| Lanathar |
I would like to try and give my players unique bestow curse effects should they get hit by the spell. But I am struggling the balance idea
Even the ones as written are pretty variable depending on class. The staff penalty can reduce some classes to uselessness and due to the maths the -4 on roles can also tip someone into being generally ineffective. And 50% no action is luck of the dice
Restriction of class abilities seems harsh.
I listened to a podcast where the gunslinger bad the misfire range increased by something like 5. The fans on reddit went mental about how OP that curse was (I want to avoid similar reactions from my players)
The are level 10:
- buff and healing focused cleric whose channels give effective heroism from the Milani feat and has bless equipment and can quickly counter/remove status effects with freedom domain
(Initial idea : non healing channel effects are reversed - bless equipment curses equipment and beacon of hope gives everyone a bunch of -2s)
- blood Kineticist with kinetic blade and kinetic healer
(Initial idea: I would think each point of burn costs double but that is quite harsh and would just involve them not taking any. They already avoid most other than necessary burn (shield boost, miss chance and one in reserve for healing. So this doesn’t do a lot and is much more easily managed)
- witch with monk dip to help get crazy AC for an arcanist. Uses lots of hexes including evil eye (because it always works), protective luck, slumber and fortune. And of course cackle
(Initial idea : reverse affect of hexes OR reduce / half the range. The former seems much more harsh than the cleric one and seems evil )
Edit: incidentally if I did this what would the reverse of slumber be? And would I make cackle reduce the affect by one round? Because in most cases apart from failed evil eye it will mean him putting the hex on and removing it straight away - I guess his first though might then be that the curse is to make cackle unusable before the horrible truth comes out)
- Devoted muse with a daring champion and mesmerist multiclass chassis. Lots of panache use for dodging out of the way and sometimes throws out the big debuff with dazzling display and an absurd intimidate score meaning it pretty much auto succeeds (intimidate is super broken but that is another matter)
Initial idea - a bit stumped for anything on the bespoke on here
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To be honest I don’t expect the cleric or witch to ever fail. Dip in monk has given the witch and absurd will save and the have a lucky clover. Clerics always have absurd will saves
But if anyone has any ideas then I would appreciate it
| Cevah |
Curse ideas:
buff and healing focused cleric: channel heals others while harming cleric.
- cheric has to suffer to heal others with channel.
blood Kineticist: burn inflicts 1 (or 2) additional hp of non-lethal.
- they already get knocked out easily enough. This makes them more fragile.
witch with monk dip: hex aim is confused. 1-25%: as normal; 26-50%: no action; 51-75%: hex hits self; 76-100%: hex affects nearest creature.
- makes hex use interesting.
Devoted muse with a daring champion and mesmerist: 25% chance dazzling display affects self.
- big debuff? it mike affect your the wrong target.
Each can be avoided by not using, and might work OK if used, but may have issues as well.
/cevah