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Switch to Forum Live View New Class: Shapeshifter
5 years ago  ::  Aug 23, 2008 - 12:16AM #51
Lugritor
Date Joined: Jul 8, 2006
Posts: 184
Nice work you have done on this so far, the one change I will be making if it gets used in my game is instead of actually transforming into a different creature when you activate your daily power is that you will instead just take on the aspects of the creature you are shifting into. This is just a cosmetic difference to what you have done but i hope it is one which will allow the continued use of this class once the druid come out next year.
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5 years ago  ::  Aug 23, 2008 - 7:33PM #52
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
I went with the Elemental and nature approach, with one or two fey thrown in. Also finished the powers and modified the temporary HP granted by the daily power for almost all of them.

Lugritor
Yeah, totally cosmetic and not an issue at all.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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5 years ago  ::  Aug 23, 2008 - 10:33PM #53
kodyboy
Date Joined: Aug 27, 2007
Posts: 92
why just elemental and nature, why not all?
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5 years ago  ::  Aug 23, 2008 - 10:37PM #54
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Two words:

Primal Source.

Which implies the primal forces of nature. So unnatural forms would be kind of, well, wrong.

Though I did like my "twisting the natural to gain more power" idea. I understand your decision completely. Perhaps an aberrant Paragon Path?
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5 years ago  ::  Aug 23, 2008 - 10:44PM #55
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,574
Wyld got it right, but Paragon Paths will include a few expanded options, including aberrations and possibly some immortals or demons.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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5 years ago  ::  Aug 23, 2008 - 10:46PM #56
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Make sure to make the unnatural paths feel sufficiently twisted. You need to really feel unnatural as you turn yourself into a shambling horror of otherworldy design.
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5 years ago  ::  Aug 24, 2008 - 4:14PM #57
Lugritor
Date Joined: Jul 8, 2006
Posts: 184
something feels wrong about giving all of your daily stances having the weapon keyword. This gives all attacks made while in this form the proficiency bonus gained from the weapon. It would be better to give them the implement keyword and maybe give a +2 to all attacks vs AC.
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5 years ago  ::  Aug 24, 2008 - 4:23PM #58
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Hmmm... The problem is that the attacks have their own data. therefore they have no proficiency bonus as you aren't making them with a weapon...

I'd go implement. And have a bonus for each attack. That way it functions as intended.

As it is each attack uses it's own stats, and that means you don't get a proficiency bonus. At least not intuitively... (Make sure to state that in wildshape you can't shape new natural weapons. You have what the form has.)
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5 years ago  ::  Aug 24, 2008 - 5:02PM #59
Lugritor
Date Joined: Jul 8, 2006
Posts: 184
I just knew that i would have players trying to get the proficiency bonus if they had a natural oe regular weapon before they wildshaped.
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5 years ago  ::  Aug 24, 2008 - 6:00PM #60
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
It sohould be implement. And you keep the implement through shapeshifting.

And note that you lose your Natural Weapon class feature. But keep the Implement.

That way it has all the effects of your natural weapons, but has different stats. You'd need to include an attack bonus against AC for each power though.
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