Talk:Zephyr (3.5e Class)

From D&D Wiki

Jump to: navigation, search

The core "breath weapon master" concept seems sound, but the class seems lacking in "flavor" class features besides that. Zephyr is a reference to the wind, so perhaps give the class some abilites to control the wind (or weather in general), such as wind walk or wind wall as spell-likes. Edit: in addition, the more powerful weapons might need to have longer cooldowns to balance them out (something as simple as 1d4+1 for greater, and 1d4+2 for wyrm). If this is meant to be a dragon-flavored class, you might give the character some more draconic abilites, perhaps wings.Zau (talk) 08:59, 17 May 2014 (MDT)

  • Thanks for the input! :D This class I sorta made as a mix of warlock and wizard, and my fear would be the power of the class would be too great if any more features were in there. For example, I was originally going to toss in a spell like ability or two in keeping with alignment to make the draconic flavor apparent. Say they were chaotic evil, they could opt for locate object at a lower level, and possibly suggestion at high levels to reflect a red dragon.
  • I made the class because there was no real class that utilized the true breath weapon mechanic, save for the dragon shaman. (Yes I know about the dragonfie adept.) However, I didnt know where they may fit in the party. Thus this class was made for people who want to play a more... Unusual controller, who breathes fire and studies magic. If you think adding more features wouldn't op the class, then perfect! (I've seen your commentary elsewhere, and its expert). I will get on that as soon as my PC brgins to work again. I cant really edit on my phone. Thanks again! --Thayer (talk) 02:40, 1 July 2014 (MDT)
  • You might consider adding in some defenses. Such as resistance to energies of the types you have as breath weapons. Say fire resistance 10 if you know the lesser breath of fire, with resistance 15 for greater; wyrm providing resistance 20 against magical effects and immunity to non-magical. The non-energy breath types could provide a bonus to STs against like effecs say at +1, +3 and +5. Since the class is partly flavor based upon study of dragons, perhaps add the draconic language as a free perk at first. You might add diplomacy (dragons) to the skill list and grant the character a bonus to diplomacy DCs when dealing with dragons equal to 1/4 his class level; increased to 1/2 class level if he has the same breath weapon as the dragon (shows good taste after all). --Elohim (talk) 17:48, 1 July 2014 (MDT)
  • Awesome suggestions! :D I'll look into adding some basic resistances like that, and maybe even some DR/magic. Makes sense cause the Zephyr is meant to be a draconic flavored wizard who gains mastery over their own body, so I guess some secondary bonuses might help boost the flavor of the class. Thanks so much! Also, if you could, would you mind giving this class a rating? I'll toss in some scaling Damage reduction, but I would like a rating on this class, cause it seems to be actually balanced (in my opinion) as well as powerful, and it seems like people are interested in it. Thanks again! --Thayer (talk) 21:08, 3 July 2014 (MDT)
  • Question about combat: When your in combat say you go to attack with one of your breath weapons can you use a second one for your second action or do you have to wait for the cool down on the one you just used to be up before using another breath weapon?
  • Each respective breath weapon has a separate recharge time. You can use Breath of the Wyrmling one turn, and Breath of Noxious Gas next turn, for example. The 1d4 roll for Breath of the Wyrmling is separate than the 1d4 roll of Breath of Noxious Gas. :) --Thayer (talk) 13:55, 13 October 2014 (MDT)
  • I would like to offer a couple ideas, if I may. Over the course of 20 levels you gain 5 draconic secrets, I believe a few of the ones listed could use a bit of beefing up.
    • I would suggest that for the energy resistances, you change it to resistance of 1 per 2 class levels; also when you choose the same one a second time it becomes energy immunity. This would allow resistance to grow with epic levels.
    • I would also like to suggest that the +2 to ST VS sleep and paralysis become a straight immunity to both for a single pick.
    • I would also suggest the +1 natural armor pick have a +1 inherant bonus to constitution added.
    • Make an epic progression, granting another secret at the same rate (1 per 4 levels). Choosing the DR pick at 20th level or higher would not only increase the DR by +2, but also make it epic instead of magic.
      • Add a few epic breath weapons such as: negative energy, a line disintegration effect, a prismatic spray effect, a momentary cone shaped blade barrier type effect with vorpal possibilities, a feeblemind cone (but only lasting 1 week per pc class level).
      • I would suggest that at epic levels, when you choose to swap out a previous breath weapon choice of wyrm level or below for a different one, that you be able to choose any breath of a strength below to one step stronger (limit wyrm). Thus at epic levels you could swap a lesser breath for a greater breath if you wanted, or a greater for a wyrm.
      • Thankyou for your time, --Elohim (talk) 17:46, 15 October 2014 (MDT)
  • Thanks for the suggestions! I don't really see how inherent constitution bonuses flavor a draconic breath weapon master. Mechanics and optimization-wise, however, I see it. I think what i'll do is for the draconic secrets, have ST bonuses to sleep and paralysis be amped up to +4, possibly granting these immunities. Breath weapon wise, maybe add a necromancy tree: an inflict light line at lesser, a vampiric one at greater, and maybe a negative level one at wyrm. I'll make the epic progression as well :D. Thanks! --Thayer (talk) 21:04, 18 October 2014 (MDT)
    • I'm really having a hard time coming up with ideas for the draconic secrets. Do you have any suggestions? Sorry, and thanks. :P --Thayer (talk) 22:03, 18 October 2014 (MDT)
Home of user-generated,
homebrew pages!


Advertisements: