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[4th Ed] The Accordlands Conversion (Classes+)
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 [4th Ed] The Accordlands Conversion (Classes+)
Hi there, Avalanche here.
I hope no one minds, but I wanted to make classes a completely different discussion than Races, at least until races are done. Thanks.
To start with 4th edition is a group game, where you have fun as a group, as such we can't make one class all-powerful, and if we start to then that class must have some abilities that rely on allies.
Hit-points.. I've been playing 4th. I think the hit-points and healing surges are well done.
Moreover, to retain balance with the conveniently placed damage charts in the dmg, I'm not going to go crazy with giving classes more hp's than the fighter or fewer than the Wizard.
Some may, but it will be balanced. Such as if the Necro had fewer, we'd make his powers give him (and his allies) give many extra (temp.) hp's. Or for the barbarian going over, maybe we'll have him sacrifice hp's to rage or deal extra damage.
Also, I'd like to keep the number of powers per level of 4th edition, just add more, and maybe make it harder to retrain powers? That way you're not playing the same fighter you're still playing 4 fighters ago.
Last edited by Avalanche on Tue Nov 25, 2008 5:48 am, edited 3 times in total.
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| Tue Nov 25, 2008 5:17 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Assassin
CLASS TRAITS: ROLE: Striker
POWERSOURCE: Martial
KEY ABILITIES: Dexterity, Strength, Intelligence
ARMOR PROF: Cloth, leather
WEAPON PROF: Dagger, crossbow, short sword, rapier
BONUS TO DEFENSE: +2 Reflex
Hit points at 1st lvl: 12+ constitution score Hit points per level gained: 5 Healing surges per day: 6+ constitution mod.
Trained skills: Stealth, ***, from the class skills listed below choose 1 more trained skill at first level. Arcane, Acrobatics, Athletics, Bluff, Dungeoneering, Insight, Intimidate, Perception, Streetwise.
Build options: Melee and ranged Class Features:
Sneak Attack, Deadly poisoner.
As you can see, I can't decide whether or not the Assassin needs to get theivery. Do all assassin's know how to pick locks?
I always saw the rogue/assassin line drawn at stealth, the rogue is the master of it. Because he can't fight like the Assassin. They both get sneak attack dice, but would the limitation of Thievery be so great that the class wouldn't be played?
You could just multi-class. Is that still a limitation that should be dealt with?
Last edited by Avalanche on Tue Nov 25, 2008 5:31 am, edited 1 time in total.
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| Tue Nov 25, 2008 5:18 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Barbarian
CLASS TRAITS:
ROLE: Striker
POWERSOURCE: Martial
KEY ABILITIES: Strength, Constitution, Wisdom
ARMOR PROF: Cloth, leather, hide
WEAPON PROF: Simple melee, Military Melee, Simple Ranged
BONUS TO DEFENSE: +1 fort, +1 dex Hit points at 1st lvl: 17+ con mod Hit points per level gained: 7 Healing surges per day: 9+ con mod
Trained skills:
Build options: Class Features:
I like this barbarian... He get's more hp's.
Easier to hit though with the lowered bonus to defense.
I think he should get powers that let him sacrifice hp's to deal extra damage. (also why he's a striker)
Last edited by Avalanche on Tue Nov 25, 2008 5:33 am, edited 1 time in total.
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| Tue Nov 25, 2008 5:18 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Bard
CLASS TRAITS:
ROLE: Leader
POWERSOURCE: Martial
KEY ABILITIES: Cha, Dex, Wis
ARMOR PROF: Cloth, Leather
WEAPON PROF: Dagger, Hand-crossbow, short sword, sling
BONUS TO DEFENSE: +1 ref +1 will
Hit points at 1st lvl: 12+ con Hit points per level gained: 5 Healing surges per day: 6+ con mod
Trained skills: History, Streetwise, Choice of 6 others at 1st level Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, Insight, Intimidate, Nature, Perception, religion, Thievery.
Build options: Heroic Bard, Trumpeter bard (melee bard / song bard) Class Features:
Just as many hps as the rogue, but more skills, and probably no sneak attack. He's martial because his songs aren't magical. They're so inspiring that it's ~like~ magic.
That was my theme.
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| Tue Nov 25, 2008 5:24 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Cleric
CLASS TRAITS:
ROLE:
POWERSOURCE:
KEY ABILITIES:
ARMOR PROF:
WEAPON PROF:
BONUS TO DEFENSE:
Hit points at 1st lvl: Hit points per level gained: Healing surges per day:
Trained skills:
Build options: Class Features:
As per 4th.. But take all the powers that cleric gets, break them, give the cleric back a few, then make his powers more general (down to just healing and combat) So the Seer will probably get most of the clerics die alteration powers (specifically the divine oracle paragon path and all like powers)
Does it make the cleric bland? Yes. Is that wrong? Yes.
So what... Give the cleric and wizard a smaller "spell list" then let the arcane and divine source character use that spell list in addition, but then give the specialized casters, say, 2-3 powers at each appropriate level to differentiate them? Yes. So... What ability do you give the cleric (and wizard) that let's them cast the spells they get, better?
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| Tue Nov 25, 2008 5:44 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
I've done the preliminary for the classes, but got rid of the Warlord Class (Because in warlord there isn't one)
So I've taken the class and broken its really great stuff into some neat feats that anyone could take. This will produce balance issues. But will it be fun?
I think I'd like the powers to replace powers you have from your class, like the warlord ones would be lvl 1 at-will you would use instead of your current powers, not in addition.
So Eventually you've have all the good "warlord" powers, but the benefits skills equipment etc. of your class. More like the warlord we know and love (CCG)
Poison Immunity (type of poison)
Too Stubborn To Die- this character is not knocked unconscious below 0 hps
Warlord- May select one of the following powers to add to your list of powers known. One power per selection of Warlord Feat.
Str 16 Cha 13 Warlord Strike At-will Martial, Weapon Standard Action Melee or ranged weapon Target: One Creature Perform a melee, or ranged basic attack. Special: Before you attack, you let one ally within 4 squares shift 1 square as a free action Attack: * vs. AC Hit 1 [W] + str or dex mod dmg Increase damage to 2 [w] +str or dex mod at 21st level.
Int 15 Warlord's Decree At-Will Martial, Weapon Standard action Melee Weapon Target: One Creature Attack: An ally of your choice makes a melee basic attack agains the target Hit: Ally's basic attack damage + your intelligence mod.
Overlord Must have one of the Warlord feats Lvl 14
Wis 18
Avatar of Deima Minor; encounter Until the beginning of your next turn, your allies (not you) may make a basic attack as a free action, if they perform a standard or move action. Increase to 2 [w] dmg at 21
Str 18 Con 18 Avatar of Helena
Minor; Daily; immediate reaction After an encounter or at-will power which produced a melee strike hits, you may use the power again.
Medusan lords Gambit Must have at least one Overlord Feat Int 22 Lvl 23
Target 2 characters within 8 squares You make a skill check for each character using your skill bonus, if a characters check succeeds inflict your bloodied value of damage.
Medusan Lords Wargear Str 17 Dex 17 Con 17 Wis 17 Int 17 Cha 17 2 overlord feats
Permenantly add a +5 Divine bonus to attack rolls and defenses (Fort,Ref,Will, AC)
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| Wed Nov 26, 2008 6:12 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Ok So.. Martial classes get all their own powers. Bards are martial classes.
Divine and arcane classes get the cleric and wizard powers respectively. Except for when a power is given. So if your a seer you get the cleric power list minus any levels that have powers from the seer list. So hand of fate is a level 1 at will that the seer gets, you may not select lvl 1 at-wills from cleric.
We don't have to make all the classes special, just make cleric or wizard the core and give the other classes spells at certain levels, that if they had both lists, would be overpowering. So that you replace the bigger powers with Special.. Well, specialized powers.
The Seer, and cleric should be able to heal, and cast mass bless. But only the seer get's to premonition, and only the cleric gets to grey elf's gratitude and blood beneath your wings.
Class: Seer
CLASS TRAITS:
ROLE: Leader
POWERSOURCE: Divine
KEY ABILITIES: Wisdom or Charisma, Dexterity
ARMOR PROF: Cloth, leather
WEAPON PROF: simple melee, Simple ranged
BONUS TO DEFENSE: +2 will
Hit points at 1st lvl: 12 + con Hit points per level gained: 5 Healing surges per day: 7+con mod
Trained skills: Religion, from the list below choose 3 more at 1st lvl. Diplomacy, dungeoneering, history, insight, nature, religion
Build options: Future Seer, Present Seer Class Features: Implement (orbs), Vision, Healing Word
Ritual Casting, Spellbook
I don't know the levels for these yet, other than the at-wills at level 1
Gleam Standard; encounter Divine After you use this power you may roll 2 d20's, mark the result. If you're a future seer Add 2 to each result
Until the end of the encounter after you roll a d20, before you know if the result succeeds or fails. you may substitute one of the Previous rolls.
Hand of Fate At-Will; Divine Standard Target an ally within a 5 square burst, the next time that character rolls a d20, add 2 to the roll. Present Seer's Add their cha mod instead Min. 2
Dire Portents At-Will; Divine Standard Target an enemy within a 5 square burst, the next time that character rolls a d20, add a penalty of 2 to the roll. Present seers add their cha mod instead Min. 2.
Vision Seers gain a divine bonus to their initiative of +1 Future seers add their wis mod +1
Premonition Immediate interrupt; Immediate reaction; free; Daily
After an opponent within 20 squares uses a power or ability with the, close, area, divine, or arcane keyword, the opponent does not use the power, the power is still considered used but neither misses nor hits.. Afterword, you gain the dazed condition (save ends).
Last edited by Avalanche on Wed Dec 03, 2008 6:39 pm, edited 1 time in total.
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| Thu Nov 27, 2008 12:09 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Ok so... Another revision.
4th doesn't allow for auto-missing or hitting.
Also every class needs it's own list. 'nuff said.
So some classes will have the same powers. Verbatim. Yay copy/paste. - but only for the "Warlord" feel not because I'm lazy.
Also I am working on this, and will continue to do so until it's done.
I would love some help.
Here's how I think I'm going to gear the classes.
Assassin- like the 4e rogue, more sneak attack damage, probably some poison based powers. Striker.
Barbarian- A lot like the ranger, lots of movement, lots of melee strikes while moving, but more hp's and a rage feature which lowers your defenses. Striker.
Bard- Very much like the 3.5 Bard except some songs (powers) will give static bonuses to really awesome things (+x hp's +x d6's) I'm making the bard a Leader
Cleric- Just like the 4e Cleric - Leader
Druid- Area offense and defense - Leader
Wizard- Just like the 4e Wizard, going to add specific Warlord powers (gravity flux) - Controller
Summoner- Will use powers that need a minor to maintain, but other than that can use the "summoning" powers from 4e eg. lvl1 daily, flame sphere. For lack of a better title, Controller
Shaman- I really want to make this as per the Warlord Shaman, but am unsure how, I think I'm going to allow the Shaman permanent bonuses upon selection of a totem drawn from the Accordlands rpg. As far as anything else I think I'll just give some wizard powers and a paragon "totem summoning" thingy, that'll get better in epic. - Controller.
Seer- Seer's will have some healing, but not as much as cleric, their seeing powers will be minor actions and actions that affect anyone else will be standard - Leader.
Scout- The scout idea I have really needs to be playtested, I want to give them an additional square of movement. Past that ranged strikes as per the ranger, but more of them. - Striker.
Rogue- As per 4e rogue but more stealth powers, better theivery. - Striker
Ranger- Ranger will become more warlord-ish, they're now defenders, not as good melee or defense as the fighter but more versatility - Defender.
Paladin- Paladin's I like from 4e. I think I'll do some deity based powers. or alignment based.
Necromancer- The necro will get a mix of summoner powers, and warlock powers.. I want the epic necro to be able to raise an army from an equal amount of dead, then buff the crap out of them, if not a crazy evil necro then he'll also be able to give his allies temp hp's. Controller.
Monk- The 3.5 monks gave out a bunch of damage, and had great defenses. I'm going to try to make the monk a defender with some neat powers, like the air punch. - Defender
illusionist- *shrugs.. I don't really know.. So many ways it could go.
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| Tue Dec 02, 2008 6:30 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
I'm not sure why I'm doing the seer first, maybe because I like it, or maybe to get it out of the way.
I'll post seer powers later today, I'm doing them right now.
I'd just like to preface that at first glance, with certain race powers being edited today, it's possible that a first level seer can give staggeringly awesome bonuses to his own stuff the second turn of combat, for several turns after. I'm balancing this by giving the seer fewer powerfully damaging attacks.
Leaving the Seer as a moderate but certain threat, but also ensuring that his status effects hit home. So that may be edited. I'll start by posting the class and features, then I'll get powers out later as I said.
Class: Seer
CLASS TRAITS:
ROLE: Leader
POWERSOURCE: Divine
KEY ABILITIES: Wisdom or Charisma, Strength, Dexterity
ARMOR PROF: Cloth, leather, hide, chain
WEAPON PROF: simple melee, Simple ranged Implement: Holy Symbol BONUS TO DEFENSE: +2 will
Hit points at 1st lvl: 12 + con Hit points per level gained: 5 Healing surges per day: 7+con mod
Trained skills: Religion, from the list below choose 3 more at 1st lvl. Arcana, Diplomacy, Heal, History, Insight, Religion.
Build options: Local seer, Distance seer Class Features: Healing Word, Ritual casting, Meditation, Glimpse
Healing word - once per encounter, twice at 16th level. (If you multi-class cleric you can't use healing word more)
Ritual Casting. (No crazy new rituals)
Meditation - If a seer chooses to clear his mind and meditate, his sight becomes more clear.
Meditate Seer Feature Standard - At-will - Personal You grant combat advantage. The next time you use a power add a bonus to any d20 rolls made for that power for each round you spent meditating beforehand until the end of the encounter. Local seers Add their cha mod Distance seers Add their Wis mod (So if a local seer meditates for 2 rounds then uses a power that calls for a d20 roll she adds twice her cha mod to the roll.)
(The balance here is you spent 2 turns not attacking so another power could hit on the third)
Glimpse Seer Feature Minor; encounter Divine You may roll 3 d20's, mark the results in order. If you're a local seer Add your cha mod to each result Critical hits acheived in this way are not counted unless the "base roll" is critical. If you're a distance seer roll 3 + your wis mod d20's instead Mark the results in order.
The next successive amount of times you're required to roll a d20, you must use the results in the order they were rolled until no results remain or the encounter ends.
16th level roll 6 d20's instead of 3. 21st level you may rearrange the results
(Yes you can meditate after glimpsing too. Or you could not attack for 10 turns and add 10x your mod to your glimpse. But that's 10 turns you haven't attacked.)
(Aside: The cleric's 'Blood Beneath Your Wings' Grants a standard)
The obvious use here is to meditate then glimpse first round. That's what the power gamers are looking at. But I wanted seer players to simply know the future, not be in total control of it, so with powers later you'll rarely see a 3w damage power that's not a daily. (powers are based on cleric and are scaled from such).
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| Fri Dec 05, 2008 11:54 am |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
No, it's not finished as I'd promised.. And the powers here, from cleric, will be different in cleric. So I'm going to be doing cleric.. Then I'll finish this.. You can really start to break things if you're left unmolested as a seer.. I think I might need to give fewer hps...
Class: Seer
CLASS TRAITS:
ROLE: Leader
POWERSOURCE: Divine
KEY ABILITIES: Wisdom, Charisma, Dexterity
ARMOR PROF: Cloth, leather, hide, chain
WEAPON PROF: simple melee, Simple ranged Implement: Holy Symbol BONUS TO DEFENSE: +2 will
Hit points at 1st lvl: 12 + con Hit points per level gained: 5 Healing surges per day: 7+con mod
Trained skills: Religion, from the list below choose 3 more at 1st lvl. Arcana, Diplomacy, Heal, History, Insight, Religion.
Build options: Local seer, Distance seer Class Features: Healing Word, Ritual casting, Meditation, Glimpse
Healing word - once per encounter, twice at 16th level. (If you multi-class cleric you can't use healing word more)
Ritual Casting. (No crazy new rituals)
Meditation - If a seer chooses to clear his mind and meditate, his sight becomes more clear.
Meditate Seer Feature Standard - At-will - Personal You grant combat advantage. The next time you use a power add a bonus to rolls made for the power and a bonus to power bonuses given by that power, for each round you spent meditating beforehand until the end of the encounter. Local seers Add their cha mod Distance seers Add their Wis mod
(So if a local seer meditates for 2 rounds then uses a power that calls for a d20 roll and/or gives a power bonus she adds twice her cha mod to the (attack) roll and the power bonus is increased by twice the seer's cha mod.)
Glimpse Seer Feature Minor; encounter Divine You may roll 3 d20's, mark the results in order. If you're a local seer Add your cha mod to each result Critical hits acheived in this way are not counted unless the "base roll" is critical. If you're a distance seer roll 3 + your wis mod d20's instead Mark the results in order.
The next successive amount of times you're required to roll a d20, you must use the results in the order they were rolled until no results remain or the encounter ends.
16th level roll 6 d20's instead of 3. 21st level you may rearrange the results
Hand of Fate Seer Attack 1 At-Will; Divine, Implement, Radiant Standard Action Ranged 5 Target: One Creature Attack Wisdom vs. Reflex Hit: 1d6 + Wisdom Modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack this encounter. Increase damage to 2d8+ wis mod at 21st level
Forewarning Seer Attack 1 At-Will; Divine, weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn. Moment of Clarity Seer Attack 1 At-will Divine, Weapon Standard action Melee Weapon Target: One creature Attack: Strength vs AC Hit: 1[W] + Str mod damage, and one ally within 3 squares of you gains a power bonus to melee attack rolls against the target equal to your strength modifier until the end of your next turn. Increase damage to 2[w] +str mod at 21st lvl.
Divine Focus Seer attack 1 At-will Divine, Implement, Radiant Standard Action Ranged 5 Target: One Creature Attack: Charisma vs. Reflex Hit: 1d6 + charisma modifier radiant damage, and all allies within 3 squares gain +2 power bonus to AC until the end of your next turn.
Cause Fear Seer Attack 1 Encounter Divine, Fear, Implement Standard action Ranged 10 Target: One creature Attack: Wisdom vs. Will Hit: The target moves its speed+ your charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Healing Strike Seer Attack 1 Encounter Divine, Healing, Radiant, Weapon Standard action Melee weapon Target: One creature Attack: Str Vs. AC Hit: 2 [W] + str mod radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.
Divine Glow Seer Attack 1 Encounter Divine, Implement, Radiant Standard action Close, Blast 3 Target: Each enemy in blast Attack: Wisdom vs. Reflex Hit: 1d8+ wis mod radiant damage Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.
Good Timing Seer Attack 1 Encounter Divine Weapon Standard action Melee weapon Target: One creature Attack: Str Vs. AC Hit: 1 [w] + str mod damage and the target suffers -2 to its next attack, until the end of your next turn.
Timeless Flame Seer Attack 1 Daily Divine, Fire, Weapon Standard action Melee Weapon Target: One creature Attack: Str Vs. AC Hit: 1[w] + str mod damage and ongoing 5 fire damage (save ends) Miss: Half Damage, no fire. Special: The target may not attempt a save the first turn it takes damage; If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.
Thorn in your side Seer Attack 1 Daily Divine, Implement, Radiant Standard action Ranged 10 Target: One Creature Attack: Wisdom Vs. Will Hit: 2d8 + wis mod radiant damage, and the target gains vulnerability 5 to all attacks (save ends).
Beacon of Hope Seer Attack 1 Daily Divine, Healing, Implement Standard Action Close Burst 3 Target: Each enemy in burst Attack: Wisdom Vs. Will Hit: The target is weakened until the end of its next turn Effect: You and all your allies in the burst regain 5 hps, and your healing powers restore +5 hp until the end of the encounter.
Lesser Temporal Shift Seer Utility 2 Encounter Divine Immediate reaction Ranged 5 Target: One Creature After target rolls a die, add or subtract 2 from the die roll, this may not increase or decrease the number beyond the die's maximums, and critical hits may not be caused in this way.
Bless Seer Utility 2 Daily Divine Standard action Close, Burst 5 Targets: You and each ally in Burst Effect: Until the end of the encounter, all targets gain a +1 power bonus on attack rolls
Cure light wounds Seer Utility 2 Daily Divine Healing Standard Action Melee Touch Target: You or one Creature Effect: The target regains hit points as if it had spend a healing surge.
Sanctuary Seer Utility 2 Encounter Divine Standard action ranged 10 Target: You or one creature Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.
Blazing Beacon Seer Attack 3 Encounter Divine, Radiant, Weapon Standard action Melee weapon Target: One Creature Attack: Strength vs. AC Hit: 1[w] + str mod radiant damage, And all ranged attack rolls agains the target gain a +4 power bonus until the end of your next turn.
Begone! Seer Attack 3 Encounter Divine, Radiant, implement Standard action Ranged 10 Target: One Creature Attack: Wisdom Vs. Will Hit: 2d8 + wis mod radiant damage, if the target has the "Conjuration" keyword, the target is destroyed.
Chance Seer Attack 3 Encounter Divine, Implement, Radiant Standard action Ranged 10 Target: One creature Attack: Charisma Vs. Reflex Hit: 2d10+ cha mod radiant damage Effect: One ally you can see gains combat advantage against the target until the end of your next turn.
If this character is a local seer, your ally gains a +1 power bonus to attack rolls against the target.
Fate Seer Attack 3 Encounter Divine, Implement, Radiant Standard action Ranged 10 Target: One creature Attack: Wisdom Vs. Reflex Hit 2d6+ wis mod radiant damage Effect: All all allies you can see gain +1 power bonus to attack rolls against the target.
If this character is a distance seer the target also grants combat advantage until the end of your next turn.
Rune of peace Seer Attack 5 Daily Charm, Divine Weapon Standard Action Melee Weapon Target: One Creature Attack: Str Vs. Will Hit: 1[w]+ str mod damage, and the target cannot attack (save ends) Miss: The target cannot attack you until the end of your next turn.
Bright Blessings Seer Attack 5 Daily Divine Weapon Standard action, Melee weapon Target: One Creature Attack: Str vs. Ac Hit: 1d10 + str mod Effect: The next attack against the target is a critical success.
Consecrated Ground Seer Attack 5 Daily Divine, Healing, Radiant, Zone Standard action Close, Burst 1 Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6+ your charisma mod radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1+ your charisma modifier. Sustain Minor. The zone persists.
Weapon of the Gods Seer Attack 5 Daily Divine, Radiant, Weapon Minor Action Melee touch Target: One held weapon Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to ac until the end of the weapons wielder's next turn.
Holy Lantern Seer Utlity 6 At-Will Conjuration, Divine Standard action Ranged 3 Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 divine bonus to perception and insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.
Wheel of Fate Seer Utility 6 Daily Divine Minor Action Target an ally you can see Target gains a +1 power bonus to attack rolls until the end of your next turn. Sustain Minor. You must be able to see the target.
Call of distant realms Seer Utility 6 Daily Divine Standard action Target an ally you can see Target gains +2 power bonus to AC until the end of your next turn Sustain Minor. You must be able to see the target.
Mass-Blessing Seer Utility 10 Daily Divine Standard action Close Burst 10 Targets: You and each ally in burst Until the end of the encounter gain a +1 power bonus to attack and AC.
Premonition Seer Utility 16 Immediate interrupt; Immediate reaction; free; Daily, Divine
After an opponent within 20 squares uses a power or ability with the, close, area, divine, or arcane keyword, the opponent does not use the power, the power is still considered used but neither misses nor hits..
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| Fri Dec 05, 2008 5:19 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Or I think I'll make meditate personal and only give a bonus to attack rolls from your powers.
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| Fri Dec 05, 2008 5:25 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Or how about
Meditation Standard encounter Divine Add a + 2 power bonus to your next attack roll
Local seers add their cha mod +1
Future seers may use this power as a minor At-will Once per turn. Or standard at-will..
I need an opinion!
?
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| Fri Dec 05, 2008 5:35 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
Meditate Seer Feature Standard - At-will - Personal You grant combat advantage. The next time you make an attack roll add - Local seers Add their cha mod Distance seers Add their Wis mod For each round you spent in meditation. * Or minor; encounter.
I'm going with this, currently working on Cleric, making notes for Seer.
I hope people like this when it's done. I'm taking inspiration at lower levels from the card game. And inspiration for balance by picturing a medusan as a 30th level character. Other than card draw effects a 1-1 conversion is fairly simple.
And I'm not trying to speak for the entire community, if you want to use the stuff I'm posting go ahead.. If you want to change anything.. Go ahead..
When I'm 100% done I'd like to put the end result of races classes powers feats and items into some sort of book, with pictures and all that.. Or maybe just a text document. Would anyone like to host that file so you don't have to wade through all this?
*Update.. I think I'm going to completely exclude this as a class feature.. Maybe it'll make it into powers.
Last edited by Avalanche on Sun Dec 07, 2008 7:13 pm, edited 1 time in total.
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| Fri Dec 05, 2008 5:52 pm |
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Avalanche
n00b
Joined: Sun Sep 21, 2003 5:00 pm Posts: 46 Location: Deepest Darkest Realms of Your Fridge.
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 Re: [4th Ed] The Accordlands Conversion (Classes+)
SPOILER ALERT!!
I'm giving Cleric 4 at-will Orisons. Just as Wizards got 4 at-will Cantrips...
The next post I make will be of a completed Warlord RPG Cleric, for 4th edition.
Thanks for the.. Non- , support?
And yes, for certain balance issues there are limitations on the cleric Orisons.
(You can only cure minor a number of times equal to your wis per day, not just for free, otherwise the cleric could 'theoretically' keep the party fighting with no healing surges [which isn't right.].]
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| Sun Dec 07, 2008 7:11 pm |
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