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Dungeons & Dra.. Homebrew Campaigns Wyld_Mutation's Battle Sorceror, Fully Complete
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5 years ago  ::  Jul 10, 2008 - 4:19AM #31
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

I don't know if they're balanced but they're certainly flashy.


They're overpowered, but not enough to worry about it for now.

I like em.

I guess he has some defender and controller in him


all characters are a bit hybrid.

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5 years ago  ::  Jul 10, 2008 - 6:09AM #32
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
I wasn't staring at the other strikers when I did the dailies, instead I thought what I'd like him to be able to do.

I think the damage is on-par, it's mostly the effects. Of course he'll have better effects anyway, so they aren' "the best. Going to throw up a coupla feats so check back if you want to see them.

Playtesting later, so I'll se just how overpowered his dailies are. I also need to add the "until the end of your next turn" clause to a couple. That should make them less overpowered.

Edit'd Feats up!! Once again I wasn't going for super balanced, however they shouldn't necessarilly be unbalanced either.

Edit'd Again: Behold the Soul Weapon, a monster of magical might!
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5 years ago  ::  Jul 10, 2008 - 10:26AM #33
Wyld_Mutation
Date Joined: Mar 28, 2007
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Gonna need a little critiquing on the feats and Paths I edited in, just want to make sure they're balanced as I don't have the oppurtunity to test them right now.
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5 years ago  ::  Jul 10, 2008 - 10:42AM #34
GeneralHenry
Date Joined: Jul 10, 2003
Posts: 3,788

Improved Mage Armor


no real need for it to scale that well. The current base ability is a free light shield (fine for a striker).

The part that's missing is a paragon level feat that gives a +1 feat bonus to AC

Critical Surge


looks fine.

Initiate of the Gate


You should be more clear that it's the multiclass feat
add in a [Multiclass Battle Sorceror] line

Prodigy


special two is odd.

Wrath


actually, it's VERY powerful. The Battle Sorceror is unarmed with a lousy strength, his OAs would otherwise be worthless.

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5 years ago  ::  Jul 10, 2008 - 11:05AM #35
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Note that he already has two effects that are treated as Basic attacks. I did tha totherwise certain things just wouldn't work right. (eg Charging)

Anyway, Unlike a shield his bonus does not increase all that much by level, which means that he will have to pick up a light shield or fall behind in AC. A shield goes against the character concept, especially since many of his attacks really are supposed to be utilized with both hands.

I think I'll remove Arcane Gate from the Multiclass feat and replace it with a different bonus...

It just occured to me to make arcane gate available only when you have both hands free.... On the other hand that would nerf almost any multiclassing... Which really isn't the best option for this guy anyway...

On the other hand... I'll give it a little thought.

Edit'd: Moved Wrath to epic, also no word on the paragon paths?

What if I move Improved mage armor to Paragon... Then I'd have to decide on a different heroic tier feat, but it would be more in line?
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5 years ago  ::  Jul 10, 2008 - 8:33PM #36
LargeGoblin
Date Joined: Jun 17, 2008
Posts: 112
I haven't finished reading, but I noticed none of your dailies do anything on a miss. Except for the prismatic dailies for the wizard, I think all daily attacks are either reliable or do something on a miss. I'd add either an effect line or a miss line to each. Sorry that I can't provide specifics, but I'm not great at balancing new powers.
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5 years ago  ::  Jul 11, 2008 - 6:43AM #37
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Well they also do a little more on a hit, I'll consider addig a miss line.

Anyway, The real problem is coming up with utilities, I'm considering reflavoring a mish-mash of Ranger Wizard Warlock and Rogue abilities that fit well with the theme.

Note also the fact that the Battle Srocreor is more likely to hit than most.

Edit'd in Utility 2s. Added Evoker Daily 29.
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5 years ago  ::  Jul 11, 2008 - 9:05AM #38
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
At this point I'm willing to take suggestions for the levels of powers I have not posted yet. As well as suggestions to help promote balance for the class.

Once I'm happy with this class I'm going to try to convert it into pdf format.

As it stands I have yet to write in flavor for the Paragon Paths, the fourth class is coming soon. If anyone has suggestions for the flavor go ahead and yell them out.

Note: Transmutation powers usually have an effect. This effect can be any almost anything, as the powers have a distorting effect on reality. Which means "Restrained" is possible.

Note: Elemental powers do not usually have a rider due to the innate mutability of the power. The ability to "ignore" any resistance, as well as take advantage of any weakness, is (I believe) anough of a special ability to warrant leaving off riders. Prone and Push are the only appropriate riders for elemental abilities.
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5 years ago  ::  Jul 13, 2008 - 6:37AM #39
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
Bump so I don't lose it.

Taking forever to come up with powers: On the otherhand I've got the paragon paths done for those who haven't noticed.
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5 years ago  ::  Jul 13, 2008 - 2:46PM #40
Wyld_Mutation
Date Joined: Mar 28, 2007
Posts: 4,336
On the off chance someone looks at this:

I added lvl 3&5 powers. I'd like some word on my Paragon Paths and all the Powers. I just want to be sure het're half balanced. I'm play-testing tuesday.

I'd like a suggestion on the Transmuter ability, I don't like the attack roll penalty but I can't think of anything else. It *needs* to be Con Mod based, however I think the current effect is too defender-ish.

Any ideas?
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