Shutters

Wednesday, March 13, 2013

Champion Mashups

Can you guess them all?
(authors note: Quinn was the most recent champ release as this post was written)

Trumble - A troll piloting a yordle piloting a mech.
Amunu - A sad mummy riding an undead yeti, maybe a wendigo, ooooooooooh.
Jaylistar - Minotaur with a gunhammer, nuttin better
Zedjuani - An assassin atop a great beast, or the other way around
Cho'zix - A gigantic true damage monster suddenly appears, eats your ADC and then flies away.
Brandie - Double the fiery flavor, and now served with a flaming bear.
Maolise - Stop thowing explody shit at me.
Ashen - Fires arrow, teleports in and uses taunt to make sure it hits.
Blitzcryze - Mo mana, mo mana, mo mana.
Daren - Too Much True Damage!
Syndraven - Spends the entire fight juggling black balls.
Miss Mundo, Dr. Fortune, Miss Fundo, Dr. Mortune, Mr. Dundo - The possibilities!
Fiorianna - Brings 'em in to carve 'em up.
Singalio - Now you have no choice but to sit in his poison trail.
Hecamus or Ramarim - Speeeeeeeeeed!
Swarma - Forever alone and unplayed, but quite tasty in pita bread.
Anivithus - That is one egg that no one will go near, so it's probably going to successfully hatch.
Soralux - When she ulti heals her team she also fires lasers to each of them.
Kog'rath - The siege tank of LoL.
Viviviktor - In soviet Russia, machine runs you.
WuBlanc - Who do I attack?!
Leoniana or Dianeona - The sun and the moon working together? Fuck it, I'm out.
Malphiopiea - Kaboom! You're knocked up and turned to stone, enjoy the poison.
Vladikaiser - Massive shielding, massive healing; a match made in heaven... or Eastern Europe.
Fizztheon - Man drop shark lift.
Shaquinn - If the clone turns into her bird, that mark is never coming off.
Sionami - Does it hurt to hit people, just heal yourself and hit harder.
Teemerdinger - Hidden turrets.  Hidden turrets everywhere.
Corkistana - More guns, more explosive escapes, more cute.
Luludyr - Lalala, punching creep, oh shit enemy team, OVERSIZED TURTLE STANCE!
Veigasus - Just leave him alone in lane, his Q won't hurt later.
Jaxin Zhao - The ultimate melee machine, now with accelerated empowered lifesteal.
Rengas - Suddenly, from the bush, barrels and a drunken fat catman.
Master Olaf - When he ults, there truly is nothing you can do to stop him.
Warzahar - Double suppression for double the fun.
Jarvana IV - Don't get trapped in a mountain with a firebreathing dragon.
Caitch - Piercing shots with that range? Come on.
Twisted Jannilean - All the global buffs with triple explosive knock-up whirlwinds.
Fiddleturne - Surprise!  Stay here and party in my ring of death.  No really, stay.
Nidalee Sin - A sexy blind cat lady that knows Kung Fu. Wataa.
                  - This secretive dude refused to merge with anyone.
Ahrigana - Stealing your HPs like a boss.
Akalon - Get off me. Stop it. Get off! Aha, here come my friends. Shit, where'd he/she go?
Graverus - This shooter will hunt you down.
Tryndabear - You can keep trying, but I refuse to die. 
Zingplank - Kog'rath may be the siege tank, but this guy drops tactical nukes wherever he wants.
Skaresh - Drop the box and drag them through each side.
Evelennen - Why am I getting electrocuted?  Why am I dead?  Oh.
Urgotilus -Stand where I tell you.
Poppyne - Enjoy the wall, you two are gonna be friends.
Sivirina - Imagine if all those blades coming off her ult ricocheted as well.
Syra - Everyone's favorite face rolling support, complete with an ult that would ruin any team fight.
Yorickayle - Two unkillable AoE melee machines?  Two?!
Rivenekton - Stop. Stun. ning. Me.
Tareal - A truly nice guy.  Some would say outrageously nice.

Monday, March 11, 2013

Rengar

Here is an example, a rough draft if you will, of a champion that could not possibly be crammed into a 5 level PrC:

Rengar
The Pridestalker

A full base class, based on the barbarian

d12 HD
skills 4 + int per level, make sure he has Stealth on the list
Full BAB
Barbarian save bonuses

Level 1

Ferocity: Certain class abilities grant a stacking amount of Fury to Rengar, who can contain a maximum of five fury.  Fury points remain attributed to Rengar until spent on Ferocious Maneuvers, which are advanced versions of three of Rengars abilities.  As soon as Rengar gains five fury, he may, as a free action, perform a single Furious Maneuver at the cost of two of that ability's uses per day.    This ability is to represent the silent rage of a predator, the perfect state of focus.  All distractions from the goal are easily delt with, curtly at best and viciously decisive at worst.  Some sort of competence bonus to rolls, all of them.  The timing of the ability is a free action in order to be scary.  To go from normal Rengar to Total Fury Mode Ultra Rage in the beat of a heart needs to be shocking. 

Bolas: Rengar can throw heavy corded bolas to entangle enemies to slow their escape.  He never runs out of these, he must excrete them constantly, maybe something about his carnivorous diet.  The ranged attack is handled through a throwing method and uses his Str mod to attack with and deal damage with.  The bolas only do 1d3 damage and add half of his str mod.  The target is entangled if struck until they break free (as a standard action) with a Str check or escape artist check vs. DC 10 + half Rengar's Rengar level + his Str mod.  The only problem is that he can only excrete so many of these things per day, something equal to say his Con mod.  Grants 1 fury per use.  These should also be cuttable with small Slashing weapons. 

Furious Maneuver Chuck: The bolas do something.  Something amazing.  Like full damage and the freedom DC is increased by Rengar's levels in Rengar.

Level 2

Roar: As a swift action, Rengar roars like a liger, basically my favorite animal, in order to bolster his defenses through determination and courage.  He gains 1/~ DR and resist cold, elec, fire, and acid 2 until the start of his next turn.  The bonuses increase by 1 DR and 2 Resist for every three Rengar levels that Rengar obtains after level 2 (a total of 7~ DR and 14 resist at level 20).  This ability can be used a number of times per day equal to Rengar's Con modifier.  Each use grants one fury.  Not many uses and short duration should keep the nice buff in check.

Furious Maneuver Roar: Gain HP equal to 25% of Rengar's max hit point total.

Level 3

Savagery: Add extra damage to an attack equal to <  > as a free action.  This ability can be used a number of times per day equal to Rengar's Str modifier.  Each use grants one fury.

Furious Maneuver Savage:  Rengar can use his Ferocity to enact a free primary attack at full BAB and with extra flat damage equal to his levels in Rengar.  This attack can be used at any time.  It can only be used once per Ferocity, pointless to say possibly.  If can be used only on people within range.  This could theoretically allow him to make an unseen predator charge attack from the brush, follow up with a standard action attack (could be vital strike), and then make a free attack using Furious Maneuver Savage.  I think that's awesome as long as there is a rule about Unseen Predator not stacking with any pounce like effect.  Rengar can take pounce effects on his normal charges made as a full round action or otherwise, but not with Unseen Predator.

Level 4

Trophy Collection: As Rengar travels, he ties the souls of his prey into his own via ritualized trophy making.  Using his neck slot, Rengar can begin to build a trophy necklace to signify his dominance.  Each trophy he adds to his necklace must be a reminder of the battles he has won, these items must be physical and be able to weather his adventures, usually a bone.  Each trophy he adds to his necklace gives him a bonus to...

Level 5

Upgrage to bolas:  Bolas now do 1d4 damage.  Can be thrown 10 more feet.  Can be used Con mod + 2 times per day.

Level 6

Upgrade to Roar: Roar deals damage to foes adjacent to Rengar in the amount of his Con Mod.  They get a Will save  to negate the damage, as they refuse to be cowed by his display of lionmanliness.  The DC is 10 + half his Rengar levels + his Con mod.

Level 7

Upgrade to Savagery: Can be used more times a day.  Grants attack speed?

Level 8

Ultimate: Instantly hide, as per Hide in Plain sight rules, for up to 3 rounds with a +20 badass scary fucker bonus. Gain two fury from the next ability used instead of just one.   Ultimate can be used once a day.

Level 9

Trophy Collection:  Uh, the bonus gets better.

Level 10

Upgrade to Bolas: now do 1d6 damage plus his full str.

Level 11

Upgrade to Roar: the damage goes up to 1d6 + con mod. Range is 10'.  Can be used more times per day.

Level 12

Unseen Predator:  Rengar can make a charge attack as a move action as long as he exits full concealment, full cover, invisibility, stealth (as part of the attack) in order to reach his target.  He must expose himself suddenly, like a furry flasher, he comes at you without warning.  He receives a bonus to his stealth checks equal to half his level.  Can only leap his normal movement speed not double as part of this maneuver. 

Level 13

Upgrade to Savagery: Can be used significantly more times per day.

Level 14

Trophy Collection:

Level 15

Upgrade to Bolas: more range. immediate action in response to someone distancing themselves from him. Can be used more times per day.

Level 16

Upgrade to Roar: damage goes up to 2d6 + con mod.  DC goes up by Str mod as well.

Level 17

Upgrade to Savagery:

Level 18

Upgrade to Ultimate:  Gain movement speed.  While Rengar has five unspent fury in his 'pool' he benefits from...something....

Level 19

Trophy Collection:

Level 20

Upgrade to Unseen Predator:  He now adds his full Rengar levels to all of his stealth checks.  And cannot be revealed by any magical means....  Otherwise, Rengar can charge up to twice his movement speed in this manner now.

Uses per day should kinda reflect the cooldown timers on Rengar in LoL. Duh

Saturday, March 2, 2013

Brand

Brand
The Burning Vengeance

Hit Die
d6

Requirements
To qualify to be the most angry of elementals, the character must fulfill all of the following criteria.

Skills
Spellcraft 8 ranks, Knowledge (Arcana) 8 ranks.


Feats
Elemental Admixture metamagic feat or Searing Spell metamagic feat.

Special
Must be able to cast 3rd level arcane spells, and be surprised that he is on fire all of the time.

Class Skills
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), and Spellcraft (Int) and Spot (Wis).

Skill Points at Each Level
4 + Int modifier.

Class Features
All of the following are features of the prestige class that fulfills the eleMENTAL nature of Brand.

Weapon and Armor Proficiency
Brand gains no proficiencies with weapons nor armor.

Spells per Day 
When a Brand gains a new level, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of Brand to the level of whatever other arcane spellcasting class the character previously had, then determines spells per day and caster level accordingly.

Blaze (Su)
Brand's damaging fire spells set his target's ablaze.  Targets that are ablaze suffer fire damage at the beginning of their next two turns equal to Brand's Int modifier + his class levels. 

Sear (Sp)
As a standard action Brand makes a ranged touch attack against a single target within 30'.  If successful the target takes fire damage equal to Brand's class levels in d6s and if the target is ablaze it is stunned until the end of its next turn.  This ability counts as a spell and will set the target ablaze, but cannot cause the stunning effect on its own.  Brand can use Sear once per combat at 2nd level and twice at 4th level.

Pillar of Flame (Sp)
Within 30' Brand chooses a 15' x 15' area to ignite with a 20' tall column of flame as a standard action.  At the end of the following creature's turn in the initiative order, the designated area blows up and all enemies within must make a Ref save vs. DC 10 + 1/2 Brand's HD + his Int modifier or suffer Brand's Int modifier + d6s equal to his class levels as fire damage.  Targets that are ablaze before the pillar causes damage to them take an extra amount of fire damage equal to a quarter of the Pillar's damage total.  This ability causes the blaze effect and Brand can use it once per encounter at 3rd level and twice at 5th level.

Conflagration (Sp)
With a single ranged touch attack Brand can deal explosive damage to his enemies near the target. As a standard action he chooses a target within 30' and makes his ranged touch attack roll.  If successful the target takes Brand's class levels in d6 fire damage.  If the target is ablaze the conflagration spreads to all enemies within 15' who suffer the same amount of fire damage dice unless they make a Ref save vs. DC 10 + 1/2 Brand's HD + Brand's Int modifier.  This ability causes the blaze effect initially and when it spreads.  Brand can use Conflagration twice per encounter.

The three core Brand damage abilities will cause 5d6 fire damage plus the random extra bits on average.  However, this does not scale well in late game and powergamers will be quite uninterested in this class.  So I suggest that Brand (and many of the other casters that I outline in this project) could have their class effects cause d6 damage equal to half of their HD, or half of their total caster levels (those levels that granted them more spells, which would include all of the weird classes that grant partial casting abilities like Pally, Ranger and Bard).

Pyroclasm (Sp) 
As a standard action Brand releases his most fearsome blast at a single target.  Said target must make a Ref save vs. DC 10 + 1/2 Brand's HD + his Int modifier or suffer fire damage equal to half of Brand's total caster levels.  The ability will bounce to other enemies within 15' and can affect a single target a total of three times (a target could take 30d6 fire damage when Brand is level 20).  Each time a target is struck, it is allowed another Ref saving throw.  The damage is consistent throughout the effect, it does not diminish like chain lightning.  Brand can use this ability once per day. 


Brand
LvL BaB Fort Ref Will Special Spells
1 +0 +0 +0 +2 Blaze +1
2 +1 +0 +0 +3 Sear +1
3 +1 +1 +1 +3 Pillar of Flame +1
4 +2 +1 +1 +4 Conflagration +1
5 +2 +1 +1 +4 Pyroclasm +1

A Note on Caster Damage

Below is an excerpt from my Brand PrC:

The three core Brand damage abilities will cause 5d6 fire damage plus the random extra bits on average.  However, this does not scale well in late game and powergamers will be quite uninterested in this class.  So I suggest that Brand (and many of the other casters that I outline in this project) could have their class effects cause d6 damage equal to half of their HD, or half of their total caster levels (those levels that granted them more spells, which would include all of the weird classes that grant partial casting abilities like Pally, Ranger and Bard).

I thought it should be made clear that this is a concern of mine for all casters.