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Lord_Gareth
2011-06-12, 09:45 AM
Introduction: Why Malefactor?
Some of you remember that, a little while back, I posted a Hexblade remake (http://www.giantitp.com/forums/showthread.php?t=166653), imagining them as dark warriors that didn't have the limitations of arcane spellcasting. What I never really mentioned is that I've been dissatisfied with the work for a long time; it went where I was intending it to go, certainly, but something always seemed...wrong. Off, somehow.

It was during a discussion with InaVegt that she solved my problem; in expressing her dissatisfaction with the concept of a Hexblade to begin with, she said she'd rather see it on a more rogue-like chassis, and everything just clicked for me. So here we are - the Malefactor, a rogue-like Hexblade remake just for the Playground! Please, evaluate and critique honestly, and I'm always looking for ideas and inspiration!

Warning: there may be some sloppy formatting until I clean this thing up. Until otherwise stated, this is a work in progress and may be missing large, essential pieces.


Malefactors

”Straight fights are for suckers.”

Miss Envy, a Malefactor

Malefactors are, in many ways, similar to rogues; they prefer the unfair fight, the ambush. They use abilities and skills that might be seen as unsavory or underhanded. The primary difference is that the rogue uses skills honed through careful practice, where the Malefactor favors the curses, hexes, and banes that are their birthright to lay their enemies low. Once their true natures are known, Malefactors are often treated with a degree of distrust, but no one can deny that their arts are effective.

Abilities: All of the Malefactor's supernatural abilities key off of their Charisma score, but Dexterity is also important to them, as it affects the accuracy of their attacks and boosts their low armor class, especially at lower levels. Strength, Constitution, and Intelligence (in no particular order) are also valued by Malefactors.

Role: Malefactors are a ranged or melee disruptor; they use their curses and supernatural abilities to shape the battlefield to their liking before wading in with the damage, hoping to tear their enemies to shreds. They provide a good compliment to solid melee classes such as warblades and crusaders, and can, in a pinch, also attempt to keep enemies away from even softer targets like wizards or artificers - just don't ask them to do it for too long. They can only absorb so many blows.

Background: Most Malefactors are born, the results of cursed bloodlines, the descendants of powerful necromancers or the inheritors of fiendish taint. They manifest their powers as early as puberty, reaching into misfortune in moments of anger or desperation, and find that doing so is easy. Natural. It's only a matter of time before they realize the uses their powers can be put to; many fall in with criminal elements, while others idealize themselves as vigilantes or guardians. Some, however, learn the art instead of being born to it; these are normally taught by a more experienced Malefactor, though some simply come into their power late.

Organization: There is no formal organization amongst Malefactors, though one can find them in military organizations, criminal gangs, thieves' guilds and assassins' guilds all around the world, putting their talents to use. More often then not, they attempt to avoid each other out of professional courtesy, but that unwritten request is the closest they come to true formal organization.

Alignment: Any. Though the powers and tactics favored by the Malefactor are often seen as dishonorable or even evil, they can be put to whatever end the Malefactor chooses. That being said, many Malefactors are chaotic and/or evil, the legacy of tapping so frequently into the dark and spiteful parts of their mind.

Races: Humans and half-breeds such as half-elves, half-orcs, and planetouched fill out the majority of the Malefactor's ranks, with gnomes and savage humanoids claiming a close second place. Elves tend to disdain the art, and dwarves in particular don't prefer such honorless methods of combat.

Religion: Malefactors tend to favor deities of thieves, magic, luck (good or ill), victory, wealth, and other, related portfolios. Often they aren't particularly religious, but exceptions certainly exist

Other Classes: Malefactors have a slight tendency to look down on, well, just about anyone. They can respect raw power, but their abilities lend them a certain amount of arrogance that can be off-putting to others. In particular, rangers and bards get almost no respect from Malefactors, who tend to view them as minions and not valuable professions in their own right.

Adaptation: Malefactors were written with little to no assumptions about the campaign setting they appear in; as such, adapting them to your campaign setting should be relatively painless.

Hit Die: D8.

Starting Gold: 6d4 x 10 gold pieces.


Class Features

Class Skills: The Malefactor’s class skills (and the key ability score for each skill) are as follows: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Skill Points at First Level: (6 + Intelligence modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier


Custom
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Malefactions Known|
Auras Known|
Torment the Weak

1st|+0|+0|+2|+2|Malefactions (Spites), Maleficent Aura, Trapfinding|
1|
1|
+1d4

2nd|+1|+0|+3|+3|Ripper's Gift (Finesse)|
2|
1|
+1d4

3rd|+2|+1|+3|+3|Cheap Shots|
3|
1|
+2d4

4th|+3|+1|+4|+4|Evasion|
3|
1|
+2d4

5th|+3|+1|+4|+4|Malefactions (Taboos)|
4|
2|
+3d4

6th|+4|+2|+5|+5|Ripper's Gift (Weapon Enhancements)|
4|
2|
+3d4

7th|+5|+2|+5|+5|Stolen Luck (20% Miss Chance)|
5|
2|
+4d4

8th|+6/+1|+2|+6|+6|Sense Malice (Blindsense)|
6|
2|
+4d4

9th|+6/+1|+3|+6|+6|Vicious Rebuttal|
6|
2|
+5d4

10th|+7/+2|+3|+7|+7|Malefactions (Banes), Ripper's Gift (Cursed Damage)|
7|
3|
+5d4

11th|+8/+3|+3|+7|+7|Alacrity|
7|
3|
+6d4

12th|+9/+4|+4|+8|+8|Improved Evasion, Sense Malice (Blindsight)|
8|
3|
+6d4

13th|+9/+4|+4|+8|+8|Wings of Misfortune|
8|
3|
+7d4

14th|+10/+5|+4|+9|+9|Ripper's Gift (Transdimensional Strikes)|
9|
3|
+7d4

15th|+11/+6/+1|+5|+9|+9|Malefactions (Geasa)|
10|
4|
+8d4

16th|+12/+7/+2|+5|+10|+10|Otherworldly Stride|
10|
4|
+8d4

17th|+12/+7/+2|+5|+10|+10|Stolen Luck (50% miss chance)|
11|
4|
+9d4

18th|+13/+8/+3|+6|+11|+11|Cruel Simulacrum|
11|
4|
+9d4

19th|+14/+9/+4|+6|+11|+11|Avatar of Woe|
12|
4|
+10d4

20th|+15/+10/+5|+6|+12|+12|Malefactions (Maledictions)|
13|
5|
+10d4

[/table]

Weapon and Armor Proficiency: Malefactors are proficient with all simple and martial weapons, as well as with the whip. They are proficient with light armor, but not with shields. Though her curses include somatic components, a Malefactor’s powers are not affected by wearing armor due to the simplicity of said gestures (often involving nothing more complex than pointing).

Malefactions (Su): Malefactor do not learn spells; instead, their power manifests as malefactions, specific manifestations of negative magical energies which the Malefactor inflicts upon enemies or objects within eighty feet (the Malefactor must still have line of effect to her target). A creature or object that is the target of a Malefactor’s malefaction is entitled to a Will save (DC 10 + ½ the Malefactor’s class level + the Malefactor’s charisma modifier) to either avoid the effects. The effects of a malefaction last for a number of minutes equal to the Malefactor’s class level plus her charisma modifier, or until dismissed by the Malefactor as a free action. A creature who successfully saves against a Malefactor’s malefaction is immune to further applications of that particular malefaction for the next 24 hours, or until they voluntarily waive their immunity as a free action, whatever comes first.

A Malefactor may use a total number of malefactions per encounter equal to [2 + ¼ her class level] plus her charisma modifier, regardless of the power level of the malefaction involved. Invoking a malefaction is a swift action involving both verbal and somatic components (thus, a helpless or silenced Malefactor cannot invoke her malefactions). Invoking a malefaction does not provoke attacks of opportunity. A Malefactor may not invoke a malefaction that is already affecting a target.

At first level, the Malefactor may only learn the weakest malefactions, known as Spites. At fifth level, she may learn Taboos in place of Spites if she so chooses. At tenth level, she may choose to learn Banes in place of Taboos or Spites. At fifteenth level, she may choose to learn Geasa in place of Banes, Taboos, or Spites, and at twentieth level she may choose to learn a Malediction in place of a Gaesa, Bane, Taboo, or Spite.

Unless otherwise stated in a particular malefaction's description, malefactions are not mind-affecting abilities.

Maleficent Aura (Su): In addition to her more potent single-target malefactions, the Malefactor may project auras of terrible misfortune that sap away at their enemies. Unlike malefactions, these auras can be considered 'always on' unless the Malefactor chooses to cease projecting them as a free action during her turn (she may re-project her aura as a free action at the beginning of her turn as well). At first level, the Malefactor chooses a single aura from among those available to her (Spites). At fifth level, she chooses an additional aura (this time from the Taboo list), then again at tenth level (from the Bane list), fifteenth level (from the Geasa list) and her final aura at twentieth level (from the Malediction list). She may only project one aura gained from this class at a time.

A Malefactor's maleficent aura has a fifteen foot radius, plus five feet per two class levels past level one. Beings entering her aura must immediately succeed at a Will save (DC 10 + 1/2 the Malefactor's class level + her charisma modifier) or suffer its effects; if they then leave the aura's radius by any means and then re-enter it, they are still subject to its effects (this lasts for twenty-four hours after failing their initial saving throw), though they are not subject to it while outside of its radius. A being that succeeds at its saving throw against a particular maleficent aura is immune to the effects of that particular aura for twenty-four hours thereafter, though not to the effects of other auras the Malefactor may choose to project. The Malefactor may choose to project a new maleficent aura in place of her current one as a swift action.

Unless otherwise noted in their descriptions, maleficent auras are not mind-affecting abilities.

Torment the Weak (Su): The power of a Malefactor's curses call to her, leaving her enemies vulnerable to her strikes. A Malefactor deals an additional 1d4 points of damage on all attacks (and/or spells that deal hit point damage) against beings that are currently suffering the effects of one of her malefactions or her maleficent auras (this damage is not cumulative; that is, a being suffering from one of her malefactions that is also under the effects of one of her maleficent auras only takes an additional 1d4 points of damage, not 2d4). This damage increases by one die at third level, and again every two levels thereafter to a maximum of +10d4 at level nineteen.

Trapfinding (Ex): Malefactors can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Malefactors can also use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Malefactor who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Ripper's Gift (Su): At second level, the Malefactor's connection to spite and cruelty facilitates her skill with weapons; she gains Quick Draw as a bonus feat. Additionally, she may use her dexterity modifier in place of her strength modifier on attack rolls with natural, one-handed or light melee weapons, and may use her dexterity modifier in place of her strength modifier on melee damage rolls made with natural, one-handed or light melee weapons.

At sixth level, the cursed power that flows through them reaches into their weapons; any weapon they carry or hold gains the ghost touch and vicious weapon enhancements. The Malefactor may choose to not use one or both of these enhancements simply by taking a free action at the beginning of her turn to do so, and may re-activate an unused enhancement by taking a free action to do so at the beginning of her turn as well.

At tenth level, damage dealt by the Malefactor's Torment the Weak ability cannot be healed by natural means (including fast healing and regeneration) and always counts as lethal damage unless they purposefully choose to deal non-lethal damage with their attack. This ability does not function against beings of a higher divine rank than the Malefactor.

At fourteenth level, the Malefactor may freely attack beings and objects on the ethereal, shadow, or astral planes with their weapon attacks even if they do not share a plane with these beings or objects, as long as they can perceive the beings or objects in question.

Cheap Shots (Ex): Malefactors believe that the only fair fight is one you lose; starting at third level, they and their allies within thirty feet gain a bonus equal to one-half the Malefactor's class level (rounded up) on damage rolls against flanked enemies.

Evasion (Ex): At fourth level and higher, a Malefactor can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Malefactor is wearing light armor or no armor. A helpless Malefactor does not gain the benefit of evasion.

Stolen Luck (Su): A Malefactor of seventh level or higher can siphon luck from her foes and use it to protect herself with a layer of ill-gotten fortune; once per day, as a move-equivalent action, she may enter a state wherein attack rolls directed against her suffer a 20% miss chance. This state lasts for a number of rounds equal to her charisma modifier, and requires that she be projecting her maleficent aura. She gains an additional use per day of this ability at level ten, and again every three levels thereafter to a maximum of five uses per day at level nineteen.

At level seventeen, the miss chance granted by this ability increases to 50%.

Sense Malice (Su): A Malefactor of eighth level and higher can sense hatred, anger, and malice directed against her; she gains blindsense out to sixty feet, but only with regards to inanimate objects, constructs, and intelligent beings hostile to her (or that consider her to be their enemy or even just simply dislike her). At twelfth level, this improves to blindsight. These senses are not dependent on any mundane senses, and thus cannot be disrupted by attacking the Malefactor's senses.

Vicious Rebuttal (Su): Malefactors' repeated delving into the cruel and vengeful parts of their mind bear fruit at level nine and higher; whenever she is struck by an attack or a spell that requires an attack roll, she may choose to make an attack of opportunity against the source of the attack or spell with whatever weapon she has in hand, regardless of the distance between herself and her victim - she simply lashes out with raw, weapon-shaped malevolence, rending into them. Aside from the range consideration, this is in all other ways identical to a normal attack of opportunity except that it resolves after the provoking event (thus, the Malefactor takes the damage, suffers any effects of the spell that they didn't save against, et cetera). This ability does not allow the Malefactor to make more than one attack of opportunity per round (though other abilities or feats might).

The Malefactor may only use Vicious Rebuttal up to once per round against any given target (that is, she may only take one attack opportunity triggered by this ability per victim, per round).

Alacrity (Ex): A Malefactor that reaches eleventh level or higher has learned to strike quickly and without mercy, tearing into her foes; she gains a +10 competence bonus to her movement speeds (in all of their forms). Additionally, she deals additional damage against flat-footed or flanked opponents equal to 1.5 x her dexterity modifier (this is in addition to the bonus damage provided by her Ripper's Gift class feature).

Improved Evasion (Ex): A Malefactor of twelfth level or higher gains the benefit of improved evasion; this ability works like evasion, except that while the Malefactor still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Malefactor does not gain the benefit of improved evasion.

Wings of Misfortune (Su): A Malefactor of thirteenth level or higher takes to the air like an ill omen; she gains a sixty foot fly speed with good maneuverability. When the Malefactor gains this ability, her player chooses whether or not she has literal wings; if she does, the player may design their appearance, though most Malefactors have wings with dark feathers, or else bat-like, membranous wings. If she does not gain wings, she crackles slightly with cursed energy whenever she flies.

Otherworldly Stride (Su): Starting at sixteenth level and higher, the Malefactor may perceive freely into astral, ethereal, and shadow planes, provided the plane she is on connects to these planes (meaning that on the outer planes, she may only perceive freely into the astral), as well as being able to see perceive freely into the prime material plane from those planes. She can still only view those portions of the planes roughly closest to her and only to a limit of her actual perceptions, but while the perceptions are fuzzy, she can make out enough to tell the difference between beings and objects. Additionally, as a full-round action, she may step into any part of those three planes or the prime material plane that she can perceive, provided they connect to the plane she is on at the time.

Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).

The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster.

Avatar of Woe (Ex): A Malefactor of nineteenth level and higher has transcended mundane existence to become an incarnation of misfortune; her type changes to Outsider (Native) and she gains a +2 inherent bonus to both Dexterity and Charisma. Additionally, beings suffering the effects of her maleficent aura suffer a -4 luck penalty to armor class as well as a -2 luck penalty on all skill and ability checks. Lastly, she gains damage reduction 20/silver and magic.

Lord_Gareth
2011-06-12, 11:02 AM
Malefactions
Spites
Stumbling Block [Spite]
Effect: The victim of this malefaction stumbles and lurches into blows; they gain no benefit from to their armor class from their Dexterity modifier unless said modifier is negative (this does not count as being denied their Dexterity modifier for the purposes of Sneak Attack).

Tongue Tie [Spite]
Effect: The victim of this malefaction garbles their words and can't seem to get their sentences straight; they suffer a -3 luck penalty to Bluff, Diplomacy, and Gather Information checks, as well as a 20% spell failure chance on spells with a verbal component.

Traitor's Sword [Spite]
Effect: This malefaction targets a weapon held by a victim within range; if the weapon's holder fails their save, all attack and damage rolls suffer an enhancement penalty equal to 1 + 1/4 the Malefactor's class level (round down, maximum -6).

Glued Boots [Spite]
Effect: The victim of this malefaction has their movement speeds (in all of their forms) cut in half (round down).

Sand in the Eyes [Spite]
Effect: The victim of this malefaction treats their vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the malefaction wear off. Additionally, the range of their other sensory abilities such as scent, blindsense, or blindsight is cut in half (round up).

Taboos
Interdiction: Magic [Taboo]
Effect: A being suffering under this malefaction is wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability; they suffer 3d6 + the Malefactor's class level damage, and must then succeed at a Concentration check just as though this damage had disrupted their spell (failure, as normal, indicates that their spell fizzles into nothing and is wasted).

Embargo: Alacrity [Taboo]
Effect: A creature laboring under this malefaction finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.

Censure: Succor [Level]
Effect: The victim of this malefaction is unable to heal naturally for its duration, and the effectiveness of magical healing upon it is cut by 75%. In the case of constructs, mundane repair still functions normally. This is a necromancy effect.

Prohibition: Courage [Level]
Effect: The victim of this curse labors under a soul-chilling terror; they suffer a morale penalty on attack rolls, damage rolls, and skill checks equal to the Malefactor's charisma modifier. This is a mind-affecting, fear effect.

This malefaction has a different effect on beings normally immune to fear for any reason; instead of the above penalty, they instead lose their immunity to fear for the duration of the malefaction (though if they are also immune to mind-affecting effects, they remain immune to other mind-affecting effects).

Sanction: Cowardice [Taboo]
Effect: As part of invoking this malefaction, the Malefactor loudly challenges his victim to stand and face her in battle. If her victim fails his save, he suffers 1d6 + the malefactor's class level damage whenever he attacks anyone or anything but the malefactor or an object carried, worn, or attended by her.

Banes
Nemesis
Effect: The victim of this fearsome malefaction finds themselves locked into a struggle with the Malefactor, whether they want to be or not; they are transported to a minimum of thirty feet away from the Malefactor (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the Malefactor would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this malefaction immediately end.

Iron's Malice [Bane]
Effect: The victim of this malefaction loses any and all damage reduction and/or hardness they possess. This malefaction does not function against beings of a higher divine rank than the Malefactor.

Treachery [Bane]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every six rounds. If the victim of this malefaction fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

Fury of the Elements [Bane]
Effect: The victim of this malefaction loses any and all energy resistance they possess (immunity to a given form of energy is downgraded to resistance 20 instead, which is not further affected by this malefaction). Additionally, the malefactor designates a single energy type from amongst acid, cold, electricity, fire, and sonic. The victim of this malefaction takes half again (+50%) as much damage from sources of that type.

False Perceptions [Bane]
Effect: The victim of this malefaction finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this malefaction gain the benefits of a mirror image spell (as cast by a sorcerer of the Malefactor's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.

Geasa
Oath of Sundered Souls [Geasa]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, the Malefactor may not invoke it more than once every ten rounds. The victim of this malefaction immediately suffers 3d6 points of intelligence, wisdom, and charisma damage; this damage may not reduce the victim's intelligence, wisdom, and/or charisma below 3.

Oath of Shattered Spells [Geasa]
Effect: This malefaction functions identically to Interdiction: Magic except that it deals 8d6 + class level damage, rather than 3d6 + class level. Additionally, the victim of this malefaction suffers a cumulative -1 penalty to caster level for every spell disrupted by this damage while he is under the effects of this malefaction.

Oath of Clouded Sight [Level]
Effect: The victim of this malefaction loses almost all ability to perceive the outside world; they are struck blind, and they lose access to any blindsense, blindsight, mindsight, or scent they possess. They can still hear, however (thus enabling them to use the Listen skill to attempt to pinpoint their enemies), as well as touch (thus enabling them to take advantage of any Tremorsense they possess).

Oath of the New Moon [Level]
Effect: The victim of this malefaction (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose a fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this malefactions.

Oath of the Unworthy Demise [Geasa]
Effect: The victim of this curse spends at least one standard action each round making a weapon attack against himself with the most damaging weapon they have available (they may choose to attack themselves as part of a full attack action, using their lowest base attack bonus). The victim does not benefit from their dexterity, dodge, or shield bonuses to their armor class for the purposes of these attacks, and also does not benefit from armor class increases from class features (such as a monk's armor class bonus). If they hit, the attack is automatically a critical hit, and deals additional damage equal to the Malefactor's class level.

Maledictions
Word of Binding [Malediction]
Effect: Upon failing their save against this terrible malefaction, the victim is bound tight by chains of invisible force; for the duration of the malefaction, he is rendered helpless. Additionally, he is incapable of using supernatural or spell-like abilities (including spellcasting) and the chains negate any contingencies active on his person for the duration of the malefaction.

Word of Malice [Malediction]
Effect: All beings that perceive the victim of this malefaction immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the Malefactor's charisma modifier. The victim cannot change the attitude of creature towards him in any fashion while this malefaction lasts.

Word of Doom [Malediction]
Effect: Unlike other malefactions, this malefaction has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this malefaction have their animating force blown from their bodies by raw malice, being reduced to -10 hit points instantly by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.

Maleficent Auras
Spites
Aura of Spite [Spite]
Effect: Victims of this aura find that their enemies attack them with a certain enthusiasm that causes more damage when they cannot properly defend themselves. Attacks against the victims gain bonus damage equal to the Malefactor's charisma modifier, provided that the victim is flanked or flat-footed.

Infirmity Aura [Spite]
Effect: Victims of this aura are afflicted by a creeping exhaustion; their arms burn, their vision blurs, and they just can't seem to focus. They suffer a luck penalty on damage rolls as well as climb, jump, and swim checks equal to one-half the Malefactor's class level (round up).

Aura of Unluck [Spite]
Effect: Victims of this aura just can't catch a break; their extraordinary bad luck causes them to suffer a penalty equal to 1/4 the Malefactor's class level (round up) on all attack rolls and Tumble checks.

Taboos
Interdiction: Cooperation [Taboo]
Effect: This aura fouls up teamwork and attempts for one creature to aid its allies, turning their efforts to help into naught; victims of this aura do not count as friendly to their allies for the purposes of flanking, and cannot Aid Another.

Prohibition: Tools [Level]
Effect: This insidious aura creeps into its victims tools and consumables, rendering them stubborn and useless. The victim cannot benefit from masterwork tools or weapons (though magical ones still work just fine). Additionally, the victims must succeed at a level check against the aura's DC in order to gain any benefit from potions or scrolls they attempt to use; failure indicates that the knowledge of how to use the item briefly flies from their mind entirely, leaving it unused but also unconsumed.

Sanction: Retreat [Taboo]
Effect: Victims of this aura feel its punishment whenever they try to retreat from their enemies or make rapid tactical movements; whenever they make the withdraw action, take a five-foot step, or use an effect with the teleportation descriptor, they suffer 3d6 + the Malefactor's class level in damage (this resolves after the triggering event; that is, they still withdraw, take the step, teleport, et cetera).

Banes
Unwholesome Fury [Bane]
Effect: Victims of this aura immediately enter a state of rage identical to the rage of a first-level barbarian (characters with levels in barbarian or another class with a rage-like feature instead rage as appropriate, consuming one daily use of their rage if they have any left) with three exceptions: they gain no bonus on Will saves (or immunity to mind-affecting abilities, if their rage would normally grant them such), they suffer an additional penalty to armor class equal to one-fourth the Malefactor's class level (round up), and the rage lasts until they are no longer subject to the effects of this aura. Creatures may still use spells and spell-like abilities while under the effects of Unwholesome Fury; however, their spellcasting level is reduced by two while under its effects (this means, among other things, that they may lose access to their highest available level of spells).

Unwholesome Fury is a mind-affecting ability; however, it may affect any being with an intelligence score, regardless of any normal immunity to mind-affecting abilities that being may possess. However, beings normally immune to mind-affecting abilities do enjoy a +6 perfection bonus on their Will save against Unwholesome Fury.

Creeping Strangulation [Bane]
Effect: Victims of this aura find that they have a hard time breathing; their bodies suffer crippling pain and their vision swims as they gulp in air. This lack of breath causes them to suffer a -6 pain penalty to Strength, Dexterity, and Constitution.

Fool's Wits [Bane]
Effect: Victims of this aura can't think straight; they mis-remember events, can't really read the battlefield, garble their spells. They suffer a -4 competence penalty to intelligence, wisdom, and charisma, as well as a -2 penalty to their effective caster level (the latter penalty does not affect the spells they can cast, though the former might).

Geasa
Oath of Halted Arcana [Geasa]
Effect: Victims of this aura gain spell resistance equal to 15 + the malefactor's class level, but only against spells cast on them (or that include the victims in their area) for their benefit by their allies. They may not voluntarily lower this spell resistance.

Oath of Red Waters [Geasa]
Effect: Weapon-based attacks (including natural attacks) against victims of this aura are treated as though having the wounding property.

Oath of the Hollow Soul [Level]
Effect: Victims of this aura suffer from three negative levels while its effects last; these negative levels are not permanent, and never cause permanent level loss (though they may still cause the creature to die if they have negative levels equal to their hit dice). Creatures that die while under the influence of this aura do not rise as undead creatures 24 hours later unless a separate effect would cause them to do so.

Maledictions
Word of Pain [Malediction]
Effect: This aura is unsubtle, but effective; its victims are wracked with unimaginable pain, suffering a -8 pain penalty to all attack rolls, ability checks, caster level checks, damage rolls, and skill checks and armor class.

Word of Negation [Level]
Effect: Unlike other auras, this aura resolves instantaneously; the malefactor spends a swift action to project it, and then he cannot project this aura again for the remainder of the encounter. Victims of this aura are each subject to a targeted greater dispel magic as cast by a sorcerer of the Malefactor's class level.

Word of Blood [Malediction]
Effect: Victims of this fearsome aura are lashed and shredded by invisible forces that rend and tear at their bodies; they suffer 5d6 + the malefactor's charisma modifier in untyped damage every round at the beginning of their turn. This damage is not subject to any form of resistance and ignores effects such as regeneration that would render it non-lethal.


Malefactor Alternate Class Features
"Ha ha, you [b]wish there was only one kind of us." - Duke Kraven of the Middle Court, to his astonished victim-to-be.

Sudden Omen
Name: Sudden Omen
Class/Classes: Malefactor
Requirements: None
Replaces: Wings of Misfortune
Level: 13
Benefit: You do not gain the Wings of Misfortune class feature. Instead, you may use a supernatural effect identical to the dimension door spell (as cast by a sorcerer of your class level) as a swift action, with the following exceptions: you may not take along other creatures (willing or otherwise) and you are able to take actions freely when you reappear in your new location, provided you actually have any actions left.

Command the Wretched
Name: Command the Wretched
Class/Classes: Malefactor, Spellthief
Requirements: Non-good alignment
Replaces: Trapfinding
Level: 1
Benefit: You do not gain the trapfinding class feature. Instead you may rebuke/command undead as a cleric of your class level.

Putrescent Blows
Name: Putrescent Blows
Class/Classes: Malefactor
Requirements: Tiefling or Outsider with the [Evil] subtype.
Replaces: Alacrity
Level: 11
Benefit: You do not gain the Alacrity class feature. Instead, your diseased bloodline spills forth from your attacks; beings struck by your melee attacks must succeed at a Fortitude save (DC 10 + 1/2 your class level + your charisma modifier) or suffer a -2 cumulative penalty to armor class, attack rolls, and caster level checks for one minute per class level. This counts as a disease effect, and a remove disease spell re-sets the penalties back down to zero if cast upon the victim.


Sample Malefactor

Miss Envy, the Heart-Break Queen [Malefactor 11]
"Well aren't you just adorable? Why don't we talk your request over with some drinks at my place."

Theme Song: S&M (http://www.youtube.com/watch?v=KdS6HFQ_LUc) by Rihanna (Warning: Lyrics may be unsuitable for the workplace)

Appearance: Envy knows she's beautiful and doesn't bother hiding that fact; long blond hair, delicately pointed ears, and deep green eyes are her most striking and memorable features on first blush, until one notices her fey-like grace, goblin smile and bell-like laugh. She favors studded leathers in various shades of magenta, pink, purple and red, and a single teardrop tattoo marks her face just beneath her left eye. If she's prepared for a fight, Envy is always found with her twin blades, Agony and Ecstasy, but even if she isn't she always has a weapon of some kind in plain view.

When Envy dresses up formally she changes her fashions, hanging up her leathers in favor of lacy black skirts, fishnet stockings, long, fingerless gloves and blouses. She haunts the parties, balls and galleries of the various cities she calls home with tasteful gold jewelry (never silver) and can usually be seen with her latest prize in some stage of bewilderment.

Personality: Envy has always been someone that uses people. Even as a youth in her city home, raised mostly amongst other elves, the woman now known as Miss Envy had a certain covetous streak, a magpie-like tendency to hoard that which belonged to others. When her powers blossomed, Envy took up a mercenary lifestyle, looking to win fame, riches, and glory. She found all three.

Now Envy is living up the high life, and things couldn't be better as far as she's concerned. She takes regular contracts from various kingdoms to put down this threat or that insurrection (the exact nature of the cause doesn't matter to her as much as how popular the cause is) and takes in more than enough money to maintain several fully staffed homes and at least one brothel (and likely more besides in illegal holdings). Envy laughs, loves, and lives passionately, and that passion is her most attractive feature, a vibrant joie-de-verve that hypnotizes those around her into ignoring the fact that she is also selfish, greedy and unconcerned with the well-being of her fellows.

Envy's nickname, the Heart-Break Queen, comes from her carefree attitude towards sexuality; Envy leaves a string of disgraced nobles, shattered marriages, swindled virgins and heartbroken paramours of both genders wherever she goes, including and especially if she can manage to break the law in a spectacularly public fashion by doing so. In some cases this has brought her into conflict with the authorities of the various city-states and nations she moves through or dwells within, but for the most part Envy is simply too economically entrenched to really touch over so objectively minor an issue, so often they must grit their teeth and let her pass. Watching the enforcers of the law strain not to act against her gives Envy a perverse pleasure.

Envy is selfish, greedy and casually hurtful but not malicious or harmful to the innocent. She disregards laws for the thrill it gives her and refuses to be tied down to any one lover, city, or law; she is chaotic neutral.

Plot Hooks
- An famous paladin has been stripped of his rank, title, and powers and refuses to say why - the third such holy warrior within as many years. His order asks the party to investigate before they grant the knight an atonement. Envy is the cause; she takes a special joy in seducing paladins, knights, and other "honorable" people into betraying vows of love.
- The party is hired by Envy to help put down a particularly troublesome threat, such as a brood of dragons or a marauding lich, and promised a share of the spoils and glory.
- Envy has taken a shining to one of the party members and isn't taking no for an answer; her gestures are extravagant and romantic, and she professes love at first sight. Others that know her warn otherwise, but Envy is going to increasing lengths to woo the object of her desire and isn't afraid to resort to skullduggery to do it.
- While exploring some ruins, the party encounters Envy and a band of her latest "companions" seeking the self-same item they're after. Envy proposes a race to retrieve it, with one small catch: the losing team offers one of their members up as a prize.
- A local priest has noticed that homeless girls are vanishing off the streets - usually human or half-elven, almost always thirteen or older. He asks the party to investigate, and the trail leads to one of Envy's brothels, where the girls insist they are being treated well - but won't talk about what goes on inside.

Miss Envy, the Heart-Break Queen CR 11
CN female elf malefactor 11
Medium humanoid (elf)
Init. +4; Senses sense malice, low-light vision; Listen +9, Spot +9
Languages Common, Elven, Sylvan _____________________________________
AC 19 (+4 Dex, +5 armor); touch 14, flat-footed 15
hp 66 (11 HD)
Immune sleep
Fort +6, Ref +12, Will +8; +2 vs. enchantments___________________
Speed 40 ft. (8 squares)
Melee Agony +12/+7 (1d6+4/19-20 plus 2d6 plus 1 Con damage; user 1d6) and Ecstasy +11/+6 (1d6+4/19-20 plus 2d6 plus 1d6 electricity damage; user 1d6) with Improved Two-Weapon Fighting
Base Atk +8, Grp +7 __________________________________
Atk Options Throw Anything, alacrity (+6 against flanked, flat-footed enemies), cheap shots (+6 against flanked enemies), ripper's gift, torment the weak +6d4
Special Actions stolen luck 2/day (20% miss chance), vicious rebuttal
Combat Gear 2 dusts of disappearance, 5 elixirs of love _______________________
Maledictions Known (7/encounter, DC 18)
Banes -- false perceptions
Taboos -- censure: succor, embargo: alacrity, interdiction: magic
Spites -- glued boots, sand in the eyes, tongue tie

Maleficent Auras (40 ft. radius, DC 18)
Banes -- creeping strangulation
Taboos -- sanction: magic
Spites -- aura of spite ____________________________________
Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 16
SQ evasion, sense malice, trapfinding
Feats Combat Reflexes, Improved Two-Weapon Fighting, Throw AnythingCW, Two-Weapon Fighting
CW: available in the Complete Warrior supplement
Skills Bluff +17, Diplomacy +5, Disable Device +15, Disguise +3 (+2 when acting in character, +10 with hat of disguise), Gather Information +5, Intimidate +5, Jump +3, Listen +9, Knowledge (local) +15, Open Lock +17, Profession (escort) +7, Profession (shopkeeper) +7, Search +17, Spot +9
Possessions combat gear plus Agony (+2 wounding shortsword), Ecstasy (+1 shocking shortsword), +2 glamered studded leather armor of light fortification, hat of disguise, cloak of resistance (+1), ring of feather falling, backpack, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 10 days trail rations, waterskin, 3 flasks of acid, flask of alchemist fire, tanglefoot bag, 60 pp, 40 gp.

Alacrity (Ex): Envy gains a +10 competence bonus to her land speed. She deals an extra 6 points of damage to flat-footed or flanked enemies.
Cheap Shots (Ex): Envy and any ally within 30 ft. deals an extra 6 points of damage against flanked enemies.
Evasion (Ex): If Envy succeeds on a Reflex save against a spell or effect that deals half damage, she instead takes no damage.
Maleficent Aura (Su): Envy can project an aura as a free action that affects all enemies within 40 ft. of her. The Difficulty Class for these abilities is equal to 18; the DC is Charisma-based. She may change the aura she projects as a swift action, but she may only project one aura at a time.
Ripper's Gift (Su): When using a light or one-handed melee weapon (or a natural weapon), she may use her Dexterity modifier instead of her Strength modifier for attack and damage rolls. Any weapon she carries automatically gains the ghost touch and vicious enhancements, always deals lethal damage unless not intended, and all damage dealt cannot be healed by natural means (not even fast healing or regeneration)
Sense Malice (Su): Envy gains blindsense up to 60 ft. regarding any construct, inanimate object and/or intelligent being that is hostile to her (including enemies and people who simply dislike her).
Stolen Luck (Su): Twice per day as a move-equivalent action as long as she projects her maleficent aura, Envy may enter a state wherein all attacks dealt to her have a 20% miss chance. This state lasts for 3 rounds.
Torment the Weak (Su): Envy deals 6d4 points of damage to any creature that is currently suffering the effect of one of her maledictions or her maleficent aura.
Trapfinding (Ex): Envy may use the Search skill to locate traps when the task has a Difficulty Class higher than 20. If she beats the trap's DC by 10, she may study the trap, figure how it works and bypass it (alongside her party) without disarming it.
Vicious Rebuttal (Su): Whenever Envy is the target of an attack or spell that requires an attack roll, she may make an attack of opportunity against the attacker, regardless of the distance between the two. This special attack behaves exactly as an attack of opportunity except it happens after the first attack is resolved. This ability does not allow Envy to make more than one attack of opportunity per round (though other feats or abilities might) and she may trigger this ability only once per round with any given victim.

Warlawk
2011-06-12, 11:11 AM
Homebrew forum (http://www.giantitp.com/forums/forumdisplay.php?f=15) is probably your best bet.

Lord_Gareth
2011-06-12, 11:17 AM
Homebrew forum (http://www.giantitp.com/forums/forumdisplay.php?f=15) is probably your best bet.

Funny story, that...*points to current forum*

I realized my derp the moment I clicked the 'post' button and PM'd the Great and Terrible St. Jude, begging him to use his god-like powers to move my thread. He generously accepted.

Work continuing, should have something up before I leave for work.

Lord_Gareth
2011-06-12, 01:52 PM
Sorry about the double post, but I wanted to announce that the non-curse, non-aura class features are done! Finishing the curses and auras may take a slight amount of time, but they should be fairly easy to crank out. I'd like to take this time to note that I'm aiming at mid T3 to low T2 with my design goals here, and I'd ask that your critiques keep that idea in mind.

That being said, feel free to have at what's up, if you like!

Phosphate
2011-06-12, 02:26 PM
I like the class in general, tbh. Should work great, has survivability, dishes out a lot. I really like the curses and auras idea, their effects should be balanced enough. Torment of the Weak, however, is a bit too powerful.

Also, Cruel Simulacrum is wrong. Very wrong. It's godlike. When I look at the effect my eyes bleed.

Lord_Gareth
2011-06-12, 02:38 PM
I like the class in general, tbh. Should work great, has survivability, dishes out a lot. I really like the curses and auras idea, their effects should be balanced enough. Torment of the Weak, however, is a bit too powerful.

In what sense? I'd considered making the default damage dice d4s across the board, given that they're generally going to attack people they've cursed anyway, but the consensus is also that Sneak Attack and its ilk are weak and, more importantly, of too limited use, so I kept the D6's on malefaction victims.


Also, Cruel Simulacrum is wrong. Very wrong. It's godlike. When I look at the effect my eyes bleed.

Care to elaborate? I've done effects like this before (Shared Misfortune) at lower power levels, but I figured, at level 18, she's competing with Gate, it's time to up the ante.

Phosphate
2011-06-12, 03:20 PM
Um...no, I think sticking to the d4 is not a horrible idea. As is, I honestly think it deals too much.

I know what it's competing against, but that's not really an excuse. The ability to return any spell that has a save is incredibly strong, especially considering how MANY of those spells are save or die. You should put a limitation, like the reflected spell is nonlethal, or make the act of returning itself consume a curse per day.

Lord_Gareth
2011-06-12, 03:24 PM
Wait, so the wizard gets to sling around save-or-dies at his convenience starting at level seven (Phantasmal Killer) but the Malefactor's not allowed to have a conditional ability that sends them - with the chance for the victim to make a saving throw, mind! - back at their original caster?

UserClone
2011-06-12, 03:27 PM
Vicious Rebuttal: is probably just too damn powerful. A nice nerf to combat this (because what Malefactor in his right mind won't have Combat Reflexes?) is to make it only work against foes affected by his aura, and that normal rules for LOS/LOE/concealment/cover apply. The reason for this cautious approach is that your AOO happens before their attack resolves. Now if you made it so that it resolved after, you could leave it to any ta
Rget and range you want, because eventually, the Malefactor will run out of HP.

Stolen Luck miss chances are great, but i'd like to see the number of uses per day increase. Maybe once/day at 7th +1/3 levels thereafter?

Sense Malice I'm not really getting the purpose of this. The only thing I can see it being good for is chasing down an enemy who runs away or smacking an enemy who goes invisible. You don't want it to be able to detect new enemies? I mean, they can't be hostile if they don't know you're there, and you can't get the drop on them if they do know you're there.

EDIT: Also, I disagree with both of Phosphate's points, FWIW.

I still think you shouldn't be able to reflect spells that are AOE, full stop. Just targeted ones. Like spell turning, you know?

Lord_Gareth
2011-06-12, 10:09 PM
All three abilities have been re-worded; Rebuttal now resolves after the triggering event, Stolen Luck scales uses/day, and Sense Malice now affects beings that would be hostile to you if they knew you were there.

As far as the AoE effects thing, I have to disagree; I constrained it to the casters' square, but a lot of AoE effects get slung around at higher levels and leaving that giant gap in the ability is likely to frustrate players. Besides, it's supposed to, again, stack up to ninth level spell effects - it's allowed to be a little impressive, isn't it?

Bhu
2011-06-13, 03:47 AM
oooh :smallcool:

UserClone
2011-06-13, 07:51 AM
Well for AOEs, you already have Improved Evasion with which to save your bacon. I just think it fluff-wise makes more sense to go ahead and dispose of that spell that would have boned you and flip it back on the bad guy...maybe you could give him Mettle in there somewhere, come to that. Where it has a weird feel to it is when the guy to your left gets hosed by the AOE that you Evaded, and then it happens back to the bad guy, but only in his square...but in any case, it makes sense to have the sheer guts or willpower to be able to force a targeted spell back onto the caster, but not so much that like, you avoided that fireball so hard that the caster got set on fire by...your...avoiding...of it...? Just seems incongruent with the particular feel that the ability seems to shoot for. But it's your class, and I like it on the whole. Meshes with the curses, etc. much better than the Revised Hexblade did, imo.

Lord_Gareth
2011-06-13, 10:09 AM
The mage unleashed his fireball and Envy was already sprinting for the wall, boots pounding against the dungeon floor as she ran up the wall and flipped forward past the explosion. As the fire raced past her, she reached out with her mind, dark energy crackling around her fingertips, and ripped off a portion of the fire; the explosion raced past her without touching the Malefactor, who was shielded by her theft. As the wizard gawked, unbelieving, Envy snapped her fingers, unleashing the fire she'd stolen.

Wizards were so funny when they burned.

Make a little more sense?

Malefactions and Auras are finished! This class is now 100% ready for PEACHing!

UserClone
2011-06-13, 10:36 AM
I guess, but so Envy dodges fireballs differently from the way she dodges a dragon's breath weapon?

Lord_Gareth
2011-06-13, 10:42 AM
I guess, but so Envy dodges fireballs differently from the way she dodges a dragon's breath weapon?

I'm not gonna come up with a fluff excuse for everything. Dragon's fire is mystically different from fireballs or something >.<

If it helps, she doesn't return Desert Wind maneuvers either, which might lend credence to the above.

UserClone
2011-06-13, 11:00 AM
Fair enough, I guess. Like I said, it makes no sense fluff-wise, and I fail to see why it would be necessary crunch-wise, but it's your show, and I'm enjoying the rest of it. :smallwink:

Lord_Gareth
2011-06-13, 04:49 PM
After a phone review by Djinn_in_Tonic, several wording changes have been made, as well as a few nerfs and clarifications.

OzymandiasVolt
2011-06-13, 11:09 PM
First impression, this class is pretty cool. I would definitely play one of these if given the chance.

Now, on to the analysis. That you've been bugging me about. ALL DAY. HLSDHGLKFDHGSG

Malefactions. I'll look at this last.

Maleficent Aura. I'll look at this slightly less last.

Torment the Weak is pretty good. Maybe even really good. Lower damage potential than SA, but easier to use reliably, and works against a wider range of targets.

I don't understand why Trapfinding is on here, but it's not a big deal, so whatever.

Ripper's Gift...hm. Three bonus feats at level 2, on top of the fact that the class isn't the Monk and thus doesn't suck enough to get away with that. And yet these particular feats aren't exactly supremely powerful and/or useful, they just work together to make the class a bit more...cool, I suppose. No complaints then, moving on! Being able to stab ghosts? Nice. Being able to stab things on other overlapping planes? Even nicer! SA-alike damage doesn't heal naturally? That's...actually kind of hax. It basically screws over noncasters. Why not just make it resistant to healing magic? That's more likely to be used, and is more likely to give people trouble without being a big middle finger to noncasters for being dumb enough to play a noncaster (dohoho).

Cheap Shots. It's a small damage bonus, but it's there, and it's an aura. Malefactor is credit to team!

Evasion. Fits the finesse-y combatant theme that seems to be going on here. Always nice to have it.

Stolen Luck. This bothers me for some reason. But I can't nail down why, so I won't complain. Next!

Sense Malice makes no sense (haha, see what I did there). Objects aren't malicious. Mindless creatures probably shouldn't register either, but I guess you could stretch it. Objects still shouldn't show up, though. You're feeling malice, not seeing via sonar or any other nonvisual detection method (as specified by the ability's own description). I guess that's the price you pay for having unavoidable blinsense and blindsight. (Oh wait, did you mean to put ANIMATE objects? That would make a lot more sense.)

Vicious Rebuttal. Eh, not so sure about it belonging, but I can't argue with the result. Blaster reaches out to torch someone, you torch back. With a blade. TO THE FACE. I like it.

Alacrity. Okay, this cinches it. Now I KNOW this thing is basically a ninja.

Improved Evasion. Same as Evasion. Seems to fit, nice to have, etc.

Wings of Misfortune. At-will 60 fly speed at level 13? Hmmm. Not sure about this one. Doesn't seem to fit the theme, unsure about balance (I'm likely just having a knee-jerk reaction on the balance part though).

Otherworldly Stride. Seeing into the overlapping planes at will? Makes sense given the ability to stab into them. Wait, no action to do so? Uhhh. Wait, at-will planeshifting TO those planes? UHHH. Yeah. It takes a full round action to shift, but that's still...kind of...um...you might want to run this by a few more people.

Cruel Simulacrum. This is vicious. And it's unlimited uses. I recommend running it by more people.

Avatar of Woe. The stat bonuses are nice for anyone that, for some reason, hasn't got inherent bonuses from tomes already. Outsider (Native) is a nice little bonus. Additional debuff on curses? Nice, nice. DR 20/silver and magic? That's some hefty DR, but it's level 20 so sure why not. Kind of odd that it comes all at once like that though.

------

Maleficent Aura. Hey, team buffing. Malefactor is more credit to team!
Specific auras: Er...I'll just let someone else cover these. <_<

Malefactions. They are an interesting blend of normal casting and maneuvers while being something else. I don't like the 24 hour immunity from saving against malefactions...but I do think they help somewhat mitigate the abilities and thus make them carry less weight for balance purposes.
Specific malefactions: Hey look, a shiny thing! *escape*

(Sorry man. Focusing on this to the exclusion of all else is hard, and I'm getting exhausted. If you remind me, I'll try to look over the auras and malefactions tomorrow.)

Final impression: Well, I can't really give a solid one since I'm TECHNICALLY not done yet, but I still think it's awesome and I would still love to play one.

T.G. Oskar
2011-06-14, 05:34 PM
While a complex class to tackle, I figure I've found a few things I have some difficulties swallowing. Most of them are within the Maledictions, particularly two Maledictions that seem to be counter to the idea of the Malefactor and that would suit the old idea of the Hexblade. Still, starting in order:


Can't seem to see why the Malefactor should have 4 + Int skill points while being a skill-monkey. Compare to Beguiler and Spellthief, which while essentially lower in power they still have 6+Int skill points. This is twofold; they are meant to have use of several skills, and also they have little use of Intelligence (thus forcing them into unneeded MAD, when they seem to be Cha primary, Dex secondary and Con tertiary)
The sheer size of the Malefactor's Aura. At first it's rather small (10 feet), so it only affects people already too close to the Malefactor (a bad idea for a Rogue-like class), although it could work as a deterrent for attacks. This shifts violently by the time you reach 11th level, where the Malefactor's aura is large enough to cause constant troubles. By level 19th the aura reaches a whopping 100 ft. which is larger than any aura out there. 5 ft. per 2 levels seems reasonable, although you might want to start with 15 feet in order to keep a reasonable aura range. Few battles really extend over 100 feet to merit such a large aura at those levels.
Not much a fan of Wings of Misfortune. Blame it on how I built my Bez-Kismet, but consider that they do best as jaunters than winged creatures. Flight is easier to get than teleportation, and by that level, sacrificing maledictions for teleportations doesn't seem like a bad idea (though it doesn't have to expend maledictions; just in case if the idea of permanent jaunting freaks you out). I definitely could dig a teleportation ability on the Malefactor, whereas the idea of wings best suits a warrior type.
As I mentioned, both Sanction: Cowardice and Nemesis don't fit the idea of the Malefactor as a debuffer. They are excellent Maledictions for a warrior type, unless the idea is to make the Malefactor a sort of jack-of-all-trades (which would justify pretty much all above). However, the Rogue chassis favors being as inconspicuous as possible, since the last thing you want is to lure someone who could deliver several hits at once, regardless of how many penalties it gets (aka, you don't want to lure a Frenzied Berserker which already probably wants to take you down). It's mostly a flavor thing, considering that despite the penalties you don't want to be on the area of effect of a spell you might not be capable of resisting or an attack you can't stomach, something not usual to a Rogue unless it's some sort of swashbuckler (and the Malefactor is built to be a debuffer). Nemesis could work very well as an ability that forces your enemy to attack the tank, thus fulfilling the flavor of the Roguish class very well (you Bluff or taunt the enemy to attack the guy that really could stand the hits, a proper "fight on someone your size!", then point at the guy which actually has its size.
Oath of the Unworthy Demise really seems like too powerful. For basically about two hours, the target effectively kills himself or herself without any chance of cutting it out, and it effectively takes him out of the battle. While I wouldn't protest to such an ability, the fact that the only thing that can stop it is a Will save (which some people will be doomed to fail) makes for a very cheap "easy button", if not a very disappointing combat finisher (use the malediction on the BBEG, see it fail because you set up the entire encounter so that the guy fails its save, then you tell your allies that the battle is over while you see him stab himself on the gut or aim a Disintegrate spell to his head. I definitely suggest a reasonable counterweight, because there's no reason why not to take this Geasa ASAP. It feels too cheap compared to the rest (a weak Feeblemind, a buffed spell disruptor, a total blinder and an enabler of incorporealness which really asks for trouble). This ability could easily be a Malefaction and even then it'd require a counterweight.
Ripper's Gift's first tier of abilities seems a tad too strong. Quick Draw not so much, but Improved Initiative and Weapon Finesse for free are pretty strong. The last thing you want is having two free slots for a Shun the Dark Chaos feat shuffling, or worse, a Psychic Reformation. Just Weapon Finesse is fine, or a Weapon Finesse-esque trait which cannot be replaced but that allows Dex to damage.
I could argue about the organization of class features, but that's more of a pet peeve of mine. Basically, the last tier of Ripper's Gift and Otherworldly Stride could change places, enabling a natural progression of Ripper's Gift into 18th level alongside Cruel Simulacrum. Waiting two levels to make attacks from the Ethereal Plane instead of waiting two levels to get into the Ethereal Plane on your own but still have a scroll of Ethereal Jaunt that can pull that off seems really, really odd. It also combines with the Sense Malice class feature which is basically an expansion of your sight, which could push Blindsight to level 12th. Actually, do that; Imp. Evasion isn't bad but not a healthy reason why to get 12th level other than to keep the progression anyways. It seems kinda dead, whereas retracing Sense Malice and tying both Sense Malice and Otherworldly Stride in the same level looks very elegant. It's mostly a question of elegance, but let me point out that Blindsight is gained as a spell by Clerics and Druids at 5th level, and a Blindfold of True Darkness is hilariously cheap, so there's no particular reason why to extend Blindsight so far away when it could appear normally at 12th level and provide very elegant progressions of class features. Again, this is a pet peeve of mine but by 12th level you should shrug off blindness rather easily.

That's what I've perceived so far, but what really bugs me off is that Sanction: Cowardice and Nemesis Maledictions really don't seem to suit a Rogue chassis but a Warrior chassis (perhaps a hold-over from the previous Hexblade experiment?). Personally I'd still work out with a Hexblade hybrid warrior class for the heck of it (there's no reason why a martial character cannot be capable of debuffing an enemy just because it should do oodles of damage and take abuse like nobody), but if you're gonna shift to a Rogue chassis, the best idea is to work with being inconspicuous, barring of course a Swashbuckler-esque inclination (which I don't think it fits the idea of the Malefactor).

Lord_Gareth
2011-06-17, 10:24 AM
While a complex class to tackle, I figure I've found a few things I have some difficulties swallowing. Most of them are within the Maledictions, particularly two Maledictions that seem to be counter to the idea of the Malefactor and that would suit the old idea of the Hexblade. Still, starting in order:


Can't seem to see why the Malefactor should have 4 + Int skill points while being a skill-monkey. Compare to Beguiler and Spellthief, which while essentially lower in power they still have 6+Int skill points. This is twofold; they are meant to have use of several skills, and also they have little use of Intelligence (thus forcing them into unneeded MAD, when they seem to be Cha primary, Dex secondary and Con tertiary)

Hrm. Alright, I'll concede to this one without a fuss. Skill point boost it is.


The sheer size of the Malefactor's Aura. At first it's rather small (10 feet), so it only affects people already too close to the Malefactor (a bad idea for a Rogue-like class), although it could work as a deterrent for attacks. This shifts violently by the time you reach 11th level, where the Malefactor's aura is large enough to cause constant troubles. By level 19th the aura reaches a whopping 100 ft. which is larger than any aura out there. 5 ft. per 2 levels seems reasonable, although you might want to start with 15 feet in order to keep a reasonable aura range. Few battles really extend over 100 feet to merit such a large aura at those levels.

Also words of wisdom. I'd considered the Aura like that for flying enemies, but Wings of Misfortune kind of makes that redundant, so consider this fixed once I finish this post and go editz.


Not much a fan of Wings of Misfortune. Blame it on how I built my Bez-Kismet, but consider that they do best as jaunters than winged creatures. Flight is easier to get than teleportation, and by that level, sacrificing maledictions for teleportations doesn't seem like a bad idea (though it doesn't have to expend maledictions; just in case if the idea of permanent jaunting freaks you out). I definitely could dig a teleportation ability on the Malefactor, whereas the idea of wings best suits a warrior type.

These guys are already eating their swift actions for Malefactions and Aura-swapping. Additionally, the Malefactor fights dirty (see Cheap Shots and Alacrity), but there's nothing thematic or mechanical stopping someone from building one as, say, a jump-charger or a trip whore. They can also be built as TWF-ing roguelikes, swashbucklers, and the like, but their Torment the Weak ability really gives them options, as does the D8 hit dice.


As I mentioned, both Sanction: Cowardice and Nemesis don't fit the idea of the Malefactor as a debuffer. They are excellent Maledictions for a warrior type, unless the idea is to make the Malefactor a sort of jack-of-all-trades (which would justify pretty much all above). However, the Rogue chassis favors being as inconspicuous as possible, since the last thing you want is to lure someone who could deliver several hits at once, regardless of how many penalties it gets (aka, you don't want to lure a Frenzied Berserker which already probably wants to take you down). It's mostly a flavor thing, considering that despite the penalties you don't want to be on the area of effect of a spell you might not be capable of resisting or an attack you can't stomach, something not usual to a Rogue unless it's some sort of swashbuckler (and the Malefactor is built to be a debuffer). Nemesis could work very well as an ability that forces your enemy to attack the tank, thus fulfilling the flavor of the Roguish class very well (you Bluff or taunt the enemy to attack the guy that really could stand the hits, a proper "fight on someone your size!", then point at the guy which actually has its size.

Nemesis used to be called "Fate Shackles" and is actually there to keep casters, flying enemies, burrowing enemies et cetera from fleeing the scene of battle (plus it acts as a dimensional anchor - no contingent teleportations FTW). With the D8 hit die present, the Malefactor can afford to do some light tanking, especially if the group knows that they're going to try and grab the attention of the being in question - and, hell, maybe the being doesn't actually figure out that it's the Malefactor that caused them the horrible pain whenever they strike! See above about the 'rogue-like' chassis; Malefactors aren't as frail as rogues are. They're still unfair fighters, of course, but they're martial characters more in line with, say, Swordsages.


Oath of the Unworthy Demise really seems like too powerful. For basically about two hours, the target effectively kills himself or herself without any chance of cutting it out, and it effectively takes him out of the battle. While I wouldn't protest to such an ability, the fact that the only thing that can stop it is a Will save (which some people will be doomed to fail) makes for a very cheap "easy button", if not a very disappointing combat finisher (use the malediction on the BBEG, see it fail because you set up the entire encounter so that the guy fails its save, then you tell your allies that the battle is over while you see him stab himself on the gut or aim a Disintegrate spell to his head. I definitely suggest a reasonable counterweight, because there's no reason why not to take this Geasa ASAP. It feels too cheap compared to the rest (a weak Feeblemind, a buffed spell disruptor, a total blinder and an enabler of incorporealness which really asks for trouble). This ability could easily be a Malefaction and even then it'd require a counterweight.

I suggest you re-read the ability again; they are forced to make weapons-based attacks against themselves and can still make a full-attack action (they just need to spend their lowest attack bonus attacking themselves). They're not helpless, just...crippled. Plus, at level 15 the casters are flinging around save or dies and have been for the last 11th level - not to mention paralysis, hold, blind, et cetera so forth.


Ripper's Gift's first tier of abilities seems a tad too strong. Quick Draw not so much, but Improved Initiative and Weapon Finesse for free are pretty strong. The last thing you want is having two free slots for a Shun the Dark Chaos feat shuffling, or worse, a Psychic Reformation. Just Weapon Finesse is fine, or a Weapon Finesse-esque trait which cannot be replaced but that allows Dex to damage.

Psychic reformation I'll buy for a dollar. I'm keeping Quick Draw attached, but I'll alter it so it permits Dex for to-hit and damage.


I could argue about the organization of class features, but that's more of a pet peeve of mine. Basically, the last tier of Ripper's Gift and Otherworldly Stride could change places, enabling a natural progression of Ripper's Gift into 18th level alongside Cruel Simulacrum. Waiting two levels to make attacks from the Ethereal Plane instead of waiting two levels to get into the Ethereal Plane on your own but still have a scroll of Ethereal Jaunt that can pull that off seems really, really odd. It also combines with the Sense Malice class feature which is basically an expansion of your sight, which could push Blindsight to level 12th. Actually, do that; Imp. Evasion isn't bad but not a healthy reason why to get 12th level other than to keep the progression anyways. It seems kinda dead, whereas retracing Sense Malice and tying both Sense Malice and Otherworldly Stride in the same level looks very elegant. It's mostly a question of elegance, but let me point out that Blindsight is gained as a spell by Clerics and Druids at 5th level, and a Blindfold of True Darkness is hilariously cheap, so there's no particular reason why to extend Blindsight so far away when it could appear normally at 12th level and provide very elegant progressions of class features. Again, this is a pet peeve of mine but by 12th level you should shrug off blindness rather easily.

Interesting...but what to put at 18th for Ripper's Gift? In any event, I'll consider these reshuffles and I'll make an announcement in the thread once the changes I'm going to make have been made.

Thanks muchly for the PEACH, Oskar!

Pechvarry
2011-06-17, 11:24 PM
-Don't have time to read whole thing yet, subscription will help.

-Might need more skill points, as it's cha-based but built with a rogue role in mind (my int-dumped Swordsage feels extremely inadequate as the party's skillmonkey).

Oh, apparently this is already being discussed.

-This is begging for a spellthief hybridizing feat, but that would require a spellthief re-write (who wants to be half awesome/half dysfunctional?)

-I would tie DC to character level instead of class level. Ideally, you'd have enough incentives for players to remain in the class, while keeping it viable as a multiclassing option. See: Knight problem. The smallest "dip" you can take is 4 levels, which is a large investment when your knight's challenges are going to be come useless fast.

Additional uses and such should remain tied to class, though.

-Torment the weak feels odd. I understand it's the class' Sneak Attack replacement, but this class is a fantastic debuffer. I'm not going to make a judgement one way or another, but consider it.

Lord_Gareth
2011-06-18, 12:00 AM
I've made most of the changes Oskar suggested, though I'm still stuck on what to put in for eighteenth level; these guys already have a lot of class features, though, and Cruel Simulacrum is solid enough to stand on its own.

Hyudra
2011-06-18, 01:21 AM
Ok, so I think this is pretty darn cool.

That said (keeping in mind I've not done a thorough read and may have missed something), I think the biggest issue with the class is the fact that many of the powerful aspects of the class require no actions or just swift actions. You've got save or lose malefactions as a swift action, plus any attempts to make you save or lose can be turned on the caster (no action on your part) and any attacks on you have a chance to see you retaliate (up to your dexterity modifier number of times, since there's no way you're not taking combat reflexes) and you've got your aura potentially applying a devastating save or suck effect.

And after all that, you've still got a standard/move action free to attack or apply another save or lose.

Lord_Gareth
2011-06-18, 01:31 AM
Cruel Simulacrum (Su): A Malefactor of eighteenth level and higher punishes those that dare to harm her with magic, spitting their own spells back into their faces; whenever the Malefactor succeeds at her saving throw against an undesired spell or spell-like ability, she may spend an immediate action to make its originator immediately suffer its effects, ignoring spell resistance (but still permitting a saving throw as appropriate). In the event that the spell reproduced this way is an area-of-effect spell, only the caster's space is affected (though this may still cause it to affect other beings sharing a space with the caster).

The Malefactor may not use Cruel Simulacrum on saving throws that are provoked by pre-existing static effects; for example, she cannot deliberately touch a prismatic wall and force the effect on its original caster

Cruel Simulacrum does, indeed, have an action my friend.

Only a very few Malefactions are, indeed, save-or-lose and the majority of those are higher-level, something I did intentionally. Trying to balance these things was an unholy mother from my end, because I was looking for effects that would be competitive with similarly-leveled spells where I wouldn't have to force the Malefactor to choose between casting and swinging. Is there any one thing in particular you feel would be toned down? Would you permit the class as-is at your table on a probationary basis? I could certainly use some RGE (Real Game Environment) playtesting if anyone's offering.

T.G. Oskar
2011-06-18, 02:17 AM
I could suggest something like the first attack of the round (successful or not) becomes a touch attack (much like, say, the Find the Weak Spot spell), since it would seem like a natural progression, but that would make 18th level a very powerful level, even if you gain no new Malefactions or increased TtS. Cruel Simulacrum is quite interesting and strong as an independent ability (a spell counter of sorts), so you could deliver a weak boon to Ripper's Gift and essentially conclude the chain while not stealing Cruel Simulacrum's spotlight.

Still, you could introduce a way to bypass cover with melee attacks (even total cover), much like a phasing weapon, since you essentially have Ripper's Gift provide many ways to bypass defenses and while cover is not that difficult to bypass, it's not tackled. The only problem is the irregular progression, since the ability to strike from any dimension pretty much eclipses any benefit you could offer.

The only way would be to split the Ripper's Gift of transdimensional strikes into two parts, where you can have Ethereal only at 14th level and then Astral/Shadow at 18th. The risk is weakening 14th level, although you also get a Bane (or lower degree) Malediction right before you gain access to Geasa, so the loss is partially absorbed. It's certainly not quite elegant, but it still allows you to provide a benefit to Otherworldly Stride and reserve the full benefit for later on; thus, you could figure using the Plane of Shadow to escape and the Ethereal Plane to attack, then at the last few levels you could use the other two planes to complement your attack capabilities.

The only other solution, IMO, would be to lower Cruel Simulacrum by 1 level (to level 17th), since the Stolen Luck class feature is being mostly upgraded. Stolen Luck has this rare feel of being strong on its own, but you've already dealt with concealment for the last 9 levels, and Otherworldly Stride has already provided you with the same ability PLUS the ability to attack from such plane so the net effect is lessened (Ethereal provides a much larger miss chance and Invisibility to boot). Thus, you could reinforce Stolen Luck with Cruel Simulacrum, and the last Ripper's Gift feat would be having your first attack on the round count as a touch attack.

Regarding Nemesis: I'd still provide the option so that they're tied to the tank instead of the Malefactor. As you mentioned, with d8 and many non-AC defenses the Malefactor could work as a light tank (and with the debuffs probably out-tank the actual one), but if the idea is to prevent the escape of creatures with that option, the best way would be to tie the creature to someone that will definitely cause it a liability. Remember, though, that one of the options with the Malefactor is to not build him like a light tank, so offering the option to shackle the creature to one of your allies will not only provide much better teamwork (since you're basically sharing your enemies with your allies), it also works with those subtler Malefactors. I dig Fate Shackles, although I'd prefer something like "Shackles of Grudge" for that one.

As for Oath of Unyielding Demise, I had the clear belief that your full attack option was completely tied. The vocabulary could be interpreted as one of two ways: one, that you can make a full attack action but that one of the attacks (the one with the lowest BAB) has to be done to yourself, or that you have to eat your entire full attack action but that all attacks are done at the lowest BAB (so, all attacks would be done with a BAB between 1 to 5, unless Epic in which you can increase your attack bonus). Somehow, I ended up with the latter. Still, it has some trouble regarding natural weapons, since you'd have the option to attack yourself with a secondary natural weapon, and probably choose the least powerful; I assume that's the intention.

Finally...I guess I could concede about Wings of Misfortune, but I'd love to see a jaunting option, if only because it's thematically fitting, even if you're consuming swift actions galore. You could make it as part of a move action as well, probably having a jaunt up to your base land speed and half that amount if used as a swift action. It could work as an ACF to replace the flight option. Heck, if you make it similar to Dim Door, it could open very interesting methods of combat (unless you're too scared of Shadowpouncing as a swift action).

Lord_Gareth
2011-06-18, 02:42 AM
I'll fix the wording on Oath of Unworthy Demise and sleep on the Nemesis and Ripper's Gift issues. And I'd also like to offer a trade, Oskar - I'll make you a jaunter ACF (and one other mystery ACF!) if you'll take some fluff I give you for the Example Hexblade and stat her up for me.

*Gareth dusts the blood off of his knuckles and offers a hand out*

Deal?

T.G. Oskar
2011-06-18, 05:03 AM
I'll fix the wording on Oath of Unworthy Demise and sleep on the Nemesis and Ripper's Gift issues. And I'd also like to offer a trade, Oskar - I'll make you a jaunter ACF (and one other mystery ACF!) if you'll take some fluff I give you for the Example Hexblade and stat her up for me.

*Gareth dusts the blood off of his knuckles and offers a hand out*

Deal?

Uh...sure. Let's see how that works, though. Should work as practice to hammer down pretty well a flavorful character that's mechanically practical, in any case.

Lord_Gareth
2011-06-18, 08:23 AM
Uh...sure. Let's see how that works, though. Should work as practice to hammer down pretty well a flavorful character that's mechanically practical, in any case.

I'd do it myself, but I honest to god hate writing up stat blocks that much. Character sheet or bust as far as I'm concerned. Sadly, can't do that for the example character.

Djinn_in_Tonic
2011-06-18, 08:44 PM
...I'll probably comment some more on recent discussions eventually, but I had to say it: loving the new avatar, Gareth. It's incredible.

T.G. Oskar
2011-06-18, 11:49 PM
I'd do it myself, but I honest to god hate writing up stat blocks that much. Character sheet or bust as far as I'm concerned. Sadly, can't do that for the example character.

Which format? Early D&D stat blocks or the format presented on DMG II (which I oddly favor over the base)? I can work with the two quite easily, if you mind; I've had to do a lot of stat blocks towards modified NPCs and enemies (pretty much fully upgrading the Shadows of the Last War to become competitive over a team comprised of a Wizard, a Warblade and a Barbarian (with a Bard and a Paladin as "back-up"), so I guess that shouldn't be too troubling.

Lord_Gareth
2011-06-18, 11:50 PM
...I'll probably comment some more on recent discussions eventually, but I had to say it: loving the new avatar, Gareth. It's incredible.

Thank you, but all credit goes to the great and mighty Domochevsky, who took the original portrait of Endeca and turned it into GenDeca.

EDIT


Which format? Early D&D stat blocks or the format presented on DMG II (which I oddly favor over the base)? I can work with the two quite easily, if you mind; I've had to do a lot of stat blocks towards modified NPCs and enemies (pretty much fully upgrading the Shadows of the Last War to become competitive over a team comprised of a Wizard, a Warblade and a Barbarian (with a Bard and a Paladin as "back-up"), so I guess that shouldn't be too troubling.

Whatever is more comfortable for you, my friend. I'll PM you some information on Miss Envy tomorrow, when I'm more awake.


Malefactor Alternate Class Features
"Ha ha, you wish there was only one kind of us." - Duke Kraven of the Middle Court, to his astonished victim-to-be.

Sudden Omen
Name: Sudden Omen
Class/Classes: Malefactor
Requirements: None
Replaces: Wings of Misfortune
Level: 13
Benefit: You do not gain the Wings of Misfortune class feature. Instead, you may use a supernatural effect identical to the dimension door spell (as cast by a sorcerer of your class level) as a swift action, with the following exceptions: you may not take along other creatures (willing or otherwise) and you are able to take actions freely when you reappear in your new location, provided you actually have any actions left.

Command the Wretched
Name: Command the Wretched
Class/Classes: Malefactor, Spellthief
Requirements: Non-good alignment
Replaces: Trapfinding
Level: 1
Benefit: You do not gain the trapfinding class feature. Instead you may rebuke/command undead as a cleric of your class level.

Putrescent Blows
Name: Putrescent Blows
Class/Classes: Malefactor
Requirements: Tiefling or Outsider with the [Evil] subtype.
Replaces: Alacrity
Level: 11
Benefit: You do not gain the Alacrity class feature. Instead, your diseased bloodline spills forth from your attacks; beings struck by your melee attacks must succeed at a Fortitude save (DC 10 + 1/2 your class level + your charisma modifier) or suffer a -2 cumulative penalty to armor class, attack rolls, and caster level checks for one minute per class level. This counts as a disease effect, and a remove disease spell re-sets the penalties back down to zero if cast upon the victim.

UserClone
2011-06-19, 04:01 AM
Rebuke/Command Undead > Trapfinding, period.

Sudden Omen is great! I'd take 'porting over flight every time, but that's because I love Nightcrawler.

Lord_Gareth
2011-06-19, 02:45 PM
Rebuke/Command Undead > Trapfinding, period.

Of course it is, but some groups aren't going to see it that way. Additionally, both are first-level features, and you can't really access a lot of the super-broken stuff without spellcasting ability (which the Malefacator doesn't have).

calam
2011-06-19, 10:53 PM
This class looks great. Some class features seem a bit powerful but they were all addressed in a previous post.

Main thought: Power-wise how do you think your previous hexblade fix compares to this one. Is there obviously a superior or do you think that they are about the same?

Lord_Gareth
2011-06-19, 11:31 PM
This class looks great. Some class features seem a bit powerful but they were all addressed in a previous post.

Main thought: Power-wise how do you think your previous hexblade fix compares to this one. Is there obviously a superior or do you think that they are about the same?

I feel the Malefactor is probably going to end up being the superior choice, mechanically; the previous Hexblade fix was very aura-centric, and the auras themselves often had underwhelming abilities. Its debuffs were clunkier in terms of design and execution and it was constantly setting its actions on fire to gain access to its Cursed Strikes or other class features. The Malefactor, on the other hand, has features that compliment and use its malefactions and auras without being subsumed by them, and I feel its main draws (the curses) are much more elegantly designed this time around.

Of course, the big, important bit is that this one isn't essentially helpless in an anti-magic field. Less useful? Certainly! But she still makes a halfway decent damage-dealer thanks to its various finesse-based features like Ripper's Gift, Cheap Shots or Alacrity.

Cieyrin
2011-06-24, 03:35 PM
The curses and auras are definitely tighter this time around and find the Malefactor to be an interesting class overall. Doesn't really feel Hexblade to me so much as a different flavor of Beguiler or Spellthief but hey, it's a Re-Imagining, so that's warranted.

I would like to point out something and that is in how Oath of Red Waters works with weapons that already have Wounding. Do they become effectively double Wounding, no effect at all, since they already have it, something else entirely by synergy effect, etc.?

I also like Sudden Omen over wings, as it gives you tactical choices on what to use your swift action with, which I think gives the class more depth and originality than going for flight like a Favored Soul, Champion or some flavors of Harrowed.

Them's my 2 coppers. Take as you will.

Lord_Gareth
2011-07-01, 01:21 AM
I'll try to think up some kind of synergy effect for it, as that sounds cool as hell.

Kyace
2011-07-01, 03:21 PM
A couple unsugar-coated comments. Why are the Malefactions supernatural abilities with verbal and somatic components instead of Spell-like abilities (with verbal and somatic components) like the similar Warlock? Does Remove Curse end all of these effects instantly?

Torment the Weak is really odd. Adding 5d4 unhealable damage to any attack/spell at level 10 is very easily broken. A level 10 Malefactor with a Wand of Magic Missile (or a wand of one of the Energy Orb spells for no SR) can eventually kill anything other than a god or Tarrasque (Mr T has a clause about incurable wounds in his regeneration entry). And they only have to get within 80 feet for part of one round to set it up but can pretty much plink away forever (10+charisma /minutes/ is forever in D&D combat).

Incidentally, they can kill a Tarrasque, they just have to use "Censure: Succor" on it first. Based on the class's earlier definition of "Natural Healing", it apparently includes fast healing and regeneration.

Malefactors eventually (level 13) get a flight speed, and (level 16) at will vastly improved (no chance to be off target by 5d100 miles) Plane Shift. In fact, since you give Malefactors free Ghost Touch to their weapons, they can pick up a stick, curse someone, Otherworldly Stride to the Ethereal Plane (where they become incorporeal to someone from the material plane) and beat up people on the material plane with their Ghost Touch stick (dealing +8d4 incurable damage). So at level 16, they can pretty much take on anything that can't plane shift at will or have divine ranks.

Lets see, Oath of the Unworthy Demise is "Save or try to kill yourself as effectively as you can, for 15 minutes" for when you get tired of swinging your stick at someone. And bizarrely not mind effecting. Treachery is the "Watch the party wizard TPK the party" power. Great now that the spellcaster is alone Oath of Sundered Souls lets you eventually turn any spellcaster into a commoner. 1/minute feeblemind to all three mental scores? Who needs to spend more than a swift account on the material plane every minute anyway?

Iron's Malice is a "beat DR 100/Epic at level ten" power. Sanction: Cowardice is the "Force the dragon to take damage while I run away/fly away/plane shift" power. Prohibition: Courage lets you scare /anything/ at level 5. You want to scare a God? You can! Want to scare a mountain? You can! Want to scare the ocean? You can!

Level 20 is filled with Save or Die with absolutely no defenses (unlike Power Word Kill or Wail of the Banshee, it is save or die but for some odd reason not death effects so work just fine on undead), but although stronger than wizard's standard action spells, they aren't /too/ bad at level 20.

But yea, there is nothing this class is weak against. It's like you took a warlock and gave it better than sorcerer spellcasting as a swift action. Technically everything offers a will save and yes they technically have limited per encounter uses, but a Malefactor can spam whichever curse would hurt the foe the most pretty much at will because most encounters won't last 2 + a charisma based class's charisma mod rounds and since the debuffs all last several minutes (likely 5+ minutes by level 2-3), and the Malefactor has multiple ways to flee faster than their foe, they can pretty much always debuff, flee the encounter and come back fresh 5 minutes later.

Eurus
2011-07-01, 03:24 PM
For what it's worth, Tarrasque-killing potential is a poor measure of actual power. There are plenty of dumb tricks people have come up with to do it, heh

Kyace
2011-07-01, 03:46 PM
I agree, I merely mentioned it because only Tarrasque and Gods were immune to one of the class abilities.

Incidentally, Oath of Sundered Souls to lower a mental score to 3 or 4 combined with Fool's Wits will knock out anyone who has either int, wis or cha lower than 3d6+4 in a swift + free action (average 15.5 damage to all three scores) and fails two saves (mind you, if you fail the first one, you're probably hosed on the second).

Lord_Gareth
2011-07-01, 07:46 PM
A couple unsugar-coated comments. Why are the Malefactions supernatural abilities with verbal and somatic components instead of Spell-like abilities (with verbal and somatic components) like the similar Warlock? Does Remove Curse end all of these effects instantly?

They're (Su) abilities because they don't provoke attacks of opportunity, cannot be dispelled, and I'm not going to try and match them up to the current schools of magic. As far as Remove Curse, I hadn't really thought about it, though they are curses. I suppose one would have to talk to one's DM about that.


Torment the Weak is really odd. Adding 5d4 unhealable damage to any attack/spell at level 10 is very easily broken. A level 10 Malefactor with a Wand of Magic Missile (or a wand of one of the Energy Orb spells for no SR) can eventually kill anything other than a god or Tarrasque (Mr T has a clause about incurable wounds in his regeneration entry). And they only have to get within 80 feet for part of one round to set it up but can pretty much plink away forever (10+charisma /minutes/ is forever in D&D combat).

Magical healing (and Ex healing effects like Devoted Spirit strikes) function just fine on damage from Torment the Weak. Additionally, at level 10, those 5d4 are a handy bonus but not exactly show-stopping. Aye, he'll get the bonus for the entire encounter against any given being or object, but try comparing it to features the Malefactor isn't getting - like, say, equivalent-level maneuvers.


Incidentally, they can kill a Tarrasque, they just have to use "Censure: Succor" on it first. Based on the class's earlier definition of "Natural Healing", it apparently includes fast healing and regeneration.

Yay? The Big T has been less than impressive for some time.


Malefactors eventually (level 13) get a flight speed, and (level 16) at will vastly improved (no chance to be off target by 5d100 miles) Plane Shift. In fact, since you give Malefactors free Ghost Touch to their weapons, they can pick up a stick, curse someone, Otherworldly Stride to the Ethereal Plane (where they become incorporeal to someone from the material plane) and beat up people on the material plane with their Ghost Touch stick (dealing +8d4 incurable damage). So at level 16, they can pretty much take on anything that can't plane shift at will or have divine ranks.

Blink, ethereal jaunt, shadow walk, transdimensional spell, various CR-appropriate jaunting or plane-shifting monsters and the fact that wizards are about to get ninth level casting would all like deep and intense words with this statement. That being said, I did alter the wording on Otherworldly Stride slightly; they can only step into those parts of the planes more-or-less overlapping their current plane.


Lets see, Oath of the Unworthy Demise is "Save or try to kill yourself as effectively as you can, for 15 minutes" for when you get tired of swinging your stick at someone. And bizarrely not mind effecting.

I'm still trying to fix the wording on this power, 'tis true.


Treachery is the "Watch the party wizard TPK the party" power. Great now that the spellcaster is alone Oath of Sundered Souls lets you eventually turn any spellcaster into a commoner. 1/minute feeblemind to all three mental scores? Who needs to spend more than a swift account on the material plane every minute anyway?

This is assuming that the spellcaster in question fails a Will save, of all things. Furthermore, Feeblemind is much more effective and is also permanent. I feel Treachery can stand where it is, especially since it only really allows for one spell to go off (two if you manage to somehow get it through on a spellsurging sorcerer).


Iron's Malice is a "beat DR 100/Epic at level ten" power.

Mountain Hammer does this at level three.


Sanction: Cowardice is the "Force the dragon to take damage while I run away/fly away/plane shift" power. Prohibition: Courage lets you scare /anything/ at level 5. You want to scare a God? You can! Want to scare a mountain? You can! Want to scare the ocean? You can!

Aside from involving the murky question of what the DM decides a discrete object is (I certainly wouldn't consider a mountian to be just one thing), you again forget that these thing must first fail their save. That being said, at the level you get Sanction: Cowardice you won't be really able to flee the scene, and at the level that you can the damage is fairly pitiful. As for scaring divinities, I can only respectfully say this: if the god fails his save against that power, he should be terrified anyway.


Level 20 is filled with Save or Die with absolutely no defenses (unlike Power Word Kill or Wail of the Banshee, it is save or die but for some odd reason not death effects so work just fine on undead), but although stronger than wizard's standard action spells, they aren't /too/ bad at level 20.

Wail of the Banshee and Power Word: Kill are both considered highly sub-par, especially since immunity to [Death] effects is available as a fourth-level spell (and on the relative cheap as an armor enhancement). Word of Binding is a slight upgrade on an existing save-or-suck (which allows the same kind of save and, incidentally, only allows one victim as opposed to the 1/cl of Hold Monster, Mass), while Word of Doom is an SoD worth using at higher levels (and is actually inspired by the Hourglass of Zihaja spell Fiat: Death).


But yea, there is nothing this class is weak against. It's like you took a warlock and gave it better than sorcerer spellcasting as a swift action. Technically everything offers a will save and yes they technically have limited per encounter uses, but a Malefactor can spam whichever curse would hurt the foe the most pretty much at will because most encounters won't last 2 + a charisma based class's charisma mod rounds and since the debuffs all last several minutes (likely 5+ minutes by level 2-3), and the Malefactor has multiple ways to flee faster than their foe, they can pretty much always debuff, flee the encounter and come back fresh 5 minutes later.

To go with the limited /encounter uses is the clause that Malefactors cannot invoke a curse that's currently affecting a target. That being said, not having a specific weakness is part of the point; I was aiming for tier 3 - 2 (and landed somewhere in 3 by most counts), meaning that the Malefactor should have something they can contribute to any encounter, even if it's just a few skill ranks. By the time the Malefactor gains their movement options, they're either on-par with appropriate CR monsters and villains or else playing catch-up on those capabilities, which also means that the Malefactor's ability to simply flee and refresh is limited.

Now, if the DM is running a much more mundane campaign than normal, your point stands. However, in such a campaign the Malefactor by definition has no place.

I hope I was able to address some of your concerns.

Kyace
2011-07-02, 01:35 AM
They're (Su) abilities because they don't provoke attacks of opportunity, cannot be dispelled, and I'm not going to try and match them up to the current schools of magic. As far as Remove Curse, I hadn't really thought about it, though they are curses. I suppose one would have to talk to one's DM about that.
Making them Su also bypasses Spell Resistance, big late-level monster's primary defense against such Save or Die/Suck spells. Casting a swift action (http://www.d20srd.org/srd/combat/actionsInCombat.htm#swiftActions) spell usually doesn't provoke AoOs. I'd personally suggest allowing Remove Curse to work on all Malefactions and allowing Break Enchantment to work on either all Malefactions or Malefactions of the Bane level or lower. Personally, I'd suggest making Malefactions Spell-Likes abilities and making Spites be the equivalent of level 1 spells, Taboos of level 3 spells, Banes of level 5, Geasa of level 7 and Maledictions of level 9. Say that they are all of the Necromancy school unless otherwise stated (since the spell Bestow Curse is necromancy). This would also allow entry into PrCs much easier and make them work much easier with a lot of existing abilities and rules (Detect Magic, Break Enchantment, spellcraft to ID (there isn't really any way to ID Su class abilities on NPCs by RAW) and so on). Yes, DMs can decide things ad hoc to make them work, but it's easier to make things fit with the existing system so they have to decide less things in the middle of a fight. If you're making a curse based class, deciding how Remove Curse works on its curses is a fairly big thing to consider.

Magical healing (and Ex healing effects like Devoted Spirit strikes) function just fine on damage from Torment the Weak. Additionally, at level 10, those 5d4 are a handy bonus but not exactly show-stopping. Aye, he'll get the bonus for the entire encounter against any given being or object, but try comparing it to features the Malefactor isn't getting - like, say, equivalent-level maneuvers.
The fact that you can add 5d4 damage to any and all attacks and spells is fairly big. Rogues have to jump through a couple of loops to deal damage with spells (spell must have an attack roll, must be within 30', must be flatfooted, denied dex or flanked).

That also reminds me. Why does Malefactor have a 80' range? Warlock only has a 60' range to start with and they're meant to be a longer ranged class. From your abilities, I assumed you meant the Malefactor to be a melee class, in which case I'd expect to see a 30' range to be more in line with a rogue or typical fixed ranged spells.


Yay? The Big T has been less than impressive for some time.Shrug.


Blink, ethereal jaunt, shadow walk, transdimensional spell, various CR-appropriate jaunting or plane-shifting monsters and the fact that wizards are about to get ninth level casting would all like deep and intense words with this statement. That being said, I did alter the wording on Otherworldly Stride slightly; they can only step into those parts of the planes more-or-less overlapping their current plane.
Most plane-shifting critters can only move between two planes. The ones with a plane shift can move between any plane, but will likely end up 250+ miles away. There are very few monsters and builds that can move between four different planes at will, with the precision required to follow a Malefactor.


This is assuming that the spellcaster in question fails a Will save, of all things. Furthermore, Feeblemind is much more effective and is also permanent. I feel Treachery can stand where it is, especially since it only really allows for one spell to go off (two if you manage to somehow get it through on a spellsurging sorcerer).
The difference between "Lasts a week of bed rest" and "Permanent" is fairly moot in the middle of combat. Heck, the "10 minutes" is pretty much "permanent" if you're in combat. Treachery is probably fine.


Mountain Hammer does this at level three.Fair enough. Although Mountain Hammer doesn't last multiple rounds, it also doesn't allow a save so I'll drop this one.


Aside from involving the murky question of what the DM decides a discrete object is (I certainly wouldn't consider a mountian to be just one thing), you again forget that these thing must first fail their save. That being said, at the level you get Sanction: Cowardice you won't be really able to flee the scene, and at the level that you can the damage is fairly pitiful. As for scaring divinities, I can only respectfully say this: if the god fails his save against that power, he should be terrified anyway.I didn't say it was likely, but I'm not a huge fan of removing a creature's immunity to something because it messes with creatures in fairly unusual ways. Replace mountain with unanimated table or something. Congratulations, you can make a table cower in fear. Due to the fact that I don't see any other Malefactions or class abilities with the keyword [Fear], the fact that you break what I consider a cardinal rule appears for no real reason. The Malefactor can't use Oath of Sundered Souls on the victim again because of the rule where they can't use it a second time while it is still in effect on any creature.


Wail of the Banshee and Power Word: Kill are both considered highly sub-par, especially since immunity to [Death] effects is available as a fourth-level spell (and on the relative cheap as an armor enhancement). Word of Binding is a slight upgrade on an existing save-or-suck (which allows the same kind of save and, incidentally, only allows one victim as opposed to the 1/cl of Hold Monster, Mass), while Word of Doom is an SoD worth using at higher levels (and is actually inspired by the Hourglass of Zihaja spell Fiat: Death).I'd hardly consider Word of Binding a slight upgrade. It loses the Paralysis, Compulsion and Mind-Affecting keywords, it doesn't allow a new save every turn, turns off contingencies and prevents teleportation. It's rather closer to an Imprisonment spell except much better range and you can still hurt them. Again, although the 20th level abilities are a bit more powerful than the 9th level wizard spells, at level 20 that's fine.


To go with the limited /encounter uses is the clause that Malefactors cannot invoke a curse that's currently affecting a target. That being said, not having a specific weakness is part of the point; I was aiming for tier 3 - 2 (and landed somewhere in 3 by most counts), meaning that the Malefactor should have something they can contribute to any encounter, even if it's just a few skill ranks. By the time the Malefactor gains their movement options, they're either on-par with appropriate CR monsters and villains or else playing catch-up on those capabilities, which also means that the Malefactor's ability to simply flee and refresh is limited.

Now, if the DM is running a much more mundane campaign than normal, your point stands. However, in such a campaign the Malefactor by definition has no place.

I hope I was able to address some of your concerns.
I think this was my problem. I was expecting something closer in power to a warlock. I'd personally argue that the Malefactor is closer to Tier 2 than Tier 3. All of the Tier 3 casters are very good in some fights and ok in others, compared to the Tier 2's very good in all fights. Beguiler and Bard need things to be Mind-Affect-able to work their magic (as well as most allowing SR), Dread Necromancer are good in the area of necromancy (hurting living things or buffing dead ones) and hurt in fights against things that don't have living thing's weakness to negative energy as well as the fact that it requires beating SR for anything other than summoning. The Malefactor is equally good fighting anything. It ignores mind-affecting, it ignores Spell Resistance, it ignores standard actions (or rather, it spends it's standard actions pretending to be a wizard thanks to having Use Magic Device as a class skill). Basically, I'd put it middle to high tier 2 due to Malefactions alone. That it has class abilities that allow it to take an AoO from 400 feet away, fly, planeshift, be nearly as good at melee as ToB classes will probably make the class outshine anything below tier 2 in a party setting.

Some suggestions for balance rather than just complaining:

Primarily, this needs to pick a role and stick to it. It's currently a tier 2 caster with free quickens gestalted with a tier 3 ToB melee character. If it's supposed to be a full caster, it needs to lose the reflex save, most of the melee oriented abilities, most of the defenses. If it's meant to be a hybrid gish class, it needs to lose some of it's more potent curses. If you're aiming for tier 3 hybrid melee and debuff caster, use the bard's spells for a rough power check for your curses and tone down some of the utility abilities (the plane shift primarily).
Shorten any non-instant Malefaction to the Malefactor's charisma modifier in rounds. I get that this class is supposed to debuff, but since you're only using a swift action, the effect really shouldn't be as powerful or long lasting as they are.
I'd suggest making Malefactions a spell-like ability and assigning equivalent spell levels.
For an editing standpoint, the Malefaction level names (Spite, Taboo, Bane, Geasa and Malediction), while flavorful, are confusing. I'd steal a page from the Warlock's book and call them Least, Lesser, Greater, Dark or something similar so that the order is easier to follow.
Malefactions NEED some limits. They are much too good for swift action debuffs. Almost none have any sort of Descriptor and most of them really should allow Spell Resistance for balance purposes.
Torment the Weak needs some sort of limits, it's way too powerful now. Limiting it to attack (and spells with attack rolls) within 30' would be a good start.
Ripper's Gift (Finesse), I'm not sure why you don't just simply grant Weapon Finesse as a bonus feat here. This is beginning a trend of the Malefactor being both a tier 2 caster and a tier 3 meleeist and trying to be the whole party.
Cheap Shots (Ex), I don't get why this class has this ability. It doesn't seem to fit with the curse theme at all. It gives the class something to do in an anti-magic field is pretty much all, furthering the whole "class without any weakness" thing.
Evasion/Improved Evasion: Again, I'm not sure what being nimble has to do with curses. Comparing the Malefactor to another Tier 3 caster that fits the same "Roguish full-caster" mold, the Beguiler, it's a much better rogue than the beguiler (better BAB, HP, saves/evasion, bonus to damage in melee that the Beguiler is missing) in addition to being a better caster than the Beguiler. I'd probably remove Evasion and all of the dex based melee stuff if you're aiming for a tier 3 full caster.
Ripper's Gift (Weapon Enhancements): I'm not sure why you're giving them effectively free equipment. The class works just fine with normal WBL guidelines. It'd probably remove it.
Stolen Luck: It's not overly powerful, but as an editing suggestion I'd suggest stating how True Seeing, Ghost Touch, Blind Fight or Concealment negating effects affects it since it doesn't appear to be an illusion power and it might be a plane shifting power like Blink, nothing in the text gives a hit how the luck is actually making them likely to miss. I'd actually suggest giving a +4 luck bonus to AC instead than giving a vague miss chance without explaining the mechanics behind it.
Sense Malice: Use Detect Hostile Intent (http://www.d20srd.org/srd/psionic/powers/detectHostileIntent.htm) as a guideline. This shouldn't work on construct or inanimate objects. I'm not sure how a table can feel malice. Based on how Mind Blank and Detect Hostile Intent works, I'd strongly suggest giving this the [Mind-Affecting] descriptor.
Vicious Rebuttal (Su): This needs a range, badly. 30' tops. Personally, taking an AoO against things even 30' away needs a very good reason and I don't see why this build, nominally a skill monkey/caster, needs it.
Alacrity: Editing note: You have Alacrity trigger off of Flanked and Flatfooted and Cheap Shots off of just Flanked. A player/DM won't be as familiar with your class as you so make it simpler and make both trigger off of the same condition.
Wings of Misfortune (Ex): Apparently, one can non-magically fly with cursed energy... Not hugely overpowered at this level, but a 70' fly speed (remember that you just gave them Alacrity) is really good and pretty much lets the Malefactor determine who they want to fight (90% of the time). Basically you're giving the Malefactor tier 1-2's utility spells as class abilities.
Otherworldly Stride: I've already spoke at length at how broken this ability is. Pretty much, the only thing that can challenge the character now is a tier 1 character or a specially prepared tier 2. The usual defenses against ethereal characters by be bypassed by going to the shadow plane in small hops. Tactically switching between the ethereal and shadow planes gives the character the kind of freedom against a 'merely' ethereal character as most ethereal hopping creatures have against material bound characters. Either severally limit it or remove it all together.
Cruel Simulacrum: Why does it ignore spell resistance? Combined with Vicious Rebuttal makes a Malefactor pretty much suicide to attack. They should be the late level/cap abilities for a different class that focuses on this sort of thing, not incidental protection for a caster class.
Avatar of Woe is a bit random but fine.

See general Malefaction notes above. The vast majority should have Mind-Affecting unless you have a really compelling explanation why they aren't. "Because I want this class to rock in every circumstance" isn't one.
Tongue Tie: Editing note: Why a -3 penalty? Round up to -4 or down to -2. And why Gather Information, a skill which takes 1d4 hours to use with a debuff that only lasts 30ish minutes.
Traitor's Sword: Editing note: Without looking do you know what happens with a magic sword with a +3 enhancement bonus gains an enhancement penalty? Does it lose it's special abilities for the duration? Does it still have it's +3? Very likely the DM, in the middle of a fight, won't know either. Call it a luck penalty to simplify things. Also remember (and maybe note) that magic weapons can make saves even when not attended.
Sand in the Eyes: How does this work with creatures with darkvision? Be aware that as written, this allows a someone to 'hide' from such a character.
Censure: Succor: Editing note: you forgot to replace the [level] with the level name.
Prohibition: Courage [Level]: Editing note: forgot to replace [level]. Remove the line about getting rid of immunity to fear. Nothing else in this class benefits from it, it only serves to confuse people and open loopholes for abuse.
Sanction: Cowardice: Really needs a line about what happens if the Malefactor is too far away to attack. Since you give the class flight and at will planeshift expect that to happen. Badly needs to be mind affecting, possibly Compulsion and Language-Dependent.
Nemesis [Bane]: Probably needs a Teleportation or Compulsion descriptor, depending on how the first 'move to within 30 feet' thing works. Since you give the class flight, prepare for when a flying Malefactor does this from 80' above the ground then dismisses it as a free action. Almost certainly needs a "teleported to solid ground that can support it" or "if there exists a safe path between the victim and the Malefactor" clause depending on if its teleportation or compulsion. Does this invisible barrier block any attacks out? Instead of an invisible barrier, I'd probably suggest that whatever moves the victim the first time does so again if they begin farther than 30' away, at no action cost to them.
Treachery: Drop the line about constructs. It just confuses people. If you want to use the construct's owner, us Treachery on the owner and the owner can command the construct to kill the party.
Fury of the Elements: While funny to make a fire elemental burn to death on the plane of fire. I'm not a fan of messing with a creature's immunity; this isn't overly powerful, it just messes with creature designers.
False Perceptions: Needs to be mind affecting and is probably an Illusion (Phantasm) effect. Editing note: the -3 circumstance penalty should either be -2 or -4. I'm not sure why illusionary images cause a listen penalty. Mirror image by itself is powerful enough that it probably doesn't need the penalty as well. Maybe give the victim the Dazzle condition instead of making up new penalties.
Oath of Sundered Souls: Really powerful when combined with any other source of mental score damage or penalty.
Oath of Clouded Sight: Needs a mind-affecting descriptor. Replace [Level].
Oath of the New Moon: As written, the target basically loses all of their equipment when it falls off of their newly incorporeal form. Amusing but probably not what you meant. Replace [Level]
Oath of the Unworthy Demise: This needs a mind-affecting, compulsion descriptor and needs to last only one round. Compare to Death Urge (http://www.d20srd.org/srd/psionic/powers/deathUrge.htm).
Word of Binding: I'd drop the line about contingency.
Word of Malice: Needs way more mind-affecting, compulsion descriptors. As written, a peasant child standing beside a level 20 paladin can fail the save and the paladin has no choice but to attack them. If this effects the target's allies' attitude, they need to get a save. Use Veil (http://www.d20srd.org/srd/spells/veil.htm) as a guideline for the effect.
Infirmity Aura: Instead of reinventing the wheel, just give them the Fatigued condition for the duration, without allowing it to stack with further Fatigued status into Exhausted. As written a malefactor can make a construct, which can't feel exhausted, worst at hitting someone because it feels exhausted.
Aura of Unluck: call the penalty a luck penalty. I'm not sure I get the why the tumble is in there. See above for not inventing new conditions when current ones work.
Prohibition: Tools [Level]: Editing Replace [Level]. Do you mean /Wands/ and Scrolls instead of Potions and Scrolls? Characters don't need any special knowledge to use a potion, merely to drink it. I'd probably say "Spell Completion and Spell Trigger" instead of explicitly saying Wands and Scrolls so that psionic and other items get included (due to psionic-magic transparency).
Unwholesome Fury: Needs Compulsion, Mind-Affecting. Compare to Rage (http://www.d20srd.org/srd/spells/rage.htm) spell. Immunity to mind-affecting does not work like this. Please do not disregard immunities unless you have a very good reason. This is not a very good reason.
Creeping Strangulation: Waaaaay too powerful. This either needs to have a min that it can drop scores to, to prevent instantly killing or incapacitating, or it needs to be a penalty to attack, ability and skill rolls instead of a penalty to the scores.
Fool's Wits: See above.
Oath of Halted Arcana: An odd mechanic. Can a fighter with +1 reflex consider a fireball 'friendly' to apply his spell resistance instead? Or what about neutral spells that have both good and bad effects, from neutral casters?
Oath of the Hollow Soul: Why three negative levels? Do undead gain temp HP from this?
Word of Pain: Why are you including Caster Level and Damage rolls in this? Remember that Concentration specifically mentions that a caster casting while detracted by a spell or ability must make a concentration check VS the ability DC plus the spell level to cast. Forcing them to make a DC 28+ Charisma Concentration check should be plenty.

ACF:
Sudden Omen: At will teleport 920 feet as a swift action? Wow. You really don't want Malefactors in a fight they don't want in, do you?
Command the Wretched: Really strong when you consider Divine feats.
Putrescent Blows: Strong. Could be broken if you could get an insane number of attacks, but if you're already hitting enough for it to matter. I'd probably add something where making the fort save makes you immune for 24 hours or maybe only apply it to the first hit per round. Just to make it saner.

Bhu
2011-07-02, 01:50 AM
I like this class concept lots. Kudos to Lord Gareth :smallcool:

Kellus
2011-07-02, 04:05 AM
Okay, so I really like this class. It's basically a great mix of roguish trickster and diabolical magician. I really like the use of the different malefactions as debuffs, setting people up for your spike damage instead of just flanking them. I've got some comments, so let me just run through my list:

• First, and one of the most annoying for me, was the progression of malefactions. I actually don't see the pattern behind it at all. The auras you obviously get a new one every time you get access to a new tier, but the regular curses are just all over the place. Your dead levels for curses are 4th, 6th , 9th, 11th, 13th, 16th, and 18th levels which makes no rhyme or reason that I can see. The only constant I can tell is that you're getting three curses each tier, but aside from that I don't understant why you wouldn't just go with a predictable pattern.

•*You've got a few places where you mention explicitly that you've got numbers rounding up (I noticed the cheap shots class feature, infirmity aura, aura of unluck, and unwholesome fury). I'm not a big fan of this, since one of the big things to learning how D&D maths work is realizing that numbers always always round down. Unless it adds a lot I'd keep to this standard just to avoid confusing people who try to play it.

• In the same vein, you've got some really weird progressions; especially malefactions per encounter. 2 + 1/4 class level + Cha is just weird. Not necessarily bad, but really strange. You could get, for example, almost the same effect by saying 1/2 class level + Cha and have a much simpler and more obvious expression.

•*I like the torment the weak ability, since it encourages you to disable enemies and then close in for the kill. But why would you use d4 dice on an ability that's way harder to get active than sneak attack? This one the enemy actually has to fail a save, while sneak attack just needs superior positioning. It's not a big deal, but piles of d6s are way more fun to roll than piles of d4s, not to mention most people have far more of them. That's seriously the primary reason I'm bringing this up.

• Stolen luck is actually a really cool way to go for a class that's going to see some melee action but doesn't have great defenses otherwise. I'm not sure I like the flavour of 'stealing' luck from the enemy when you don't actually get anything from their misfortune, but whatever.

• Also not clear on why Wings of Misfortune are an Ex ability. That bit's kind of strange. I don't mind getting a fly speed, but it's weird that you actually grow wings out of your back.

• Otherworldly stride. I'm going to go ahead and be different and say that I really like this. There's a bunch of abilities you have that only activate on creatures flat-footed and caught off guard, and the idea of interplanar ambushes that you can pull off with this is kind of awesome. It's 16th level, so pretty soon you're going to be fighting people with gate, and the nonridiculous version of that spell is better than this anyway so it's hard to get too upset. I like the idea of moving between coterminous overlaid Planes, since it really reinforces the Planar cosmology. One thing I want clarification on is what you can bring with you. Presumably your belongings, but a weight limit would probably be nice. One thing that is for sure going to come up is people trying to bring their friends with them.

• I also like cruel simulacrum a lot, since it's just feeding the ability back to the spellcaster. I can't really see anything wrong with it, since you A) have to make your save, and B) have to have the enemy fail theirs. That's not an unreasonable thing to do at 18th level, so that's cool. One thing that does worry me though is using up your swift/immediate action for this when that's the only way to pull off your curses and auras. You're going to be seriously lacking swift actions at high levels right now. One thing to consider might be folding cruel simulacrum together with vicious rebuttal, using some of the same mechanics, and have it take up an attack of opportunity instead. Except instead of replying with a magic sword to the face you throw the spell back at them. It would free up the swift action bottleneck and also make you consider more carefully how to divvy up your attacks of opportunity.

• Just wanted to mention that I really like the naming conventions for the different levels of malefactions. Not just the names of the tiers, but the way the curses themselves are named. Really cool and great for making them more than just 'level 1', 'level 2' and so on.

• Censure: Succor and Prohibition: Courage both have [Level] after them instead of [Taboo]. c/p

• Nemesis doesn't say how you decide what square the enemy lands in. I could see an argument for either having them appear in the closest applicable square or be placed anywhere in the radius you choose.

• Fury of the elements should probably specify that that the vulnerability needs to be to an element that they don't still have resistance against. I'm also not entirely sure I like the idea of fire elementals damaged by fire.

• Pain's not a type of bonus or penalty for Creeping Strangulation and Word of Pain. I guess you could make up your own, but there's a lot of bonus types already.

A few comments about other things that have been brought up:


Making them Su also bypasses Spell Resistance, big late-level monster's primary defense against such Save or Die/Suck spells.

The late-level monsters already have a defense against save or die spells, which is their save. Considering the number of other sod effects out there why are you so upset at this one? There's no reason to break them up into spell levels, because they're not spells. If they actually mimicked spells like a lot of invocations it would make a lot of sense to do that. But these are totally unique abilities that happen to be supernatural in nature.


The fact that you can add 5d4 damage to any and all attacks and spells is fairly big. Rogues have to jump through a couple of loops to deal damage with spells (spell must have an attack roll, must be within 30', must be flatfooted, denied dex or flanked).

No, it's not. 5d4 damage is average what, 12-13 damage? At 10th level that's seriously nothing. And I don't know about you, but most rogues that I've played with have found it much much easier to get sneak attack damage with ranged attacks/ranged spells than in melee, since it means they're not in melee. As I mentioned before, I think the restriction that they need to fail a save first is much harder to pull off, especially against the most dangerous kinds of enemies (spellcasters).


Most plane-shifting critters can only move between two planes. The ones with a plane shift can move between any plane, but will likely end up 250+ miles away. There are very few monsters and builds that can move between four different planes at will, with the precision required to follow a Malefactor.

Who cares? It means they can run away from fights if they like against monsters stuck on the Material Plane, but by that point there are already other ways of getting to other Planes. If team monster can't deal with that they're going to be dead anyway.


I didn't say it was likely, but I'm not a huge fan of removing a creature's immunity to something because it messes with creatures in fairly unusual ways. Replace mountain with unanimated table or something. Congratulations, you can make a table cower in fear. Due to the fact that I don't see any other Malefactions or class abilities with the keyword [Fear], the fact that you break what I consider a cardinal rule appears for no real reason. The Malefactor can't use Oath of Sundered Souls on the victim again because of the rule where they can't use it a second time while it is still in effect on any creature.

The whole point of the class is to debuff enemies. If you've got a debuff centered around fear you 100% must have a way of getting rid of fear immunity, because there are a lot of things immune to fear. Unanimated tables are not normal combatants, so it's hard to get too upset about that. On the other hand, the idea of striking fear into the twisted hearts of the living dead and terrifying bone golems with your supernatural visage is kind of great and I don't want to lose that.

Anyway, really nice class. I love trickster characters like this, and I'ma try sending one of 'em at my group next time. See how they like it. :smallamused:

Kyace
2011-07-02, 10:54 AM
The whole point of the class is to debuff enemies. If you've got a debuff centered around fear you 100% must have a way of getting rid of fear immunity, because there are a lot of things immune to fear. Unanimated tables are not normal combatants, so it's hard to get too upset about that. On the other hand, the idea of striking fear into the twisted hearts of the living dead and terrifying bone golems with your supernatural visage is kind of great and I don't want to lose that.
My point was that they don't have any other debuff centered around fear. This class gains absolutely nothing from stripping fear immunity from monsters. I'm fine with bending rules for the core concept of a class (such as maybe giving a class centered around fear a way to scare fear immune creatures, if done right) but this breaks a major part of the rules for no tangible gain. The couple of other abilities with mind-affecting are also "This ability is mind affecting but totally works again golems if the golem was created by anyone other than a woman named Jill on a full moon out of marshmellows." This class wants to be as useful as a wizard in every single fight; it has no weakness, all of its abilities can be used against any thing at all times. That's fine, if your party is filled with tier 1 and tier 2 classes, but this class, as written will overshadow most tier 3 classes in any circumstance other than one written explicitly for that tier 3 class.

Lord_Gareth
2011-07-02, 11:35 AM
Oooor that particular clause is there to set up teamwork attacks (in this case, teamwork fear strikes) against foes. Y'know, kinda like Fury of the Elements or Iron's Malice.

You appear to be the voice in the wilderness on the issues you bring up, and while I do value the clear and concise way in which you've laid out your particular critiques (your format, sir, is a thing of beauty and grace), several homebrewers I trust - Oskar, Kellus, and Djinn among them - have seen the features you seem to be having issues with and have found no problem with them in a generalized T3 environment. Getting further, they've actively compared them to several other T3 and T2 classes and concluded that while the Malefactor is potent, it is not game-breaking. I'm afraid I'm going to have to disagree with you.

Re: (Ex) Wings of Misfortune - Eh, I'll make 'em (Su). I just wanted them to not be plummeting to the ground if they got tagged by an AMF, but you're kinda right about the tag.

Cieyrin
2011-07-02, 12:36 PM
My point was that they don't have any other debuff centered around fear. This class gains absolutely nothing from stripping fear immunity from monsters. I'm fine with bending rules for the core concept of a class (such as maybe giving a class centered around fear a way to scare fear immune creatures, if done right) but this breaks a major part of the rules for no tangible gain. The couple of other abilities with mind-affecting are also "This ability is mind affecting but totally works again golems if the golem was created by anyone other than a woman named Jill on a full moon out of marshmellows." This class wants to be as useful as a wizard in every single fight; it has no weakness, all of its abilities can be used against any thing at all times. That's fine, if your party is filled with tier 1 and tier 2 classes, but this class, as written will overshadow most tier 3 classes in any circumstance other than one written explicitly for that tier 3 class.

While I agree that the exact interaction of Malefaction is with Remove Curse, Break Curse and similar abilities should be defined, I find a lot of your arguments coming off as "This is too unique, let's make it a Melee Warlock!", which aren't particularly helpful, especially when you keep harping the same argument. This is the point of homebrew, making something new for people to play with. I don't find Torment the Weak as incredibly powerful as you claim, considering the buffs available to sneak attack, which is easier to get off, I may add, as there are multiple ways to setup a sneak attack, while there's the bottleneck involved with Torment, that you have to curse the target and they have to fail their save. That can be unreliable at best, especially when dealing with CR appropriate encounters.

While this may yet be a work of progress, I don't think the major problem is "ZOMG, the power is over 9000!!!!1!" A Malefactor is on pretty even ground with Spellthieves and Beguilers and I don't think full casters or ToBattlers are in any danger of being uprooted by this.

Kyace
2011-07-02, 02:22 PM
There is a lot about the class I do like (else I wouldn't have spent an hour rereading it) if that wasn't clear. Well, good luck and I'll return to my woods until the moon is waxing and the wind is shrill. ;)

Pechvarry
2011-07-04, 10:01 PM
Sorry to bring it up without a whole lot more to offer, but I side with most of Kyace's opinions. It's a very neat class, but reading his reviews and looking at the power combos it can pull off, it's far too powerful for my table. It seems more in line with Tier 2, but even my non-optimizing players would be very powerful and would nearly accidentally stumble upon powerful tactics -- these being the same players who play sorcerers more at the tier 4 level and we've never even had a Wizard use the sorts of Divinations that tell you what kind of spells to prepare.

On the other hand, having a class that breaks immunities is NOT breaking an established status quo: it's the cornerstone of a fascinating, new class which can make previously niche tactics (the CW Samurai who finally got his intimidation tricks just in time to switch over to the fear-immune half of the Monster Manual) viable at all levels. This means one class gives us the ability to work within all of the insane restrictions WotC left us!

-Would like to see an ability to remove critical/precision damage immunity (similar to the <monster type> Strike line of spells).

Eurus
2011-07-05, 01:04 AM
Sorry to bring it up without a whole lot more to offer, but I side with most of Kyace's opinions. It's a very neat class, but reading his reviews and looking at the power combos it can pull off, it's far too powerful for my table. It seems more in line with Tier 2, but even my non-optimizing players would be very powerful and would nearly accidentally stumble upon powerful tactics -- these being the same players who play sorcerers more at the tier 4 level and we've never even had a Wizard use the sorts of Divinations that tell you what kind of spells to prepare.

On the other hand, having a class that breaks immunities is NOT breaking an established status quo: it's the cornerstone of a fascinating, new class which can make previously niche tactics (the CW Samurai who finally got his intimidation tricks just in time to switch over to the fear-immune half of the Monster Manual) viable at all levels. This means one class gives us the ability to work within all of the insane restrictions WotC left us!

-Would like to see an ability to remove critical/precision damage immunity (similar to the <monster type> Strike line of spells).

I think the problem is not that it is too powerful -- it's pretty solidly tier 3, from what I can see, since Tier 2 is more Sorcerer-level -- but rather that it's, as you said, a solid tier 3 right out of the box with relatively little room to screw it up. Whether this is a bad thing or a good thing depends on your perspective.

Lord_Gareth
2011-07-06, 11:59 AM
May I present for your enjoyment the sample Malefactor created by T.G. Oskar - Miss Envy!

Miss Envy, the Heart-Break Queen [Malefactor 11]
"Well aren't you just adorable? Why don't we talk your request over with some drinks at my place."

Theme Song: S&M (http://www.youtube.com/watch?v=KdS6HFQ_LUc) by Rihanna (Warning: Lyrics may be unsuitable for the workplace)

Appearance: Envy knows she's beautiful and doesn't bother hiding that fact; long blond hair, delicately pointed ears, and deep green eyes are her most striking and memorable features on first blush, until one notices her fey-like grace, goblin smile and bell-like laugh. She favors studded leathers in various shades of magenta, pink, purple and red, and a single teardrop tattoo marks her face just beneath her left eye. If she's prepared for a fight, Envy is always found with her twin blades, Agony and Ecstasy, but even if she isn't she always has a weapon of some kind in plain view.

When Envy dresses up formally she changes her fashions, hanging up her leathers in favor of lacy black skirts, fishnet stockings, long, fingerless gloves and blouses. She haunts the parties, balls and galleries of the various cities she calls home with tasteful gold jewelry (never silver) and can usually be seen with her latest prize in some stage of bewilderment.

Personality: Envy has always been someone that uses people. Even as a youth in her city home, raised mostly amongst other elves, the woman now known as Miss Envy had a certain covetous streak, a magpie-like tendency to hoard that which belonged to others. When her powers blossomed, Envy took up a mercenary lifestyle, looking to win fame, riches, and glory. She found all three.

Now Envy is living up the high life, and things couldn't be better as far as she's concerned. She takes regular contracts from various kingdoms to put down this threat or that insurrection (the exact nature of the cause doesn't matter to her as much as how popular the cause is) and takes in more than enough money to maintain several fully staffed homes and at least one brothel (and likely more besides in illegal holdings). Envy laughs, loves, and lives passionately, and that passion is her most attractive feature, a vibrant joie-de-verve that hypnotizes those around her into ignoring the fact that she is also selfish, greedy and unconcerned with the well-being of her fellows.

Envy's nickname, the Heart-Break Queen, comes from her carefree attitude towards sexuality; Envy leaves a string of disgraced nobles, shattered marriages, swindled virgins and heartbroken paramours of both genders wherever she goes, including and especially if she can manage to break the law in a spectacularly public fashion by doing so. In some cases this has brought her into conflict with the authorities of the various city-states and nations she moves through or dwells within, but for the most part Envy is simply too economically entrenched to really touch over so objectively minor an issue, so often they must grit their teeth and let her pass. Watching the enforcers of the law strain not to act against her gives Envy a perverse pleasure.

Envy is selfish, greedy and casually hurtful but not malicious or harmful to the innocent. She disregards laws for the thrill it gives her and refuses to be tied down to any one lover, city, or law; she is chaotic neutral.

Plot Hooks
- An famous paladin has been stripped of his rank, title, and powers and refuses to say why - the third such holy warrior within as many years. His orders asks the party to investigate before they grant the knight an atonement. Envy is the cause; she takes a special joy in seducing paladins, knights, and other "honorable" people into betraying vows of love.
- The party is hired by Envy to help put down a particularly troublesome threat, such as a brood of dragons or a marauding lich, and promised a share of the spoils and glory.
- Envy has taken a shining to one of the party members and isn't taking no for an answer; her gestures are extravagant and romantic, and she professes love at first sight. Others that know her warn otherwise, but Envy is going to increasing lengths to woo the object of her desire and isn't afraid to resort to skullduggery to do it.
- While exploring some ruins, the party encounters Envy and a band of her latest "companions" seeking the self-same item they're after. Envy proposes a race to retrieve it, with one small catch: the losing team offers one of their members up as a prize.
- A local priest has noticed that homeless girls are vanishing off the streets - usually human or half-elven, almost always thirteen or older. He asks the party to investigate, and the trail leads to one of Envy's brothels, where the girls insist they are being treated well - but won't talk about what goes on inside.

Miss Envy, the Heart-Break Queen CR 11
CN female elf malefactor 11
Medium humanoid (elf)
Init. +4; Senses sense malice, low-light vision; Listen +9, Spot +9
Languages Common, Elven, Sylvan _____________________________________
AC 19 (+4 Dex, +5 armor); touch 14, flat-footed 15
hp 66 (11 HD)
Immune sleep
Fort +6, Ref +12, Will +8; +2 vs. enchantments___________________
Speed 40 ft. (8 squares)
Melee Agony +12/+7 (1d6+4/19-20 plus 2d6 plus 1 Con damage; user 1d6) and Ecstasy +11/+6 (1d6+4/19-20 plus 2d6 plus 1d6 electricity damage; user 1d6) with Improved Two-Weapon Fighting
Base Atk +8, Grp +7 __________________________________
Atk Options Throw Anything, alacrity (+6 against flanked, flat-footed enemies), cheap shots (+6 against flanked enemies), ripper's gift, torment the weak +6d4
Special Actions stolen luck 2/day (20% miss chance), vicious rebuttal
Combat Gear 2 dusts of disappearance, 5 elixirs of love _______________________
Maledictions Known (7/encounter, DC 18)
Banes -- false perceptions
Taboos -- censure: succor, embargo: alacrity, interdiction: magic
Spites -- glued boots, sand in the eyes, tongue tie

Maleficent Auras (40 ft. radius, DC 18)
Banes -- creeping strangulation
Taboos -- sanction: magic
Spites -- aura of spite ____________________________________
Abilities Str 8, Dex 18, Con 14, Int 12, Wis 10, Cha 16
SQ evasion, sense malice, trapfinding
Feats Combat Reflexes, Improved Two-Weapon Fighting, Throw AnythingCW, Two-Weapon Fighting
CW: available in the Complete Warrior supplement
Skills Bluff +17, Diplomacy +5, Disable Device +15, Disguise +3 (+2 when acting in character, +10 with hat of disguise), Gather Information +5, Intimidate +5, Jump +3, Listen +9, Knowledge (local) +15, Open Lock +17, Profession (escort) +7, Profession (shopkeeper) +7, Search +17, Spot +9
Possessions combat gear plus Agony (+2 wounding shortsword), Ecstasy (+1 shocking shortsword), +2 glamered studded leather armor of light fortification, hat of disguise, cloak of resistance (+1), ring of feather falling, backpack, belt pouch, bedroll, flint & steel, 50 ft. of hempen rope, 2 sunrods, 10 days trail rations, waterskin, 3 flasks of acid, flask of alchemist fire, tanglefoot bag, 60 pp, 40 gp.

Alacrity (Ex): Envy gains a +10 competence bonus to her land speed. She deals an extra 6 points of damage to flat-footed or flanked enemies.
Cheap Shots (Ex): Envy and any ally within 30 ft. deals an extra 6 points of damage against flanked enemies.
Evasion (Ex): If Envy succeeds on a Reflex save against a spell or effect that deals half damage, she instead takes no damage.
Maleficent Aura (Su): Envy can project an aura as a free action that affects all enemies within 40 ft. of her. The Difficulty Class for these abilities is equal to 18; the DC is Charisma-based. She may change the aura she projects as a swift action, but she may only project one aura at a time.
Ripper's Gift (Su): When using a light or one-handed melee weapon (or a natural weapon), she may use her Dexterity modifier instead of her Strength modifier for attack and damage rolls. Any weapon she carries automatically gains the ghost touch and vicious enhancements, always deals lethal damage unless not intended, and all damage dealt cannot be healed by natural means (not even fast healing or regeneration)
Sense Malice (Su): Envy gains blindsense up to 60 ft. regarding any construct, inanimate object and/or intelligent being that is hostile to her (including enemies and people who simply dislike her).
Stolen Luck (Su): Twice per day as a move-equivalent action as long as she projects her maleficent aura, Envy may enter a state wherein all attacks dealt to her have a 20% miss chance. This state lasts for 3 rounds.
Torment the Weak (Su): Envy deals 6d4 points of damage to any creature that is currently suffering the effect of one of her maledictions or her maleficent aura.
Trapfinding (Ex): Envy may use the Search skill to locate traps when the task has a Difficulty Class higher than 20. If she beats the trap's DC by 10, she may study the trap, figure how it works and bypass it (alongside her party) without disarming it.
Vicious Rebuttal (Su): Whenever Envy is the target of an attack or spell that requires an attack roll, she may make an attack of opportunity against the attacker, regardless of the distance between the two. This special attack behaves exactly as an attack of opportunity except it happens after the first attack is resolved. This ability does not allow Envy to make more than one attack of opportunity per round (though other feats or abilities might) and she may trigger this ability only once per round with any given victim.

Welknair
2011-07-15, 04:52 PM
A most interesting class. And one very appropriate for several character concepts. It's not often that you see spellcasting-type abilities usable per encounter but I think you did a good job of working it in and balancing it out with the rest of the features. Actively working on the bloodline.

Edit: Finished bloodline can be found here (http://www.giantitp.com/forums/showthread.php?p=11425550#post11425550).

eftexar
2011-07-15, 09:08 PM
Pretty cool. I especially like the idea of malefactions. The only concern I have is the massive amount of damage Torment the Weak could do (especially considering the number of features available). Being able to add 10d4 to all attacks by level 20 is steep, especially considering how much more usable it is than effects like sneak attack (which our DM limited to the first attack in an attack sequence). All it takes is for your target to fail a will save and then damage galore (between 10d4 and 30d4 extra damage).
I would consider limiting this extra damage to a single strike in an attack sequence or so that it only affects any individual target once in a round, to balance it out.

Lord_Gareth
2011-07-17, 10:48 PM
Welcome to the thread, Eftexar!

I'm afraid that the general consensus around the board(s) on GitP is that your DM's sense of balance is, well, utterly incorrect. Sneak Attack can be an impressive source of damage, but so can two-handed weapons, maneuvers, shapechanging, meldshaping, spells, psionic powers....

You get the picture, hey? Putting out raw damage is easy; what Torment the Weak does is enable the Malefactor to reliably throw dice down on the table without having to resort to cheese to put the numbers out.

Lord_Gareth
2012-02-27, 11:20 AM
A shameless bump appears!

...Well, okay, not quite a shameless bump. I'm here to confess that I'm utterly stuck on how to fix the wording for Oath of the Unworthy Demise, and to let folks know that I'll shortly be doing some of the wording cleanups Kellus suggested above, including changing the action type on Cruel Simulacrum.

Lastly, but certainly not least, I will shortly begin work on the Malefactor's prettier, better-liked cousins, tentatively named Benefactors.

By the way, taking suggestions for a better name than that.

Merchant
2012-02-27, 11:30 AM
I have been a fan of this class for a long time. I'm sucker for luck oriented classes or un-luck/misfortune classes. Love to gestalt it with ... omg! benefactor. You rock my socks off.

Great work. Can't wait to see the cousin. Is she cute?

tarkisflux
2012-07-07, 12:49 AM
Sorry I'm late to the party, I found this earlier today via the Tier thread.

I like pretty much everything you've got here. Sense malice is the exception though as it's, well, weird. If you get blinded, you lose the ability to 'see' animated objects, non-intelligent undead, and allies. I kinda get why animated objects don't show up (though constructs do, which struck me as odd), but non-intelligent undead generally hate every living thing and seem like a good fit for the ability. But weird stuff happens when you can't sense your allies while still sensing lots of other stuff. Do you start running into them? Do they see you coming and let you through the space? What if you are both trying to enter the same space to fight a dude?

Most of the weird interactions happen because they're invisible to you but the rest of the world and the people you want to fight in it are not. That sort of reverse invisibility is more a problem with the blindsense/sight rendering rather than the theme of the ability. Did you consider going with a detect thoughts style "presence and location" setup instead? Your allies are still invisible to it (unless you can mark them somehow), but since you don't render the rest of the world you can still be basically blinded and you're less likely to run full on into them. Plus, if you can target off of presence and location (which most of the abilities seem like they could), it's not even a serious downgrade. Blindness would just mean you stand still and curse people until they get close enough to you for you to beat down on them through a miss chance.

Lord_Gareth
2012-07-07, 01:09 AM
Sorry I'm late to the party, I found this earlier today via the Tier thread.

I like pretty much everything you've got here. Sense malice is the exception though as it's, well, weird. If you get blinded, you lose the ability to 'see' animated objects, non-intelligent undead, and allies. I kinda get why animated objects don't show up (though constructs do, which struck me as odd), but non-intelligent undead generally hate every living thing and seem like a good fit for the ability. But weird stuff happens when you can't sense your allies while still sensing lots of other stuff. Do you start running into them? Do they see you coming and let you through the space? What if you are both trying to enter the same space to fight a dude?

Most of the weird interactions happen because they're invisible to you but the rest of the world and the people you want to fight in it are not. That sort of reverse invisibility is more a problem with the blindsense/sight rendering rather than the theme of the ability. Did you consider going with a detect thoughts style "presence and location" setup instead? Your allies are still invisible to it (unless you can mark them somehow), but since you don't render the rest of the world you can still be basically blinded and you're less likely to run full on into them. Plus, if you can target off of presence and location (which most of the abilities seem like they could), it's not even a serious downgrade. Blindness would just mean you stand still and curse people until they get close enough to you for you to beat down on them through a miss chance.

An interesting concept. I'll play around with it for awhile.

icefractal
2012-11-25, 12:02 AM
Just saw this class, and it looks excellent. I haven't done any calculations on the balance, but it seems reasonable. Unfortunately, I don't have any opportunity to play one right now. Maybe I'll use one as an NPC, but that's not the same. :smallfrown:

Since Sense Malice is being discussed, I have an idea that would be interesting for it, although a bit odd mechanically. Treat antagonistic creatures (and yourself) as "light sources" with a certain radius (maybe 10-15'), in which you can see as per blindsense/blindsight. Makes more sense than seeing inanimate objects via hatred, but still allows you to move around without bumping into things, and lets you see mindless enemies if you maneuver non-mindless ones correctly.

Yes, this does theoretically enable a "bag of angry rats" tactics, but given the effort required to position them and the fact that it's kinda thematic, I don't see that as a show-stopper.

Lord_Gareth
2012-11-26, 11:01 PM
Just saw this class, and it looks excellent. I haven't done any calculations on the balance, but it seems reasonable. Unfortunately, I don't have any opportunity to play one right now. Maybe I'll use one as an NPC, but that's not the same. :smallfrown:

Since Sense Malice is being discussed, I have an idea that would be interesting for it, although a bit odd mechanically. Treat antagonistic creatures (and yourself) as "light sources" with a certain radius (maybe 10-15'), in which you can see as per blindsense/blindsight. Makes more sense than seeing inanimate objects via hatred, but still allows you to move around without bumping into things, and lets you see mindless enemies if you maneuver non-mindless ones correctly.

Yes, this does theoretically enable a "bag of angry rats" tactics, but given the effort required to position them and the fact that it's kinda thematic, I don't see that as a show-stopper.

There's actually a feat that does this (Lifesense) that I could hijack the wording from once I've got my copy of Libris Mortis available once more.

But, ah...I mean, necroing isn't as bad on Homebrew, but this was still a bit of a necro post. Next time slinging me a PM might be a better plan.

Since this got bumped anyway, though, I'm still accepting critique and ideas on it. Someone mentioned using the wording from Death Urge for Curse of the Unworthy Demise, which I think I'll go ahead and do whenever I can concentrate enough. Other thoughts are always welcome.

Kane0
2012-11-28, 04:30 AM
Nice work, may I pinch some of this for some of my work? I'm short a good Hexblade in my class lineup :smallsmile:

Im kind of surprised you put in a source of bonus damage and took out the curses (not completely though) but it looks like it turned out really well.

Lord_Gareth
2012-11-28, 01:41 PM
Nice work, may I pinch some of this for some of my work? I'm short a good Hexblade in my class lineup :smallsmile:

Im kind of surprised you put in a source of bonus damage and took out the curses (not completely though) but it looks like it turned out really well.

I did what now?

mikalife1
2012-11-28, 04:34 PM
awesome class

Im kind of surprised you put in a source of bonus damage and took out the curses (not completely though) but it looks like it turned out really well.
I think he may have been expecting the old scaling bestow curse version but I could be wrong.
so any word on the benefactor:smallbiggrin:

T.G. Oskar
2012-11-28, 07:11 PM
Nice work, may I pinch some of this for some of my work? I'm short a good Hexblade in my class lineup :smallsmile:

Im kind of surprised you put in a source of bonus damage and took out the curses (not completely though) but it looks like it turned out really well.


awesome class

I think he may have been expecting the old scaling bestow curse version but I could be wrong.
so any word on the benefactor:smallbiggrin:

I believe the same as mik.

Gareth decided that the Malefactor would be a re-imagining of the Hexblade, and thus it was re-imagined as a roguish character rather than a gish. The number of skill points, the BAB and the extra damage point towards that. In fact, the first page mentions that.

The curse, on the other hand, is a debuff that works to reduce the stats of the enemy, but does little to damage. The curses are there, of course (what was removed was the spells, replaced by invocation-equivalents that subsume the original Hexblade's curse), but they've shifted their "protagonism", to phrase it better. Tormenting the Weak took the "spot" of the old Hexblade's Curse, but that's because the old curse was turned into a whole set of Malefactions that took the "spot" of spellcasting. With judicious choice, you could get the Hexblade's curse as usual, but you can also get other curses as well. What you lack, to an extent, is the plethora of buffing spells the old Hexblade had; some of the most useful become class features, whereas the others can be accessed through UMD.

By now, the Malefactor should count as an archetype of its own, rather than a re-imagining of the Hexblade, because otherwise you'd get confusions like this from people who expect to see a Hexblade fix.

Lord_Gareth
2012-11-28, 08:55 PM
so any word on the benefactor:smallbiggrin:

Stalled out on some of the concept work, but I'm not giving up on the idea yet.