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Magebreaker Qs

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Post by DerusTal Thu Jun 12, 2014 7:06 pm

A few of them: Can Magebreakers become any of the following: Firestarter, Ironheart, and Soulfire Warrior? They seem semi-magical, but I'd like a definitive answer before I tried to bring one to show and tell and have their concept not work.

Also, do they strip properties off of custom reward items, also?
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Post by daveyeisley Thu Jun 12, 2014 9:32 pm

Wish I could help here - my suspicion is that custom items would be nerfed unless Manny's suggestion was implemented... however... the theme of the class seems to run counter to the concept of custom items (because they can have phenomenal amounts of magical power which the class is not geared towards).

Allowing custom items to have immunity to the class drawbacks would be problematic, I think - simply because a savvy player can get all they need for their build and more by a small bit of luck with the 'grasp' rolls, and custom items for the rest.

Thats a tricky one, honestly. Totally denying custom items to these builds also seems kind of sucky.... maybe there could be some other limitation on customs for them.... I dunno...
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Post by DerusTal Thu Jun 12, 2014 10:10 pm

Maybe just forbid items that cast spells. And I guess weapons.
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Post by The Amethyst Dragon Thu Jun 12, 2014 11:32 pm

Q: Which classes cannot become Magebreakers?

Magebreakers cannot be any of the following classes:
bard
cleric
druid
paladin
ranger
sorcerer
wizard
shadowdancer
arcane archer
assassin
blackguard
champion of dalix
pale master
purple dragon knight
soulfire warrior (limit will be in with next hak update)
animator
farstep master
warblade
firestarter
fae adept

Note: Also, don't take any of these classes after becoming a Magebreaker.  You won't be able to level up in Magebreaker anymore, and (since I forgot to block it before) such characters will become invalid after the next hak update (since I just now thought to add the "no magebreaker" restriction to prerequisites for the listed classes for logic & balance reasons).

Q: How do the mechanics for ruining magic items work?

Most items: On acquiring an item, the Magebreaker must succeed at a Will save to avoid destroying the extra properties of said item.  The module's "on acquire" script also runs when a character logs in after a server reset.

Base Will DC: 20 + Magebreaker level...It's harder for a higher level Magebreaker to resist ruining magic.)

For every 5,000 gp in value the item has, the Will save DC decreases by 1 (to a minimum of 10). More powerful items have a better chance of keeping their magic.


Some specific module items (such as useful PC tools and widgets, re-level scales, XP/level reward vouchers, dragon eggs, masterwork items, alchemical items, etc.) will be excluded from this based on their tags.

Some specific item properties, usually used to denote the quality, material, or condition of an item, will also be ignored:
attack penalty
base item weight reduction
damage penalty
decreased ability score
decreased AC
decreased skill modifier
mighty
no damage
thieves tools
to hit penalty
weight increase
material
quality
additional quality
On-hit: Cast Spell: Material, xxxxxx

Q: Are custom reward items affected by the Magebreaker's magic ruining touch?

Short Answer: Yes.

Less Short Answer: Yes, just because of the intended theme of the class as "anti-spellcaster" and "anti-magic".

Excluding custom items from ruination would basically be holding up a big "exploit this class" sign. Elemental crystals, PC-added enchantments (via that magical nexus under Forge or PC-spellcasters), magical properties (such as everyone's favorite, teleport) stacked on as a "normal" character (followed by use of re-level scales).

So, yeah, basically if you plan on taking levels as a Magebreaker, you would plan on using those reward chests to get level or gp vouchers instead of custom item vouchers.


Last edited by The Amethyst Dragon on Fri Jun 13, 2014 3:06 am; edited 1 time in total
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Post by DerusTal Fri Jun 13, 2014 2:30 am

I notice soulfire warrior isn't on that list- slip, or do their abilities mesh with magebreaker somehow?
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Post by MannyJabrielle Fri Jun 13, 2014 2:36 am

I woulda thought firestarter wouldn't have been on the list since the fire abilities were described as raw elemental power, not magical, and as well, I would have thought soulfire warriors would have been on that list since I thought their abilities were more magical than not.
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Post by The Amethyst Dragon Fri Jun 13, 2014 3:03 am

Sure, bring up one class I forgot on the list...

Soulfire Warrior should have been on the list, since their weapon at the least is blatantly magical (their armor is too, it's just not as visibly magical).  Something to slip into the next hak update along with the "no Magebreaker" bit for spellcaster classes.

The inclusion of Firestarters is purposeful.  Yes, their fire is from raw elemental fire and not technically from a spell, but is sure does look magical from the perspective of those that don't take kindly to folks flinging magic around.

Yes, it is a very limited class, especially in a PW with so much variety when it comes to spells and magical items.  I see it mostly as a role-playing choice.  These are the types of people that wouldn't be caught dead stepping into a Wanderer's Portal, let alone swinging around a glowing magic sword or whipping out a teleport scroll.  And they'd probably punch you out the moment you tried to attune a summon ally spell to them.  Twisted Evil
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Post by DerusTal Fri Jun 13, 2014 3:21 am

They seem awesome conceptually, sort of like a uh.. Gosh. Forsaker, I think, in PnP?
Knowing what they can't take gives me ideas on what to do with them, at least.

EDIT: One last thing. Are items made with the alchemy craft here viewed as magic, or can you have a magebreaker alchemist?
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Post by A_Vagabond Fri Jun 13, 2014 4:57 pm

See, I looked at Soulfire Warrior's armor and weapons as an extension of their inner will, not magic per se.

Ah, well. Time to rethink my MB.
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Post by MannyJabrielle Fri Jun 13, 2014 11:43 pm

If Aenea used the community patch, I'd so mix mage breaker with monk/shou disciple.
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Post by DerusTal Fri Jun 13, 2014 11:48 pm

Heck, you could still run a magebreaker/monk with some alignment switching.
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Post by A_Vagabond Sat Jun 14, 2014 7:07 pm

Does the bonus to a held weapon apply to monk fists/gloves, considering that the monk/magebreaker combo has been brought up?

And, is Ironheart allowed? It would seem to me that replacing one's body parts with essentially living metal is magical, and wouldn't fit with the Magebreaker.

Are there any subrace prohibitions?
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