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Switch to Forum Live View Alternate warlock pacts
5 years ago  ::  Sep 15, 2008 - 2:48PM #51
Viktor_Von_Doom
Date Joined: Sep 25, 2007
Posts: 1,969
I'm working on it but its kind of off on the side while I do school stuff and work on homebrew for my own Campaign Setting.
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5 years ago  ::  Sep 16, 2008 - 1:05PM #52
Pyromancer999
Date Joined: Jun 22, 2008
Posts: 1,044
Kool. still, a cookie to whoever makes the pact first.
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5 years ago  ::  Sep 17, 2008 - 2:58PM #53
Pyromancer999
Date Joined: Jun 22, 2008
Posts: 1,044
Also, after the Dragon Pact is made, I plan to make a Hombrew Pact Encyclopedia, with due credit given to all the makers, of course.
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5 years ago  ::  Sep 17, 2008 - 5:17PM #54
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,572
Here is a shot at a Dragon Pact. It probably has a few balance issuse though since there are so few multi-target warlock powers to compare too. ANy comments and I'll try and make some changes.

Dragon Pact
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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5 years ago  ::  Sep 18, 2008 - 4:14AM #55
Rikiji
Date Joined: Feb 18, 2004
Posts: 1,084

ff6shadow wrote:

Here is a shot at a Dragon Pact. It probably has a few balance issuse though since there are so few multi-target warlock powers to compare too. ANy comments and I'll try and make some changes.

Dragon Pact


For starters ...

Dragon Fear - While the fear aura is a cool idea, this ability is a logistical and bookeeping nightmare. Maybe do away with the radius element.

Element Spike - You can't have a Ranged blast power ... Area burst 1 within 5 would be correct.

Dragon Claw - The Sustain line makes no sense. Also, the power shouldn't reference another power. Remember that any Warlock can take the ability and not every Warlock will have the Elemental Spike ability. You need to either implement a prerequisite or use another mechanic to determine energy type. Other powers have this same problem.

Dragon's Wings - Warlocks already have a power that grants winged flight at level 22. This power is technically much better. Best just to leave it to the power already in the game.

Energy Substitution - You need to specify a list of energy types to choose from.

Claws of the Raging Dragon - This power has no range... maybe melee (touch)

There are other minor problems along the same lines ... a lot of the powers would benefit from some basic editing.

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5 years ago  ::  Sep 18, 2008 - 5:54AM #56
Rikiji
Date Joined: Feb 18, 2004
Posts: 1,084
On that note, to show that I am working on something :

Dragonfire Pact

Dragonfire Blast: You know the dragonfire blast at-will spell.

Dragonfire Aura: You have the Dragonfire Aura pact boon. Your soul is infused with the raw magic of dragons and you fuel your internal fires with the vitality of your fallen foes.
When an enemy under your Warlock's Curse is reduced to 0 hit points or fewer, add 1 to your Dragonfire Aura. Your Dragonfire Aura has a starting value of 0, and it resets to 0 when you take a short rest or an extended rest.
Once per round as a free action you can expend points from your Dragonfire Aura to gain one or more benefits on your next attack. You may gain any combination of benefits, but the total value must be less than the number of healing surges you have remaining for the day (minimum 1). You cannot take effects that reduce damage for powers that do no damage or reduce the damage of a power below 0 dice.

Cost - Benefit
1 - You may add the fire keyword to a power with untyped damage. The attack does fire damage.
1 - For a power with the fire keyword, you may replace that keyword with a keyword from the following list: acid, cold, lightning, thunder, or poison. The attack does damage of the new type.
1 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can increase the range by 5 squares or a wall area by 2 squares.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can add +1d6 damage of that type. On a critical hit you do an additional +1d6 damage of the same type.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; you can increase the burst radius by 1 or the blast radius by 2.
2 - You can reduce the damage of the power by one die. In return, you can apply one of the following effects to the target on a hit : -2 penalty to attacks, -1 penalty to defenses, deafened, or slowed. The effects last until the end of your next turn. Multiple effects of the same type do not stack.
2 - You can reduce the damage of the power by one die. In return, you can push the target 1 square on a hit. On a critical hit you can push the target 2 squares.
2 - You can reduce the damage of the power by two dice. In return, the target is knocked prone on a hit.
2 - For a power with one of the following keywords : acid, cold, fire, lightning, thunder, or poison; reduce the damage of the power by one die. It deals ongoing damage 5 (save ends) of the same type. If the power has multiple keywords that qualify, choose one.
3 - You can reduce the damage of the power by two dice. In return, you can apply one of the following effects to the target on a hit : blinded, dazed, immobilized or weakened. The effects last until the end of your next turn. Multiple effects of the same type do not stack.


Dragonfire Blast

At-Will - Arcane, Fire, Implement
Standard Action
Close blast 3 x or Ranged 5
Target: Each creature in blast or one creature
Hit (Close): 1 x d6 + Constitution modifier fire damage
Increase damage to 2 x d6 + Constitution modifier fire damage at 21.
Hit (Ranged): 1 x d10 + Constitution modifier fire damage
Increase damage to 2 x d10 + Constitution modifier fire damage at 21.
Special: Choose if the power is Close or Ranged when you make an attack.
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5 years ago  ::  Sep 18, 2008 - 6:02AM #57
urukar
Date Joined: Jun 23, 2005
Posts: 104
Good starting point for the dragon pact.

A few comments:
Dragon Fear - I agree with Rikiji that tracking who the penalty applies to will be tough. How about applying it to all cursed opponents instead? This will provide a unique mechanic - it is most useful mid battle, when most enemies are cursed and minions are beginning to fall.

Alternately, apply a power bonus to the defenses of the warlock and all allies within 5 of the warlock until the end of the warlock's next turn. This would accomplish almost the same thing, but be easier to track.

Elemental Spike - burst 1 with range 5, and remove the attack penalty. It should be worse than scorching burst (1/2 range feels right), and it certainly shouldn't have an area status effect when wizard's don't.

Draconic Resilience - The defense buff needs a duration. If you made the bonus a +2 power bonus (instead of +2 untyped), I think making the duration be "until the end of the encounter" would be reasonable (compare to shield of faith). Another option - make this an encounter power, and have it just grant temp hits equal to the con bonus with no defense buff.

Fearsome Aura - As Rikiji said, the damage type needs to be specified separate from elemental spike. I'd just make it psychic damage.
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5 years ago  ::  Sep 18, 2008 - 6:11AM #58
urukar
Date Joined: Jun 23, 2005
Posts: 104
Rikiji,

I think the Dragonfire Aura mechanic is too complicated. It will slow the game (by giving so many options, that could be applied or not to each attack).

I like Dragonfire blast.
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5 years ago  ::  Sep 18, 2008 - 7:32AM #59
ff6shadow
Date Joined: Sep 10, 2004
Posts: 10,572
First I want to thank you guys for taking a look. Giving that I wrote it up i a matter of an hour and half, I expected to see much worse than editing problems.

First, I'll changed Element Spike to Burst 1 without the penalty.

Dragon Claw's sustain line has been cleaned up.

Dragon Wings is available sooner, but it requires you to sustain it. For now, I'm reducing the speed. Any suggestions for a power to replace it?

I've removed the power reference's and added a list to Energy Substitution.

Added the missing Range to Claws of the Raging Dragon.

Draconic Resistance has been given an duration, and made it a power bonus.

Fearsome Aura is now psychic damage.

Changed Dragon Fear to affect other cursed enemies, and the feat to increase the penalty by -2.

Just let me know if you see any other big issues. PDF should be updated as well.
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Jun 9, 2012 -- 9:12AM, HairlessThoctar wrote:

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5 years ago  ::  Sep 18, 2008 - 10:58AM #60
urukar
Date Joined: Jun 23, 2005
Posts: 104
Good work!

A few things I noticed on my second time through:
Dragon Wings has not changed in the PDF. It is still speed 8. One way to weaken it would be to make it sustain standard - you can fly, but do nothing else.

Improved Dragon Pact is too good - make it an additional -1 per (effectively doubling the pact benefit, as the other pact feats do)

There is a second version of Dragon's Might in the PDF - it should be removed.

I'm glad you included a paragon path. Fear the Dragon is way too good, however. This will stun lock a cursed boss, as long as a minion is killed every round. With no to-hit on the boss. Definite no! Maybe the 16th lv paragon power should be energy resistance, and the 12th lv paragon utility should involve flight (this way only dragon disciples would get it, so it would not overshadow the lv 22 flight power that all warlocks have access to). In any case, the text for Dragon's Resistance needs to be fixed - it has nothing to do with a wave of fear.

Keep up the good work!
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