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Post by wnxhalfwingseen on Sept 11, 2007 1:57:11 GMT
I know I've been posting way to many Quasi's but this one was developed in my head since saturday where our quasihell was missing two types: Rogue,Druid so here it is a Rogue,Druid Quasi.
Requirements Rogue 10 Skill Mastery Opportunist Weapon Focus Darts Craft Weapon 5 Before level 16 True Neutral or Chaotic Neutral always any change causes you to lose Fang status permanently
Benefits: Upon Gaining Fang of the Night the Fang gets 2 stacks of darts carved out of the fangs of a wolf these stacks are non transferable and unlimited and have no bonus's upon them
The darts gain an Enhancement of 1/Fang level to +10 and then 1/5 Fang levels after that Capping at +16
The darts deal (X/2)d4 +X Magical damage where X = Xd6 on sneak attack ( capping at 10d4 +20 )
The Fang gets the follow spells out of the druid spell book to cast with Rogue+Druid level+2 for CL for all CL effects and Penetration.
The darts Deal X+5 Piercing Positive damage Capping at 25
The fang Gains 1 use every (6-1/7 Druid level) to throw 1/4 rogue levels up to rogue level 20 and then 3/4 rogue level after that until 60 fangs at once (5 fangs at 20 and 35 at 60) Rogue levels Fangs at the enemies in a type similiar to a manticore each Fang makes an ranged touch ac check vs the enemy and then if successful deals (Xd3)+1/Rogue level (up to 20d3+60) physical damage and (Druid lvl/2)d4+2)/Druid level (up to 25d4+100) Magical damage each dart
Level 1: Camoflauge (conceal returned to base on hide like others) Grease Magic fang (used to apply the X Magical damage) Summon Creature I Level 2: One with the Land Summon Creature II Level 3: Greater Magic Fang (used to apply the X+5 positive damage) Healing Sting (ranged) Quillfire (Similiar to firebrand for BFM but with magic damage Dealing (CL/4)d6 Capping at 15d6 damage per target and sends CL/3 Missiles) Summon Creature III Level 4: Mass Camoflauge (conceal based on casters hide) Summon Creature IV Level 5: Slay Living Inferno Spell Resistance Vine Mine Summon Creature V Level 6: Drown Stonehold Summon Creature VI Level 7: Creeping Doom Harm Summon Creature VII Level 8: Finger of Death Natures Balance Premonition Summon Creature VIII Level 9: Storm of Vengence Elemental Swarm Summon Creature IX
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Post by FunkySwerve on Sept 11, 2007 4:56:42 GMT
No need to apologize for posting em. A lot of the ones posted got used in some small way, if not taken substantially as is. Funky
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Post by wnxhalfwingseen on Sept 11, 2007 5:10:39 GMT
So funky any critisim on the quasi itself or are ya just gonna post to boost my ego now I made it to meet the needs of our Quasi group a single target high damage/crowd control (E.G lack of shifter) druid (option version for the epics) and a rogue (optional version for the locks) ^^
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Post by Tonkers on Sept 11, 2007 7:29:56 GMT
what would you be basing the dc on the druid spells on wnx? the dex of the rogue or the wis of the druid? or the more cc of the class you take added with the dex or wis? plus what about epics and rogue unlocking skills? (mmmm elemental traps would be perfect as a special skill to this quassi rogue kinda like elemental swarm or toggle the dmg on traps :oP ) sorry got abit carried away dreaming lol
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Post by wnxhalfwingseen on Sept 11, 2007 19:56:12 GMT
Heheh no no more input better ^^ well the DC was gonna be Wis based (allowing if you felt like casting and throwing zen archyer works for darts as well and 1 monk level gives ac in light armor n shield) You kinda have to pick between lock picking and druid epics.
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Post by wnxhalfwingseen on Sept 12, 2007 20:28:56 GMT
Lookin for some ____ is overpowered ___ needs work _____ is too weak ____ is okay responses form funky and others ^^ also updated with some new ideas
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Post by chirikov on Sept 15, 2007 5:14:55 GMT
requirements should probably redone a bit, says min 10 rogue but its actually 13 otherwise you cannot get the feats required. looks like you could take this all the way to 60 without a single druid level (which is odd for a rogue/druid quasi). losing quasi status permanently with align change is a bit harsh, considering how easy it is for a clueless newbie to change the party alignment
you have two different lines saying 'the darts deal xxx damage'. which one(s) are used? ah nvm, its explained under spell listing. you should probably add a note up next to the two lines
the spell list is imo terrible. ignoring the summon creatures, you have almost zero options picking spells
there is very little balance between the rogue/druid levels; youre either going to go as much rogue as possible to max out your damage or as much druid as possible so you have spells (cept youve already lost 13 casterlevels for non-quasi spells so theyll suck anyways). offhand i would think most people would make it 35rg/5drd simply so they get their weapon buffs while almost maxing out the damage (at most 7 druid just for the mass conceal). currently only reason to go more druid is for the epics, but then you lose a ton of damage and become not much more than a glorified shuntbot
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Post by MightyKhan on Sept 15, 2007 10:59:18 GMT
I believe Fang level is druid + rogue? have X be (Fang + 1)/2 (which is how much sneak attack a pure rogue gets). so it does not really matter if you take rogue or druid in terms of magic/positive damage. Then you can go rogue for skills and sneak damage, or druid for spells/epics.
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Post by wnxhalfwingseen on Sept 15, 2007 16:37:29 GMT
I know you start getting the rogue bonus feats at 10 and 13 and 15 but i wanted to leave it open for Future subraces to be able (if they get skill mastery or opportunist as a free feat) to be good for Fang level is indeed druid+rogue i made this to have the player decide between CC's A rogue CC gets skills many darts thrown and high damage on his darts a druid CC gets casting and magical damage on his darts and gets to throw often.
As for the spell list if someone is willing to point out more Night-themed and darkness style druid spells i will add them to the list.
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Post by chirikov on Sept 15, 2007 19:35:22 GMT
a druid cc fang would be mostly useless as the current quasi stands, because the druid side is adding nothing to the build beyond the (greater) magic fang requirement for the weapon buffs. all you gain are epics, as your spell list is terrible (which can be improved), almost all the dart damage comes from rogue levels, and the manticore spikes type ability is severely restricted due to its max uses per day (manticore spikes are so powerful because they are unlimited)
imo ideal changes while maintaining the quasi backstory: the rogue levels would increase weapon damage (as it currently stands), and the druid levels offer crowd control and debilitating effects (which it currently does not). a redone spell list following this theme:
Level 0 * Flare * Resistance Level 1 * Camouflage * Entangle * Grease * Magic fang * Sleep Level 2 * Charm person or animal * Hold animal * Lesser dispel * One with the land Level 3 * Contagion * Greater magic fang * Infestation of maggots * Poison * Quillfire * Spike growth Level 4 * Dispel magic * Freedom of movement * Hold monster * Mass camouflage Level 5 * Death ward * Slay living * Spell resistance * Wall of fire * Vine mine Level 6 * Crumble * Drown * Greater dispelling * Stonehold Level 7 * Creeping doom * Harm Level 8 * Finger of death Level 9 * Storm of vengeance
the list is rather sparse as you get to the higher spell levels, but after stripping out the direct damage spells, healing spells and buffs out of an already small list there wasnt much left. direct damage and healing spells were taken out because they are pretty much opposite of the theme, buffs because they detract from focusing on enemies rather than yourself (though i suppose a few near the higher end to fill out the list a little wouldnt hurt). the quasi spells should still get some kind of changes to better differentiate them from standard druid spells however (bonus casterlevel doesnt really count)
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Post by wnxhalfwingseen on Sept 15, 2007 20:36:55 GMT
Finger of death and harm i didnt even think of those XD And im sorry the manticore thing didnt clarify well enough: you get to cast it every 6 minutes and for every 7 druid levels 1 minute is removed from the timer so with 42 druid levels ( a 18/22 rogue druid ) you cast it infinitely. at level 60 So at that 18/22 build you would fire 9 Darts per manticore style attack Each dart dealing 9d3+18 physical damage (max of 45) and 21d4+42 (max of 106) magical damage. max of 151X9 damage and to 1 enemy thats 1359 damage. now its not to be used vs kb monsters usually but yea its a powerful ability if you go druid if you go rogue 60 you get to deal 25d3+60 (max of 135) and have 30 darts be thrown so a max of 4050 damage to a single target every 8 minutes your going to have to splash at least 14 Druid levels to get everything out of the rogue side.
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Post by chirikov on Sept 15, 2007 21:43:32 GMT
hmm, having the ability like that drastically changes the class balance. 15 rogue/25 druid would give you epics, unlimited 8d3+15 physical 22d4+50 magic spike attack. only 7 spikes per use, but for an unlimited exotic with more raw damage per hit than igms its powerful enough that id never use normal attacks
have you factored in improved sneak attack into maximum damage?
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Post by wnxhalfwingseen on Sept 15, 2007 22:56:37 GMT
yea i just did the math there and decided i didnt like that and am going to alter the # to reward the pure rogues with 35 and with under 20 rogue much less (5 at 20)
Yes imp sneak works which is why i made it Xd6 instead of Fang/2 so those feats benefit the class quite a bit
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Post by chirikov on Sept 16, 2007 2:14:21 GMT
right now its capped at 20d6 sneak attack, which a 39 rogue can get without taking imp sneak. add that in and max is actually 30d6
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Post by wnxhalfwingseen on Sept 16, 2007 4:08:53 GMT
yea your right but i was thinking to allow the feats to help with perhaps a 23/17 rogue/druid take the feats to add to X without sacrifcing druid levels.
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