ITT: I make Epic Destinies [4e]

Post/Author/DateTimePost
#1

nachtsieger

Apr 02, 2009 3:23:38
Soul of the Sun
"I will cleanse those who oppose me with the flames of the Sun. Not even the mightiest embodiment of flame can escape my burning power."

Prerequisite: 21st level.

Fluff stuff, will be inserted later when I can throw out things.

Everburning Flames (21st level): You increase one of your ability scores by 2. In addition, all of your powers that deal ongoing damage instead deal fire damage and gain the Fire keyword, and all ongoing fire damage you deal ignores all fire resistance and fire immunity. Enemies affected by ongoing damage you deal take a -3 penalty to saving throws made to end it.

Burn Away (24th level): Every daily power you possess deals extra ongoing fire damage equal to your highest ability modifier. If the power already deals ongoing damage, you add half of your highest ability modifier to the ongoing damage it deals. Every time an enemy fails a saving throw against ongoing damage you deal, you may increase that ongoing damage by 5 as an immediate reaction. In addition, you gain a +5 bonus to saving throws against ongoing damage.

Lord of the Black Sun (30th level): Every encounter power you possess deals extra ongoing fire damage equal to your highest ability modifier. If the power already deals ongoing damage, you add half of your highest ability modifier to the ongoing damage it deals. Whenever one of your encounter or daily powers that inflicts ongoing damage would miss, you may forgo any miss effect to regain the power.

Scalding Glory of the Sun Soul of the Sun Utility 26
A spark of fire ignites in the air and explodes outwards into a small image of the sun. Under it's searing light, your enemies burn to death quicker.
Daily ✦ Fire, Conjuration
Minor Action Ranged 10
Effect: You conjure a Large sized miniature sun in an unoccupied area within range. All enemies within 6 squares of this conjuration receive a -3 penalty on saving throws against ongoing damage. In addition, enemies that are already suffering from ongoing damage increase the ongoing damage they take by 5 when Scalding Glory of the Sun is used. The miniature sun lasts until the end of your next turn. Allies can move through the space occupied by the miniature sun, but enemies cannot.
Sustain Minor: When you sustain miniature sun, you can move it six squares.
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Walker in the Mists
"Teleportation? No, no, I'm just rearranging the universe around me."

Prerequisite: 21st level, trained in Arcana.
fluff when I'm not terrible at fluff (haha joke)

Odd Space (21st level): You increase one of your ability scores by 2. In addition, you gain a teleport speed equal to half your speed, and whenever you teleport while prone, you can stand up as part of that movement.

Arc Asunder (24th level): Whenever you teleport 3 or more squares, trace a straight line from the center of the origin square to the center of the destination square. Any enemy occupying a square that the line crosses takes damage equal to your Intellegence, Wisdom, or Charisma modifier. Enemies adjacent to you after you teleport take damage equal to your Intellegence, Wisdom, or Charisma modifier.

Worlds Collide (30th level): Odd Space's teleport speed is now equal to your speed. In addition, once per turn as a minor action you can teleport up to three creatures within 10 squares a number of squares equal to your Intelligence, Wisdom, or Charisma modifier. Arc Asunder applies to the creatures you teleport with this feature, but the damage they deal affects only your enemies.

Paths Revealed Walker in the Mists Utility 26
You reveal to your allies holes in the Feywild in which to slip through.
Encounter ✦ Teleport
Move Action Personal

Effect: Teleport your speed, and until the end of your next turn, you and all allies in close burst 10 gain a teleport speed equal to your speed. Allies gain the benefit of Arc Asunder.
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Numina Sovereign
"Two spirits are more useful than one."

Prerequisites: 21st level, Shaman, call spirit companion power.
fluffblock

Sundered Spirit (21st level): You increase one of your ability scores by 2. In addition, you can use your call spirit companion power to conjure an extra spirit companion. When you attack with a spirit power, you choose which spirit companion to use for the attack. When an effect applies to creatures adjacent to your spirit companion, that effect applies to creatures adjacent to both spirit companions.

Thorns of Peril (24th level): Enemies within 2 squares of spirit companions you control take damage equal to your Wisdom modifier at the end of their turn

Rending the Gauntlet (30th level): Any benefits granted to allies adjacent to your spirit companion apply to all allies within 3 squares of your spirit companion. Any effects that require an enemy to be adjacent to your spirit companion is now extended to 3 squares of your spirit companion. Once per turn as a minor action, select any ally in sight. Until the end of your next turn, that ally is considered to be a spirit companion in regards to powers and features that call for a spirit companion.

Warding Animism Numina Soverign Utility 26
Encounter ✦ Conjuration, Primal
Minor Action Wall
8 within 10 squares.
Effect: You conjure a wall of spirits that blocks line of sight and line of effect for enemies, but not for your allies. Enemies cannot pass through the wall. In addition, the entire wall counts as a single spirit companion for the purposes of the spirit's shield or spirit's shield power. The wall lasts until the end of your next turn.


Comments and stuff would be lovely. Especially balancing it.
#2

Phantymwolf

Apr 03, 2009 3:42:36
I think the ability to ignore immunities is a bit overpowered maybe, and hard to explain in fluff. Why can a Red Dragon sleep in lava but you can still deal damage to him? How is it you can deal fire damage to a fire elemental?

Also why specifically Fire? Why not Radiant damage? Or a mixture of the two, 50/50 like Flamestrike used to be (or is, I don't know if it is still that way in 4e admittedly)? The sun just strikes me as more Radiant in a supernatural sense of things, but that's my view on it.

Just some random thoughts.
#3

akodokoji

Apr 03, 2009 9:22:15
I think you should change the damage type to radiant and get rid of it getting through immunities. Very few creatures have radiant resistance anyway.
#4

nachtsieger

Apr 04, 2009 3:10:02
Haha. Whoops.

I only meant for the ongoing damage to ignore resistance and immunity, not actual fire damage. Fixed my little slipup.

fluff stuff questions from Phanty about how fire damage is ignoring fire resist/immunity

Becuase the fires you're tossing out is just that bloody hot? Balls if I know, I came in with a concept for an ED and decided to do the fluff later, since f I did the fluff first I'd get nothing accomplished.

Why fire and not radiant?

Because fire is awesome and deserves better. Plus, it's the flipping sun, not some far away semi-sentient and decidedly incredibly malicious star handing off chunks of power. In addition, fire-themed ED about burning everything to the ground, and then burning the fire to the ground.

Why not both?

Heck if I know.
#5

nachtsieger

Apr 15, 2009 19:07:43
Walker in the Mists added~
#6

nachtsieger

Apr 16, 2009 1:42:23
Numina Soverign added~