New Classes and Others

Happy New years.

Additionally, I'm now taking suggestions for my next project. Remember though, I don't do anything I'm sure that wizards will put out.
 

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Just checked out the Blue Mage class.

I find a few things seem like they need to be checked over a bit to review how powerful they may be. Two of the powers I kept having issues with were the Pearl Wind and White Wind utilities. They seem to be too good of utility powers based on healing in a class that seems to be focused on doing a variety of things. Looking at their level I would almost be tempted to say there would be no reason not to take those utilities over the others unless you care to play the class a specific way.

I think you may want to look into turning the healing down a bit or find a common ground, perhaps look at some of the Paladin's party healing capabilities for reference.


Also I think that the Angelic Whisper power's trigger shouldn't include a character who has died within 3 rounds. The reason for this is because it is not a trigger when used on a character who is not having an action done onto them or they are preforming an action. Maybe change the trigger to an ally who has failed a death saving throw to alleviate trigger issues and to still allow for a character to choose when they would want to use it, rather than right away as I assumed you had in mind. I would also say you would need to either cut down on healing it gives for that level, perhaps to their bloodied value, or to increase that power to a higher level.


Just some thoughts so far, but very interesting concepts you having going.
 

Pearl Wind has been altered to use your allies healing surges.
White Wind has been altered to use your allies healing surges, and heals for slightly less.
The trigger on Angel Whisper has been altered as you suggest.
PDF has been updated.

Thanks for the suggestions, and the interest. Anything further?


Also, still taking suggestions on my next work.


Edit: Also, the Dragonpact Warlock has gotten a minor update, clarifying the range on the melee powers.
 
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Okay, made some changed to a few PDf's today.


Auspicious Opportunist
Modified the powers to work, since they didn't have the weapon keyword but asked for Weapon stats

Blue Mage
Altered the Enemy Skill Keyword to dissallow attacks such as Hydra's Fury or Dragon Fury. This should solve that problem.

Now has several new feats, one of which is epic, and two of which are for multiclassers.

After I started really looking at how a Blue Mage functioned as a multi-class, I became very dissapointed. It was, as written, not possible to permanently learn powers, since you don't have the Blue Magic Capability class feature. The multi-classing feat now offers this instead of qualifying as if you had a tactic.

Dreadnought
Two new feats
Some formatting cleanup.

Gambler
So flavor modifications
A few powers got minor clean up
The Level 20 Daily of the Ominous Augur, Double Down, has a +6 to hit to represent not having proficiency bonus.
 



Sorcerous Sentinal's Warded Transfer Class Feature seems way too overpowered.
At the very least, it should say "once per round". I would even lower it more than that, since most monsters can only attack once per round, monsters hit about 50% of the time (very broad generalization) and you may only mark two enemies at a time in this build. I would suggest lowering this to 1/encounter or several times per encounter. At Will is just too much. You would have to nerf him sooo much with everything else in order to cover it.
EDIT: Perhaps you could get rid of the "you don't have to be in range" part.
 
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