Discussion:Will someone take a look at evomancer and tell me what they think about the class for a difficult campain setting ?

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http://www.dandwiki.com/wiki/Evomancer is the basic class i just made. it is for a campaign mod where enemy's have double dice damage along with other things that make it more difficult. please comment about its balance and any changes you feel should be made.

LokiTheHarvester (talk22:29, 17 October 2012 (MDT)[edit]

Marasmusine (talk02:00, 18 October 2012 (MDT)[edit]

Because of the grammar and formatting, it's pretty hard to understand how the class works. It took me quite a while to figure out that "mutation" is the name you've given to the creatures that the class can create - before that twigged, the level one ability "all mutations go on your initiative. they gain your will save bonus and can be communicated telepathically within 30 ft." was really confusing. I can mutate my initiative? Huh? Try "Your mutated creatures use your initiative check and your will save modifier. You can communicate telepathically with your mutated creatures if they are within 30 ft. of you."

Is the "mutation abilities" part of "Perfect Evolution", or is it supposed to be a separate section? As for skills, don't say "any 10". Pick 10 class skills. Presumably "handle animal" will need to be one of them.

LokiTheHarvester (talk04:00, 18 October 2012 (MDT)[edit]

Thank you for taking a look, it is always nice to see how it reads to someone else. changed the text of the lvl one ability as you suggested. pick any ten was just me being lazy. guess ill go and pick what i would want there. Perfect mutation relates to this text under mutation "You can try to mutate yourself but every time you spend points you must roll 1d100 (2d10 one is the tens the other is the ones double 0 is 100) and if you roll below the total amount you have spent on yourself then your are effected by your own baleful mutation even if you do not have it yet, will save for dominate replaced by madness(dm takes control of your character until your party can have you cured of madness)." it allows you to mutate yourself without consequence(ie rolling on the baleful mutation table).

do you think any of the class features or creature abilities are to powerful? is anything else confusing or hard to read?

Wildfire (talk04:00, 18 October 2012 (MDT)[edit]

Really like the class. I think it has alot of potential in the right hands but i think it needs clarifing on how you mutate creatures. Do you grow them or do you have to subdue them like you would a magical beast? Would love to use this class but my DM would want that clarified first.

LokiTheHarvester (talk) 19:21, 7 January 2013 (MST) man i didnt even think about that, the flavor though is that you give it a part of your own power/soul ie. experence so no it does not need to be alive but you still must either capture or pay for parts and a lab to create your creature, it is not undead though because you are bringing it back to life, except magical creatures who would lose their magical properties if they were dead(im guessing something along the lines of a soul makes magical creatures magical). if you want it to have wings you must get wings for it (raven, hawk, doesnt really matter because you mutate them with xp to be the size and speed you want) getting parts is really about what you want your creature to look like and is more for flavor not stats. you could even argue that all you need is the base creature and mutate it from there. but it goes against the flavor.


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