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2 years ago  ::  Dec 06, 2010 - 11:56AM #1
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449

Shadow Power Source Done Right: A community homebrew proposal




Since the new preview of Heroes of Shadow has effectively proven that Wizards has delivered the killshot to a true Shadow Power Source, and it is a well-known fact that many of us in this community and elsewhere are highly disappointed about their choice to destroy the Shadow source and leave us with diluted half-classes which don't do justice to the full potential the Shadow Source's archetypes, I have taken it upon myself to make this thread to present a proposal to the fan community.

 I propose that we, as a group, cooperate to create three or more full 1-30 Shadow classes which we can all be satisfied with, and enjoy playing. My intention is not to debate whether WotC's decision was right or wrong, or to say the new Shadow builds are bad (since obviously we haven't seen them, and they're probably fairly good). What I think we all agree on is that the Shadow sub-classes which will apparently be presented are not the classes we wanted WotC to produce, and that we have a right to show them what could've been done.

I don't claim this will be easy. On the contrary, I'm sure making classes that can satisfy all of us will be fairly difficult due to the diversity of opinion. To mitigate this I am taking the initiative to suggest we work on creating a basic archetype for each of the classes we will create, and that we then attempt to work on "builds" of those base classes which present other options.

For example, a Necromancer could begin as a Shadow Controller, and have a build option which allows it to function as a Defender, or as a Leader. We could even go so far as to build entire sub-classes onto the original concept, if the fan community thinks this method is acceptable.

Anyone is free to participate and suggest ideas, or critique others' ideas. If this is going to succeed we'll need people with fresh ideas, but also people who are willing to listen to others' ideas and criticisms. I'm not saying it's going to be easy, but if we all work together, we can make a bunch of classes that will prove to WotC that they made a big blunder by passing up on the idea to make a true Shadow Source.

If anyone wants to volunteer to help, or just offer inspiration or advice, feel free to do so. I'll update the first post as new information becomes available.
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2 years ago  ::  Dec 06, 2010 - 11:59AM #2
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449
To start us off, I'll give my own ideas in basic terms. I'll update this post with basic ideas about the proposed classes until we get something definitive down. For the interests of space, it's probably best we post a complete version of the classes (if and when we finish one) and post a link to it here. Until such time, this post is reserved for basic class/build ideas.

For instance:

Necromancer - Shadow Controller (sub defender or sub leader)
Cha primary, Con or Int secondary
Implement = Staves, Orbs, Tomes?, uses selected weapons as implements
Focuses on raising armies of disposable minions, as well as necrotic, poison, and cold powers.
Heavy emphasis on debuffs and hard control over soft control or area damage.
Perhaps designed as a melee controller? Scythe implement?

"Sample Power" Show
           
Grave Pulse
Necromancer Attack 1
You wrack your enemy with scathing blue-black lightning, and your loyal minions amplify the pain with their dark essence.
At-Will ♦ Implement, Lightning, Necrotic, Shadow
Standard Action - Ranged 20
Target: One, two, or three creatures
Attack: Charisma vs. Reflex
Hit: 1d4 + Charisma modifier lightning damage, and the target takes a 2 extra necrotic damage for each of your minions adjacent to it.
Level 21: 2d4 + Charisma modifier lightning damage, and 4 extra damage for each minion.

 


sample features Show


Maker of the Dead: You gain proficiency with the scourge, flail, and whip, and may use a whip, flail, heavy flail, triple-headed flail, scourge, or spiked chain as an implement. In addition, you may add 1/2 your Constitution modifier to the defenses of creatures you summon. You gain the Raise Undead Minion power.

Leader of the Dead: You gain proficiency with the khopesh, scimitar, and double scimitar, and may use a sickle, scythe, dagger, khopesh, double scimitar, or scimitar as an implement. In addition, you may add your Intelligence modifier to the number of temporary hit points you grant with your Necromancer powers. You gain the Leech Life power.


Hexblade - Shadow Defender (sub striker or sub controller)
Dex primary, Con or Int secondary
Focuses on mobility and battlefield control (pushes and slides), debuffs, and illusion, necrotic, poison, cold, and psychic powers.
Mark is a curse with a variable effect augmented by daily powers.
Weapon user? Weapliment? Ki Focus, perhaps?
Light armor? (Batman doesn't use heavy armor)

"Sample power" Show


 

Curse of the Bile Blade
Hexblade Attack 9
You impale your target and your curse mark pours poison into their soul. If they fail to attack you, their very blood becomes venomous.
Daily ♦ Curse, Poison, Shadow, Weapon
Standard Action - Melee Weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity modifier poison damage and ongoing 5 poison damage (save ends).
Curse Augment: Until the end of the encounter or until you activate another Curse Augment, any enemy who violates your Curse Mark deals 5 + your constitution modifier poison damage to itself and each of its allies adjacent to it.



Keep in mind a common feat available to all Shadow classes would be the ability to ignore resistance to necrotic and immunity to poison. 

Beguiler - Shadow Leader (sub controller)
Cha primary, Int or Wis secondary
Focuses on manipulating enemies and allies with illusions and charms.
Leader abilities based on "tricking" allies into fighting harder, or casting debilitating charms that make the enemy weaker, easierr to hit, etc. Something like a cross between the Bard, Artificer, and Illusionist wizard.
Implement = Orbs, Rods, Dagger?
Might be better as a build of a more diverse class.

"example feature" Show

Healing Charm
Beguiler Class Feature
You cast a veil of illusion over your ally, making them think they're stronger and faster than they actually are.
Encounter ♦ Shadow, Healing, Illusion
Minor Action - Close Burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally
Effect: The target spends a healing surge, but does not regain hit points as normal. it rinstead gains 1d8 hit points, and temporary hit points equal to its healing surge value. These temporary hit points last until depleted, or until the end of the target's next extended rest.
Level 6: The target regains 2d8 hit points.
Level 16: 3d8 hit points 
Level 26: 4d8 hit points
Special: You may use this power twice per encounter, but only once per round. At level 16 you can use this power three times per encounter.


Quick Beguiler: When you use your Healing Charm, the target also gains a +2 power  bonus to speed until the end of their next turn. The bonus is +3 at  level 11, and +4 at level 21.



Brutal Beguiler: When you use your Healing Charm, the  target also gains a +2 power bonus to damage rolls until the end of  their next turn. The bonus is +4 at level 11 and +6 at level 21.



Inspiring Beguiler:  When you use your Healing Charm, the  target also gains a +2 power bonus to a saving throws until the end of their next turn. The bonus is +3 at 11th level, and +5 at 21st level.



Assassin (Shadowcaster)- Shadow Striker (Sub defender) ?
Dex Primary, Con secondary
Ranged weapon built, includes more ranged implement powers with controllery effects.
Focus on mobility and powers which have secondary attacks with debilitating effects?
Has class feature which allows marking target from range.

"Sample feature" Show

Shadow Gate
Shadowcaster class featurel
You open a portal between your shadow and that of other objects or creatures allowing you to fire from the darkness.
Encounter ♦ Conjuration, Shadow
Minor Action - Ranged 10
Effect: You generate a Shadow Gate in an unoccupied square within range. You may use the gate's space as the origin square for your attacks, and enemies may attack you through the gate as if you were in its space. You gain combat advantage against any creature attacked through the gate, and deal 1[W] extra damage when you hit an enemy you attacked through the gate. When you take a move action you may move the gate up to 5 squares. You may end the effect as a free action.
Level 11: 2[W] extra damage.
Level 21: 3[W] extra damage.
Special:You regain the use of this power at the end of the encounter, when you drop to 0 hit points, or when the gate's effect ends.

Veiled Shield: When you attack an enemy through your Shadow Gate you may mark that enemy until the end of your next turn. If an enemy marked by you makes an attack that doesn't include you as a target, it takes 5 + your Intelligence or Charisma modifier necrotic damage. The damage increases by 5 at 11th level, and by 10 at 21st level.




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2 years ago  ::  Dec 06, 2010 - 12:01PM #3
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449
We have officially begun the brainstorming phase of our project, and have started on the preliminary work of getting down the class structures. Many variant classes are being proposed, which may be merged, or possibly kept as E-Style sub-classes until a single class tree.

If you are interested in looking at what we have so far, or want to contribute, here is the website:

shadow4e.wikidot.com/

UPDATE (1/21/11): Duskblade class ready for playtesting; levels 1-30 v. 1.0. Complete.

shadow4e.wikidot.com/duskblade-b
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2 years ago  ::  Dec 06, 2010 - 12:34PM #4
TheAbstruseOne
Date Joined: Aug 31, 2009
Posts: 278
Since each power source tends to have two types of strikers - close and ranged - I think that the Shadow power source should have something similar in combination with the Assassin.  I'd suggest the names Sorcerer and Warlock since the name historically and mythologically have connotations of evil magic (sorcerer's being wizards/mages who get their power by making a deal with a demon and warlocks are magic users who have turned evil or have been cast out of magic's ruling body due to violations of the law), but those names are taken and nothing's immediately coming to mind.
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2 years ago  ::  Dec 06, 2010 - 12:44PM #5
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449

Dec 6, 2010 -- 12:34PM, TheAbstruseOne wrote:

Since each power source tends to have two types of strikers - close and ranged - I think that the Shadow power source should have something similar in combination with the Assassin.  I'd suggest the names Sorcerer and Warlock since the name historically and mythologically have connotations of evil magic (sorcerer's being wizards/mages who get their power by making a deal with a demon and warlocks are magic users who have turned evil or have been cast out of magic's ruling body due to violations of the law), but those names are taken and nothing's immediately coming to mind.




I was thinking the same thing. Maybe a ranged weapon striker? We still don't have a class that uses ranged weapliments, so maybe this would allow for that? Though it's probably better as a build of a more diverse ranged striker.

As for names, how about Shadowcaster, Lurker, or Veilbow?

Maybe Dex primary, Str or Cha secondary. Strength could be the weapliment build, and Cha could be a more straight-forward "Shadow blast" type character. My guess would be sub controller or sub defender. Maybe give him a shot at Ranged Defender?

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2 years ago  ::  Dec 06, 2010 - 12:57PM #6
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,654
I've been considering the feasibility of something, and this might be as good a place as any to consider it:

What about a ranged Defender?  Marking at-range with strong ranged punishments, setting up a catch-22 with 'either you attack my allies and get hit badly, or you skip attacking at all this turn' - it might suit the sort of thing I envision from the Shadow being more selfish and potentially evil than most power sources, so he'd be avoiding damage to himself AND his allies.  Maybe also/instead he could use shadow powers to grant his allies concealment/invisibility from marked enemies, forcing them to pay attention to him.

Does this sound like a workable idea?
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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2 years ago  ::  Dec 06, 2010 - 1:07PM #7
Chameleon-X
Date Joined: Apr 11, 2009
Posts: 449

Dec 6, 2010 -- 12:57PM, thespaceinvader wrote:

I've been considering the feasibility of something, and this might be as good a place as any to consider it:

What about a ranged Defender?  Marking at-range with strong ranged punishments, setting up a catch-22 with 'either you attack my allies and get hit badly, or you skip attacking at all this turn' - it might suit the sort of thing I envision from the Shadow being more selfish and potentially evil than most power sources, so he'd be avoiding damage to himself AND his allies.  Maybe also/instead he could use shadow powers to grant his allies concealment/invisibility from marked enemies, forcing them to pay attention to him.

Does this sound like a workable idea?




It's feasible, but the cath-22 element would be a bit broken if not balanced well. A character who can simply lock down enemies and force them not to attack at all would simply make any other defender redudant, which is bad. I do believe in the viability of a ranged defender, but I think it might be accomplished better another way.

For instance, how about a Shadow defender who's mark allows the enemy to attack him with melee attacks from a certain range, and punishes him heavily for attacking someone else. In flavor terms, the character would open a gate through his enemy's shadow with the mark, allowing the enemy to attack him through its own shadow, or face the consequences. That would solve the problem of ranged defenders who simply make it impossible for enemies to attack anyone.

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2 years ago  ::  Dec 06, 2010 - 1:21PM #8
thespaceinvader
Date Joined: Oct 28, 2010
Posts: 9,654
There's definitely potential there - I'll work on something over the next few days and see if I can nail it down.  Shadow-swapping as a mark method is ringing bells, but I'm not quite sure how yet.  Or shadow veiling.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part.
The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight.

CB != rules source.
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2 years ago  ::  Dec 06, 2010 - 1:33PM #9
Ekio
  • Dragon Slayer
Date Joined: Nov 20, 2008
Posts: 637
I'm in.

I don't do too much homebrew stuff, but I can offer my abilities as a PDF maker/graphic designer type thing. I don't have too much time to post here, but I wanna think about what kind of archetypes would be great as shadow classes.
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  ::  Dec 06, 2010 - 1:45PM #10
TheAbstruseOne
Date Joined: Aug 31, 2009
Posts: 278

Dec 6, 2010 -- 12:44PM, Chameleon-X wrote:

Maybe Dex primary, Str or Cha secondary. Strength could be the weapliment build, and Cha could be a more straight-forward "Shadow blast" type character. My guess would be sub controller or sub defender. Maybe give him a shot at Ranged Defender?




I'm thinking more Int based with builds for Dex (weapliment) and Chr (blaster) would be better.  My reasoning is that there are four races which are closest to the "Shadow" feel and those races would be best for something like this:  Tiefling, Drow, Revenant, and Shadar-kar.  With their racial bonuses, any one of these four races would be able to build a successful character for the class.  This class needs to stay away form melee combat since that's the Assassin's bag of tricks.  The Dex based could get closer to enemies, but would still work best from range.

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