More Than a P.E.A.C.H. I Asking For, I'm Also Looking For Powers Ideas and Suggestions.

Post/Author/DateTimePost
#1

VoyRager

Jul 03, 2011 1:14:56

Asking for a P.E.A.C.H. for this class design.

Also asking if anyone has any suggestions for Level 1 powers for this class
(and If you can you post them here with the P.E.A.C.H.-es?)


Also any ideas on what I should write as a role?


Conditions For Level 1 Power Suggested Designs:


Clairvoyant has 2 power points and gains 2 power points for every encounter power gaining level the character has accomplished (equaling 4 power points at Level 1)  and must spent 2 power points to use the level gained encounter power.

Encounter Powers And Features Powers Are All Augmentable With Encounter Powers Costing Two Power Points To Use And Two Power Points To Augmented. (And I'm Now Waiting See Some Of You Guys Suggestions.)

Some At-Will Powers are Full Discipline, Some Are Interrupts, Some Are Low Damage, High Percentages Hitting Minor Actions Power And An Enemy Marked By A Clairvoyant Remains Marked And Can't Be Overwritten By Oyher PC's Marking Until The Clairvoyant Used A Feature Power Or A Daily Power. (Which starts this gathering process again.) With At-Will Powers Made For Clairvoyants Must Hit To Mark.

All Daily Powers Must Abuse All The Marked Targets At Same Time With A Malevolent Leader/Controller Know How.


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CLAIRVOYANT


Role: Varies

Power Source:  Varies. As a clairvoyant, you can venture on a spiritual level seeing what driving others and feeling what they feel as fears, desires, or apprehension. A clairvoyant can project your image for others to see as a group or as individuals and channel emotional energies from one place to self or vice versa. You can also isolate other’s minds within different ranges known as centering and effects group's or an individual’s senses.

Key Abilities: Choose either Dexterity or Constitution and Wisdom as the highest ability score that must have Constitution as one of the two highest ability scores and third highest ability should be either the remaining choice between Dexterity or Wisdom after choosing the two highest ability score.

Armor Proficiencies: Cloth, leather, hide and chainmail, light shields.

Weapon Proficiencies: Unarmed, clubs, maces, all staffs types, spears, halberds, falchion, double-weapons and all bows types. 

Implement Proficiencies: Holy symbols, orbs, totems, tomes and ki focus as well as all magic items that are weapons in which the character has proficiency

Bonus to defense: +2 to Will.

Hit Points at first level: 12 + Constitution ability score.

Hits points per gained level: +7 per level gained.

Healing Surges per day:  7 + Constitution modifier.

Trained Skills: Religion and three from the following choices: Acrobatic, Arcana, Bluff, Diplomacy, Endurance, Heal, History or Nature.

Class Features: Cognitive Manifestations, Symbiotic Infused Forging, Discipline Vestige, and Caring Empathy.  


CLASS FEATURES:
A clairvoyant has the following class features as it required and instructed by the features' descriptions.


1. Cognitive Manifestations:


Each clairvoyant must choose two of the following three manifestations. The choices are permanent abilities of a single clairvoyant character throughout the character’s natural lifetime.


1A. Astral Projection:


As a minor action during a turn to up to 20 squares away or instantaneous when your character use certain powers a visible projection of the character‘s image called an astral projection appears on a square. As a free action, the astral projection can moved to occupy any empty square adjacent of or on a square a creature under an effect caused by a clairvoyant’s power or a power with the spirit’s keyword in it including marked creatures.


All astral projection’s defenses equals your character’s Will defense, normally shares your character’s actions and can provoke opportunities attack as well as response to enemies movements. Any allies can move thru the astral projection’s square and the projection is treated as a solid object by a passing creature or any creature adjacent to its square.


From the astral projection’s square you can attack, effect, assist or counter attacks and actions with results effecting the character’s scores, hit points, and impressions. The astral projections can be used to channel energies from the power’s effects and attacks that are made from or to other squares adjacent to either the character’s square or the character’s astral projection’s square as either the point of origin or the target with this condition active vice versa.


Even though the character is limited to one immediate reaction per turn as the occupant of both the astral projection’s and the character’s occupying square, the clairvoyant from the projection’s square can make every opportunity attacks as provoked during all times.


With a minor action the character can project, teleport or dismiss his/her projection during his/her turn and can project this projection on the same square the character is occupying and while sharing the same square with his/her astral projection the clairvoyant can make a wisdom implement attack to any creature entering an adjacent square as an opportunity attack or use this wisdom implement attack as a basic melee or basic ranged 2 attack.


All characters’ astral projections are that character’s ally and can be considered a spirit or a beast companion for meeting prerequisites for feats and any other conditions requiring a spirit or beast companion including powers with the keyword spirit or beast.


1B. Psychic Channeling:


Psychic channeling borders from a controller’s benefit and a striker’s benefits. When using this feature’s choice you can directly altered an area surroundings a target and doing so the character creates a private war zone. All in this zone are placed in a new dimension of awareness making all outside the zone invisible to the target and all others effected in the zone senses.


When using this feature’s choice in unison with astral projection choice your character would be converted into a striker extraordinaire. With the astral projection on or adjacent to the target(s), your character will be limited in actions choices especially since your character takes all damages that the astral projection receives and the damages the square the projection is on yet can lessen the damage by channeling the effects and conditions to marked targets.


Psychic channeling make it possible to divert non-weapon powers’ effects’ and conditions’ damage as it is experienced by harnessing the energies as an in-motion to a new target thru the astral projection’s or the marked target’s or the character’s occupying square with the damage effecting only the character and a new target within the power’s effect’s or condition’s range around the square of the astral projection or marked target and the character. When channeling a power’s of a ranged or area attack to a new target that is adjacent to the character or the astral projection would provoked opportunity attacks which would be favorable when channeling the lessen damage to ally adjacent to a marked target.


Psychic channeling can either manipulate the senses of a group or a single target’s within an area of your character’s immediate vicinity or with the character’s astral projections. Once these effects are placed on targets the effects can be persist or diverted to new targets including the effects and conditions as well.


1C. Riposte Insightfulness:


The closer your character is to an adversary the more your character knows about the adversary’s weaknesses. Your character can determined the adversary lowest defense score and the adversary most potent power’s attack defense target.


With this cognitive manifestation you can access and reproduce an ally’s at will power with your character’s weapons at a -2 penalty to attack rolls and an one lesser die damage impression using only either wisdom modifiers for non-weapon powers or constitution modifiers for weapons powers.


If you chosen the astral projection with riposte insightfulness for your clairvoyant character’s cognitive manifestation’s choices, your character can response to either damage dealt to allies or the use of non-weapon power use within a range or zone of your character's occupied square or your character's astral projection's square. Your character can reverted this power’s full effects and conditions instantly and redistribute its effects and damages to self or a willing ally as well as a marked enemy. This can be important against ongoing damages that rely on non-chemical effects.


Riposte insightfulness make it also possible to induced your marked enemy to move up to two squares at the beginning or the end the marked enemy turn to an adjacent square of a willing ally as a free action or the character’s and if available the character’s astral projection . The clairvoyant with riposte insightfulness cognitive manifestation choice should use constitution ability score as a primary score and can convert healing surges from allies and self into countering effects against damage’s effects cause by enemies.


2. SYMBIOTIC INFUSION FORGING:


Clairvoyant are unique beings with their understanding of nature’s and her natural energies that exist as the underlining complexities that composed life. Clairvoyant with their unique understandings also have an unique style in coping as only one among the fathomless amount of individuals in existing. To the clairvoyant an individual is the most in-common sum of an infinite amount of influential aspects that every individual is exposed to and then forth self-composed as an improved self or new another.


As a clairvoyant, you know that there is no difference in each uniqueness but what is personally differed inside the commonalities and these differing points are reflected by the clairvoyant proficiencies in combat styles.


All clairvoyant can focus ki energies thru their body and doing so they create a new level of capacities with their physical skills. Since clairvoyants excelled in identifying subtle energy forms they are proficient with the weapons that has an unaltered and easily accessible by touch natural stock like products of wood and crystals. With this familiarity by touch with a natural product they are capable of exceptional skills resembling a natural aptitude when observed handling certain tools and equipments.


Each clairvoyant must choose one of the following described choices for symbiotic infusion forging class feature and gains a bonus feat with the choice that includes certain benefits with certain instructions explained as the symbiotic infusion forging choice.


2A. FORCE AND PSYCHIC KEYWORDS WITH VERSATILE EXPERTISE:


You gain the Versatile Expertise feat as a bonus feat, granting +1 to attack rolls for a weapon type that your character has proficiency for as well as to an implement that your character’s has proficiency for.


Certain weapons are friendly by touch with a clairvoyant and with the right implement attached to the weapon; the weapon becomes a clairvoyant best friend. By choosing versatile expertise as your character’s infused forging, your character has a special weapon bind to him/her that has either a Holy Symbol, Shard or an Orb permanent attach to it. Regardless of the weapon choice, the weapon is considered of having the two-handed properties with your character only and your character can add the +1 Versatile Expertise bonus to attack rolls using this weapon. By using this weapon your character also has access to all effects granted by powers with force, spirit or pyschic keywords as well as considered having the prerequisite for feats implying toward the force and pyschic keyword powers, attacks, damage and effects even if the characters doesn’t has the prerequisites for it.

2B. KI INFUSION WITH ARCANE IMPLEMENT PROFICIENCY:


You gain either the Arcane Implement Proficiency feat as a bonus feat, allowing you to use a chosen implement including among your choices a superior implement and if you doesn't have proficiency for the chosen implement, you are granted proficiency for that particular implement choice.
There are clairvoyants who found the complicate uses with their abilities more to their liking, in so that the idea of arcane held a fascination stronger than honing their uniqueness to its fullness. These clairvoyants studied and practiced with different forms of natural energies, learning to convert them or redirect them at a whim. If you choose to build a character of this prowess, you would have chosen Arcane Implement Proficiency as your character’s Infused forging.


This choice allows your character to enhanced your Astral Projection and any ki focus (including unarmed) as an implement item, as well as allowing your astral projection to be enhanced as if the astral projection is either a holy symbols, orbs, totems, tomes or ki focus implement.


When you use a power with an implement keyword, your character can access all effects of the power with the use of any implement your character including the empty off-hand which to be treated as a mundane unarmed ki focus and if applicable.


This choice also limits your choice on weaponry to staff, club, bows and unarmed (all wood stock weapons only) and when of these weapons becomes enhanced as a magic item it also becomes an enhanced implement in the hands of your character.


2C. RITUAL INFUSED FORGING:
By choosing Ritual Infused Forging you gains the Ritual Caster feat and the Alchemist Feat as bonus feats that allowed you to use magical rituals and alchemical items. You also can use superior implements and superior weaponry.


Overall your character gains proficiency with spellbooks, superior implements, the use of alchemical items and the use of all in items in the wands and rod category.


This infused forging differs from the weapon binding that comes with the Versatile Expertise infused forging and the Arcane Implement Proficiency that makes your character’s body a living implement because the Ritual Infused Forging allows your character to use rituals and choose from other divine, primal and arcane classes' implement at-will powers and utilities powers with the keywords force or/and psychic as well as from the qualify powers of your character's vestige built.


3. DISCIPLINED VESTIGE


Your clairvoyant character has one of three builds: Mystical, Prophetic or Voyagers. Each build has their own at-will feature power that utilized the use of one of the keywords found in the Cognitive Manifestation choice. The feature power is the key in the functions of your clairvoyant class character even though you can build a hybrid or a multiclass version with none of the build’s bonus feat from the Infused Forging feature. Your Hybrids or Multiclass built does obtain one of the Cognitive Manifestation, a choice of one feature power associate with the chosen manifestation and the Caring Empathy Class feature as an once an encounter power.


3A. Mystical Build (Can use Rangers' and Shamans' Powers)


By choosing Astral Projection and Psychic Channeling makes a Mystical build that can’t use martial keyword powers among the build powers selections. This build can utilized the invisible keyword in certain clairvoyant powers and has blindsight 5. The mystical build also used the Presence’s Check feature powers and will redefine the capacity of how much damage a ghost can do!


The build can easily be converted into a striker using the astral projection as the point of origin with marked targets and ranged attacks. When using the astral projection as a new point of origin for attacks your character avoid certain penalties due to line of sight. Your character can also use new point of origin while your character is masking self from any enemies adjacent and/or within a burst zone of either, your character’s or character astral projection’s vicinity which obscure visions of all in zone including your character and with the right conditions on a target can blind that target. With your character penalized when using the astral projection's sight with a blind condition from the character's square (your character does have blindsight 5) while this ability is activated or persisted, your character can effect two areas at the same time.


A Mystical build can dominate as a striker with Synchronized Doublestrike; a level 1 Clairvoyant At-Will power while treating you projection as a different sort of approach with a marked enemy with opportunities and opportunity attacks. You must have a highest ability score of Wisdom follow by Constitution to take full advantage with a mystical build.

Presence’s Check        Mystical Build’s Feature Power
You purlieu the enemy with painful reminders of the connection you established with them.
At Will        Arcane, Force, Weapon
Free Action (1 per round)      Burst 20
Primary Target: Choose a creature marked by you within burst. That creature’s square is the point of origin for this power’s secondary attack.
Primary Attack: This attack ends all previous marking by you. Wisdom or Constitution + 3 vs. Will and target is marked.
Primary Hit: Make the following secondary attack against different targets.
Burst 2    Target: Up to two creatures in burst.
Secondary Attack: Wisdom or Constitution vs. Fortitude
Secondoray Hit: Primary and all secondary targets takes 1+ half of Wisdom or Constitution Mod. photonic damage and all targets are marked.
Miss: All targets are marked.
Augmented 4: Until the end of the encounter all your marked targets starting its turn within 2 squares of your astral projection’s or an ally’s are dealt force damage equaling 1+half the sum of your Wisdom or Constitution Modifier. 
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3B. Prophetic Build: (Can use Shamans' and Monks' powers)


Using the Riposte Insightfulness and Astral Projection makes the Prophetic Clairvoyant build more primal than psionic with vigilance in the use of the Astral Projection abilities. The Prophetic build uses the class feature power: Blind Zone to protect and assist allies against enemies.


With any disruption of the Astral Projection your character is channeling causes psychic damage to your character, this also allow your character to redirect the arcane energies. It is more evident with the Prophetic build that your character’s Astral Projection is also the character’s spirit companion. With the Prophetic build your character must have a high Constitution score followed by a second highest ability score of Wisdom in order to absorb the extra damages in which your character takes partially and redirect the damages into a more riposte style of redistributing the damages. The Prophetic build can also redistribute healing properties as well as convert healing surges into useful venues benefitting allies. The Prophetic build can utilized this style of usefulness especially with the Clairvoyant’s level 1 At-Will power: Stolen Thunder. With the Stolen Thunder power your character can project damages distributed by an adjacent ally or marked enemy thru the Astral Projection that sharing a square either with the willing ally or with a marked enemy within range of your character or from within range of your character’s Astral Projections.


The Prophetic build can also channel an At-Will power of an adjacent willing ally using either Wisdom modifier for non-weapon powers or Constitution ability modifier for weapon powers. The Astral Projection can also and do so with a power of an adjacent marked enemy (or while sharing a square of a marked enemy,) while the marked enemy is under the effects of the class feature’s power Blind Zone toward another target within the power’s zone.

Here's The Build's Feature Powers:
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Blind Zone                     Prophetic Build’s Feature Power
A creature move within the boundary of a realm you concentrating on, you extend an invitation as a warning.
At-Will        Conjuration, Implement, Psionic, Psychic
Free Action (1 per/turn)  Minor Action      Burst 2 Target: each enemy in burst.
Effect: This power ends all previous marking by you. Target gains blindsight 3, is deafened, blinded and marked. You become invisible to target while target can perceived your astral projection and your other marked targets with normal sight and perceptions. This effect remains active until you leave the square you are occupying.
Persist Minor: Persist effects one target per minor action spent and must be activated before a move action in the turn.
Augmented 4: Same as above plus every time you use this power until the encounter you may use either your astral projection, a willing ally or a marked target as the point of origin for power use and when you persist this power you also persist invisibility to all marked targets. 
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3C. The Voyager’s Build: (Can use Monks' and Rangers' powers)


When you choose the Psychic Channeling and Insightfulness Riposte as your character’s manifestation makes the Voyager build. The ideal Voyager build is psionic and are ambidextrous which means they can make a weapon attack with an off-hand held weapon.


Voyagers are at their best when mobile; they close in to make melee attacks and then move into different new position to finish up with marked enemies in one turn while causing damages to both targets and with the right power while countering the opportunity attacks. Since the Voyager build relies on riposte attacks and full techniques powers as both an interrupt and as a standard action with all its triggerings or by triggered provocations, it’s best to have Dexterity as the character’s highest ability modifier for a high AC against the riposte factors. As a second highest ability modifier, Constitution make good hit points total that supports the mobility probabilities or as a pure control combatant then use the Wisdom modifier for second highest modifier for controlling effects against marked enemies and high insight skill checks.


Voyagers are trapsters with ritual and alchemical options and effects. Where there a need for assistances, the opportunity to create a vulnerable target for your allies by springing or placing a vulnerable making condition or effect on the enemy is simply a different type of riposte but a riposte just the same. Unlike the other two builds; Voyager has no Astral Projection rely on, should has at least one Full discipline At-Will and when that technique power uses the wisdom attack then without doubt your character’s role is controller.


As controllers, Voyagers can gather targets and can utilized allies’ At-Will powers by executing the power using Dexterity for weapons attacks or Wisdom for non-weapon attacks. When a basic attack is more favorable than the ally’s At-Will power, Voyager has the depth of a leader-type role within the same power even with the character’s build is built to control. Regardless of the second At-Will power choice when you choose the Level 1 At-Will Full Technique Power: Old Mind Trick; your character can induced marked enemies into making the move action instead of making the movement themselves. The At-will power movement can target as a standard action and targets only  marked enemy while the enemy is under an ongoing effect or targets an enemy that is under the condition of blinded. Voyager build is granted the Insight Riposte feature power where half of the target damages roll is redirect to your character and the other half to a different target within the implement’s power range of an implement on your character’s body or a weapon’s range in which your character is holding in the main hand.
Voyager build are effective with the Versatile Expertise Infused Forging feature or carrying an off-hand weapon.

No matter what build you choose to build for your Clairvoyant character you should has either range attack capacity or a ritual/alchemical arsenal in your character effectiveness capacities.

Insight Riposte                      Voyager Build’s Feature Power          
Your enemy only saw your eyes as they seems to glow then your mind probing looking to induce a mistake and testing your limitations and potentials.
At-Will      
Immediate Interrupt      Personal
Trigger: An enemy marked by you that isn’t adjacent to any of your enemies and you are wielding an off-hand weapon while are not granting combat advantage to the attack.
Effect: If the attack hits you takes half damage, if the attack misses, the targets takes half your Dexterity Modifier sum +1 in damage.
Augmented 4: Until the end of the encounter this power has the following effect with one above.
Effect: Rolled an 1d20-2 die against the triggering attack die sum, if your roll sum equals or within 2 of triggering attack roll die sum then the triggering attack and this power causes no damage; if your roll is higher by more than 2 then triggering attack then you takes half damage, if the attack misses then the attacker takes half of the off-hand weapon damage die rolled sum with other granted damage bonuses of this power.
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#2

VoyRager

Oct 25, 2011 1:46:38


Here's The Build's Feature Powers:
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Blind Zone                     Prophetic Build’s Feature Power
A creature move within the boundary of a realm you concentrating on, you extend an invitation as a warning.
At-Will        Conjuration, Implement, Psionic, Psychic
Free Action (1 per/turn)  Minor Action      Burst 2 Target: each enemy in burst.
Effect: This power ends all previous marking by you. Target gains blindsight 3, is deafened, blinded and marked. You become invisible to target while target can perceived your astral projection and your other marked targets with normal sight and perceptions. This effect remains active until you leave the square you are occupying.
Persist Minor: Persist effects one target per minor action spent and must be activated before a move action in the turn.
Augmented 4: Same as above plus every time you use this power until the encounter you may use either your astral projection, a willing ally or a marked target as the point of origin for power use and when you persist this power you also persist invisibility to all marked targets. 
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Presence’s Check        Mystical Build’s Feature Power
You purlieu the enemy with painful reminders of the connection you established with them.
At Will        Arcane, Force, Weapon
Free Action (1 per round)      Burst 20
Primary Target: Choose a creature marked by you within burst. That creature’s square is the point of origin for this power’s secondary attack.
Primary Attack: This attack ends all previous marking by you. Wisdom or Constitution + 3 vs. Will and target is marked.
Primary Hit: Make the following secondary attack against different targets.
Burst 2    Target: Up to two creatures in burst.
Secondary Attack: Wisdom or Constitution vs. Fortitude
Secondoray Hit: Primary and all secondary targets takes 1+ half of Wisdom or Constitution Mod. photonic damage and all targets are marked.
Miss: All targets are marked.
Augmented 4: Until the end of the encounter all your marked targets starting its turn within 2 squares of your astral projection’s or an ally’s are dealt photonic damages equaling 1+half the sum of your Wisdom or Constitution Modifier. 
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Insight Riposte                      Voyager Build’s Feature Power          
Your enemy only saw your eyes as they seems to glow then your mind probing looking to induce a mistake and testing your limitations and potentials.
At-Will      
Immediate Interrupt      Personal
Trigger: An enemy marked by you that isn’t adjacent to any of your enemies and you are wielding an off-hand weapon while are not granting combat advantage to the attack.
Effect: If the attack hits you takes half damage, if the attack misses, the targets takes half your Dexterity Modifier sum +1 in damage.
Augmented 4: Until the end of the encounter this power has the following effect with one above.
Effect: Rolled an 1d20-2 die against the triggering attack die sum, if your roll sum equals or within 2 of triggering attack roll die sum then the triggering attack and this power causes no damage; if your roll is higher by more than 2 then triggering attack then you takes half damage, if the attack misses then the attacker takes half of the off-hand weapon damage die rolled sum with other granted damage bonuses of this power.