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Post by FunkySwerve on Jan 20, 2007 19:59:30 GMT
With the Hells complete, the time has come to add more quasiclasses. Please use this thread to suggest them - including any others you may have suggested elsewhere. Funky
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Post by Balduvard on Jan 20, 2007 20:05:36 GMT
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Post by MurphysLawAgain on Jan 20, 2007 20:21:15 GMT
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Post by FunkySwerve on Jan 20, 2007 22:08:45 GMT
Might want to take a look at some of the quasiclass threads before just throwing things out there, I provide some rough guidelines as to what makes a good quasiclass. Funky
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Post by exidorthequick on Jan 20, 2007 23:20:05 GMT
Tinker (Wizard/Rogue) Most practitioners of the arcane arts have little use for mundane engineering. A few, however, study both and attempt a blending of the two. These Tinkers seek the most efficient solution to any problem, rather than limiting themselves to magical means alone.
Requirements: Must have chosen the Wizard General Spell School, be able to cast 5th level spells, and have the feats Skill Focus: Lore, Craft Wand, Silent Spell, and Skill Mastery before level 21.
Benefits: • For most spells, Caster Level and Spell Penetration are equal to Wizard Level + (Rogue Level/3) • For certain spells, Caster Level and Spell Penetration are equal to Wizard Level + Rogue Level (see below for list). • The Tinker's familiar is replaced with an improved mechanical version, whose level is based on the Tinker's Wizard Level + Rogue Level, and which receives immunities appropriate to a construct (Critical Hit, Death Magic, Disease, Negative Level, Ability Decrease, Mind Spells, Paralysis, Poison, and Sneak Attack). • Certain skills become class skills* for the Tinker, no matter what class they are actually take a level in: Concentration, Disable Trap, Open Lock, Set Trap, Spellcraft, and Use Magic Device. • Upon reaching level 21, the Tinker receives the three Automatic Silent Spell Feats for free, as well as the feats Epic Skill Focus: Craft Trap, Epic Skill Focus: Lore, and Epic Skill Focus: Set Trap. • Upon reaching level 21 and Intelligence 27, the Tinker receives the Construct Shape** feat for free. • Tinkers get specialized versions of the Negative Energy Ray and Negative Energy Burst spells. The Tinker versions of these spells inflict positive damage instead of negative (and thus do not heal undead), but otherwise function like their normal counterparts. • Tinkers get a specialized version of the Gate spell, which calls forth a giant mechanical man to fight for the caster (no PFE required to ensure loyalty). This mechanical man scales in power based on the Tinker's Wizard Level + Rogue Level.
Tinker Spells For these spells, Caster Level and Spell Penetration would be Wizard Level + Rogue Level: 1st: Grease, Negative Energy Ray, Shield 2nd: Gedlee's Electric Loop, Knock, Resist Elements, Web 3rd: Clairaudience/Clairvoyance, Find Traps, Hold Person, Lightning Bolt, Negative Energy Burst, Protection from Elements, Scintillating Sphere 4th: Minor Globe of Invulnerability 5th: Ball Lightning, Energy Buffer, Hold Monster 6th: Chain Lightning, Globe of Invulnerability, True Seeing 7th: Great Thunderclap 8th: Greater Sanctuary 9th: Gate
Notes: * I'm not sure this is possible to do. As an alternative, it should be possible to make these to be class skills for the Tinker's legendary levels, regardless of what class is the Tinker's control class. ** Ideally, this should be restricted to Iron Golem form only. The idea here is that the Tinker has constructed a mechanical battle suit for him- or herself. The Tinker's golem form should scale in power as the Tinker gains levels of Wizard or Rogue, so that it remains viable even at higher levels. Also, the transform should be usable an unlimited number of times per day, and the Tinker should be able to cast spells, use items, and set traps while transformed. (Well, I can dream, can't I?) Maybe there's a way to do this by some method other than the Construct Shape feat.
Edit: Corrected a composition error.
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Post by thedomicron on Jan 20, 2007 23:56:44 GMT
is this a place to critique and add suggestions to proposed quasiclasses?
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Post by FunkySwerve on Jan 21, 2007 0:32:00 GMT
Sure, please do. I won't be nealy as strict as with discussion on suggestions threads. I just wanted to gather all the quasiclass stuff in one place. Funky
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Post by thedomicron on Jan 21, 2007 0:41:30 GMT
very well, first of all, i'd like to see the lifethreader, though im a bit worried about its survivability. i do realize that constant healing, mording and rezzing is really great, and i think in most areas he'd be great. my concern is against big monsters and the fact that iirc whirl is once/turn, meaning if you roll low initiative, you could very well die in critical fights while stuck waiting for lifethread to activate. also it worries me that clerics don't have any conceal. anyhow i'm a huge proponent of healing clerics and i'd definately give this a shot. i'm anxious to see how a build like this utilizes the whirlwinding alongside its normal spells and abilities.
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Post by bort on Jan 21, 2007 2:41:09 GMT
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Post by resonance378 on Jan 21, 2007 2:48:55 GMT
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Post by starlandra on Jan 21, 2007 3:00:37 GMT
:S now I gotta give that drunken monk idea I threw out the other day and flesh it up
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Post by FunkySwerve on Jan 21, 2007 3:59:18 GMT
Take a look at the other quasiclasses suggested and try to follow a similar format. In amany of the linked threads I talk about what is and isn't possible. Funky
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Post by DragonChyld on Jan 21, 2007 4:11:58 GMT
------------------------------------------------------ REQUIRMENTS 13 levels of Cleric 13 Levels of Barbarian Race Specific (Half Ogre)
~FEATS~ Epic Damage Reduction 1 Epic Energy Resistance 1 (Any Element) Strong Soul
~Class Description~ You are the chosen of The Demi-God Vaprak, God of Ogres. He has taken pity on you for you bastard heritage and granted you some powers for his amusement, however his powers cripple you in such a way as to make walking almost impossible
Powers: After becoming one of Vapraks' Chosen you begin to gain your powers, however the effects of your powers begin to cripple you. Upon Gaining the QC ~Movement Speed is changed to Very Slow ~ For every Cleric level you take Pre-LL you become immune to 1 level of spells up to 8th level spells ~ For every Barbarian level you take Pre-LL You gain a stacking 10% Immunity to Physical damage
Upon LL ~ You become Immune to Haste spells and effects ~ For every LL you gain a 1% Immunity to all Elemental Damage Types
~Notes~ Think this would be a really fun class to play, always thought the idea of a Creeping Doom type toon was fun, @ level 60 the toon is VERY tough, BUT Also VERY VERY slow
Wis and Con will be your prime stats, and considering your Immunity's, and speed I would recomend using a Crossbow Giving a viable class for a crossbow user as well. No spell changes
~ DC
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Post by exidorthequick on Jan 21, 2007 6:14:30 GMT
Lifethreader ( highergroundpoa.proboards3.com/index.cgi?board=Thoughts&action=display&n=1&thread=5759) I don't see myself ever playing a Lifethreader, but I certainly wouldn't object to having one around. I'm not sure Cleric/MW is atypical-enough a combination to warrant a quasiclass, however the Lifethreader only gets one special ability and it's fairly tame, so maybe it's okay that the combination isn't very atypical. Storm Master ( highergroundpoa.proboards3.com/index.cgi?board=Thoughts&action=display&n=1&thread=5768) I think shifting into a Rakshasa and blank-storming everything is sight is a little too single-minded to base an entire quasiclass around, but to each his own. It seems like a simple quasiclass to implement (few changes), and Funky seemed amenable to it. Demon Consort ( highergroundpoa.proboards3.com/index.cgi?board=Thoughts&action=display&n=1&thread=5761) Sounds fun. Apparently the stat penalties can't be implemented as suggested, so I have an alternative. Change the penalties to be permanent stat loss, based on the strongest demon the Consort can call to serve her. To compensate a little for the always-present nature of the stat loss I've lowered it slightly and added some Fire/Acid DR (representing the Consort's growing demonic nature): Wizard Level 12: -3 Con, -1 Str, Epic Damage Reduction I: Fire Wizard Level 13: -4 Con, -1 Str, -1 Dex, EDR I: Acid Wizard Level 15: -6 Con, -2 Str, -1 Dex, EDR II: Fire, EDR II: Acid Wizard Level 17: -8 Con, -2 Str, -2 Dex, EDR III: Fire, EDR III: Acid Upon taking the Epic Spell Ensnare True Denizen, the Consort would suffer an additional reduction of -1 Con and -1 Str. It should be possible to simply lower a character's base stats, similar to how RDD stats are raised at legendary levels based on taking required feats. Also, spell DCs should not be changed to be based off Con, so that the stat penalties aren't totally crippling to the Consort's spellcasting abilities...I would suggest using Int just like a normal Wizard. This would still require the Consort to choose between increasing Int for better spellcasting or increasing Con to offset the growing penalty to her hit point total. I like this quasiclass idea, and hope to see it make the cut with or without my suggested adjustments. Vaprak's Chosen (See DragonChyld's post above) I really like this quasiclass idea. Unfortunately, limiting it to Half-Ogres greatly restricts how often it would see play (but makes perfect sense from a concept standpoint). I would be willing to try it out, although I'm concerned that the movement speed penalty will deter many other people from doing so (based on what people have said about the Treant race and their speed). After additional consideration, I think the 10% physical immunity per (pre-legendary) Barbarian level past 13 is too powerful. B23/C17 would have 100% physical immunity and still have access to 9th level Cleric spells. I suggest that the physical immunity be changed to 6% per level, which would be 84% if you devoted all your levels to maxing this ability out (B27/C13). 84% is very powerful (unless I'm mistaken this stacks with % physical resist items, so with gear you can get 100%), but still reasonable (because it requires you to sacrifice access to higher level spells). Also, the spell immunity ability seems overpowered. Maybe it could be one level of spells per two added levels of cleric, capping at 7th level for a C27/B13 (though that seems underpowered, considering the physical immunity you would miss out on). Another alternative would be to keep this ability as it is, but restrict it to function only while the Chosen was under the effects of Barbarian Rage. The % elemental resist ability, however, seems a little underpowered. I'd suggest that the Chosen should get 1% resist to all elemental damage for each point of Con bonus, plus 1% per legendary level. If you devoted yourself to maxing this ability out it would come out to roughly 47% at L60 (I assume that there is an item out there that gives a one-shot permanent +2 Con, though I don't know what it is). The typical Vaprak's Chosen, however, would probably see something more like 5-11% on becoming a Chosen and 31% at L60.
I read the other quasiclass threads that I could find, but didn't find any that I would recommend. Edit: Forgot to post part of my Demon Consort changes. Added suggested changes to Vaprak's Chosen. Further edit: Adjusted Demon Consort penalties to smooth the progression and to correctly occur when new demon summons become available.
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Post by thedomicron on Jan 21, 2007 8:33:12 GMT
(insert cool name here) requirements: 10 bard 10 barbarian before level 25, curse song, 20 points in perform, 20 discipline, 20 tumble
at level 25, the (insert cool name here) gets a special curse song which enrages enemies who fail a will save of dc (bard level + barbarian level/2) + Perform [or whatever might befair]. these enraged enemies are drawn to the singer and attack mercilessly. unfortunately, due to the nature and ferocity of the rage, the enemies gain a 5% increase in melee damage and health.
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