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| #1dugfromthearthAug 17, 2010 19:46:38 | Edited. This is the second pass at it. To make it WoW, attributes are renamed and Wisdom and Charisma are combined into Spirit. WoW 4e PALADIN CLASS TRAITS Role: Defender. The divine presence that surrounds you gives you your powers. Depending on what aid you call upon in your prayers you can serve multiple roles.. Power Source: Divine Key Abilities: Strength, Spirit, Stamina Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield Weapon Proficiencies: Simple melee, military melee Bonus to Defenses: +1 Fortitude, +1 Will Hit Points at First Level: 17 + Stamina Score Hit Points per Level Gained: 7 Healing Surges per Day: 9 + Stamina modifier Trained Skills: Religion, Choose 3 more from the class skills list: Diplomacy (Spi), Endurance (Sta), Heal (Spi), History (Int), Insight (Spi), Intimidate (Spi), Religion (Int) Class Features: Auras, Blessings, Consecration AURA: Whenever you end a long rest choose one of the following auras which lasts until your next long rest. Concentration Aura: Once per round you can add an additional +1 to the amount healed or temporary hit points given to a single target. Crusader Aura: For hourly and daily travel add +1 to you and your allies overland speed. Devotion Aura: You and all adjacent allies receive +1 to all defenses. Retribution Aura: Once per round you receive +1 damage for each enemy adjacent to you. BLESSING: Whenever you end a short rest choose blessing to cast on yourself, which lasts until your next short rest. Blessing of Might: +1 to damage rolls Blessing of Wisdom: +1 to attack rolls Blessing of Sanctuary: +1 to all defenses Blessing of Kings: +1 to all healing cast CONSECRATION At-Will * Divine, Radiant, Zone Move action, Close Burst 1 Effect: A zone of glowing runes appears on the ground which lasts until the end of your next turn or you move. Sustain move action. Concentration Aura: Any allies in the zone receive +1 hit points from any healing. Devotion Aura: At the start of your turn all foes in the zone are marked until the end of your next turn. Retribution Aura: Any foe that starts their turn in the zone or enters the zone takes your Spirit mod in radiant damage. LEVEL 1 AT-WILL POWERS Seal of Command At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage, and each enemy adjacent to the target takes radiant damage equal to your Spirit modifier. The target is marked by you until the end of your next turn. Seal of Justice At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage, and the target is slowed until the end of your next turn. The target is marked by you until the end of your next turn. Seal of Light At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage, and you gain temporary hit points equal to your Spirit modifier. The target is marked by you until the end of your next turn. Seal of Righteousness At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Strength modifier damage and the target takes radiant damage equal to your Spirit modifier. The target is marked by you until the end of your next turn. Special: This power can be used as a basic melee attack Seal of Wisdom At-Will * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength + Spirit modifier vs AC Hit: [W] damage. The target is marked by you until the end of your next turn. LEVEL 1 ENCOUNTER POWERS Judgement of Command Encounter * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power. While the mark remains the first time in a round an ally strikes the target all enemies adjacent to the target take radiant damage equal to your Spirit modifier. Judgement of Justice Encounter * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power. While the mark remains whenever an ally strikes the target it is slowed until the end of the target’s next turn. Judgement of Light Encounter * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power. While the mark remains the first time in a round an ally strikes the target with a melee attack the ally gains temporary hit points equal to your Spirit modifier. Judgement of Righteousness Encounter * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power. While the mark remains the first time in a round an ally strikes the target, it takes radiant damage equal to your Spirit modifier. Judgement of Wisdom Encounter * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage. The target is marked by you until the end of the encounter or you use another Judgement power. While the mark remains allies gain a bonus to hit the target equal to your Spirit modifier. LEVEL 1 DAILY POWERS Crusader Strike Daily * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: 2[W] + Str modifier damage. When charging this can be used in place of a Basic Melee Attack. Hammer of Justice Daily * Divine, Weapon Immediate Interrupt, Melee Weapon Trigger: A foe within weapon reach makes an attack. Target: One creature Attack: Strength vs AC Hit: [W] + Str modifier damage and the target is Stunned until the end of your next turn. The target is marked by you until the end of your next turn. Holy Shield Daily * Divine Standard Action, Melee Weapon Requirement: You must be wielding a shield Target: One creature Hit: [W] + Str modifier damage. The target is marked by you until the end of your next turn. Effect: Until the end of your next turn, all foes marked by you have a penalty to attack rolls equal to your Spirit modifier and iIf a foe marked by you makes an attack that does not include you as a target they take radiant damage equal to your Spirit modifier. Turn Undead Daily * Divine Free Action, Ranged 5 Target: One creature Attack: Spirit vs Will Hit: 1d10 + Spirit modifier radiant damage and the target is pushed a number of squares equal to 3 + your Spirit modifier. The target is immobilized until the end of your next turn. LEVEL 2 UTILITY POWERS Divine Protection Encounter * Divine Immediate Interrupt, Ranged 5 Trigger: You or an ally within range is attacked Target: Yourself, or one ally. Effect: The target has resistance 5 to all damage until the end of your next turn. Flash of Light Encounter * Divine Minor Action, Ranged 5 Target: Yourself, or one ally. Effect: The target spends a healing surge. Hand of Reckoning Encounter * Divine Immediate Interrupt, Ranged 5 Trigger: A foe within range attacks an ally Target: One foe Effect: The target is marked until the end of your next turn. Holy Shock Encounter * Divine Minor Action, Ranged 5 Target: One creature within range This power can be used to heal allies or harm foes. When this power is used choose the attack or aid use. Attack: Spirit vs Will Hit: d6 + Spirit modifier damage. Aid: Target spends a healing surge, instead of the normal hit point recovery they regain hit points equal to your Spirit modifier. Purify Encounter * Divine Minor Action, Ranged 5 Target: Yourself, or one ally. Effect: The target gets to make an immediate saving throw versus one effect. LEVEL 3 ENCOUNTER POWERS Use level 1 Encounter Powers LEVEL 5 DAILY POWERS Hammer of Wrath Daily * Divine, Weapon Minor Action, Ranged 5 Requirement: The target must be bloodied Target: One creature within range Attack: Strength vs AC Hit: 3[W] + Str modifier damage. The target is marked by you until the end of your next turn. Holy Wrath Daily * Divine Move Action, Close Burst 1 Target: All enemies within area Attack: Spirit vs Will Hit: 1d6 + Spirit modifier radiant damage. If the target is undead or a demon they take an extra d6 damage and are Stunned until the end of your next turn. Shield of Righteousness Daily * Divine, Weapon Immediate Interrupt, Melee Weapon Requirement: You must be wielding a shield Trigger: A foe within weapon reach makes an attack. Target: One creature Attack: Strength vs AC Hit: Str modifier damage and the target is Stunned until the end of your next turn. Vindication Daily * Divine, Weapon Standard Action, Melee Weapon Target: One creature Attack: Strength vs AC Hit: 2[W] + Str modifier damage and the target is Weakened until the end of your next turn. The target is marked by you until the end of your next turn. LEVEL 6 UTILITY POWERS Cleanse Encounter * Divine Minor Action, Ranged 5 Target: Yourself, or one ally. Effect: The target gets to make an immediate saving throw versus each effect on them. Divine Shield Encounter * Divine Immediate Interrupt, Ranged 5 Trigger: You or an ally within range is attacked Target: Yourself, or one ally. Effect: The target has resistance 10 to all damage and is weakened until the end of your next turn. Holy Light Encounter * Divine Move Action, Ranged 5 Target: Yourself, or one ally. Effect: The target spends a healing surge and gains additional hit points equal to your Spirit modifier. Lay on Hands Daily * Divine Minor Action, Ranged 5 Target: Yourself, or one ally. Effect: The target spends a healing surge and gains additional hit points equal to your Spirit modifier. Righteous Defense Encounter * Divine Immediate Interrupt, Ranged 5 Trigger: A foe within range attacks an ally Target: One, two, or three foes within range Effect: The target is marked until the end of your next turn. One of the must be the foe that triggered the power. LEVEL 7 ENCOUNTER POWERS Use level 1 Encounter Powers LEVEL 9 DAILY POWERS Avenger’s Shield Daily * Divine, Weapon Immediate Interrupt, Ranged 5 Requirement: You must be wielding a shield Trigger: A foe within range makes an attack. Target: One, two, or three foes within range Attack: Strength vs AC Hit: Str modifier damage and the target is Stunned until the end of your next turn. Divine Storm Daily * Divine Standard Action, Close Burst 1 Target: All enemies within area Attack: Spirit vs Will Hit: 1d10 + Spirit modifier radiant damage. Effect: All allies with area spend a healing surge. Exorcism Encounter * Divine Standard Action, Ranged 5 Target: One creature Attack: Spirit vs Will Hit: 2d10 + Spirit modifier damage. If the target is undead or a demon they take an additional 2d10 damage. Hammer of The Righteous Daily * Divine, Weapon Minor Action, Ranged 5 Target: One, two, or three foes within range Attack: Strength vs AC Hit: 2[W] + Str modifier damage. LEVEL 10 UTILITY POWERS Avenging Wrath Daily * Divine, Stance Free Action, Personal Effect: While you are bloodied you get +2 to hit and damage with melee attacks. Holy Mending Daily * Divine Free Action, Ranged 5 Target: One creature Effect: The target creature spends a healing surge and gains additional hit points equal to your spirit modifier. Sustain minor. At the start of your turn the target gains temporary hit points equal to your Spirit modifier. Light’s Beacon Daily * Divine Move Action, Ranged 5 Target: Yourself, or one ally. Effect: The target spends a healing surge and gains additional hit points equal to your Spirit modifier. Each ally adjacent to the target can spend a healing surge. Sacred Cleansing Encounter * Divine Minor Action, Ranged 5 Target: Yourself, or one ally. Effect: The target gets to make an immediate saving throw versus each effect on them with a bonus to the saving throws equal to your Spirit modifier. Sacred Shield Encounter * Divine, Stance Standard Action, Personal Requirement: You must be wielding a shield Effect: You have resist 5 against all attacks by creatures marked by you. CLASS FEATS Greater Blessing (Feat) - When this feat is taken choose a type of blessing. That blessing affects all allies present at time of blessing, instead of just you. This feat can be taken multiple times, each time select a different blessing. Improved Devotion Aura (Feat) - extra +1 to defenses Improved Retribution Aura (Feat) - extra +1 to damage Improved Concentration Aura (Feat) - extra +1 to heals and temporary hit points Pursuit of Justice (Feat) - increase move +2 when Charging |
| #2pluisjenAug 18, 2010 2:15:53 | Hm, looks mostly ok. Few points: Ability boosts don't exist. I'd change the seals, otherwise each character will need to carry 2 character sheets (or the ability is useless if he's at an even number) which is annoying. Holy Shock healing is wrong; nobody would spend a surge to regain 3 or 4 hitpoints, and I'm not sure how you meant Flash of Light but if you also mean "instead of normal healing" then that's the same story... a surge should generally give you at least your surge value back. Also I think it needs a more reliable mark; right now you only have an encounter power or you need to hit with a power. If you miss with an encounter power you miss out on a (very powerful) mark until end of encounter, but if you hit a few times with them you'll have the whole encounter marked. Oh and Hammer of Justice is too powerful... an interrupt that Stuns, save ends is too much; it wastes the monster's whole attack, the rest of its turn and possible the next one as well.... at level 1. |
| #3dugfromthearthAug 18, 2010 10:24:14 | thanks for the comments I'm trying to figure out the balance between how WoW works and how D&D works. |
| #4Dark_StrykeAug 19, 2010 11:43:53 | In a vacuum, this is okay. However, since the class's marks are based solely off its powers, it creates an issue with multiclassing. Also, the blessings are incredibly imbalanced. +1 to damage, nonscaling, is practically useless. +1 to attack rolls or all defences is incredibly good. You're talking about (roughly) a +5% chance to hit (or -5% for enemies). Also, as an untyped bonus, it'll stack with everything. +1 to healing is also fairly useless, especially since most of the healing abilities in this class are optional. Seal of Wisdom could end up too powerful. If you're just pumping Strength and "Spirit" (charisma?) your Seal of Wisdom will end up with about +8 to hit over all your other attacks, making it practically an auto-hit. It'd suggest changing it to a static bonus, like +2. Scaling attack bonuses shouldn't be handed out without a lot of thought. +1 to attacks is as good at level 1 as it as at level 30. This class seems to be trying to cover too many roles at once. It's got some strong controller-ish abilities with a number of stuns and some-multitargeting, defender marks, and a lot of ways to make people spend healing surges. I know you're trying to stay true to the WoW paladin flavor, and you've certainly succeeded there, but you should probably look a little harder at the balance of the game. Hope that helps. |
| #5dugfromthearthAug 22, 2010 15:37:11 | thanks for the comments I am not considering multi-classing at all since that is not part of WoW but balancing the powers is important that's important to think that damage needs to scale but to hit doesn't |