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A few custom Spells and abilities
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<blockquote data-quote="Dualazi" data-source="post: 6912897" data-attributes="member: 6855537"><p>I'll have to take this in bite-sized pieces since you've put a lot of material out, so props for that at least. Off the cuff, the demon form thing seems like it is designed for a caster to become pseudo-melee, but aside from the loss of control there don't seem to be any tradeoffs. The Caster can still retain full spell abilities while also stepping on the fighter's toes.. However, if it's on a melee character, the massive bonus to AC and to hit will make the user nigh unerring and un-hittable. The crazy damage amps are further compounded by classes or options that grant additional attacks, as fighter in demon form would have 4 attacks per round, likely a STR of 24, and deal an extra 1d12 on every hit, since your stat block doesn't require the necrotic damage to be applied to unarmed - just melee attacks in general. The damage and survivability of said character would be unmatched, and unless the rest of the group has similar OP abilities the demon-fighter will just smear the encounter without effort, or you'll try and challenge him and wipe the group when the rest can't keep up.</p><p></p><p>Chaos form seems like it's just the previous stuff dialed to 11, so just copy/paste the above with the correct values. Basically, yes, I would consider these to be ridiculously OP at present, since upon re-reading I notice nothing inhibits players from casting spells while in these forms, so casters can become heavy melee hitters and still do all their caster stuff, which is fine if your group is going for that type of campaign, but I hope everyone has such options, and it's going to be a pain building encounters around this.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 6912897, member: 6855537"] I'll have to take this in bite-sized pieces since you've put a lot of material out, so props for that at least. Off the cuff, the demon form thing seems like it is designed for a caster to become pseudo-melee, but aside from the loss of control there don't seem to be any tradeoffs. The Caster can still retain full spell abilities while also stepping on the fighter's toes.. However, if it's on a melee character, the massive bonus to AC and to hit will make the user nigh unerring and un-hittable. The crazy damage amps are further compounded by classes or options that grant additional attacks, as fighter in demon form would have 4 attacks per round, likely a STR of 24, and deal an extra 1d12 on every hit, since your stat block doesn't require the necrotic damage to be applied to unarmed - just melee attacks in general. The damage and survivability of said character would be unmatched, and unless the rest of the group has similar OP abilities the demon-fighter will just smear the encounter without effort, or you'll try and challenge him and wipe the group when the rest can't keep up. Chaos form seems like it's just the previous stuff dialed to 11, so just copy/paste the above with the correct values. Basically, yes, I would consider these to be ridiculously OP at present, since upon re-reading I notice nothing inhibits players from casting spells while in these forms, so casters can become heavy melee hitters and still do all their caster stuff, which is fine if your group is going for that type of campaign, but I hope everyone has such options, and it's going to be a pain building encounters around this. [/QUOTE]
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