| #1VoyRagerFeb 19, 2012 1:42:08 | HERE I'M AGAIN ASKING FOR A PEACH ON THESE TWO LEVEL 1 POWERS PROPOSED FOR MY HOMEBREW PROJECT.
AND ALL COMMENTS WELCOME AS USUAL.
Reap And Sow Clairvoyant Attack 1 ..... At Will Divine, Psychic, Necrotic, Radiant Standard Action Ranged 5 Target: One enemy Attack: Wisdom or Constitution vs. Fortitude and target is dazed until the start of target's next turn. Hit: Attack modifier necrotic and radiant damage. Also target recieves -2 to saving throws and -2 to attack rolls (save ends both) Miss: Target recieves -2 penalty to saving throws and –2 penalty to its next attack roll before the end of your next turn. First Failed Saving Throw: The target recieves -2 to all defenses, grant combat advantage to all attacks and the above conditions sustains (save ends). Second Failed Saving Throw: The target recieves an additional -3 to all above conditions (save ends all). Third Failed Saving Throw: The target prone, dazed and unconscience. (save ends). After-Effect:Target recieves -2 penalty to saving throws and –2 penalty to its next attack roll before the end of your next turn.
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Form of Spirit Self Clairvoyant Attack 1 ...... Daily Spirit, Conjured, Primal Minor Action Personal. Effect: You conjure your spirit self form in your occupying square. The spirit self form can't use weapons and is an extention of your body with all damages and conditions effecting your physical form only. When or while this power is active your physical self is considered blinded with blindsight 5, dazed and immobilized as well as your astral projection with any of your powers' or feats' invisibility ability inactive with unable to be utilized when triggered with powers, conditions and effects by made you. Your spirit-self form is both immuned and can't transfer conditions and effects caused by necrotic, poison and illusion keyword attacks and powers as well as immuned to blinding and slowed effects with all other damages and effects transfered to your physical body's hit points and conditions. Your spirit self form occupies 1 square, is insubstantial, can phase and is treated as if you are occupying it square with all your senses. your spirit-self can make non-weapon implement attacks, spirit powers and attacks effective from that square. Your spirit-self form last until reach negative bloodied valued or when sharing a square with your physical body you dismiss it as a free action. When you has less than 0 hitpoints, your spirit self form can't cause on creatures besides yourself damages, conditions nor effects and is subject to further damages and conditions cause by other creatures. When this form isn't sharing a square with another creature enemies and allies can move through its space. When a creature enters or starts a turn while sharing a square with your spirit self form; that creature is subjected to the Spirit Assist power as an opportunity action by you. Your spirit-self form doesn't has independent actions and besides defenses and speed uses all your stats, powers and scores from its square. All of your spirit self form's defenses are equal to your Fortitude defenses. Your spirit-self form speed equals +2 your race's normal speed and has a fly speed equaling half of +2 your race's normal speed with hover and overland flight. Your spirit-self form can use powers with the keywords: implement, psychic, spirit, can make charge attacks using melee and reach spirit keyword attacks as well as make charge attacks using area attacks as long as the attack or power both ends an action and originate from the spirit-self's square. In your spirit-self form you gain the Spirit-Self Assist power as an at-will power.
Spirit-Self Assist Clairvoyant Attack 1 At-Will Spirit, Primal, Radiant, Necrotic No Action Ranged 0 Requirement: You can only use this power as part of any action only in square its triggered in while occupied by your Spirit-Self Form and it doesn't end an action. Target: One creature sharing square with your spirit-self form Trigger: Your spirit-self enters a square occupied by target or target starts his/her turn sharing a square with your spirit-self. Special: When your spirit-self enters then exits an occupied square with an enemy within the same turn, you grants that enemy as a no action a basic melee attack for each exiting instance. Effect: Target either takes 1d4 necrotic and radiant damage and as an minor action; you may deal an additional sum of the same damage type equaling either your Wisdom or your Constitution modifer and the target is weakened while sharing or on an adjacent square of your spirit-self form during the turn this power is triggered or instead the target gains 1d4 temporary hitpoints and for an minor action you can grant target an additional sum of temporary hitpoints equaling either your Wisdom or your Constitution modifer and a saving throw against one condition effecting target once during the turn this power was activated. Special: Mystical builds, Prophetic builds, Hybrid Shamans and Hybrid Monks can use this option: If target has less than 0 hitpoints you may either forgo previous effects or use as an addition minor action to grant target a death-saving throw with a +2 power bonus. |
| #3VoyRagerFeb 19, 2012 3:59:06 | 1st one is too much for an at will.
Remove miss effect, cascade, and just have them take either -2 attack, or grant CA till their next turn
I was unsure what you mean by cascade effect but do have a general idea what you saw and saying.
The prone, dazed and unconscience is the desired end effect I trying to built this at-will power to do even with a slim probability to obtained it.
My thinking is the low damage expression and controller-like grip to compensate for the lacking of impact this power have with successful saving throws is well-balanced.
The idea that having the desired effect shouldn't happen for an at-will regardless of the cost sounds too strict but if you know otherwise let me know and if you can, explain why because I'm clueles why so myself.
Anyhow if you just say you know then I guess will take it back to the drawing board in search of some other desired ending effect for a set of failed saving throws to use on this at-will.
As for what you showing me; do you mean something like this:
Reap And Sow Clairvoyant Attack 1 ..... At Will Divine, Psychic, Necrotic, Radiant Standard Action Ranged 5 Target: One enemy Attack: Wisdom or Constitution vs. Fortitude and target is dazed until the start of target's next turn. Hit: Attack modifier necrotic and radiant damage and the target takes a -2 penalty to saving throw (save ends) Third Failed Saving Throw: This power's effect ends and the target falls prone, dazed and unconscience until the end of target's next turn. |
| #5VoyRagerFeb 22, 2012 0:03:57 | Ok dazing is just too much for an at-will.
Just hit them for some damage and inflict a penalty on attack rolls or saving throws, whichever seems more important, that lasts until the end of their next turn (specify that the penalty for saves goes away after saves are rolled).
Get it now. Plus I just found out that the Ranger's At Will Power "Clever Shot" is the only at will with a save ends effect. Taking another look at my designs now while knowing where to draw the line.
Is This What You Mean Or Is This Also Out Of The Questions?
Reap And Sow Clairvoyant Attack 1 You placed what you thought was a simple undoing ravaging charge in one of your enemies bones yet to your surprise the unbelieveable happened next while you watch on whispering, "Whoa, coulda shake that, huh!" At Will Divine, Psychic, Necrotic, Radiant Standard Action Ranged 5 Target: One enemy Special: A creature can't be target by this power more than once per round. Effect: Target takes 1d4 necrotic and radiant ongoing damage. (save ends or this effect ends at the end of your next turn.) Sustain as minor: (Use only if target failed a saving throw against this power's effect since your last turn.) This power's effect sustains and target takes 1 additional necrotic and radiant damage more than the last time the target took damage from this power. When a target takes 1d4+3 necrotic and radiant damage from this power; this effect ends and the target falls proned and stunned until the end of target's next turn.
LOL!! Of'Course Without The Stunned Condition. Well, Is It? |