4e Class: Stormrage Wizard

Post/Author/DateTimePost
#1

Xeadin

Nov 05, 2009 10:30:00

Stormrage Wizard
“Unlike my counterpart, I have a vortex of spells at my fingertips just waiting to meet you.”


Class Traits
Role: Striker. Most wizards invoke powers that take advantage of their opponents- Stormrage Wizards are an exception. They invoke spells that send direct pain to their targets. They usually infuse their magic into their melee weapons, and seldom use ranged or area attacks. In short, they are extremely lethal at close range.
Power Source: Arcane. You channel arcane forces through your body and into any weapon that you wield, temporarily empowering them with magic and strike your opponents with lightning fast reflexes. To you, arcane is a powerful tool and helps sink your blade into your enemies’ body.
Key Abilities: Wisdom, Constitution, Strength


Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Simple Melee, Simple Ranged, Longsword, Shortsword, Scimitar, Warhammer, Battleaxe, Handaxe, Shortbow
Implements: Orbs, Staffs, Wands
Bonus to Defense: +2 Fortitude


Hit Points at 1st level: 13 + Constitution Score
Hit Points per level gained: 5
Healing Surges per Day: 7 + Constitution Modifier


Trained Skills: Arcana. From the class skills listed below, choose four more trained skills at 1st level.
Class Skills: Arcana (INT), Athletics (STR), Dungeoneering (WIS), Endurance (CON), Insight (WIS), Intimidate (CHA), Nature (WIS), Perception (WIS)


Build Options: Vortex Stormrager, Chillborn Stormrager, Flameburst Stormrager, Thundershock Stormrager
Class Features: Arcane Mastery, Cantrips, Ritual Casting, Spellbook


 


Creating a Stormrage Wizard
Wizards have a range of powers, but Stormrage Wizards focus primarily on melee combat. Most Wizards focus on Wisdom as their key ability, but they also focus on Constitution, Intelligence, and sometimes Strength for the most devastating attacks. Strength determines how much power certain attacks deliver.


Vortex Stormrager
Your favorite powers coincide with the heavy forces of Wind in various techniques- sweeping enemies off their feet, blasting enemies into others, and creating furious wind gusts that suck up light objects and flings them at opponents. Most of your attacks focus mainly on Wisdom, so it should be your highest score. Charisma is the driving force behind your attacks, so it should be second, along with Strength which makes your attacks more powerful. Select powers that makes use of the elemental forces of Wind.
Suggested Feat: Fast Runner (Human Feat: Human Perseverance)
Suggested Skills: Arcana, Endurance, Insight, Nature, Perception
Suggested At-will Powers: Great Rage, Winds of Wrath
Suggested Encounter Power: Winds of Age
Suggested Daily Power: Winds of Arcadia 


Chillborn Stormrager
You delight in freezing your enemies on the spot and you like to deliver the ultimate punishment to your enemies. Wisdom is an all important skill for all Stormrage Wizards. Constitution supports all cold- based attacks. Intelligence is used for most secondary attacks with the Chillborn Stormrager. Select powers that makes use of the elemental forces of Ice.
Suggested Feat: Burning Blizzard (Human Feat: Action Surge)
Suggested Skills: Arcana, Athletics, Dungeoneering, Endurance, Insight
Suggested At-will Powers: Chilling Word, Ice Dagger
Suggested Encounter Power: Chill Strike
Suggested Daily Power: Chill Zone 


Flameburst Stormrager
You muster your ability to summon pillars of flaming wrath and turn rain into molten bits of metal around you as you sear your enemies with the heart of fire. Your vengeance burns like a wildfire, and you set your weapon ablaze with your fiery soul. Constitution is your key ability. Strength empowers your spells greatly. Wisdom adds a little spice to some of the more destructive spells. Select powers that make use of the elemental forces of Fire.
Suggested Feat: Astral Fire (Human Feat: Action Surge)
Suggested Skills: Arcana, Dungeoneering, Endurance, Intimidate, Perception
Suggested At-will Powers: Arcane Fire, Thirsting Flames
Suggested Encounter Power: Flames of Ardune
Suggested Daily Power: Arrow of Flame 


Thundershock Stormrager
Combined with the howling winds of the storm comes thunder and lightning- and you are adept in harnessing this energy. With the power of the storms, you can slay your enemies outright with a bang and finish off the battle with an arc of lightning spewing out from your sword. Wisdom is your key ability. Constitution guides your attacks and momentarily protects you from incoming attacks. Strength adds some kick to your flashes and explosions with the harmonious tune of ear-piercing, skull-cracking sounds. Select powers that make use of the elemental forces of Thunder & Lightning.
Suggested Feat: Raging Storm (Human Feat: Human Perseverance)
Suggested Skills: Arcana, Athletics, Endurance, Insight, Perception
Suggested At-will Powers: Lightning Vortex, Thunderous Retort
Suggested Encounter Power: Shock Orb
Suggested Daily Power: Thunderblast Cyclone 


 


Stormrage Wizard Class Features
You have the following class features.


Arcane Mastery
Damage Bonus: As a Stormrage Wizard, you gain a bonus to your spell damage rolls equal to your Strength modifier.
Weapon Mastery: As a Stormrage Wizard, you can imbue certain spells to your weapon as a minor action. When you hit with a melee attack, the spell activates and causes additional damage to your target. Only spells with the Weapon keyword can be embedded into your melee weapon. Few spells can be embedded into a single unit of ammunition for ranged attacks (Arrow of Flame as an example). 


Cantrips
Cantrips are minor spells you gain at 1st level. you can use the Awakening Storm, Elemental Control, and Hand of Ossus cantrips as at-will powers.


Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals 


Spellbook
You possess a spellbook, a book full of mystic lore in which you store your rituals and your encounter, daily, and utility spells- as well as other powers.
Rituals: Your book contains three 1st level rituals of your choice that you have mastered.
At 5th level, and again at 11th, 15th, 21st, and 25th level, you master two more rituals of your choice and add them to your spellbook. Any ritual you add must be your level or lower.
Encounter, Daily & Utility Spells: Your spellbook also holds your Encounter, Daily, and Utility spells.
If you replace a spell because of gaining a level or through retraining, the previous spell vanishes from your spellbook and is replaced by the new spell.
Capacity: A typical spellbook has 128 pages. Each Encounter and Utility spell takes up 1 page, and each Daily spell takes up 2 pages. A ritual takes up a number of pages equal to its level.


 


Wizard Powers
Your arcane powers are called spells, and in the minds of most people, they define what magic is.


Class Features


Awakening Storm | Stormrage Wizard Cantrip
With your fists clenched, you brew up a furious storm of undying strength and prepare to unleash it through your blade. When you miss your target, you give him a small taste of what he would’ve endured.
At-will ♦ Arcane
Minor Action | Personal
Effect: You gain a +1 bonus to attack rolls to your next melee attack with an embedded spell. If your attack misses, you deal damage equal to your Strength modifier.
Special: You still cannot hurt minions in this fashion. 


Elemental Control | Stormrage Wizard Cantrip
With the flick of your wrists, you tell all elemental creatures what to do for the next few minutes before they turn against you once again.
At-will ♦ Arcane, Charm
Minor Action | Ranged 5
Target: One creature
Prerequisite: The target must have the Elemental keyword, and must be your level or lower
Attack: Wisdom vs. Will
Effect: On a hit, you control the creature’s actions for 1d4 rounds. Only one creature can be controlled at a time. If you make a new attack roll against another creature while you are still controlling the current creature, you lose hold on that creature and establish a hold on the other creature. 


Hand of Ossus | Stormrage Wizard Cantrip
You hold up one hand and a small orb of your energy appears in your hand. The energy becomes any shape you command and stays in that form for a limited amount of time.
At-will ♦ Arcane, Illusion
Minor Action | Personal
Effect: You conjure up a small ball of Air, Ice, Fire, or Lightning (your choice) and mold it into any shape you desire. The form stays with you and is always adjacent to you when you move. The form has 1 HP and has defenses equal to your defenses. The form lasts for 6 hours, or until the end of the day. The form can hold up to 5 lbs of items on it- any more and the form disappears and any objects on top of it drops. You can dismiss the form as a free action.


The Class powers and Paragon paths are still under construction...

#2

Xeadin

Nov 05, 2009 10:55:42

Stormrage Wizard Powers
Your arcane powers are called spells, and in the minds of most people, they define what magic is. To you, magic is a wildfire of spells at your fingertips awaiting the command to flow through your adversaries like wildfire.


Level 1 At-will Spells


Great Rage | Stormrage Attack 1
Whisping winds surrounds your weapon and a great swing blows all of your foes away from you.
At-will ♦ Arcane, Weapon
Standard Action | Close Burst 1
Target: Each creature adjacent to you
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage, and the target slides 1 square. 


Arcane Fire | Stormrage attack 1
Your weapon becomes ablaze with magical flames- searing the heart of your foes with a pain far greater than death.
At-will ♦ Arcane, Fire, Weapon
Minor Action | Melee weapon
Effect: Your weapon deals an additional 1d6 Fire damage until the end of your next turn. 


Chilling Word | Stormrage attack 1
With the swiftness of your lips, you cast a spell into your weapon. The mere touch of the end will cause them extreme cold and force them to slow.
At-will ♦ Arcane, Cold, Weapon
Minor Action | Melee weapon
Effect: Your weapon deals an additional 1d6 Cold damage until the end of your next turn. On each opponent you hit, they are slowed (save ends). 


Lightning Vortex | Stormrage attack 1
Lightning courses through your blade- stinging each opponent with an immobilizing shock.
At-will ♦ Arcane, Lightning, Weapon
Minor Action | Melee weapon
Effect: Your weapon deals an additional 1d8 Lightning damage until the end of your next turn. On each opponent you hit, they are immobilized (save ends). 


Winds of Wrath | Stormrage attack 1
Raging winds surrounds your weapon- waiting for the opportunity to surround your target with howling winds.
At-will ♦ Arcane, Weapon
Standard Action | Melee Weapon
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage, and the target is dazed (save ends).


Thirsting Flames | Stormrage attack 1
When you swing with your weapon, a ribbon of fire thrusts forth to meet your opponents- a wave of hot flames that seems to blast forth from the target that you hit.
At-will ♦ Arcane, Fire, Weapon
Standard Action | Close burst 3
Primary Target: One creature adjacent to you
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier Fire damage, and the target is marked until the end of your next turn. Make a secondary attack against all enemies within close burst 3 centered on the target that you hit with the preceding attack.
Miss: Half damage, and make a secondary attack.
Secondary Target: All creatures within burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier Fire damage, and the target is marked until the end of your next turn.


Ice Dart | Stormrage attack 1
With the flick of your wrist, you form a thin icicle in your palm and fling it at your target- encasing him in a thin film of ice and impeding his movements for a short while.
At-will ♦ Arcane, Cold
Standard Action | Ranged 5
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier Cold damage, and the target is slowed (save ends).


Thunderous Retort | Stormrage attack 1
You hold your weapon close to you. When an enemy strikes you, a blast of sound erupts from your weapon and flings the target far off in the distance.
At-will ♦ Arcanee, Thunder, Weapon
Immediate Interrupt | Personal
Prerequisite: Ready an action to use this attack when an enemy hits you
Trigger: An enemy hits you with a melee attack
Effect: Make a normal attack roll against the enemy’s Reflex that had hit you. If the attack hits, the target takes 1d6 + Wisdom modifier Thunder damage, and the target is pushed 3 squares away from you and is knocked prone.


 


Level 1 Encounter Spells


Flames of Ardune | Stormrage attack 1
A small plume of ash erupts from your weapon as you smash it on the ground.
Encounter ♦ Arcane, Fire, Weapon
Standard Action | Area burst 1
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier Fire damage
Increase damage to 2d10 + Constitution modifier at 21st level.


Chill Strike | Stormrage attack 1
Your weapon becomes frigid cold and you slam it into the ground. The floor around you becomes cold and enemies closing in on you may receive an unpleasant surprise.
Encounter ♦ Arcane, Zone, Cold, Weapon
Standard Action | Area burst 1
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier Cold damage.
Effect: The attack makes a zone of ice that is a close blast 3 centered on you. Any enemy that enters this zone must make an Acrobatics save or fall prone. the zone lasts until the end of the encounter.
Increase damage to 2d6 + Wisdom modifier at 21st level.


Winds of Age | Stormrage attack 1
A mere slash with your weapon unleashes a torrent of wind that surrounds you and deflects arrows from penetrating the howling winds.
Encounter ♦ Arcane, Weapon
Standard Action | Area burst 1
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the target is pushed 1 square.
Effect: Until the end of your next turn, all enemies that end their move adjacent to you take 1d6 damage and are pushed 1 square. You also gain a +2 bonus to AC against ranged attacks.


Shock Orb | Stormrage attack 1
An orb of lightning appears in your hand. You let go of it and it bursts in a wave of lightning- striking your enemies dumbfounded.
Encounter ♦ Arcane, Lightning
Standard Action | Area burst 2
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier Lightning damage, and the target is dazed until the end of your next turn.


 


Level 1 Daily Spells


Arrow of Flame | Stormrage attack 1
With your weapon drawn, you shoot an arrow of flame at your target, encasing him in flames.
Daily ♦ Arcane, Fire, Weapon
Standard Action | Ranged 10
Target: One creature
Attack: Constitution vs. Reflex
Hit: 2d6 + Constitution modifier Fire damage, and the target takes ongoing 5 Fire damage (save ends).
Special: Bows can be used for this attack as well. The range of this attack is the range of the bow instead, and the attack deals additional Fire damage equal to your Strength modifier. 


Thunderblast Cyclone | Stormrage attack 1
You create a whirlwind of deafening sound and direct it towards a nearby target. The whirlwind unleashes a torrent of sound across the room as enemies are cleared out of the way.
Daily ♦ Arcane, Thunder
Standard Action | Ranged 5
Primary Target: One creature
Attack: Wisdom +2 vs. Fortitude
Hit: 2d8 + Wisdom modifier Thunder damage, and make a secondary attack against all creatures within area burst 2.
Secondary Target: Each creature within area burst 2 centered on the target hit by the preceding attack.
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier Thunder damage, and the target is dazed until the end of your next turn. 


Chill Zone | Stormrage attack 1
The air around you suddenly becomes cold and your blade turns an icy blue. A mere touch can render your foes helpless.
Daily ♦ Arcane, Cold, Zone, Weapon
Standard Action | Melee weapon
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier Cold damage, and the target is immobilized (Save ends).
The attack creates a zone with an area burst 2 centered on you. Make a secondary attack against all targets within the zone.
Secondary Attack: Constitution vs. Fortitude
Hit: 1d8 Cold damage, and all affected targets within zone are slowed until the end of your next turn. The zone lasts until the end of the encounter. 


Winds of Arcadia | Stormrage attack 1
You summon the winds of the Arcadian Temple and blast it from your sword at your foes- pushing them aside wherever you please.
Daily ♦ Arcane, Force, Weapon
Standard Action | Close burst 4
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier Force damage, and the target is pushed 3 squares and knocked prone.
Miss: Half damage, and the target is pushed 1 square and not knocked prone.


 


Level 2 Utility Spells


Grace of Wind | Stormrage Utility 2
You move as fast as the wind, gracefully dodging any attack made against you.
Encounter ♦ Arcane
Move Action | Ranged 10
Effect: You or one ally within range moves twice his speed and takes no attacks of opportunity when moving.


Ladder of Isis | Stormrage Utility 2
You conjure up an icicle and shape it into a 20 ft ladder and climb up it with ease.
Daily ♦ Arcane, Conjuration
Minor Action | Personal
Effect: You create a ladder out of ice in an unoccupied space adjacent to you. You can place the ladder wherever you see fit, or you can use it as a temporary portcullis for 5 ft wide openings. With another minor action, you can extend the ladder to 30 feet. You can dismiss the ladder as a free action.


Esner’s Flaming Eye | Stormrage Utility 2
You summon a ball of flame and let it float around the room- scouting for any hidden danger or hidden items.
Daily ♦ Arcane, Conjuration, Fire
Minor Action | Personal
Effect: You create a flaming eye that floats around the room after you move. You gain a +5 bonus to Insight and Perception checks until the end of your next turn. You can dismiss the eye at anytime as a free action. The eye can go no farther than 8 squares away from you. The eye has 1 Hit Point and has defenses equal to yours. If the eye is hit, it explodes in an Area burst 1 fireball that deals automatic 1d10 Fire damage (No attack roll required- Minions are affected).


Lightning Reflexes | Stormrage Utility 2
You dodge the next incoming attack with surprising speed.
Encounter ♦ Arcane
Immediate Interrupt | Personal
Trigger: You are hit by a melee or ranged attack
Effect: When this power is triggered, you only take half of the damage the attack would’ve done, and you shift 1 square in any direction in an unoccupied square.


 


Level 3 Encounter Spells


Flaming Bomb | Stormrage attack 3
You make a round fireball and throw it at the nearest opponent. The ball explodes in a fury of roiling flames, engulfing all nearby creatures in flames within seconds.
Encounter ♦ Arcane, Fire
Standard Action | Ranged 5
Attack: Constitution vs. Fortitude
Hit: 1d10 + Constitution modifier Fire damage, and the blast creates an area burst 2 zone that engulfs everyone within the zone. Make a secondary attack against anyone within the zone.
Secondary attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier Fire damage, and the target is marked until the end of your next turn.
Miss: 1d4 Fire damage.


Spikes of Iis | Stormrage attack 3
Spikes of ice grows out of your weapon as your weapon now becomes a porcupine-like nightmare that sends a shiver down your opponent’s spine.
Encounter ♦ Arcane, Cold, Weapon
Minor Action | Melee Weapon
Effect: Your weapon deals an additional 1d10 Cold damage on your next attack. In addition, the target takes ongoing 5 Cold damage (save ends). When you roll a Natural 20, the target is stunned until the end of your next turn. This power lasts until the end of your next turn.


Power of Lightning | Stormrage attack 3
Lightning crackles through your veins and into your weapon. You lash out and a ribbon of electricity shortly follows.
Encounter ♦ Arcane, Lightning, Weapon
Immediate Interrupt | Personal
Effect: After you move, a line of electricity outlines your path that you made. Any creature that moves through this line takes 1d6 Lightning damage (Wisdom vs. Fortitude).
Special: Until the end of your next turn, your weapon deals Lightning damage.
Increase Lightning damage to 2d6 damage at 11th level; 3d6 at 21st level.


Winds of the North | Stormrage attack 3
Rocks and debris suddenly float around you, as destructive northern winds erupt from your blade and hurl these objects around and tear flesh from your enemies.
Encounter ♦ Arcane, Weapon
Standard Action | Close burst 3
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is marked until the end of your next turn.




Level 5 Daily Spells


Cloud of Ash | Stormrage attack 5
A quick swing from your blade covers the area in front of you in a billowing, searing cloud of ash.
Daily ♦ Arcane, Zone, Fire
Standard Action | Close burst 5
Target: Each creature in burst
Attack: Constitution vs. Fortitude
Hit: 1d12 + Constitution modifier Fire damage
Effect: The attack creates a Close blast 5 zone centered on the nearest affected target. Anyone that ends their move in the zone takes 1d6 Fire damage, and the target is dazed (save ends).
Sustain Minor: The zone persists


Snowstorm | Stormrage attack 5
You pillage the area in a thick blanket of snow, as your opponents find it hard to navigate through the zone of the heavy snowstorm.
Daily ♦ Arcane, Zone, Cold
Standard Action | Area burst 2 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Fortitude
Hit: 2d6 + Wisdom modifier Cold damage
Effect: The burst creates a zone of thick snow that blocks line of sight until the end of the encounter. Creatures must make a saving throw each round they stay in the zone or take 1d8 Cold damage. You can dismiss the zone as a free action. 


Winds of the Seven Isles | Stormrage attack 5
Seven diamonds flash in the air and a huge tornado flashes out from your blade and throws your opponents great distances.
Daily ♦ Arcane, Force, Weapon
Standard Action | Close blast 3
Target: Each creature within blast
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage, and the target is hurled a number of squares equal to your Strength modifier and is knocked prone.
Miss: 1d6 damage, and the target is hurled 2 squares and is knocked prone.
Sustain minor: The funnel persists, and you can move it 5 squares in any direction.


Lightning Storm | Stormrage attack 5
You rain flashes of lightning from the sky and on top of your opponents- sending them into shellshock.
Daily ♦ Arcane, Lightning
Standard Action | Area burst 2 within 10 squares
Target: Each creature within 4 Close blast 2 zones
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier Lightning damage, and the target is stunned until the end of your next turn.


 


Level 6 Utility Spells


Torch | Stormrage Utility 6
your weapon shines as bright as a torch, providing adequate illumination in deep dungeons or in the dead of night.
Daily ♦ Arcane, Conjuration, Weapon
Minor Action | Personal
Effect: A radius 6 zone of bright light lasts for a number of hours equal to your Constitution modifier. The weapon can be treated as if it was a Flaming weapon, dealing an additional 1d6 Fire damage. In this manner, the amount of time of illumination would be reduced by 1 hour each time you attack a creature with the weapon.
Sustain minor: The flame persists for an additional number of hours equal to half your Strength modifier. 


Floor of Ice | Stormrage Utility 6
You create an illusory floor that tricks your enemies into believing that it is a sheet of slick ice- forcing them to move slowly along it.
Daily ♦ Arcane, Illusion
Minor Action | Close burst 5
Effect: You create a 3x5 square sheet of ice in front of you. Any creature that walks on it must make an Acrobatics check or fall prone. The illusory sheet lasts until the end of the encounter. You can dismiss the illusion as a minor action.


Hammer of the Dwarven Gods | Stormrage Utility 6
A surge of power flows through you like thunder- empowering your attacks to hit more often than normal.
Encounter ♦ Arcane
Minor Action | Ranged 10
Target: You or 1 ally
Effect: You or one ally gain a +10 power bonus to your next attack roll and a +5 bonus to all damage rolls until the end of your next turn. 


Fly | Stormrage Utility 6
You soar high up and gently sail through the air and land safely on the ground without worrying about falling great distances.
Daily ♦ Arcane
Move Action | Ranged 5
Target: You or 1 ally
Effect: You or one ally gain fly speed up to double your base land speed. If you end your move and you’re still up in the air, you can hover in place as a minor action until the start of your next turn- in which case you will have to fly back down to the ground. During your descent, you can make an attack against an adjacent target that is up in the air or that is adjacent to you before you land.


More Class powers will be added...

#3

nachtsieger

Nov 05, 2009 15:55:05

I have to inquire.


Do you have any idea what you're doing in the slightest, or are you just flailing around on your keyboard and posting whatever comes to mind? Because I'm really leaning on the latter with how shoddily put together this is with no regards to anything at all to do with knowing what you are doing.

#4

Xeadin

Nov 05, 2009 18:59:48

Well, this is my first attempt on a homebrewed class. If there was a Class Creator, that would make things easier, but I've got to make do with what I have. Maybe when I make a second homebrewed class, it'll be more flushed out.

#5

nachtsieger

Nov 05, 2009 20:33:38

Would you like me to detail just exactly what's wrong with the class in my eyes, or are you fine with my antagonistic snobbery? I'd be pleased to help if I can.

#6

Xeadin

Nov 05, 2009 21:18:56

Hey, go ahead. I'm open for suggestions. Smile

#7

rampant

Nov 06, 2009 0:27:47

Ok some major concerns to be addressed


 


1.) You've defined this guy as a wizard, but given him a different power list, role, and feature set. He's not a wizard he's a sorcerer with a weapon fixation.


2.) Two-word name, considered a no-no for 4e classes.


3.) Weapon channeling seems unneccesary, just make the powers use weapon dice like a bard or swordmage.


4.) Stealing the Sorcerers Striker mechanic, not an inherently bad thing, but this class already plays a lot like a Sorc.


 


What you need to do is either build a Stormrage wizard build as an alternative to their normal class features, like how Thaneborn barbarians get different abilities than whirling slayers, or build a new class that has a few tricks of its own. Other wise this is just a sorcerer multiclassing wizard or swordmage.

#8

Qube

Nov 06, 2009 3:28:18

Some remarks ...
- as is , Awakening Storm stacks with itself (spend 2 minor action for +2 on attackand twice STR if miss
- either way, I think Awakening Storm shoudn't be at will, but 1/encounter (I'm thinking like the paladin, ...)
- Elemental Control: dominate at will? seriously? (again, turn undead is a encouter power)
- Great Rage: area power at will isn't really striker like (more controller)
- I think you should specify weapon spells don't stack:
TURN1: Arcane Fire+Arcane Fire + basic attack ( longsword: +3/ 1d8+2d6 fire)
each next turn: Arcane Fire+Arcane Fire + basic attack ( longsword: +3/ 1d8+4d6 fire) (as the arcane fire of the prev round still applies)
- why choose Arcane Fire over Lightning Vortex?
- Winds of Wrath overpowered (at will daze (save ends) ... seriously?)
- Thirsting Flames: at will marking. thats defender, not striker .
- Thirsting Flames: you hit yourself
- ice dart is overpowered (compared to the wizard power)
- Thunderous Retort is bad for an at will power: it has a preq... (I find you should be able to use at wills ... at will)
- encounter powers don't increase at lvl 21: they are substituted by higher level at will powers
- many powers, again, are area powers ... not something you'dd expect from a striker
- Arrow of Flame has nothing if it misses
- Grace of Wind too powerfull (ref to wizards expedicious retreat)
-...

#9

Xeadin

Nov 09, 2009 22:45:22

I've taken into consideration to just completely scrap the Stormrage Wizard and to create the Dreamweaver instead.