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Forum Home > Homebrew/Rules Discussion > Shinigami Class

Severantos
Site Owner
Posts: 463
Alright guys its done and awaiting your criticism under my characters tab. On to the alchemist!
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...imaninja...

July 30, 2011 at 8:56 AM Flag Quote & Reply

Paladin
Administrator
Posts: 507

can you repost as a .doc or a .pdf? :)   I don't have office 2007

July 30, 2011 at 9:51 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
Gah I can try. It won't be till tonight, tho, as I'm on the road now
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...imaninja...

July 30, 2011 at 12:11 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
As I take a look at it, it seems to be corrupted (or at least that's how my phone interperts it). I will fix this when I get to the hotel tonight.
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...imaninja...

July 30, 2011 at 12:16 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

Alright! All problems fixed and saved as a .doc.  Already fixed one error I noticed and hopefully there wont be too many more!

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...imaninja...

July 30, 2011 at 10:58 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

This seems tier 2 as written.  I have a couple fo questions for clarification:

1) Some of the abilities require the expenditure of points, and some are based off of points in pool.  Have you looked at Magic of Incarnum?  It's a similar system, and it may be adaptable

2) Simiplified verbage would be helpful.  Can we create a dummy's guide for me, pls? :D


Great work on this class.  It looks interesting.  My only issue is that it's favored enemy seems a little uber focused.  Here is a notion:

Make favored enemy a feat, give 2 more bonus feats, and let favored enemy be applied to various outsiders.  For example, an evil Shinigami might want Favored Enemy: Outsider (Good), while a more elemental focused Shinigami might want Favored Enemy: Outsider (Fire). (just a random thought).

July 31, 2011 at 2:06 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
Ill start on a dummy's guide as I get the chance. If I wrote it correctly, the only ability that is based on points in pool is the 'monk' ac bonus. Everything else uses points. The reason the class is hyperfocused into demons is because that is who they defend the world from in the show I based the class from. I could change it to be more varying, but it was ment to be a flair thing, and not actually useful except in the 1 in 20 fight. I'm cool with tier 2. It means no gestalt, which I like. The only thing I forgot to add is it is like monk: once you stop taking levels in it, you can't go back. Should I actually implement this?
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...imaninja...

July 31, 2011 at 7:48 AM Flag Quote & Reply

Paladin
Administrator
Posts: 507

It seems like a very situational class.  There is a LOT of background, but the background is fairly specific.  Here was my thought using the incarnum mechanic:


Instead of losing points on a spell, and being defenseless in seconds, why not put points into the spell at the beginning of the day.  Then say, once every 2 or 3 rounds, allow the spell at that point power.  Basically, you allocate points at the beginning of the day.


So if I have 5 points, I can place 3 into AC, and 2 into the lightning spell.  Now, I have +3 AC all day, up to the monk maximum (which is also the incarnum max >_>), and every time I cast that spell that day, it's at 2d6.  Tomorrow, I can reset my abilities as needed.  I was just thinking that based on how you described the mechanic, it might work in this system.  If not, no biggy.  My brain just lit up for a second.


As for playability, if these guys are meant to defend against demons, then they might make good NPCs.  FOr PC use, they are still REALLY focused for a base class (they are almost like a PrC in that regard).

July 31, 2011 at 10:22 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
I want to stick away from incarnum because I don't understand it, and seems really weird from what I do. All in all, the points for spells add in to a bit of flavor, and can build into being combat specific or magic specific. The demon flair comes from the favored enemy, and besides adding some bonuses there, is just for flair. As for a prc, I thought about it earlier, but there is too much to build into for this class that takes more than 10 levels. Also, from the lore aspect, they begin training very young, so prc doesn't make sense there
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...imaninja...

July 31, 2011 at 11:58 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
But yea I hear you for the npc aspect. They will be showing up as npc's in my campaigns, its all about if someone will let me play one in their campaign :P
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...imaninja...

July 31, 2011 at 12:00 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
And btw, this moble phone thing is handy, but I literally can only see like 6 words at a time
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...imaninja...

July 31, 2011 at 12:25 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

I do agree that incarnum is a complex mechanic.  But in this case, the mechanic simplifies :).  That said, I was thinking about it....how far is the range on his teleport?  If it's tactical movement only, then he's Tier 3-4ish (as you said before).  One thing you can also do, since it is homebrew, if place a no gestalt limit on it.  OR, you can bump up the power until it is tier 3ish.

July 31, 2011 at 5:33 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
The actual teleport (Senkai Gate) is a long range teleport... and I think I am going to remove it. All and all it doesn't fit with the flavor of the class and strays a bit from the ability they actually posess. More to come in a bit
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...imaninja...

July 31, 2011 at 6:27 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463
The mechanic I tried to pull from for this class was the power point system from psionics. Again, not an easy mechanic to grasp, but one I know so use. I like using the power point system because it is easy to augment with increases to pool size and regeration/round. From what you have said from incarnum, it seems to be limited in what I can do In a day. I can chose to have a 20d6 attack every 3 rounds, or I could dabble in a little here and a little there. With the regen, I can dump a powerful spell here, wait a round, bump my ac, then dimension door. I like the versitility of the pp system until I can seriously study incarnum.
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...imaninja...

July 31, 2011 at 6:37 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

gotcha.  I'm going to make a thread with a quick ref for the incarnum mechanic.  I've been looking at it....and it's kind of sad, but had they made the abilities better, the classes from this book would have rocked. lol

August 1, 2011 at 7:30 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

Revive Meh!


Alright people, I have taken another look at the Shinigami class and reworked some of the issues I felt it had. I am going to say that it is a tier 3.


I did some examining of the class to see its scaling of power. Without dipping into heavy drain of RP from bonus abilities from feats, this is what the numbers look like for a 20th level Shinigami:


AC: 10 + Dex + Wis + 5. Approximatly a 23. For 13 rounds (if no other abilities are used in combat), a Shinigami can increase their AC by 6 (dodge).

AB: BaB(20) + Str. Also, over the course of 20 levels, the Shinigami gains a +5 enhancement modification to their weapon. For the same ability as the +6 dodge AC, the Shinigami also gains +3 to hit and damage.

Spells: None by themselves are too powerful except the kill spell, which literally drains all their points in a single swoop. Feasibly, a Character can throw out their kill spell with a 18+Int mod DC for all 40 RP in their pool.


My analysis:


A good class for flavor, if slightly not a powerful in actual gameplay. While some abilities are good, the pool from which points are drawn is fairly small, which requires recharge time between throwing down big booms. If run as a total fighter, they can use the combat bonues for 11 rounds, but droping any other abilites reduces that time. For instance, with 2 feats, a Shinigami can give themselves natural armor +5 for 4 rounds for 14 points, but then the number of rounds they can hold their awesome combat buff drops to 8 rounds.


I dont think it will be overpowered. Good, yea, because I dont want to play a bad class. But I dont think it would outshine any other class in the things it can do. I am interested in your feedback as to what seems alright and what seems too good. Also, if someone would allow it, I would like to run it in a campaign.



Feedback?

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...imaninja...

October 30, 2011 at 6:46 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

The class is here

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...imaninja...

October 30, 2011 at 6:51 PM Flag Quote & Reply

Paladin
Administrator
Posts: 507

Once it initiates a combat buff, can the class terminate that buff and re-boot later that same day? (For example, bless eventually runs out, etc.)?

What is teh save/sr allowable on the insta-kill?


(I could look this stuff up, but I cannot see the class while at work)?

October 31, 2011 at 9:54 AM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

No problem. Yes, they can recover points. Without a feat, meditating for a full round regens 1 point, and, with a feat, the can regenerate 1/round all the time. So as long as combat is 2-4 minutes later, yes, you are back at full functionablility.

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...imaninja...

October 31, 2011 at 8:50 PM Flag Quote & Reply

Severantos
Site Owner
Posts: 463

Any more thoughts? I would like as much constructive criticism as I can get (except incarnum :-P)

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...imaninja...

November 6, 2011 at 7:13 PM Flag Quote & Reply

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