| Post/Author/DateTime | Post |
|---|---|
| #1orion_polarisSep 16, 2008 10:58:53 | Living Ray of Enfeeblement Level 2 Controller Initiative: +4 Senses: Blindsight 3 Perception +0 Necrotic Haze Aura 1: Any living creature that ends it's turn in ~'s aura has it's speed reduced by 1 (Save ends) HP: 36 Bloodied: 18 AC: 16 F: 15 R: 16 W: 14 Speed: Hover 5 br Weakening Beam One Creature, Standard Action, At Will +7 vs. AC 1d6 + 4, target takes -2 to it's attack rolls (save ends) Enfeeblement Minor Action, All creatures in aura, Encounter 5, 6 All creatures in aura. +6 vs. Fortitude. 1d6+3 necrotic damage and the target is weakened. Line of Enfeeblement Encounter 6 All enemies in line 5 +6 vs. Reflex, 3d6+3 necrotic damage and the target is weakened.(save ends) If the target is already weakened, it is instead immobilized.(save ends) Alignment: Evil Languages: - Str: 15 Dex: 17 Wis: 10 Con: 12 Int: 2 Cha: 13 More to come shortly. |
| #2orion_polarisSep 16, 2008 11:42:16 | Living Wrathful Thunder level 2 Soldier Initiative: +1 Senses: Blindsense 3, Perception +2 Wrathful Vengeance: Aura 1: All creatures in ~'s at the start of it's turn take 3 radiant damage. HP: 42, bld: 21 AC: 17, F: 16, R: 14, W: 15 Spd: Hvr 4 Wrath +8 vs. AC, one creature, standard action. 2d6+3, target is marked until end of ~'s next turn. Destruction (Free action, all creatures in aura. Encounter 6) +6 vs. Reflex 1d10+3, and target is immobilized (Save ends) Wrathful Thunder (Encounter 6, Standard, at will, all enemies in burst 1) +8 vs. AC, 3d6+3 and target is dazed. Alignment: Unaligned. Str: 15 Dex: 10 Wis: 15 Con: 18 Int: 2 Cha: 14 |
| #3orion_polarisSep 16, 2008 12:07:09 | Cliffwalk Shifter +2 Dex, +2 Con +2 Athletics, +2 Acrobatics Speed: 7, Vision: Normal Cliffwalk Shifting Encounter, Only when bloodied, minor. For the rest of the encounter or until you are knocked unconcious you climb at your full speed, gain a +10 to Acrobatics for balancing purposes, and gain a +1 to non-AC defenses. Beasthide Shifter +2 Con, +2 Wis +2 Endurance, +2 Perception Speed: 6, Vision: Lowlight Beasthide Shifting Encounter, only when bloodied, minor. For the rest of the enounter or until you are knocked unconcious you gain +2 to all defenses and have resist nontyped damage 2. Longstride Shifter +2 Dex, +2 Wis +2 Acrobatics, +2 Stealth Speed: 6, Vision: Low light Longstride Shifting Encounter, only when bloodied, minor. For the rest of the encounter or until you are knocked unconcious you gain +1 to speed, are always considered to have made a running start on jump checks and if you charge you may shift 1 after the attack. Wildhunt Shifter +2 Con, +2 Wis +2 Nature, +2 Athletics Wildhunt Shifting Encounter, only when bloodied, minor. For the rest of the day you gain scent as the ability and for the rest of the encounter or until you are knocked unconcious gain a +1 bonus to attack rolls against bloodied enemies. Healing Factor (FEAT) Prereq: Shifter, Con 15 At the end of an encounter, if you have reached a milestone and if you are still shifting, you may regain HP equal to your healing surge value. Precise Swing (FEAT) When you make an extra attack gained from using an action point, you ignore concealment and cover (but not total concealment or full cover) |
| #4nerdicusSep 16, 2008 14:26:08 | Yoink! My group will be quite happy with this if anyone decides to go shifter with the next game. |
| #5need_a_lifeSep 16, 2008 16:06:12 | Wildhunt Shifter Sooo... a scent ability that I can only activate if I'm injured? Pass. Mithril Body (FEAT) So my Plate-wearing, heavy-shield-bearing Mithril body warforged starts with an AC of 21 and resists 2 points of damage from most attacks I'll meet at low level? There's a reason the "Body feats" were removed, y'know. Adamantine Body (FEAT) Oh and another one? Only now it's AC 22 and resist 3 damage to nearly all damage types (excepting acid, cold and poison [possibly a few others]). Again, the "Body" feats were borderline broken in 3.5e (too powerful at level 1, practically useless at high levels) and they were changed in 4E to be equipment for the simple reason of keeping them in line with the rest of the world. Healing Factor (FEAT) So, looking back at the shifter descriptions (which I assume is what you mean by shifting, though it isn't actually called out, it should read: "If at the end of an encounter you have expended your racial power and remain conscious, you regain hit points as though you had used a healing surge"? If so, it's free healing. A guy uses a minor action to increase his AC, get damage reduction, higher speed or some other minor benefit in combat, fine. But getting essentially free healing afterwards sits wrong with me. A daily power (or one usable a number of times per day equal to your Con mod*) that allows you to heal a healing surge worth of hit points would be a lot more balanced IMHO. * Which would basically give the shifter a "Lay on Hands (Personal Use only)" ability |
| #6orion_polarisSep 18, 2008 20:38:46 | Anyone else want to comment? |
| #7GiloSep 18, 2008 21:25:03 | Living Ray of Enfeeblement Level 2 Controller I suggest changing it to: Necrotic Haze Aura 1: Any living creature that ends it's turn in ~'s aura is slowed (Save ends) tho come to think of it - since its Enfeeblement maybe go with a Necrotic Haze Aura 1: Any living creature that ends it's turn in ~'s aura is weakened (Save ends) * Weakened in 4E = attacks deal half damage, and ongoing damage you deal has no effect |
| #8goblin_prideSep 19, 2008 9:43:39 | Anyone else want to comment? Nope, I'm good. Figuratively speaking, anyway. |
| #9oidSep 19, 2008 19:05:54 | ... no bad at all. two thumbs up! |
| #10bossemeyerSep 20, 2008 0:40:56 | It should be Noted that in the MM the Warforged Raciel ability is usable when Bloodied... why the PC write up in Dragon has it as use any time with a bonus if used while bloodied... I would suggest this for Shifters, Let the Ability usable at any point... but give it a feature that makes it worth wild to wait... Beasthide Shifting Encounter, minor action. Healing. For the rest of the encounter or until you are knocked unconscious you gain +2 to all defenses. If Bloodied, you gain Regeneration 2 until the end of encounter or knocked unconscious. This way a player won't be using it at the start of each encounter... because if it was as such, then it wouldn't really be worth it... you might as well make the ability constant. and it would them reason to hold it until they truly have too... |