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The Class and Subclass ideas forum

Priest Rogue Barbarian Fighter Wizard Cipher Chanter Monk Druid

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#61
NocturnalTrance

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The concept of turning into what you are sworn to destroy is not exactly alien, see Matt Mercer’s Blood Hunter D&D class for example. As for the spiritshift of the Wheelbreaker, I think that maybe a Skuldr/ Skuldr King would be really cool, since making a werebat would be difficult.


Edited by NocturnalTrance, 18 July 2018 - 06:15 AM.

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#62
TT1

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What about a "fantastic beasts" ranger?
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#63
Murp

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The concept of turning into what you are sworn to destroy is not exactly alien, see Matt Mercer’s Blood Hunter D&D class for example. As for the spiritshift of the Wheelbreaker, I think that maybe a Skuldr/ Skuldr King would be really cool, since making a werebat would be difficult.

 

Somebody should just straight up make a blood hunter mod considering critical role's involvement 


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#64
Bloemkool1

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As i have explained earlier the whole Fampyr thing is a placeholder, it fits the right thematic space on the class, life / essence drinker but not the correct feel / theme.

 

Also like the blood hunter "the controlled monster" and / or baelnorn "the good lich" this class has some elements that subvert its own tropes. In this case a druid trying to push the equilibrium into his own favor (balance for everything BUT me)

 

Wheelbreakers hate undead / vessels not because of their undead nature, but because they are agents of the jailer (Berath). They don't really give a crap about subversion of the natural order, they actually actively seek to undo it (especially in regard to themselves) altogether. In fact they use the knowledge and insight they have as druids in order to set themselves apart, thus attempting to "break the wheel", free themselves.

 

So while i understand that turning into a Fampyr is thematically out of flavor it is simply a choice made for the convenience of modders who might attempt to create this class, and if we had better / similar options available those would be just as valid.

 

Side Note:

 

There is a vast thematic space and potential behind this class concept that remains untapped not because I / we can not dream it up but simply because someone would eventually have to translate ideas into actual game code in order to be played. So the ideas have to be at least somewhat viable to be made within a reasonable time. This is the reason why, if you look at my other concepts, you see lots of renaming / reshuffleing of other classes existing assets, and only a small amount of actual truly new ideas / concepts. It also has some secondary benefits, using existing assets you mostly adhere to already existing game balance, keeping things in lock step and thus not leading to a situation all to common with mods where your ideas are power lvl > 9000 as compared to the rest of the game, and secondly its obviously easier to work with existing material then create something entirely new.


Edited by Bloemkool1, 19 July 2018 - 02:46 AM.

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#65
Bloemkool1

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Alright, it is time for another class theme write up. This class archetype is well known and much beloved, sitting right there in the space between druid / barbarian and priest, a much multi faceted class for sure, dealing with themes such as protection, healing, spirits and elements, soothsaying and providing guidance for the tribe. Often using song and dance as a means to connect to their source of power, all the while upholding rituals, honor and ancient traditions while being the fountain of wisdom for their tribes, the shaman is a natural fit for the Chanter class.

 

 

SHAMAN

 

The heart of your tribe, that's who you are. Ever since you've been selected at a young age to follow in your mentors footsteps you've been preparing for the day that the tribe will look to you for guidance. You are well groomed for such an event, you know the ancient rituals, customs and traditions of your people as well as you know yourself and can fill days upon days reciting the great deeds of the honored ancestors. While alone in meditation the spirits speak to you, the land murmurs with leaves, brooks and creeks and the sound of rolling thunder in the distance. You know it's almost time, time for you to venture out and fulfill your vision quest, beyond the warm embrace of your tribe, but you know you are ready, and never alone...

 

Bonus:

 

Empowering an Invocation returns 3 chanter phrases.

 

Learns select spells/abilities at new Power Levels and may cast them as Invocations.

 

1) New: Stormstrike - Full Attack, Lightning Lash, return 3 phrases on crit. - cost 3 phrases

2) Bulwark against Elements

3) New: Feral Spirits - summons 3 spirit animals to aid the caster

4) Moonwell

5) Relentless Storm

6) New: Call Elements - summons 2 greater blights to aid the caster

7) Avenging Wrath

8 ) New: Lightning Charge - like charge, but full attacking all on the path and with lightning lash, returns all phrases on crit

9) Great Maelstrom

 

Transcribed into Chanter Phrases:

 

1) Thunderous Fists Struck Hard And Fast

2) Tangaloa Kissed Her On The Brow

3) Echoing Howls Rolled Over The Plains

4) The Soothing Mists Soft Was Their Touch

5) The Skies Started Crying And Lightning Poured Forth

6) The Land Groaned And Roared For Vengeance 

7) Amira Struck Him But Hurt He Was Not

8 ) Crashing Came He Down Like Thunder

9) Furious Elements Tore Earth From Limb

 

Penalty:

 

Lose access to all other Summon Invocations.

 

 

Side-note to modders:

I don't know how accessible the whole structure for Tekehu's Stormspeaker is but that seems like a good starting point for implementation.


Edited by Bloemkool1, 19 July 2018 - 03:13 AM.

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#66
Bloemkool1

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Slightly off topic for this thread but still relevant I've been wondering how to make wizard "subclasses" more interesting and relevant. After getting some answers as to what is possible in regards to modding (sincere thanks Kilay) i decided to settle for using the old trickster template to beef up the wizard schools. Here's what i came up with:

 

note: All penalties and such stay just the way they are. Subclasses keep their extra's unless noted otherwise. 

 

Conjurer

 

Conjurers know that the best way to win a fight is by letting others do the dirty work for you, thus they specialize in summoning magical reinforcements to the battlefield. Having no qualms about using some of the more darker arts, they prefer to summon vessels, as most of them are considerably easier to control then sentient creatures (and hey it seems slightly more moral too)

 

Learns select spells at the following power level:

 

1) Conjure Familiar ~ Duration to 90 seconds, can be cast outside of combat

3) Kalakoth's Minor Blights

5) Animate Dead ~ Summons 3 vessels to fight for the caster (skeletons?)

7) Greater Animate Dead ~ Summons 2 random vessels to fight for the caster (Fampyr, Animat)

9) Gate ~ Summons 1 random incarnate to fight for the caster

 

Evoker

 

Evokers solve all problems by throwing enough magical force at it until nothing more remains then burned out husks.

They can always cast Minoletta's Minor Missiles (even in their sleep) and have earlier access to more powerful evocation magic.

Because of this they have more casts available for these signature spells, provided they use a grimoire which holds these spells, or select them at the appropriate time when leveling up. Burn baby burn, disco ... INFERNO..

 

Learns select spells at the following power level:

 

0) Minoletta's Minor Missiles ~ baseline, unlimited casts

2) Fireball

4) Hail Storm

6) Chain Lightning

8 ) Meteor Shower

 

Enchanter

 

Control, that's where its at. Whether its using the finest magical implements or tugging at someone's, some creatures hapless strings Enchanters seek to be the one true deciding force on the battlefield. In order to live up to this claim they clad themselves in spellbound arms and armor of the highest quality, all the while bedazzling their (former) opponents into fighting for them. After all, wouldn't you want to fight for someone so pretty?

 

Learns select spells at the following power level:

 

1) Sleep ~ Small aoe sleep

3) Charm ~ Charm a target for duration

5) Call to Slumber

7) Dominate ~ Dominate a target for duration

9) Enthrall ~ Dominate a target until end of combat, can be cast outside of combat

 

Illusionist 

 

Now you see me, now you don't. Illusionists know that you can not fight that which you can not see, and use many types of mind altering magics in order to force their opponents into taking actions that might not be as beneficial as they are inclined to believe. Whether its futility trying to hit air or running from imaginary monsters, seeing a skilled illusionist at work is sure to bolster party morale with the comedy that will follow suit, that is if all comedy where to end in a grim, dark tales of misery and loss.

 

Learns select spells at the following power level:

 

1) Fear ~ Target is <terrified> for duration.

3) Invisibility ~ Self, Invisible, Untargetable for duration, break on damage dealt / received, can be cast outside of combat

5) Ryngrim's Enervating Terror

7) Greater Invisibility ~ Target, Invisible, Untargetable for duration, does not break on damage dealt / received

9) Weird ~ When target aoe = <terrified>, save Will or Die, else <terrified>

 

Transmuter

 

So what do you do when your opponent is bigger, stronger and faster then you? Well if you're a transmuter your opponent might be in for a huge surprise. Having mastered the magical art of changing shape, the transmuter alters his form to suit the occasion. So that puny wizard you're facing? Now an Ogre, a Troll, a Werewolf, a Dragon riding a Duo of Oozes, its cRAzY!

 

Learns select spells at the following power level:

 

1) Form of the Fearsome Brute

3) Form of the Savage Beast ~ Self, transform into werewolf, has knockdown, for duration

5) Form of the Frigid Monster ~ Self, transform into ice troll, has constant recovery, for duration

7) Form of the Slimy Puddle ~ Self, transform into ooze, has % on being hit  <Split>  summon two other oozes to aid caster, for duration.

9) Form of the Fiery Wyrm ~ Self, transform into adult dragon, has flame breath, for duration


Edited by Bloemkool1, 19 July 2018 - 08:36 AM.

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#67
Piero

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-Nugual (Ranger subclass): The ranger has absorbed the sould of his animal companion. Get bonuses related to his animal companion and its abilities. Losses the animal companion.

 

-Hater (Barbarian sublass): Deals great damage to a single target (the one that hits first), but recives important penalty to any other target until the marked target is death and the barbarian can mark other target. Losses Carnage.


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#68
Piero

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-God (Priest subclass): The priest think he is God

Dispositions: Everything fovoured. e does is what his belives dictate, because are his actions that dictate it... Because he is God.

Abilities:

-Minor/Avatar: The priest becomes a portion of what he think he is

-The priest revives everytime until he gets enough injuries and die.

 

I was joking, but i actually like it, feel free to add stuff, i may continue. xD


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#69
NocturnalTrance

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More of a sneak peak (I have already created the items and some of the abilities), I will start of with this concept, I aim to complete with the trilogy of Paladins. First Umbral mystic (Shadow manipulating knight), second Luna Mystic (Anti-Mage), last Sol Mystic (Light manipulating knight)

Umbral Mystics:
The Umbral Mystics are paladins that specialize in the manipulation of shadows and conjured weaponry. They don’t have access to many paladin abilities but have their own spell list that corresponds to their order and mission.

(+Deceptive and rational, -Aggressive and Honest)

DESCRIPTION:
The Umbral Mystics are a branch of the Mystics paladin order that rose to prominence in tandem with Animancy in the Aedyr empire. The Umbral Mystics wear black clothing and armor. They are involved in covert operations against rogue animancers and dark creatures that result from their art. Shadows rise in servitude to their willpower and zeal, they coalesce to form their shrouded weaponry and armors.

The Umbral Paladins gain a spell list of abilities that correspond to their order:

1: Escape
2: Summon Sword of Umbra
3: Ryngrim’s repulsive visage
4: Shadowing beyond
5: Ryngrim’s Enervating Terror
6: Smoke Cloud
7: Wall of Draining
8: Flurry of Blades
9: Shadow Reaver Form (Black smoky armor with two Swords of Umbra at hand)

Umbral Mystics lose access to Beacon, light of Pure zeal and burn abilities of the paladins
(Same style of progression as Trickster rogue)
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#70
Bloemkool1

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Cool idea Nocturnal Trance, but i fear that it will be way to powerful.

 

Paladins, who are arguably the second best class in the game don't need very much to put them over the edge, this is the reason why pala multi is usually horrendously op and why pala subs more or less suck (read add very little and are not very focused).

 

Your idea would add all the mobility of a rogue, hands down the best cc in the game and some core priest moves like "divine weapon" to the best defensive class in the game, its to much. Even with a condensed tree (5 abilities) it would still be to much.

 

I see two options for an at least somewhat balanced implementation:

 

1) Make it a fighter or monk sub

2) Add considerable penalties, no lay on hands, no auras (effectively turning a pala into a defensive fighter)

(Nobody who knows anything about the game uses more then pala passives, flames, auras, loh and brand, the rest just sucks and is way to circumstantial, you would not miss not having access to it, one of Obsidians gems of design...)

 

Now please understand that i'm just trying to be helpful, if the goal is to add unbalanced and fun gameplay to the game despite existing game balance then by all means please go ahead, but if you want it to be at least somewhat in line with the options already available you need to take some action in order to make it fit.


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#71
NocturnalTrance

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You are right that paladin multiclasses are great, the auras and the continuous healing from abilities is great. Paladin subclasses in my opinion are just not as exciting and specialized as I have come to expect.
The drawbacks I listed are quite severe to begin with:
Losing flames of devotion for a starting ability is a great hinder to overall early game effectiveness. Spiritual weapons are in general effective till the late game but fall short after. The light abilities, beacon and light of pure zeal are in general not that useful and make sense for the concept of the class not to be available. The paladin also loses access to sacred immolation.
I could add more drawbacks, making it even more specialized. Might end up looking like a whole new class. One of the ways to make it balanced would be for me to make the zeal cost for those granted abilities a little higher than normal, maybe even shorten the spell list. Thanks for the feedback, adding a paladin subclass with heavy penalties but cool positives is hard. Will see how it works more in game before any release, currently doesn’t feel too out of place since it is similar to a paladin Shaen priest multiclass.

Edited by NocturnalTrance, 24 July 2018 - 06:04 AM.

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#72
Bloemkool1

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After reading your post and agreeing with you about the current (poor) state of paladin subclasses NocturnalTrance i will try to flesh them out.

I decided to settle for using the old trickster template (again) to beef up the paladin orders. Here's what i came up with:

 

Bleak Walkers

 

Learns select spells at the following power level:

 

1) Black Blade ~ Replaces Flames of Devotion, Corrode damage and life-drain

3) Death Coil ~ Minor Ninagauth's Killing Bolt

5) Animate Dead ~ Summons 3 vessels to fight for the caster (skeletons?)

7) Hatred ~ Minor Avatar and self damage buff.

9) Death and Decay ~ Big aoe renamed poisonbloom, life drain

 

Penalty:

 

No lay on hands

 

Darcozzi Paladini

 

1) Sworn Vengeance ~ Sworn Enemy with both upgrades.

3) Berzerker Frenzy

5) Citzal's Spirit Lance

7) Avenging Wrath ~ Avenging Storm, but fire.

9) Citzal's Martial Power ~ deaths heal for 200.

 

Penalty:

 

No auras

 

Kind Wayfayers

 

Learns select spells at the following power level:

 

1) Greater Lay on Hands ~ Direct heal + more healing over time

3) Withdraw

5) Consecration ~ Like moonwell

7) Barring Deaths Door

9) Salvation of Time ~ longer <duration>, heal aoe for <duration>

 

Penalty:

 

No Sworn Enemy

 

The Shieldbearers of St. Elega

 

Learns select spells at the following power level:

 

1) Holy Shield ~ "Attack with Shield", cone aoe, fire / crush split damage, stun chance - 1 zeal

3) Holy Avenger ~ Sword and Shield summon, +1 engagement, sword has a fire lash

5) Pull of Eora ~ self immune to pull effect

7) Shield Charge ~ Charge with stun chance

9) Light of Pure Zeal

 

Penalty:

 

No Flames of Devotion

 

Goldpact Knights

 

Learns select spells at the following power level:

 

1) Suppress Affliction

3) Golden Flame ~ Flame Shield + Spirit Shield

5) Abjuration

7) Weather the Storm

9) Arcane Cleanse

 

Penalty:

 

-

 

The Voidsworn / Umbral Knights / The Dark Knights ( :p)

 

All Fire abilities do Frost damage instead.

 

Learns select spells at the following power level:

 

1) Horns of Rymrgand ~ Summon two stilettos with frost lash and save vs will or <blind>

3) Mistwalk ~ Escape

5) Mask of the Unseen ~ Ryngrim's Repulsive Visage

7) Rime Cloud ~ Smokescreen + Foe aoe Chill Fog

9) Shards of Conviction ~ Flurry of Blades, if killed summon shadow

 

Penalty:

 

- No fire spells and abilities (they do frost instead)

- No commands / exhortations (work alone)


Edited by Bloemkool1, 24 July 2018 - 12:42 PM.

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#73
NocturnalTrance

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The paladins I plan on making are focused around summoned weapons, based on some cool yugioh cards, so Umbral Mystics will be able to summon a black blade and gain access to some sneak abilities (Swords of Concealing Light). Sol Mystics will have a light blade that deals more damage to Vessels (Swords of Revealing Light) and Luna Mystics will have a blade made of blue fire (Swords of Burning Light).
I have made progress in developing the classes and will post a sneak pic of the summoned weapons and armor soon!
Also I found your point about potentially making them overpowered correct, so I have removed many of the abilities and some will only be granted at Power Lvl 1,3,5,7,9. At least for Umbral Mystic.
I actually got the request for such subclass on the nexus and really liked the concept presented.

Edited by NocturnalTrance, 24 July 2018 - 11:10 AM.

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#74
Bloemkool1

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Glad to hear i could be of a little assistance. Yugioh who knew :). The whole mystic thing screams monk to me though, getting an airbender vibe from it.


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#75
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For Rogues, I recently uploaded the Quickblade subclass (which will be renamed Swiftblade). It gives up Sneak Attack and gains Quick Switch and Surprise Attack (which is basically a weaker version of Backstab that doesn't require stealth and last 3 secs). Alongside the throwing weapons mod that I'm working on, the Quickblade feels more mobile and roguish, and far less dependent upon other characters for bonus damage or distraction to maintain stealth.

 

I also have an idea for a Shadowy rogue of some type that (1) can only activate abilities while stealthed/invisible and/or (2) must use summoned shadows/specters to do damage and/or (3) gains mobility abilities to help maintain stealth or more access to invisibility.


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#76
NocturnalTrance

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The mystic knight name comes from the Dragon’s Dogma class and the Knights of the ancient order of the mystic chain, an order that emphasized three aspects of the Arthurian legend. That’s why it is a trilogy of paladins all encompassing a different part of the mission of their order. :p weird and obscure references I found when making the subclass.
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#77
NocturnalTrance

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For Rogues, I recently uploaded the Quickblade subclass (which will be renamed Swiftblade). It gives up Sneak Attack and gains Quick Switch and Surprise Attack (which is basically a weaker version of Backstab that doesn't require stealth and last 3 secs). Alongside the throwing weapons mod that I'm working on, the Quickblade feels more mobile and roguish, and far less dependent upon other characters for bonus damage or distraction to maintain stealth.

 

I also have an idea for a Shadowy rogue of some type that (1) can only activate abilities while stealthed/invisible and/or (2) must use summoned shadows/specters to do damage and/or (3) gains mobility abilities to help maintain stealth or more access to invisibility.

 

That sounds like a really cool idea, there are many VFX prefabs that would make something like the Shadowy rogue look really cool when using abilities :)



#78
NocturnalTrance

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oeUDCKY.pngunyBPpG.pngbASscgf.png

 

A little sneak peak of the summoned weapon and transformation :}


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