Or they could do what they did with Drow, make Duergar a playable race.
Well... here's another. The more I go thorugh a lot of these classes, the more I can't understand why they aren't in the game. They have no strange mechancics, and would make a great addition to this game.
Hexblade
d10 hit dice
skills = 2 +int modifier
skills = bluff, concentration, diplomacy, intimidate,
proficient with simple and martial weapons, light armour, no shileds
alignment: any non good
BAB = to fighter
saves = will
casts spells like with a paladin/ranger progeression. Charisma is casting stat
level one: hexblade curse ( -2 curse x1 a rest)
level two: arcane resistance (add Charisma to saves)
level three: Mettle (works like evasion, but with will and fort saves that cause damage)
level five: bonus feat, curse x2 rest
level 7: curse increase to -4
level 9: curse x3
level 10: bonus feat
level 12: aura of unluck x1 a day (gain coneal for 20 secs)
level 13: curse x4
spell list
1: cause fear, charm person, expeditious retreat, sleep
2: blindness, bull st, eagles splen, false life, glitterdust, invisibility, resist energy, touch of idiocy
3: charm monster, dispel, deep slumber, protection from energy
4: break enchantment, Dim Door, dominate person, enervation, phantasmal killer, solid fog
Last edited by Scarecrow; 12-21-2007 at 12:03 PM.
Swashbuckler. From Complete Warrior. I would add evasion in at level 9, but that's just me.
d10 hit dice
skills = 4 + int modifier
skills = balance, bluff, diplomacy, jump, swim, tumble
proficient with simple and martial weapons, light armour
BAB = to fighters
saves = Fort
Level 1: Weapon Finesse
Level 2: Grace +1 (add this bonus to reflex saves when wearing light armour)
Level 3: Insightful Strike (Add int bonus to damage when using weapon finesse)
Level 5: Dodge Bonus +1 (stacks with the feat)
Level 8: Improved flanking (gets a +4 bonus to attack when flanking.)
Level 10: Dodge Bonus +2
Level 11: Grace +2,
Level 14: Weakening Crit (does 2 points of st damage on successful crits.
Honestly, it can be fixed or changed as we go. But, yours is the usual reaction to mettle. Mettle isn't as good as most think. It only works on will or fort saves that cause damage. For instance if you fail your save vs finger of death, you don't take the extra damage.
Regardless though, this is classic D&D, arguing about what is better or broken, etc. Lets get these classes in here.
Here's a shot at the healer
Healer
d8 hit dice
skills = 4 +int mod
skills = concentratrion, diplomacy, heal
proficient with simple weapons, light armour
BAB = wizard
Saves = fort and will
charisma is casting stat
level 1: healing hands (add charisma bonus to all healing spells)
level 2: skills focus heal
level 3: cleanse paralysis x1 (remove paral special ability)
level 4: cleanse disease x1
level 5: cleanse fear x1
level 6: cleanse poison x1
level 9: cleanse blindness x1
level 10: cleanse spirit x1 (greater restore)
level 13: cleanse petrification
spell casting progression like that of sorc.
spell list:
1: cure light wounds, pro from evil, remove fear, remove paralysis
2: cure mod wounds, remove blindness, remove disease, lesser restoration
3: close wounds, cure serious wounds, neutralize poison, remove curse, restoration
4: cure crit wounds, death ward, freedom of movement, mass cure light
5: mass cure mod, raise dead, true seeing
6: greater resore, heal, heroes feast, mass cure serious
7: mass cure crit, resurrection
Last edited by Scarecrow; 12-21-2007 at 12:07 PM.
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Hey Crow,
Digging through the IRC chat and Mod 6 interview on raid items, it seems to me that mod 7 (3 months after mod 6?) so say April (then double the schedule and move to July)... is supposed to have Monks. I'm a big proponent of monks... they sat in my sig pleading to come out for a few months.
That said, I think the replay value of the game could be massively updated by adding in a number of these "easier to implement" classes based on existing mechanics. So I'd still like Monks... but I'd be much happier with Mod 7 if it gave us 3 or 4 classes such as these. We've gone too long without *difference*... just getting one new one means 5 servers of nothing but monk.
Casual DDOaholic
Maybe a better way to do it would be to make enhancement chains that would spec the classes that we already have now into some of the subsets that kick around on PnP. It could work like bards spellsinger/warchanter enhancements. Could easily add assassin enhancements to rogue class, monk may be problematic, druid could come from ranger or cleric. It would be better if they were implemented fairly early, like level 2, 3, or 4 at the latest, rather than at 6. Throw in half orc as a player race and its pig heaven
Maybe this would work better game mechanic wise? The technology is already there for this.
Thelanis; Strngrdanger, Likkerpig, Byrnt, Obgynkenobi, Severancepay, Buffystmarie.
It's true. I fear that when we do get monks, we're going to see nothing but. Getting a few classes at once would cut back on this. It's sort of the same thing when we first got Drow. That's all we saw. It's natural for people to want to play what's new. By giving us a spread of new classes, it would cut back on this.
Also, I really think this is what DDO needs overall. A lot of new classes would re raise interest in the game, bring back people who've left, etc.
It's strange, but would be a nice counter to the bard. Could be fun to see. More of a debuffer rather than a buffer.
Jester (From the Dragon Compendium Volume 1)
alignment (sorry, haven't been putting these in): any chaotic
d6 hit dice
skill = 6 plus int modifier
skills = balance, bluff, disable device, hide, intimidate, jump, move silently, open lock, perform, search, tumble, use magic device
proficient with simple weapons and rapier, shortsword, shortbow, light armour, all shields (except tower shields)
BAB = rogue's BAB
saves = reflex, will
charisma is casting stat. Gains spells like a bard
level 1: jesters audacity +1 (bonus to AC), jesters performance (like bard song) fascinate, inspiring quip (like bard song, but gives allies +2 to hit)
level 3: Jester performance taunt (enemy aggros on jester, gets +1 to hit, -2 ac).
level 5: Jesters Audacity +2
level 9: Jesters performance Buffoonery (target looses dex bonus to AC)
level 10: Jesters audacity +3, bone rattler (songs effect undead, but undead get additional +2 to resist)
level 12: jesters performance vicious lampoon (all opponents within range get -2 to attack rolls, skill checks, saves)
spell list
1: cause fear, charm person, command, expeditious retreat, feather fall, grease, hypnotism, jump, shocking grasp, sleep
2: blur, easgle splen, find traps, fox's cunning, glitterdust, hypnotic pattern, invisiblity, sound burst
3: crushing despair, haste, rage, slow, suggestion
4: Bestow curse, dimension door, fear, freedom of movement, shout
5: break enchantment, greater command, hold monster, feeblemind
With cap 16 coming soon then there should only be 1 more level cap raise left because 17-20 there aren't any new spells or anything special required to be made and providing they don't go into epic levels their going to have to start releasing new classes/ prestige classes
Smodge Level 14 Enchantment Cleric, Thelmiaze Level 14 Dex Rogue, Trognack Level 14 WF Barbarian, Cadian Level 6 Trip Fighter (retired), Tharivell Level 9 Buffing/Enchanter Bard, Altharen Level 7 Enchantment Sorceror, Shieldmaster Cadian Level 1 Bard/1 Fighter (deleted), Doram the Exile Level 4 WF paladin, Avedrahlah Level 3 Sorceror (Girlfreinds Character).
Officer of Hey You Talkin To Me?. Thelanis server
How about the Samurai? again from the complete warrior book as follows
Samurai
Hit Die: D10
Skills: 2+int mod
Skills: (not including ones not incorporated in ddo) Concentration, Diplomacy, Intimidate,
Proficient in all simple and martial weapons, all armour, gets bonus feat of bastard sword prof
Lvl 1: Daisho Prof (bastard sword and short sword as translated in the book)
Lvl 2: Two swords as one (aka TWF)
Lvl 3: Kiai Smite 1/day (can give a cry during combat, when he shouts, his next attack gains a bonus on attack roll and the damage roll equal to his cha bonus - Shouldnt be hard to incorporate)
Lvl 4:
Lvl 5: Laijutsu master (incorporate as quick draw with bastards or shortswords)
Lvl 6: Staredown (Able to strike fear into his foes by mere presense, he gains +4 to intim checks and can demoralise an oponent)
Lvl 7: Kiai Smite 2/day
Lvl 8: Improved Initiative (which we dont have in ddo)
Lvl 9:
Lvl 10: Mass Staredown
Lvl 11: Improved Two swords as one (Imp TWF)
Lvl 12: Kiai Smite 3/day
Lvl 13:
Lvl 14: Improved Staredown
honestly, the classes that have already been listed here, plus this one, id have a fieldday playing with, just cause they'r new... none of them are that hard to incorporate...
Just to poke my nose in another area, id love to see prestige classes come in, considering we'r gonna be in epic soon and to some builds, there isnt much point going epic on their own...
maybe come up with 3 prestiges for each type for after the level cap hits 20, 3 arcane, 3 warrior, 3 divine etc, or along such lines... id love to prestige a mage, or prestige a rogue
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Actually, wizards does own it. Published and owned by Wizards, 2005. Check the credits page (got it in front of me right now.) Also, all items featured in dragon (and the compendium) are considered part of the Dungeons and Dragons world. Even in the RPGA, the Dragon Compendium, and its contents (including the jester), are open right now for games (Return to Undermountain.)
But, I could definitely see this not included for other reasons. Just thought it would be fun to show.
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