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<blockquote data-quote="WalterKovacs" data-source="post: 5522334" data-attributes="member: 63763"><p>Dread Smite does flat damage (hit or miss) and ongoing (hit). At 7 the flat damage increases by 2. At 17 and 27, the flat damage increases by 3 each time in addition to the ongoing going up by 5 each time. Also, it uses CHA mod, so it also scales that way.</p><p> </p><p></p><p> </p><p>The cleric's.</p><p> </p><p></p><p> </p><p>Death Domain: At level 1, you get resist necrotic 5; when you spend a surge you get 5 thp per tier and a suite of powers. One at-will attack is a melee 1 implement attack that does necrotic and cold, as an effect it reduces the targets defenses by 2 for the next attack against it. The other at-will attack is a melee 1 implement attack that does psychic damage, as an effect it reduces the targets damage rolls by Con mod for a turn. You get a level 1 utility encounter power that let's you know if any bloodied enemies in a close bust 3 have HP lower than your surge value ... which can come in handy for some death domain powers. Your Channel Divinity let's you give yourself or an ally, if they are bloodied, 5 thp per tier.</p><p> </p><p>Starting at 5, when an enemy drops within 5 squares of you, you can use healing word as an immediate reaction. Starting at 10, you can use a free action to deal Con mod necro damage to an ajacanent bloodied enemy.</p><p> </p><p>For daily powers: You get Inflict Wounds at 1 (auto "hit" touch attack, deals 3d6+wis necro damage. They spoiled the 5 [when the target dies, the enemies rises as a dominated minion]. 9 has two options. One is a weapon attack and the enemy keeps taking psychic damage based on the number of your allies adjacent to it, that only ends if it ends it turns with none of your allies adjacent. Doesn't seem to count you among your allies. The other is a blast that creates an encounter long zone where enemies provide c/a.</p><p> </p><p>At 15 you get Drain Life, which is basically an upgraded version of Inflict Wounds. 19 is an upgraded version of 5. 25 has upgraded versions of the 9s. The weapon attack allows allies to make opportunity attacks when the enemy attacks anyone but them. The blast creates a sustainable zone that weakens enemies and gives thp to allies. The 29, Ravage, I already mentioned, and is basically the capstone version of Inflict Wounds/Drain Life.</p><p> </p><p>So, they did make it where you can replace a power with an "improved" version of the same power.</p><p> </p><p></p><p> </p><p>Yup, they get all three. Each seems like a sort of iconic power, one to lure, one to 'sip', and one to show the super strength a bit with a powerful shove.</p><p> </p><p></p><p> </p><p>Yup. They get 10+ surges, 6 hp per level, plate and heavy shield, +1 to all NADs, etc ... they are going to be a very well defended striker.</p><p> </p><p></p><p> </p><p>He gets the warlock package you've listed. </p><p> </p><p></p><p> </p><p>There are a couple powers with effect lines (like creating zones for a turn when you do blasts), but mostly they are all or nothing for hit/miss.</p><p> </p><p></p><p> </p><p>It seems they all have opportunity actions instead. Intrinsic Nature was more a primal summon thing. </p><p> </p><p></p><p> </p><p>Not that I can see. Also, the hexblade weapon powers don't actually have the implement keyword in this book ... so I'm not sure what is up with that.</p><p> </p><p></p><p> </p><p>Nope, and neither does the vice stuff. </p><p> </p><p></p><p> </p><p>That is correct. You can choose to be dazed instead of unconsicous until you fail a death saving throw.</p><p> </p><p></p><p> </p><p>At 2, you can take Shade Twin, a daily. It lets you mimic a creature in a close burst 10. In addition to the normal stuff (bonus to bluff to mimic them) the target takes half of any damage you take as psychic feedback, but when you take damage, roll a d20, on a 10+ the effect auto ends. Otherwise it's sustainable. The other option is Spectral Fade, an encounter invisibility until end of turn.</p><p> </p><p>At 6 you can take Shadow Ride. It's an encounter shift 2, you can move through enemy spaces, and you can end a turn in their space. If you do, you move with the enemy without provoking OAs. You pop out of the enemy at the start of your next turn. You can also grab Walk Through Darkness, a daily that gives you 10 shift with phasing and insubstantial.</p><p> </p><p>You only get the summoning of your ally (9/25). </p><p> </p><p></p><p> </p><p>Yup.</p><p> </p><p></p><p> </p><p>You have to spend when you use the power, so before you roll. So, it's risky as a single target, but using it to attack multiple targets (2 for the first power, all adjacent for the second) may be more enticing.</p><p> </p><p></p><p> </p><p>Dusk Oracle is very cool.</p><p> </p><p>You need Insight and Religion. The bonuses are based on CHA or WIS.</p><p> </p><p>You can ask any intelligent creature's corpse one question they have to answer truthfully (although some will be cryptic) based on what they knew in life. When you spend an action point, your attack targets the enemies lowest NAD. If you grant your ally an attack with the AP (i.e., you are a warlord) you can give that benefit to your ally instead.</p><p> </p><p>Your encounter power is a no action improvement to a basic attack or at-will. It let's you target their lowest NAD nd deals extra necro/cold damage and slows.</p><p> </p><p>Your utility is a daily that gives you stat mod bonus to a skill. You can sustain minor or sustain standard to pick a new skill.</p><p> </p><p>At 16, you reduce opponent's resistances against your attacks by 10 if you have c/a.</p><p> </p><p>At 20, you get a ranged attack that is like a spectral attack. (you attack all three nads. Hit once: damage. Hit twice: target gets -2 to hit (s/e). Hit thrice: weakened ane -2 to hit (s/e both).</p><p> </p><p></p><p> </p><p>Outside of utilities and ki focus expertise.</p><p> </p><p>Dusk Oracle, with the right skills, can be fun. </p><p> </p><p>Shadow Dancer is probably the best example, as Ossassin has an at-will teleport and stealth, so it auto-qualifies.</p><p> </p><p>You gain C/A on your next attack whenever you teleport. Action point let's you teleport 5 before or after the attack. Your encounter is a bit weak ... you teleport and make a basic attack (although it could be ranged basic) and if you hit, the target is teleported and dazed. Your utility chooses a target that you can either teleport to as a move and teleport away from as a minor. </p><p> </p><p>At 16, if you start a turn hidden to a creature at the start of it's turn, you are invisible to it until the end of it's turn. Your daily is a move action where you shift your speed, creating an encounter long zone. It deals cold damage to any enemy in the zone or adjacent to it when you create it. The zone is totaly obscured for enemies, and if an enemy ends his turn in or adjacent gets 10 ongoing cold (s/e). So, it's like a wall, but you design it by shifting and don't have to sustain it.</p><p> </p><p>There is also the veiled master. You need Stealth and Perception.</p><p> </p><p>Once per round you can douse a non-magic light source up to the size of a small campfire and it can't be relit during the encounter. Action point for melee or close weapon attack, the first target hit is blinded until end of next turn.</p><p> </p><p>Your encounter power is str or dex weapon attack, creates a zone close burst 2 of total obscure and block lines of sight to all but you. 12 Utility is an encounter stance to get blindsight 3 and immunity to gaze attacks, but you can't see creatures/objects outside the blindsight's range.</p><p> </p><p>At 16 you only take -2 instead of -5 to attack enemies you can't see. Your daily is like the encounter, but you attack all enemies in the close burst 2, and you can sustain the zone.</p><p> </p><p>None of the epic destinies seem particularly good for Ossassins.</p><p> </p><p></p><p> </p><p>At 29 they get Avatar of Vice. 5W, half on a miss, effect you get list of benefits for the encounter. CHA mod bonus necro damage on all attacks. Once per turn, when you hit either gain 10 thp, or if the attack already gives thp, gain 5 more thp. If you start a turn with no uses left of drad smite, roll a d6. Recharge on a 5 or 6.</p><p> </p><p>At 13, they get an extra dread smite. At 17, allies that spend a healing surge adjacent to you get Cha mod thp. At 23, your level 1 utility power also let's you teleport 5 squares. At 27 you get resist 20 cold and necrotic.</p><p> </p><p>I'm not sure how well they are for dealing damage. You do have the option of dropping the shield for a two-handed weapon ... so there is a bit of a toughness/damage trade off in the class. They are a VERY tough class for a striker, with defender HP and equipment, PLUS thp ... so comparable to a barbarian I guess. They do get comparable damage bonuses to a slayer, but it does require working for it (combat advantage/damaging yourself) and they have dailies to supplement their damage, which slayers don't, and they have some further damage boosting options in their utilities. I would really think that barbarian is probably the best example, they even have Avatar dailies that are kind of like rages.</p><p> </p><p></p><p> </p><p>Option barren? Well, you get 2 at-wills (the one that hasn' been spoiled does untyped damage, and creates difficult terrain for enemies around the target of the attack. For dailies, utilities and encounters, there are two options at every level, one necro, one nether. So, you basically pick 2 schools and pick 1 power for each school. </p><p> </p><p>As far as roles go, they are good at controller and I would say a leader secondary. You have some powers to give yourself or allies thp, actual hp, saving throw, and you impose penalties to hit on opponent's, give them vulnerability, etc ... which is like giving allies bonuses to defenses and damage. Your skeleton is like a defender (their attack prevents shifting, and their OA has a +2 to hit and damage). The Wraith weakens enemies, and bloodied creatures in his aura grant c/a and creatures that end in the aura and adjacent to you take damage.</p><p> </p><p>In terms of powers: They have immobilization, daze, hindering terrain (i.e. zones enemies don't want to be in), slow. The "if opponent is undead" powers generally deal no damage, and instead let you dominate them (or at level one, force them to run away and get dazeds).</p><p> </p><p>They seem pretty cool. They are a mix or control and leader, with the ability to summon defenders.</p><p> </p><p></p><p> </p><p>Yup</p><p> </p><p></p><p> </p><p>The star pact binder powers have riders that only apply to then (i.e. Binder [Starpact]) so that star pact 'normal' warlocks don't get the rider. Also, as a shadow 'based' pact, it's damage is cold and psychic, no radiant. The flavor is the Far Realm is the "dark between the stars".</p><p> </p><p></p><p> </p><p>Evard's Wrenching Darkness. Encounter 11: Single target ranged, slides and immobilizes and psychic damage on a hit. As an effect, each enemy within 2 squares of the target is pushed 2 squares away from it, and grants C/A until start of your next turn.</p><p> </p><p>Evard's All-Seeing Worm, daily utilty 12: Targe ally takes necro damage equal toint mod, until end of encounter, as long as you have lineof effect to the target, you can see as if you were both people and can attack from either square.</p><p> </p><p>Evard's Black Gate, Daily 20: Wall, squares are totaly obscured. Inside the wall, creatures are dazed and can only attack adjacent creatures. The wall is sustain minor, and has a standard at-will attack. Close burst 5 centered on a square in the wall, all enemies in burst, damages and pulls. If pulled intowall, restrained save ends.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5522334, member: 63763"] Dread Smite does flat damage (hit or miss) and ongoing (hit). At 7 the flat damage increases by 2. At 17 and 27, the flat damage increases by 3 each time in addition to the ongoing going up by 5 each time. Also, it uses CHA mod, so it also scales that way. The cleric's. Death Domain: At level 1, you get resist necrotic 5; when you spend a surge you get 5 thp per tier and a suite of powers. One at-will attack is a melee 1 implement attack that does necrotic and cold, as an effect it reduces the targets defenses by 2 for the next attack against it. The other at-will attack is a melee 1 implement attack that does psychic damage, as an effect it reduces the targets damage rolls by Con mod for a turn. You get a level 1 utility encounter power that let's you know if any bloodied enemies in a close bust 3 have HP lower than your surge value ... which can come in handy for some death domain powers. Your Channel Divinity let's you give yourself or an ally, if they are bloodied, 5 thp per tier. Starting at 5, when an enemy drops within 5 squares of you, you can use healing word as an immediate reaction. Starting at 10, you can use a free action to deal Con mod necro damage to an ajacanent bloodied enemy. For daily powers: You get Inflict Wounds at 1 (auto "hit" touch attack, deals 3d6+wis necro damage. They spoiled the 5 [when the target dies, the enemies rises as a dominated minion]. 9 has two options. One is a weapon attack and the enemy keeps taking psychic damage based on the number of your allies adjacent to it, that only ends if it ends it turns with none of your allies adjacent. Doesn't seem to count you among your allies. The other is a blast that creates an encounter long zone where enemies provide c/a. At 15 you get Drain Life, which is basically an upgraded version of Inflict Wounds. 19 is an upgraded version of 5. 25 has upgraded versions of the 9s. The weapon attack allows allies to make opportunity attacks when the enemy attacks anyone but them. The blast creates a sustainable zone that weakens enemies and gives thp to allies. The 29, Ravage, I already mentioned, and is basically the capstone version of Inflict Wounds/Drain Life. So, they did make it where you can replace a power with an "improved" version of the same power. Yup, they get all three. Each seems like a sort of iconic power, one to lure, one to 'sip', and one to show the super strength a bit with a powerful shove. Yup. They get 10+ surges, 6 hp per level, plate and heavy shield, +1 to all NADs, etc ... they are going to be a very well defended striker. He gets the warlock package you've listed. There are a couple powers with effect lines (like creating zones for a turn when you do blasts), but mostly they are all or nothing for hit/miss. It seems they all have opportunity actions instead. Intrinsic Nature was more a primal summon thing. Not that I can see. Also, the hexblade weapon powers don't actually have the implement keyword in this book ... so I'm not sure what is up with that. Nope, and neither does the vice stuff. That is correct. You can choose to be dazed instead of unconsicous until you fail a death saving throw. At 2, you can take Shade Twin, a daily. It lets you mimic a creature in a close burst 10. In addition to the normal stuff (bonus to bluff to mimic them) the target takes half of any damage you take as psychic feedback, but when you take damage, roll a d20, on a 10+ the effect auto ends. Otherwise it's sustainable. The other option is Spectral Fade, an encounter invisibility until end of turn. At 6 you can take Shadow Ride. It's an encounter shift 2, you can move through enemy spaces, and you can end a turn in their space. If you do, you move with the enemy without provoking OAs. You pop out of the enemy at the start of your next turn. You can also grab Walk Through Darkness, a daily that gives you 10 shift with phasing and insubstantial. You only get the summoning of your ally (9/25). Yup. You have to spend when you use the power, so before you roll. So, it's risky as a single target, but using it to attack multiple targets (2 for the first power, all adjacent for the second) may be more enticing. Dusk Oracle is very cool. You need Insight and Religion. The bonuses are based on CHA or WIS. You can ask any intelligent creature's corpse one question they have to answer truthfully (although some will be cryptic) based on what they knew in life. When you spend an action point, your attack targets the enemies lowest NAD. If you grant your ally an attack with the AP (i.e., you are a warlord) you can give that benefit to your ally instead. Your encounter power is a no action improvement to a basic attack or at-will. It let's you target their lowest NAD nd deals extra necro/cold damage and slows. Your utility is a daily that gives you stat mod bonus to a skill. You can sustain minor or sustain standard to pick a new skill. At 16, you reduce opponent's resistances against your attacks by 10 if you have c/a. At 20, you get a ranged attack that is like a spectral attack. (you attack all three nads. Hit once: damage. Hit twice: target gets -2 to hit (s/e). Hit thrice: weakened ane -2 to hit (s/e both). Outside of utilities and ki focus expertise. Dusk Oracle, with the right skills, can be fun. Shadow Dancer is probably the best example, as Ossassin has an at-will teleport and stealth, so it auto-qualifies. You gain C/A on your next attack whenever you teleport. Action point let's you teleport 5 before or after the attack. Your encounter is a bit weak ... you teleport and make a basic attack (although it could be ranged basic) and if you hit, the target is teleported and dazed. Your utility chooses a target that you can either teleport to as a move and teleport away from as a minor. At 16, if you start a turn hidden to a creature at the start of it's turn, you are invisible to it until the end of it's turn. Your daily is a move action where you shift your speed, creating an encounter long zone. It deals cold damage to any enemy in the zone or adjacent to it when you create it. The zone is totaly obscured for enemies, and if an enemy ends his turn in or adjacent gets 10 ongoing cold (s/e). So, it's like a wall, but you design it by shifting and don't have to sustain it. There is also the veiled master. You need Stealth and Perception. Once per round you can douse a non-magic light source up to the size of a small campfire and it can't be relit during the encounter. Action point for melee or close weapon attack, the first target hit is blinded until end of next turn. Your encounter power is str or dex weapon attack, creates a zone close burst 2 of total obscure and block lines of sight to all but you. 12 Utility is an encounter stance to get blindsight 3 and immunity to gaze attacks, but you can't see creatures/objects outside the blindsight's range. At 16 you only take -2 instead of -5 to attack enemies you can't see. Your daily is like the encounter, but you attack all enemies in the close burst 2, and you can sustain the zone. None of the epic destinies seem particularly good for Ossassins. At 29 they get Avatar of Vice. 5W, half on a miss, effect you get list of benefits for the encounter. CHA mod bonus necro damage on all attacks. Once per turn, when you hit either gain 10 thp, or if the attack already gives thp, gain 5 more thp. If you start a turn with no uses left of drad smite, roll a d6. Recharge on a 5 or 6. At 13, they get an extra dread smite. At 17, allies that spend a healing surge adjacent to you get Cha mod thp. At 23, your level 1 utility power also let's you teleport 5 squares. At 27 you get resist 20 cold and necrotic. I'm not sure how well they are for dealing damage. You do have the option of dropping the shield for a two-handed weapon ... so there is a bit of a toughness/damage trade off in the class. They are a VERY tough class for a striker, with defender HP and equipment, PLUS thp ... so comparable to a barbarian I guess. They do get comparable damage bonuses to a slayer, but it does require working for it (combat advantage/damaging yourself) and they have dailies to supplement their damage, which slayers don't, and they have some further damage boosting options in their utilities. I would really think that barbarian is probably the best example, they even have Avatar dailies that are kind of like rages. Option barren? Well, you get 2 at-wills (the one that hasn' been spoiled does untyped damage, and creates difficult terrain for enemies around the target of the attack. For dailies, utilities and encounters, there are two options at every level, one necro, one nether. So, you basically pick 2 schools and pick 1 power for each school. As far as roles go, they are good at controller and I would say a leader secondary. You have some powers to give yourself or allies thp, actual hp, saving throw, and you impose penalties to hit on opponent's, give them vulnerability, etc ... which is like giving allies bonuses to defenses and damage. Your skeleton is like a defender (their attack prevents shifting, and their OA has a +2 to hit and damage). The Wraith weakens enemies, and bloodied creatures in his aura grant c/a and creatures that end in the aura and adjacent to you take damage. In terms of powers: They have immobilization, daze, hindering terrain (i.e. zones enemies don't want to be in), slow. The "if opponent is undead" powers generally deal no damage, and instead let you dominate them (or at level one, force them to run away and get dazeds). They seem pretty cool. They are a mix or control and leader, with the ability to summon defenders. Yup The star pact binder powers have riders that only apply to then (i.e. Binder [Starpact]) so that star pact 'normal' warlocks don't get the rider. Also, as a shadow 'based' pact, it's damage is cold and psychic, no radiant. The flavor is the Far Realm is the "dark between the stars". Evard's Wrenching Darkness. Encounter 11: Single target ranged, slides and immobilizes and psychic damage on a hit. As an effect, each enemy within 2 squares of the target is pushed 2 squares away from it, and grants C/A until start of your next turn. Evard's All-Seeing Worm, daily utilty 12: Targe ally takes necro damage equal toint mod, until end of encounter, as long as you have lineof effect to the target, you can see as if you were both people and can attack from either square. Evard's Black Gate, Daily 20: Wall, squares are totaly obscured. Inside the wall, creatures are dazed and can only attack adjacent creatures. The wall is sustain minor, and has a standard at-will attack. Close burst 5 centered on a square in the wall, all enemies in burst, damages and pulls. If pulled intowall, restrained save ends. [/QUOTE]
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