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Switch to Forum Live View Homebrewing some Shadow classes; anyone willing to help?
2 years ago  ::  Jan 25, 2011 - 1:07PM #311
Swordior
Date Joined: Dec 3, 2009
Posts: 514
Moving on: Skeletal Guard: I'd say have it only target enemies. Plus, this seems to get the necromancer way to close to the fray, maybe something besides close burst 1? Also, it should lose the conjuration keyword as nothing is being "conjured" really. It also needs to be a +2 power bonus to AC.

Visage of the Fallen: This is especially complex, maybe make it more simple. If you really want this to be a conjuration, I'd look at the Shaper Psion. One that seems to fit is their Static Mote power. So you could have it be:
You conjure a Visage of the Fallen in an unoccupied square within range. The visage lasts until the start of your next turn. Any creature that starts its turn adjacent to the visage is slowed until the end of its turn. After the visage ends, you use the Visage of the Fallen Attack power.

Visage of the Fallen Attack
At-Will* Keywords
No Action Close burst 3 centered on the square the visage occupied.
Target: Each creature in burst
Attack: Int vs. Will
Requirement: Ypu can take this free action only as the first action of your turn.
Hit: 1d6 + Int modifier psychic damage.

Or something like that, or make the wording simple (dropping the conjuration keyword) Like: 1d6 + Int modifier psychic damage and the target and all creatures adjacent to it are slowed until the end of your next turn. Or: Area burst 1 within 10, target: all creatures in burst, hit: Int modifier psychic damage and the target is slowed until the end of your next turn.

Rot Zombie: Really complex, I recommend dropping the summoning keyword (especially since with it and your one feature it would technically have about 7 HP at first level) and making it instead. "You raise a rot zombie and it charges into your foes and explodes, covering them in pus and disease" (or drop charges and put amongst your foes). Then make it an area burst 1 within 10, targets all creatures in burst, attack: Int vs. Reflex, hit: 1d6 + Int modifier damage and the target is pushed 1 square from the attack's origin. Or something. And be careful of prone as an effect for at-wills as (especially for a burst attack) it begs for headsman's chop spamming.

More later.
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2 years ago  ::  Jan 25, 2011 - 2:00PM #312
Swordior
Date Joined: Dec 3, 2009
Posts: 514
Alright:

Watcher in the Dark: Drop the sustain, no encounter powers are sustainable. Also, drop the conjuration keword (your not conjuring anything). maybe 1d8 damage instead?

Invocation of the Fetish: Really long fluff text and not sure how it's pushing, but not really a big deal.

Mauling Zombie: Recommend a differnt effect for the path the path doesn't seem like a damge focused (As it's the reaping life path that has the conjuration focus as well). I would change what triggers the effect to: any enemy that enters or starts its turn adjacent to the zombie... something like that.

Blazing Spirit:Not sure about this one being a triple attack. Though, at the moment it has to hit in order to bounce from enemy to enemy, so it loses the accuracy boon. I'd also have the damage go 2d6 + Int,  1d6 + Mod, Int mod.  Still unsure if this is truly a good idea though.

Pyre Golem: Um, I think you should drop the aura. And probably no bonus AC either. The fact it does 2 damage types is good, thoug h an effect seems like it could be a lot more useful. You could plug in the aura into the attack instead, burst 1, each creature in burst, Int vs. Fort, 1d6 + Int modifier fire damage and the target takes a -2 penalty to attack rolls (as the moster spreads the ash). I'd also say get rid of the opportunity attack.

Skeletal Legionaire: Basically I take it this is the standard little help minion. It should be +2 AC +2 Reflex for its shield. Get rid of reach as well as the slide. and its just like the Mage's fire warrior. (It's special was the defense boost and the opportunity attack. Oh, and maybe just damage rather than necrotic damage, the skelton is using a spear after all.

Savage Wight: So a much better Skeletal Legionaire? I'd totally change this up. Drop the bonus to defenses. Standard action can be two attacks, but drop the opportunity attack. Have it read, Standard action; melee 1; targets one or two creatures; Intelligence vs. Fort (or reflex); and either 1d8 + Int and the target takes a -2 penalty to fortitude defense until the end of your next turn (wights drain right), or 2d6 + Int modifier necrotic damage.

Winter Haunt: You could make this a whole lot simpler if this was not a conjuration, and maybe a different effect may help it. If it must be a conjuration have the effect be: You conjure a Winter Haunt within the target's space. All squares in a close burst 2 count as difficult terrain. Or something like that.

Soul Stealer: Change the hit line to say: You gain temporary hit points equal to 10 + Int modifier or something static and set. The way it stands your daily will either suck or be really really good, and that's not what they should be.

Note for summonings: You are using implement powers, and as such the summons must target a NAD (Fort, Reflex, or Will) as they will otherwise fall behind. Implements don't get a proficiency bonus and because of that they target NAD's for they are usually lower than AC.


So Far: many of the Necromancer's powers seem to lack a control function, so why is the class qualified as a controller?


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2 years ago  ::  Mar 11, 2011 - 11:02PM #313
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
To answer your final question last, because I've never really made classes before and a lot of the statting was Johnathon_Vagabond's diligent word, because summoning is pretty much the forte of the Controller. The Invoker and the Wizard are the only classes in official 4e that summon creatures with their powers, and the ability to use these summons to block off or otherwise keep enemies pinned down is what makes them controller powers.
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2 years ago  ::  Mar 23, 2011 - 11:58AM #314
Swordior
Date Joined: Dec 3, 2009
Posts: 514
Not a big deal. Most of what I say are mostly suggestions, as it is your project.


Anyway:

Bone Shield: I believe most leader classes get this type of power at 6th level rather than 2nd. And theres is like 5 + Wisdom modifier (thats the bard's anyways). So this may be a bit early and powerful. You could make it just Int modifier damage protection as a fix though I'm not sure how helpful that would be in a battefield sense.


 Spectral Eyes: Drop the sustain. This power is basically like a similar Assassin power though more powerful. The game puts a lot of importance into darkvision and darkvision for all allies for a turn is really good. So, maybe just keep that at forget the ignore concealment thing? Still unsure how I feel about it though.


Sacrifice Undead:  I'm a bit unsure on this one. As it is useless unless you are using a daily power, but then it becomes really powerful in that you can use it on a near dead summoning and gain even more out of the power. Gaining not only more hit points added to the field, but also don't lose a healing surge. So, I'd think maybe something else would be better.

Ghastly Truth: Kind of a strange power in what it affects. Knowledge is broad (As in arcana, relegion, history, nature, ect.) so maybe take that part out.


Well got to go to class.  
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2 years ago  ::  Mar 23, 2011 - 2:50PM #315
LightWarden
Date Joined: Dec 31, 2003
Posts: 305
You might want to hook up with the other Shadow Classes thread and coordinate things.  Strength in numbers, after all (also, complete disarray).
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2 years ago  ::  Mar 24, 2011 - 7:53AM #316
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
Yay.

shadow4e.wikidot.com
Homebrew classes:  Guerrilla, Airbender, Earthbender, Firebender, and Waterbender. (PHASE 2 BEGINS! Tell us how we could make these classes better.
The Shadow power source done right.
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2 years ago  ::  Apr 12, 2011 - 4:23PM #317
Swordior
Date Joined: Dec 3, 2009
Posts: 514
Moving on:

Bone Volley: I think this would make for a great area burst attack (all the skeletons shooting the arrows up into the air to bombard your foes). And the push (you could do slide 1 square) would be the enemies trying to flee. So I'd make it an area burst 1 within 10 instead.


Visions of the Hungry Sea: You shouldn't do save ends for enecounter powers or after effects. You could do ongoing damage for this (save ends) as the wizard has something similar. I think it's a burst 2 though, though not positive right now. Oh, and make it target only enemies for the ongoing damage thing.

Shade Specter: Don't give a a sustain and it will probably be fine. though may want to change dazed with something else.

Hulking Zombie: Just drop the special line.


Hope I'm actually being helpful.  
  
  
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