Shattered Kingdoms

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PostPosted: Mon Sep 25, 2006 6:02 pm 
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Syndal wrote:
No tribal humans? You're joking, right?


My mistake. Humans can still be paladins OR hellions though, and honestly, I'm currently leaning towards taking half-elves out.

Matter of fact, take half-elves out and add in gnomes and halflings.


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 Post subject: Re: Class: Tribal avatar
PostPosted: Mon Sep 25, 2006 6:06 pm 
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Quote:
I still have yet to see suggestions to fix the balancing on the class, just keep hearing griping about how it's not balanced...so here's some quick corrections. Still going to be spell-heavy...so how about suggestions on how to bring it down to the mortal realm of possibility?


TRIBAL AVATAR - revision 2
Races = halfling, gnome, giant, dwarf, centaur
Armor = Heavy
Prime Att = Str
Religions : Pantheist
Alignments: Scrupulous, Unprincipled, Miscreant

Skills -
Quote:
Amateur - spear (not learned) dagger (average)
mace (not learned) polearm (not learned)
sword (not learned) rescue (not learned)
shield block (not learned)
Novice - parry (not learned) second attack (not learned)
hide (not learned) sneak (not learned)
Initiate - combat casting (not learned) self defense (not learned)
Apprentice- dodge (not learned) enhanced damage (not learned)
Journeyman- third attack (not learned) fast healing (not learned)
Veteran - endurance (not learned) disarm (not learned)
Expert - cleave (not learned) meditation (not learned)
Mentor - intimidate (not learned)

Spells -
Quote:
Amateur - cause light (not learned) curse (not learned)
armor (not learned) cure light (not learned)
refresh (not learned)
Novice - blindness (not learned) chill touch (not learned)
deafness (not learned) detect invis (not learned)
create water (not learned) cure blindness (not learned)
cure deafness (not learned) cure disease (not learned)
Initiate - cause serious (not learned) detect hidden (not learned)
invis (not learned) poison (not learned)
cure serious (not learned) flamestrike (not learned)
frenzy (not learned) identify (not learned)
Apprentice- identify (not learned) weaken (not learned)
create food (not learned) remove curse (not learned)
Journeyman- plague (not learned) shield (not learned)
cure critical (not learned)
Veteran - cause critical (not learned) locate object (not learned)
Expert - rift (not learned)
Mentor - word of recall (not learned)


Possible new skill/spell ideas:

Ancestral Familiar (replace dominate as mentor spell) - summons to your side a spirit animal depending on your race (hp, armor and abilities based off of your level and cha):
giant = bear
dwarf = umber hulk
halfling = warpony
gnome = pseudodragon (faerie dragon)
centaur = ent

Spirit Blessing (replaces bless at amateur) - +1-5 dmg bonus based on caster level


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PostPosted: Mon Sep 25, 2006 7:02 pm 
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Cleave, intimidate, combat casting - No

Two are unique to hellions and one to only hellions and paladins.

Honestly I would rather see a unique class than something that seems to be a heavy armor shaman.


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PostPosted: Mon Sep 25, 2006 10:54 pm 
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This class still seems to be screaming "I'm super-hellion!" You really need to establish vast seperation between your class and anything that already exists.

Maybe you can keep combat casting. But Josephusmaximus3 is perfectly correct about tossing cleave and intimidate. I'd also recommend rewriting the spells completely from scratch, and putting in only what you think makes sense for the character concept. For a warrior-hybrid class to have 8 spells per rank, in any rank, is way, way too much. Aim for half of that or less, with more spells being unique to the class.

On a far more minor point, I've been warned that meditation and fast healing shouldn't be mixed. Unless you have precedent somewhere in SK, I'd drop one.


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PostPosted: Mon Sep 25, 2006 11:26 pm 
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Joined: Wed Aug 07, 2002 11:54 pm
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Location: Pyrgos, Greece
OK...

Giant with greataxe, frenzy cast on himself, cleave + spam bash. Then we have the possible assistance of that familiar.

You have to be kidding me. Chance to be scrupulous and join things like Hammer to make his skills even more sick forms a new meaning of the word overpowered.


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PostPosted: Tue Sep 26, 2006 4:19 am 
Way, way, way, way overpowered.


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PostPosted: Tue Sep 26, 2006 9:11 am 
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giant + landsknecht + horsie (and bonus) + behind familiar + frenzy + "spirit blessing for MORE damage + maldictions on landy + cleave + spam crit spells (as damage or healing pet) + buffs for self/pet + other bonus's from other people (prayer, bless, chant, haste) = ?????


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PostPosted: Tue Sep 26, 2006 9:47 am 
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TheCannibal wrote:
sooo...basically you want to make a hellion with harm...or a paladin..with harm and intimidate.

Thats pretty super powerful.

Bet I could beat it.


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PostPosted: Tue Sep 26, 2006 5:33 pm 
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Syndal wrote:
Way, way, way, way overpowered.


Thank you for summarizing everyone.

You guys aren't grasping the simple concept here.

I get that it's overpowered
I'd like feedback from YOU as to how to fix it.


Better?


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PostPosted: Tue Sep 26, 2006 5:48 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
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Location: *cough*
What?


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