Homebrew design philosophy: Paragon paths?

Post/Author/DateTimePost
#1

hobbitguy1420

Nov 23, 2010 10:37:03

When building a racial paragon path for a homebrewed race, what sort of design philosophy should be used?  I imagine that the powers, whatever they are, should be flexible enough to support a number of combat roles, but I'm not 100% sure how best to design new powers for this. 

Explanation:  I'm building this paragon path for my custom Kokiri, shown community.wizards.com/go/thread/view/758... <- there.  The paragon path is flavored as those who are chosen by the Great Deku Tree (possibly by proxy through his treant followers) to wander through the world and represent him.  Thus far, I have two class feature ideas.

Emissary's Action (11th level): When you spend an action point to take an extra action, all enemies take a -2 penalty to any attack which includes you until the end of your next turn.

Children of the World (11th level): Choose one type of terrain other than forest (stone, swamp, or ice).  Your Children of the Forest racial feature now allows you to ignore that type of terrain, as well as forest, when shifting.

I may also grant some sort of bonus to Diplomacy and/or Insight.

#2

rampant

Nov 25, 2010 0:45:33
I'd reword emissary's action to make the penalty apply to "any attack roll made against you." or "any attack that targets you."

As for design philosophy I suggest keeping these points in mind:
1.) The ability scores for the attack powers should be flexible, either choosing between any of the 2-3 stats your race boosts, or allowing the character to use their highest ability score.
2.) Any non-weapon attack powers must incorporate either an attack bonus to comp for the lack of enchantment or the class must be worded to specifically allow implements in some manner.
 
#3

hobbitguy1420

Nov 26, 2010 15:53:51
Posted what I have so far in the thread linked above - would you mind taking a look, Rampant?