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#1
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Forum Member Posts: 522 Joined: 12-April 06 From: Netherlands ![]() |
The Riskbreaker is extremely interesting, but he seems more like a chore to keep alive. I have some ideas on how to play with him (I started a quick game to try out some things), but he could use a fun upgradeable ring and/or amulet that provides some protection options to take him out of the continuous baby-sitting bin. Without such a bonus, I believe that the riskbreaker will not be played. People should have an incentive to play him. Have people find the item in the early game, then have them upgrade it in the mid-game.
Perhaps the item should provide "Shield" thrice a day for when blur runs out after the so-manieth time the opponents cast "True Sight". Further bonuses might be something like +2AC, +2 saving throw vs spells, 10% resistance to fire/cold/magic damage. Later improve it to +3 and +15% or something.... minor bonuses add up through an entire game. |
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Post
#2
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Forum Member Posts: 17 Joined: 3-April 08 ![]() |
Having a look at this class (and considering taking it for a spin in V5) the +20 HP effect I feel is un-needed and unrealistic (yeah I know...it's D&D
![]() Here is a proposed change/alteration to it: Casts a low level stone skin on him, only lasting a short time (1-2 rounds maybe). This will still make him a bit tough but not make him heal himself in some unknown fashion. It would be useful and boost his survivability without the need for others to buff him up. The way it can be explained is an adrenaline rush making him move faster, be more agile an generally unable to feel pain as much. Maybe just have it set his AC to 0 then add the bonuses he may have from items/spells or -4 AC (taking it lower = better yes? ![]() That way he wouldn't be at major risk of getting slapped around, which IMHO would be better than a rapid heal. Hell what happens if he triggers that effect 2-3 times with a GWW? bang 40-60 HP healed just for attacking. No other class can get that in the game that I have seen thus far (pallies have lay on hands and clerics have healing spells but they cannot attack whilst casting them). The damage effect I am curious about. Would it be hitting as non-magic damage (IE: no enchantment) and thus unable to touch most enemies by the stage you get to use it (IE: Liches certain golems etc)? Or will it use the primary weapons enchantment bonus to determine if it can 'hit' the target? Just some musings, sorry if I dragged this from the grave. |
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Lo-Fi Version | Time is now: 3rd May 2025 - 11:56 PM |