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| #1demontongueOct 16, 2008 0:24:34 | The Favored Soul is one whom a higher power has taken an interest in. Perhaps that power has some inscrutable task or destiny in place for that mortal or perhaps some chaos being has simply put someone in play in order to mess with us. Either way Favored Souls are gifted a Divinely powered servant that will do everything it can to see to their charge's needs, wishes and defense. Goal: I want this class to Control with Auras, forced movement, Close Bursts and High mobility. So at wills are Melee or close bursts with pushes/pulls. Encounters are Auras or Close Bursts. Dailies are Bigger auras, damaging zones with terrain effects and the occasional nuke. Favored Soul "A god protects me..." CLASS TRAITS Role: Controller Power Source: Divine Key Abilities: Charisma, Strength, Wisdom Armor: up to Chain, light Shields Weapon Proficiencies: Simple melee Bonus to Defenses: +1 Fort, Ref, Will Implements: Holy Symbol, Favored Weapon Hit Points: 10+Con Score HP at each level: 4 Surges per day: 6+Con mod Trained Skills: Choose 4 Arcana, Religion, Athletics, Acrobatics, Endurance, History, Dungeoneering, Nature Build Options: Maybe a "they come to you" or "you go to them" Class Features: Servitor, Aura Termination Field, Favored Weapon If you want to control a lot of enemy movement you'll need a high Charisma. If you plan on rushing into groups of enemies you'll need a high Strength. Secondary Effects and your Aura damage will often benefit from a high wisdom. SERVITOR- Besides appearing to execute many of your prayers your Servitor can carry messages. Normally it is above menial labor "gods help those who help themselves" but some believe Servitors are also spys and it will carry messages so it can report back to whatever god sent it while the Favored Soul sleeps. A Servitor can carry a brief message to anyone the character has met and will complete the task after a short rest. (It is up to the DM to determine what a "short message" is, usually 25 words or less) FAVORED WEAPON- The Favored Soul may choose one weapon with which he is proficient to act as an Implement for his prayers. Once chosen this cannot be changed. Often, a Favored Soul's Servitor will appear to brandish such a weapon when executing the character's prayers. AURA TERMINATION FIELD- Many of a Favored Soul's powers are damaging Auras. The light of his soul made manifest through the Servitor bound to it. When a Favored Soul encounters an enemy's Aura he may sacrifice a Daily power as an immediate interrupt to douse the enemy's Aura until the end of the encounter or he is killed. PRAYERS- Some powers are given multiple names and different descriptions though they are mechanically identical. EYES OF JUDGEMENT/MADNESS Attack 1 By locking eyes with your Servitor your foe's heart breaks and his movement is weighed down by his sins, or his mind shatters and the momentary madness makes his feet not his own... At-Will * Divine, Implement, Psychic Standard Action Ranged 10 Target: One creature Attack: Cha vs Will Hit: 1d6+Cha mod psychic damage and target is slowed. IRON SOUL WING Attack 1 Empowered by the light of your own soul your Servitor's limbs, often wings though sometimes tails or tentacles lash out in every direction. At-Will * Divine, Implement, Radiant Standard Action Close Burst 2 Target: Each creature in burst Attack: Str vs Ref Hit: 1d6+Cha mod radiant damage. ANGELIC/MONSTROUS LURE Attack 1 Your Servitor, through holy compulsion or fiendish alluring draws your enemy close where they will likely suffer the Divinely touched light of your soul. At-Will * Divine, Implement, Psychic Standard Action Close Burst 2 Target: Each creature in burst Attack: Cha vs Will Hit: 1d6+Cha mod psychic damage and the target is pulled to an adjacent square. ARDENT SWIPE Attack 1 Your Servitor empowers your swordarm to strike your foe and send them flying. At-Will * Divine, Weapon Standard Action Melee Target: One creature Attack: Str vs AC Hit: 1[w]+Str mod damage and the enemy is pushed your wisdom modifier in squares (minimum 1). SOUL FLARE Attack 1 The shining light of your soul backlights your Servitor and scorches your nearby foes Encounter * Divine, Implement, Aura Standard Action Aura 1 Effect: You gain an Aura until the end of your next turn. Creatures that enter your Aura or start their turn within it suffer 1d4+Wisdom modifier Radiant damage. Sustain Minor: The Aura persists. BURNING BRAND Attack 1 The mark of your patron flares to life on you and your Servitor and nearby enemies are scourged with flames Encounter * Divine, Fire, Implement Standard Action Aura 1 Effect: You gain an Aura until the end of your next turn. Creatures that enter your Aura or start their turn within it suffer 1d4+Wisdom modifier Fire damage. Sustain Minor: The Aura Persists FROST BRAND Attack 1 (As above but keyword cold) ANGELS ON A PINHEAD Attack 1 The very earth around you shakes as if a million feet marched in unison upon it though only your Servitor can be seen ready for war. Daily * Divine, Implement, Aura, Radiant Standard Action Aura 3 Effect: You gain an Aura until the end of the Encounter. Enemies treat squares within the Aura as rough terrain. enemies entering the Aura or starting their turns there suffer 1d8+Wisdom modifier Radiant damage. SHIMMERING VEIL Attack 1 The wings of your Servitor close around you like curtains granting you a moment's respite before you lash out unexpectedly. Daily * Divine, Implement, Zone, Illusion Standard Action Close burst 3 Target: Enemies in burst Attack: Cha vs will Hit: Targets treat you and allies in the Zone as invisible until the end of your next turn. Enemies that enter the Zone or begin their turns there are subject to another attack. Effect: You create a Zone in which your allies are hidden from enemies that fall victim to your Servitor's illusion. Sustain Minor: The Zone persists. |