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Dungeons & Dra.. Homebrew Campaigns Warshaper (Ranger Mod) - PEACH heavily encouraged.
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5 years ago  ::  Jul 04, 2008 - 2:10PM #1
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80
Second installment of my homebrewn class mods. This one is subject to heavy modification after every session, and I'd very much like to make it balanced.

This mod takes uses the ranger power list (focus on two-blade melee powers) and substitutes class features for a versatility mechanic. So far it worked out very well, just needs some tweaking.

Fluff-wise it is a shapeshifting warrior, a defender of nature with druidic ties, with the ability to change his appeareance and form natural weapons out of his body. You can easily re-fluff the ranger powers to fit this class mod.

I made the Paragon Path Master of Many Forms to fit with the theme of the Warshaper, to give access to more polymorph powers and to make a reach-based paragon path.


WARSHAPER (RANGER) CLASS MOD


Alternate Class Features
These features replace the ranger's Fighting Stlye, Hunter's Quarry and Prime Shot features

Tough: Gain Toughness as bonus feat

Tooth and Claw Fighting Style:
(counts as two-blade fighting style for the purpose of feats, powers and paragon paths)
You can shape or unshape natural attacks as free action. Your natural attacks count as weapons with the following statistics:
[INDENT]NATURAL ATTACK: +2 proficiency bonus, 1d8 weapon dmg, off-hand.[/INDENT]
The shape of your natural attacks can resemble claws, sharp teeth, beaks, tentacles, horned blades, spiked tails or anything similar. You can use two natural attacks or a weapon and an off-hand natural attack.

Warshaper Powers: You gain the Change Shape and Warshaper Tactics powers

CHANGE SHAPE
(Warshaper Class Feature)
At-Will • Minor Action • Polymorph
Effect: You take on the physical shape and appearance of any medium creature including unique individuals (This gives +20 Bluff to impersonate). Equipment is not absorbed but makes minor adaptions to fit the new shape. Change Shape does not confer any type of rules-related benefits or penalties except its bonus to Bluff checks to impersonate.

WARSHAPER TACTICS (Warshaper Class Feature)
Encounter (Special) • Minor Action • Polymorph
Effect: Choose one bonus: [INDENT]+1 AC
+1 to Fort
+1 to Ref
+1 to Attack
+1 to Damage
+1 Speed [/INDENT]
You gain the bonus until the end of the encounter or until you use Warshaper Tactics again. You can drop this power as free action.
Special: You can use this power 2 times per encounter, 3 times at 11th Lvl and and 4 times at 21st Lvl.

Shapechanger Feint
You can use Shapechanger Feint during any turn in which you use a power with the polymorph keyword. If you use a polymorph power as an immediate action, you can use Shapechanger Feint during your next turn.
Your Shapechanger Feint deals extra damage to one enemy. If you roll multiple attacks in one round, choose which attack applies the extra damage after the attacks are rolled.
[INDENT]+1d6 dmg • Heroic Tier
+2d6 dmg • Paragon Tier
+3d6 dmg • Epic Tier[/INDENT]


Heroic Class Feats

ANIMAL SENSES
Prerequisite: Warshaper, Warshaper Tactics feature
Benefit: add following options to Warshaper Tactics:
[INDENT]+3 Perception
+3 Insight[/INDENT]

CUNNING SHAPECHANGE
Prerequisite: Warshaper, Change Shape feature
Benefit: gain +1 Attack until the end of your turn when you use your Change Shape power.

NATURE’S RAGE
Prerequisite: Warshaper, Warshaper Tactics feature
Benefit: When you become bloodied, you gain an extra use of Warshaper Tactics that you can use as immediate interrupt. Choose an additional Warshaper Tactics option. You gain this bonus until the end of your next turn.

SHIFTER’S SPEECH
Prerequisite: Warshaper, Change Shape feature
Benefit: You can communicate with creatures whose shape you match with your Change Shape power as if you knew the appropiate language. You cannot read or write that language.


Paragon Class Feats


PRIMAL STRIDE
Prerequisite: Warshaper, Warshaper Tactics feature
Benefit: add following options to Warshaper Tactics:
[INDENT]Climb 6
Fly 6
Swim 6[/INDENT]

VERSATILE SHAPECHANGER
Prerequisite: Warshaper, Warshaper Tactics feature
Benefit: Choose two of your available option when using Warshaper Tactics. You cannot choose the same option twice.



MASTER OF MANY FORMS PARAGON PATH
Prerequisite: Warshaper (Ranger) class

Morphic Endurance (11th Lvl): At the end of each turn in which you used a power with the polymorph keyword, gain temporary HP equal to your Wis Mod.
Morphic Range Action (11th Lvl): When you spend an action point to gain an extra action your natural attacks gain reach 2 until the beginning of your next turn. In your next turn, you can use Shapechanger Feint as if you had used a power with the polymorph keyword..
Everchanging Form (16th Lvl): You can apply the extra damage from your Shapechanger Feint to an additional enemy each turn.

FEROCIOUS GRAB (Master of Many Forms Attack 11)
Shaping huge claws, you tear into your enemy’s flesh to pull him close. He will serve as an excellent shield.
Encounter • Standard Action • Martial, Weapon, Polymorph
Melee: reach 2 Target: 1 creature
Attack: Str vs. AC, two attacks (main and off-hand)
Hit: 1 [W] + Str damage per attack
Effect: If both attacks hit the creature is pulled 1 square and grabbed.
[INDENT]Sustain Move: The grab is sustained, make a secondary attack.
Secondary Target: A grabbed enemy
Secondary Attack: Str vs. Fort
Hit: 1 [W] + Str damage, slide the target Wis Mod squares and shift to follow.[/INDENT]


SURPRISING SHIFT (Master of Many Forms Utility 12)
You lash out with suddenly elongated arms to claw at a passing enemy.
Daily • Immediate Interrupt • Martial, Polymorph
Trigger: an enemy leaves a square within 2 squares of you.
Effect: You gain threatening reach 2 until the beginning of your next turn.

RAGE OF CLAWS (Master of Many Forms Attack 20)
Exploding in a whirlwind of gnashing teeth and flailing claws, you change shape repeatedly in the blink of an eye.
Daily • Standard Action • Martial, Weapon, Polymorph
Special: You need to be bloodied to use this power.
Close: Burst 2
Target: 1 to 6 creatures
Attack: Str vs. AC, 6 attacks
Hit: 1 [W] + Str damage per target. Each additional hit against the same target gives you a damage bonus equal to your Str mod.
Effect: The target is knocked prone.

-------------------------------------------------
And that's it. Please give feedback!
I've got some doubts about the balance of this class mod/paragon path of my own, but I'd like to see what you come up first.
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5 years ago  ::  Jul 06, 2008 - 12:33PM #2
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420
Just a few comments:

Warshaper

--You need to specify what these replace; as it is, it appears that you gain the two powers and add Shapechanger Feint to Hunter's Quarry. I assume that those two powers are swapped for two on his list, Shapechanger Feint replaces Hunter's Quarry, and Tooth and Claw replaces TWF, but you should explicitly state that.

--You should specify whether a Natural Attack counts as a basic attack; it could go either way.

--Change shape should state whether you can gain reach and/or change your size; it says your stats don't change, but that's a parenthetical note to equipment, so it implies you can change other stats.

Master of Many Forms

--Morphic Range is misspelled.

--Rage of claws should probably simply attack each target in a Close burst 2 once; as it is now, you can pick 1 target and attack them 6 times.

-----------------------

Otherwise, it looks nice. Very good job.
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5 years ago  ::  Jul 07, 2008 - 7:02AM #3
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80

Eldritch_Lord wrote:

Just a few comments:
--You need to specify what these replace; as it is, it appears that you gain the two powers and add Shapechanger Feint to Hunter's Quarry. I assume that those two powers are swapped for two on his list, Shapechanger Feint replaces Hunter's Quarry, and Tooth and Claw replaces TWF, but you should explicitly state that.


It says at the beginning (alternate class features), but I'll calrify that. Prime Shot is also replaced, by Warshaper Tactics (which is far stronger). I wanted to balance thiy by making warshaper feint inferior to hunter's quarry.

Eldritch_Lord wrote:

--You should specify whether a Natural Attack counts as a basic attack; it could go either way.


Hm. I'll ad that they count as weapons. That should include the possibility for basic attacks.


Eldritch_Lord wrote:

--Change shape should state whether you can gain reach and/or change your size; it says your stats don't change, but that's a parenthetical note to equipment, so it implies you can change other stats.


I'll clarify that.

Eldritch_Lord wrote:

--Rage of claws should probably simply attack each target in a Close burst 2 once; as it is now, you can pick 1 target and attack them 6 times.


That was actually what I had in mind. I'm not sure what number of attacks it should give, but I wanted to give the option to distribute the attacks as needed. (goes with the versatility theme of the warshaper mod)

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5 years ago  ::  Jul 07, 2008 - 7:13AM #4
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

I'm not sure what number of attacks it should give


three attacks MAX

really

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5 years ago  ::  Jul 07, 2008 - 8:17AM #5
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420

Angel_of_Clumsiness]That was actually what I had in mind. I'm not sure what number of attacks it should give, but I wanted to give the option to distribute the attacks as needed. (goes with the versatility theme of the warshaper mod)


Well, up to 6 attacks, possibly against a single opponent, is too good. It's effectively an attack dealing 6[W], a Close burst 2 attack dealing 1[W] or 2[W], and something in between, all in one wrote:

That was actually what I had in mind. I'm not sure what number of attacks it should give, but I wanted to give the option to distribute the attacks as needed. (goes with the versatility theme of the warshaper mod)[/quote]
Well, up to 6 attacks, possibly against a single opponent, is too good. It's effectively an attack dealing 6[W], a Close burst 2 attack dealing 1[W] or 2[W], and something in between, all in one; that kind of versatility from one power is a bit much. I'd say either make it an attack against everyone in a Close burst 2, or make it 6 attacks total with a max of 2 per target.

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5 years ago  ::  Jul 08, 2008 - 7:15AM #6
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80
Heh. I know it's to strong as it is. That's one of the problems I had with it to begin with, but I wanted to see if it was just me
I had another idea how to keep the mechanic I want. The problem is not so much the [W] as the + Str mod...

How about soemthing like this:

Close burst 2
Targets 1-6 (that's a number I'll probably have to adjust)
Hit: Deals Str Mod dmg. Each hit on the same target adds 1[W] to the damage dealt.
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5 years ago  ::  Jul 08, 2008 - 7:28AM #7
Eldritch_Lord
Date Joined: Jul 20, 2006
Posts: 4,420

Angel_of_Clumsiness wrote:

How about soemthing like this:

Close burst 2
Targets 1-6 (that's a number I'll probably have to adjust)
Hit: Deals Str Mod dmg. Each hit on the same target adds 1[W] to the damage dealt.


I'd say other way around. [W] damage with +Str on every additional hit.

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5 years ago  ::  Jul 08, 2008 - 9:02AM #8
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80
That's more damage this way round.... you sure?
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5 years ago  ::  Jul 08, 2008 - 9:55AM #9
Aluman
Date Joined: May 21, 2008
Posts: 2,081
EL is right, its how its generally worded, but I would use WIS not Strength, most the time additional damage is the tertiary ability (TWF Rangers is Strength, Dex, Wisdom)
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5 years ago  ::  Jul 08, 2008 - 1:02PM #10
Angel_of_Clumsiness
Date Joined: Jul 4, 2008
Posts: 80
Hm... let's see. I hope I can figure out the maths...

I'll compare the stats based on the ranger/warshaper i have in my campaign
At Lvl  20 he'd have +6 Str bonus and a +4 enhancement bonus, he'll use his natural attack for 1d8 dmg
hit chance vs Lvl 20 between 35-50% without boni (depending on monster type), I'll take the 50% chance because it's easier on the math so actual dmg values should be far below.

different options:

• 6 attacks, distributable in close burst 2, base damage 1[w], + Str per additional hit
single target:
4,5 weapon average, +4 enhancement + max 5 additional hits at flat +6 (str)
average dmg: about 23-24, max  38-39
added option of distributing dmg on multiple enemies, this actually increases the damage output the more enemies are available
6 targets (unlikely, except for hordes of minions....):
4,5 weapon average, +4 enhancement
average dmg total: 25   max dmg: 51 (8-9 average on a single target, max 12)


• 6 attacks, distributable in close burst 2, base damage Str, + 1[w] per additional hit
single target:
+6 Str, +4 enhancement, + max 5 add. hits at 4,5 average
average dmg: 20-21, max dmg: 50
6 targets:
average dmg total: 30 max dmg 60(!)... still, unlikely to have that many targets available, and it would be only a fixed 10 per target....

• Wis based is far to weak for the heavy-hitter power rage of claws is supposed to be

• Comparison: shadow assassins final blade as max [w] striker power of that lvl, has a prerequisite (target bloodied) and an edditional effect (shift).
Average of a 5[W] power: 32,5 max max 50
Nearly all high-dmg dailies have a Miss: effect

• Comparison: Area effects of lvl 20 generally have 3 damage dice
let's say 3d8..
Average (single target): 23-24, max dmg (single target): 34 dmg
scaling upward, the more targets, the merrier.
Cold steel hurricane has similar dmg values, but gives a healing surge...

Thoughts:
- the +Str scales better on higher lvls, and I like the numbers better than the +[w] per attack ones
- math aside, it is more enjoyable to do additional [w] of damage, it causes more suspense
- the variability of having 6 attacks probably evens out the neccessity of a Miss: effect
- no matter what version, the area dmg isn't very high compared to other multiple hit powers (battlefield archer's quarry's bane, for example). I might want to increase the dmg against single enemies.
- Maybe give a limt to Rage of Claws' usability. Make it usable when bloodied, also gives additional flavour.
- There are no pure dmg powers, they all have a secondary efect.
- Maybe enhance the area effect portion by inflicting a condition...
- Or add a utility effect like shifting...

Hm....Let's see:

RAGE OF CLAWS
Daily • Standard Action • Martial, Weapon, Polymorph
Special: You need to be bloodied to use this power.
Close: Burst 2
Target: 1 to 6 creatures
Attack: Str vs. AC, 6 attacks
Hit: 1[W]+Str against each target, each additional hit gives a + Str Mod damage bonus.
Effect: The target is knocked prone.

Comments? (I don't know if my math is right... it's been a long time since I actually needed probability math *g*)
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