Hey everyone, I am working on a new world, and have been asked if I could make some cool themes for it ( alla darksun)... my problme is I suck at balanceing things. So I was hopeing for some help here.Themeshomebrew ideas...PEACH___Chaos Soldier- Div

Post/Author/DateTimePost
#1

GMforPowergamers

Oct 14, 2010 0:51:53
Hey everyone, I am working on a new world, and have been asked if I could make some cool themes for it ( alla darksun)... my problme is I suck at balanceing things. So I was hopeing for some help here.



Themes
homebrew ideas...PEACH

___

Chaos Soldier- Divine Striker (Melee)
Embewed by chaos, you are a holy warrior, whose sword is powered by faith.
Dark Agent- Divine Defender (Melee)
Having been cloaked in shadow you fight for your allies from the dark.
Envoy of Light- Divine Leader (Implment)
You lock down your enemies and shed light on your allies.
Musketeer- Martial Defender (Ranged/Melee)
You were tought to defend you king and country.
Nature Guide- Primal Controler (Implment)
Nature itself rises to protect you and your allies
Shair- Ki Striker (Implment)
When your mind and body are one, your soul can become a weapon.
Spirit of Order- Divine Controler (Implement)
Mosst never se the beuity of the pattern of life, you embrace the natural order of all thing.
Templar- Martial Controler (Melee)
Trained to fight with two(or double) weapons, you have been tought not just how to fight 3 opponites, but how to engage 300.
Wizard of the Academy- Arcane Controler (Implment)
Through Mastery of the arcane language founded at the school you have learned the power words to change the battle field.


You will notice these are far from complete, so any suggestions are welcome
#2

GMforPowergamers

Oct 14, 2010 0:52:26
Chaos Soldier- Divine Striker (Melee)
Embewed by chaos, you are a holy warrior, whose sword is powered by faith.



Chaos Dance
Chaos Soldier Attack 1
Encounter * Divine, Weapon
           Standard Action Melee    1
Target: Two creatures
Attack: Prime stat vs. AC
Hit: 1[W] + Prime stat modifier damage, and you shift up to 3 sqs and repate the attack against a different target. Increase damage to 2[W] + Prime stat modifier at 11th level, and 3[W]+prime stat at 21st.



Defiant Strike
Chaos Soldier Attack 3
Encounter * Divine, Weapon
           Immediate reaction Melee    1
Trigger you are hit by an attack
Target: triggering creature
Attack: Prime stat vs. AC 3 attacks
Hit: 1[W] + Prime stat modifier damage if you hit with one attack, 2[W] + Prime Stat if you hit with 2, 3[W}+prime stat if you hit with all three (If any one is a crit max all dice that hit)
At level 13 add a fourth attack for up to 4[W], and allow the strike to crit on a 19+
At level 23 make it an Immediate Inturupt, and one hit starts at 2[W], but ony +1 [W] per hit to a max of 5[W]


Eruption of Violance
Chaos Soldier Attack 5
Daily * Divine, Weapon
           Standard Action Close Burst 10
Target: All Enemies in Burst
Effect: You shift through the area attacking each enemy, ending your move in any square in the burst
Attack: Prime stat vs. AC
Hit: 2[W] + Prime stat modifier damage
Effect: You are dazed until the begining of your next turn
at level 15 add 1d6 damage, and add miss half damage
at level 25 the damage increase to 3[W]+2d6+prime stat mod

WHirld Wind of Destruction
Chaos Soldier Attack 7
Encounter * Divine, Weapon
           Standard Action CLose Burst 3

Target: all creatures in burst
Effect: Take 2[W]+ Prime stat damage, and ongoing 5 (Save ends)
Special: If you have a bloodied ally within the burst, you can spend a healing surge, instead of you regaining hit points, they can make a save to negate the ongoing as a free action.
at level 17 the Burst expands to 5, and the damage increases to 3[W]
at level 27 the damage increase to 4[W] and the onigning increase to 15


Death Soldier
Chaos Soldier Attack 9
Daily * Divine, Weapon
           Standard Action CLose Burst 2
Target: All Enemies in Burst
Attack: Prime stat vs. Will
Hit: 3[W] + Prime stat modifier damage
Miss: half damage
Effect: You enter the Death SOldier stance, and until the end of the encounter you may stay int he stance, well in the stance all enemies in aura 2 that move into the aura or start there turn there you can repate the attack on as a free action.
at level 19 Increase to 4[W]
at Level 29 Increase to 5[W]
#3

GMforPowergamers

Oct 14, 2010 0:52:58
Dark Agent- Divine Defender (Melee)
Having been cloaked in shadow you fight for your allies from the dark




Darkness Strike
Dark Agent Attack 1
Encounter* Divine, Weapon
             Standard Action Melee or Ranged  weapon
Target: One creature
Attack: Prime Stat vs. Will
Hit: 1[W] + Prime stat modifier cold and necrotic damage, and target takes -1 to attacks and saves until the end of it's next turn. Increase damage to 2[W] + Prime stat modifier at 11th level, and 3[W]+prime stat at 21st.

Shadow Swap
Dark Agent Utility 2
Daily * Divine
             Minor Action Close Burst 2
Effect: You and an ally within burst switch places


Shadow Chains
Dark Agent Attack 3
Encounter * Divine
             Immediate Intrupt ranged 10
Trigger: An enemy in range charges
Target: triggering enemy
Attack: Prime Stat +2 vs. Will (Increase to +4 at 11th and +6 at 21st)
Hit: 2d4+ prime stat cold damage and target is weakened until the end of his next turn.
Effect: The enemy is immoblized until the end of his turn
at 13th level increase to 2d6
at 23rd level increase to 4d6

Shadow of a Mark
Dark Agent Attack 5
Daily * Divine
             Standard action melee
Target: One enemy
Attack: Prime Stat vs. AC
Hit: 3[W]+ prime stat
Effect: The enemy is marked until the end of the encounter (no mark may over right this), and if he attacks someone other then the Dark Agent, as a reaction he can make the following attack as a free action:
Attack: Prime Stat vs. Fort
Hit: Target is weakend until the end of it's next turn

at level 15 increase to 4[W]
at level 25 increase to 5[W] and change the secondary attack from reaction to interupt.


Shadow gate
Dark Agent Utility 6
At-Will * Divine
             Immediate Intrupt ranged 10
Trigger: An ally in range would provoke an opp attack from movement
Target: triggering ally
Effect: the ally teleports 1 sq as part of the mvoement to avoid the attack.

shadow clinging Strike
Dark Agent Attack 7
Encounter* Divine, weapon
             Standard Action Melee or Ranged  weapon
Target: One creature
Attack: Prime Stat vs. FOrt
Hit: 2[W] + Prime stat modifier necrotic damage.
Effect: All allies in close burst 5 have total concealment until the begining of your next turn.

Shadow of a Mark
Dark Agent Attack 9
Daily * Divine
             Standard action Close burst 5
Target: One enemy in burst
Effect: The enemy is Domanated (save ends, well domanated the target may only make basic attacks against itslef.
at level 19 add after effect Stun (save ends)
at level 29 add your prime stat to all damage rolls.


Shadow enhancment
Dark Agent Utility 10
Encounter * Divine
          Free Action Personal   
Effect: Your next weapon attack targets fort, ref, or will your choice.
#4

GMforPowergamers

Oct 14, 2010 0:53:43
Envoy of Light- Divine Leader (Implment)
You lock down your enemies and shed light on your allies.





Light Blast
Envoy of light Attack 1
Encounter * Divine, Implement
         Standard Action Ranged      10
Target: One, or Two creatures
Attack: Prime stat vs. Fortitude
Hit: 1d4 + Prime stat modifier radiant damage, and any ally that hits the target regains 3hp. Increase damage to 2d4+ Prime stat and 5 hp regained at 11th, and 3d4 + prime stat modifier and 7hp regained at 21st level.

Aura of the Radiance
Envoy of Light Utility 2
Encounter * Divine
     Minor Action Close burst 3         

Target: You and Each ally in burst

Effect: Each target regains a number of hit points equal to your prime modifier, and gain a +1 power bonus to all attacks until the end of your next turn.


Banasher of Light
Envoy of light Attack 3
Encounter * Divine, Implement
         Standard Action Burst 2 within 10
Effect: All allies in the burst may make a save for any effect a save allows.
Target: enemies in burst
Attack: Prime stat vs. Reflex
Hit: 1d8+ Prime stat radiant damage
at level 13 Increase damage to 2d8 and add +2 to all allies saves
at level 23 Increase damage to 3d8 and 1 ally may spend a healing surge.

Swords of Revaling Light
Envoy of light Attack 5
Daily * Divine, Implement
         Standard Action Burst 3 in 20
Target: enemies in burst
Attack: Prime stat vs. Fortitude, three attacks
Hit: 1d10 + Prime stat modifier radiant damage, and Stun (save ends)
after effect: Daze, slow and weaken (save ends all)
after effect: Daze (Save ends)
Miss: half damage and daze (save ends)
Effect: creates a zone of radiant light, no creature within the zone may gain concelment, or use stealth. All of your allies in the zone gain a +5 to all percptiona nd Insight checks. The zone last untilt eh end of the encounter.
at level 15 Increase damage to 2d10
at level 25 Increase damage to 3d10

Light the way
Envoy of Light Utility 6
Daily * Divine
     Move Action Close burst 3         

Target: Each ally in burst

Effect: You spend an action point, instead of gaining an extra action, each ally in the burst can make a basic attack, if they hit they can then take a move action. If they Miss they may regain 5+your prime stat hps.

Gysor of Light
Envoy of light Attack 7
Encounter * Divine, Implement
         Standard Action Burst 2 within 10
Effect: All allies in the burst may spend a healing surge
Target: enemies in burst
Attack: Prime stat vs. Will
Hit: 1d8+ Prime stat radiant damage
at level 17 Increase damage to 2d8
at level 27 Increase damage to 3d8 and allies that spend healing surges gain a +2 to defences until the end of there next turn.

Light of the Astral Sea
Envoy of light Attack 9
Encounter * Divine, Implement
         Standard Action 2 burst 1's in 20
Target: enemies in burst
Attack: Prime stat vs. Reflex
Hit: 2d6+ Prime stat radiant damage
Miss: half damage
Effect: You create a zone in each burst. Any ally that beginings a turn within the zone gains +1 to there defences and saves. Any enemy that ends there turn in the zone takes your prime stat mod radiant damage. You can dismiss eaither one of the zones as a minor action to allow an ally within the zone to spend 1 healing surge to heal as if he spent 2.
at level 19 Increase damage to 3d8
at level 29 Increase damage to 3d10

Light of the Myrter
Envoy of Light Utility 10
at will * Divine
     Minor Action Close burst 3         

Target: one bloodied ally in burst

Effect: You spend 2 healing surges, and they heal as if they spent 1 healing surge, but with a bonus equal to your prime stat
#5

GMforPowergamers

Oct 14, 2010 0:54:10
Musketeer- Martial Defender (Ranged/Melee)
You were tought to defend you king and country.


Opening Volley
Musketeer Attack 1
Encounter * Martial, Weapon
             Standard Action Ranged weapon 
Requirement: You must use a firearm for this attack
Target: One creature
Attack: Prime stat vs. AC
Hit: 2[W] + Prime modifier damage and mark until the end of your next turn. Increase damage to 3[W] + Prime modifier at 11th level, and 4[w]+ Prime modifier at 21st level
Effect: You may as a free action swap your ranged weapon for 1 or 2 melee weapons after this shot.
if you draw a light blade with this power: You gain a new immediate action attack until the end of your next turn.
Target: any creature that enters a square within aura 1 of you.
Attack: Prime stat vs. AC
Hit: 1[W] damage.
at level 21 increase to 2[W]

off hand parry
Musketeer Utlity 2
At will * Martial, Weapon
             free Action melee weapon 
Requirement: You must have an off hand light blade or defensive weapon
Trigger: an enemy attacks an adjacent ally with a melee atack
Effect: Ally gains a +2 bonus to AC and Ref for the attack.



Lunging stike
Musketeer Attack 3
Encounter * Martial, Weapon
             Standard Action Close burst 3
Target 1 enemy in burts
Effect Shift up to any adjacent sq to the target
Attack: Prime stat Vs AC
Hit: 2[W] + prime stat and target is marked until the end of your next turn
at level 13 change action to immediat Intrupt, and trigger an enemy attacks an ally in burst
at level 23 increase damage to 3[W]

Special: If you are useing a light blade add 1[W] to the damage


One for All
Musketeer Utlity 6
Encounter * Martial



Shoot from the hip
Musketeer Attack 7
Encounter * Martial, Weapon
             Immediate Intrupt ranged weapon
Trigger an enemy makes an attack against an ally within 5 of you.
Target triggering enemy
Effect You draw a firarme and fire it at the enemy
Attack: Prime stat Vs AC
Hit: 1[W] + prime stat and target takes a penilty to the attack roll equal to half your prime stat modfire
at level 17 increase to 2[W] and increase the penilty to full prime stat mod, and add target is marked until the end of your next turn
at level 27 increase damage to 3[W] and change the mark to last until the end of the encounter

All for One
Musketeer Utlity 10
Encounter * Martial
#6

GMforPowergamers

Oct 14, 2010 0:57:53
Nature Guide- Primal Controler (Implment)
Nature itself rises to protect you and your allies



Gust of Wind
Nature Guide Attack 1
Encounter * Primal
     Standard Action Close blast 3         

Target: Each creature in blast
Attack: Prime stat vs. Fortitude
Hit: 1d6 damage and push prime stat squares and knock prone at level 11 increase to 2d6, at level 21 increase to 3d6.
Miss: push 1 at 21st level increase to push 3


Black Berries
Nature Guide Utlilty 2
Daily * Primal
     Short rest touch         
Effect You imbue some berries with poison and give them to allies or use them your self, once made they last until your next extended rest. You can apply one to a weapon as a minor action, the next hit that weapon makes adds ongoing equal to your prime stat poison damage (save ends)


Briar Web
Nature Guide Attack 3
Encounter * Primal
     Standard Action Burst 2 in 20         

Target: Each creature in burst
Attack: Prime stat vs. Reflex
Hit: 1d8+ Prime stat damage and Immoblize until the end of your next turn.
at level 13 increase to 2d8 and create a zone of diffcult terreane until the end of your next turn.
at level 23 increase to 3d8

Earth Quake
Nature Guide Attack 5
Daily * Primal
     Standard Action Close burst 5         

Target: Each creature in burst
Attack: Prime stat vs. Reflex
Hit: 2d8+ Prime stat damage and Knock prone
Miss: prime stat damage
Effect: Slide any or all creatures in the burst to any other part of the burst.
at level 15 increase to 3d8 and create a zone of diffcult terreane.
at level 25 increase to 4d8 and increase the burst to 8

Tornado Armor
Nature Guide Utlilty 6
Daily * Primal
     Minor Action Personal         
Effect You summon strong wings all around you, until the end of the encounter your defences all gain a +2 against all ranged attacks, and any enemy that ends adjacent to you, you can choose to use a free action to slide them 3.

Change of Season
Nature Guide Attack 7
Encounter * Primal
     Standard Action Ranged 20         

Target: One enemy
Attack: Prime stat vs. Fort
Hit: Target gains Vunrability to one type of attack equal to your prime stat until the end of your next turn.
at level 17 Vuntability becomes (Save Ends)
at level 27 this becomes a minor action

Storm of Vengence
Nature Guide Attack 9
Encounter * Primal
     Immediate Inturupt Close Burst 50         
Trigger You or an ally drop to 0 hp
Target: Each creature in burst
SPecial You are immune to your own storm of vengence acid damage.
Effect: You create a zone that last until the end of the encounter. All creatures that start there turn in the zone take 1d6 acid damage. All Creatures more then 2 from each otehr count as having cover from one another. and at the end of every round you may use two attacks with in the zone(even if you are unconsius)
1) Burst 1 in zone
all creatures in burst 1
Attack: Prime stat +2 Vs Ref
Hit: 3d6 Lighting damage
Miss: half damage

2) Burst 2 in Zone
all creatures in that burst 2
Attack: Prime stat +2 Vs Ref
Hit: 1d10 damage, and 2d4 cold damage
Miss: half of the cold damage

at level 19 add to the trigger or bloodied
at level 29 increase acid damage to 2d6,and the lighting to 3d8, and the hail to 2d10/4d4

Natures Allies
Nature Guide Utlilty 10
Encounter * Primal
     Standard action 3 burst 1's in 50         
Effect You create 3 zones of hazardus tarrean, anyone moveing with in them takes 1d6 damage, and they cost two movement to get through. (When you create each zone you decide what type of damage Poison, fire, peircing, or cold.
#7

GMforPowergamers

Oct 14, 2010 0:59:32
Shair- Ki Striker (Implment)
When your mind and body are one, your soul can become a weapon.


Soul Blast
Shiar Attack 1
Encounter * Ki, Implement
       Standard Action Ranged 10       

Target: One creature
Attack: Prime Stat vs. Reflex
Hit: 2d6+Prime stat, at level 11 increase to 4d6.
Effect: target is Dazed until the beginning of it's next turn at level 21 change to Daze (save ends)

Soul of balance
Shiar Utlity 2
Encounter * Ki
       Immediate Intrupt        

Trigger: an attack hits your AC
Effect: you increase your AC by 4, and spend a Healing surge

Blitz
Shiar Attack 3
Encounter * Ki, Implement
       Standard Action Close Blast 3       

Target: All enemies in burst
Attack: Prime Stat vs. Reflex
Hit: 1d6+Prime stat
Effect: target is pushed 3, and the shiar shifts 3 into the blast
at 13th level increase the damage to 2d6
at 23rd level increase the damage to 4d6


Soul Shattering Strike
Shiar Attack 5
Daily * Ki, Implement
       Standard Action Melee 1       

Target: One enemy
Attack: Prime Stat vs. Will
Hit: 4d6+Prime stat
Effect: target is Stuned (Save ends)
at 15th level increase the damage to 4d8
at 25th level increase the damage to 4d10

Search your Soul
Shiar Utlity 6
Encounter * Ki
       Free Action Self        

Trigger: You make a perception check and dislike the result
Effect: Make an insight roll with a +2 and use it in place of the perception.

Shead the skin
Shiar Attack 7
Encounter * Ki, Implement
       Standard Action Close Burst 2       

Target: All enemies in burst
Attack: Prime Stat vs. Reflex
Hit: 1d12+Prime stat
Effect The shiar gains phaseing and insubstantial until the end of it's next turn.
at 17th level increase the damage to 2d12
at 27th level increase the damage to 4d12

Un shakle your soul
Shiar Attack 9
Daily * Ki
       Standard Action Personal       

Effect: Choose one at will power, use it as a free ction right now, but add 2d6 damage if you hit. For the rest of the encounter all of your at will attacks gain a miss line 1/2 damage.

Soul of knowladge
Shiar Utlity 10
Encounter * Ki
free action Personal
Effect: You may roll 2 dice for the next skill check you make, and take witch every you wish, if this is part of a skill challange and you choose the lower roll it counts as two successes.
#8

GMforPowergamers

Oct 14, 2010 1:01:03
Spirit of Order- Divine Controler (Implement)
Most never see the beuity of the pattern of life, you embrace the natural order of all thing.






Order's bolt
Spirit of Order Attack 1
Encounter * Divine, Implement
         Standard Action Ranged      10
Target: 1 creature
Effect: target takes 2+prime stat force damage, at level 11 increase to 5 + prime stat, at 21 increase to 7+ prime stat

reorder yourself
Spirit of Order Utliity 2
Encounter * Divine,
         Standard Action Personal
Trigger You begining your turn with an effect or ongoing damage on you
Effect: you remove the condtion


Fires of Creation
Spirit of Order Attack 3
Encounter * Divine, Implement
         Standard Action Burst 1 within 10
Target: All enemies in burst
Attack Prime Stat Vs Fort, Ref, and Will
Hit If you hit fort target is slowed until the end of your next turn, If you hit Ref they take 1d6+ Prime stat fire damage, if you hit Will target is dazed.
at 13th level add to fort hit line 1d6 + Prime stat radiant damage
at 23rd level add to will hit line 1d6 + prime stat psycic damage

Binding Seal
Spirit of Order Attack 5
Daily * Divine, Implement
         Standard Action close burst 5
Target: All enemies in burst
Effect: target takes 10 damage and is immbolized (save ends)
at level 15 increase damage to 15
at level 25 increase damage to 30





Pillars of fate
Spirit of Order Attack 9
Daily * Divine, Implement
         Standard Action Range 10
Target: 3 squares in range
Effect 3 pillars of energy appear, any enemy adjacent to a pillar at the begining of there turn are dazed, any allies that start there turn adjacent gain a +1 to all attack roles.
at level 19 add aura 1 to each pillar that do 1d6+prime stat
at level 29 increase to aura 2.
#9

GMforPowergamers

Oct 14, 2010 1:01:50
Templar- Martial Controler (Melee)
Trained to fight with two(or double) weapons, you have been tought not just how to fight 3 opponites, but how to engage 300.




Spining strike
with a spin you place both of your blades to work fighting everyone around you, sending then to the floor.
Templar Attack 1
Encounter * Martial, Weapon
Standard Action Close burst 1               

Target: Each enemy in burst
Attack: Prime stat vs. AC
Hit: 1 [W] and knocked prone at 11th level add daze, at 21st level increase to 2 [W]

WHo's Next
Templar Utlity 2
with a grim look you ask the quastion all of your enemis fear, and provoke a primal responce.
Daily * Martial,fear
Free Action Close burst 10               
Trigger: you or an ally drop a non minon to 0 or less hp
Target: Each enemy in burst
Effect: target takes a penolty to there defences equal to half your prime stat modfire. (save ends)

Bad guy Bowling
Templar Attack 3
The best way to handle multi threats is to make them handle themseles. With quick toss you spin one creature into others knocking them all off balance.
Encounter * Martial, Weapon
Standard Action Melee               

Target: One enemy
Attack: Prime stat vs. AC
Hit: 1 [W]+ Prime stat and slide upto prime stat squars even through enemies, each enemy you silde him through make the following attack:

Target: One enemy
Attack: Prime stat vs. fort
Hit: 1d6 damage, and knock prone

at level 13 increase to 2[W}, and 2d6
at level 24 increase to 3[W}, and 3d6

Chuck and Charge
With a flick of your wrist you throw one sword at your enemy, and begining chargeing him, mid stride you throw a second one. You end your charge retreving one sword, and pushing off toward the other.
Templar Attack 5
Daily* Martial, Weapon
Standard Action close Burst your speed +1              

Target: 2 enemies in burst
Attack: Prime stat vs. AC
Hit: 1 [W] and Daze.
Effect you make a charge attack against one of the targets, then you charge the other one.
Speciap If you provoke an opp attack durring the charge attacks, you may as a free action respond to the attack with the following attack:
Attack: Prime stat Vs Fort
Hit: Knock prone
Miss: Push 1

at 15th level increase to 2[w]
at 25th level increase to 3[w]

Parry Mastery
Templar Utlity 6
You spin your blades and make a shield to ward off your attackers
Encounter * Martial
Immediate Intrupt Personal               
Trigger: you are hit by an attack
Effect: Increase Your AC and Ref by 4, and gain resisst weapon 5 until the end of your next turn


Death of a thousand Cuts
Knowing where to cut is more important then how deep, with this you leave a debelatating wound on your target
Templar Attack 7
Encounter * Martial, Weapon
Free Action Melee               
Trigger You hit with a melee weapon attack
Target: Enemy you hit
Effect Enemy is slowed, weakened, and takes ongoing 5 Save edns all
at 17th level increase to ongoing 10
at 27th level add daze, and increase to ongoing 15

Shifting Offenceive
You move through your enemies lines and asusalt them, breaking through and cuting them down
Templar Attack 9
Daily * Martial, Weapon
Standard Action Melee               
Effect You shift upto your speed +2 and make the following attack against all enimies you pass by
Attack: Prime stat vs. AC
Hit: 1 [W]+ Prime stat mod and knock prone
Miss: half damage
at 19th level increase to 2[W]
at 29th level increase to 2[W]

Fight in your mind
Templar Utlity 10
Fights are won or lost in the minds of the soldiers, not on the battle field
Daily * Martial, fear
Free action Close Burst 10               
Trigger You role intiative
Target All enemies in burst
Effect targets are weakend and dazed until the end of there first turn
#10

rampant

Oct 14, 2010 1:03:04
A little fluff might help.

I mean chaos is generally anti-divine in 4e, and some insight into your gunpowder rules is probably necessary for the musketeer. 
#11

GMforPowergamers

Oct 14, 2010 1:03:09
Wizard of the Academy- Arcane Controler (Implment)
Through Mastery of the arcane language founded at the school you have learned the power words to change the battle field.


Power Word: Pain
Wizard of the Academy 1
Encounter * Arcane
     Standard Action Close burst 3         

Target: One enemy in burst
Attack: Prime stat Vs Fort
Hit: Ongoing damage 2 Save ends, at 11th level increase to ongoing = to prime stat (save ends) at 21st increase to prime stat+2.
Effect: Target takes a -1 to all saves and defenses until the end of it’s next turn.

True Strike
Wizard of the Academy Utility 2 Daily * Arcane
         free action Personal   
Trigger: You miss with an arcane attack power

Effect: You reroll an attack roll with a +1

Power Word: Blind
Wizard of the Academy 3
Encounter * Arcane
     Standard Action Close burst 3         

Target: One enemy in burst
Attack: Prime stat Vs Fort
Hit: 1d6+primestat psycich damage
Effect: Target is blinded until the end of your next turn
at level 13 increase to 2d6
at level 23 the blind is (Save ends) and incease the damage to 3d6

Power Word: Stun
Wizard of the Academy 5
Daily * Arcane
     Standard Action Close burst 3         

Target: All Creatures in burst
Attack: Prime stat Vs Will
Hit: 3d6+ prime stat psycich and Dazed and Weaken (Save Ends Both)
Effect: 1 enemy is burst is stuned entil the begiing of your next turn
at level 15 this increase to 3d8, and the stun has an aftereffect daze (save ends)
at level 25 this increase to 5d8


Power Word: Weaken
Wizard of the Academy 7
Encounter * Arcane
     Standard Action Close burst 5         

Target: All enemies in burst
Attack: Prime stat Vs Fort
Hit: 1d12+prime stat necrotic damage and the target is weakend until the end of your next turn
at level 17 increase to 2d12
at level 27 the weaken is (Save ends) and incease the damage to 3d12

Power Word: Kill
Wizard of the Academy 9
Encounter * Arcane
     Standard Action Close burst 3         

Target: One Bloodied enemy in burst
Attack: Prime stat Vs Fort
Hit: 3d12+ prime stat necrotic and Force damage and the target is weakend until the end of your next turn
at level 19 increase to 5d12
at level 29 the weaken is (Save ends) and incease the damage to 6d12
Effect: Target takes ongoing Necrotic damage equal to your prime stat until the end of your next turn.
at level 19 increase to Prime stat mod x1.5
at level 29 increase to double your prime stat mod.
Sustain: If on your turn you as a free action spend a Healing surge, instea dof regaining hps the ongoing last one more turn, you can keep this up as long as you have mor ethen 1 surge (You can not spend your last surge this way)


Power Word: Recall
Wizard of the Academy 10
Daily * Arcane
     Standard Action Close burst 1         

Target: You and all allies in burst
Effect: You teleport back to a arcane circle you knowe the sigiles for.
#12

GMforPowergamers

Oct 14, 2010 1:07:01
A little fluff might help.

I mean chaos is generally anti-divine in 4e, and some insight into your gunpowder rules is probably necessary for the musketeer. 



gunpowder:

Mystic Shots:
Prereq: Immortal Origin
Benefit: You may treat a pistol as a rod for the purpose of casting.

Deadly Firarms:
Prereq 11th level
Beefit: all firearms work as a high crit weapon.

Weapons:

Flint lock pistol
+2 prof range 10/20 2d4 brutal 1 load standard

Flint Lock Musket
+2 prof range 20/40 2d6 brutal 1 load standard

Peper box pistol
+2 prof 1d8 range 10/20 brutal 1 4 shots reload short rest

Peper box Musket
+2 prof 1d10 range 15/30 brutal 1 5 shots reload short rest

Rifle
+3 prof 3d4 range 20/40 brutal 1 reload minor

fluff:

Ok, so instead of gods there are 'forces' and instead of angles and demons there are 'lords of the forces'

Light
Order
Balance
Chaos
Darkness


not all darkness is evil, not all order is good.

the planes are orgnized as the factions

Elemental chaos (du)
Astral Sea (order)
Feywild (light)
Shadowfel (darkness)

and the material plane is the Balance of the 4