Kender, Aasimar, Shadow Dancer, and More

Post/Author/DateTimePost
#1

ambiguousakira

Jul 11, 2009 2:37:16
Here's a compilation of some of the paragon paths and other such things I have created for use in my home games. Questions/comments?

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Scorching Ray Wizard Attack 17
Encounter – Arcane, Fire, Implement
Standard Action Ranged 10
Target: One, two, or three creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 4d6 + Intelligence modifier fire damage.
Special: If you target only one creature with this power, the target takes additional fire damage equal to your Intelligence modifier.

Double-Split Scorching Ray Wizard Attack 25
Daily – Arcane, Fire, Implement
Standard Action Ranged 10
Target: One, two, three, four, or five creatures
Attack: Intelligence vs. Reflex, one attack per target
Hit: 8d6 + Intelligence modifier fire damage.
Special: You deal an additional 5 fire damage on a hit for each target fewer than five you choose to target with this power. For example, if you target only a single creature, you deal an additional 20 fire damage on a hit. Targeting only two creatures adds 15 fire damage on a hit, etc.
Miss: Half damage, and no additional damage for fewer targets.

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Character Race – Aasimar

Average Height: 5’6” – 6’2”
Average Weight: 140 – 230 lb.

Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light

Languages: Common, choice of one other
Skill Bonuses: +2 Insight, +2 Religion
Divine Brilliance: You can use divine brilliance as an encounter power.
Divine Resistance: You have resistance to necrotic and radiant damage equal to 5 + one-half your level.
Immortal Fortitude: You have a +1 racial bonus to Fortitude
Immortal Origin: You are descended from the good gods or their servants, so you are considered an immortal creature for the purpose of effects that relate to creature origin.


Divine Brilliance
With a spoken word of Supernal and a touch, you invest a creature with the brilliant light of the divine, causing those who behold them to open their minds or cower in fear.
Encounter * Divine
Minor Action Melee touch
Target: One creature touched
Effect: The target glows with divine light, shedding bright light into its own space and adjacent squares. While illuminated, the target gains a +1 bonus to all defenses against undead, and a +2 bonus to Diplomacy or Intimidate checks. The target also gains resistance to necrotic damage equal to your Charisma modifier until the illumination ends. This resistance does not stack with any other resistance the target might have.
This effect last until the end of the encounter or for 5 minutes.
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Character Race – Kender

Average Height: 3’3” – 3’8”
Average Weight: 45 – 60 lb.

Ability Scores: +2 Dexterity, +2 Charisma
Size: Small
Speed: 6 squares
Vision: Normal

Languages: Common, choice of one other
Skill Bonuses: +2 Bluff, +2 Thievery
Fearless: You are immune to any effect with the fear keyword. You still take damage from attacks with the fear keyword, but do not suffer from any additional effects of such powers.
Hin Kindred: You count as a halfling for the purposes of qualifying for feats and paragon paths, and for powers that have an additional benefit for halflings.
Kender Handling: Once per encounter you can use either the kender handling power.

Kender Handling Racial Power
Encounter
Minor Action Melee 1
Target: One creature
Effect: You can make a Thievery check to pickpocket one of the target’s possessions as part of this action. If used in combat, you do not take the normal -10 penalty to the check.


Crowd Control
Prerequisites: Kender, Kender Taunt
Benefit: You can use your Kender taunt against any number of enemies, making a separate Bluff check for each target.

Kender Taunt
Prerequisites: Kender
Benefit: You gain a new use for the Bluff skill. As a standard action in combat, you can make a Bluff check against a single target’s Will defense. The target must be able to see and hear you. If you succeed on the check, you mark the target. This mark lasts until the end of the encounter, until you fall unconscious, or until it is superseded by another mark. You can target an enemy only once per encounter with this action.

Small Man, Tall Tale
Prerequisites: Kender
Benefit: Your racial bonus to Bluff checks increased to +4

Infuriating Insults
Prerequisites: 11th level, kender, Kenter Taunt
Benefit: You can use the benefit of your Kender Taunt feat as a minor action instead of a standard action.

Kender Storyteller
Prerequisites: 11th level, kender
Benefit: A number of times per day equal to your Charisma modifier, you can reroll a failed Bluff check with a +2 bonus to the reroll.

Reflexive Handling
Prerequisites: 11th level, kender
Benefit: Once per day, you can use your kender handling power as an immediate reaction when at enemy attacks you with a melee weapon. If you succeed at the Thievery check, your attacker drops his weapon. If you have a free hand, the weapon is now in your hand.

Master Handler
Prerequisites: 21st level, kender
Benefit: Your kender handling encounter power becomes an at-will power.
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Paragon Path – Shadow Dancer

Prerequisites: Rogue

Path Features
One with the Shadows (11th level): You require only concealment to make a Stealth check to become hidden, rather than total concealment.
Shadow Action (11th level): When you spend an action point to take an extra action, you gain concealment until the end of your next turn.
Shadow Jump (16th level): In areas of dim illumination, or if you are hidden, your speed can be used as a teleport speed, as long as you end your movement in another area of dim illumination or where you could remain hidden.

Enshadowing Strike Shadow Dancer Attack 11
You assault your enemy, and their vision becomes clouded by shadows.
Encounter – Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and the target is blinded (save ends).

Summon Shadow Shadow Dancer Utility 12
Your shadow rises from its normal location, and moves to harass your enemies.
Daily
Minor Action
Effect: Until the end of the encounter, you are considered to be flanking one target you attack in melee.

Shadowstep Shadow Dancer Attack 20
You flit amongst the battlefield, jumping out of your enemies’ own shadows to attack them.
Daily – Martial, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage, and you can make a Stealth check to become hidden. If you succeed, you remain hidden until the end of your next turn or until you attack.
Miss: You can make a Stealth check to become hidden. If you succeed, you remain hidden until the end of your next turn or until you attack.
Sustain Standard: Teleport to a square adjacent to an enemy within 10 squares and repeat the attack. You can sustain this power until you miss with the attack.
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Paragon Path – Spellthief

Prerequisites: Rogue, sorcerer

Path Features
Spell Sneak Attack (11th level): When you make an arcane attack using a dagger as an implement against a target that you have combat advantage against, you can apply your sneak attack damage to the target if you have it available.
Arcane Strike (11th level): When you spend an action point to make an arcane attack using a dagger as a weapon or implement, you deal an additional 2[W] damage on a successful hit. This bonus increases to 4[W] damage at 25th level.
Absorption Trick (16th level): Once per day when you are missed by an attack that deals an energy type of damage and deals half damage on a miss, you can choose to take no damage and instead gain temporary hit points equal to the amount of damage that the miss would have dealt you.

Steal Spell Spellthief Attack 11
You stab into your foe’s flesh as well as his mind, using his mental energy to recharge your arcane reserves.
Encounter – Arcane, Weapon
Standard Action Melee weapon
Requirement: You must be wielding a light blade.
Target: One creature
Attack: Dexterity vs. Will
Hit: 1[W] + Dexterity modifier damage, the target is dazed until the end of your next turn, and you recover the use of an arcane encounter power that you have expended this encounter.
Critical: You can recover the use of an arcane encounter or daily power you have expended.

Commandeer Resistance Spellthief Utility 12
With a smirk, you take an enemy’s defenses for your own.
Daily – Arcane
Minor action Close burst 10
Target: One creature
Effect: If the target possesses a resistance to an energy type, you gain an equal resistance until the end of the encounter, and the target’s resistance is reduced by an amount equal to half your level. If the target possesses multiple resistances, choose one.

Field of Daggers Spellthief Attack 20
Conjured daggers spring out of the air around you, stabbing wildly at your enemies. They remain afterward, continuing to strike with you.
Daily – Arcane, Conjuration, Implement
Standard Action Close burst 2
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 6d6 + Charisma modifier damage. The daggers remain in the burst until the end of your next turn, moving with you if you move. While the daggers remain, your attacks against targets in the burst deal an additional 2d6 damage.
Sustain Minor: The daggers remain until the end of your next turn.
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Paragon Path – Arcadian Infiltrator

Prerequisites: Trained in Stealth and Thievery, Arcadia region

Path Features
Hide in Plain Sight (11th level): You can spend an action point to make a Stealth check even without cover or concealment, instead of taking an extra action. When you do so, you can remain hidden until the end of your next turn regardless of cover or concealment.
Breaking and Entering (11th level): You add your Intelligence modifier as a bonus to Stealth and Thievery checks.
Steward’s Key (16th level): When making a Thievery check to disable a trap or open a lock, you roll twice and take the higher of the two rolls to determine success.

Mosquito’s Bite Arcadian Infiltrator Attack 11
Hidden from view, you strike at your enemies while continuing to avoid their notice.
Encounter – Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding a crossbow, a light blade, or a sling.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage. If you were hidden when you made this attack, make a new Stealth check. If you succeed, you do not become unhidden for making this attack and the target does not realize they have been hit until the start of your next turn.

Slip Through Arcadian Infiltrator Utility 12
No door can keep out an Arcadian infiltrator. Walls don’t do so well, either.
Daily – Martial
Move action Personal
Effect: You gain phasing and move up to your speed.
Special: This power can be used as part of any other movement action (such as a double-move, a run, a charge, or even another movement power) to grant you phasing during that move.

Out of the Fight Cloud Arcadian Infiltrator Attack 20
Surrounded by foes on all sides, you turn their aggression against each other while making a hasty retreat from danger.
Daily – Martial
Standard Action Close burst 1
Target: All enemies in burst.
Attack: Dexterity vs. Will
Hit: You become hidden from the target until the start of your next turn, and the target makes a melee basic attack against another target within reach.
Effect: You shift up to your speed. During this shift you can move through the space of any enemy you successfully hit with this attack.

Arcadia Regional Benefit: Choose Insight or Perception. You add that skill to your class skill list, you gain a +2 bonus to the chosen skill, and you gain a +1 bonus to saving throws against charm and fear effects.

Arcadia is a country in the Forgotten Realms that my party founded a while ago. It's on the Sword Coast, just north of Amn. Details may be given if asked for.
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Here are a few houserules that my group uses:
Healer’s Lore – PH page 61
The bonus from healer’s lore applies to all healing powers, not just cleric powers.

Prime Shot – PH page 104 and 131
You gain a +1 bonus to ranged attack rolls against the closest enemy.

Hunter’s Quarry and Warlock’s Curse Targeting
You are not limited to designating only the nearest enemy you can see.

Pushing Against a Wall
If a power would push a creature, but that creature is prevented from moving due to a solid obstacle, the creature takes 1 point of damage for each square that it would have otherwise been pushed. This can apply to pull effects in some circumstances, but normally not to a slide effect.
#2

magus_stragus

Jul 11, 2009 8:17:29
Ok, as you have many things, I will only comment on a few I noticed:

First, Aasimars are lacking a bonus to an extra defence due to both of their abilities bonus ending up in Will defence. Second, their racial power is too situational, and as you didn't give them much else, they'll probably end useless.

You double scorching ray is too powerful, imo. If you target a single creature, you can possibly deal a lot more damage than a controller is supposed to deal. You'll be dealing 8d6 + 5 x Intelligence modifier. At level 25, you can expect to have a +9 Int modifier. That's 8d6 + 45! A lot of damage to a single creature for a controller! Well, that's what I think, anyways.

Kenders are also a bit unbalanced. For what I read, kenders are similar to halflings, so why you don't refluff halflings to double as kenders? They're encounter power is useless for non-rogue classes, so you should change it. Also, fearless is a bit overpowered. You might as well use halfling's bold feature.

Just my opinion.
#3

ambiguousakira

Jul 11, 2009 15:30:34
Ah, thanks for pointing out the Aasimar defense bonus thing. Their racial power is mostly based of something that one of our character's 3rd edition Aasimar did frequently, which is what it was built for. Still need to come up with some racial feats to support it, though.

While kender are similar to halflings, there are a lot of core characteristics that my group was looking for; those being the "handling" kender are known for, their storytelling, and the fact that they are unaffected by fear. The fear thing was originally similar to a dwarf's resistance to poison, but at the insistence of my most interested player and after considering that there aren't that many fear effects thrown at us that often, I conceded and figured it wouldn't have too much of a balance issue on our gaming sessions. We do still have yet to play with it, though, so I'll have to see as it goes.

And yeah, the double scorching ray needs to take a hit. I'm changing that.

Thank you for the insight, Stragus.

Yeah, gotta come up with Aasimar feats...