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5 years ago ::
Aug 16, 2008 - 2:00PM
#31
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Date Joined:
Sep 10, 2004
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Wyld Mutation Okay, I pulled the Daily Spells.
Also came up a with an Aberrant origin ability. Use a minot action to extend the reach of thre creatures attacks by 1 square.
Breath Weapon for the Dragon ability.
Concealment and Stealth for Shadow Origin.
Still not sure about Immortal though. The only thing I know is consistent is that the group includes angels and devils, creatures with strong ties to the gods.
As for rituals, I'll probably through together some conjuration or summoning based ones before I finish the class.
Kodyboy 1/2 HP transfered might work. Need to see what other people think. I had the same consideration myself early, which is why Constitution is considered a Key ability and the Staff ability can grant your Temporary HP.
The identical defenses were just a simplification made to reduce bookkeeping. All you have to do is know your own defenss and you can easily keep track of your summons abilities as well. Various creatures, if I feel they should have a defensive advantage over a typical summoner will have bonuses to their defenses. An example is the Daily 5 Young Black Dragon which grants you a +2 to your defenses, making it's defenses better as well. Then again, the Zombie Hulk has a -1 penalty to it's defense.
And Wyld has it right on balance issues with expanding the list to any monster of a certain level. This is part of the reason a Druid's Wild Shape and Polymorph were so broken in 3.5. Not all monster abilities are safe in the hands of players, and every new book with monsters in it would increase the versatility and power of the class.
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5 years ago ::
Aug 16, 2008 - 2:53PM
#32
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Date Joined:
Mar 28, 2007
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Just trying to keep things unique for each class.
Immortals... Maybe Give them Channel divinity? Seriously. A single-use Channel Divinity, one with no alignment.
Of course that's just a thought.
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5 years ago ::
Aug 16, 2008 - 3:31PM
#33
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Date Joined:
Sep 10, 2004
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Finished heroic powers ant Paragon powers through 15th level. Still working now, just thought I'd drop an update.
The question is, which Channel Divinity then? The only common thing I can find among the immortals is that they frequently have auras.
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5 years ago ::
Aug 16, 2008 - 4:00PM
#34
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Date Joined:
Mar 28, 2007
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Make one.
If not then give them a minor aura. That would be pretty cool.
You spelled "Brute" wrong. I'm going over your stuff for open codes and misspellings.
Unoccupied is misspelled in mutiple places, and Carbunkle's recharge is misspelled.
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5 years ago ::
Aug 16, 2008 - 4:51PM
#35
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Date Joined:
Aug 27, 2007
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I have been using summoning as a daily power that summons one standard creature of your level. This has to be sustained (standard) but seems to work fine so far. I do not see anything in the monster manual that looks like it could break it, yet. I used the penalty of expending a healing surge when summoning a creature, but your idea of taking damage as the creature takes damage sounds better. I did not notice your bonuses/penalties to defense for the various creatures at first, that could make a difference, but it still seems easier to me to simply use the monsters stats.
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5 years ago ::
Aug 16, 2008 - 5:08PM
#36
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I just have to say WOW My only thought at the momnet is maybe a slight change to the Summoning Keyword. My changes are in bold
A power with the Summoning keyword conjures a creature to fight for you. This creature or creatures acts on your turn, and must use your actions to function. To summon a creature you must first sacrifice at least 1 hp, this allows you to summon the creature as a minnion, you may sacrifine additional hps to add to it's at a 1 to 1 ratio. You may sacrifice HP in this manner as a free action. You and you allies may pass through their squaresunhindered and may flank enemies with them. Unless a power says otherwise, your summoned creatures use your defenses, movements speed, skill checks, and ability scores.You can use a minor action to dissmiss a creature you have summoned, removing it from the battle field. -----Any effect capable of destroying a conjuration or a zone with destory a summoned creature.
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5 years ago ::
Aug 16, 2008 - 5:14PM
#37
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Date Joined:
Mar 28, 2007
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That is already kinda figured in by the HP connection thing...
Just add "You may dismiss a summonig effect at any time even when not your turn (no action)" That would work...
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5 years ago ::
Aug 16, 2008 - 5:33PM
#38
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Date Joined:
Sep 10, 2004
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Kodyboy Probably isn't anything right now, but it's safer this way, and it keeps things in check when more Monster Manuals come out. Additionally, it creates a situation where the summoner is the most versatile class available.
Lugritor Wyld is right, the HP thing is already factored in.
Wyld Mutation The dissmiss feature is built into the summoning keyword. I made it a minor action since, some the encounter summons remain for a turn as well. Dissmissing them for free removes this minor side effect.
Paragon powers are finished.
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5 years ago ::
Aug 16, 2008 - 5:41PM
#39
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Date Joined:
Mar 28, 2007
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Just a way to make you less likely to get yourself killed on accident.
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5 years ago ::
Aug 16, 2008 - 6:08PM
#40
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Date Joined:
Sep 10, 2004
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All part of the risk characters take every day.
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