|
Post by wnxhalfwingseen on Sept 3, 2008 4:14:37 GMT
Here we go again with my random quasiclass ideas.
The Hex Master specializes in curses and poisons. Twisting the power of her magic into horrible afflictions and devastating diseases.
Requirements: Druid Level 13, Assassin Level 16, GSF:Necromancy, Resist Disease, Resist Poison, by Level 31
Upon gaining Hex Master Status The Hex Master becomes completely immune to poison and disease in all of its forms. The Hex master also sheds her poison and disease ridden flesh and becomes a spectre gaining 1% Concealment per level
The Hex Master gives up her wide array of spells in order to focus keenly on the matters of disease and curses. All Of the Following spells use 5/4 Assassin Level + Druid level as their CL And all Gain +2 to their DC in addition to the modified versions shown. all other spells use Druid level - Assassin Level as their Caster level and lose 2 DC
Level 2: Blood Frenzy: Instead of providing the buffing effect this spell sends all enemies within a medium AOE insane with bloodlust losing CL/15 AC, AB and CL/30 Saves Upon failing a Save spell gains + 2 DC per necromancy focus. the Saves debuff does not stack with Prayer.
Level 3: Contagion: This spell in addition to its disease effects lowers the movement speed of enemies affected by CL%
Poison
Infestation of Maggots: Becomes a Ranged touch attack at CL 51 and no longer requires the Touch attack at level 64
Quillfire: Instead of its usual effect this spell causes the enemy to make a save or be stripped of its disease immunity and a second save or be stripped of its poison immunity both effects last for 4 rounds two seperate effects should be used one for a single failed save and one for failing both. this spell ignores SR. (Treated as Necromancy, gains a +1/+1 DC bonus for ESF necromancy and LSF Necromancy) *added 9/15/08
Level 5: Slay Living: This spell is now a ranged touch attack and if the touch attack succeeds the target enemy must make a save vs Disease followed by a save vs poison (both fortitiude) or be Killed instantly Respects only Implosion immunity (or perferably its own immunity) and does not harm undead. on a failed save vs disease but successful save vs poison the target takes (CL/6)d4 Internal Damage.
Level 7: Creeping Doom: Becomes an Instant medium AOE curse that causes the enemy a 50% chance to miss any attacks on a failed save vs disease and on a failed save vs poison also causes CL/4% Vulnerability to all damage types gains +1 DC per Necromancy focus
Harm: Single target Curse at touch range that prevents opponent from moving from his spot on a failed save and on a second failed save vs Poison causes the regular harm effect.
Level 8: Finger of Death: Becomes a Instant single target spell that inflicts (CL/2)d6 Internal damage on a failed save vs disease. Does not affect Undead. on a successful save paralyzes the enemy for 1 round if not immune to poison
Level 9: Storm of Vengence: Now Deals an (CL/2)d6 Acid or negetive (whichever is more effective) damage instantly in a Colossal AOE and an additional cast of Poison on a failed savevs disease Gains +1 DC per necromancy focus
|
|
|
Post by wnxhalfwingseen on Sept 3, 2008 5:20:08 GMT
Decided to Add another ability as these seem good but not enough to be a serious debuffer.
The Hex Master gains the ability to unleash a curse to enemies in her area. The Curses's effects and powers depend on the power of the Hex Master the level of spell used and the number of spells used. These are regulated with sim commands, !hex effectnumber amplitude which is basically !hex (spell level) (Number of spells drained max 5) for example !hex 4 1 would drain 1 level 4 spell per use.
Level 1 Spells: Lowers enemies AC by 1.4x Amplitude rounded down lasts 10xAmplitude rounds large AOE Level 2 Spells: Lowers enemies AB by 1.4x Amplitude rounded down lasts 10xAmplitude rounds large AOE Level 3 Spells: Removes 1 Attack per round from enemies Medium AOE lasts 10xAmplitude rounds Level 4 Spells: Lowers enemies spell Resistance by 2xAmplitude lasts 5xAmplitude rounds Medium AOE Level 5 Spells: Gives the enemies a 10xAmplitude% Miss chance on hit lasts 3xAmplitude rounds Huge AOE Level 6 Spells: Slows Enemies by 10xAmplitude% lasts 10xAmplitude rounds Colossal AOE Level 7 Spells: Causes Vulnerability to Damage by 2xAmplitude% lasts 2xAmplitude rounds Large AOE Level 8 Spells: Deals (Amplitude x 5)d8 Acid and (Amplitude x 3)d8 negetive damage and (Amplitude)d6 Internal damage Large AOE Level 9 Spells: Lowers enemies concealment by Amplitude% lasts 10xAmplitude rounds Medium AOE
These curses would be unleashed with an item that on use instantly drains the spellslots and causes the effect not a swift action with no save. but the enemy must be vulnerable to either disease or poison for the curse to take effect.
|
|
|
Post by FunkySwerve on Sept 3, 2008 5:39:58 GMT
One major thing this quasi has going for it is that it would help fill the shoes of a bard, to some extent.
Funky
|
|
|
Post by uncanny on Sept 3, 2008 14:39:41 GMT
I like the sound of the quasi actually.. added to that, it has a real current job to perform in parties in various LL area's
|
|
|
Post by wnxhalfwingseen on Sept 3, 2008 20:04:38 GMT
I really wanted a class to take the debuffing burden off of bards if only a little.
The balance aspect would have to be modified as i just tend to throw numbers to balance the abilties in relation to eachother.
I like how this quasi is highly specialized but very diverse at the same time. that is my greatest draw to it, you can do so much but it all leads to the same ends: the enemies being weakened greatly so your allies can mop up the masses.
|
|
|
Post by wnxhalfwingseen on Sept 7, 2008 20:24:52 GMT
Decided to throw in one more ability using Assassin's 1/day darkness.
When casting Assassin's Darkness the Hex Master decreases visibility on all enemies in a colossal AOE giving his allies 65% Concealment and his enemies 65% chance to miss this effect lasts 1 Turn/ 6 Caster Levels
Edit note: I agree Styker was overzealous on my part. did the math and it seemed unreasonable. was thinking as an alternative it could provide 60% miss chance and remove blind fight from enemies in its duration. at the 65/65 route it would force enemies to only hit 27.5% of the time with blind fight with the 60/blind fight removal it is a straight 40%. which is 150% more hits than the other version if put to 50% it would be around 200% more hits which would still be powerful and fit into the curse role.
|
|
|
Post by StrykerOfChaos on Sept 7, 2008 20:27:59 GMT
I like the Assassin's Darkness ability you just added, except the role and background of the class does not fit with the 65% concealment buff. I do however, like the miss %.
Kinda silly to give 65% conceal and 65% miss chance. Nothing would hit the party.
|
|
|
Post by wnxhalfwingseen on Sept 16, 2008 2:00:32 GMT
Decided to Work on this some more and make two builds for this quasi one being a dexer (similiar to dex bards) and one being a Caster variant.
Caster Variant: Lawful Evil Race: Human - Rilmani (+6 Wisdom, +4 Constitution, Spell Penetration) 19 Druid/1 Monk/20 Assassin Stats: base/race/end (with items no arti) Str: 8/8/20 Dex: 10/10/22 Con: 14/18/30 Wis: 18/24/66 (68 w/ arti) Int: 14/14/26 Cha: 8/8/20 All stat points into wisdom Max Concentration Discipline Tumble UMD Spellcraft Get 8 Hide and Feats: Druid: 1 Luck of the Heroes, SF Necromancy 3 GSF Necromancy Monk 5 +8 Hide +8 Move Silently Assassin 6 Resist Poison 9 Resist Disease 12 Great Fortitude Druid 15 Extend Spell 18 Empower Spell 21 Great Wisdom I 24 ESF Necromancy 27 Great Wisdom II Assassin 30 Great Wisdom III 33 Great Wisdom IV 35 Epic Reflexes 36 Great Wisdom V 39 Great Wisdom VI Use SP Book 42 LSP 45 LSF Necromancy 48 Legendary Luck 51 Great Wisdom VII 54 Great Wisdom VIII 57 Great Wisdom IX 60 Great Wisdom X Saves: 61/60/79 AC: 132 59% Concealment 67 SP, DC 53 Quillfire, DC 56 Finger of Death, DC 55 Harm, 52 DC SoV, 49 DC Poison (Main Spells) Geared like a druid and only in UR/Tia Quality
Dex Variant to come!
|
|
|
Post by FunkySwerve on Sept 16, 2008 2:50:14 GMT
I'm still very interested in this, so please keep suggesting possible abilities, and so on. Don't want to make it too bard-like, but it should cover the basics.
Funky
|
|
|
Post by wnxhalfwingseen on Sept 16, 2008 3:03:16 GMT
Funky, was interested in a modification of the assassins Mortal strike is that possible (IE just providing a different end result than death) for more melee variations. Such as on a regular mortal strike save it becomes a save or paralysis from poison or perhaps a single target of blood frenzy.
Spell change: Stonehold: This spell now creates a cloud of poisonous gas that knocks out any enemy that fails a save vs poison knocking them to the ground for 3 rounds. Treated as necromancy
Hex Masters gain the ability to Coat a weapon with poison twice per day this ability may be targeted on only her own weapons and only one weapon may be affected at a time, the hex master may also opt to curse her weapon instead.
Poison: Deals 5d4 Internal damage on hit Curse: Lowers enemies saves by 3 Lasting one round on hit.
Spell Change: Nature's Balance instead of its normal effects this spell now weakens all enemies in an aoe lowering their fortitude by CL/10 +2 if CC Druid and -1 if CC assassin and if failing a will save then removing enemies immunity to poison and if failing a second save removing an enemies immunity to disease
Spell Change: Crumble: Instead of its usual effects this spell curses and destroys the magical bond holding constructs together and outsiders to this plane (does not work on their home plane) on a failed will save the Construct takes CLd10 Negetive or Magical damage whichever deals more and is paralyzed for 3 rounds on a sucessful save the construct takes half damage. On failed Fortitude save the Outsider is removed from this plane, on a successful save the outsider takes CLd6 Negetive or Magical Damage whichever deals more.
Spell Change: Drown: This spell curses living creatures and forces them to make a will save or take CLd10 Negetive or Magical damage whichever deals more and a Fortitude save or the target is paralyzed 3 rounds.
|
|
|
Post by wnxhalfwingseen on Sept 21, 2008 3:23:53 GMT
Epic Curses: Upon reaching certain levels a Hex master gains the ability to cast powerful curses once per day.
Druid level 18: Curse of Venom: Upon casting this curse all enemies in a large AOE and have their saves reduced by 10 and become vulnerable to poison lasts 10 rounds
Druid Level 24: Curse of the Earth: Upon casting this curse all enemies in a large AOE must make a Fortitude save or take (Druid+Assassin Level+LL)d10 Negetive damage a Will save or be knocked to their knees for 5 rounds and a reflex save or be struck by poison darts dealing 1d20+(Druid+Assassin level+LL)x3 Piercing and (Druid+Assassin Level+LL)x3 Acid damage. DC is equivilent to 30+Wis Mod
Assassin Level 20: Curse of Stone: Upon casting this curse all enemies in a large AOE must make a fortitude save or be turned to stone. the DC is equivilent to 35+Wis Mod
Assassin Level 24: Curse of Banishment: Upon Casting this curse all enemies in a large AOE must make a will save or be sent to another realm for 10 rounds DC is equivilent to 35+Wis Mod
Assassin Level 27: Death Mark: Upon casting this curse all enemies in a large AOE must make a reflex save or be struck by a venomous dagger (which deals (Assassin Level + LL)x10 Acid damage) and if struck must make a will save to resist the poison if failed the enemies take a 4 penalty to all stats and must make a final fortitude save or be instantly struct dead (opponent must have death + Implosion Immunity to resist) First save is 40+Wis Mod second save is 35+wis mod and third is 30 +wis mod. Evasion applies only to the damage portion of the reflex save.
Obviously i cannot expect a quasiclass to have ALL the benefits ive provided in this thread but i am continuing to give suggestions. some are more directly offensive and some apply more to the cursing/debuff role.
|
|
|
Post by FunkySwerve on Sept 21, 2008 6:55:44 GMT
Yup, it's appreciated. I'll take a long look after shifter scaling is done.
Funky
|
|
|
Post by StrykerOfChaos on Jan 22, 2009 23:41:10 GMT
I felt this should be bumped since it's been stated that the Dev Team is actively looking at quasiclasses and I didn't want this one to be lost in the mix due to halfwingseen being away.
|
|
|
Post by Yojimbo on Jan 23, 2009 20:49:34 GMT
The only issue I would point out and didn't see it commented on yet but seen it said many times on other QCs and that is perhaps you get the QC a little late not saying that later is bad just it does seem it would be nice to keep QCs qualifiers in the lvl range of 18-26 I think one missed effect of keepin the QC lvl range low is that you have to plan your feats and skills better with a shorter time frame on them A side note I do like this idea so keep rolling with it till we get a pretty little package to put a bow on
|
|