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Post by nohmask on Jan 30, 2007 18:11:11 GMT
Theurge class fits what I was looking for perfectly as something similar to the "Witch" quasi class that has been debated and created in various forms over the many years of D&D and really fills this (historical and gameworld) catagory nicely. I would love to see this one implemented! Any feedback from our quasi class judges? Thanks again!
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Post by Acaos on Jan 30, 2007 19:35:19 GMT
The Shaman quasiclass is loosely based on the Spirit Shaman prestige class from the Complete Divine.
The Shaman is the atavistic embodiment of primordial divine magic, a spellcaster from times long past when the spirits of nature were closer to the world than they are now.
Class Requirements 10 levels of druid and 15 levels of barbarian by level 26 Skill Focus (Intimidate)
Requiring 15 levels of barbarian forces the Shaman to choose between epic spells and adding a splash class. Of course, they can also concentrate in barbarian for the other benefits below.
Bonuses +2 Strength Brew Potion
Summons Summons made through the druid secret add together druid and barbarian levels to calculate caster level to determine which summon is summoned. (Here and below, druid level and barbarian level include legendary levels if druid or barbarian is the Shaman's control class)
It might be nice to add a conversation to the summon or to a special item in the Shaman's inventory which could give one buff per rest to the summon by investing it with a spirit. This could be immunity to one element, some physical damage immunity, additional damage, stat boosts, or some other buff.
Spellbook The Shaman suffers from an unusual restriction. For each level, they may have at most a certain number of different spells memorized (metamagic spells are considered to be of their base level, e.g. an extended Energy Buffer counts as a 6th level spell). The limit is 3 at each level for 1st, 2nd, and 3rd level spells, 2 at each level for 4th, 5th, and 6th level spells, and 1 at each level for 7th, 8th, and 9th level spells.
At druid level 4, the Shaman receives two bonus level 1 spell slots. At druid level 8, two bonus level 2 spell slots. The pattern repeats until at druid level 36 (including legendary levels), the Shaman receives two bonus level 9 spell slots. At druid levels 40 and 44, the shaman receives one bonus level 8 spell slot and one bonus level 9 spell slot, giving a total of 2/2/2/2/2/2/2/4/4 bonus spells for 44 druid levels.
I did some research to verify that this was scriptable, and it should be using GetHasSpell(). The function might be a little ugly, as it would probably have to check every druid spell and add them up. Ideally this would only be done at rest time, and resting would fail if the shaman violates the restrictions.
The bonus spell slots should be able to be placed on the hide, but if not a special item could be created that would be upgraded upon leveling. I would suggest bracers, perhaps with 5% physical immunities that improve to 10% for the druid level 36 versions. Note that the restrictions above mean the first set of bracers will be the level 8 ones, so the level 4 ones probably don't even need to be made.
My original design had 4/3/2 instead of 3/2/1 for the limits, but upon reviewing spells available, I thought that might not be severe enough for the benefits of this class, especially since the Shaman will probably be concentrating on their specialized spells anyway.
Spell Penetration The Shaman's base spell penetration is equal to druid level + barbarian level.
If it's too much work to separate caster level from spell penetration, the calculated caster level below would be fine as well, but should perhaps be barbarian level * 2/3 for non-specialized spells.
Spells For druid spells not listed below, caster level is equal to druid level + (barbarian level / 2). For the spells listed below, caster level is equal to druid level + (barbarian level * 7/6), similar to the Pale Master necromancy calculation.
Spells - Level 2 Bull's Strength Flame Lash
Spells - Level 3 Call Lightning Greater Magic Fang Quillfire
Spells - Level 4 Flame Strike
Spells - Level 5 Awaken Ice Storm Inferno
Spells - Level 6 Crumble
Spells - Level 7 Fire Storm
Spells - Level 8 Bombardment Sunbeam Sunburst
Spells - Level 9 Earthquake
I took some advice and discussion from others in the additional caster levels for damage spells, which were not part of my original thoughts for Shaman. A druid 17 / barbarian 22 / splash 1 / LL 20 would have a final caster level of 66 for damage spells. A druid 25 / barbarian 15 / LL 20 would have a final caster level of 62 for damage spells.
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Post by flynn01 on Jan 30, 2007 20:01:30 GMT
Would those spells be uncapped? Otherwise, not too much point if you've specified that Spell Penetration is Druid+Barb as only 1 on the list has a duration.
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Post by Acaos on Jan 30, 2007 20:04:53 GMT
Would those spells be uncapped? Otherwise, not too much point if you've specified that Spell Penetration is Druid+Barb as only 1 on the list has a duration. Yes, I would hope they would be uncapped to allow for 66d8 from Earthquake for caster level 66 (for example). Thanks, Acaos
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Post by Acaos on Jan 30, 2007 21:21:13 GMT
The Emerald Adept quasiclass is very loosely based on the Green Star Adept prestige class from the Complete Arcane.
The Emerald Adept follows a different path than the normal monk. Shunning weapons and the avoidance of blows, he instead concentrates on perfecting his own body as both weapon and armor, turning to the arcane to infuse himself with power.
Class Requirements 21 levels of monk and 8 levels of sorcerer by level 30 Great Fortitude Epic Fortitude Weapon Focus (unarmed strike) Epic Weapon Focus (unarmed strike) Armor Skin
The Emerald Adept could require Epic Damage Reduction (I, II, or even III) as a required feat instead of Armor Skin, but I felt it would be very onerous to acquire this before level 30, especially for unarmed monks who are already at a disadvantage.
Constitution Bonus The Emerald Adept receives +1 Constitution at level 30, 40, 50, and 60.
Natural AC The Emerald Adept receives a Natural AC bonus equal to 10 + 1 per 6 monk levels, to a maximum of 18 at monk level 48. (Here and below, monk level includes legendary levels)
Physical Damage Resistance The Emerald Adept receives 4 + (monk level / 2) physical damage resistance (up to 20/- at character level 40 with 32 monk levels). The progression accelerates in legendary levels, giving 1/- physical damage resistance per LL up to 40/- at level 60 for an 8 sorcerer / 52 monk.
Immunity to Petrification If the Emerald Adept is petrified, he is immediately freed if he takes any damage.
I remember reading that this is how it had to be implemented to work properly for foes such as Sanders.
Empty Body Empty Body does not receive the normal monk concealment bonus. Instead, it becomes a kickback shield doing monk level + 1d8 positive damage for each hit. It lasts 1 round per monk level. Ideally it would become unlimited usage for Emerald Adepts.
Spells The following spells use sorcerer level + monk level as their caster level:
Bull's Strength (level 2) Cat's Grace (level 2) Endurance (level 2) Protection from Elements (level 3) Shield (level 1) True Strike (level 1)
The Shield spell is uncapped for Emerald Adepts, allowing it to reach a maximum of +20 Deflection AC at caster level 60.
The Elemental Shield spell works differently for Emerald Adepts. It is cast using only monk level as caster level, and instead of doing kickback, it grants 1% immunity to all five elements per caster level and lasts 1 round per caster level. Ideally it would have a green aura VFX rather than the standard ring of fire.
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Post by starlandra on Jan 31, 2007 1:06:27 GMT
Some initial thoughts: ... Drunken Monk: Require certain number of ranks in bluff. Give them the equivalent of a fear aura penalizing foes at a rate of -1 all actions for every 10 or 15 ranks in bluff they have. (taunt or intimidate work well here as well.) or make it an opposed check, if possible, vs. the subjects concentration. Do this, and Charisma will take care of itself. now an aura is a great idea to help enchance his bizarre fighting style... like this idea... will repost in a bit but seeing if any other good ideas come up first.
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Post by Acaos on Jan 31, 2007 7:19:55 GMT
The Dwarven Warchanter is loosely based on the Dwarven Chanter prestige class from the WotC website.
Dwarven Warchanters can be found in the forefront of any mass battle involving dwarves. Their terrifying songs rouse their fellow dwarves and sow confusion amongst their foes.
Class Requirements 10 levels of bard and 16 levels of dwarven defender by level 30 Curse Song Skill Focus (Intimidate) Epic Weapon Focus (mace) OR Epic Weapon Focus (light hammer)
The 16 levels of dwarven defender is intended to ensure that the Warchanter receives no future bard epic spells, assuming those require 25 pre-epic levels of bard. The light hammer and mace would be the preferred weapon for Warchanters.
Bonuses Ambidexterity Two-Weapon Fighting Improved Two-Weapon Fighting Weapon Specialization (light hammer) and Epic Weapon Specialization (light hammer) Weapon Specialization (mace) and Epic Weapon Specialization (mace)
The intent here is to try to encourage dual-mace or dual-light hammer builds with Dwarven Warchanters.
Curse Song The Dwarven Warchanter adds his dwarven defender level (this and all future mentions of bard and dwarven defender levels include legendary levels if bard or dwarven defender is the character's control class) to his bard level for Curse Song. He also adds his dwarven defender level to his effective Perform skill for Curse Song.
Spells The Dwarven Warchanter adds 3/5 his dwarven defender level to his bard level to calculate caster level and spell penetration for bard spells.
I originally had 1/2 rather than 3/5, but upon further reflection I felt that one probably-common build, 14 bard / 26 DD / 20 LL would only have a caster level of 37. To add more flexibility to the class, 3/5 allows a 14 bard / 25 DD / 1 monk / 20 LL to have a caster level of 41.
Chant of Power At 25 levels of dwarven defender and upon finding a secret location, the Warchanter receives the Chant of Power item. The unique power on this item can be used 4 times per day, and grants all allies in the area +1 per 5 dwarven defender levels to strength, dexterity, and constitution for 1 round per dwarven defender level, as well as 10 temporary hit points per dwarven defender level.
Chant of Wrath At 35 levels of dwarven defender and upon finding a secret location, the Warchanter receives the Chant of Wrath item. The unique power on this item can be used 3 times per day, and casts Earthquake (with all HG modifications) using the Warchanter's dwarven defender level as caster level. All constructs receive double damage from the Chant of Wrath.
Chant of Nullification At 45 levels of dwarven defender and upon finding a secret location, the Warchanter receives the Chant of Nullification item. The unique power on this item can be used 2 times per day, and prevents all non-epic spellcasting in the area for 3 rounds.
If this ability is viewed as too unbalancing, it could require 50 levels of dwarven defender, which would mean only a 10 bard / 50 DD could acquire it. The Death of Magic epic spell lasts 6 rounds with one use per day; this lasts 3 rounds with 2 uses per day.
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Post by Delfestra Ruinvorn on Jan 31, 2007 18:17:04 GMT
Theurge class fits what I was looking for perfectly as something similar to the "Witch" quasi class that has been debated and created in various forms over the many years of D&D and really fills this (historical and gameworld) catagory nicely. I would love to see this one implemented! Any feedback from our quasi class judges? Thanks again! If we want to impliment the Theurge class, I'd say whatever the judges decide is fine. If you make a class named "Witch", I will be most displeased.
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Post by Ironfang on Jan 31, 2007 18:22:11 GMT
If you make a class named "Witch", I will be most displeased. Are you a Wiccan or is there some other reason you would be offended by this? It is a pretty generic name often used in fantasy to describe a particular type of caster.
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Post by dodrudon on Jan 31, 2007 18:30:42 GMT
Got something against Hermione? >(
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Post by khaine on Jan 31, 2007 18:55:45 GMT
You could note that the term witch is most often used in conjunction with the devil. They are his brides, and so it might be annoyingif you were lawfull good...
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Post by Delfestra Ruinvorn on Jan 31, 2007 19:15:39 GMT
If you make a class named "Witch", I will be most displeased. Are you a Wiccan? It is a pretty generic name often used in fantasy to describe a particular type of caster. Bing, got it in one. And while its usages in fantasy are less unflattering than the (incorrect) real world labels, they're usually not good by any stretch. Even for roleplaying game purposes, most of the time even as a class description its got creepy/undesirable overtones.
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Post by resonance378 on Jan 31, 2007 19:49:16 GMT
Are you a Wiccan? It is a pretty generic name often used in fantasy to describe a particular type of caster.Bing, got it in one. And while its usages in fantasy are less unflattering than the (incorrect) real world labels, they're usually not good by any stretch. Even for roleplaying game purposes, most of the time even as a class description its got creepy/undesirable overtones. I bolded what's important here. Take some small comfort that it isn't Wiccan and totally misconstrues the idea of what Wiccan's are all about.
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Post by resonance378 on Jan 31, 2007 19:54:50 GMT
Back to what this thread is really about. The Emerald Adept quasiclass is very loosely based on the Green Star Adept prestige class from the Complete Arcane. The Emerald Adept follows a different path than the normal monk. Shunning weapons and the avoidance of blows, he instead concentrates on perfecting his own body as both weapon and armor, turning to the arcane to infuse himself with power. Class Requirements21 levels of monk and 8 levels of sorcerer by level 30 Great Fortitude Epic Fortitude Weapon Focus (unarmed strike) Epic Weapon Focus (unarmed strike) Armor Skin The Emerald Adept could require Epic Damage Reduction (I, II, or even III) as a required feat instead of Armor Skin, but I felt it would be very onerous to acquire this before level 30, especially for unarmed monks who are already at a disadvantage.Constitution BonusThe Emerald Adept receives +1 Constitution at level 30, 40, 50, and 60. Natural ACThe Emerald Adept receives a Natural AC bonus equal to 10 + 1 per 6 monk levels, to a maximum of 18 at monk level 48. (Here and below, monk level includes legendary levels) Physical Damage ResistanceThe Emerald Adept receives 4 + (monk level / 2) physical damage resistance (up to 20/- at character level 40 with 32 monk levels). The progression accelerates in legendary levels, giving 1/- physical damage resistance per LL up to 40/- at level 60 for an 8 sorcerer / 52 monk. Immunity to PetrificationIf the Emerald Adept is petrified, he is immediately freed if he takes any damage. I remember reading that this is how it had to be implemented to work properly for foes such as Sanders.Empty BodyEmpty Body does not receive the normal monk concealment bonus. Instead, it becomes a kickback shield doing monk level + 1d8 positive damage for each hit. It lasts 1 round per monk level. Ideally it would become unlimited usage for Emerald Adepts. SpellsThe following spells use sorcerer level + monk level as their caster level: Bull's Strength (level 2) Cat's Grace (level 2) Endurance (level 2) Protection from Elements (level 3) Shield (level 1) True Strike (level 1) The Shield spell is uncapped for Emerald Adepts, allowing it to reach a maximum of +20 Deflection AC at caster level 60. The Elemental Shield spell works differently for Emerald Adepts. It is cast using only monk level as caster level, and instead of doing kickback, it grants 1% immunity to all five elements per caster level and lasts 1 round per caster level. Ideally it would have a green aura VFX rather than the standard ring of fire. Would all levels previous and including Quasi-Class count towards the Immunity % or only Monk levels? or Quasi-Monk levels? If so that's 60% immunity to fire, cold, elec, acid, sonic at level 60 correct? +20 deflection... what in this build stops someone from going dex crazy? I don't see any minuses to going to the quasi that would make this anything other than a dex build. I know you want to make it a CON and WIS focus build but I don't really see where.
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Post by Acaos on Jan 31, 2007 20:36:15 GMT
Back to what this thread is really about. Would all levels previous and including Quasi-Class count towards the Immunity % or only Monk levels? or Quasi-Monk levels? If so that's 60% immunity to fire, cold, elec, acid, sonic at level 60 correct? +20 deflection... what in this build stops someone from going dex crazy? I don't see any minuses to going to the quasi that would make this anything other than a dex build. I know you want to make it a CON and WIS focus build but I don't really see where. Only monk levels, so at most 52%. The reason for the additional AC boost (at most +4 over existing UR gear and +3 over the BUR gear I've seen, not including the Mask of Mystra's +20 Deflection AC) is because this build is giving up the monk Empty Body concealment. I don't think it would be too unbalancing given that an Emerald Adept could no longer reach the heights of concealment that a pure monk would. If so, then the Shield uncap should probably be the first thing to go. It's not so much a CON and WIS focus (not really feasible, given that AB is so important and that has to be based on DEX) as an unarmed monk who is somewhat more capable of soaking damage and somewhat less capable of avoiding blows compared to the standard. Thanks for the comments, Acaos
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