Anomaly-scanning Goggles: +5 search and +5 find traps per 12 clevels 20W Xray Goggles: know vulns 24W Electronscanning Goggles: see limbo walls 20W Shielded Earpiece: immune to deaf, adds 5/- sonic resist per 6 clevels, -2 listen per 6 levels 16W/18W/20W? Amplified Earpiece: adds +5 listen per 12 clevels, 20% sonic vuln 24W Rebreather: gives waterbreathing
Canisters (thrown or attached to bolt) - ignore SR 16R conceal gas: conceals EVERYTHING in cloud, including enemies (useful bc ranged) 16R toxic gas: acid cloud spell 16R laughing gas: tasha's spell 20R chain net: web effect 20R grease: grease effect 20W sovereign glue: immobilizes (stonehold) 16R flashbang: daze/deafen
Emitters (1 up at a time) 20W -Paramagic Resonator - lowers SR in an AoE 24W -Kineto-Inertial Stabiliser - kd immunity in a small AoE, slows 16W -Gravimetric Reconfigurator - levitation in an AoE
Bombs (thrown) - Ignore SR 16W tesla ball: big elec damage (think scint sphere) 18W clapper: tclap 22W Sonic Waveform Reiterator: earthquake with reflex vs kd 20W Transdimensional Vacuole Tap - sucks all enemies in colossal radius to target point, bludgeoning damage to them, increases with number of enemies sucked 24W Dimensional Spindler - implosion 24W Chronoton disruptor: takes a small group out of sync for a short period, rendernig them unable to move, but unable to be effected by anything 12W/14W/16W/18W? dissonant waveform generator: curse song (ac and saves only, clvl - 5) 12W/14W/16W/18W? biometric pattern re-enforcer: bard song (ac and saves only, clvl - 5) 16W quickrete - Aoe Stoning
Bolts 20R Thumpers (kd onhit? extra bludg) 20R Shatterbolts (added pierce) 20R Slicers (expand on entry for extra slashing) 24R? Grappling Chain (pulls enemy to you if size small on hit and failed reflex)
Portable Cannon 24W spawn in place so long as no one in part in combat, and not within about 10.0 of any creature, shoots fireball or buckshot if fire healers present
The primary issue here is setting up the class reqs correctly to allow at least 3 build paths: high rogue levels, high wiz levels, roughly even mix of the two. We left some leeway for splashing melee, or what have you, while trying to reward purists to an extent as well.
This is why you see question marks on some rogue level items in particular (though there are some on wizard reqs too) - it's assumed that splash levels will come out of the more lenient rogue requirements to qualify for the class. Characters that splash 4 pre-epic should not get full benefit of the suit, I think - that's why inspired the 28R req notion, though I'm far from set on that.
If you all want to gin up sample level combination examples in an effort to help us hone in on the best requirements to create the 3 build paths, that would be fantastic. The suggested class requirements are to the left of each item, R for rogue, W for wizard.
Other unresolved issues: -bonuses on power loader - which feats, what reqs? -spell hacks vs items - inventory clutter as a class disadvantage? -HIPS at high rogue level on stealth field? -heavy armor prof as only req other than rogue levels for exo suit? (easy to splash) -Gravimetric Reconfigurator as mobile effect on character instead of on ground? by-area effect as bomb? -what req for cannon? -number of uses per rest on items? durations? (gear bonuses will be temp props with 24-hour durs) -dc basis for spell-like offensive items? int or dex, whichever higher? some other setup?
@dod - didn't see your post till after I posted mine - will review in the morning.
Thanks, Funky
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