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Help on balancing/adding features for an Inquisitor class
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<blockquote data-quote="Voi_D_ragon" data-source="post: 6910977" data-attributes="member: 6855956"><p>So you cast it on a creature and the caster buffing them makes a Con check? It doesn't really make much sense to me :/. Con is used to resist body affecting abilities (cold, disease, poison, etc), while this is essentially testing how well their mind holds up under pressure (which may seem the same as a Concentration check, but that is more about blocking out the pain [inflicted to your body] enough so that it doesn't affect your mind, while this would work directly against the mind) So, there are two ways I could do this: 1) make a check/save with your Spellcasting modifier or lose the buff (which if I recall correctly is similar to how Concentration checks work in 3e and PF) or 2) deal pshichic damage to the caster buffing your target and give them disadvantage on</p><p></p><p></p><p></p><p>This makes it better if you roll badly with a Templar, much better for Agent and Zealot, but worse for a Templar if they hit all their double attacks (highly unlikely though it may be). That being said, sounds sound ( get it?<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />)</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>The Intimidation boost to other social skills sounds nice, but it might even be a feature for the Agent (who you seem to have labeled as the "creepy/unsettling" type) The Templar really should be the Social dud out of the three, I'm fine with just giving him more tools to kill heretics.</p><p></p><p>Would this be a problem with the warlock type casting? There would be times when the party doesn't have access to short rests (maybe a long encounter with the villain running from room to room with lackeys slowing them down) where you use all your spells early on for utility or hoping to end the fight soon, then being left high up and dry for the rest of the session. Also, a high level Templar would only have level 5 smites, and he would have 4. That recharge on short rests. </p><p> How does scaring people help him sniff out liars, exactly? Also, as above, seems to go into the Agent's "Unsettling" territory. Maybe, since we said we want the templar to kill things and kill them fast, instead of brand wording multiple creatures, he deals damage to all branded creatures in a certain radius whenever he uses a brand word. For a ribbon, ugh. I suck at ribbon abilities, and also, fighter types don't really lend themselves much to them. </p><p>Alright, first off, I believe you may have misinterpreted the Brand's damage: it is dealt only on the turn you brand the target, and after that onle serves the purpose of making the branded creature elegible for brand words. That being said, moving multiple brands to the same creature sounds cool, although using five brand words on the same creature on the same turn would be broken as hell. But.... Well, let's see... Since branding a creature deals 2d4 damage, moving the brands would cause a total of 10d4 damage, and you would be able to use a brand word as well... Ok, here's the interpretation of this feature:</p><p>15) You gain the ability to remove brands from a creature, at the expense of another. When you use an action to activate a brand word, you may use a bonus action to cause your target to lose the branded condition. If you do so, another creature within 30 ft of your target takes 2d4 damage, gains the branded condition, and is then affected by your original target's brand word. (We should put a save on this, as I easily see a player switching back and forth and dealing 2d4 automatic damage to one creature, plus any brand word damage to both). Hmmmmm, I'm thinking of more effects here, but most of them simply seem like they should be part of a "Brand Extraordinaire" archetype. :/</p><p></p><p></p><p> </p><p>Noted.</p><p> </p><p>Wouldn't really give Zealot more Expertise, maybe... Ugh, no idea. As I said, I am not good with ribbons. Just, not expertise, the Agent should be the skill-monkey-y archetype.</p><p></p><p>So, a new brand word that like gives disadvantage on spell saves for one turn or something.</p><p></p><p>Maybe even too potent: already getting a +5 to damage on yourself is pretty big, but giving it to 3-5 other people as well? The damage levels border the absurd. I'd say this is too strong, especially for a level 15 ability.</p><p>What I had in mind was something like:</p><p>15) You test the faith of your enemies against that of your allies. Choose a creature within 60 ft of you: if it is an ally, it regains 1d10 hit points for every friendly creature within 30 ft of it; if it is an enemy, it instead takes 1d10 radiant damage for each of your allies within 30 ft of it. For each hostile creature within 30 ft of your target, reduce the damage or the healing by 1d10. You may choose to remove an effect currently affecting the target by removing 1d10 of damage or healing. Once you have used this feature, you must take a long rest before using it again.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>Agent</p><p></p><p>Hide as a bonus action is also flavorful, so we'll approve that. Maybe just a brand word that you can use as a reaction, reducing damage taken or giving disadvantage, without removing the brand upon using it.</p><p></p><p> What about, since they can hide as a bonus action, give disadvantage on saves vs brand words while you are hidden. So I throw my knife at you, hide, then start spamming brand words at you and hiding right afterwards. </p><p></p><p>What about a little list of effects that you can apply to each brand word, eg:</p><p>-Your taget moves 10 ft (or more) directly away from you, avoiding dangerous terrain features</p><p>-The target makes a weapon attack against a creature you choose</p><p>-The target drops an object it is carrying</p><p>The list goes on and on. This reflects, rather than how scary the inquisitor is, how slippery and good at getting inside your head he is. Which makes me think he should have some feature to help with interrogations.</p><p></p><p></p><p> </p><p>You seem to have forgotten the rest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p></p><p></p><p></p><p></p><p></p><p>More of an Agent's thing I think, but nice idea (only having one skill by default).</p></blockquote><p></p>
[QUOTE="Voi_D_ragon, post: 6910977, member: 6855956"] So you cast it on a creature and the caster buffing them makes a Con check? It doesn't really make much sense to me :/. Con is used to resist body affecting abilities (cold, disease, poison, etc), while this is essentially testing how well their mind holds up under pressure (which may seem the same as a Concentration check, but that is more about blocking out the pain [inflicted to your body] enough so that it doesn't affect your mind, while this would work directly against the mind) So, there are two ways I could do this: 1) make a check/save with your Spellcasting modifier or lose the buff (which if I recall correctly is similar to how Concentration checks work in 3e and PF) or 2) deal pshichic damage to the caster buffing your target and give them disadvantage on This makes it better if you roll badly with a Templar, much better for Agent and Zealot, but worse for a Templar if they hit all their double attacks (highly unlikely though it may be). That being said, sounds sound ( get it?:D) The Intimidation boost to other social skills sounds nice, but it might even be a feature for the Agent (who you seem to have labeled as the "creepy/unsettling" type) The Templar really should be the Social dud out of the three, I'm fine with just giving him more tools to kill heretics. Would this be a problem with the warlock type casting? There would be times when the party doesn't have access to short rests (maybe a long encounter with the villain running from room to room with lackeys slowing them down) where you use all your spells early on for utility or hoping to end the fight soon, then being left high up and dry for the rest of the session. Also, a high level Templar would only have level 5 smites, and he would have 4. That recharge on short rests. How does scaring people help him sniff out liars, exactly? Also, as above, seems to go into the Agent's "Unsettling" territory. Maybe, since we said we want the templar to kill things and kill them fast, instead of brand wording multiple creatures, he deals damage to all branded creatures in a certain radius whenever he uses a brand word. For a ribbon, ugh. I suck at ribbon abilities, and also, fighter types don't really lend themselves much to them. Alright, first off, I believe you may have misinterpreted the Brand's damage: it is dealt only on the turn you brand the target, and after that onle serves the purpose of making the branded creature elegible for brand words. That being said, moving multiple brands to the same creature sounds cool, although using five brand words on the same creature on the same turn would be broken as hell. But.... Well, let's see... Since branding a creature deals 2d4 damage, moving the brands would cause a total of 10d4 damage, and you would be able to use a brand word as well... Ok, here's the interpretation of this feature: 15) You gain the ability to remove brands from a creature, at the expense of another. When you use an action to activate a brand word, you may use a bonus action to cause your target to lose the branded condition. If you do so, another creature within 30 ft of your target takes 2d4 damage, gains the branded condition, and is then affected by your original target's brand word. (We should put a save on this, as I easily see a player switching back and forth and dealing 2d4 automatic damage to one creature, plus any brand word damage to both). Hmmmmm, I'm thinking of more effects here, but most of them simply seem like they should be part of a "Brand Extraordinaire" archetype. :/ Noted. Wouldn't really give Zealot more Expertise, maybe... Ugh, no idea. As I said, I am not good with ribbons. Just, not expertise, the Agent should be the skill-monkey-y archetype. So, a new brand word that like gives disadvantage on spell saves for one turn or something. Maybe even too potent: already getting a +5 to damage on yourself is pretty big, but giving it to 3-5 other people as well? The damage levels border the absurd. I'd say this is too strong, especially for a level 15 ability. What I had in mind was something like: 15) You test the faith of your enemies against that of your allies. Choose a creature within 60 ft of you: if it is an ally, it regains 1d10 hit points for every friendly creature within 30 ft of it; if it is an enemy, it instead takes 1d10 radiant damage for each of your allies within 30 ft of it. For each hostile creature within 30 ft of your target, reduce the damage or the healing by 1d10. You may choose to remove an effect currently affecting the target by removing 1d10 of damage or healing. Once you have used this feature, you must take a long rest before using it again. Agent Hide as a bonus action is also flavorful, so we'll approve that. Maybe just a brand word that you can use as a reaction, reducing damage taken or giving disadvantage, without removing the brand upon using it. What about, since they can hide as a bonus action, give disadvantage on saves vs brand words while you are hidden. So I throw my knife at you, hide, then start spamming brand words at you and hiding right afterwards. What about a little list of effects that you can apply to each brand word, eg: -Your taget moves 10 ft (or more) directly away from you, avoiding dangerous terrain features -The target makes a weapon attack against a creature you choose -The target drops an object it is carrying The list goes on and on. This reflects, rather than how scary the inquisitor is, how slippery and good at getting inside your head he is. Which makes me think he should have some feature to help with interrogations. You seem to have forgotten the rest :P More of an Agent's thing I think, but nice idea (only having one skill by default). [/QUOTE]
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