Demonic Embodiment (revisited)

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Rivi
Sojourner
Posts: 50
Joined: Wed Jul 17, 2002 5:01 am

Demonic Embodiment (revisited)

Postby Rivi » Tue Jul 23, 2002 4:18 am

http://www.sojourn3.org/ubb/Forum2/HTML/000522.html

That's the link for the original thread.

I was thinking this idea over and thought some interesting implementations could make this class useful and even more fun.

To break it down into two groups, for lack of better terms, i'll just use demons and angels. Angel side would benefit the most if the person's alignment is good, and demon side would benefit the most if the person's aligntment is evil.

The basic idea common to all these is that they would be self only. Please note all effects should be scaled for alignment and perhaps a skill check. Minor effects should also be added, some small variation on vit, 25-100 HP scaled to alignment.

Angel
1 - If the caster hp falls below 10% this invokes a room heal for 100-200hp. However the caster is stunned by this effect and is unable to do anything for 2-4 combat rounds. The healing effect will still go off even if the caster dies. However it will be like attempting to heal a dead body, thus the caster is still dead. This embodiment will no longer be in effect once major effect has happened.
2 - If the caster hp falls below 20% this invokes a room stun. Affects all but the biggest of creatures (ie. dragons). Effect will still happen if the elementalist dies off. This embodiment will no longer be in effect once major effect has happened.
3 - If a caster hp falls below 50% this invokes a room healing effect, like a stasis, healing 5-15 hp per "tick". This embodiment should be continueous until the end of the duration of the spell.
4 - This embodiment generates a continuous 5-15 ac armor improvement to PC's as long as the caster is in the room for the duration of the embodiment.

Devil
1 - If the caster's HP is above 50% this embodiment generates a continuous 1-3 damage roll improvement to PC's in the same room as the caster. The scaling of effect would be relative to both the caster and the recipient's alignment with it being the sum divided by 2 using the next approach. Caster is evil = 3 pts, neutral = 2 pts, good = 1 pts. Recipient is evil = 3 pts, neutral = 2 pts, good = 1 pt. Thus a good aligned caster with an evil recipient would gain a +2 damage bonus.
2 - This embodiment generates a continuous room hp regenerating effect (15-30hp), however the caster embodied with such a demon will continuously lose HP until they reach 50%(net loss of 15-30hp).
3 - This embodiment generates a continuous 1-3 hitroll improvement to PC's as long as the caster is in the room for the duration of the embodiment.

One final note, these should be allowed along with the elemental embodiments. The numbers don't mean anything, they're just the order that the ideas flowed.

There are some other fun ways to balance these. Perhaps making the devil side more powerful, however incur a stat loss for a day, or even week, if cast or something to that effect.

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