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| #1srjjjbApr 08, 2009 19:27:39 | Well thanks to help here the current version of the Half-Medusa: Ability Score: +2 Dexterity, +2 Charisma Size: Medium Speed: 6 Square Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Bluff, +2 Intimidate Resistance: Poison 5+1/2 Group Intimidation: You grant allies within 10 squares of you a +1 racial bonus to Intimidation checks. Petrification Resistance: When an attack would petrify you, you can immediately make a saving throw to avoid being petrified. When an attack would petrify an ally within 5 squares of you, that ally can immediately make a saving throw to avoid being petrified. Stunning Gaze, Half-Medusa Racial Power Encounter + Gaze Minor Action - Close burst 5 Target: One creature in burst Attack: Intelligence + 2 vs. Fortitude, Wisdom +2 vs. Fortitude, or Charisma +2 vs. Fortitude Hit: The target is slowed until the end of your next turn. Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. Special: When you create your character, Choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life. |
| #2doneisiApr 08, 2009 21:23:49 | Stunning is way to powerful at first level. I suggest that it slows at heroic, dazes at paragon. Also, make it a minor action. You could add some feats that can make the gaze more powerful, like perhaps and epic feat that lets it stun. |
| #3Crimson_ConcertoApr 08, 2009 23:00:40 | Resistance: Poison 5 This will be useless at higher levels. This resistance needs to scale. Immunity: Petrification PC races are not supposed to get flat out immunities to conditions. Medusa's Cure: If her blood is spilled in the last 24 hours it can be used to cure petrification that happened the last 24 hours. ...What? ![]() I'm not even sure what exactly this does because it doesn't actually use any game mechanic terms, but just as it's best to avoid giving PC races flat out immunity to anything, it follows that it should be equally good to avoid giving races the ability to automatically end an effect whenever they want on their allies. Stunning Gaze, Half-Medusa Racial Power This power has no range and does not scale, the latter of which is a problem at later level and the former of which is a problem all the time. I'm also usually opposed to racial attack powers that don't allow an option on the stat that will be used to make the attack, because that heavily channels the race into having a high score in that one stat or else have a basically useless racial power. Hit: Creature is stunned This is ridiculously powerful. You won't see any other race gain a power so potent. This needs to be heavily toned down. Furthermore, you don't specify how long these effects last, which means they last forever. Thoughts please, is she under/over-powered? This is definitely overpowered. I suggest the following changes: - Poison Resistance should be equal to 5 + 1/2 the character's level (like Tiefling). - Petrification resistance and Medusa's Cure could be combined in the following form: When an attack would petrify you, you can immediately make a saving throw to avoid being petrified. When an attack would petrify an ally within 5 squares of you, that ally can immediately make a saving throw to avoid being petrified. - Change the Gaze racial power to read as follows: Encounter + Gaze Minor Action - Close burst 5 Target: One creature in burst Attack: Intelligence + 2 vs. Fortitude, Wisdom +2 vs. Fortitude, or Charisma +2 vs. Fortitude Hit: The target is slowed until the end of your next turn. Special: When you create your character, Choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life. - Add Low-Light Vision (though this one's more for thematic reasons just because I still feel like the race is still missing something after all of the above...) |
| #4srjjjbApr 09, 2009 6:56:58 | Thank you both, I will make the adjustments now Ability Score: +2 Dexterity, +2 Charisma Size: Medium Speed: 6 Square Vision: Normal Languages: Common, choice of one other Skill Bonuses: +2 Bluff, +2 Intimidate Resistance: Poison 5+1/2 Petrification Resistance: When an attack would petrify you, you can immediately make a saving throw to avoid being petrified. When an attack would petrify an ally within 5 squares of you, that ally can immediately make a saving throw to avoid being petrified. Stunning Gaze, Half-Medusa Racial Power Encounter + Gaze Minor Action - Close burst 5 Target: One creature in burst Attack: Intelligence + 2 vs. Fortitude, Wisdom +2 vs. Fortitude, or Charisma +2 vs. Fortitude Hit: The target is slowed until the end of your next turn. Increase to +4 bonus at 11th level, and to +6 bonus at 21st level. Special: When you create your character, Choose Intelligence, Wisdom, or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life. Does this seem better? Also Medusa don't have low-light vision so yeah :/ |
| #5Crimson_ConcertoApr 09, 2009 16:43:38 | Wow, somebody who was actually open and receptive to my criticism. ![]() Sorry, I'm not used to that. Most who want people to critique their home brews really just want people to tell them what a good job they did. :P Anyways, I'd say they still need just a little something extra, but I don't really know what... They get a lot of poison stuff, maybe give them the +5 bonus to saves versus poison effects same as Dwarfs get? It's really your choice here. If you're making them half-human, I might suggest giving them access to human racial feats? They don't need much, just a little something extra I think... |
| #6srjjjbApr 09, 2009 18:50:26 | I more open for help then bashing it. I'm a balance Nazi and I know my own judgment most likely is wrong and I should always seek out other players opinion to make sure that I get a fair result in the end. For a extra bonus I figure that since she is a Half-Medusa (A feared monster in it's own rights) and maybe should give allies around her a boost in intimidation. Like the half-elf ability diplomacy ability so: Group Intimidation: You grant allies within 10 squares of you a +1 racial bonus to Intimidation checks. My friend did suggested that a while back but anyway I'm gonna ask with the ability I just mention above does it seem right in the end the whole thing put together? |
| #7Crimson_ConcertoApr 09, 2009 21:00:50 | Sounds good to me. ![]() |
| #8srjjjbApr 09, 2009 21:03:19 | Alright thanks for the help Crimson. Now I have to handle my friends nagging for down powering his character at least maybe with this new ability he might shut up ;) |