Dark Classes+Evil abilities

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Nekky
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Dark Classes+Evil abilities

Post Wed Jun 25, 2014 5:47 pm

I was wondering,As an addition to an evil campaign,There should be opposite Classes to the original Cleric,Mage,Thief,Fighter.Of course,This would take a Great deal of thinking of,as one does not simply Create new classes.
But,I believe that Evil-Party campaigns should have a little extra added to them.(Not saying that Dark classes are necessary,It would add more Evil,that's all.)For example,One of my ideas to add to the Necromancer Supplement is the Soul Steal ability,(This has been play tested,Works reliably.)

When a Necromancer kills a Monster(Deals the finishing blow)they gain a soul,These souls can be used for two purposes(If anyone has any other ideas,They will be more than welcome)
1.The Necromancer can use 7 Souls to heal 1D4 hit points to the Necromancer (and only the Necromancer).This takes one In game round.This should stagger and slowly increase,But currently no Viable increase has been determined.
2.After 20Souls are gained,The Necromancer gains an extra +1 to hit.Total souls Carried increases every level by four,starting at 24for lv1,and capping at 80 for level 20.

More ideas to Come,Maybe on a sort of Cleric that saps life energy off of a Creature to heal the party,Or an evil Dark Knight/Dark Gladiator/Dark Champion,Etc.

All feedback appreciated,Propose new ideas if you want!

~Nekky
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Re: Dark Classes+Evil abilities

Post Wed Jun 25, 2014 9:53 pm

Why don't you create an Avenger-type fighter subclass, such as the one in BECMI?
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Re: Dark Classes+Evil abilities

Post Fri Jun 27, 2014 8:24 pm

In the past, I've used the "cause light wounds" spell to heal a nearby ally for half of the drained damage. However, evil clerics could not cast cure light wounds at all, so all of their healing was effectively damaging someone else. That's similar to the life tap ability you described.

Most of the time I've campaigned/played evil campaigns, we didn't have to do a lot of tweaking to the rules. As -1 says, the good-only classes can be reversed (Avenger, Blackguard) and the rest are more about playstyle than class abilities. Cleric became "dark priest" (same abilities save the reversed spells and turning ability); thief became "assassin" (not the class, just a name change); we renamed magic-user to "warlock."

Now how you keep the PCs from killing each other off, that's a different story. :twisted:
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Re: Dark Classes+Evil abilities

Post Sat Jun 28, 2014 12:23 am

The idea that evil clerics can only cast cause light wounds always makes me laugh.

The good guys limit themselves... "we only use good spells."

The bad guys do whatever they want. Harming others, healing their allies, both are acceptable. Only a cleric of a god of suffering might be limited in the use of a curative spell. Heck, in my world of Glain, the followers of the goddess of pain use the spell! (That's how you keep a victim alive for more torture.)
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Re: Dark Classes+Evil abilities

Post Sat Jun 28, 2014 12:29 am

I like the "you have to find someone to harm in order to heal your allies" as a nice twist for evil campaigns. A lot depends on how the spell is granted. After all, would the Goddess of Healing grant curative abilities to dark clerics? The Goddess of Pain happily will, but she hasn't quite worked out all the kinks in her spellcraft. :)
Freya HP 24/24 AC 16 (17 two weapons)
Kilian HP 20/20 AC 19 (18 no shield)
Talin HP 29 AC 16
Tiana HP 11 AC 12 SP 8/8
Fido HP 9/9 AC 16
Anna HP 12/12 AC 15 (19 defensively)
Bruce HP 20/20 AC 16 (15 no shield)

Red Oak map
Red Oak loot
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Re: Dark Classes+Evil abilities

Post Sat Jun 28, 2014 9:31 am

It's entirely possible to imagine a healing spell that hurts when it's applied.
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Re: Dark Classes+Evil abilities

Post Sat Jun 28, 2014 10:51 am

You can give a roll (the die depending on the healing spell used) to tell how many rounds the healed character will be in excruciating pain, a ST vs death or paralysis halves the time.

An evil god can give "good spells" but limit their effectiveness, he can give cure wounds only to cure evil people so they can keep spreading evil while a knightly god of combat or a berserk type one could only let his cleric cast heal spells outside of combat.
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Nekky
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Re: Dark Classes+Evil abilities

Post Mon Jun 30, 2014 11:58 am

Great ideas! Imagine that,Sending a party member into immense pain so you can heal yourself..

Any other 'Anti-Cleric'(Which I hope will catch on...)Ideas for spells?Maybe it could be that they heal through the cries of anguish and torture ...
is there a Sap life force/Energy spell,Solo?
I apologise if there is.I havn't read the BFPRG book Entirely.. :? (I will at some point in the near future.)
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Re: Dark Classes+Evil abilities

Post Mon Jun 30, 2014 12:10 pm

Healing spells can be reverted to harming spells, for evil clerics these spell could be cast simultaneously, you heal somebody and heal someone else.
Or he can choose to inflict pain on the healed individual as I stated above.

They don't have weapon restrictions.

They know hot to torture better than other evil classes (thanks to anatomy studies, sacrifices, etc).
Sorry for any misspelling or writing error, I am not a native English speaker
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