4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
I think at-will powers are really defining the classes. Hence, I created additional at-will powers to make the classes more interesting - and to give humans more interesting choices.
Cleric
Inner Light Cleric Attack 1 Your head is surrounded by a glowing halo, punishing your foes with terrible light. At-Will * Divine, Implement, Radiant Standard Action Close burst 1 Target: All enemies in burst Attack: Wisdom vs. Fortitude Hit: Radiant damage equal to your Wisdom modifier and gains no benefits from concealment less than total concealment until the end of your next turn.
Fighter
Encircling Strike Fighter Attack 1 You attack your target forcing him to open up to an attack or to allow you maneuvering. At-Will * Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage. Miss: You may shift 1 square to a square adjacent to the target.
Increase the damage to 2[W] + Strength modifier at 21st level.
Paladin
Seek the Marked Paladin Attack 1 Your divine mark draws your furious blade towards the trespasser. At-Will * Divine, Weapon Standard Action Melee weapon Target: One creature marked by you Attack: Strength + 2 (melee) vs. AC Hit: 1[W] + Strength modifier damage.
Increase the damage to 2[W] + Strength modifier at 21st level.
Ranger
Blocking Shot Ranger Attack 1 You hinder your foe's movement with your attack. At-Will * Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage and the target treats all squares in a burst 1 centered on the target's current square as difficult terrain until the end of your next turn.
Increase the damage to 2[W] + Dexterity modifier damage.
Rogue
Twisted Strike Rogue Attack 1 After you hit, you twist your weapon to rip horrific wounds. At-Will * Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage and make a secondary attack.
Increase the damage to 2[W] + Dexterity modifier damage at 21st level. Secondary Attack: Strength vs. AC Secondary Hit: Ongoing damage equal to your Strength modifier (save ends).
Warlock
Ruinous Blow Warlock Attack 1 Your knife sparkles with fell darkness, cutting deep into your foe’s soul. At-Will * Arcane, Weapon Standard Action Melee weapon Target: One creature Attack: Charisma or Constitution vs. AC Hit: 1[W] + Charisma or Constitution modifier damage.
Increase the damage to 2[W] + Charisma or Constitution modifier damage at 21st level. Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you cannot change it later.
NOTE: I'd allow it as replacement for Eldritch Blast for the more melee oriented warlocks (if there are any).
Warlord
Protector’s Strike Warlord Attack 1 By attacking your enemy carefully, you can force him to concentrate on you instead of your allies. At-Will * Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] damage and the target is marked by until the end of your next turn.
Increase the damage to 2[W] at 21st level.
Wizard
Unseen Force Wizard Attack 1 You project a hammer-like blow to your enemy, hurling him through the room. At-Will * Arcane, Force, Implement Standard Action Ranged 10 Target: One creature Attack: Intelligence vs. Fortitude Hit: Force damage equal to your Intelligence modifier and slide the target a number of squares equal your Wisdom modifier.
Of course, I hope for criticism, suggestions, blahblah, you know the drill.
They all seem a bit strong, but we've only got one book to judge by... so here's my immediate reactions:
About strong: Yes, that's what I'm fearing - but then, most classes only have one or two really good at-wills, humans are only getting something out of their extra at-wills in the case of wizards - most other have two "no-brainers".
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Originally Posted by chromeraven
The cleric seems weaker than the others, but that may just be because I've not run into a lot of situations with hiding enemies yet...
On the other hand, it's a close burst, I'm not willing to hand these guys out easily - close bursts against enemies only is a very effective minion killer - which should be more of a job for the controller.
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Originally Posted by chromeraven
Warlord seems like it's stepping on the defender's toes a little.
Only a little - and with his high number of free shiftings, Viper's Strike and so on, he's already "defendery" - but he has to devote his standard action to this with reduced damage - the "true" defenders can do it in addition to normal attacks. So, I think, the toe-stepping is not that bad.
Quote:
Originally Posted by chromeraven
I think the rogue and paladin ones are particularly concept appropriate.
Well, this makes me happy, because these two, plus the ranger, were the hardest one (the ranger one is far to close to Sly Flourish, right now)!
I would be reluctant to give a close burst power as an at will - its overpowered compared to cleave, already a decent power.
The wizard power is also a problem, they already have an at-will slide and this one is even better for a wizard at most ranges.
the others seem fine, but since at-wills are going to be the most used power over the
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Cleric, arguably weak, but i could see where it could come in handy if the DM throws lots of sneaky things around.
Fighter, Whoah... powerful... I'd basically never use anything else as a fighter. it's easily as or more powerful than some of the other low level powers.
Paladin, why is it usable with ranged attacks? otherwise decent it's slightly more powerful
Ranger, Pretty good compared to other ranger abilities, it has potential to the only attack used on anything with resistances.
Rogue, Not bad, i don't see it getting much use at higher levels due to the second attack being limited in damage potential but very nice for a brute rogue at low levels.
Warlock, good idea, I'd test it side by side with a version that attacked Fort and reflex(depending on the stat used) , but i don't see any warlock opting for a melee attack... ever. It may just be me.
Warlord, not bad as a basic power specially if the party doesn't have a fighter. But I'd make the mark come from an "Effect:" line so it works like the fighter mark, marking on a miss too.
Wizard, pretty good, it gives the wizard another reason to buy up Wisdom(or any stat for that matter) a good power for battlefield control.
For the wizard one....why not make it dex instead of wisdom? Wisdom wizards get way too much love already, two of the at-wills rely on wisdom...NONE of the at-wills rely on dex or con. And the orb is already a very powerful implement.
Single target effects are more the domain of dex anyway (rays and such), so I would change this one to dex.
Also I agree the ranger at-will does not match twin strike. Here's the thing, FORGET about damaging at-wills for the ranger, twin strike has that niche in the bag...and any at-will that competes with it is just going to be overpowered. So I would focus on other possibilities for ranger at-wills.
seems very fragile, it could get out of control with high +hit
Well, changed to something tactically more interesting - let's see how it works.
Quote:
Originally Posted by generalhenry
dex? ranged? BLEH
Huh? Why? This is just some extra, if a paladin has to face something ranged - it's just an extra.
Quote:
Originally Posted by generalhenry
Ongoing should only be used for dailies, it's a ton of book keeping.
Well, it's about as much bookkeeping as Riposte Strike or the warlock at-wills that trigger off various things (on average, as it will only kick in once).
Quote:
Originally Posted by Stalker0
For the wizard one....why not make it dex instead of wisdom? Wisdom wizards get way too much love already, two of the at-wills rely on wisdom...NONE of the at-wills rely on dex or con. And the orb is already a very powerful implement.
True, but right now, the wizard is pretty much a Int/Wis guy, and there is almost no reason to branch out, it would just make this at-will much less viable. However, I think if this goes to Dex, then I'd houserule Thunderwave to Con (fitting the theme of pushing with the staff).
Quote:
Originally Posted by Stalker0
So I would focus on other possibilities for ranger at-wills.
Ideas? I guess something with optional triggering, like the Riposte Strike or the warlock's pact at-wills would be fitting!
Very creative. I only have one suggestion so far. Make the paladin at-will melee only, and if I'm not mistaken, shouldn't that +2 to strike be vs. opponents you've marked?
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Quote:
Originally Posted by Mourn
Well, if I was a wall, I wouldn't be expecting a dagger in my kidney, so a sneak attack would definitely take me off-guard.
...and if I'm not mistaken, shouldn't that +2 to strike be vs. opponents you've marked?
Well... considering the target line "Target: One creature marked by you", you can only attack opponents you've marked. For non-marked opponents, you can just use the basic attack and you get the same (sans the +2).
And yeah, I've dropped the ranged version (I've done it, because it is a bit bland... on the other hand, it's probably a heavily used at-will, if the paladin concentrates on one creature).
Quote:
Originally Posted by Stalker0
So I would focus on other possibilities for ranger at-wills.
Well... I've done that - the new version deals no extra damage, instead the target treats adjacent squares as difficult terrain - it's like a poor man's ray of frost in some ways, but allows critters with abilities to ignore difficult terrain to shine.
Well... considering the target line "Target: One creature marked by you", you can only attack opponents you've marked. For non-marked opponents, you can just use the basic attack and you get the same (sans the +2).
And yeah, I've dropped the ranged version (I've done it, because it is a bit bland... on the other hand, it's probably a heavily used at-will, if the paladin concentrates on one creature).
Oh, missed that.
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Quote:
Originally Posted by Mourn
Well, if I was a wall, I wouldn't be expecting a dagger in my kidney, so a sneak attack would definitely take me off-guard.
I think your stuff is awsome...so keep up the good work, but I had an idea and I want to know what you guys think...
after I saw:
Quote:
Warlock
Ruinous Blow Warlock Attack 1
Your knife sparkles with fell darkness, cutting deep into your foe’s soul.
At-Will * Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma or Constitution vs. AC
Hit: 1[W] + Charisma or Constitution modifier damage.
Increase the damage to 2[W] + Charisma or Constitution modifier damage at 21st level.
Special: At 1st level, you determine whether you use Charisma or Constitution to attack with this power. Once you make that choice, you cannot change it later.
NOTE: I'd allow it as replacement for Eldritch Blast for the more melee oriented warlocks (if there are any).
is a great power but it made me want hideus blow back..so I was thinking
Warlock
Hideus Blow Warlock Attack 3
Your weapon sparkles with fell darkness, cutting deep into your foe’s soul.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 1D10 + Charisma modifire damage ans second attack
Secondary Attack: Charisma vs. Will
Hit: 1[W] +Constitution modifier damage.
Special: If you are useing a Pact Blade you do 2[W] + Constitution modifier damage.
Warlock
Ekdritch Glave Warlock Utility 10
Your forge a glave of fell darkness, it cuts deep into your foe’s soul.
Daily Arcane Stance implament
Minnor Action
Your implament becomes a Glave that you are treated as profeciant with, however all basic attacks or powers that you use with it that normaly require Strenght now key off Charisma. The Glave does Base 2D6 instead of 2D4. Any properties or magical abilities of your implament transfer to the glave.
Warlock
Hideus Strike Warlock Attack 17
Your weapon sparkles with fell darkness, cutting deep into your foe’s soul.
Encounter Arcane, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Constitution vs. Reflex
Hit: 3D8 + Charisma modifire damage ans second attack
Secondary Attack: Charisma vs. Will
Hit: 2[W] +Constitution modifier damage.
Special: If you are useing a Pact Blade you do 3[W] + Constitution modifier damage.
Black heart Bane Paliden Attack 1
You channel the power of your god into your weapon
At-Will * Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage.
Increase the damage to 2[W] + Charisma modifier damage at 21st level.
Special: This can be used as a basic attack.