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Unread postPosted: Wed Aug 11, 2004 7:07 pm
  

Knight

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Tell Me what Magic O.C.C ic the Best in Nightbane?

What are ther best Special abilities?


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Unread postPosted: Thu Aug 12, 2004 3:56 am
  

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Supreme Being

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Nightbane Sorcerer.

Best powers: Being a Nightbane and a Sorcerer in one. :D


Second favorite would be the Astral Mage.

Best powers: Being a Sorcerer and a lesser Astral Lord in one :fool:

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Last edited by Tinker Dragoon on Mon Aug 16, 2004 3:23 pm, edited 1 time in total.

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Unread postPosted: Thu Aug 12, 2004 7:43 pm
  

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Tinker Dragoon wrote:
Nightbane Sorcerer.

Best powers: Being a Nightbane and a Sorcerer in one. :D


Concure

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Unread postPosted: Fri Aug 13, 2004 11:20 pm
  

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Monk

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That is only if you're playing a NB char...if a human char, then what? a Sorcerer?

I would like to play a Mirror Mage with the mirror manipulation power in PU1. (in addition to the powers listed in the OCC).

Or to be a shadow warlock.

The Cybermage and Flesh sculpter mage type are a bit too much inherently evil (or just plane mean) for my taistes.


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Unread postPosted: Sat Aug 14, 2004 5:53 am
  

Champion

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Bah, the Cybermage and Fleshsculptor were the pick of the bunch as far as I'm concerned. They get a bit shortchanged thanks to a combination of clunky rules and not being combat-oriented (not being combat-oriented is a virtual death sentence when you're using the Palladium system) but they are without a doubt two of the most atmospheric magic-using OCCs in any Palladium game.




Rallan


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Unread postPosted: Sat Aug 14, 2004 1:07 pm
  

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Knight

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Comment: I like magic.
Mirror Mage or Fleshscultptor. Cybermages are really awesome, but there's really no way to use those high level spells. I think we should use powers of 2, not 10.

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Unread postPosted: Sat Aug 14, 2004 8:34 pm
  

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Ben Quash wrote:

The Cybermage and Flesh sculpter mage type are a bit too much inherently evil (or just plane mean) for my taistes.


In my games good Fleshsculptors are as common as the evil ones, they make awesome street doctors and the best surgons around.

I think that Fleshscluptors are my favorite Nightbane spell caster.

Astral Mages also rule.

~Jace


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Unread postPosted: Sun Aug 15, 2004 12:24 am
  

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Hero

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I realy like the cyber mage, but the costs for high level spells is friggin rediculous. Astral Lords are the bomb diggity!

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Unread postPosted: Sun Aug 15, 2004 12:26 am
  

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Knight

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Nightspawn/bane Sorcerer

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Unread postPosted: Sun Aug 15, 2004 3:35 am
  

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I don't like having bane sourcerers just because they are over the top powerful.

You could call that being the best I suppose....

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Unread postPosted: Sun Aug 15, 2004 8:44 am
  

D-Bee

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Call be silly, but I've always liked the Sorcerer O.C.C. Toss in some of the rules and sorcerous proficiencies from TTGD, and that's a great character to play.

A would call the Channeler the first runner up. Just because there's so many different ways you can take that one, and its always good for a plot swing during a campaign.

I've always thought Nightbane had the best feel for magic over other Palladium games, especially after TTGD. The idea of living magic, plus the sheer depth of game play you can get into if you want to add in some real world history for campaign plots, gives it the most bang for your buck. Never played Beyond the Supernatural, but given some games where you can throw a rock in any direction and have it hit three mages before it hits the ground <cough> Rifts <cough> it's always been more fun to play a mage in Nightbane than any other game.


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Unread postPosted: Mon Aug 16, 2004 1:41 pm
  

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I like the Sorcerer as the best (most well-rounded,effective and just cool).
The Astral Mage intrigues me, but then the Astral Lord (Psychic) is what I want to play next in Nightbane. The connection to the Astral Plane is interesting as is the Domain Creation Power. The Astral Mage works best (in my own opinion) when paired with an Astral Lord. The next Man of Magic that holds my interest is Shadow Warlock. Access to Nightbane Talents is a real cool thing!!!!! 8) :ok: I,also, have seen Good Aligned Fleshsculpters-as-medics and they do work very well.

Thanks,
GaredBattlespike

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Unread postPosted: Mon Aug 16, 2004 2:24 pm
  

I still think the Nightbane Sorceror is just the ultimate in terms of magical power. Spellcasting + Nightbane Talents + whatever abilities and bonuses come with his/her Morphus form = lots of power. Fleshsculpting and Cybermages are interesting, but I haven't had a whole lot of experience with them yet, and I think Nightbane are still just darn cool.


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Unread postPosted: Tue Aug 17, 2004 2:15 am
  

Explorer

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How abou thr Temporal Raider or Temporal Wizard who just popped in from the Riftiverse to cause trouble?


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Unread postPosted: Tue Aug 17, 2004 2:47 pm
  

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Knight

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Comment: I like magic.
Gwa.... go to the rifts board.

Astral Mages I'd forgotten they're very cool, Astral Lords are a psychic class, they shouldn't be part of this.

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Unread postPosted: Tue Aug 17, 2004 4:32 pm
  

gwa1965 wrote:
How abou thr Temporal Raider or Temporal Wizard who just popped in from the Riftiverse to cause trouble?


We're talking straight from the Nightbane books only.

For just villainous evil as a NPC, I like the Cybermage. Nothing quite like a bad guy who can take the player characters' best friend/significant other and turn them into Frankenstein's Monster. :demon:


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Unread postPosted: Wed Aug 18, 2004 1:52 am
  

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Champion

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First favorite Astral Mage
Second: bane sorcerer
I have a 5th level true atlantean astral mage that rocks


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Unread postPosted: Sat Aug 28, 2004 10:40 am
  

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I have a certain fondness for the Arcane Detective from Between the Shadows. Although its basically the Sorcerer with investigative skills, I just like the idea. The character has a very pulp feel.

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Unread postPosted: Thu Mar 09, 2006 6:04 pm
  

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I like the Nightbane Mystic ... but if there was a Nightbane Astral Mageor Nightbane Channeler, I'd REALLY love that!

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Unread postPosted: Thu Mar 09, 2006 6:28 pm
  

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Hero

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Holy crap, talk about resurrecting a dead thread...

Anyway, my favorite would be a NB Sorcerer, for reasons already stated, but if I had to be a human caster, I'd like to play a Shadow Warlock. It'd be cool to have access to some of the shadow spells from PFRPG's Library of Bletherad, too.


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Unread postPosted: Thu Mar 09, 2006 6:34 pm
  

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I'm just exploring the boards Pre-Gallaher.

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Unread postPosted: Mon Nov 11, 2013 5:02 pm
  

Knight

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I also like Arcane Detective.

I hope ther will be New O.c.c and P.c.c in Rifter.
Maybe something that cover Cities not cover in Nightlands.


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Unread postPosted: Tue Nov 12, 2013 2:32 pm
  

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Nightbane Talentshaper -- not quite a sorceror but awesome and fun! It's in one of the Rifters.

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Unread postPosted: Tue Nov 12, 2013 8:56 pm
  

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Monk

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Tinker Dragoon wrote:
Nightbane Sorcerer.

Best powers: Being a Nightbane and a Sorcerer in one. :D


Second favorite would be the Astral Mage.

Best powers: Being a Sorcerer and a lesser Astral Lord in one :fool:

:lol:
I can't disagree with these. :D

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Unread postPosted: Sun Nov 17, 2013 8:01 pm
  

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Witchcraft wrote:
Nightbane Talentshaper -- not quite a sorceror but awesome and fun! It's in one of the Rifters.

I searched viewtopic.php?f=4&t=77496 but 'Talentshaper' wasn't in the summaries, anyone know which one?

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Unread postPosted: Tue Nov 26, 2013 9:48 am
  

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Palladin

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Talk about an old thread.

For myself Fleshsculpter is a favorite (can't really call a Nightbane Sorcerer a magic OCC btw, they're a race/class combination), they've some very nice magic and quite unique and given the setting someone who can repair the damage caused by the kinds of monsters you fight is a must. Helps though having a Nightbane or two around who can contribute PPE given the high costs for their best magicks. Astral Lord would be a fave but too much a pain having to deal with how to allocate PPE between the Domain you have to use and have PPE left over for spells.

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Unread postPosted: Tue Nov 26, 2013 10:37 am
  

Knight

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What Nightban,s Magic O.c.c do you want to get New spells?

I hope New Spells for Nightbane,s Magic O.C.C will be in Rifter?


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Unread postPosted: Wed Nov 27, 2013 3:21 am
  

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Palladin

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Sometimes I wonder, if a Shadow Warlock used Borrow Morphus, if he would only get the raw bonuses or if he would get the inherent things a morphus bestows like healing factor and stuff.

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Unread postPosted: Thu Dec 05, 2013 8:02 pm
  

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Hero

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Personally, I always felt that the Nightbane Sorcerer was a little too powerful since there was litterally no downside to them splitting their attention between their mystic studies and developing their talents. True, they have to be careful how many talents they buy so they have enough PPE to use both, but shouldn't splitting one's attention between the two mean they are not quite as good as those who focus one one or the other (and gives players a reason to choose one of the other options)? I mean, why would a player choose to play a mere Sorcerer or a mere Nightbane when he can play a Nightbane Sorcerer and get the benifits of both with zero drawbacks?

Thus in the games I run, I reduce their starting number of spells from 12 to 8 (2 from spell levels 1 to 4). I justify this by the fact that they had to take some time out from their study of magic to hone their natural Talents... and it gives plain Sorcerers a little more versitility as they get more spells to start with. I've found that most players like this because it give those who play just ordinary Sorcerers and Nightbane a unique niech (sp?) where they excell at, but allows the Nightbane Sorcerer to fill the role too... just not quite as well.

The Nightbane Mystic is fairly balanced since the talents he develops replace the psionics the normal mystic would have.

As for the Nightbane Talentshaper... I think this needs to be made an official option (Rifter 44, pg 44).

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Unread postPosted: Wed Dec 11, 2013 1:02 am
  

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Astral Mage. Building your own astral realm is the bomb.

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Unread postPosted: Sun Dec 29, 2013 7:06 pm
  

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Razorwing wrote:
always felt that the Nightbane Sorcerer was a little too powerful since there was litterally no downside to them splitting their attention between their mystic studies and developing their talents.
You mean besides not getting the free talents all Nightbane (or Mystics, in lieu of psionics) get?

Razorwing wrote:
True, they have to be careful how many talents they buy so they have enough PPE to use both, but shouldn't splitting one's attention between the two mean they are not quite as good as those who focus one one or the other (and gives players a reason to choose one of the other options)?
Lacking the PPE to power it kind of does make you less useful with it.

Razorwing wrote:
why would a player choose to play a mere Sorcerer or a mere Nightbane when he can play a Nightbane Sorcerer and get the benifits of both with zero drawbacks?
Well, ignoring the lower experience table and the usual issue with racial controversy (why play a human mage if you can play a dragon mage?) Nightbane Sorcerers compared to Human Sorcerers stand out to other Nightbane and those who can detect them (there are spells aimed at this). Nightbane Sorcerers compared to normal Nightbane stand out because they have magical abilities much like any mage would to a Psi-Stalker. So in both respects, they become more detectable than either group on their own.

Razorwing wrote:
in the games I run, I reduce their starting number of spells from 12 to 8 (2 from spell levels 1 to 4).
I fail to see how reducing starting spells for a SORCERER is any real handicap, since they can just go buy them. If you really want to penalize them I'd reduce their spell strength or make them pay more PPE for talents and/or spells.

Razorwing wrote:
I justify this by the fact that they had to take some time out from their study of magic to hone their natural Talents...
By this I expect you mean the 1 talent everyone gets for free at level 1?

Razorwing wrote:
The Nightbane Mystic is fairly balanced since the talents he develops replace the psionics the normal mystic would have.
It's hardly an equal tradeoff, and that doesn't weigh in on how they compare to plain Nightbane.

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Unread postPosted: Sun Apr 27, 2014 2:15 pm
  

Wanderer

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Yeah, it does kinda rub me the wrong way that the Sorcerer is just so much weaker than a Nightbane Sorcerer. 1d6x10 PPE base vs 3d6X10+20. 2d6 per level vs 2d6+6.
All the innate bonuses and attributes.

BUT the XP tables balance things out in the end. I do think they should be the curve should be a bit steep for the NB Sorcerer and/or flatter for the Sorcerer.

Think I'll try a Shadow Warlock and some PCC. Get psionics, magic AND talents. :)

Mal


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Unread postPosted: Wed Apr 30, 2014 4:59 am
  

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Palladin

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Malleable wrote:
I'll try a Shadow Warlock and some PCC. Get psionics, magic AND talents.
*eyes Drew warily*

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