Post by MightyKhan on Sept 17, 2008 14:14:09 GMT
Inspired by the talk about bard substitutes and the hex master quasi, I decided to think again about the Cloud Walker quasi I thought of about a year ago... I edited the first post in this thread for viewing conveniences.
heres the OP as it was a year ago:
Cloud Walker Quasiclass
======================
Requirements: Must have 10 levels of Bard, 10 levels of Druid and Whirlwind Attack before level 22.
Benefits (CW level = Bard levels + Druid levels):
+Recieves the Improved whirlwind attack, Uncanny dodge and Evasion feats for free.
+Recieves the Automatic quicken spell I feat for free, if he has Quicken spell when acquiring CW status. At 40 levels of CW (not including LL's), Auto Quicken II will be recieved and at 60 levels, Auto Quicken III.
(+When using whirlwind attack, the CW can opt for an additional spell to be cast: Gust of Wind, Call Lightning, Ice storm or Firestorm. As its the CW thats casting the spells, caster levels and spell penetration (if applicable) will be calculated as if the CW had manually casted the spell. In addition, the CW will temporarily, (3/10 * CW level) seconds, recieve a bonus to his movement speed equal to (39 + CW level)% and at level 60, an extra attack. [removed =( ])
+Recieves the abilty to do a Weather Dance, which will use up 1 bard song: a (modified) Storm of Vengeance will move with the caster. This storm is not a spell and will therefore not require spell penetration checks. This abilty is not lootbreaking. Every perform/2 seconds, a bard song will be used to "feed" the storm. When dancing, the CW will recieve an AB penalty of 20, as well as 100% spellfailure.
+The druid's Air elemental shapes no longer overide Dex score.
+At CW level 40 (not including LL's), the CW's appearance will change into that of an Elder Air elemental.
+CW's cast spells much like sorcerers and bards do. This counts for all CW spells as well (including those of druid kind). More detail about this just before "Some Notes".
+Spell DCs for all spells are equal to 10 + spell level + (DEX modifier).
+For some spells, casterlevels and Spell penetration are equal to CW level. Those CW spells are:
-----
Bard Spells:
Level 1
-Balagarn's iron horn*
-Expeditious retreat*
(-Mage armor [under discussion])
-Summon creature I*
Level 2
-Cat's Grace
-Eagle's splendor
-Ghostly visage
-Owl's wisdom
-Summon creature II*
-Ultravision
Level 3
-Displacement
(-Greater magic weapon [removed])
-Gust of wind*
-Haste*
-Magic circle against alignment
-Summon creature III*
Level 4
-Summon creature IV*
-War cry
Level 5
-Ethereal visage
-Summon creature V*
Level 6
-Energy buffer
-Ice storm
-Mass haste*
-Summon creature VI*
Druid spells:
Level 1
-Endure elements
-Summon creature I*
-Ultravision
Level 2
-One with the land*
-Resist elements
-Summon creature II*
Level 3
-Call lightning
-Protection from elements
-Summon creature III*
Level 4
-Freedom of movement
-Summon creature IV*
Level 5
-Death ward
-Ice storm
-Owl's insight
-Spell resistance
-Summon creature V*
Level 6
-Energy buffer
-Summon creature VI*
Level 7
-Fire storm*
-Summon creature VII*
-True seeing
Level 8
-Premonition
-Summon creature VIII*
(-Sunbeam [removed])
(-Sunburst [removed])
Level 9
-Elemental swarm*
-Summon creature IX*
-Storm of vengeance*
-----
+Spells with * are CW specialty spells and will be different from their originals:
-Balagarn's iron horn: will be an exact copy of the mage spell Great Thunderclap, centered on the caster.
-Expiditious retreat or Haste when cast on self: adds movementspeed bonus ON TOP OF any bonuses already gained. (At level 60 an additional attack is gained temporarily. [on a second thought, this might just be nonsense: removed])
-Summon creature I-IX*, Elemental swarm: will summon birds and air elementals instead. (unless this is too much work, but it fits the CW's role)
-Gust of wind: the CW gets unlimited casts and does not require a spell penetration check, to reflect the fact that it is no longer a spell, rather it's an ability. The spell acts as a normal Gust of wind when ground is targeted. Any other target (monsters, placables): physical damage as well as a harder to resist knockdown ON THE TARGET ONLY (requires ranged touch-attack, no longer removes gasses and such, becuase it has no AoE). (compare this ability to the NWN2's warlock eldritch blast:) The damage will be 1d6/2 levels of CW to a maximum of 30d6 at level 60.
-Mass haste: will add minor movementspeed increase as well as haste.
-One with the land: When casting One with the Air, the CW will "change" into a small whirlwind (an aura the size of the Silence aura will suffice). Anything entering the aura will have a Gust of wind cast directly on it (to a max of 1 per round), as well as each round it stays within the circle afterwards. The CW will recieve an AB penalty of 20, 100% spellfailure and a movement speed increase of 39%+10%/10 CW levels.
-Fire storm: will deal cold damage instead.
-Storm of vengeance: instead of acid damage, cold damage will be dealt (with Ice storm visual effect?) and occasional Gusts of wind will be cast randomly within the AoE. (this is the SoV that will move with the CW when dancing)
+Spells per day and spells known: there are 9 integers reflecting the number of spells per day for spells of levels 1-9 on the Shifting or Dancing item. These ints decrease whenever a CW spell (those that use CW level) is cast (unless the spell is Gust of wind). The spell will not be "unmemorized". The ints will be reset to a maximum (depending on level, much like the sorcerer spells/day) each rest (and of course, all other chosen druid spells will be memorized and bard spells per day will be reset to its max). The Spells known are just the CW spells known (bard) and memorized (druid). Non CW spells will decrease bard spells per day (possibly resulting in no longer being able to cast gust for example) and will be "unmemorized" as normal in case of druid spells. Fairly simple I think.
Restrictions:
-May not wear armor heavier than robes and may not use shields.
-No regular bard songs (or only half perform skill used [under discussion])
-May not use Stilled spells.
Some Notes:
This is what I originally thought of, and it might, or might not be, a wee bit too powerful: free evasion, for example. But it fits the CW as I see it. Same goes for Auto Quicken. I came up with this idea after watching the Avatar - Legend of Aang animation series. Hence the unlimited Gusts.
The idea is that there are 3 types of CW: Dancers, Shamans and Elementals. Dancers have bard as control class and will focus on the Weather Dance. Shamans have druid as control class and focus on casting damage spells. Elementals use their Air Elemental shape to pound in melee. A pure CW will only have 3 base attacks and I do not think that will get you far, hence the BAB increase.
About builds, I wanted to make pure CW's as plausible as those with 1 monk or pally. Hence the extra attack at level 60, the Auto quicken and the appearance change.
Also, about the Dance Storm not breaking loot, who would ever want to Dance if it did, considering the large AoE?
Please help me balance this one out more.
Hope you like it.
heres the OP as it was a year ago:
Cloud Walker Quasiclass
======================
Requirements: Must have 10 levels of Bard, 10 levels of Druid and Whirlwind Attack before level 22.
Benefits (CW level = Bard levels + Druid levels):
+Recieves the Improved whirlwind attack, Uncanny dodge and Evasion feats for free.
+Recieves the Automatic quicken spell I feat for free, if he has Quicken spell when acquiring CW status. At 40 levels of CW (not including LL's), Auto Quicken II will be recieved and at 60 levels, Auto Quicken III.
(+When using whirlwind attack, the CW can opt for an additional spell to be cast: Gust of Wind, Call Lightning, Ice storm or Firestorm. As its the CW thats casting the spells, caster levels and spell penetration (if applicable) will be calculated as if the CW had manually casted the spell. In addition, the CW will temporarily, (3/10 * CW level) seconds, recieve a bonus to his movement speed equal to (39 + CW level)% and at level 60, an extra attack. [removed =( ])
+Recieves the abilty to do a Weather Dance, which will use up 1 bard song: a (modified) Storm of Vengeance will move with the caster. This storm is not a spell and will therefore not require spell penetration checks. This abilty is not lootbreaking. Every perform/2 seconds, a bard song will be used to "feed" the storm. When dancing, the CW will recieve an AB penalty of 20, as well as 100% spellfailure.
+The druid's Air elemental shapes no longer overide Dex score.
+At CW level 40 (not including LL's), the CW's appearance will change into that of an Elder Air elemental.
+CW's cast spells much like sorcerers and bards do. This counts for all CW spells as well (including those of druid kind). More detail about this just before "Some Notes".
+Spell DCs for all spells are equal to 10 + spell level + (DEX modifier).
+For some spells, casterlevels and Spell penetration are equal to CW level. Those CW spells are:
-----
Bard Spells:
Level 1
-Balagarn's iron horn*
-Expeditious retreat*
(-Mage armor [under discussion])
-Summon creature I*
Level 2
-Cat's Grace
-Eagle's splendor
-Ghostly visage
-Owl's wisdom
-Summon creature II*
-Ultravision
Level 3
-Displacement
(-Greater magic weapon [removed])
-Gust of wind*
-Haste*
-Magic circle against alignment
-Summon creature III*
Level 4
-Summon creature IV*
-War cry
Level 5
-Ethereal visage
-Summon creature V*
Level 6
-Energy buffer
-Ice storm
-Mass haste*
-Summon creature VI*
Druid spells:
Level 1
-Endure elements
-Summon creature I*
-Ultravision
Level 2
-One with the land*
-Resist elements
-Summon creature II*
Level 3
-Call lightning
-Protection from elements
-Summon creature III*
Level 4
-Freedom of movement
-Summon creature IV*
Level 5
-Death ward
-Ice storm
-Owl's insight
-Spell resistance
-Summon creature V*
Level 6
-Energy buffer
-Summon creature VI*
Level 7
-Fire storm*
-Summon creature VII*
-True seeing
Level 8
-Premonition
-Summon creature VIII*
(-Sunbeam [removed])
(-Sunburst [removed])
Level 9
-Elemental swarm*
-Summon creature IX*
-Storm of vengeance*
-----
+Spells with * are CW specialty spells and will be different from their originals:
-Balagarn's iron horn: will be an exact copy of the mage spell Great Thunderclap, centered on the caster.
-Expiditious retreat or Haste when cast on self: adds movementspeed bonus ON TOP OF any bonuses already gained. (At level 60 an additional attack is gained temporarily. [on a second thought, this might just be nonsense: removed])
-Summon creature I-IX*, Elemental swarm: will summon birds and air elementals instead. (unless this is too much work, but it fits the CW's role)
-Gust of wind: the CW gets unlimited casts and does not require a spell penetration check, to reflect the fact that it is no longer a spell, rather it's an ability. The spell acts as a normal Gust of wind when ground is targeted. Any other target (monsters, placables): physical damage as well as a harder to resist knockdown ON THE TARGET ONLY (requires ranged touch-attack, no longer removes gasses and such, becuase it has no AoE). (compare this ability to the NWN2's warlock eldritch blast:) The damage will be 1d6/2 levels of CW to a maximum of 30d6 at level 60.
-Mass haste: will add minor movementspeed increase as well as haste.
-One with the land: When casting One with the Air, the CW will "change" into a small whirlwind (an aura the size of the Silence aura will suffice). Anything entering the aura will have a Gust of wind cast directly on it (to a max of 1 per round), as well as each round it stays within the circle afterwards. The CW will recieve an AB penalty of 20, 100% spellfailure and a movement speed increase of 39%+10%/10 CW levels.
-Fire storm: will deal cold damage instead.
-Storm of vengeance: instead of acid damage, cold damage will be dealt (with Ice storm visual effect?) and occasional Gusts of wind will be cast randomly within the AoE. (this is the SoV that will move with the CW when dancing)
+Spells per day and spells known: there are 9 integers reflecting the number of spells per day for spells of levels 1-9 on the Shifting or Dancing item. These ints decrease whenever a CW spell (those that use CW level) is cast (unless the spell is Gust of wind). The spell will not be "unmemorized". The ints will be reset to a maximum (depending on level, much like the sorcerer spells/day) each rest (and of course, all other chosen druid spells will be memorized and bard spells per day will be reset to its max). The Spells known are just the CW spells known (bard) and memorized (druid). Non CW spells will decrease bard spells per day (possibly resulting in no longer being able to cast gust for example) and will be "unmemorized" as normal in case of druid spells. Fairly simple I think.
Restrictions:
-May not wear armor heavier than robes and may not use shields.
-No regular bard songs (or only half perform skill used [under discussion])
-May not use Stilled spells.
Some Notes:
This is what I originally thought of, and it might, or might not be, a wee bit too powerful: free evasion, for example. But it fits the CW as I see it. Same goes for Auto Quicken. I came up with this idea after watching the Avatar - Legend of Aang animation series. Hence the unlimited Gusts.
The idea is that there are 3 types of CW: Dancers, Shamans and Elementals. Dancers have bard as control class and will focus on the Weather Dance. Shamans have druid as control class and focus on casting damage spells. Elementals use their Air Elemental shape to pound in melee. A pure CW will only have 3 base attacks and I do not think that will get you far, hence the BAB increase.
About builds, I wanted to make pure CW's as plausible as those with 1 monk or pally. Hence the extra attack at level 60, the Auto quicken and the appearance change.
Also, about the Dance Storm not breaking loot, who would ever want to Dance if it did, considering the large AoE?
Please help me balance this one out more.
Hope you like it.