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  1. #21
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by ahpook View Post
    NOBODY forgets teckn0mage.
    But we can try!
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  2. #22
    Community Member Xyfiel's Avatar
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    Or they could do what they did with Drow, make Duergar a playable race.

  3. #23
    Community Member Scarecrow's Avatar
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    Default Hexblade

    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.

  4. #24
    Community Member Scarecrow's Avatar
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    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.

  5. #25
    Community Member adrinor's Avatar
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    Quote Originally Posted by Scarecrow View Post
    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

    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
    Think of a 9 fighter/ 3 hexblade / 2 rogue

    Don't you think that will be a little overpowered because of Mettle?
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  6. #26
    Community Member rpasell's Avatar
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    Quote Originally Posted by tekn0mage View Post
    balance isn't terribly important in a PvE game.

    Typically NPC monsters don't complain on the forums the way players do.

    Irony FTW
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  7. #27
    Community Member Scarecrow's Avatar
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    Quote Originally Posted by adrinor View Post
    Think of a 9 fighter/ 3 hexblade / 2 rogue

    Don't you think that will be a little overpowered because of Mettle?
    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.

  8. #28
    Community Member Scarecrow's Avatar
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    Default Healer

    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.

  9. #29

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    Quote Originally Posted by adrinor View Post
    Think of a 9 fighter/ 3 hexblade / 2 rogue

    Don't you think that will be a little overpowered because of Mettle?
    better yet, combine hexblade, rogue and paladin
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  10. #30

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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

  11. #31
    Community Member unionyes's Avatar
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    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.
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  12. #32
    Community Member Swordalot's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    better yet, combine hexblade, rogue and paladin
    Holy Wow.
    Full rogue skills, evasion, Divine Grace, and Mettle.

    Niiiice.

    Except that whole, "Hexblade must be non-good" aspect.
    Last edited by Swordalot; 12-19-2007 at 03:57 PM.

  13. #33
    Community Member Scarecrow's Avatar
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    Quote Originally Posted by Gratch View Post
    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.
    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.

  14. #34
    Community Member Scarecrow's Avatar
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    Default Here's a strange one

    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

  15. #35
    Community Member smodge13's Avatar
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    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).
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  16. #36
    Community Member ToyVIP's Avatar
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    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

  17. #37

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    Quote Originally Posted by Scarecrow View Post
    Jester (From the Dragon Compendium Volume 1)
    I doubt Turbine, because it's relationship is with WotC and not Paizo, would be authorized to use that material.
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  18. #38
    Community Member Scarecrow's Avatar
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    Quote Originally Posted by MysticTheurge View Post
    I doubt Turbine, because it's relationship is with WotC and not Paizo, would be authorized to use that material.
    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.

  19. #39

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    Quote Originally Posted by Scarecrow View Post
    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.)
    Oh, nice! I'll have to look at it for some suggestions. I remember some nice stuff being in there.
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  20. #40
    Community Member Scarecrow's Avatar
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    Quote Originally Posted by ToyVIP View Post
    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
    Nice one Toy.

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