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Switch to Forum Live View Homebrewing some Shadow classes; anyone willing to help?
4 years ago  ::  Jun 18, 2009 - 4:12PM #31
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331
Sure I had some ideas on some at-wills so I would be glad to post them as well. I hope your appointment goes well.
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4 years ago  ::  Jun 18, 2009 - 4:13PM #32
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
Not bad, but why did you change the fluff? Just out of curiosity? Also, does Deathly Agent deal Necrotic damage as its initial damage, or untyped damage followed by ongoing necrotic damage?

Okay, what do you think of my thoughts concerning powers/level for us? And do you think you can try and think up three more At-Will concepts for us to play around with while I'm gone?
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4 years ago  ::  Jun 18, 2009 - 4:18PM #33
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331

Not bad, but why did you change the fluff? Just out of curiosity? Also, does Deathly Agent deal Necrotic damage as its initial damage, or untyped damage followed by ongoing necrotic damage?


The second one had its fluff changed to include the idea that it slowly killing the foe. The thirds fluff was just a mistake of my fast typing, same with mistake on the Death Agent because it should deal Necrotic damage as well. I will change it after this post.

Okay, what do you think of my thoughts concerning powers/level for us? And do you think you can try and think up three more At-Will concepts for us to play around with while I'm gone?


Sure, I will get on it right away and maybe we should do 6 at wills and 4 powers per level for a good solid base.

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4 years ago  ::  Jun 18, 2009 - 5:21PM #34
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331
Skeletal Guard
You conjure an armored skeleton to strike at nearby foes and ward off incoming attacks.
At-Will Shadow, Conjuration, Implement, Necrotic
Standard Action Close Burst 1
Target: All creatures in burst
Attack: Intelligence vs. AC
Effect: 1d6 + Intelligence modifier Necrotic damage and you gain a +2 bonus to AC until the end of your next turn.
Level 21: 2d6 + Intelligence modifier

Visage of the fallen
You conjure a visage of the fallen to weighs your enemy with memories of past victims.
At-Will Shadow, Conjuration, Implement, Psychic, Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Effect: 1d6 + Intelligence modifier Psychic damage, target is slowed until the end of your next turn and the squares adjacent to the target become a zone that lasts until the end of your next turn. Any enemy that enters the zone or starts its turn there is slowed until the end of your next turn.
Level 21: 2d6 + Intelligence modifier

Rot Zombie
You raise a rot zombie to explode, leaving foes on the ground covered in pus and disease
At-Will Shadow, Implement, Poison, Summoning
Standard Action Range 10
Effect: You summon a Medium Rot Zombie in the unoccupied square within range. The Rot zombie has a speed of 6, 1 hp and lasts until the end of your next turn. You can give the rot zombie the following special commands.
Free action or duration ends: Detonates the rot zombie, killing it without taking a healing surge. Close burst 1; targets all creatures in burst; 1d8 + Intelligence modifier poison damage and targets are knocked prone.
Killed by enemy: Detonates the rot zombie, killing it does take a healing surge; Close burst 1; targets all creatures in burst; 1d8 + Intelligence modifier poison damage and targets are knocked prone.
Level 21: 2d8 + Intelligence modifier


Okay here are the 3 I came up with, let me know how they are and I will be back later.
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4 years ago  ::  Jun 18, 2009 - 6:09PM #35
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
Skeletal Guard and Visage of the Fallen look alright, but what about making Rot Zombie into an actual Summoning? It's a weak thing, but you aren't really intending for it to act like 'real' Summons- when you've got it into the position you want it, you can spend a free action to detonate it in the Poison burst you initially created, and such a 'detonation' doesn't cost you the healing surge the death of a summons normally would. In fact, what if the Rot Zombie dying at enemy hands also results in it exploding as if detonated? Though, this time, you do lose a healing surge?
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4 years ago  ::  Jun 18, 2009 - 6:53PM #36
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331
Alright I will edit the post with your ideas in mind. If you are not satisfied with the current 3 I posted then I would be more than willing to think up some more to try.
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4 years ago  ::  Jun 18, 2009 - 7:18PM #37
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
Nice work! I didn't really think it would be possible for my suggestions to work, but thank you for proving me wrong!

So, on to the Level 1 Encounter powers now, eh? Hmm... I think I may have the basics...

Watcher in the Dark
A ghastly, silent figure seeps into the material world. Beneath its unearthly gaze, enemies find the life bleeding from their bodies.

I'm thinking this is a Conjuration with a Zone effect, sustain as a minor action, which causes necrotic damage to all creatures that end their turn in the zone. What do you think?

Ghoul's Garden
Dozens of rotting hands spring forth from the earth, groping and scrabbling blindly at the sky.

I'm not sure if this would also be a Conjuration, but it's definately a sustainable (minor action) Zone. I was thinking that this Zone counts as Difficult Terrain, and any enemy who enters it takes damage equal to... Intelligence modifer, perhaps?
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4 years ago  ::  Jun 18, 2009 - 7:37PM #38
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331
Watcher in the Dark
A ghastly, silent figure seeps into the material world. Beneath its unearthly gaze, enemies find the life bleeding from their bodies.
Encounter, Shadow, Conjuration, Implement, Necrotic, Zone
Standard Action Area burst 1 within 10 squares
Target: All enemies in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier Necrotic damage.
Effect: The burst creates a zone of dark energy that lasts until the end of your next turn. Each creature that enters the zone gains Necrotic vulnerability 5 until the end of you next turn.
Sustain Minor: The Zone persists

Summon Pyre Golem
Gathering a handful of ashes from a funeral pyre in your hand, you blow them into the air, whereupon they billow and ignite into a blazing humanoid figure of flames, cinders and blackened bone fragments. The air around it is thick with choking ashes and the stench of burning flesh.
Daily, Shadow, Implement, Fire, Necrotic, Summoning
Standard Action Range 10
Effect: You summon a Medium Pyre Golem in the unoccupied square within range. The Pyre Golem has a speed of 6. It has a +2 AC bonus and a special aura listed below. You can give the Pyre Golem the following special commands.
Standard Action: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Necrotic and Fire damage.
Opportunity Attack: Melee 1; target one creature; Intelligence vs. AC; 1d6 + Intelligence modifier Necrotic and Fire damage.
Ash Aura: aura 1; each creature that ends its turn within the aura takes a -2 to attack rolls until the end of your next turn.



I will say they both tred on the same ground and are very similar to Grasping Shadows.
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4 years ago  ::  Jun 18, 2009 - 7:48PM #39
Mist-Bound
Date Joined: Mar 22, 2005
Posts: 1,390
I see your point. Which of them do you think can be salvaged into something worthwhile?
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4 years ago  ::  Jun 18, 2009 - 7:59PM #40
ShadowGuard
Date Joined: Mar 21, 2006
Posts: 331
I am not sure; which ever one you feel most tied too is fine with me. I can rework it too fit, but then again I want this class to do more than is a wizard clone so I will try to think up some powers as well. In the end you are the head of this ship and if you feel strongly for the two then we can go with them.
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