Post by FunkySwerve on Jun 2, 2011 21:19:31 GMT
I need someone/s to do several builds, to establish baseline ab/ac/saves/attacks per round/skillpoints, for a couple different iterations of the inventor quasiclass. The needed builds should maximize Dexterity and ab to the extent possible. 4 basic iterations are needed:
- 24 rogue / 16 wizard
- 16 rogue / 24 wizard
- 20 rogue / 20 wizard
- one of the above three, but splashing up to 5 levels to add an attack per round
They should be modeled after the requirements of the gnomish inventor quasiclass, currently under consideration, namely:
Class requirements: 16 rogue and 10 wizard by level 32, gnome base race.
Feat Requirements (must have by level 32)
- Spell Focus Enchant
- Spell Focus Transmutation
- Skill Focus Concentration
- Weapon Focus Crossbow
The quasiclass as currently envisaged may be seen in this post, though a lot of work still needs to be done to balance the various build options:
Gnomish Inventor
Class requirements: 16 rogue and 10 wizard by level 32, gnome base race.
Feat Requirements
- Spell Focus Enchant
- Spell Focus Transmutation
- Skill Focus Concentration
- Weapon Focus Crossbow
-devices have a number of uses per rest (when you tinker up more, or fix larger ones), and ignore SR, and scale up by level
-clevels are rogue + wizard for devices only
Armors:
16R Inventor's Vest: adds high pierce resist, 5/- per 10 casterlevels
16R Coiled Vest: adds high elec resist, 5/- per 6 casterlevels
16R Insulated Vest: adds high cold resist, 5/- per 6 casterlevels
16R Ceramic-plated Vest: adds high acid resist, 5/- per 6 casterlevels
16R Flame-retardant Vest: adds high fire resist, 5/- per 6 casterlevels
24R/26R/28R? Mechanized Suit: adds phys stats +1/5 casterlevels, immune to KD (glitterboy struts)
-requires heavy armor prof?
24W Force Field Generator: adds soak 50+20 limit 4k, 20% ele immunes, 10% exo immunes (immunes vanish when soak expires)
-requires epic warding?
20R Stealth Field Generator: adds +5 hide per 12 clevels, HIPS?
Gloves:
20R Mechanized Lockpicks + 5 pick locks per 12 clevels
24R/26R/28R? Power Loader: Haste, OC, DC, GWF, EWF, LWF, Spec, EWSpec, PCrit, SCrit
Headgear:
24R/26R/28R? Telescoping Goggles: adds 5 to spot per 12 clevles
20W Etherscanning Goggles: adds true sight
16W? Shielded Goggles: immune to blindness, -10 spot
16R/18R/20R? Anomaly-scanning Goggles: +5 search and +5 find traps per 12 clevels
20W Xray Goggles: know vulns
24W Electronscanning Goggles: see limbo walls
20W Shielded Earpiece: immune to deaf, adds 5/- sonic resist per 6 clevels, -2 listen per 6 levels
16W/18W/20W? Amplified Earpiece: adds +5 listen per 12 clevels, 20% sonic vuln
24W Rebreather: gives waterbreathing
Canisters (thrown or attached to bolt) - ignore SR
16R conceal gas: conceals EVERYTHING in cloud, including enemies (useful bc ranged)
16R toxic gas: acid cloud spell
16R laughing gas: tasha's spell
20R chain net: web effect
20R grease: grease effect
20W sovereign glue: immobilizes (stonehold)
16R flashbang: daze/deafen
Emitters (1 up at a time)
20W -Paramagic Resonator - lowers SR in an AoE
24W -Kineto-Inertial Stabiliser - kd immunity in a small AoE, slows
16W -Gravimetric Reconfigurator - levitation in an AoE
Bombs (thrown) - Ignore SR
16W tesla ball: big elec damage (think scint sphere)
18W clapper: tclap
22W Sonic Waveform Reiterator: earthquake with reflex vs kd
20W Transdimensional Vacuole Tap - sucks all enemies in colossal radius to target point, bludgeoning damage to them, increases with number of enemies sucked
24W Dimensional Spindler - implosion
24W Chronoton disruptor: takes a small group out of sync for a short period, rendernig them unable to move, but unable to be effected by anything
12W/14W/16W/18W? dissonant waveform generator: curse song (ac and saves only, clvl - 5)
12W/14W/16W/18W? biometric pattern re-enforcer: bard song (ac and saves only, clvl - 5)
16W quickrete - Aoe Stoning
Bolts
20R Thumpers (kd onhit? extra bludg)
20R Shatterbolts (added pierce)
20R Slicers (expand on entry for extra slashing)
24R? Grappling Chain (pulls enemy to you if size small on hit and failed reflex)
Portable Cannon
24W spawn in place so long as no one in part in combat, and not within about 10.0 of any creature, shoots fireball or buckshot if fire healers present
The primary issue here is setting up the class reqs correctly to allow at least 3 build paths: high rogue levels, high wiz levels, roughly even mix of the two. We left some leeway for splashing melee, or what have you, while trying to reward purists to an extent as well.
This is why you see question marks on some rogue level items in particular (though there are some on wizard reqs too) - it's assumed that splash levels will come out of the more lenient rogue requirements to qualify for the class. Characters that splash 4 pre-epic should not get full benefit of the suit, I think - that's why inspired the 28R req notion, though I'm far from set on that.
If you all want to gin up sample level combination examples in an effort to help us hone in on the best requirements to create the 3 build paths, that would be fantastic. The suggested class requirements are to the left of each item, R for rogue, W for wizard.
Other unresolved issues:
-bonuses on power loader - which feats, what reqs?
-spell hacks vs items - inventory clutter as a class disadvantage?
-HIPS at high rogue level on stealth field?
-heavy armor prof as only req other than rogue levels for exo suit? (easy to splash)
-Gravimetric Reconfigurator as mobile effect on character instead of on ground? by-area effect as bomb?
-what req for cannon?
-number of uses per rest on items? durations? (gear bonuses will be temp props with 24-hour durs)
-dc basis for spell-like offensive items? int or dex, whichever higher? some other setup?
@dod - didn't see your post till after I posted mine - will review in the morning.
Thanks in advance to anyone willing to sketch these out. The Dev Team is meeting again on Saturday to hash out slinger edits, the inventor quasiclass, and improvements to ranged weapons and ammo, among other things.
Funky
- 24 rogue / 16 wizard
- 16 rogue / 24 wizard
- 20 rogue / 20 wizard
- one of the above three, but splashing up to 5 levels to add an attack per round
They should be modeled after the requirements of the gnomish inventor quasiclass, currently under consideration, namely:
Class requirements: 16 rogue and 10 wizard by level 32, gnome base race.
Feat Requirements (must have by level 32)
- Spell Focus Enchant
- Spell Focus Transmutation
- Skill Focus Concentration
- Weapon Focus Crossbow
The quasiclass as currently envisaged may be seen in this post, though a lot of work still needs to be done to balance the various build options:
Here's the next iteration, much more polished. Everything is still up in the air to an extent, but it's shaping up nicely:
Gnomish Inventor
Class requirements: 16 rogue and 10 wizard by level 32, gnome base race.
Feat Requirements
- Spell Focus Enchant
- Spell Focus Transmutation
- Skill Focus Concentration
- Weapon Focus Crossbow
-devices have a number of uses per rest (when you tinker up more, or fix larger ones), and ignore SR, and scale up by level
-clevels are rogue + wizard for devices only
Armors:
16R Inventor's Vest: adds high pierce resist, 5/- per 10 casterlevels
16R Coiled Vest: adds high elec resist, 5/- per 6 casterlevels
16R Insulated Vest: adds high cold resist, 5/- per 6 casterlevels
16R Ceramic-plated Vest: adds high acid resist, 5/- per 6 casterlevels
16R Flame-retardant Vest: adds high fire resist, 5/- per 6 casterlevels
24R/26R/28R? Mechanized Suit: adds phys stats +1/5 casterlevels, immune to KD (glitterboy struts)
-requires heavy armor prof?
24W Force Field Generator: adds soak 50+20 limit 4k, 20% ele immunes, 10% exo immunes (immunes vanish when soak expires)
-requires epic warding?
20R Stealth Field Generator: adds +5 hide per 12 clevels, HIPS?
Gloves:
20R Mechanized Lockpicks + 5 pick locks per 12 clevels
24R/26R/28R? Power Loader: Haste, OC, DC, GWF, EWF, LWF, Spec, EWSpec, PCrit, SCrit
Headgear:
24R/26R/28R? Telescoping Goggles: adds 5 to spot per 12 clevles
20W Etherscanning Goggles: adds true sight
16W? Shielded Goggles: immune to blindness, -10 spot
16R/18R/20R? Anomaly-scanning Goggles: +5 search and +5 find traps per 12 clevels
20W Xray Goggles: know vulns
24W Electronscanning Goggles: see limbo walls
20W Shielded Earpiece: immune to deaf, adds 5/- sonic resist per 6 clevels, -2 listen per 6 levels
16W/18W/20W? Amplified Earpiece: adds +5 listen per 12 clevels, 20% sonic vuln
24W Rebreather: gives waterbreathing
Canisters (thrown or attached to bolt) - ignore SR
16R conceal gas: conceals EVERYTHING in cloud, including enemies (useful bc ranged)
16R toxic gas: acid cloud spell
16R laughing gas: tasha's spell
20R chain net: web effect
20R grease: grease effect
20W sovereign glue: immobilizes (stonehold)
16R flashbang: daze/deafen
Emitters (1 up at a time)
20W -Paramagic Resonator - lowers SR in an AoE
24W -Kineto-Inertial Stabiliser - kd immunity in a small AoE, slows
16W -Gravimetric Reconfigurator - levitation in an AoE
Bombs (thrown) - Ignore SR
16W tesla ball: big elec damage (think scint sphere)
18W clapper: tclap
22W Sonic Waveform Reiterator: earthquake with reflex vs kd
20W Transdimensional Vacuole Tap - sucks all enemies in colossal radius to target point, bludgeoning damage to them, increases with number of enemies sucked
24W Dimensional Spindler - implosion
24W Chronoton disruptor: takes a small group out of sync for a short period, rendernig them unable to move, but unable to be effected by anything
12W/14W/16W/18W? dissonant waveform generator: curse song (ac and saves only, clvl - 5)
12W/14W/16W/18W? biometric pattern re-enforcer: bard song (ac and saves only, clvl - 5)
16W quickrete - Aoe Stoning
Bolts
20R Thumpers (kd onhit? extra bludg)
20R Shatterbolts (added pierce)
20R Slicers (expand on entry for extra slashing)
24R? Grappling Chain (pulls enemy to you if size small on hit and failed reflex)
Portable Cannon
24W spawn in place so long as no one in part in combat, and not within about 10.0 of any creature, shoots fireball or buckshot if fire healers present
The primary issue here is setting up the class reqs correctly to allow at least 3 build paths: high rogue levels, high wiz levels, roughly even mix of the two. We left some leeway for splashing melee, or what have you, while trying to reward purists to an extent as well.
This is why you see question marks on some rogue level items in particular (though there are some on wizard reqs too) - it's assumed that splash levels will come out of the more lenient rogue requirements to qualify for the class. Characters that splash 4 pre-epic should not get full benefit of the suit, I think - that's why inspired the 28R req notion, though I'm far from set on that.
If you all want to gin up sample level combination examples in an effort to help us hone in on the best requirements to create the 3 build paths, that would be fantastic. The suggested class requirements are to the left of each item, R for rogue, W for wizard.
Other unresolved issues:
-bonuses on power loader - which feats, what reqs?
-spell hacks vs items - inventory clutter as a class disadvantage?
-HIPS at high rogue level on stealth field?
-heavy armor prof as only req other than rogue levels for exo suit? (easy to splash)
-Gravimetric Reconfigurator as mobile effect on character instead of on ground? by-area effect as bomb?
-what req for cannon?
-number of uses per rest on items? durations? (gear bonuses will be temp props with 24-hour durs)
-dc basis for spell-like offensive items? int or dex, whichever higher? some other setup?
@dod - didn't see your post till after I posted mine - will review in the morning.
Thanks in advance to anyone willing to sketch these out. The Dev Team is meeting again on Saturday to hash out slinger edits, the inventor quasiclass, and improvements to ranged weapons and ammo, among other things.
Funky