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| #1DyneSolweaverJun 27, 2008 22:19:56 | This is my build for the Spellfire Wielder and the Spellfire Channeler Paragon Path. 4th Edition Spellfire Wielder Spellfire is a mystical force that uses raw energy to create a variety of effects from blasts of energy, to healing light, to flight; all depending on the skill of the wielder. All this power came form utilizing and channeling the inherent power and energy of Faerun. Like before, it takes a special individual whose mind and body are perfect to channel this energy. You are either born with this ability or you aren't (barring deific intervention). Unlike before the death of Mystra, the energy you draw power from isn't always neural and calm. Depending on your mind and soul the power you wield will manifest slightly differently from someone with a different personality. The type of energy that manifest with spellfire is directly tied to the individuals alignment. A good person's spellfire looks like bright white fire and is often referred to as Soulfire or Astralfire, while an evil individual's spellfire appear as black or deep purple fire and is referred to as Shadowfire or Hellfire which is popular term used by evil warlocks with the infernal pact. Unaligned wielders conjure an azure blue fire that's classically known as Spellfire. This gives rise to the belief that the three types are unrelated abilities when in fact they are the same power wielded by slightly differently. The different versions of spellfire operate the same way only the keywords and damage types are altered based on the alignment of the wielder, should his/her alignment change so to would their spellfire. Below are the feats for gaining and utilizing spellfire and following that are the different powers gained from the feats. The Spellfire Channeler is a Paragon path avalible to anyone with the Spellfire Wielder feat. Feats: Spellfire Wielder (Heroic Feat) Prerequisites: Con 13, Must be taken at first level. Benefit: You gain the Spellfire Bolt power in place of an at-will attack power from your class. Special: You can not gain nor replace this feat through retraining. Spellfire Initiate (Heroic Feat) Prerequisites: Con 13, Spellfire Wielder, Level 4 Benefit: You gain the Spellfire Wave Power. Spellfire Healer (Heroic Feat) Prerequisites: Con 13, Spellfire Wielder, Level 6 Benefit: You gain the Spellfire Healing Power. Spellfire Adept (Heroic Feat) Prerequisites: Con 13, Spellfire Wielder, Level 8 Benefit: You gain the Spellfire Shield Power. Spellfire Absorbsion (Paragon Feat or Epic haven't decided) Prerequisites: Con 17, Spellfire Wielder Benefit: If an attack you against you is a natural 1 you gain a bonus healing surge that must be used before the end of your next turn or else it is wasted. You cannot have more than 1 bonus healing surge at a time. Powers: Spellfire Bolt-----Attack Power Your hands are engulfed in black, blue or white fire that can be thrown at enemies or delivered via touch. At-Will <> Implement(Special), (Radiant/Fire, Force/Fire or Necrotic/Fire) Standard Action-----Melee or Ranged 10 Targets: One Creature Attack: Constitution vs. Reflex Hit: 1d8+ Constitution Modifier (Special) Damage. (Increase to 2d8+Constitution Modifier (Special) Damage at 21st level.) Surge: Once per encounter as a minor action you may lose an unspent healing surge to gain a +2 power bonus to the attack roll of the next Spellfire Bolt thrown and on a hit it deals 2d8+Constitution Modifier (Special) Damage. (Increase to 4d8+Constitution Modifier (Special) Damage at 21st level.) Special: Spellfire Bolt counts as a melee or ranged basic attack. Special: Spellfire Bolt's Keywords and Damage types are based on the wielder's alignment. [INDENT]Good: Radiant and Fire Keywords. Deals Radiant or Fire damage, whichever is more beneficial to the attack. Unaligned: Force and Fire Keywords. Deals Force or Fire damage, whichever is more beneficial to the attack. Evil: Necrotic and Fire Keywords. Deals Necrotic or Fire damage, whichever is more beneficial to the attack. [/INDENT] Special: You may channel Spellfire Bolt through any Implement you can use. If you don't use an Implement you gain a +2 bonus on attack rolls. (Increase to +4 at 11th level.)(Increase to +6 at 21st level.) Spellfire Wave-----Attack Power You convert your class powers into blasts of destructive black, blue or white fire. At-Will <> Implement (See Spellfire Bolt), (Radiant/Fire, Force/Fire or Necrotic/Fire) Standard Action-----Close Blast 3 Special: You must expend an unused encounter attack power from your class to use the Spellfire Wave Power Target: All creatures in the blast. Attack: Constitution vs Reflex Hit: 2d8+Constitution Modifier (Special) Damage. (Increase to 3d8+Constitution Modifier (Special) Damage at 11th level.) (Increase to 4d8+Constitution Modifier (Special) Damage at 21st level.) Surge: Once per day as a minor action you may lose an unspent healing surge to gain a +2 power bonus to the attack roll of the next Spellfire Wave you use this turn, the Blast Area increases to 5 and on a hit you knock the target prone. Special: The Keywords and Damage types are based on your alignment. Spellfire Healing-----Utility Power Your hands emit a soft purple, blue or white light that heals wounds with a touch. At-Will <> Healing Standard Action-----Melee Touch Special: You must have an unspent healing surge to use this power. Target: One creature Effect: You lose a healing surge to heal the target 1d8+Constitution Modifier and grant the target a +1 power bonus to all defenses until the start of the targets next turn. [INDENT](Increase to 2d8+Constitution Modifier at 11th level.) (Increase to 3d8+Constitution Modifier at 16th level.) (Increase to 4d8+Constitution Modifier at 21st level.) (Increase to 5d8+Constitution Modifier at 26th level.)[/INDENT] Spellfire Shield-----Utility Power Your body is wreathed in a swirling aura of black, blue or white fire that shift to protect you when attacked. At-Will <> (Radiant/Fire, Force/Fire or Necrotic/Fire) Standard Action Personal Special: You must have an unspent healing surge to use this power. Effect: You create a swirling Aura of Energy that allows you to react to attacks with the following countermeasures long as you maintain the Spellfire Shield. The Spellfire Shield lasts until the end of your next turn. [INDENT]Deflect Attack Immediate Interrupt Personal Trigger: You are hit with an attack. Effect: You lose an unspent healing surge to gain a power bonus to AC, Fort, Reflex or Will defense of 1+Constitution Modifier until the beginning of your next turn. Counter Attack Immediate Reaction Personal Trigger: You are hit with an attack. Effect: You lose an unspent healing surge to immediately use the Spellfire Bolt power against the creature that triggered the Counter Attack. [/INDENT] Sustain Minor: You may sustain this power as a minor action. Special: The Keywords and Damage types are based on your alignment. Spellfire Channeler You have learned to harness your spellfire, but that dabbling has become a dedication as you push the limit of your abilities and hone your spellfire into spectacular art. Prerequisites: Spellfire Wielder Spellfire Channeler Path Features Spellfire Reflection (11th Level): When you are hit with a melee or ranged attack you may spend an action point as an immediate interrupt. Instead of taking an extra action you make a roll: Constitution+4 vs Attacker's Reflex Defense; success reflects the attack back on the attacker. (Increase the bonus to +6 at 21st level.) Raging Spellfire (11th Level): While you are bloodied the damage dealt with the Spellfire Bolt power increases from d8's to d12's. Spellfire Flight (16th Level): As a minor action the you lose an unspent healing surge to gain a fly speed of 8 until the end of the turn. If you are not on a solid surface you fall. You can't use this ability if you have no healing surges left. Spellfire Channeler Powers Spellfire Volley-----Spellfire Channeler Attack 11 You release a trio of black blue or white fiery bolts that knock enemies prone. Encounter <> Implement(See Spellfire Bolt), (Radiant/Fire, Force/Fire or Necrotic/Fire) Standard Action-----Melee or Ranged 10 Targets: One, Two or Three Creatures Attack: Constitution vs Reflex; one attack per target. Special: If you only attack 2 creatures you gain a +2 power bonus to attack and +4 to Damage. If you only attack 1 creature you gain a +4 power bonus to attack and +8 to Damage. Hit: 2d8+Constitution Modifier (Special) Damage and the target is knocked prone. Special: You may use any combanation of ranged and melee attacks. Special: The keywords and Damage type of this power are based on your alignment. Crown of Fire-----Spellfire Channeler Utility 12 A halo of black, blue or white fire circles your head shielding you from attacks. Daily <> (Radiant/Fire, Force/Fire or Necrotic/Fire) Minor Action -----Personal Effect: Gain a +2 power bonus to all defenses and Resist all damage 10. This lasts until the end of your next turn. Sustain Minor: You may sustain this power as a minor action. You may only sustain this power a number of times equal to your constitution modifier. Special: The keywords for this power are based on your alignment Maelstrom of Fire-----Spellfire Channeler Attack 20 Your mastery of your spellfire allows you to create an explosion of black, blue or white fire damages your enemies, but leaves your allies unharmed. Daily <> Implement(See Spellfire Bolt), (Radiant/Fire, Force/Fire or Necrotic/Fire) Standard Action-----Close Burst 5 Targets: All enemies in the Burst. Target: Constitution vs Reflex Hit 4d8+Constitution Modifier (Special) Damage and target is knocked prone. Miss: Half Damage and Target is not prone. Surge: If you lose an unspent healing surge the attack becomes Area Burst 5 within 20. Special: The keywords and damage type are based on your alignment. |
| #2lord_karsusJun 27, 2008 22:22:02 | -Spellfire doesn't come from the Weave. It's a manifestation of the Raw Magic that the Weave was created to protect mortals from. I suggest you revise that "fluff" text, there. |
| #3GMforPowergamersJun 27, 2008 22:33:50 | I realy like this way of going...exceot if I were you I would make some small changes... Spell fire Wave and sheild should probly be encounter powers...and I think D8s is too much for the healing...maybe D6s would be a little better balanced... also the types should be a 50/50 split not witchever is better |
| #4DyneSolweaverJun 27, 2008 22:39:03 | Thanks Lord Karsus, I have made the nessassery changes. Its been so long since I did anything with spellfire that I forgot it doen't actually use the weave just the raw magic the weave usually filters. Other than my error on that, what do you think. I couldn't fit some of the abilities that used to exsist with the new machanics(absorbing levels, draining items), and some just got left out(weave jumping, overloading). I may address these with epic feats or leave them out. Designing this over the last two days has been draining. I hope its balanced enough and yet still has the luster to intrigue old spellfire wielder and new ones alike. |
| #5DyneSolweaverJun 27, 2008 22:43:49 | Spell fire Wave and sheild should probly be encounter powers... They aren't because you have to lose something significant for them to work, encounter powers and healing surges every time they are used. You basically transmute your encounter power into a spellfire wave. any the shield does nothing until you spend a healing surge. ...and I think D8s is too much for the healing... Even at d8's its still sub par compared to healing surges and even with the bonus to defenses, anyone's second wind is better, and other powers that spend healing surges are minor actions to use. .. also the types should be a 50/50 split not witchever is better You gave up a feat and lost a different at-will power to have this I don't want it easily reisitable. |
| #6lord_karsusJun 27, 2008 22:46:16 | Other than my error on that, what do you think. I couldn't fit some of the abilities that used to exsist with the new machanics(absorbing levels, draining items), and some just got left out(weave jumping, overloading). -Another point I'll mention is that there is no precedent for Spellfire of different colors, or anything like that. But, lack of evidence does not mean falsehood. -That said, I don't know the first thing about 4e rules, so I can't comment further on the mechanical aspects. |
| #7DyneSolweaverJun 27, 2008 22:53:42 | Another point I'll mention is that there is no precedent for Spellfire of different colors, or anything like that. But, lack of evidence does not mean falsehood. 1-While this is true, it came as a way of including many similar staples of DnD in the same mechanic: namely Hellfire,a Shadowy version, and a Holy or at least Astral version. Because knowing my players, they will wan't systems for the others too and this allows me to address that in one go. 2-If the raw magic is focus and channeled through your mind, body and soul it only make since that it will form to fit the mold. Evil people will pour malace into their magic. I already allow my players to spice up the way their powers look based off a theme. If anyone doen't like that aspect then just change it to always Force/Fire damage, not to difficult. |
| #8lord_karsusJun 27, 2008 22:56:38 | 1-While this is true, it came as a way of including many similar staples of DnD namely Hellfire, Shadowy version, a Holy or at least Astral version. Because knowing my players, they will wan't systems for the others too. -Like I said, I'm not saying you are wrong. Just that it's something we've never seen before. |
| #9DyneSolweaverJun 27, 2008 22:58:03 | I understand that, I wasn't heckling or anything. I was just explaining why I chose to employ the mechanic. |
| #10hardoineJun 28, 2008 1:43:29 | A question I have about your application of spellfire is in previous incarnations of this ability it first required a readied action to absorb a spell first not just creating bolts of magic out of nothing (see magic of faerun). I don't know 4E rules mainly in not wanting to invest in yet another set of books with drastically different rule sets, so I'm not sure if there is a mechanic for that, but I just wanted to point out that old mechanic to spellfire hence the need to drain items and levels to use their ability. I actually played a Spellfire Channeler do to a crappy DM who made a human useless in his party game this power to my monk and I was forced to take the class to make it worth it so just a warning it may become what the players character is about. |
| #11DyneSolweaverJun 28, 2008 3:08:52 | A question I have about your application of spellfire is in previous incarnations of this ability it first required a readied action to absorb a spell first not just creating bolts of magic out of nothing (see magic of faerun). It insn't called out of nothing so much as pulled from your own internal energy. You could see it as draining yourself like a magic item and hurling them afterwards. You just recover quick, and the more powerful the ability the longer you take to recover. Although the same could be said of all class powers. I don't know 4E rules mainly in not wanting to invest in yet another set of books with drastically different rule sets, so I'm not sure if there is a mechanic for that, but I just wanted to point out that old mechanic to spellfire hence the need to drain items and levels to use their ability. In forth edition all classes have at-will powers, encounter, and daily powers. they have very few of them and draining items(no charged items) and absorbing spells isn't possible(no spell levels) or practical in 4th edition. The complexity of the system has been dumbed down much to many a wizards dismay, mine included. I actually played a Spellfire Channeler do to a crappy DM who made a human useless in his party game this power to my monk and I was forced to take the class to make it worth it so just a warning it may become what the players character is about. Sorry to here that. I didn't like the prestige class as written in 3rd ED, so like a good DM should I change what I disagreed with, and made the spellfire chaneeler into a template. In forth edition the mechanics don't allow for that much damage and certainly no way of storing damage for later. Little extra's like that would break the game. Damage and Gold are both strickly controlled in 4th ED. This is my way of bringing the spellfire wielder into 4th ED, using the new mechanics with hopefully enough of 3E Spellfire's soul to make it fun to play and not insult Ed Greenwood in the process. |
| #12GreenKnightJun 28, 2008 3:29:39 | I liked Markus Tay's idea of simply making a Spellfire Wielder a different kind of Warlock Pact, myself. |
| #13nymrohdJun 28, 2008 3:42:31 | Well a very decent idea (I have been doing something similar for dragonmarks) but: Each of those powers should be replacing a class power. Otherwise it is way overpowered. Also you should devise an absorption power (preferably utility/encounter). Something like an Immediate reaction/Trigger when an arcane power fails to hit you/Effect you regain one healing surge. In truth I think we could make a limited class for spellfire wielders. Something like 1 power per level. Certainly doable if we tap on volo's guide. It would also encourage people to multiclass, since it would not have any PPs of its own. |
| #14DyneSolweaverJun 28, 2008 13:26:18 | Each of those powers should be replacing a class power. Otherwise it is way overpowered. The Spellfire bolt at-will power does replace a power. Don't let the At-will part of the other powers fool you they all require you to expend something to use them. The Spellfire Wave requires you to spend an encounter power, so it is infact just as strong as any encounter attack power and require you to lose one to use it. It being at will just alows you to convert all your class encounter attack powers into Spellfire Waves, which is a maximum of 4. You are probably better off using your regular encounter attack powers until you find a situation in which just raw damage might be better. Spellfire Healing more limited and weaker than any class healing power, if it used the targets healing surges I would agree it would be too powerful, but it uses yours and heals so very little compared to a healing surge. Your second wind is much better, it's more of an emergency thing to help an ally. The leader fell and he's the parties healing, run over and give him a little healing. Just to get him back in the game. The SpellfireShield is At-will to actually make it weaker. Rather than having those sub abilities always ready to use, it requires you to take a standard action to get yourself ready(and spend minors to stay ready) and then spend healing surges to use minor abilites that are weaker than the Shield Wizard Utility Power(Encounter). Remember healing surges are a precious resorce than isn't easily restored. And each ability (expect Spellfire Bolt, and this replaces a power) require the loss of one of those resorces. Not to mention to gain all these abilities you must spend a lot of feats. And as for the Spellfire Channeler paragon path, it is right on target with paragon path powers and abilites. |