Channel Divinity: #?AC, #?DR

Post/Author/DateTimePost
#1

herrproof

Aug 23, 2008 1:24:49

In my Campaigns I could use variants of Channel Divinity.
One should bestow AC bonus, another Damage Resistance.
BUT I am not sure what the numbers could be.:embarrass
Help me, please.
#2

Novacat

Aug 23, 2008 1:50:19
I'm not sure what you're looking for, exactly (I'm assuming translation difficulties). Do you want some custom Channel Divinity feats? Or are you looking to replace the two default Channel Divinity powers that the cleric gets?
#3

herrproof

Aug 23, 2008 3:17:06
I'm not sure what you're looking for, exactly (I'm assuming translation difficulties). Do you want some custom Channel Divinity feats? Or are you looking to replace the two default Channel Divinity powers that the cleric gets?

Ehm, I'm trying to get some custom Channel Divinity, thanks:embarrass
One should bestow a bonus to cleric's AC.
The other obe should bestow a bonus to cleric's DR.
#4

Novacat

Aug 23, 2008 3:57:11
Ehm, I'm trying to get some custom Channel Divinity, thanks:embarrass
One should bestow a bonus to cleric's AC.
The other obe should bestow a bonus to cleric's DR.

Well, what kind of deities are these Channel Divinity powers for? Each Channel Divinity power should reflect the ideals of the specific deity, probably granting their bonuses only under certain circumstances.

For instance, the Raven Queen's Channel Divinity allows someone to spend a healing surge when the cleric kills someone. This is fitting for a goddess of death.

What kinds of deities are these for?
#5

squarecircle

Aug 23, 2008 3:59:47
Ehm, I'm trying to get some custom Channel Divinity, thanks:embarrass
One should bestow a bonus to cleric's AC.
The other obe should bestow a bonus to cleric's DR.

The Channel Divinity feats in the PHB are all encounter powers. A bonus to AC or DR would have to be usable once per encounter and last until the end of the character's next turn (or end of the encounter or something).

Perhaps something like...

Channel Divinity: Divine Armor
Encounter * Divine
Minor Action Personal
Effect: You gain a +1 power bonus to your Armor Class until the beginning of your next turn.

Channel Divinity: Divine Resistance
Encounter * Divine
Minor Action - Peronsal
Effect: You gain resist[ance] against all damage equal to your Charisma modifier until the beginning of your next turn.

I just thought these up real quick, and I'm not entirely sure if they're balanced.

Note that each of these should cost a feat to use and should require the worship of a deity in your campaign.
#6

Kurama_Youko

Aug 23, 2008 6:15:05
just make your own channel divinity feats, changing the core features is not recommended.
#7

Kurama_Youko

Aug 23, 2008 6:18:20
The Channel Divinity feats in the PHB are all encounter powers. A bonus to AC or DR would have to be usable once per encounter and last until the end of the character's next turn (or end of the encounter or something).

Perhaps something like...

Channel Divinity: Divine Armor
Encounter * Divine
Minor Action Personal
Effect: You gain a +1 power bonus to your Armor Class until the beginning of your next turn.

Channel Divinity: Divine Resistance
Encounter * Divine
Minor Action - Peronsal
Effect: You gain resist[ance] against all damage equal to your Charisma modifier until the beginning of your next turn.

I just thought these up real quick, and I'm not entirely sure if they're balanced.

Note that each of these should cost a feat to use and should require the worship of a deity in your campaign.

I would make the first one a immediate reaction, (free action) and it would last until the being of your next turn.

same for the second one really. these are both defensive abilities that you'd want in a pinch, no point in trying to predict when they should be used if the duration is only going to be 1 around or in the example of how i would word them.. until your turn comes up.
#8

squarecircle

Aug 23, 2008 17:25:07
I would make the first one a immediate reaction, (free action) and it would last until the being of your next turn.

same for the second one really. these are both defensive abilities that you'd want in a pinch, no point in trying to predict when they should be used if the duration is only going to be 1 around or in the example of how i would word them.. until your turn comes up.

Good catch, although the problem with making it an immediate reaction is that it still doesn't help with the trigger that caused the reaction (since reactions take place after the trigger, unlike an interrupt which happens before), so you still end up "guessing" as to its usefulness. If it was made into an interrupt it'd be too powerful because you could calculate whether or not it'd help and basically be able to use it to force an attack that barely hit to miss (well, that's just situational enough to perhaps not be overpowered, but it IS a little weird).

Maybe instead we should give it sustain minor? Or make it a stance? Or close burst 1?
#9

Kurama_Youko

Aug 23, 2008 17:57:44
I think both of them should be based on the Disruptive Strike ranger power. The AC one can work as a immediate interrupt, whether the attack hits or misses, you should have to claim to use it before you know the results. So if its not needed then fine, but if it does then thats cool. The Resistance one is kind of harder to balance, I haven't seen to many powers that give anything similar to weapon resistance but... for the sake of a home brew I don't think its going to be to powerful. Though I don't like the Charisma modifier, its kind of to good to my opinion. I'd prefer a static number like 5.
#10

ff6shadow

Aug 23, 2008 18:01:13
Trust me immediate Interrupt wouldn't be too powerful. A wizard can have an immediate interrupt power with a +3-4 bonus that revokes a hit at level 1. The Cleric having a +1 AC or some resistance isn't going to break anything.
#11

wyld_mutation

Aug 23, 2008 18:08:39
I agree with ff6.

Oh and ff6: I don't think the 3.5 links in your sig are working right... Sorceror isn't for me right now at least.
#12

ff6shadow

Aug 23, 2008 18:12:18
I think it's becuase they have been archived. I just haven't bothered to fix them yet.
#13

wyld_mutation

Aug 23, 2008 18:18:15
*sigh* Now I feel gipped out of seeing the awesomeness that is your talent.
#14

ff6shadow

Aug 23, 2008 18:20:10
Fixed them. The only ones broken were the Monk and the Soul Knife. Feel free to check them now.
#15

wyld_mutation

Aug 23, 2008 18:28:20
Hmmm... Sorceror is broken. Not sure why. "No thread specified"

Anyway: I'd make the AC bonus from the first effect +2. But that's my personal preference.
#16

ff6shadow

Aug 23, 2008 18:32:19
Yeah, +2 on the AC should be fine, and having the second grant Resist All equal to your charisma modifier shouldn't be broken either. It maxes out at Resist 9, 10 if you take a starting 18 with a racial modifier which would kill your wisdom anyway. But definitely as immediate interrupts.

Not sure why the Sorcerer broke between posts. It links directly to the archive now, so it should be fixed.
#17

wyld_mutation

Aug 23, 2008 18:37:51
Yay!

Maybe I'll use that sorceror in a 3e campaign. Of course I'll have to add the Battle Sorceror variant to him. Metamagic Polymorph FTW!!

Anyway... I haven't got anything else to day about the TC's question YOu've made the perfect suggestion.
#18

ff6shadow

Aug 23, 2008 18:40:14
Thanks.

Also, feel free to look over my 3.5 work and mention it to me in one of my threads or by private message. That was some of my early work, but it taught me alot.
#19

wyld_mutation

Aug 23, 2008 18:45:48
I suppose I could look at it. Think the TC's gonna get back anytime soon?
#20

ff6shadow

Aug 23, 2008 18:47:19
The TC?
#21

squarecircle

Aug 23, 2008 18:50:47
Okay, but should you have to call the bonus to armor class before or after an enemy rolls to hit you?
#22

wyld_mutation

Aug 23, 2008 18:54:09
Hmmm... Before.

Retroactively affecting things goes against my beliefs.
#23

ff6shadow

Aug 23, 2008 20:20:57
I prefer afterward. It makes it more useful.