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APS - Divine Bard
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<blockquote data-quote="Cwheeler" data-source="post: 4826282" data-attributes="member: 72242"><p>Fair enough on the psionic power source. Until we have more info on it, it's probably not worth while.</p><p></p><p></p><p></p><p>That does present a bit of a conundrum... The most obvious explenation would be one using alcemy/fantasy tech. This would probably fit the wizard best - having them hurl various explosive vials and the like.</p><p></p><p>Teleportation powers seem like a problem too. Re-flavoring them as nimble acrobatics shouldn't be too hard though.</p><p></p><p>One of the biggest potential gameplay issues could be shifting the power damage for some classes so that it's weapon based. You may not want to bother with changing this though, as it could risk screwing with the balance too much. If you wanted to give it a go, you could put together a class feature that looks something like:</p><p></p><p><strong>Martial substitution.</strong></p><p></p><p>Change all your powers to 1(W) damage/dice of damage that the power would normally deal. The power looses any energy descriptors it had (cold, fire, necrotic, etc...)</p><p></p><p></p><p><strong>Some random ideas off the top of my head:</strong></p><p></p><p>Warlock: vengance-driven archer-like class. Their curses are non-magical and their pacts are to themselves. Class powers could be explained as various short-ranged atack manouvers with bows.</p><p></p><p>Wizard: A master of gadgets and alchemical solutions (as above)</p><p></p><p>Sorcerer: Where others learned martial combat through application and training, it came to you as an innate skill. (It could also be possible to theme the martial sorcerer as a skilled deulist, using taunts and sword-play that defies description... but in order to do that, we may need to find an easy way for him to function as more of a close combat character... if an easy solution could be found, it would probably be very fun to play.)</p><p></p><p>Sword mage: Just take out the typed damage and find a way for them to explain ranged or area attacks. Perhaps they function more in the way that I just described sorcerers, with taunts and unbelievably good swordplay. (how does he strike everyone in a colse blast 3? He's just <em>that</em> good...)</p><p></p><p>Oh wait, just realized that you already have a concept for sword mages. Oh well, can't hurt <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /> .</p></blockquote><p></p>
[QUOTE="Cwheeler, post: 4826282, member: 72242"] Fair enough on the psionic power source. Until we have more info on it, it's probably not worth while. That does present a bit of a conundrum... The most obvious explenation would be one using alcemy/fantasy tech. This would probably fit the wizard best - having them hurl various explosive vials and the like. Teleportation powers seem like a problem too. Re-flavoring them as nimble acrobatics shouldn't be too hard though. One of the biggest potential gameplay issues could be shifting the power damage for some classes so that it's weapon based. You may not want to bother with changing this though, as it could risk screwing with the balance too much. If you wanted to give it a go, you could put together a class feature that looks something like: [B]Martial substitution.[/B] Change all your powers to 1(W) damage/dice of damage that the power would normally deal. The power looses any energy descriptors it had (cold, fire, necrotic, etc...) [B]Some random ideas off the top of my head:[/B] Warlock: vengance-driven archer-like class. Their curses are non-magical and their pacts are to themselves. Class powers could be explained as various short-ranged atack manouvers with bows. Wizard: A master of gadgets and alchemical solutions (as above) Sorcerer: Where others learned martial combat through application and training, it came to you as an innate skill. (It could also be possible to theme the martial sorcerer as a skilled deulist, using taunts and sword-play that defies description... but in order to do that, we may need to find an easy way for him to function as more of a close combat character... if an easy solution could be found, it would probably be very fun to play.) Sword mage: Just take out the typed damage and find a way for them to explain ranged or area attacks. Perhaps they function more in the way that I just described sorcerers, with taunts and unbelievably good swordplay. (how does he strike everyone in a colse blast 3? He's just [I]that[/I] good...) Oh wait, just realized that you already have a concept for sword mages. Oh well, can't hurt B-) . [/QUOTE]
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