Archivist: Indiana Jones type who uses ancient lore and reliquary
Avatar: Hercules type who is born with natural Divine abilities, has auras
Shadow:
Hexblade: defender who does not so much as challenge enemies as much as *attracts* them
Necromancer: I think would be a fun twist on the leader role
Beguiler: a puppet master type, like a pet class that controls a monster or make a shadow version of one and uses powers through it's pets
Elemental:
Binder: basically the Totemist from incarnum, but with elemental creatures
Entropist: still working on this concept, i'm thinking something like the old prestige class mixed with Void Disciple
Channeler: ragemage type, controller class for Con+Str races, Con based with Str and Cha as secondarys, a butt load of AoEs that hurt anyone and even damage and contort the terrain, summons that beyond your control and just attack wantonly
Beyond that, I can't really think of a concept that shouldn't be covered by an already existing class as a new build or something... for now...
I want a telekinetic of some kind. It was easy to do with the Wilder in 3.5, but the Psion wasn't a good option for it because there weren't enough telekinesis powers, so it was just wasting powers known to be a Psion telekinetic.
The Psion as we've seen it doesn't fit my desire. It doesn't have nearly enough telekinesis powers that I can simply just take those exclusively. Most of them seem to be telepathic in nature.
Also, due to their relative complexity and difficulty, I maintain that pyrokinesis and its counterpart, cryokinesis, should be left to Paragon Paths... I'm very picky about how "realistically" my psychic phenomenon are portrayed, which is why I hated most psionic powers last edition. I couldn't help but to absolutely cringe whenever anybody tried to use a metacreativity power, most of psychometabolism powers, and a good half of psychokinesis powers that dealt with weird energy damage. In my mind, psychic phenomenon is the following: (1) Telepathy (reading minds, influencing minds, dominating minds, mental feedback, etc.) (2) Telekinesis (Influencing matter via moving, lifting, spinning, bending, breaking, impacting, etc.) (3) Extra-Sensory Perception (precognition, retrocognition, remote viewing, clairvoyance, etc.) And when I'm feeling very generous: (4) Teleportation But just to be clear, it's not that I don't want other types of psionics to exit. I just want to be able to play a psychic character the way that I want to play a psychic character, without all of that extra nonsense psionics has historically thrown in.
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.
Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
I want a telekinetic of some kind. It was easy to do with the Wilder in 3.5, but the Psion wasn't a good option for it because there weren't enough telekinesis powers, so it was just wasting powers known to be a Psion telekinetic.
The Psion as we've seen it doesn't fit my desire. It doesn't have nearly enough telekinesis powers that I can simply just take those exclusively. Most of them seem to be telepathic in nature.
That's because we've only seen the Telepath half of the class. There's a Telekinetic build too.
That's because we've only seen the Telepath half of the class. There's a Telekinetic build too.
I hope so, but I also hope that this build isn't completely filled with all that silly pyrokinesis, cryokinesis, etc. junk. That's really my main concern...
I should also hope there's an ESP-focused build. Of course, it's difficult (but not impossible) to make attack powers out of those... Come to think of it, this could make a great leader class. Giving insight into the future to give allies various bonuses, predict openings for extra attacks, and so on...
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.
Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
It's always funny to me that "what do you wish for?" threads are always peppered with "THAT ALREADY EXISTS AS X"... obviously, if X really epitomized what people are wishing for, they would just use X. Since they're wishing in the first place, X must not be a satiating substitute.
No... I'm talking about a new class that I'd like to see called Witch...
Dark Pact
Fey Pact
Infernal Pact
Star Pact
Vestige Pact
It's the Pact thing that gets in the way of the feel that Witches of older editions evoked (for me).
Warlocks are strikers that blast, curse and beguile. I desire a class that functions as a leader|controller that polymorphs other (boon to allies, bane to enemies), conjures and enchants. Big difference.
Also, Warlocks teleport and turn invisible. They're mobile and hard-hitting. The Witch in my head is much less aggressive.
It could use more pacts, like a Genie Pact (wishes from Efreet and Djinn) or a Marut Pact (compact with Maruts), but it's already the basis of what you're talking about. And people have been wrongly using Warlock to mean Witch for a LONG time (they're unrelated words, and Warlock actually has a meaning of liar and oathbreaker, which is ironic that they make Pacts in D&D, because the name would suggest they BREAK pacts). But in any case, the thematics are all there.
The "arcane might wrested from primeval entities" theme does not serve my purpose.
The Warlock is a servitor, bargainer and/or partaker of sinister dealings. They have a business relationship with their source.
The Witch (as designed by me) could be described as the child of their source. An enigmatic and reverent protector of knowledge who practices a particular magic.
I see covens as sources of learning, orbs and wands as implements, nature, history, arcana and religion as skills, zones that play as conjured circles of power, polymorphs that give allies awesome attack buffs or enemies crippling forms, utilities that support, enchantments that captivate and disillusion, etc.
The Arcane power source is also the last source I'd like to see tacked onto the Witch. I really want it to be Shadow (for some unknown reason). I think it's because Shadow association would give it that nefarious-but-not feel that people are so into, but mostly because a benevolent user of Shadow could be tooled elegantly and serve to enrich the fluff as it differentiates the class.
On the subject of the term "Warlock" and its (mis)use, I believe that you must enter a pact or take an oath in order to break it; so the name ultimately fits. It adds a dash of unease to the class, which further supports its sinister undertones, because the very name of the class implies that the debt incurred for arcane might wrested from primeval entities is not going to be repaid. That's the stuff of great storytelling!
I should also hope there's an ESP-focused build. Of course, it's difficult (but not impossible) to make attack powers out of those... Come to think of it, this could make a great leader class. Giving insight into the future to give allies various bonuses, predict openings for extra attacks, and so on...
It could be constructed as any role, just depends on the powers and features it gets.
Right. It's sorta like a striker/defender/controler (can't see it as a leader). It has the ability to strike a paticular target (movement + range/melee options), has a shield and can get in the way (defender), and should be able to handle a few enemies at once (controler).
Obviously it wouldn't be the best at any of these, but should make for a great 5th man.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
Come to think of it, that could actually work well enough with just a bit of reflavoring. I hadn't considered it because of all of the silly music powers, but those can be ignored. I'd still need to find out what to do with the class features, but it's not unworkable...
Speaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha
Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further.
Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!