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Lost Demiurge
2010-03-02, 01:08 PM
(EDIT: SEE AGENT PAPER'S POST BELOW. THAT'S THE BASE VERSION WE'LL USE.)

Alright. This is a first cut at a world-of-warcraft style Death Knight class.

It's hard as hell to balance a striker who wears plate mail, but I think its low HP, surges, and Skill list might help with that.

The core mechanic is the niftiest part, in my opinion. As a striker, the idea is to slap around a single target with your plagues, then land an obliterate and burn them for damage. Also benefits from other classes' various "save ends" effects. Especially good with a warlock!

At least, it should be if it works right. Let me know what you guys think, hm?


DEATH KNIGHT

Role: Striker
Power Source: Shadow (Or the Lich King, if you're in an Azerothian setting.)
Key Abilities: Strength, Charisma, Constitution
Armor Proficiencies: Cloth, Chainmail, Leather, Hide, Scale, Plate
Weapon Proficiencies: Simple Melee, Military Melee
Defense Bonuses: +1 Fortitude, +1 Will
HP at first Level: 12 + Constitution
HP gained per Level: 5
Healing Surges per day: 5 + Constitution Modifier
Trained Skills: Religion, + 2 more from the list below;
Arcana, Athletics, Endurance, Intimidate
Implements: Any bladed weapon

Class Features: Foul Presence, Death Grip, Obliterate, Contagion Vector

Foul Presence: Your body and spirit have been shaped by the forces you wield, and as a result you are far more deadly. You only gain the benefits of your foul presence when wielding either a two-handed weapon, or two one-handed weapons. Choose one of the three presences below at character creation.

-Blood Presence: Your bloodlust is legendary, and allows you to ignore injury as the blood of the living washes away your wounds, and tastes pleasant to your palate. Whenever you kill a foe or reduce them to 0 HP, you regain a number of hit points equal to your charisma modifier.

-Frost Presence: As unstoppable as a glacier, your relentless attacks bludgeon foes to the ground, and give you the strength to shrug off the trivial retaliation of your cowering victims as you trudge forward to meet them. Whenever you kill a foe or reduce them to 0 HP, you gain Damage Reduction equal to your constitution modifier until the end of your next turn.

-Unholy Presence: A dark hunger fills you, and no matter how many screaming corpses hit the ground, it will never be enough to sate you. As such, you can put on a burst of speed to keep the slaughter going. Whenever you kill a foe or reduce them to 0 HP, you may shift a number of squares equal to your charisma modifier. Your shift must take you toward the next closest foe.

Death Grip: You gain the Death Grip encounter power. (In addition to your regular encounter powers)

Obliterate: You gain the Obliterate at-will power. (In addition to your regular at-will powers)

Contagion Vector: You gain much of your terrible power from magical diseases that dwell within your body. You are a carrier for these plagues… They do not harm you. Such is your control over them, that you can unleash them upon your foes, one by one. Whenever you successfully hit with a power that uses the “PLAGUE” keyword, you may afflict the foe with one of your mastered diseases. All diseases are ended by a successful save.

Multiple conditions of the same disease do NOT stack. A single target may not have two cases of Blood Plague on them. Multiple conditions of different diseases DO stack. A single target may have both Blood Plague and Frost Fever on them at the same time.

Choose one of the diseases below at character creation. At 9th level, choose a second disease. At 19th level, choose a third, and gain a fourth at 29th level.

-Blood Plague
A target inflicted with Blood Plague takes an ongoing 4 points of poison damage.

-Crypt Fever
A target inflicted with Crypt Fever is Vulnerable: 2 to all damage received.

-Ebon Plague
A target inflicted with Ebon Plague expands the critical range of anyone who attacks him. A critical hit is scored upon the target if his attacker rolls a 19-20.

-Frost Fever
A target inflicted with Frost Fever is slowed.

-Glacier Rot
A target inflicted with Glacier Rot gains Vulnerable: 5 to attacks with the Cold keyword

-Wandering Plague
Whenever a target inflicted with Wandering Plague is struck by an attack, all adjacent foes take 2 points of necrotic damage.



POWERS
Choose 2 at-will powers (Besides obliterate), 1 Encounter (Besides death grip), and 1 daily

AT-WILL POWERS

Death Grip – Encounter – Ranged 5
Minor Action
Effect: Pull the target up to 5 squares toward you, and the target is marked until the end of your next turn.

Obliterate – At-Will – Melee
Strength Vs. AC Standard Action
Hit: 1(W) + Strength damage, and you may choose to dispel all “Save ends” conditions and/or curses upon the target. For each condition or curse dispelled, inflict 1D6 points of damage.
On 21st level: Becomes 2(W) + Strength damage

Blood Strike – At-Will – Poison – Melee
Strength Vs. AC
Hit: 1(W) + Strength damage, +2 points of poison damage for every disease currently affecting the target.
On 21st level: Becomes 2(W) + strength damage, +5 points of poison damage for every disease currently affecting the target.

Frost Strike – At-Will – Plague – Cold - Rattling – Melee
Strength Vs. AC
Effect: 1(W) Damage

Icy Touch – At-Will – Plague – Cold – Implement - Ranged 5
Constitution vs. Fortitude
Effect: 1(W) + Charisma Damage

Plague Strike – At-Will – Necrotic – Plague – Melee
Strength vs. AC
Effect: 1(W) + Charisma damage, and choose 1 existing disease that is currently affecting the target, or would afflict the target as a result of this strike. Spread the disease to one foe adjacent to the target.

ENCOUNTER POWERS

Death Coil – Encounter – Necrotic – Ranged 5
Charisma Vs. Fortitude
Effect: 2D8+Charisma modifier damage, and roll a secondary attack.
Secondary Attack: Charisma Vs. Will
Effect: Spend a healing surge, regain (Value) + charisma hit points.

DAILY POWERS

Bloodhungry Strike – Daily – Reliable – Melee
Strength Vs. AC
Effect: Before using Bloodhungry Strike, choose a number between 1 and 10. Decrease your AC by this number, until the end of your next turn.
Hit: 2(W) + Strength + (The number chosen before using this power)

Yakk
2010-03-02, 04:41 PM
Armor Proficiencies: Cloth, Chainmail, Scale, Plate
Add Leather, and maybe Hide.

Weapon Proficiencies: Simple Melee, Military Melee
Implements?

HP gained per Level: 5
Wait, you said low HP? Make that 4/level.


Foul Presence: Your body and spirit have been shaped by the forces you wield, and as a result you are far more deadly. You only gain the benefits of your foul presence when wielding either a two-handed weapon, or two one-handed weapons. Choose one of the three presences below at character creation.
Meh. A sword-and-shield death knight should, in theory, work.

You could even make the class have to take AC penalties to activate the striker feature?

-Blood Presence: Your bloodlust is legendary, and allows you to ignore injury as the blood of the living washes away your wounds, and tastes pleasant to your palate. Whenever you kill a foe or reduce them to 0 HP, you regain a number of hit points equal to your charisma modifier.
This is a defender type feature.

-Frost Presence: As unstoppable as a glacier, your relentless attacks bludgeon foes to the ground, and give you the strength to shrug off the trivial retaliation of your cowering victims as you trudge forward to meet them. Whenever you kill a foe or reduce them to 0 HP, you gain a number of temporary hit points equal to your constitution modifier.
This is worse than healing. And too similar.

Both of the above scale quite slowly. (similar warlock feature is whenever your cursed target dies -- reducing your target to 0 HP is far less often than a cursed target dieing).

-Unholy Presence: A dark hunger fills you, and no matter how many screaming corpses hit the ground, it will never be enough to sate you. As such, you can put on a burst of speed to keep the slaughter going. Whenever you kill a foe or reduce them to 0 HP, you may shift a number of squares equal to your charisma modifier. Your shift must take you toward the next closest foe.
Shifting cha modifier squares rapidly becomes much better than healing cha HP.

Death Grip: You gain the Death Grip encounter power. (See below)

Obliterate: You gain the Obliterate at-will power.
Just say no to chosen at-wills. Or is this in addition?

Contagion Vector: You gain much of your terrible power from magical diseases that dwell within your body. You are a carrier for these plagues… They do not harm you. Such is your control over them, that you can unleash them upon your foes, one by one. Whenever you successfully hit with a power that uses the “PLAGUE” keyword, you may afflict the foe with one of your mastered diseases. All diseases are ended by a successful save.
Save ends on at-will powers is a bookkeeping no-no.

Multiple conditions of the same disease do NOT stack. A single target may not have two cases of Blood Plague on them. Multiple conditions of different diseases DO stack. A single target may have both Blood Plague and Frost Fever on them at the same time.

Choose one of the diseases below at character creation. At 6th level, choose a second disease. At 18th level, choose a third, and gain a fourth at 25th level.
That isn't anywhere close to standard progression. Why those levels?

-Blood Plague
A target inflicted with Blood Plague takes an ongoing 3 points of poison damage.
This is worth < 6 points of damage if save ends. In fact, it is low enough that it is needless bookkeeping by mid/high level.

-Crypt Fever
A target inflicted with Crypt Fever is Vulnerable: 2 to all damage received.
Probably better than Blood Plague, quite significantly.

-Ebon Plague
A target inflicted with Ebon Plague expands the critical range of anyone who attacks him. A critical hit is scored upon the target if his attacker rolls a 19-20.
Even better, because this one scales (and might be better at level 1 even).

-Frost Fever
A target inflicted with Frost Fever is slowed.
Ok.

-Glacier Rot
A target inflicted with Glacier Rot gains Vulnerable: 5 to attacks with the Ice keyword
Ice keyword? What ice keyword?

-Wandering Plague
Whenever a target inflicted with Wandering Plague is struck by an attack, all adjacent foes take 2 points of necrotic damage.
Meh. Quickly becomes annoying bookkeeping by mid/high levels.

Death Grip – Encounter – Ranged 5
Charisma Vs. Fortitude
Effect: Pull the target up to 5 squares toward you, and the target is marked until the end of your next turn.
Missing what action it is.

A power that only has an effect needs no to-hit roll. Do you understand 4e power text?

Marking seems to be a weird feature in a striker.

Obliterate – At-Will – Melee
Strength Vs. AC
Effect: 1(W) + Strength damage, and you may choose to dispel all “Save ends” conditions and/or curses upon the target. For each condition or curse dispelled, inflict 1D6 points of damage.
On 21st level: Becomes 2(W) + Strength damage
I don't think you do. You mean "Hit" not "Effect". Effects go off no matter what.

If this is a standard action, why isn't it just another standard action attack power?

Blood Strike – At-Will – Poison – Melee
Strength Vs. AC
Effect: 1(W) + Strength damage, +1 point of poison damage for every disease currently affecting the target.
Meh. Pretty crappy at level 1.

Frost Strike – At-Will – Plague – Rattling – Melee
Strength Vs. AC
Effect: 1(W) Damage
Why is this "frost"? And lots of keywords...

Icy Touch – At-Will – Plague – Ice – Ranged 5
Constitution vs. Fortitude
Effect: 1(W) + Charisma Damage
Using what implement, again?

You seem to be using utterly random attributes for attack attributes. Attack attributes in every post-PHB class have been normalised. Usually, a class has one attack attribute, then secondary attributes that generate abilities and are somewhat tied to one "option" or another.

Plague Strike – At-Will – Necrotic – Plague – Melee
Strength vs. AC
Effect: 1(W) + Charisma damage, and choose 1 existing disease that is currently affecting the target, or would afflict the target as a result of this strike. Spread the disease to one foe adjacent to the target.
More at-will save ends. That is a no-no.

Save ends conditions should be dailies, because they require extra bookkeeping on the part of the target hit.

At-wills rarely have "until end of next turn", but that is it.

Death Coil – Encounter – Necrotic – Ranged 5
Charisma Vs. Fortitude
Effect: 3D8+Charisma modifier damage, and roll a secondary attack.
Secondary Attack: Charisma Vs. Will
Effect: Spend a healing surge, regain (Value) + charisma hit points.
3d8 damage on an at-will with a rider?

Please compare to other level 1 at-wills (I assume this is level 1?)

Bloodhungry Strike – Daily – Reliable – Melee
Strength Vs. AC
Effect: Before using Bloodhungry, choose a number between 1 and 10. Decrease your AC by this number, until the end of your next turn.
Hit: 2(W) + Strength + (The number chosen before using this power)
Actually relatively weak for a daily. Using a greatsword, this is a 4[W] power that debuffs your AC by 10, roughly.

Considering you can get 3[W] powers with the reliable keyword that have a bonus rider and no penalty...

Lost Demiurge
2010-03-02, 06:53 PM
Thanks for the advice, updating accordingly. Honestly... I don't care about the bookkeeping issues, so the save-ends effects on at-wills are going to stay. I'd have to redo the entire class to change that.

I assume you've never played WoW? This is an attempt to translate the class as it appears in game. They're kind of a striker/defender hybrid... Nowhere near fighter-class tanking, but somewhat capable. That's why the defender-like features.

That's also why they don't get shields.

Ah well, we'll see.

Yakk
2010-03-02, 09:05 PM
First, you don't have to mark it in order to tank it.

Second, you can move things that aren't striker-esque to utility powers and the like. Heck, you can have an at-will that has no features, except it marks the target.

Third, if you want to make a class without redoing it multiple times, the class will suck. :) First iterations of anything reasonably complex should be drafts!

As an example, instead of some kind of save-ends mechanic, you could simply have a Plague mechanic that is the class striker feature. No save-ends involved -- and maybe have the Plagues trigger when you hit the target.

Or, are you trying to replicate both game mechanics, and theme, from the WoW class?

AgentPaper
2010-03-02, 09:22 PM
Death Knight
"Let terror reign! For the Lich King!"

CLASS TRAITS
Role: Defender. You are very tough and have the exceptional ability to contain enemies in melee.
Power Source: Shadow
Key Abilities: Strength, Constitution, Charisma

Armor Proficienceies: Cloth, leather, hide, chainmail, scale, plate
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier

Trained Skills: Intimidate. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Dungeoneering (Wis), Endurance (Con), Perception (Wis)

Build Options: Blood Knight, Frost Knight, Unholy Knight
Class Features: Dark Presence, Death Grip, Pestilence



Implement
Death Knights use their rune-weapons as implements in some of their powers. To make a normal weapon into a rune-weapon, you must spend 1 hour carving your personal runes into the blade. You can do this with any mundane or magical melee weapon, and it does not change the properties of the weapon in any way.

Death Knight Class Features

Dark Presence
You may choose one of the following class features.

Blood Presence
You deal additional damage equal to your charisma modifier while using a two-handed weapon. Whenever you hit an enemy suffering from one of your diseases, you gain temporary hit points equal to your charisma modifier.

Frost Presence
You gain a +1 bonus to AC while wielding a two-handed weapon or one weapon in each hand. Whenever you hit an enemy suffering from one of your diseases, it is marked by you until the end of your next turn.

Unholy Presence
You gain a +1 bonus to hit with any power with the Disease keyword. Whenever you hit an enemy already suffering from one of your diseases, choose one creature adjacent to the target. That creature takes damage equal to your charisma modifier.

Death Grip
You can use the Death Grip power.

Pestilence
You can use the Pestilence power.

New Keyword
Disease: Whenever you hit an enemy with a power with the Disease keyword, it is Diseased and takes ongoing damage equal to your charisma modifier (save ends both). If the target is already Diseased, the target instead automatically fails it's next save against the Diseased effect.

If the power has a "Disease:" entry, the effects listed in that entry are added to the diseased condition when you hit with it. These effects do not stack with themselves if applied multiple times, but they do stack with effects from other disease powers.


Death Knight Powers

Class Features

Death Grip - - - - - Death Knight Feature
You harness the unholy energy that surrounds and binds all matter, drawing your enemy to you and demanding it's attention.
At-Will * Shadow
Standard Action - - - Close burst 5
Target: One creature in burst
Effect: You pull the creature to a square adjacent to you and mark it. The target remains marked until you use this power against another target.

Pestilence - - - - - Death Knight Feature
Encounter * Shadow, Implement
Standard Action - - - Close burst 5
Target: One creature in burst
Effect: Make an attack against all enemies within 5 squares of the target.
Attack: Strength vs. Fortitude
Hit: The secondary target is inflicted with any Disease effects that the primary target is suffering.

Level 1 At-Will Strikes

Icy Touch - - - - - Death Knight Attack 1
At-Will * Shadow, Implement, Disease, Cold
Standard Action - - - Ranged 5
Target: One creature
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier cold damage.
Disease: The target takes a -1 penalty to it's attack rolls.
Increase damage to 2d8 + Strength modifier at 21st level.

Plague Strike - - - - - Death Knight Attack 1
At-Will * Shadow, Weapon, Disease, Necrotic
Standard Action - - - Melee weapon
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier necrotic damage.
Disease: The target takes a -1 penalty to AC.
Increase damage to 2d8 + Strength modifier at 21st level.

Level 1 Encounter Strikes

Blood Strike - - - - - Death Knight Attack 1
Encounter * Shadow, Weapon
Standard Action - - - Melee weapon
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage. If the target is suffering from one of your diseases, increase damage to 2[W] + Strength modifier.

Frost Strike - - - - - Death Knight Attack 1
Encounter * Shadow, Weapon, Cold
Standard Action - - - Melee weapon
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier + Constitution modifier cold damage, and you gain a +2 bonus to AC until the end of your next turn.
Frost Presence: The bonus to AC is equal to your Constitution modifier.

Level 1 Daily Strikes

Obliterate - - - - - Death Knight Attack 1
Daily * Shadow, Weapon
Standard Action - - - Melee weapon
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, plus an additional 1[W] damage for each disease the target is suffering from, and all disease effects on the target end.

Death Strike - - - - - Death Knight Attack 1
Daily * Shadow, Weapon
Standard Action - - - Melee weapon
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you regain hit points equal to your Charisma modifier for each disease the target is suffering from.

DragonBaneDM
2010-03-03, 01:29 AM
But what's Death Grip gonna do?

Like fighters get their attack, Paladin's shoot a laser, etc.

The adjacent is nice, but what's the punishment?

Xzoltar
2010-03-03, 06:03 AM
And the translation is quite similar you did a really good job on this. However I play 3rd not 4th so can't comment as much, but as Flavor goes you did it.

One of the next BBEG in our game will be a DK so I may steal some of theses powers... thank you

Lost Demiurge
2010-03-03, 09:30 AM
Agentpaper, you got it exactly! I like this version better than the last one I did.

Better to have a defender who's not so good at defending and pumps out damage, than a striker with defender-style tricks.

Unless someone's got a really good point on your version, I'll go with that as a base and start developing more powers for it. Thank you!


I was initially attempting to get both flavor and mechanics from the WoW version, but when all's said and done mechanics can take a backseat. A computer game's never going to match up precisely with a tabletop game.

AgentPaper
2010-03-03, 05:54 PM
Yah, I intended him to be a kind of hybrid defender/striker starting out, and the feat choice is what should really land him in one camp or another. Without feats, his marks just do the normal -2 penalty to attack others, and he has to rely on using death grip to move creatures around and make them want to attack him more than others. Other than that, ice presence is the "default" tanking presence, since it lets you mark more things, but all the presences will have feats that give them similar ability to grab attention.

In the end, I plan for Blood to be a defender/leader, healing himself and his allies, mostly with temp HP but with some normal healing thrown in as well. Frost will be a pure defender/striker, getting some nice damaging effects as well as some more defensive options. Unholy will be a defender/controller, getting more area attacks and being able to move things around.

Anyways, here's some ideas for feats I had, and does anyone have any comments on balance?


Heroic Feats

Virulence
Prerequisites: Death Knight
Benefit: Creatures inflicted with your Disease effects take a -2 penalty to saving throws to save against your Disease effects.

Paragon Feats

Butchery
Prerequisites: Death Knight
Benefit: The first time you reduce a non-minion enemy to 0 hit points in an encounter, you re-gain the use of one of your encounter powers.

Double Grip
Prerequisites: Death Knight, death grip power
Benefit: You can use the death grip power, you can target two creatures in the burst instead of one.

Will of the Necropolis
Prerequisites: Death Knight, Blood Presence class feature
Benefit: Whenever you are bloodied, you gain a +1 feat bonus to AC.

Blood Gorged
Prerequisites: Death Knight, Blood Presence class feature
Benefit: Whenever you are not bloodied, you gain a +1 feat bonus to your attack rolls

Epic Feats

Might of Mograine
Prerequisites: Death Knight, Blood Presence class feature
Benefit: Whenever you score a critical hit with an encounter or daily power with a two-handed weapon, that attack deals an additional 1[W] damage.

DragonBaneDM
2010-03-03, 07:01 PM
Fantastic!

But the mark should really have an effect after it, maybe diseasing the target if it denies the mark?

AgentPaper
2010-03-04, 12:09 AM
Heroic Feats

Blood-Caked Blade
Prerequisites: Death Knight
Benefit: Whenever you score a critical hit on an enemy suffering from at least one of your diseases with a melee weapon, you deal an additional 1[W] damage.

Crypt Fever
Prerequisites: Death Knight, Unholy Presence class feature
Benefit: Whenever an enemy marked by you makes an attack that does not include you as a target, it becomes Diseased and takes a -2 penalty to all attacks (save ends).

Black Ice
Prerequisite: Death Knight
Benefit: You gain a +1 per tier feat bonus to damage rolls when you use a power that has the necrotic or cold keyword.

Icy Talons
Prerequisites: Death Knight, Frost Presence class feature
Benefit: Whenever an enemy marked by you makes an attack that does not include you as a target, it becomes slowed until the end of it's next turn.

Nerves of Cold Steel
Prerequisite: Death Knight
Benefit: You gain a +1 bonus to attack rolls and a +1 per tier bonus to damage rolls when wielding two weapons.

Bloody Vengeance
Prerequisites: Death Knight, Blood Presence class feature
Benefit: Whenever an enemy marked by you makes an attack that does not include you as a target, the attacked target is granted temporary hit points equal to your charisma modifier after the attack is resolved.

Paragon Feats

Tundra Stalker
Prerequisite: Death Knight
Benefit: You gain combat advantage when attacking a slowed creature with a melee attack.

Endless Winter
Prerequisites: Death Knight, Frost Presence class feature
Benefit: Any creature suffering from at least one of your diseases is slowed as well.

Merciless Combat
Prerequisite: Death Knight
Benefit: You gain a +1 feat bonus to attack rolls with melee weapons against bloodied targets.

Epic Feats

Might of Mograine
Prerequisites: Death Knight, Blood Presence class feature
Benefit: Whenever you score a critical hit with an encounter or daily power with a two-handed weapon, that attack deals an additional 2[W] damage and you are healed as if you had spent a healing surge.

Guile of Gorefiend
Prerequisite: Death Knight, Frost Presence class feature
Benefit: Whenever you score a critical hit with an encounter or daily power with the cold keyword, that attack deals an additional 1[W] damage and you gain a +4 bonus to all defenses until the end of your next turn.

Rage of Rivendare
Prerequisites: Death Knight, Unholy Presence class feature
Benefit: Whenever you score a critical hit with an encounter or daily power against a target suffering from at least two of your diseases, that attack deals an additional 1[W] damage and all enemies within 5 squares of the target are inflicted with any of your diseases the target is suffering from.

AgentPaper
2010-03-04, 11:13 PM
Anyone interested in seeing more of this? More importantly, is anyone interested in using this for a character? I have a few ideas for some more powers/feats, but I don't want to spend the time and creativity if nobody's going to use it.

Xzoltar
2010-03-05, 06:51 AM
I will , not in that form but I may try to convert some or all of theses powers in a new Discipline (ToB Style) as im playing 3.5. If you ever do other WoW style class I will be more than happy to use them also and might even go as far as doing a Azeroth campaign with the classes.

Leon
2010-03-05, 07:49 AM
Anyone interested in seeing more of this? More importantly, is anyone interested in using this for a character? I have a few ideas for some more powers/feats, but I don't want to spend the time and creativity if nobody's going to use it.

Yes
Although currently not playing 4e it looks like something that I'd try if allowed

Lost Demiurge
2010-03-05, 09:28 AM
I would definitely love it if you worked on it a little more, Agentpaper. I plan on running a WoW 4E campaign at some point in the future, and anything you'd care to do on this would save me some work.

I also need to figure out a way to balance up a pet variant of warlock, but that shouldn't be too tough...

AgentPaper
2010-03-05, 06:13 PM
Hmm, I might do other classes sometime in the future, though a couple (especially the warrior) don't really need to be re-done, and can use existing classes. In order from most in-need of a re-do to least:

Death Knight (completely new)
Shaman (completely new)
Druid (will need a complete overhaul)
Warlock (probably completely re-done)
Priest (Will probably be mostly re-done, maybe with invoker as a base)
Paladin (can probably just give access to many cleric powers)
Hunter (Needs a few new powers and features)
Rogue (Mostly fine as-is, perhaps a few more magical thingies)
Mage (Mostly fine as-is, just need to change out implement specialization for element specialization)
Warrior (fine as-is, perhaps one or two more abilities and re-worked class features)

Anyways, I'll get back on to finishing up the Death Knight. I think I'll work on getting the powers up to level 10, with 3 powers for each option. Each one will likely be flavored to be a blood/unholy/frost power, but only a few will actually get a benefit from having that class feature, maybe 1 each level.

AgentPaper
2010-03-07, 07:53 AM
Sorry for the delay, have gotten a good ways towards completing all the powers for the heroic tier. After that, I might make a few more heroic feats, and then it's on to paragon.

Instead of posting it here in bits and pieces, you can see the whole thing here (http://docs.google.com/Doc?docid=0AduQqHNKFo5SZGMycDl6aHNfMTVqMzhzemht&hl=en).

There's probably a lot of balance and minor edits that need to be done, so don't be afraid to point all of that out. Bear in mind that I haven't finished a lot of it, and it's all subject to be changed completely.

Leon
2010-03-07, 09:37 AM
Looking Good

Creed
2010-03-07, 09:47 AM
I don't know if anyone else has noticed this, but what about the death knights in-game abilities Raise Dead(summons a ghoul) and Army Of the Dead(lots of ghouls) whould that just make them too overpowered?

deathpigeon
2010-03-07, 10:06 AM
What about a multi-class feat? Also you should add this power as a feature:

Petulant Retribution - - - - - Death Knight Feature
At-Will * Shadow, Disease
Immediate Reaction - - - Ranged 5
Trigger: A marked enemy makes an attack that doesn't include you.
Attack: Strength vs. Fortitude
Hit: The target is diseased (save ends).
Disease: The target takes an extra 5 ongoing damage.

AgentPaper
2010-03-07, 07:14 PM
I don't know if anyone else has noticed this, but what about the death knights in-game abilities Raise Dead(summons a ghoul) and Army Of the Dead(lots of ghouls) whould that just make them too overpowered?

I'm adding in summons as daily powers, and there will probably be an Unholy Presence feat that makes them more useful, for example by letting you give them a standard action order as a minor action, or maybe I'll just have Unholy Presence unlock some Instinctive Actions in each.

As for Pestilent Retribution, there's already a feat that essentially does that, for Unholy Death Knights. Right now it's pretty much just a feat tax, though, along with the similar feats that Frost and Blood gets. I might re-do how I handle that whole situation eventually, but for now I'm happy with it.

A multi-class feat or three is also a good idea, though I'm not sure how I'd handle it quite yet. Maybe, you get one of the at-will powers as an encounter power?

AgentPaper
2010-03-07, 10:25 PM
Finished adding the Unholy-flavored powers, now I just need to finish up with the Frost-flavored powers for each level and then the 4th generic/other themed power for each level, and I'm done. After that, I'll probably take a look at the bonuses you get to each power from each presence, and then the heroic tier should be completely ready to use.

However, I'd really like to see some more constructive comments, especially on the balance and flavor of the various powers. Are there any you see as an automatic pick at each level? And that you don't think you would ever use?

Edit: Link is above, but here it is again just in case: Link (http://docs.google.com/Doc?docid=0AduQqHNKFo5SZGMycDl6aHNfMTVqMzhzemht&hl=en)

Athaniar
2010-03-08, 03:36 AM
This looks good. Looking forward to seeing more.

AgentPaper
2010-03-08, 04:24 AM
This looks good. Looking forward to seeing more.

Thanks, but that's not really very helpful. :smalltongue: Cmon, there has to be SOMETHING you don't like in it.

Edit: Also, Frost-themed powers done, now I just need to make a 4th power for a few more, then some minor editing and I'll be ready to continue with the Paragon tier.

I think I'm going to take more time with the paragon tier, though, and focus more on trying to get the heroic tier polished and balanced, so don't expecting anything right away. :smallwink: