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4 New Duskblade Based Classes [PEACH]
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<blockquote data-quote="Nifft" data-source="post: 3485248" data-attributes="member: 6562"><p>On this board, you don't need to say that. We'll rip you a new one even if you don't ask for it explicitly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>- - -</p><p></p><p>Now, on to the ripping:</p><p></p><p><strong>Duskbow</strong>: Generally good. Arcane Channeling is much too strong when applied to a full ranged attack, though. The ability to deliver one <em>vampiric touch</em> at range is strong; getting to do it five times at will is more than strong, it's <strong>wrong</strong>. (Full attacks are dangerous for a melee character, and often require resources to set up; these limits do not apply to an archer.)</p><p></p><p>Suggested limit: require the spell be cast in the round before the attack ("while holding the charge for a touch spell previously cast, you may ..."). By eating a round, the full attack becomes less problematic, but this may weaken the single attack too much. Suggest that, when the full attack delivery becomes an option around level 13, the single attack option subsumes casting ("you may cast and deliver a touch attack via a ranged attack as a single standard action").</p><p></p><p>- - -</p><p></p><p><strong>Dawnbow</strong>: Generally good. Paladin get some spells much earlier (in spell-level) than traditional Clerics, though, so be careful granting Paladin spells even earlier than Paladins get them. Well, it's not like having <em>lesser restoration</em> early is a game breaker... meh.</p><p></p><p>Suggestion: grant spells from the Cleric list, plus the two special Paladin spells (<em>bless weapon</em> and <em>holy sword</em> -- who cares about <em>heal mount</em>, they don't even get a mount), perhaps plus the spells from the Good domain (<em>holy smite</em> please).</p><p></p><p>- - -</p><p></p><p><strong>Dusknife</strong>: How about regular <em>invisibility</em>? And <em>darkness</em>? And all the fun Illusion spells (starting with <em>silent image</em> and going on from there)? You would do well to steal from the Bard's list a bit, too -- <em>silence</em> would fit here, too.</p><p></p><p>Looks good, since all I can find to fix is the spell list. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>- - -</p><p></p><p><strong>Dusklock</strong>: Looks generally good, though the levels should be fiddled with a bit. He should get his 2nd invocation sooner; level 6 is already juicy enough thanks to getting his 2nd iterative attack, and of course his 6th level feat.</p><p></p><p>The power jump from 10th to 13th level is something else you might want to look at -- he goes from one attack +3d6 to three attacks at +4d6, more if he has a way to Flurry or <em>haste</em> himself.</p><p></p><p>Suggestion: full attack channeling is -2d6 (so 13th level would give you one attack +4d6 or three attacks +2d6). At 20th level, single attack is +6d6; full attack is +4d6. That's still darn sweet.</p><p></p><p>Also, consider making Eldritch Blast an Attack action rather than a Standard action, so he can make a full ranged attack that won't totally suck. If you do this, consider <u>not</u> allowing some blast-shape or blast-essence Invocations -- some could be unbalanced if allowed multiple times per round.</p><p></p><p>Obviously, disallow Eldritch Glaive. It's balanced nicely for the Warlock, but not for this guy.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3485248, member: 6562"] On this board, you don't need to say that. We'll rip you a new one even if you don't ask for it explicitly. ;) - - - Now, on to the ripping: [b]Duskbow[/b]: Generally good. Arcane Channeling is much too strong when applied to a full ranged attack, though. The ability to deliver one [i]vampiric touch[/i] at range is strong; getting to do it five times at will is more than strong, it's [b]wrong[/b]. (Full attacks are dangerous for a melee character, and often require resources to set up; these limits do not apply to an archer.) Suggested limit: require the spell be cast in the round before the attack ("while holding the charge for a touch spell previously cast, you may ..."). By eating a round, the full attack becomes less problematic, but this may weaken the single attack too much. Suggest that, when the full attack delivery becomes an option around level 13, the single attack option subsumes casting ("you may cast and deliver a touch attack via a ranged attack as a single standard action"). - - - [b]Dawnbow[/b]: Generally good. Paladin get some spells much earlier (in spell-level) than traditional Clerics, though, so be careful granting Paladin spells even earlier than Paladins get them. Well, it's not like having [i]lesser restoration[/i] early is a game breaker... meh. Suggestion: grant spells from the Cleric list, plus the two special Paladin spells ([i]bless weapon[/i] and [i]holy sword[/i] -- who cares about [i]heal mount[/i], they don't even get a mount), perhaps plus the spells from the Good domain ([i]holy smite[/i] please). - - - [b]Dusknife[/b]: How about regular [i]invisibility[/i]? And [i]darkness[/i]? And all the fun Illusion spells (starting with [i]silent image[/i] and going on from there)? You would do well to steal from the Bard's list a bit, too -- [i]silence[/i] would fit here, too. Looks good, since all I can find to fix is the spell list. :) - - - [b]Dusklock[/b]: Looks generally good, though the levels should be fiddled with a bit. He should get his 2nd invocation sooner; level 6 is already juicy enough thanks to getting his 2nd iterative attack, and of course his 6th level feat. The power jump from 10th to 13th level is something else you might want to look at -- he goes from one attack +3d6 to three attacks at +4d6, more if he has a way to Flurry or [i]haste[/i] himself. Suggestion: full attack channeling is -2d6 (so 13th level would give you one attack +4d6 or three attacks +2d6). At 20th level, single attack is +6d6; full attack is +4d6. That's still darn sweet. Also, consider making Eldritch Blast an Attack action rather than a Standard action, so he can make a full ranged attack that won't totally suck. If you do this, consider [u]not[/u] allowing some blast-shape or blast-essence Invocations -- some could be unbalanced if allowed multiple times per round. Obviously, disallow Eldritch Glaive. It's balanced nicely for the Warlock, but not for this guy. Cheers, -- N [/QUOTE]
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