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| #1GMforPowergamersOct 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 |
| #2GMforPowergamersOct 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] |
| #3GMforPowergamersOct 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. |
| #4GMforPowergamersOct 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 |
| #5GMforPowergamersOct 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 |
| #6GMforPowergamersOct 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. |
| #7GMforPowergamersOct 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. |
| #8GMforPowergamersOct 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. |
| #9GMforPowergamersOct 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 |
| #10rampantOct 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. |
| #11GMforPowergamersOct 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. |
| #12GMforPowergamersOct 14, 2010 1:07:01 | A little fluff might help. 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 |