Monster Slayer Paragon Path

Post/Author/DateTimePost
#1

Dasterin

Jul 07, 2009 15:48:56
A fellow player in a game I'm in wanted his character to be really good at hunting big monsters, so I wrote up a Monster Slayer Paragon Path for him. I figured I'd get opinions here first, before I showed it to my DM. So, opinions please! Note that most all of my homebrew experience is limited to 3.5, I'm still quite new to 4E so I've broken some balance taboo, I didn't know! I'm worried about the Daily attack but other than that I think it looks pretty good.



Monster Slayer Paragon Path
“Hah, dragon? I've fought dragons before. And hydras, and beholders, and ...”
Prerequisite: Fighter, Barbarian, or Ranger class

You like to hunt monsters. Big ones! And you're good at it, regardless of your own size.

Monster Slayer Path Features
Monster Slaying Action (11th level): When you spend an action point to take an extra action, you get a +4 to attack and damage rolls against Large or larger targets until the end of your next turn.
Slayer's Defense (11th level): You gain a +1 to all defenses against Large or larger enemies.
Slayer Recharge (16th level): When you score a critical hit against a Large or larger target, you regain the use of an encounter power you've already used this encounter.

Monster Slayer Exploits

Jump Attack Monster Slayer Attack 11
You leap into the air with a yell, and slam your weapon into your enemy.
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: One creature
Special: Before making this attack, you may shift up to 2 squares.
Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier damage
Miss: Half Damage

That One's Mine Monster Slayer Utility 12
With a roar, you challenge a monster to battle, and it responds.
Daily * Martial
Minor Action Ranged 10
Target: One Large or larger creature
Effect: The target is marked until the end of the encounter or until you become unconscious. While this is in effect, you cannot mark any other creatures and the target of this ability cannot be marked by any of your allies. You get a +1 to attack, and a +2 to damage rolls against this target, as long as it has this mark on it.

Final Blow Monster Slayer Attack 20
You plunge your sword into the monster's heart, finishing it off once and for all.
Daily * Martial, Weapon
Standard Action Melee weapon
Target: One bloodied Large or larger creature
Attack: Strength + 2 vs AC
Hit: 4[W] + Strength modifier damage.
Effect: If this attack does not kill the target, you lose all your encounter powers. If this attack kills the target, you regain the use of a daily power you have already used today, other than this power.
#2

ozymandias_v.

Jul 07, 2009 15:53:32
Hello, I am a random forum poster. I think it looks good, but that level 20 power is too weak. It should do at least twice that much damage. And have an ongoing damage effect. And print money.
#3

Dasterin

Jul 07, 2009 15:56:31
Hello, I am a random forum poster.

Not fooling anyone, Ozy! (Ozy here is the guy I wrote the PP for. Ignore him entirely. :P)
#4

countesskathleen

Jul 07, 2009 17:31:29
That has to be the first Paragon Path I've seen that makes it virtually impossible for a character to use all it's features (it's only possible if you're a bard).
If you need to have Monster Hunters from multiple classes, you're probably better off making one for every class. Slayer Recharge is entirely useless if you don't have Fighter powers and Final Blow has a pretty poor risk/benefit ratio for non-Barbarians.

Since there's already Paragon Paths who give an unconditional +4 attack bonus on Action Point usage, you can easily upgrade this one to +4 attack and damage since it won't be applicable all the time.
Slayer's Defense is alright but Slayer's Recharge should drop the Fighter requirement unless you go for the one Slayer per class route.
Jump Attack could actually use some movement component to match the flavor of the power. Otherwise it's fine so you could just change the fluff instead. Except of course for the Ranger extra (why would you exclude tempest Fighters for instance?). You might want to drop it entirely, reduce the damage for primary attack to 1W or change the defense to AC. As is it is above par for those who can make the secondary attack.
The Challenge could use some more work. Right now it encourages players to stay clear of the marked target.
Final Blow is fine except for the Effect line. People would either only use it when they are out of Encounter Powers rendering that part of the power useless or they would better not take the risk which limits the power's usefulness considerably. Apart from that I'd say the slightly below par damage is offset by the accuracy boost. Add the Daily recovery for everyone instead of just Barbarians and it's decent.
#5

Dasterin

Jul 07, 2009 19:11:33
Yay, criticism that actually comes with advice! I love this board already. Where I'm from, DnD homebrew material is met with "That looks fine" over and over -_-

Kathleen makes totally excellent points, I'll be posting the updated version in a bit here when I finish it. Any other suggestions in the mean time? :D

Edit: Ok, I updated the above version. How's it look now? Also, the Slayer Recharge bit about fighter only was an oversight, I intended for it to work for all classes. I took off all the class specific bits cause yea, that was a stupid idea. It should be much more accessible now.
Edit again: Whoops, left the attack/damage bonus at +2. Fixed to +4 now.
#6

Armisael

Jul 07, 2009 19:22:16
There's also a Slaying Action out there already. It's a rogue feat.
#7

Dasterin

Jul 07, 2009 20:32:48
Ah! Thanks, name changed (slightly) now.