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Post by khaine on May 17, 2007 17:35:38 GMT
This... has to be done... xD. No realy reason but still... xD.
xD.
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Post by helbrax on May 17, 2007 17:52:41 GMT
Needs a bit of tweaking, but heres a start.
Spell Cleaver Requirements Dwarf 17 Wizard, 3 Dwarven Defender, Weapon Focus: Dwarven Waraxe, Combat Casting by Level 21
Upon reaching Spell Cleaver, you are given Epic Weapon Focus: Dwarven Waraxe, Improved Critical and Ki Critical for free.
For every 2 levels of Dwarven Defender, the attack bonus(not damage bonus) of the Waraxe is is currently wielding is increased by 1, to a maximum of +10. Bonus only applies to Dwarven Waraxes. Axes in the offhand do not apply any bonus.
For every 4 levles of Wizard, add +1d2 Magic damage to the Waraxe he is currently wielding. Bonus only applies to Dwarven Waraxes. Axes in the offhand do not apply any bonus.
Caster level is deteremine by Wizard + 2/3 Dwarven Defender levels + 1. So a 30 Wizard, 30 DD will have a caster level of 51.
DC is determined by SpellCraft + Discipline divided by 1.5
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Post by flynn01 on May 17, 2007 20:28:09 GMT
impossible to have 30Wiz/30DD. But that's just an exapmple, no biggie.
Otherwise, seems pretty strong especially since you could also qualify for staffmaster with it. I like the dwarf aspect to it, but do you think we should have another melee wizrad quasiclass?
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Post by helbrax on May 17, 2007 23:36:12 GMT
impossible to have 30Wiz/30DD. But that's just an exapmple, no biggie. Otherwise, seems pretty strong especially since you could also qualify for staffmaster with it. I like the dwarf aspect to it, but do you think we should have another melee wizrad quasiclass? Yeah. That was a pretty lousy example. Not thinking straight. Forgot about staffmaster as well. Something would have to be done to disqualify you from that. Also, I was thinking that the class was too similar to SM and Lash of Hatred(or whatever it's called), so instead, I was thinking that instead of adding magical damage to the weapon, you could choose from one of you known spells and have that spell added to the "on hit" of the weapon. Each time the on hit fires, one memorized spell is consumed, starting from 9 level down, until you have no more memorized spells. I'm not sure if that's even possible, and the list of spells that could be added would have to carefully chosen to avoid being overpowered(on-hit wail woohoo!). Just throwing some thoughts around. I like dwarves
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Post by DragonChyld on May 18, 2007 2:04:36 GMT
Idiot Savant
Some are rumored to be so powerful in magic that they cannot understand the simple concepts. They go from teacher to teacher hoping to grasp even the simplest concepts. They try different forms of magic to no avail, until one day they come to understand that the simple spells of others are not meant for them. Indeed, only the most powerful spells can be bothered with.
Requirements: 12 levels of Cleric 12 levels of Sorc 12 levels of Druid Spellcraft 43 Concentration 43 Level 40
Upon achieving Idiot Savant status the Savant loses his ability to cast ANY Mundane spells.
He gains the following feats however. Dragon Knight Mummy Dust HellBall Epic Mage Armor Epic Warding Greater Ruin.
In addition when the Savant has achieved a Epic Spell focus in any school, and finds a certain item or person to teach them they learn the legendary spells for that school for all 3 classes that they have.
I.E. A Savant who has Epic Spell Focus Enchantment would learn Call EarthChild Girding of the Faithful Ensnare True Denzin upon meeting the requirements listed above.
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Post by DragonChyld on May 19, 2007 1:51:29 GMT
True Elemental
Requires 20 levels of Druid 15 Levels of Monk Epic Energy Resistance (Chosen Element)
Upon Achieving True Elemental Status you gain the following:
You may no longer use your Druid Wildshape ability
The FIRST Epic Energy Resistance Feat you choose is the one that decides what Elemental you become. Choosing another will have no effect.
Your appearance is changed to that of the Elemental you choose
Characters size is changed to Huge
True Elemental level is Druid Level + Monk Level
All True Elemental spells are cast at Druid level + ½ Monk Level
All True Elementals have permanent KB of their chosen element equal to Elemental level/2 to a max of 30. This ability can be turned on or off using SIM tools.
You also gain the following attributes:
Fire 25% Vuln to Cold Immunity to fire +6 Con Inferno: 1 use per elemental shape the True Elemental has left. Inflict Fire damage on all Creatures in a huge area of effect equal to True Elemental Level including LL x 5 (This also affects allies just as the thunderclap from horn of blasting does)
Water 25% Vuln to Fire Immunity to Cold +2 STR +2 DEX +2CON Frozen Kiss: 1 use per elemental shape the True Elemental has left. Inflict Cold damage on all Creatures in a huge area of effect equal to True Elemental Level including LL x 5 (This also affects allies just as the thunderclap from horn of blasting does)
Earth 25% Vuln to Sonic Immunity to Acid +6 STR Seep: 1 use per elemental shape the True Elemental has left. Inflict Acid damage on all Creatures in a huge area of effect equal to True Elemental Level including LL x 5 (This also affects allies just as the thunderclap from horn of blasting does)
Air 25% Vuln to Acid Immunity to sonic +6 DEX Thunderstorm: 1 use per elemental shape the True Elemental has left. Inflict Sonic damage on all Creatures in a huge area of effect equal to True Elemental Level including LL x 5 (This also affects allies just as the thunderclap from horn of blasting does)
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Post by MightyKhan on May 24, 2007 19:43:37 GMT
I'm terribly sorry if his has been suggested before (suggestion: make a list of suggestions), but here's my first try at a quasi class: [glow=red,2,300] Mystic Fist[/glow] Requirements: 12 levels Monk 10 levels Abjurer (specialized wizard) and some feats (extra stun, combat casting, wf: unarmed) Upon acquiring MF status: Receives Improved Spell resistance feats I-V for free. Can cast Epic Mage Armor once per day for each 10 monk levels. MF level = Monk levels + Wizard levels + legendary levels (if the character's control class is Monk or Wizard). Stunning fist adds magical damage equal to MF level/3 (up to a maximum of 20 damage at level 60). Wholeness of Body heals and casts Greater Spell Mantle (Caster level = MF level). Spell DC's use wisdom modifier + intelligence modifier instead. Caster level for some spells is equal to MF level. Those spell are: Level 0Light Resistance Level 1Burning hands (adds elemental damage to attacks) Endure elements Protection from alignment Shield (adds deflection bonus equal to 1/3 caster level) True strike Level 2Bull's strength Cat's grace Endurance Fox's cunning Ghostly visage Lesser dispel Owl's wisdom Resist elements Level 3 Clarity Dispel magic Magic circle against alignment Protection from elements Level 4 Lesser spell breach Minor globe of invulnerability Level 5 Energy buffer Lesser mind blank Lesser spell mantle (increased duration) Level 6 Ethereal visage Globe of invulnerability Greater dispelling Greater spell breach Tenser's transformation (ab of monk of caster level, duration*10) Level 7 Protection from spells Spell mantle (increased duration) Level 8 Mind blank Premonition Level 9 Greater spell mantle (increased duration) Mordenkainen's disjunction Burning Hands adds elemental damage to attacks when cast on gloves. (much like blackstaff, with shorter duration, because it's a 1st level spell) The Dispelling spells (Mords etc), temporarily add OnHit Cast Spell [the Dispelling spell] when cast on gloves.
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Post by Puppy Z on May 26, 2007 9:20:01 GMT
Trying to ad an 'original thought' here so please shoot it down. [glow=cyan,2,300]Sentient Ectoplasm[/glow] Sprung from the mind of a demi-god when he was blowing his nose this ectoplasm began to develop a mind of it's own. Not bound to a person or place and blessed with free will it can freely move around. If it wasn't that disgusting one could call it almost ethereal. Required: Sub race Ectoplasm Sub race, Ectoplasm: (changes appearance to slime) -1 str, -2 dex, int +1, +2 con, -1 wis, -4 char, 5 + 1/lvl SR That is the only prerequisite. (Also the only quasi class that 'works' on the sub race) Benefits: Starts with 10% concealment and gradually increases (not familiar with minimal steps but 3% per 2 levels would be nice topping at 100% at level 60) when taking rogue, assassin and Legendary levels. 5 + 1 per 2 lvl assassin of acid bonus damage when being unarmed or using 'Ectoplasm's Sting' From level 30 also +1 per 2 assassin levels magical damage 'Ectoplasm's Sting': Dagger-Item gained at level 20 so you can have poison and bonus damage) On acquiring 'use poison' (first assassin iirc) get item "Ectoplasm Gland" Poison blade with a nasty magical poison (some save would be appropriate), Assassin level 1 slowing, Assassin level 6 +blinding, Assassin level 11 + (-2) on all saves Assassin level 20 + (-4) on all saves Assassin level 26 + (-6) on all saves LL level (at least 25 Assassin levels) + (-2) Con LL level 5 ,, + (-4) Con Max level ,, + (-4) Dex + Spell failure effect (same effect are instead, not cumulative)As I said, just a try at an original thought.
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Post by Lythe Featherblade on Aug 17, 2007 0:58:32 GMT
Shadow rogue
requirements: 8 rogue 8SD by 22 may not take WM levels
Benefits: Shadow evade (changed from the standard SD evade) caps at 56 SD+Rogue levels - becomes unlimited at 41 - duration uses SD levels + 2/3 rogue levels for calculation - conceal caps at 55% for rogue CC and 60% SD CC - tumble ac becomes shield ac and caps at +15
Sneak attack - gain the option of having sneak attack damage switched to negative damage - SD levels / 3 for calculating additional sneak attack dice - legendary levels count towards calculating additional dice (total 10 dice for rogue CC and 6 dice for SD CC)
Does not get: -summons -decoy -etherialness from shadow evade -tumble AC from shadow evade
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