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dsmiles
2010-08-24, 04:40 AM
Good morning, Playgrounders. I'd like to present to you a little class I've been working on for my Lovecraftian Steampunk 4e DnD setting. Comparable in power to the wizards of my campaign world, this class was heavily influenced by CoC 6th edition, and Dragon Magazine #330's Cerebrant. Without further ado (and without an imperfect sanity mechanic), I give you:

Cerebrant
"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. Ia! Ia! Cthulhu fhtagn!"
http://users.skynet.be/fabricelavollay/images/cthulhu.jpg
Class Traits
Role: Controller. You control the battlefield by summoning horrifying creatures from beyond the gulf of madness, or by debilitating your foes with madness, poison, and horrible withering.
Power Source: Cerebrotic. Your madness gives you insight into what exists in the aether beyond reality.
Key Abilities: Intelligence, Charisma, Constitution

Armor Proficiencies: Cloth
Weapon Proficiencies: Club, dagger, quarterstaff
Implements: Orbs, Rods
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day:6

Trained Skills: Arcana. From the class skills listed below, choose three more trained skills at first level.
Class Skills: Arcana (Int), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Religion (Int)

Build Options: Dominator, Summoner
Class Features: Cerebrotic Escalation, Mad Spark, Ritual Casting

Study too long the limitless abysses of inexplicably colored twilight and bafflingly disordered sound that holds sway beyond the dimensions of the sane, and one might eventually come down with a brain fever. The study of cerebrosis is birthed of such a fever.
Beyond simple death and madness, cerebrosis allows the mentally hardy, or already crazed, a chance to siphon power from the “other-where,” abysses crowded with indescribably angled massed of alien-hued substance and unknowable intent.

Creating a Cerebrant
Cerebrants have a range of powers, but tend to specialize in one of two character builds: Dominator Cerebrant or Summoner Cerebrant. Every cerebrant relies on Intelligence for attack powers, and secondarily on Charisma or Constitution.

Dominator Cerebrant
Your favorite powers restrict or control your enemies in various ways – controlling their minds, trapping them inside of a nightmare, or shunting them into alternate realities. Intelligence drives your attack powers, so make it your highest ability score. Charisma can help you maintain control over your enemies. Constitution should be your third highest ability score, as it increases your Endurance skill and raises your chances of successfully escalating your powers. Select powers that help you control the battlefield and make the best use of your high Charisma score.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Human Perseverance)
Suggested Skills: Arcana, Bluff, Endurance, Intimidate
Suggested At-Will Insights: Bolt of Madness, Wave of Nausea
Suggested Encounter Insight: Aching Dread
Suggested Daily Insight: Snare Mind

Summoner Cerebrant
You delight in powers that summon alien entities, both real and quasi-real, from beyond reality. Chitinous war machines and amorphous devourers alike do your bidding. Intelligence is your most important ability score. Constitution should be your second best ability score, as it helps you withstand the rigors of summoning and cerebrotic escalation. Select powers that summon creatures to do your will.
Suggested Feat: Improved Cerebrotic Escalation (Human Feat: Toughness)
Suggested Skills: Arcana, Endurance, Perception, Religion
Suggested At-Will Insights: Bolt of Madness, Poison Mist
Suggested Encounter Insight: Venomous Touch
Suggested Daily Insight: Call Amoebic Crawler

Cerebrant Class Features
You have the following Class Features.

Cerebrotic Escalation
You gain the Ancient Tongue as a bonus language. You may attempt to escalate your insights through the use of the cerebrotic escalation power.

Cerebrotic Escalation (Cerebrant Class Feature)
With a few words in the Ancient Tongue, your insights pull from farther beyond reality than even you could have expected.
Encounter * Cerebrotic
Free Action * Personal
Effect: Make and Endurance check against the Escalation DC of the next insight you use. On a success, you escalate the insight with no ill effects. On a failure, you suffer the consequences listed in the Failure block of that insight.
Special: If an insight can be sustained, only the initial use of that power is escalated. Any effects created by sustaining the power are unaffected.
You may use this power twice per encounter, but only once per turn. At 21st level, you may use this power three times per encounter, but only once per turn.

Mad Spark
The madness of a cerebrant also imbues him or her with just a touch of genius. This genius manifests itself in one of two ways.
Choose one of the following options.
Dominating Presence: Once per encounter, you may apply your Charisma modifier as a penalty to one opponent's saving throws against any ongoing effect that you created through the use of one of your powers.
Summoning Medium: All of your summoned creatures gain a bonus to attack and damage rolls equal to your Constitution modifier.

Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals. You own a ritual book, and it contains one cerebrotic ritual.
Cerebrant Powers
Your cerebrotic powers are called Insights, and call upon the madness of the realms beyond reality to destroy your enemies.

Level 1 At-Will Insights
Bolt of Madness (Cerebrant Attack 1)
You launch a bolt of pure psychic energy at your foe.
At-Will * Cerebrotic, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d4 + Intelligence modifier psychic damage. At 21st level, increase the damage to 4d4 + Intelligence modifier psychic damage.
Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you may instead use this power.

Cloud of Sickness (Cerebrant Attack 1)
You create a small area of necrotic energy that sickens all who enter it.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Area 1 square within 10 squares
Target: Each creature in square
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase damage to 2d6 + Intelligence modifier necrotic damage.
Effect: The power's area is filled with sickening necrotic energy. Any creature that enters the area, or starts its turn there, takes necrotic damage equal to your Charisma modifier (minimum 1 damage) and dazed until the start of its next turn. This effect lasts until the end of your next turn.

Poison Mist (Cerebrant Attack 1)
You bring into existence a cloud of toxic gas that instantly surrounds your enemy.
At-Will * Cerebrotic, Implement, Poison
Standard Action * Area burst 1 within 10 squares
Target: All creatures in burst
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier poison damage and ongoing 2 poison damage (save ends). At 21st level, increase the damage to 2d6 + Intelligence modifier poison damage and ongoing 5 poison damage.
Special: The power's area is filled with noxious gasses. Any creature entering, or starting its turn in, the area takes poison damage equal to your Charisma modifier. Creatures within the cloud have concealment from those on the outside of it, and creatures outside have concealment from those within. The cloud lasts until the end of your next turn.

Wave of Nausea (Cerebrant Attack 1)
You create a wave of necrotic energy that sickens those it strikes.
At-Will * Cerebrotic, Implement, Necrotic
Standard Action * Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence modifier necrotic damage, and the target is dazed until the end of your next turn. At 21st level, increase the damage to 2d6 + Intelligence modifier necrotic damage.
Level 1 Encounter Insights
Aching Dread (Cerebrant Attack 1)
Your mere presence alters the psychological landscape of the surrounding aether, injecting it with unseen phantasms and suggestions of danger born of cyclopean vistas.
Encounter * Cerebrotic, Fear, Implement, Psychic
Standard Action * Close Burst 2
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dazed until the end of your next turn.
Escalation DC: 20
Escalation: Instead of dazed, the target is stunned until the end of your next turn.
Failure: Target takes damage as normal, but is not dazed. You are stunned until the end of your next turn.

Evil Eye (Cerebrant Attack 1)
You cause your enemy to suffer from ill luck with nothing more than a glance.
Encounter * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d10 + Intelligence modifier psychic damage, and the target takes a -2 penalty to attack rolls, damage rolls, saving throws, and skill checks (save ends).
Escalation DC: 20
Escalation: Increase damage to 2d8 + Intelligence modifier psychic damage, and increase the penalty to -4 (save ends).
Failure: Target takes normal damage, but not penalties. You take 1d6 psychic damage and suffer a -2 penalty to all attack rolls, damage rolls, saving throws, and skill checks (save ends).

Lame (Cerebrant Attack 1)
You send necrotic energy into the limbs of your enemy, causing them to become useless.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is slowed until the end of your next turn.
Escalation DC: 20
Escalation: Increase duration of slowed condition to slowed (save ends).
Failure: Target takes normal damage, but is not slowed. You take 1d6 necrotic damage, and are slowed until the end of your next turn.

Venomous Touch (Cerebrant Attack 1)
Your very touch becomes anathema to life.
Encounter * Cerebrotic, Implement, Poison
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier poison damage, and the target takes ongoing 5 poison damage (save ends).
Escalation DC: 20
Escalation: Increase ongoing damage to 10 poison (save ends).
Failure: Both you and the target take 1d8 poison damage, with no ongoing damage.
Level 1 Daily Insights
Call Amoebic Crawler (Cerebrant Attack 1)
Out of the rift between realities, a wriggling shape pulses forward, at least 10 feet in length. It is a nauseatingly textured, translucent worm, whose head gradually narrows into two ominously long, questing tentacles.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 5
Effect: You summon a large Amoebic Crawler into any unoccupied square within range. The crawler has a speed of 6 and the vile touch power. You can give the crawler the following command:
~Standard Action: Melee 2; targets one creature; Intelligence vs. AC; 2d6 acid damage.
Vile Touch: Immediate reaction; triggered when the crawler hits with an opponent with its melee attack; Intelligence vs. Will; target takes 1d8 psychic damage and is dazed (save ends).
Escalation DC 25
Escalation: Instead of summoning one Amoebic Crawler, you summon two.
Failure: The extra creature becomes uncontrolled, and attacks you. This creature does not use your actions to attack, but has all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creature.

Snare Mind (Cerebrant Attack 1)
You trap your enemy's mind for a brief time, manipulating his body like a puppet.
Daily * Cerebrotic, Charm, Implement, Psychic
Standard Action * Ranged 5
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and the target is dominated until the end of your next turn.
Escalation DC: 25
Escalation: Increase duration of dominated effect to dominated (save ends).
Failure: Both you and the target take 1d10 psychic damage, the target is not dominated, but you are stunned (save ends).

Spectral Razor (Cerebrant Attack 1)
You summon an invisible, razor sharp blade from the aether.
Daily * Cerebrotic, Implement
Standard Action * Melee 1
Target: One creature
Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage, and you may make the attack again as a standard action on your next turn, if you so desire.
Miss: Half damage, and the blade dissipates immediately.
Escalation DC: 25
Escalation: The blade persists until the end of the encounter. You may make this attack as a standard action each round, but only once on your turn. The use of this power in this way counts as a melee basic attack. When a power allows you to make a melee basic attack, you may instead use this power until the end of the encounter.
Failure: Target takes half damage. You take 2d6 psychic damage, and the blade dissipates immediately.
Level 2 Utility Insights
Chant of Thoth (Cerebrant Utility 2)
You chant, in the Ancient Tongue, a prayer to a lost god of knowledge.
Encounter * Cerebrotic
Minor Action * Ranged 5
Target: You or one ally
Effect: Target gains a +5 power bonus on the next Intelligence-based skill check he or she makes.

Deflect Harm (Cerebrant Utility 2)
You toughen your body for a short time.
Daily * Cerebrotic, Healing
Immediate Reaction * Personal
Trigger: You take damage from an attack.
Effect: Until the end of the encounter, you gain a +2 power bonus to your AC and Fortitude defenses, and 10 temporary hit points.
Escalation DC: 26
Escalation: Until the end of the encounter, you gain a +4 power bonus to all defenses, and 20 temporary hit points.
Failure: Until the end of the encounter, you gain a +1 power bonus to your AC and Fortitude defenses and take 1d8 damage.

Dimension Rift (Cerebrant Utility 2)
You shred the thin membrane separating this reality from the next, slip through the Ameobic Sea, and re-appear at another location.
Daily * Cerebrotic, Teleportation
Move Action * Personal
Effect: You may teleport up to 5 squares.
Escalation DC: 26
Escalation: You do not expend the use of this power.
Failure: You may teleport up to 5 squares, you take 2d6 acid damage, and you expend the use of this power.
Level 3 Encounter Insights
Cause Blindness (Cerebrant Attack 3)
You touch your enemy, and he immediately goes blind.
Encounter * Cerebrotic, Implement
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: Target takes 1d10 damage and is blinded (save ends).
Escalation DC: 22
Escalation: You impose a penalty to the target's saving throws against this power's effects equal to your Charisma modifier.
Failure:Target takes 1d10 damage, and you are both blinded until the end of your next turn.

Cause Disease (Cerebrant Attack 3)
You touch your foe, and he contracts a feverish illness with nausea, vomiting, dehydration, and loss of concentration.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Melee Touch
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d6 necrotic damage and ongoing 5 necrotic damage. The target is stunned until the end of your next turn.
Escalation DC: 22
Escalation: Increase ongoing damage to 10 necrotic, and the target is helpless until the end of your next turn.
Failure: Both you and the target take 2d6 necrotic damage, with no other effects.

Necrotic Blot (Cerebrant Attack 3)
You launch a ball of necrotic energy at your foe, and detonate it.
Encounter * Cerebrotic, Implement, Necrotic
Standard Action * Ranged 10
Target:One creature
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier necrotic damage, and you make a secondary attack.
Secondary Target: Burst 3; Each creature in burst
Secondary Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence modifier necrotic damage, and the target is knocked prone.
Miss: half damage, and the target is not knocked prone.
Escalation DC: 22
Escalation: Increase initial damage to 2d8 + Intelligence modifier, and increase secondary attack area to Burst 5.
Failure: After the initial attack, the necrotic blot rebounds and the secondary attack is centered on you instead of the target.
Level 5 Daily Insights
Call Cranial Encyster (Cerebrant Attack 5)
You summon several ghastly creatures which cross humanoid faces with obscenely bloated ticks; with legs each tapering to needle points. From the creatures' backs, the faces howl, scream, grunt, and gibber in eager hunger.
Daily * Cerebrotic, Summoning
Minor Action * Ranged 10
Effect: You summon 1d3+1 tiny Cranial Encysters into an equal number of unoccupied squares within range. The encysters each have a speed of 6. They have the death urge and disquieting powers. You can give the encysters the following command:
~Standard Action: Melee 1; each encyster targets one creature; Intelligence vs. AC; 1d4 + Intelligence modifier damage.
Death Urge: Immediate reaction; triggered by a successful melee attack; Intelligence +2 vs. Will; On a hit, the encyster implants a death urge into the target (save ends). The target must then look for the quickest method to end its life, and attempt to do so. If armed, the target attacks itself. If unarmed, the target moves adjacent to the closest enemy and provokes an opportunity attack. If the target is unarmed, and no enemy is within its speed (in squares), it simply does nothing at all.
Disquieting: Aura 1; targets all creatures in aura; Charisma vs Will; Target is dazed until the end of your next turn.
Escalation DC: 27
Escalation: Instead of summoning 1d3+1 encysters, you summon 5.
Failure: You summon 5 encysters, but 1d3 become uncontrolled, and attack you. These creatures do not use your actions to attack, but have all the same statistics as a summon that you control, including the effects when the summon is killed. You cannot dismiss the extra creatures.

Far Realm Visitation (Cerebrant Attack 5)
You extract lurking horror from the wavering interstice that protects reality from the Far Realm and thrust it at your target: a nightmare of eyes, tentacles, dripping slime, and gnashing mouths, all screaming atonally.
Daily * Cerebrotic, Implement, Psychic
Standard Action * Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 3d6 + Intelligence modifier psychic damage, and the target is weakened and dazed until the end of your next turn.
Escalation DC: 27
Escalation: Increase damage to 3d8 + Intelligence modifier psychic damage. Instead of weakened and dazed until the end of your next turn, the target is weakened (save ends) and dazed (save ends).
Failure: Both you and the target take 3d6 psychic damage, and are dazed until the end of your next turn.

Song of Hastur (Cerebrant Attack 5)
You voice a wailing ululation and your enemies' skin begins to bubble and fester, bursting and spewing vile fluids.
Daily * Cerebrotic, Implement, Necrotic
Standard Action * Close Burst 3
Target: Each creature in burst
Attack: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence modifier necrotic damage, and the target is weakened until the end of your next turn.
Escalation DC: 27
Escalation: As a free action on your next turn, make the attack again.
Failure: Targets take 2d6 necrotic damage, and you take 2d6 + Intelligence modifier necrotic damage.

More to follow!

dsmiles
2010-08-24, 04:41 AM
Reserved for Paragon Paths

dsmiles
2010-08-24, 04:42 AM
Reserved for Feats, Cerebrotic Rituals, and Magic Items

dsmiles
2010-08-24, 07:14 AM
Level 1 At-Will powers, Encounter powers, Daily powers, and Level 2 Utility powers posted. I will try to post at least one level a day until completion.

hamishspence
2010-08-24, 07:45 AM
Looking good. Like with wizards, it will have to be careful where it places its area effects- but this is to be expected for a controller.

Seems to draw heavily on the Dragon issue (330?) with cerebrotic magic- which is a good thing. I particularly liked that one.

dsmiles
2010-08-24, 07:48 AM
Seems to draw heavily on the Dragon issue (330?) with cerebrotic magic- which is a good thing. I particularly liked that one.

Issue 330 is where I initially got the idea, it's (somewhat of) a conversion to 4e for my favorite specialist wizard. It also draws heavily on CoC 6e for some (higher level) power names and effects.

EDIT: All the powers are done (in my campaign journal), I just need to work paragon paths, feats (other than Improved Cerebrotic Escalation), items, and rituals. (Actually that's the reason for only posting one level a day, it gives me time to work out the details of the other stuff. :smallwink:)

EDIT: EDIT: There may be a full range of cerebrotic classes in the future, I'm just not sure how to work the other archetypes (with this power source) yet.

hamishspence
2010-08-24, 07:53 AM
Sounds good. Maybe some of the various Far Realm associated monsters could be statted out (ideally using MM3 guidelines)?

Rituals- CoC has plenty. Some kind of gateway to the Far Realm would be good- as well as rules for cerebrotically tainted places, and the Far Realm itself.

Might be more for once everything else is done though- maybe as a mini-sourcebook called The Plane Beyond.

Djinn_in_Tonic
2010-08-24, 08:44 AM
Way way way to powerful. You have a 1d6+Int+Cha AoE Daze at-will, a 1d6+Int+Cha+ongoing poison + Concealment AoE at-will, and a burst 3 daze at-will. No other class can daze even a single target (with not damage) as an at-will, because daze is an extremely powerful effect.

Your encounter powers are similarly overpowered, although to a lesser extent. Look at the effects that published classes get...yours are, quite frankly, crazy in comparison. Especially since you get 2 Escalations, which escalate these powers to above the levels of most mid-to-high level dailies. That's effectively giving you an extra 2 insanely powerful dailies per encounter.

Of the Utilities, only Deflect Harm is a bit to strong. +2 to all defenses for the whole encounter is a bit much at that low a level, and +4 is frankly ridiculous.

Your Dailies are the biggest problem. Spectral Razor is pretty weak, and might make a decent Encounter power...the second attack pales in comparison to anything else this class can do, as it has no real extra effects. The others, however, are insanely overpowered. A repeating daze (save ends) on a summoned creature that you have up to TWO of? A dominated effect (maybe even save ends) at FIRST LEVEL?

I'm sorry, but this class is ridiculous. Some of these powers might do for 10th-12th level, but never for as low as 1st.

Also, Escalation is a nice mechanic...but you're giving above Daily level of power for escalating mere Encounter powers. What the mechanic as written does is grant extra daily levels of power with your Encounter spells, which throws off the balance of the whole game. If you want to use that mechanic with the normal Encounter/Daily/At-Will system, you'll need to make the bonus effects far, FAR weaker.

dsmiles
2010-08-24, 09:55 AM
edited for length
Yes, based on the standard DnD 4e classes, it's higher power, higher lethality. Based on it being in my campaign world (which I stated before going into the class), this class is right on the money. Yes, it can control the battlefield, and yes, a cerebrant could conceivably kill himself/herself by rolling poorly on an escalation check. (Wait until you see the level 29 failures...TPK, anyone? :smalleek:) the goal is to completely phase out certain classes and replace them with my campaign world classes. (Ranger = B.T. Gunslinger (http://www.bodgedtogether.com/slingerclassabilities.html), no Fey Pact Warlocks (setting incompatibility, no fey), Sorcerer = B.T. Gun Mage (http://www.bodgedtogether.com/gunmageclassabilities.html), Wizard = Cerebrant, etc.)
Escalations and DCs for escalation are based off the table in the DMG page 42. 2d8 (for an encounter power, and most of the daily powers) is higher than the "normal" high damage expression, and lower than the "limited" low damage expression. And status effects such as "dazed" and "dominated" are thrown around like candy by mythos creatures, even in level 1 encounters. (More common, though, are "frightened" and "panicked" to come later in the power structure of the Cerebrant class.) Also, I have not included the "sanity" mechanic I will be using in the posting of this class (I haven't quite perfected it yet, but the use of many of these powers results in sanity loss, like CoC).
As I have read some of your 4e conversions, I appreciate your input, and I'm admittedly kind of putting the cart before the horse here. This is just a little taste of my campaign setting (WIP). Once I finish the entire setting, I may post it here, if this class generates enough interest/controversy. So, I will rephrase my intro to say "comparable in power to the wizards of my campaign world."

The Realm of (Insert Campaign World Name Here): Now with EXTRA lethality (and SANITY mechanics)!

Djinn_in_Tonic
2010-08-24, 10:00 AM
*Stuff*

This would have been nice to know, yes. The only thing I had to base it on was other 4e material, and it's impossible to review outside of that setting without seeing your other work.

dsmiles
2010-08-24, 10:06 AM
This would have been nice to know, yes. The only thing I had to base it on was other 4e material, and it's impossible to review outside of that setting without seeing your other work.

This is the only thing (other than the list of races) that's (even close to) complete so far, I just wanted to see if it would generate enough interest to make putting my entire setting on the webz.

dsmiles
2010-08-24, 11:04 AM
Level 3 encounter powers posted.

Chainsaw Hobbit
2010-08-24, 12:34 PM
I LOVE YOU! (In a strictly heterosexual way, like how I would love a relative.)
While this class is off to a great start it has a few flaws.
For one thing the AWs feel a bit generic and are VERY much like the ones the wizard has. You want this class to feel and play different, if this is a Lovecraftian setting you want the powers to be alien and bizarre.
You should also probably tone down the dailies, they seem a bit powerful.

PS:
Cloud of Sickness is a lot more powerful than it's counterpart (Scorching Burst), tone down the damage or something.

dsmiles
2010-08-25, 04:48 AM
Level 5 Daily powers are up!

Chainsaw Hobbit
2010-08-25, 09:53 AM
Level 5 Daily powers are up!

They don't use d3s in 4e.

dsmiles
2010-08-25, 10:03 AM
They don't use d3s in 4e.

Maybe the OP isn't clear that this is built for my campaign world. Feel free to re-crunch powers and such if you intend to use it in another. The power level and mechanics fit my campaign perfectly.

Surrealistik
2010-08-25, 11:33 AM
I agree with Djinni, especially on that daze, AoE, with decent damage At-Will. I mean _damn_.

dsmiles
2010-08-25, 12:00 PM
I agree with Djinni, especially on that daze, AoE, with decent damage At-Will. I mean _damn_.

Yes, when compared to standard classes, this class looks fairly overpowered, but in my campaign world (as stated in the OP), where a 1st level encounter is against a mythos creature that could effectively mentally disable the character permanently, dazing/stunning is not only a viable option, it's pretty much the only winning option for anyone not carrying rifles (which have a range of about 25/50 squares, and is toned down from historical examples where the effective range of a flintlock long gun was about 150m or 492 ft giving a range of about 49/96 squares [/derail]).

The PEACHing is noted, however, and if I manage to generate enough interest, I may post up a toned-down 'standard class' version for use in other campaign settings. As it stands, however, you are only the 4th person to comment, and it almost makes me want to let this thread die. I have lots of other work to do on my campaign setting, and could use the time I spend posting to work on it. I wanted to share some of my work, but if so few people are interested and say, "Hey, I like it, but..." or even, "This sucks, go back to your hole you basement-dweller," it indicates to me a lack of interest in the class, or possibly 4e in general (which my friends and I play exclusively anymore). (Even somebody saying it sucks is better than no comments at all, IMO.)

I do appreciate the input, and if I wasn't running a high-powered campaign world, I would definitely tone this down to a more PHB-like power level.

Crossfiyah
2010-08-25, 01:24 PM
I can't see how adding Con mod to your Summons attacks can ever be balanced. Damage, yeah, that's probably fine. But Con? That's like having a Warlord just hanging out to boost your minion constantly.

No way in hell that can balance.

Djinn_in_Tonic
2010-08-25, 01:53 PM
I do appreciate the input, and if I wasn't running a high-powered campaign world, I would definitely tone this down to a more PHB-like power level.

That's your problem (and the reason you aren't getting many replies). People don't know HOW to comment on this. We can't do much other than say "hey, interesting idea," and I personally don't usually say that unless I've actually got something meaningful to add.

What you've done is show us a part of a system we think we know, and then told us not to comment on it from the only perspective we have. What else can we do? We don't even see it with others of its kind. It's close enough to 4e that it's nothing unique enough to gather loads of interest, and the 4e enthusiasts amongst us are turned away by the fact that their expertise is fairly worthless as far as helping you goes. You'll need to show us more to get responses, I think.

dsmiles
2010-08-25, 03:00 PM
Got it. Point taken. I'll wait until I have a complete setting and post it...umm...somewhere? The forum might be a little too...incompatible...for me to just slap up a Word document of the scope needed to contain an entire setting. Especially since only the (available) races and classes are complete, and it's already at like 110 pages (sans artwork) and still needs campaign specific skills (Alchemy, Forbidden Lore, Mechanicka, and Steamo) and setting specific feats, and Maps, and Geography, and...lots of stuff. I'll let you know when and where I post it (if anyone is still interested, in the distant monkey-body future).