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 loved the 3e Shadowcaster, even though it was flawed in certain obnoxious ways. Here's the beginnings of the rewrite.
Sorry if the use of red text offends some rule somewhere. Its the most useful color for this sort of thing, and its not in a context that should confuse people.
Shadowcaster 4e
Power Source: Shadow. Your powers are called Mysteries.
Role: Controller. (Design Note: The Shadowcaster's defenses are higher than a wizard, but his range will be lessened. Many of his control aspects will require proximity to the front line, as they surround him with emanations of shadow or dark energy.)
Key Abilities: Intelligence, Charisma
Armor Proficiency: Cloth, Leather
Weapon Proficiency: All simple
Implement: Orb, Staff, Wand
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier
Trained Skills: Arcana. From the following list, choose 3 more: Dungeoneering, Endurance, Insight, Intimidate, Perception, Stealth
Build Options: (Design Note: There will be no specific build option bonuses, because Path Mastery covers that need.)
Class Features: Path Mastery, Fundamentals, Ritual Casting, Umbral Sight
Fundamentals: You know the following Fundamentals automatically. They are at will powers.
(Design Note: To be filled in later)
Ritual Casting: Gain the ritual casting feat for free, and choose one first level ritual at first level. You begin the game with this ritual inscribed in your ritual book.
Umbral Sight: You gain Low-Light Vision. If you have Low-Light Vision from another source, gain +2 to perception checks.
Path Mastery: Many mysteries a Shadowcaster can learn (other than cantrips and utility powers) have an associated path. A Shadowcaster gains special benefits from knowing many mysteries with the same path. These benefits are detailed in the Path Feature section below.
For each path, a Shadowcaster has a "mastery level." This is equal to the number of mysteries the Shadowcaster knows from that path. The Shadowcaster's Mastery Level in a path is used in determining the strength of his path features.
Paths
Dark Metamorphosis (Design Note: This path combines the mysteries that augment the physical body. It selects many of its mysteries from the 3e paths Cloak of Shadows, Body and Soul, and Dark Metamorphosis.)
Path Feature: You begin each encounter with temporary hit points equal to your mastery level. At paragon tier, you double this amount. At epic tier, triple it.
Umbral Mind (Design Note: This path combines the mysteries that affect the mind, whether to aid or afflict. It selects many of its mysteries from the 3e paths Umbral Mind, Ebon Whispers, and Heart and Soul.)
Path Feature: If you suffer from an ongoing effect which a save can end, and that effect was created as a result of an attack against your will, you gain a bonus to saving throws against it equal to your mastery level in this path.
Shutters and Mirrors (Design Note: This path combines the mysteries that relate to images, whether revealed, occluded, or reflected. It selects many of its mysteries from the 3e paths Eyes of Darkness, Shutters and Clouds, Black Magic, Dark Reflections, Veil of Shadows, Unbinding Shade, and Eyes of the Night Sky.)
Path Feature: Add your mastery level in this path as an untyped bonus to your Perception skill.
Elemental Shadows (Design Note: This path combines the mysteries that channel or control energies associated with the Shadowfell. It selects many of its mysteries from the 3e paths Touch of Twilight, Elemental Shadows, and Breath of Twilight.)
Path Feature: You gain Resist Necrotic equal to twice your mastery level in this path.
Darkness Unbound (Design Note: This path combines the mysteries that bring the Shadowfell itself to the Shadowcaster's aid. It selects many of its mysteries from the 3e paths Dark Terrain, Ebon Roads, Ebon Walls, and Shadow Calling.)
Path Feature: You gain Resist Cold equal to three times your mastery level in this path.
Last edited by Cadfan; 12th September 2008 at 05:06 PM..
I'm not going to write these out in full. I'll just give the general idea. I may use some shorthand- for example, R5 means range 5.
At Will Mysteries
Sharp Shadows The shadows that surrounds you are edged, sharp enough to draw blood.
Dark Metamorphosis
Int v ref, R5, 1d8+ Intelligence cold damage. If a foe strikes you with a melee attack before your next turn, it takes your charisma modifier in damage.
Voice of Shadow Your voice whispers in the back of your enemies minds, urging them to give up, to die...
Umbral Mind
Close Burst 2. Int v will. Foes take 1d6+int psychic damage.
Shadow Hood You wrap your foes face in cloth-like shadow.
Shutters and Mirrors
Int v will, R5, 1d4+ int psychic damage. All enemies the target attacks for one round count as having concealment.
Arrows of Dusk The energy of the Shadowfell flows from your fingers.
Elemental Shadows
2 targets within 2 of each other, Int v ref, R10, 1d6+ Intelligence necrotic damage
Black Fire You begin to breach the walls between this world and the next.
Darkness Unbound
Wall 5 within 10. Everyone who passes through this wall or who begins their turn inside this wall takes 1d6+ Intelligence cold damage. This wall may only be created in empty spaces. You may dismiss this wall as a free action.
Last edited by Cadfan; 29th August 2008 at 07:23 PM..
1: Life Fades You drain vitality from your foes, leaving them vulnerable.
Elemental Shadow
Two targets within 3 spaces. Int v reflex, 2d10+ Int cold damage. If this attack would reduce an enemy to zero or fewer hit points, instead reduce that enemy to 1 hit point. (Design Note: I like this effect a lot, but it gets wacky with minions.)
1: Mesmerizing Shade Your opponent's mind swims with shadowy images.
Umbral Mind
Int v will, 2d8+ int psychic damage. Effect: inflicts penalty on next attack roll equal to your charisma bonus.
1: Feral Reflection Your foe's shadow twists from the floor to strike at him.
Shutters and Mirrors
Target suffers an attack equal to its own basic melee attack, with a bonus to the attack roll equal to your charisma bonus.
Level 1 Daily Mysteries
1: Umbral Touch Dark energy bleeds from your fingertips.
Dark Metamorphosis
Until the end of your turn you may attack adjacent enemies with an int v ref attack that deals 2d6+ Int necrotic damage. If you hit with this attack you gain your charisma bonus in temporary hit points. Sustain: Minor.
1: Clinging Darkness Shadows surge across the floor, grabbing at your opponent's ankles.
Darkness Unbound
Zone 5, centered on the caster. Enemies in this zone who do not move at least 2 spaces during their turn take your charisma modifier in damage and are immobilized at the end of their turn. This immobilization lasts until the end of their next turn. This zone emanates from the caster, and moves with him. Sustain: Minor.
There will be more eventually, probably sometime next Tuesday. For now, I'm having a little difficulty on the Umbral Mind path. I think it needs to exist, but I'm not sure how much needs to go into it. The Shutters and Mirrors' "manipulate shadows and reflections to manipulate the original object" theme seems to overlap a bit.
I also want to integrate feats effectively, since that was another part of the original Shadowcaster's shtick.
There will be more eventually, probably sometime next Tuesday. For now, I'm having a little difficulty on the Umbral Mind path. I think it needs to exist, but I'm not sure how much needs to go into it. The Shutters and Mirrors' "manipulate shadows and reflections to manipulate the original object" theme seems to overlap a bit.
I also want to integrate feats effectively, since that was another part of the original Shadowcaster's shtick.
I think that Umbral Mind and Shutters and Mirrors can be kept very separate just by making sure that UM focuses on telepathy, mind control, psychic fear, etc. SM could be a little overloaded with dark reflections in there...this seams more like a Darkness Unbound power. Focus SM on clairvoyance and sensory powers and it will work okay...
The Black Magic and Unbinding Shade don't seem to fit with SM either nor are many of them really feasible with 4e mechanics. How would one mimic the stealing of someone's effect? Would it only affect "magical" effects (thus Ki and Martial have a huge advantage)? Perhaps some of these effects could be un-pathed utility powers.
With feats, create a set of feats (perhaps one per tier) related to each path. Each feat would need to be a little weak for its level because it would also grant an increase to the Path Mastery ranking.
Just some thoughts...
DC
__________________ --
The reason I think that I am "right" and they are "wrong" is because my view of the world includes them but somehow theirs doesn't seem to include me.
Alright, some good stuff again! The Fundamentals I left out above, and some feats. All fundamentals are at will, and as usual I am leaving out the full details in favor of short explanation.
Black Candle
Creates radius 3 shadowy illumination centered on you. Note that this can increase the ambient light, or decrease it as the case may be.
Mystic Reflections
+2 on the use of the Arcana skill to detect magic.
Umbral Hand
As Mage Hand.
Bend Perspective
When you cast this mystery, choose a square within five spaces of yourself. You may trace line of sight from this square. Sustain: minor.
Shadow Cloak
+2 stealth, sustain minor
Feats! All of these are paragon tier.
Path Mastery: Dark Metamorphosis
+1 to the mastery level of Dark Metamorphosis. Umbral Hand can also be used to push a foe. This use requires a standard action, and an attack of intelligence versus fortitude. On a hit, the target is pushed 1 square.
Path Mastery: Umbral Mind
+1 to the mastery level of Umbral Mind. Mystic Reflections grants an additional +2.
Path Mastery: Shutters and Mirrors
+1 to the mastery level of Shutters and Mirrors.
You may trace line of effect through the square chosen for Bend Perspective, as well as your line of sight. This can allow you to cast mysteries around corners, but does not serve to increase the range of your spells.
Path Mastery: Elemental Shadows
+1 to the mastery level of Elemental Shadows.
Shadow Cloak benefits all allies within 3 spaces.
Path Mastery: Darkness Unbound
+1 to the mastery level of Darkness Unbound.
Black Candle may be used with a radius of 8 instead of 3, if you choose.
Design Note: I know that there are some power balance issues here. I will revisit them once I complete work on the heroic tier.
Click above to see S7S's FREE Rune Soldier Heroic Tier Playtest
also check out Silent7Seven.com for information on The Lunar Scrolls,
and the Advanced Class line including "Druid — Favored Forms"
and "Sorcerer — Aberrant Blood"
3: Flesh Fails Your foe is close to defeat, he only needs a push...
Elemental Shadow
Two targets within 3, R5. Int v ref. 2d6+ Int cold damage. If a bloodied foe is targeted by this attack, increase the damage by Cha.
3: Afraid of the Dark Fear of the shadow paralyzes your foe.
Umbral Mind
Enemies in Close Burst 5, Int v will. 1d8+Int psychic damage. Until the end of their next turn a target hit by this attack will not voluntarily enter a square that is dark or has shadowy illumination. (Design Note: Yes, this means they are immobilized if they are surrounded by shadowy illumination.)
3: Shadow Bind You pull your foe's life energies into his shadow, so that you may more easily extinguish them.
Shutters and Mirrors
R10. Int v fort. 2d6+ Int necrotic damage. Until the end of your next turn, any power which can target a space within Cha spaces from this opponent may be used to target the opponent itself. This includes melee attacks.
Heh. At this point its mostly a brainstorming document. There are some MAJOR balance issues in what I've written so far. Once I've gotten through the heroic tier, I'm going to go back and compile it into an "official" version with collapsible spoiler blocks for easy reference.
Crap! Messed up my structure. Moved Sudden Rift to another level.
Level 5 Daily Powers
5: Aura of Shade You channel the power of shadow into an ally. Dark Metamorphosis
R5, yourself or an ally. The target deals an additional 1d6 cold damage on all hits.
5: Murder at Nightfall You and your allies slip silently through the shadows, stalking your foes.
Darkness Unbound
Zone, Close Burst 8. Shadowy illumination. Sustain: Minor. You and your allies gain a bonus to stealth checks equal to your charisma modifier while in this zone.
Last edited by Cadfan; 9th September 2008 at 05:36 PM..
6: Bolster Dark energy sustains you.
Daily, Standard action
R5. The target may spend a healing surge to gain temporary hit points equal to two healing surges.
6: Piercing Sight You see with more than mere sight...
Daily, Minor action
Gain darkvision for the duration of the encounter. For the duration of the encounter you can also see invisible creatures. Every round, take one point of damage for each invisible creature you can see. You may dismiss Piercing Sight as a free action.
6: Sight Eclipsed You warp light and darkness around yourself, and vanish from view.
Encounter, Minor action
Make a hide check versus your opponents' passive perception scores. Any creature who's passive perception you exceed cannot see you until the end of your next turn. You count as if you have total concealment from these opponents.
7: Life Ends Each death opens the door to the afterworld a little further.
Elemental Shadow
Enemies in close burst 5. 1d6+int necrotic damage. If this power kills one or more foes, deal your charisma modifier in damage to the other foes hit by this power for each enemy killed by this power. If this causes another enemy to die, repeat the process.
7: All Sides Besieged Your enemy flees from both friend and foe.
Umbral Mind
R5, Int v Will. 2d8+int psychic damage, and the target moves its speed until it is no longer adjacent to any other creature, friend or foe. It avoids opportunity attacks if possible. On its next turn it will not voluntarily move adjacent to any creature, but it is not obliged to otherwise flee.
7: Dark Echo You conjure a reflection of an attack back at its source.
Shutters and Mirrors
Immediate Reaction. Trigger: A foe targets you with a ranged attack. The foe immediately suffers an identical attack. If the foe is struck by this attack, the attack against you is penalied by your charisma modifier. If the attack against your foe requires decisions to be made (such as what direction to slide your foe on a hit, etc), you make them.
Last edited by Cadfan; 10th September 2008 at 10:55 PM..
9: Flicker You merge your body with the darkness, flickering from shadow to shadow.
Dark Metamorphosis
Minor action. Teleport 5. Sustain: Minor. When you sustain this power, you may teleport 5 spaces.
9: Sudden Rift You tear a hole in the fabric of reality between this world and the Shadowfell, and dark energy pours through, overwhelming your foes.
Darkness Unbound
Close Blast 5. Int v Ref. 3d6+int cold and necrotic damage, and slow. Miss: half, no daze.
10: Step into Shadow You step into one shadow, and emerge from another.
Daily. Move action. Teleport up to 5+cha spaces. You only need line of sight to teleport with this power, not line of effect, meaning that it is compatible with powers that alter your line of sight.
10: Dancing Shadows A foe's attack strikes only the shadow of the true target.
Daily. Immediate Reaction. R5. Trigger: Target is hit with an attack. Negate this attack, and the target MUST shift one space. This power only works against blasts, bursts and zones if the one space shift places the target outside of their area of effect.
10: Shadow Investiture Invite the darkness to stay awhile...
Daily. Standard action. R5. Target gains +2 movement, +2 attack rolls, +2 ac, and +2 reflex until the end of the encounter. The target loses 3 hit points at the beginning of each turn. The target of this effect may terminate it as a free action.
Alright, that's the entirety of the heroic tier. I'm going to clean everything up a bit, and repost it sometime tomorrow as a compendium with sblocks and so on.
This post has all the heroic tier material. If notes above conflict with this post, this post is intended to be the final version.
Also, design notes are omitted.
Primary Shadowcaster Statblock
Spoiler:
Shadowcaster 4e
Power Source: Shadow. Your powers are called Mysteries.
Role: Controller.
Key Abilities: Intelligence, Charisma
Armor Proficiency: Cloth, Leather
Weapon Proficiency: All simple
Implement: Orb, Staff, Wand
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12+ Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6+ Constitution Modifier
Trained Skills: Arcana. From the following list, choose 3 more: Dungeoneering, Endurance, Insight, Intimidate, Perception, Stealth
Build Options: N/A
Class Features: Path Mastery, Fundamentals, Umbral Sight
Fundamentals: You know the five fundamentals detailed below. They are at will powers.
Umbral Sight: You gain Low-Light Vision. If you have Low-Light Vision from another source, gain +2 to perception checks.
Fundamentals
Spoiler:
Fundamentals: You know the following Fundamentals automatically. They are at will powers and require a standard action to activate.
Black Candle
Creates radius 3 shadowy illumination centered on you. Note that this can increase the ambient lighting or decrease it as the case may be.
Mystic Reflections
+2 on the use of the Arcana skill to detect magic.
Umbral Hand
As Mage Hand.
Bend Perspective
When you cast this mystery, choose a square within five spaces of yourself. You may trace line of sight from this square. Sustain: minor.
Shadow Cloak
+2 stealth, sustain minor
Path Mastery
Spoiler:
Path Mastery: Many mysteries a Shadowcaster can learn (other than cantrips and utility powers) have an associated path. A Shadowcaster gains special benefits from knowing many mysteries with the same path. These benefits are detailed in the Path Feature section below.
For each path, a Shadowcaster has a "mastery level." This is equal to the number of mysteries the Shadowcaster knows from that path, minus 1. The Shadowcaster's Mastery Level in a path is used in determining the strength of his path features.
Paths
Dark Metamorphosis
Path Feature: You begin each encounter with temporary hit points equal to your mastery level. At paragon tier, you double this amount. At epic tier, triple it.
Umbral Mind
Path Feature: Add your mastery level in this path as a bonus to your Intimidate skill.
Shutters and Mirrors
Path Feature: Add your mastery level in this path as a bonus to your Perception skill.
Elemental Shadows
Path Feature: You gain Resist Necrotic equal to your mastery level in this path.
Darkness Unbound
Path Feature: Add your mastery level in this path as a bonus to your Stealth skill.
At Will Mysteries
Spoiler:
Sharp Shadows The shadows that surrounds you are edged, sharp enough to draw blood.
Dark Metamorphosis
Int v ref, R10, 1d8+ Intelligence cold damage. If a foe strikes you with a melee attack before your next turn, it takes your charisma modifier in damage.
Voice of Shadow Your voice whispers in the back of your enemies minds, urging them to give up, to die...
Umbral Mind
Close Burst 2. Int v will. Foes take 1d6+int psychic damage.
Shadow Hood You wrap your foes face in cloth-like shadow.
Shutters and Mirrors
Int v will, R5, 1d4+ int psychic damage. All enemies the target attacks for one round count as having concealment.
Arrows of Dusk The energy of the Shadowfell flows from your fingers.
Elemental Shadows
2 targets within 2 of each other, R5, Int v ref, 1d6+ Intelligence necrotic damage
Black Fire You begin to breach the walls between this world and the next.
Darkness Unbound
Wall 4 within 10. Everyone who passes through this wall or who begins their turn inside this wall takes 1d6+ Intelligence cold damage. This wall may only be created in empty spaces. You may dismiss this wall as a free action. Sustain: Minor.
Level 1 Encounter Mysteries
Spoiler:
1: Life Fades You drain vitality from your foes, leaving them vulnerable.
Elemental Shadow
R5, two targets within 2 spaces of each other. Int v reflex, 2d8+ Int cold damage. If this attack would reduce an enemy to below its bloodied value, instead reduce that enemy to its bloodied value.
1: Mesmerizing Shade Your opponent's mind swims with shadowy images.
Umbral Mind
Int v will, 2d8+ int psychic damage. Effect: inflicts a penalty on the target's next attack roll equal to your charisma bonus.
1: Feral Reflection Your foe's shadow twists from the floor to strike at him.
Shutters and Mirrors
R5. The target suffers an attack equal to its own basic melee attack, with a bonus to the attack roll equal to your charisma bonus.
Level 1 Daily Mysteries
Spoiler:
1: Umbral Touch Dark energy bleeds from your fingertips.
Dark Metamorphosis
Attack an adjacent enemy with an int v ref attack that deals 2d6+ Int necrotic damage. If you hit with this attack you gain your charisma bonus in temporary hit points. Sustain: Minor. While this power is sustained, you may make another attack with it by spending a standard action.
1: Clinging Darkness Shadows surge across the floor, grabbing at your opponent's ankles.
Darkness Unbound
Zone 5, centered on the caster. Enemies in this zone who do not move at least 2 spaces during their turn take your charisma modifier in damage and are immobilized at the end of their turn. This immobilization lasts until the end of their next turn. This zone emanates from the caster, and moves with him. Sustain: Minor.
Level 2 Utility Powers
Spoiler:
Steel Shadows
Daily
+3 power bonus to ac until end of encounter
Congress of Shadow
Daily
Converse with willing ally silently across distance equal to your charisma modifier in miles.
Sight Eclipsed
Daily
+5 to stealth for duration of encounter
Level 3 Encounter Powers
Spoiler:
3: Flesh Fails Your foe is close to defeat, he only needs a push...
Elemental Shadow
R5, two targets within 3. Int v ref. 2d6+ Int cold damage. If at least one bloodied foe is targeted by this attack, increase the damage to both by Cha.
3: Afraid of the Dark Fear of the shadow paralyzes your foe.
Umbral Mind
Enemies in Close Burst 5, Int v will. 1d8+Int psychic damage. Until the end of its next turn a target hit by this attack will not voluntarily enter a square that is dark or has shadowy illumination.
3: Shadow Bind You pull your foe's life energies into his shadow, so that you may more easily extinguish them.
Shutters and Mirrors
R10. Int v fort. 2d6+ Int necrotic damage. Until the end of your next turn, any power which can target a space within Cha spaces from this opponent may be used to target the opponent itself. This includes melee attacks.
Level 5 Daily Powers
Spoiler:
5: Aura of Shade You channel the power of shadow into an ally. Dark Metamorphosis
R5, yourself or an ally. The target deals an additional 1d6 cold damage on all hits until the end of the encounter.
5: Murder at Nightfall You and your allies slip silently through the shadows, stalking your foes.
Darkness Unbound
Zone, Close Burst 8. Shadowy illumination. Sustain: Minor. You and your allies gain a bonus to stealth checks equal to your charisma modifier while in this zone.
Level 6 Utility Powers
Spoiler:
6: Bolster Dark energy sustains you.
Daily, Minor action
R5. The target may spend a healing surge to gain temporary hit points equal to two healing surges.
6: Piercing Sight You see with more than mere sight...
Daily, Minor action
Gain darkvision for the duration of the encounter. For the duration of the encounter you can also see invisible creatures. Every round, take one point of damage for each invisible creature you can see. You may dismiss Piercing Sight as a free action.
6: Sight Eclipsed You warp light and darkness around yourself, and vanish from view.
Encounter, Minor action
Make a hide check versus your opponents' passive perception scores. Any creature who's passive perception you exceed cannot see you until the end of your next turn. You count as if you have total concealment from these opponents.
Level 7 encounter powers
Spoiler:
7: Life Ends Each death opens the door to the afterworld a little further.
Elemental Shadow
Enemies in close burst 5. 1d6+int necrotic damage. If this power kills one or more foes, deal your charisma modifier in damage to the other foes hit by this power for each enemy killed by this power. If this causes another enemy to die, repeat the process.
7: All Sides Besieged Your enemy flees from both friend and foe.
Umbral Mind
R5, Int v Will. 2d8+int psychic damage, and the target moves its speed until it is no longer adjacent to any other creature, friend or foe. It avoids opportunity attacks if possible. On its next turn it will not voluntarily move adjacent to any creature, but it is not obliged to otherwise flee.
7: Dark Echo Anything you can do I can do better.
Shutters and Mirrors
Immediate Reaction. Trigger: A foe targets you and only you with a ranged or melee attack. The foe immediately suffers an identical attack using the foe's stats. Resolve the echo attack first, and if the foe is incapable of using the initial attack afterwards (because it is dead, unconscious, etc), the foe's original attack is negated. If the attack against your foe requires decisions to be made (such as what direction to slide your foe on a hit, etc), you make them.
Level 9 daily powers
Spoiler:
9: Flicker You merge your body with the darkness, flickering from shadow to shadow.
Dark Metamorphosis
Minor action. Teleport 5. Sustain: Minor. When you sustain this power, you may teleport 5 spaces.
9: Sudden Rift You tear a hole in the fabric of reality between this world and the Shadowfell, and dark energy pours through, overwhelming your foes.
Darkness Unbound
Close Blast 5. Int v Ref. 3d6+int cold and necrotic damage, and daze. Miss: half, no daze.
Level 10 Utility
Spoiler:
10: Step into Shadow You step into one shadow, and emerge from another.
Daily. Move action. Teleport up to 5+cha spaces. You only need line of sight to teleport with this power, not line of effect, meaning that it is compatible with powers that alter your line of sight.
10: Dancing Shadows A foe's attack strikes only the shadow of the true target.
Daily. Immediate Reaction. R5. Trigger: Target is hit with an attack. Negate this attack, and the target MUST shift one space. This power only works against blasts, bursts and zones if the one space shift places the target outside of their area of effect.
10: Shadow Investiture Invite the darkness to stay awhile...
Daily. Standard action. R5. Target gains +2 movement, +2 attack rolls, +2 ac, and +2 reflex until the end of the encounter. The target loses 3 hit points at the beginning of each turn. The target of this effect may terminate it as a free action.
Last edited by Cadfan; 15th September 2008 at 03:49 PM..
Alright, the heroic material in the post above is finalized!
I mean, as much as anything self published on the internet without playtesting can be finalized. I invite comments.
There are a few specific powers or abilities that I'm not entirely happy with, and I'm not 100% sure on balance. But I'm hoping that I can get other people's opinions on the class before I bring those up myself. If everyone says the same things I'm thinking without any prompting, it means there probably really is a problem.