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  1. holy fuck, what are you _thinking_ with Interdiction: Alacrity?
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  4. >All malefactions have a medium range (100 *ft.* plus 10 *ft.* per class level), target one creature or object (as appropriate; see their individual descriptions),
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  7. this makes me rage
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  10. FEET
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  13. ALWAYS
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  16. unless you're in a spell's range or effect description
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  19. Gonna write up my thoughts on the maledictions in here because I have a couple minutes (edited)
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  21. SPITES
  22. >*Anteros:* Needs a definition of what, exactly, this does. Hugely DM-dependent. Also, broken. If used by an NPC against a PC it's effectively _quickened dominate monster_ and someone in the party dies this turn.
  23. >*Baleful Glare:* Really good because it stacks with other debuffs, but probably not too strong.
  24. >*Glued Boots:* If your movement speeds are halved you can't take 5-foot steps anyway.
  25. >*Sandman's Deception:* Save-or-lose against blind monsters with blindsight or enemies with darkvision in the dark. Situationally amazing.
  26. >*Sands of Time:* Situationally okay. Good for breaking down doors. Encounter power = ??? for noncombat use (see also: "per encounter" being awful in 3.x, especially with abilities with noncombat uses)
  27. >*Tongue Tie:* Interesting. 20% verbal spell failure chance is decent.
  28. >*Traitor's Blade:* It's okay. Scaling attack penalty that stacks with other penalties is good.
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  31. TABOOS
  32. >*Censure: Succor:* Anti-troll. I like this. Wait, does this work no-save? Interesting. Also, potentially a death sentence if used by a malefex NPC against a PC.
  33. >*Embargo: Alacrity:* Jesus fuck, no. Specifically targeting swift actions means that a bunch of classes are disproportionately shat on, especially ones that use swifts as their core stuff. This is effectively a save or lose against many classes. On the flip side, it's utterly worthless against monsters. Why does this exist?
  34. >*Forbiddance: Flight:* Anti-flight that doesn't murder someone. I like it.
  35. >*Interdiction: Sorcery:* Save or lose/die against PC casters, worthless against most monsters, merely okay against caster boss fights. Cool, but seems questionably-balanced, and like many, disproportionately slanted towards NPC use.
  36. >*Prohibition: Courage:* "If you fail this save, you fail all the rest of your saves this fight and may as well be dead". The fear removal thing is cool, but against anyone not immune it feels... Dangerous. I dunno. Thanks to enjoying debuffers, this terrifies me as a swift action ability. Even Doomspeak in 3.5 was a standard and only lasted 1 round.
  37. >*Sanction: Cowardice:* I really like this one. Tanky thing, that's cool. How does this affect AoEs?
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  40. BANES
  41. >*Cleansing Flame:* Boosts any allies' damage by 50% if they can use it it, on top of any other buffs. Quite good, not sure if too good.
  42. >*Delusion:* I like this one. 40% miss chance feels weird though.
  43. >*Distraction:* Swift action save or lose-a-turn (which in many cases will be a save or die, depending) seems dangerous.
  44. >*Infirmity:* I do not like how hard this shuts down PC casters and manifesters, especially ones who aren't primary mental. It's also a significantly better debuff than Delusion, oddly, if used on physicals: -3 at least to attacks and damage and 3*their hit dice in damage to them.
  45. >*Iron, Cold Iron:* I don't like the name at all, but that's not me. Pretty cool ability though. Encounter use means noncombat is ???
  46. >*Suspicion:* Nice. What about AoE abilities?
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  49. GEASA
  50. >*Oath of Clouded Senses:* Swift action save or die with no failure condition other than a save. Not a fan, even at level 15.
  51. >*Oath of Exile:* Swift action save or lose against many creatures, though this one's a bit nicer because the scariest monsters don't care. Not a fan of how it requires only a swift though; even _sky-shattering throw_ in Fool's Errand had its action cost made painful because of how good it was.
  52. >*Oath of Foolish Valor:* This is awesome. Reminder text about not having a save is weird because previous no-save things didn't have it.
  53. >*Oath of Reckless Rage:* ... Doesn't really cloud anyone's mind. Is this meant to be used on allies? This is a buff.
  54. >*Oath of Silent Suffering:* Silence effect is pretty awesome, though like many other things on these lists, disproportionately shitty when used against PCs and kinda useless against most monsters. 2 Con damage on every damaging ability you use seems really abusable. Oath of Silent Suffering -> Wand of Magic Missile = swift and a standard for 10 Con damage, or 5d5+5+(5*their HD) damage. Scary stuff.
  55. >*Oath of Spurned Arcana:* That's pretty great. ~Disproportionately fucks over PCs if used on them and worthless against most monsters. This is a bit of a theme for this class, not gonna lie.~
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  58. MALEDICTIONS. You only get one of these and it's a capstone. I'm keeping that in mind with my commentary on it.
  59. >*Word of Doom:* This gets really weird with some things (what happens if you deal Con damage to an undead creature), and I'm not a fan of how it's no-save, even as a capstone effect.
  60. >*Word of Horror Unending:* Text uses "word of unending horror." This one, on the other hand, feels really cool but a bit week. "Your target dies in probably 6-7 rounds, if they fail a save each round" is weak. Cool to smack mid-level mooks with though. Blocked by a lot of creatures.
  61. >*The Waerlock's Word:* This is the coolest ability in the class and I wish there were lower-level versions of it. In fact I wish there was a whole class about it. ~Also, a bit of an existential nightmare for the poor item you just created.~
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