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!
This is the first class i'm doing for Spirit; a sci-fantasy setting.
>>A slightly outdated, but smartly presented PDF of heroic tier navigator and feats is available Here<<
As this is the first class i've ever made, i'm not too confident about my balancing, and any suggestions for powers would be grately appreciated
I've had a fair bit of feedback on the first 4-5 levels from the WoTC forums, so i'm more eager to get some feedback/critiques on levels 5+ and the paragon paths.
Navigator "I'm often told how unimaginabley vast the universe is, but that's just nonsense; the distance between me and where i want to go is nothing but a step"
Class Traits
Role: Leader. You lead by guiding your allies attacks to where and when they will cause the most effect. Your Insights and prophecies can predict enemy tactics and your manipulation of space-time gives you great tactical advantage. Source: Psionic. You percieve the universe from outside the normal constraints of space and time, with the power of your mind alone you can influnce the paths of time and sense the fabric of space over great distances. Key Abilities: Wisdom, Constitution, Charisma
Armor Proficiencies: Cloth Armor, Leather Armor, Hide Armor Weapon Proficiencies: Simple melee, simple ranged, military ranged Implements: Orbs, Psy-Amps Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges: 7 + Constitution modifier
Trained Skills: Insight plus 3 others. From the class skills list below, choose 3 more trained skills at 1st level. Class Skills: Psychic (Arcana) (Int), Bluff (Cha), Diplomacy (Cha), Exploration (Dungeoneering) (Wis), Endurance (Con), Heal (Wis), History (Int), Perception (Wis)
Build Options: Temporal Navigator,Spatial Navigator Class Features: Matter Recovery, Omniscience, Star Sense, Warp Influence, Warp Sight
Navigators are often the first clue to a species' impending disvovery of warp travel. And usually the first form of measurable psionic activity to be displayed. As a demographic, they are essential to a species ability to move out into the galaxy of their own accord, individually however they can be a great hinderace to society. On some worlds the appearence of navigators has not been understood, leading to great wars or social upheval that threw their civilisations back to pre-technology eras . Navigators are able to sense the very fabric of space around them, to explore an object or creatures path through time and space. This allows them to plot courses through warp space almost instantly, unlike computers that can take hours or days to plot a safe course. This makes them highly sort after as crew onboard warp vessels. Their powers have another angle however; the same abilities allow them to tap into a vast psychic field, giving them almost omnipotent knowledge. Some master the manipulation of gravity fields and can teleport themselves instantly from one point to another by travelling through the Warp, or even pull antimatter into our universe to cause catastrophic explosions.
Overview and Class Features
NAVIGATOR OVERVIEW
Characteristics: You are a good healer. The majority of your attaks are mid-ranged; allowing you watch the tide of battle very closely. Most of your attacks deal only moderate damage, but many of them give bonuses to your allies or move foes and allies around the battlefield. Religion: Navigators usually follow religions that reflect their connection to the warp and the universe, such as those from the Animism or Universatheism theologies. It is not uncommon to find navigators that worship dragons, as they are creatures of the warp. Navigators very rarely follow religions from the Mechatheism or Monotheism; as their unique view of the galaxy as one great organic entity is at odds with the strict dogma and beliefs of those theologies. Races: Averoux make ideal spatial navigators and are abundant within the Coalition; often trained as military Alphas, they are a major factor in the races past military exploits. Sirians of the Se'blen caste are succesful temporal navigators; often serving the Alliance as spiritual guides and political advisors, the most powerful Sirian navigators become revered Seers. Humans and Ganshini also make good navigators, though they are not as predominant as they are in the Averoux and Sirian races. That being said, all space-fairing races will produce navigators, and the choice of species you make will have little impact on your navigator ability to utilise warp powers.
Creating a Navigator
The navigator has two basic builds to start: the temporal navigator and the spatial navigator. Navigators rely on Wisdom for the majority of their attacks, Charisma for powers that manipulate space and gravity and Constitution for powers that manipulate time.
Temporal Navigator Your leadership takes the form of guidance, prophecy and manipulation of time. Your powers guide your allies to extra and more powerful attacks, as well as controlling the flow time to quicken them while slowing or aging your enemies. You also assist your allies by reversing time to heal wounds and temporarily freezing time to allow escape or avoid area attacks. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Controlling the flows of time puts great strain upon the physical body and may drain your hit points, so make Constitution secondary ability score. Charisma should be your third best so that you can dabble in other navigator powers. You should choose powers that make good use of you high Constitution and hit points. Suggested Feat: Durable (human feat: improved initiative) Suggested Skills: Endurance, Heal, History Suggested At-Will Power: momentary phase, doom prophecy Suggested Encounter Power: slow motion, tip the scales Suggested Daily Power: transitory respite
Spatial Navigator You are an invaluable leader in battle, because the battlefield is one of your choosing; you lead with great charisma and diplomacy. A superior understanding of spatial mechanics and the Warp are your weapons. Your powers confuse or hinder enemies by temporarily changing the terrain or damage and move them by manipulating localised gravity fields. You also aid your comrades by increasing the potency of psionic powers, and teleporting them into strategic positions, while you disseminate important tactical information to them. Your powers derive from your innate sense of how the universe works, and you ability to force your will upon it; make Wisdom your best ability score. Convincing the universe that your idealised perception of space is the correct one takes great force of personality; make Charisma your second highest ability. Constitution should be your tertiary abilty score so that you can use other navigator abilities without fear of loosing conciousness. You should choose powers that make use of your high Charisma. Suggested Feat: Star burst (human feat: action surge) Suggested Skills: Bluff, Diplomacy, Exploration (Dungeoneering) Suggested At-Will Power: Disruption Bolt, pinch Suggested Encounter Power: gravity slip, gravity wave Suggested Daily Power: blue dwarf aspect
Navigator Class Features
Every Navigator shares these class features.
Implement
Navigators make use of psychic amplifiers (psy-amps) or mind crystals to help channel and direct their powers. A navigator wearing a psy-amp or mind crystal can add its enhancement bonus to the attack rolls and damage rolls of navigator powers, as well as navigator paragon path powers, that have the impliment keyword. Without a psy-amp or mind crystal, a navigator can still use these powers, but he or she doesn't gain the bonus provided by the psionic implement.
Matter Recovery
Using the matter recovery power, navigators can grant their comrades addional resilience with a slight rearrangement of matter.
Matter Recovery Power
Matter Recovery Navigator Feature Exerting control over the area of an ally's wounds, you cause them to regenerate by breaking down ambient matter and reshaping it to replace lost tissue.
_______________________ Encounter (Special) ✦ Psionic, Healing Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter. Minor Action Close burst 5 Target: You or one ally
_______________________ Effect: The target can spend a healing surge.
When targeting an ally, you can also spend a healing surge and the target regains an additional 1d8+1 Hit Points.
_______________________
Increase the amount of additional hit points regained to 2d8+2 at 6th level, 3d8+3 at 11th level, 4d8+4 at 16th level, 5d8+5 at 21st level, and 6d8+6 at 26th level.
Omniscience
A navigator has the ability to tap into the psychic network that links all living things in the galaxy, this seems to give them almost godlike knowledge on any given subject. At the begining of an encounter the navigator chooses one skill, for the duration of the the encounter the navigator is has a +3 power bonus to knowledge checks with the that skill. To change the chosen skill once an encounter has began, the navigator must use a standard action. This bonus will not apply if the navigator is within a psionic null field.
Star Sense
Probably the key ability of a navigator is their connection to the stars themselves; a navigator in space can 'feel' where they are in relation to warp space, and can quest out with their minds to find a specific star within a number of sectors equal to half their level. The navigator can then plot a warp course to that destination in a matter of seconds; a feat that would take the most sophistocated supercomputers at least 2 hours.
Warp Influence
A navigators sight shows him time and space as ethereal tides and eddies upon the surface of the Warp. As he grows, he learns how to manipulate the very fabric of existence by making a ripple here, or divrting a current there. Navigators usually have a certain knack for influencing time or space in particular. Choose one of the following two benefits. The choice you make also provides bonuses to certain navigator powers. Individual powers detail the effects (if any) you Warp Influence selection has on them.
Temporal Influence When an ally who can see you spends an action point to take an extra action, that ally also regains lost hit points equal to one half your level + your Constitution modifier.
Spatial Influence When an ally who can see you spends an action point to take an extra action, that ally can teleport a number of squares equal to your Charisma modifier (minimum: 1) either before or after that action.
Warp Sight
As navigators spend so much time looking beyond the bounds of the material world; the complexity and brilliance of warp space works a profound change upon their vision. They begin to see the warp all the time; the actions of people around them rear up from the past and spill into millions of possible futures as brilliant ghost forms. A navigator gains a +2 to AC vs. ranged attacks (increase this bonus to +3 at 21st level). A navigators eyes are solid orbs of either purple, green or red; the most powerful and farseeing navigators eyes will pulse with light when they use their abilities.
Lvl 1 - 10
Level 1 At Will Warps
Disruption Bolt Navigator Attack 1 ] You forcebly extend your personal electro-magnetic field into you foes, disrupting his sense of time and direction.
_______________________ At-Will ✦ Psionic, Impliment, Force Standard Action Ranged 5 Target: One Creature Attack: Charisma vs. Reflex
_______________________ Hit: 1d8 + Charisma modifier force damage and an ally you can see gains a +2 power bonus to attack rolls to his next attack against the target. Increase to 2d8 + Charisma modifier at 21st level.
Doom Prophecy Navigator Attack 1 You explore the countless streams of time to find one in which your foe is doomed to failure, then guide your allies attacks bring it about.
_______________________ At-Will ✦ Psionic, Impliment or Weapon, Time Standard Action Melee or Ranged 5 Target: One creature Attack: An ally of your choice makes a melee basic attack against the target with a bonus to the attack roll equal to your half your Wisdom modifier (min +1). Increase this bonus to 1/2 Wis +2 at 11th level and 1/2 Wis +4 at 21st level.
_______________________ Hit: Ally's basic attack damage.
Momentary Phase Navigator Attack 1 You phase your foe out of time for a second, distorting their perception and allowing an ally to withdraw.
_______________________ At-Will ✦ Psionic, Impliment, Time Standard Action Ranged 10 Target: One Creature Attack: Constitution vs. Fortitude
_______________________ Hit: 1d6 + Constitution Modifier damage.
Increase damage to 2d6 + Constitution modifier at 21st level. Effect: the first ally that leaves the targets threatened area before the start of the targets next turn, does not provoke an opportunity attack from the target for the first square of their move.
Pinch Navigator Attack 1 You skew the fabric of space in a small area, injuring your foes and drawing them together for a follow-up attack.
_______________________ At-Will ✦ Psionic, Impliment, Force Standard Action Ranged 10 Target: One creature or unoccupied space Attack: Wisdom vs. Fortitude
_______________________ Hit: 1d6 + Wisdom modifier force damage.
Increase damage to 2d6 + Wisdom modifier at 21st level. Effect: You pull all creatues within 2 squares of the target 1 square toward the target if possible. Spatial Influence: You can choose for a number of creatures up to your Charisma modifier, to not be affected by this power.
Level 1 Encounter Warps
Gravity Slip Navigator Attack 1 You shape localised gravity into a dart that lances toward your foe, whilst propelling a battle ready ally into the fray.
_______________________ Encounter ✦ Psionic, Impliment, Force Standard Action Ranged 10 Target: One Creature Attack: Wisdom vs. Reflex
_______________________ Hit: 2d8 + Wisdom modifier force damage. Effect: You or one ally within range is pulled 2 squares toward the target. Spatial Influence: The distance pulled is 1 + Charisma modifier squares.
Gravity Wave Navigator Attack 1 You thrust gravity into a wave before you that knocks your foes prone, and makes it difficult for them to rise again safely.
_______________________ Encounter ✦ Psionic, Impliment, Force Standard Action Close blast 5 Target: Each creature in blast Attack: Charisma vs. Fortitude
_______________________ Hit: 1d6 + Charisma modifier force damage and target is knocked prone.
Slow Motion Navigator Attack 1 You focus on your enemies paths in time and bend them to your will, hindering their movement and upsetting their biology.
_______________________ Encounter ✦ Psionic, Impliment, Time Standard Action Area burst 1 within 10 squares Target: Each enemy in burst Attack: Constitution vs. Will
_______________________ Hit: Constitution modifier damage. Effect: Target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes immobalized (save ends).
Tip The Scales Navigator Attack 1 You cast into the near future and draw on your enemy's life force to heal an ally, even sacrificing your own energies to give an extra boost.
_______________________ Encounter ✦ Psionic, Impliment, Time, Healing, Psychic Standard Action Ranged 10 Target: One Creature Attack: Wisdom vs. Fortitude
_______________________ Hit: 1d8 +Wisdom modifier damage, and one ally adjacent to the target can spend a healing surge. Temporal Influence: After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points.
Level 1 Daily Warps
Rapid Bout Navigator Attack 1 In the midst of a fray, you briefly quicken your comrades attacks to deal an unexpected blow to your foes.
_______________________ Daily ✦ Psionic, Implement, Time Standard Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Each enemy in the burst is subject to a basic melee attack from an ally in the burst.
_______________________ Hit: Ally's basic attack damage + your Wisdom modifier damage. Miss: Target is slowed until the start of your next turn. Special: Each ally can only make one basic attack per round through the use of this power.
Blue Dwarf Aspect Navigator Attack 1 You call forth the aspect of a blue dwarf star from Warp-Space, moving it around the battlefield to sear and blind your enemies.
_______________________ Daily ✦ Psionic, Conjuration, Impliment, Radiant Standard Action Ranged 5
_______________________ Target: One creature adjacent to the blue dwarf star. Attack: Wisdom vs. Fortitude
_______________________ Hit: The target is blinded (save ends). Effect: You conjour a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjoured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d6 + Wisdom modifier radiant damage. Sustain Minor: You can sustain the conjouration until the end of the encounter or for 5 minutes. Special: The conjured star casts light as if it were a torch.
Spatial Shiver Navigator Attack 1 You agitate the borders of space creating intense vibrations that damage your enemies and disrupt technology.
_______________________ Daily ✦ Psionic, Impliment, Force, Zone Standard Action Area burst 1 within 10 squares Target: Each creature in burst. Attack: Wisdom Vs. Fortitude
_______________________ Hit: 1d8 + Wisdom modifier force damage. Effect: The burst creates a zone of rigid space. Powers or abilities with the Tech keyword, or from the Technology power source, used from within the zone take a penalty to attack rolls equal to 1/2 you Charisma modifier (min: 1). Any electronic communications are jammed within the zone. The zone lasts until the end of you next turn. Sustain Minor: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Transitory Respite Navigator Attack 1 You exert your control over local time, allowing allies to catch their breaths while your enemies are caught up in painful distortions.
_______________________ Daily ✦ Psionic, Impliment, Time Standard Action Close burst 3 Target: Each enemy in burst Attack: Constitution vs. Reflex
_______________________ Hit: 2d6 modifier damage, and the target is slowed until the start of your next turn. Effect: You and all your allies in the burst regain 5 hit points.
Level 2 Utility Warps
Tactical Shift Navigator Utility 2 By tweaking the fabric of space here and there, you rearrange your allies into more beneficial positions.
_______________________ Encounter ✦ PsionicStandard Action Area burst 2 within 10 squares Target: Each ally in burst.
_______________________ Effect: The target can shift a number of squares equal to you Charisma modifier..
Chosen Fortune Navigator Utility 2 You put pressure on the time stream, pushing it toward a more favourabe outcome.
_______________________ Encounter ✦ Psionic, Time Standard Action Ranged 5 Target: You or one ally.
_______________________ Effect: The target makes a saving throw with a bonus equal to your Constitution modifier.
Pause for Breath Navigator Utility 2 With a touch you manipulate an individual's stream, stretching 6 seconds into a minute's respite .
_______________________ Encounter ✦ Psionic, Healing, Time Standard Action Melee touch Target: You or one creature.
_______________________ Effect: The target can spend a healing surge.
Spectral Side-Step Navigator Utility 2 You twist space to transport yourself or an ally a short distance, leaving a spatial echo in their place. _______________________ Daily ✦ Psionic, Illusion, Teleportation Move Action Ranged 5 Requirement: Training in Bluff. Target: You or one ally within range.
_______________________ Effect: The target teleports up to 4 squares and gains concealment until the end of your next turn. An illusionary double of the target is created in the targets original square until the start of your next turn.
Anyone who attempts to see through your ruse makes an Insight check opposed by your Bluff check, and you gain a +1 power bonus to your check.
The illusionary double uses the defences opf the person it is imitating, anyone who hits the illusion with an attack instantly sees through the illusion.
Level 3 Encounter Warps
Spatial Grip Navigator Attack 3 With a clench of your fist, gravity turns inward and squeezes your foes.
_______________________ Encounter ✦ Psionic, Force, Zone, Implement Standard Action Area burst 2 within 10 squares Target: Each enemy in burst. Attack: Wisdom vs. Fortitude
_______________________ Hit: 1d8 + Wisdom modifier force damage. Effect: The burst creates a zone of dense gravity that lasts until the end of your next turn. Enemies that start their turns within the zone are immobilised until the start of their next turn. Sustain Standard: The zone persists.
Grave Attraction Navigator Attack 3 You deepen a foes gravity well, crushing them while pulling projectiles toward them.
_______________________ Encounter ✦ Psionic, Force, Implement Standard Action Ranged 5 Target: One creature. Attack: Charisma vs. Fortitude
_______________________ Hit: 1d6 + Charisma modifier force damage, and all ranged attack rolls against the target gain a +4 power bonus until the end of your next turn. Spatial Influence: The bonus to ranged attack rolls is equal to your Charisma modifier +3.
Horrific Fate Navigator Attack 3 You incapacitate a foe, giving him horrifying visions of possible futures in which his fate is dire.
_______________________ Encounter ✦ Psionic, Fear, Implement, Time Standard Action Ranged 10 Target: One creature. Attack: Constitution vs. Will
_______________________ Hit: 1d6 + Constitution modifier damage and the target is dazed until the end of your next turn.
Curse of Oblivion Navigator Attack 3 Your body shakes with exertion as you draw forth dark energies from outside time that swirl around your foe, wracking them with pain.
_______________________ Encounter ✦ Psionic, Necrotic, Implement, Time Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Reflex
_______________________ Hit: 2d8 + Wisdom modifier necrotic damage. Temporal Influence: If the target makes an attack before the start of your next turn, you may spend a healing surge to make the target take an extra 1d8 + Constitution modifier necrotic damage.
Level 5 Daily Warps
Brown Dwarf Aspect Navigator Attack 5 You summon the aspect of a small brown dwarf star, it moves around the battlefield poisoning your foes with it's deadly radiation.
_______________________ Daily ✦ Psionic, Poison, Conjuration, Implement Standard Action Ranged 5 Target: One creature adjacent to the brown dwarf star. Attack: Wisdom vs. Fortitude
_______________________ Hit: 1d8 + Charisma poison damage and the target is weakened (save ends). Effect: You conjure a small star that occupies 1 square within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 1d10 + Charisma modifier poison damage and the target is slowed until the end of its next turn. Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Sub-space Rift Navigator Attack 5 You tear an impassable rent in space, causing a spatial distortion wave that damages your foes.
_______________________ Daily ✦ Psionic, Force, Conjuration, Implement Standard Action Area wall 6 within 10 squares Target: All creatures adjacent to the rift. Attack: Charisma vs. Fortitude
_______________________ Hit: 2d8 + Charisma force damage and the target is pushed one square. Effect: You conjure a wall that consists of contiguous squares filled with an impassable rift in space. The wall lasts until the end of your next turn. It can be up to 6 squares long and up to 2 squares high. The rift is considered an obstacle; its squares cannot be entered or passed through. Sustain Minor: The wall persists.
Draw from the Well Navigator Attack 5 Tapping directly into an enemies time stream, you open a well of life energy that refreshes your allies when they damage your foe.
_______________________ Daily ✦ Psionic, Healing, Implement Standard Action Ranged 10 Target: One creature. Attack: Constitution vs. Fortitude
_______________________ Hit: 3d6 + Constitution modifier damage. Effect: For the duration of the encounter, whenever an ally hits the target with a power that deals damage, that ally may spend a healing surge, a character may only spend a healing surge in this manner once per round.
Stop Navigator Attack 5 With but a gesture, you pull your targets out of Time entirely. Daily ✦ Psionic, Implement, Time Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Constitution vs. Will Hit: Target is stunned (save ends). After the target saves against being stunned, it is slowed (save ends). Miss: Target is slowed until the end of your next turn. (Pinched shamelessly from Eldiran’s Time Mage)
Level 6 Utility Warps
Augmentation Field Navigator Utility 6 By increasing the suppleness of a region of space, you increase the potency of psions in the area.
_______________________ Encounter ✦ Psionic, Zone Standard Action Area burst 2 within 10 squares
_______________________ Effect: The burst creates a zone of supple space that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Allies within the zone gain a +1 bonus to attack rolls and +2 to damage rolls with powers from the Psionic power source. Sustain Standard: You can sustain the zone until the end of the encounter or for five minutes. You can dismiss the zone as a free action.
Phase Jumper Navigator Utility 6 By weakening your bond to real-space you put yourself slightly out of phase, allowing you to teleport short distances.
_______________________ Daily ✦ Psionic, Stance, Teleportation Minor Action Melee Touch Target: You or one ally.
_______________________ Effect: You can teleport half your speed as a move action.
Try, Try Again Navigator Utility 6 An ally makes a fatal mistake, we can't be having that!
_______________________ Encounter ✦ Psionic, Time Immediate Interrupt Ranged 10 Trigger: An ally within range fails an attack roll.
_______________________ Effect: The ally may reroll the attack with a +2 power bonus. The ally uses the second roll, even if it's lower.
Wipe the Slate Navigator Utility 6 You rearrange time to revitalise you and your battle-weary allies.
_______________________ Daily ✦ Psionic, Healing, Time Minor Action Close burst 5 Target: You and each ally in burst.
_______________________ Effect: Each target regains the use of his or her second wind.
Level 7 Encounter Warps
Halt Navigator Attack 7 You slow the passage of time in a broad area, halting your foes.
_______________________ Encounter ✦ Psionic, Implement, Time Standard Action Area burst 2 within 10 squares Target: Each creature in burst. Attack: Constitution vs. Will
_______________________ Hit: The target is dazed and slowed (save ends both).
(Pinched from Eldarin's Time Mage).
Life Siphon Navigator Attack 7 By tapping into a foes future life force, you weaken him while bolstering your allies.
_______________________ Encounter ✦ Psionic, Necrotic, Healing, Implement, Time Standard Action Ranged 10 Target: One creature. Attack: Wisdom vs. Will
_______________________ Hit: 2d6 + Wisdom modifier necrotic damage., and each ally adjacent to the target can spend a healing surge. Temporal Navigator: Add your Constitution modifier to the hit points regained.
Sudden Repulsion Navigator Attack 7 As your foes close in you release a powerful burst of gravity that sends them flying in all directions, allowing you to make you escape.
_______________________ Encounter ✦ Psionic, Force, Implement Standard Action Close burst 3 Target: Each enemy in burst. Attack: Charisma vs. Fortitude
_______________________ Hit: 2d6 + Charisma force damage. The target is pushed 3 squares then falls prone. Miss: The target falls prone. Spatial Influence: Targets hit by this power must use a standard action to stand up from prone before your next turn.
White Particle Navigator Attack 7 Through a microscopic rent in space, you pull a particle of antimatter into realspace. The second it touches matter it explodes with devastating effect.
_______________________ Encounter ✦ Psionic, Implement, Radiant Standard Action Area burst 2 within 10 squares Target: Each creature in burst. Attack: Wisdom vs. Reflex
_______________________ Hit: 1d6 + Wisdom modifier radiant damage, and the target is blinded until the end of your next turn.
Level 9 Daily Warps
Instant Withdrawal Navigator Attack 9 Your ally is hit by a devastating blow, one more hit and he's going to go down. You Pull your ally through the warp, sending out damaging gravity waves.
_______________________ Daily ✦ Psionic, Force, Teleportation, Implement Standard Action Ranged 10 Target: One creature. Attack: Charisma vs. Fortitude
_______________________ Hit: 3d6 + Charisma force damage. Effect: One ally adjacent to the target can teleport up to 5 squares, the teleportation must end within range of this power.
Sap Potential Navigator Attack 9 You cast into the myriad futures, and draw on your foes physical potential, redistributing it to yourself and your allies.
_______________________ Daily ✦ Psionic, Necrotic, Implement, Time Standard Action Close burst 2 Target: Each enemy in burst that you can see. Attack: Wisdom vs. Will
_______________________ Hit: 1d6 + Wisdom modifier necrotic damage, and the target is weakened until the start of your next turn. Effect: Until the end of the encounter you gain a + 2 power bonus to attack rolls, and you and each ally within the burst gain a +2 power bonus to AC.
Vampiric Link Navigator Attack 9 You create a link between the life-force of a foe and an ally, sapping health from the enemy to invigorate your friend.
_______________________ Daily ✦ Psionic, Necrotic, Healing, Implement Standard Action Ranged 10 Target: One creature. Attack: Constitution vs. Will
_______________________ Hit: 1d8 + Constitution modifier necrotic damage, and 5 ongoing necrotic damage (save ends). One ally within 5 squares of the target gains regeneration 5 and a +2 power bonus to Fortitude until the target saves against the ongoing damage.
Yellow Main-Phase Aspect Navigator Attack 9 From the folds of the warp, you call into being the aspect of a yellow star to burn your enemies and block their path.
_______________________ Daily ✦ Psionic, Fire, Conjuration, Implement Standard Action Ranged 5 Target: Two creatures adjacent to the yellow main-phase star. Attack: Wisdom vs. Fortitude
_______________________ Hit: The target is stunned (save ends). Effect: You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 2d10 + Charisma modifier fire damage. Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes. Special: The conjured star casts light as if it were a campfire.
Level 10 Utility Warps
A Better Fate Navigator Utility 10 You alter the flow of time; guiding it toward a future where your ally has an improved chance of survival.
_______________________ Encounter ✦ Psionic, Healing, Time Standard Action Ranged 10 Target: You or one ally.
_______________________ Effect: The target can spend a healing surge and make a saving throw against any single effect that a save can end. In addition, the target gains a +2 power bonus to all defences until the end of your next turn.
Astral Traveller Navigator Utility 10 You walk the boundaries of sub-space and realspace, becoming a ghostly figment that moves quickly and purposefully.
_______________________ Daily ✦ Psionic, Stance Standard Action Melee Touch Target: You or one willing ally.
_______________________ Effect: You become insubstantial and deal half damage. You ignore difficult terrain and can walk on liquid surfaces as though they were solid. If you take a double move action, you can move up to three times your speed.
Instant Translocation Navigator Utility 10 Considering space is your personal plaything, you can move through it rather easily.
_______________________ Encounter ✦ Psionic, Teleportation Move Action Melee Touch Target: You or one willing ally.
_______________________ Effect: Teleport up to 5 + Charisma modifier squares.
Precognitor Navigator Utility 10 A vision of the future informs you of an impending attack.
_______________________ Encounter ✦ Psionic, Time Immediate Interrupt Ranged 5 Trigger: A creature hits you or an ally with a melee attack.
_______________________ Effect: The ally can shift a number of squares equal to 1 + your Charisma modifier.
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Last edited by Fragsie; 23rd November 2009 at 10:11 PM..
Blink and They're Gone Navigator Attack 13 Spatial distortions ripple through your enemies as you temporarily fold space into a demi-plane around your allies.
_______________________ Encounter ✦ Psionic, Force Action Area burst 2 within 10 squares Target: Each enemy in burst Attack: Charisma vs. Fortitude
_______________________ Hit: 2d10 + Charisma modifier force damage Effect: Each ally in the burst is removed from play, moved to a temporary demi-plane until the start of their next turn, when they reappear in the same square. Spatial Influence: Your allies can reappear within 2 squares of their original position.
Inescapable Aura Navigator Attack 13 By unbalancing your foe's electromagnetic field, you make it impossible for any item to leave their person.
_______________________ Encounter ✦ Psionic, Force, Implement Standard Action Ranged 5 Target: One creature Attack: Charisma vs. Will
_______________________ Hit: 3d6 + Charisma modifier force damage. Effect: The target cannot make ranged attacks until the end of your next turn. Sustain Minor: When you sustain the effect of this power, you may make an additional Charisma vs. Will attack that deals 1d6 + Charisma modifier force damage.
Lethargy Navigator Attack 13 To your foe time appears to have sped up to an unfathomable speed, but in reality, he moves at a snail's pace; making him an easy target.
_______________________ Encounter ✦ Psionic, Implement, Time Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Fortitude
_______________________ Hit: 2d8 + Wisdom modifier damage, and the target is slowed and weakened (save ends both). If the target fails its first saving throw, it becomes unconscious but does not fall prone (save ends). Temporal Influence: The target takes a -2 penalty to saves against this power.
Matter Dispersion Navigator Attack 13 Your foe's bodies begin to dissolve into the air, as their matter is dispersed into the air and reformed to heal your allies.
_______________________ Encounter ✦ Psionic, Necrotic, Heal, Implement Standard Action Close blast 5 Target: All enemies in blast Attack: Wisdom vs. Reflex
_______________________ Hit: 2d8 + Wisdom modifier necrotic damage and the target takes a -2 penalty to AC and Fortitude until the end of your next turn. Effect: Allies in the blast can spend a healing surge.
Level 15 Daily Warps
Antimatter Chain Navigator Attack 15 You pull a stream of antimatter through the warp, bombarding foes with a chain of explosions.
_______________________ Daily ✦ Psionic, Fire, Radiant, Implement Standard Action Ranged 5 Target: One creature Attack: Wisdom vs. Reflex
_______________________ Hit: 3d10 + Wisdom modifier radiant damage. Effect: If there is an enemy that has not yet been a target of this power adjacent to the target, make a secondary attack.
_______________________ Secondary Attack: Charisma vs. Reflex Secondary Target: One creature adjacent to the target that has not yet been a target of this power. Hit: 2d8 + Charisma modifier fire damage Effect: If there is an enemy that has not yet been a target of this power adjacent to the target, repeat the secondary attack (this secondary attack can be used a maximum of 4 times).
Enduring Calm Navigator Attack 15 You redirect the flow of time away from an area, as a well placed stone can redirect the flow of a river; leaving a place once abundant with foliage, dry and barren.
_______________________ Daily ✦ Psionic, Necrotic, Zone, Implement, Time Standard Action Area burst 2 within 10 squares Target: Each creature in burst Attack: Wisdom vs. Will
_______________________ Hit: 2d8 + Wisdom modifier necrotic damage and the target is stunned (save ends). After the target saves against being stunned, it is immobilised (save ends). Miss: Target is Immobilised until the end of your next turn. Effect: You create a zone of null time, time does not pass normally within the zone, any electronics that are dependant on a time-piece of any kind (such as timed detonators or locks) are paused until out of the zone. Any creature that ends its turn within the zone is stunned (save ends). You can move the zone 3 squares as a move action. Sustain Minor: You can sustain the zone until the end of the encounter or for 5 minutes.
Traded Destiny Navigator Attack 15 Just as your foe is about to gain the advantage, you manipulate his time stream and redirect that advantage to your friends instead.
_______________________ Daily ✦ Psionic, Implement Immediate Interrupt Ranged 10 Trigger: An enemy within range saves against an ongoing effect. Target: One creature Attack: Constitution vs. Fortitude
_______________________ Hit: 4d8 + Constitution modifier damage. Effect: The target fails its save, and each ally within 5 squares of the target can make a saving throw.
White Main-Phase Aspect Navigator Attack 15 Enemies and allies alike shield their eyes as you call forth the aspect of a large white star that blinds your foes and directs their movement.
_______________________ Daily ✦ Psionic, Radiant, Conjuration, Implement Standard Action Ranged 5 Target: Two creatures adjacent to the white main-phase star. Attack: Wisdom vs. Fortitude
_______________________ Hit: The target is blinded (save ends). Effect: You conjure a star that occupies 4 squares (as a large creature) within range. Every round, you can move the star 3 squares as a move action. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 3d8 + Charisma modifier radiant damage. Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes. Special: The conjured star casts light as if it were a sunrod.
Level 16 Utility Warps
Anti-Gravity Navigator Utility 16 By fully harnessing the gravity affecting you, you can easily simulate graceful flight.
_______________________ Daily ✦ Psionic Standard Action Personal
_______________________ Effect: You gain a fly speed of 6 (hover) until the end of your next turn. Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. If you don't sustain it, you float to the ground without taking falling damage. (Pinched from Eldiran’s Time Mage)
Fleet of Foot Navigator Utility 16 With time on your side, the distance between you and your foes is diminished.
_______________________ Encounter ✦ Psionic, Time Standard Action Close burst 5 Target: You and each ally in burst
_______________________ Effect: You gain +2 power bonus to Reflex, and all targets gain a +2 power bonus to speed until the end of your next turn. Sustain Minor: You can sustain the effect of this power until the end of the encounter or for five minutes.
Folded Path Navigator Utility 16 Two swirling, iridescent vortices burst into existence upon the battlefield, linking to points in space.
_______________________ Daily ✦ Psionic, Teleportation Standard Action Ranged 15 Target: Two unoccupied squares within range
_______________________ Effect: You create a stable wormhole between the two target squares that lasts until the end of the encounter. Any creature that enters one of the target squares can move to the other target square as if it were adjacent to that square. A creature cannot pass through the wormhole if either square ios occupied by another creature.
Quickening Navigator Utility 16 You bestow upon an ally the time she needs.
_______________________ Daily ✦ Psionic, Time Standard Action Ranged 10 Target: One Ally within range
_______________________ Effect: The target may immediately make a standard action. Temporal Influence: If the extra standard action is used to make an attack, the ally receives a +1 power bonus to the attack roll. (Pinched from Eldiran’s Time Mage)
Paragon Paths
Revered Seer
Revered Seer
Prerequisites: Navigator Class, Temporal Influence class feature
Functions as Divine Oracle paragon path, PHB pg73
Saeculorum
Saeculorum "It bemuses me; the way you all scurry about administering cocktails of drugs and ironing the wrinkles out of your skin. If you want to look young, you should try to stop feeling so old, after all; age is just a state of mind!"
Prerequisites: Navigator Class, Temporal Influence class feature
From outside the normal constraints of time, you see clearly the interplay of life-force as it flows from one lifeform to another. You are the master of the manipulation of life; able to draw it out of your foes like sucking poison from a wound, and infuse it into your allies, giving them extra vitality. When you use your necrotic powers your eyes swirl with black mist.
Saeculorum Path Features
Timeless Body (11th Level): Your mastery of individual time streams has allowed you a new perspective on how life interacts with time, and given you the ability to step aside from its detrimental effects. You appear as a healthy young adult of your species and will not display any signs of age for the remainder of your life.
Aging Attacks (11th Level): When you hit with one of your powers with the necrotic keyword you also inflict the weakened status until the start of your next turn.
Withering Action (11th Level): When you spend an action point to take an extra action, you can also choose an enemy within 5 squares of you. That enemy takes ongoing necrotic damage equal to your level (save ends).
Lingering Vitality (16th Level): When you spend a healing surge as a part of a navigator power you or an ally within 5 squares regains hit point equal to half your healing surge value.
Saeculorum Warps
Weight of the Ages Saeculorum Attack 11 As a foes strike lands on your skin, you unleash the ruin of 500 years in a matter of seconds. Foes skin withers and their eyes sink into their skulls as age makes them frail. With an extra push you age their equipment too.
_______________________ Encounter ✦ Psionic, Necrotic, Time Immediate Interrupt Close burst 5 Trigger: You are hit with a melee attack. Target: Each enemy in burst Special: You can choose to spend a healing surge before you make the attack roll. If you do you can choose one of the following two effects to add to the 'Hit' line.
... and the target takes a penalty to AC equal to 1 + Constitution modifier (save ends).
... and the target takes a penalty to attack rolls equal to 1 + half your Constitution modifier (save ends). Attack: Wisdom vs. Fortitude
_______________________ Hit: 2d6 + Wisdom modifier necrotic damage and the target is weakened (save ends).
Immortal Gift Saeculorum Utility 12 You pull your wounded ally back from the brink of death and by temporarily transferring your pseudo-immortality to him, you can use your own life-force as fuel to grant extra protection against foes attacks.
_______________________ Daily ✦ Psionic, Heal, Time Immediate Interrupt Close Burst 10 Trigger: An ally within 10 squares of you fails a death saving throw Target: The triggering ally in burst
_______________________ Effect: The target may immediately spend a healing surge. Special: You can also spend a healing surge to give the target resist all damage equal to 1 + your Constitution modifier until he is no longer bloodied. If you do this you loose the effect of your Timeless Body feature until the end of the encounter.
Life Geyser Saeculorum Attack 20 While your foe falters and his skin greys, his life force spews into the air around him making it shimmer with energy that infuses your allies.
_______________________ Daily ✦ Psionic, Necrotic, Zone, Implement Standard Action Ranged 10 Target: One creature Attack: Wisdom vs. Reflex
_______________________ Hit: 3d8 + Wisdom modifier necrotic damage and ongoing 10 necrotic damage (save ends). Effect: At the start of your next turn, the target is the centre of a burst 5 zone that stays centred on the target if it moves. Any ally within the zone gains a +2 power bonus all defenses and may spend a healing surge as a minor action. The zone persists until the target saves against its ongoing damage.
Star Child
Star Child "You cannot hope to defeat me, the stars themselves are born and die at my command!"
Prerequisites: Navigator Class, Spatial Influence class feature
You have developed a kinship with the stars you study, each one is unique and has it's own personality and temper; by communing with them you have gained a deeper knowledge of the forces that govern the universe, and keep us all moving in orbits and cycles. On the battlefield you are a fearsome sight to behold; your eyes pulse with starfire as great fiery astral bodies move in concert with your will, burning all in their path.
Star Child Path Features
Astral Authority (11th Level): You can sustain a number of sustain minor Navigator conjuration powers equal to your Constitution modifier -1 (min: 2) with one minor action.
Stellar Action (11th Level): When you spend an action point to take an extra action you may move each of your navigator conjurations as though you had spent a move action to do so.
Lingering Starlight (16th Level): Any saving throws made to remove effects caused by your navigator conjurations receive a -2 penalty.
Star Child Warps
Deadly Conjunction Star Child Attack 11 As two stars come into alignment a devastating stream of star-stuff flows between them, searing foes and blocking their advance.
_______________________ Encounter ✦ Psionic, Fire, Radiant, Conjuration Standard Action Area wall 8 within 10 squares Requirements: There must be two navigator conjurations within range, no more than 8 squares apart.
_______________________ Effect: You conjure a wall between two other navigator conjurations, that consists of contiguous squares filled with starfire. It can be up to 8 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that starts its turn adjacent to the wall takes 1d6 + Constitution modifier fire damage. If a creature moves into the wall's space or starts its turn there, the creature takes 3d6 + Constitution modifier fire and radiant damage. Entering a square occupied by the wall costs 2 extra squares of movement. You can dismiss the wall as a free action. Sustain Minor: The wall persists. Special: The two conjurations used to activate this power cannot be moved while the wall is in existence.
Lunar Bulwark Star Child Utility 12 From the folds of space, you call four silver moons to protect you.
_______________________ Encounter ✦ Psionic, Conjuration, Implement Standard Action Personal
_______________________ Effect: You conjure 4 small moons into orbit around you that last until the end of the encounter. Each moon provides you with a +2 power bonus to AC (the bonuses from the moons stack). Once per round, as a minor action you can launch one of the moons at an enemy within 5 squares, this is a Wisdom vs. Reflex attack that deals 1d8 + Wisdom modifier damage, and destroys the moon.
Neutron Aspect Star Child Attack 20 A wave of nausea sweeps over the battlefield as you conjure the aspect of a deadly neutron star. Its gravity pulses pull matter toward it before poisoning it with intense radiation.
_______________________ Daily ✦ Psionic, Force, Poison, Conjuration, Implement Standard Action Ranged 5 Target: Each creature adjacent to the neutron star. Attack: Wisdom vs. Fortitude
_______________________ Hit: The target is weakened. Effect: You conjure a neutron star that occupies 1 square within range. Squares within 2 squares of the neutron star are considered difficult terrain. Every round, you can move the star 3 squares as a move action. As a standard action you can pull all creatures within 4 squares of the star 2 squares toward it. Any creature that starts or ends its turn next to the conjured star is subject to a Charisma vs. Fortitude attack. On a hit, the attack deals 4d8 + Charisma modifier poison damage. Sustain Minor: You can sustain the conjuration until the end of the encounter or for 5 minutes.
Weaver of Paths
Weaver of Paths "Beyond the physical veil lay millions of unmapped rivers that flow from here to there and everywhere; with me at the stern we shall navigate our way to victory."
Prerequisites: Navigator Class
You have become a master of spatial warping; able to effortlessly will matter through sub-space. Your powers of teleportation are much more reliable and can cover greater distances than those of other navigators. Your aptitude at plotting warp courses for starships is unparalleled. Weavers are highly sort after by the space navies of every race and empire. a fleet with a weaver at it's head can warp into the most obscure of places; a sensor blocking nebula, the dark side of a moon, the gulf of space between star-systems, even into the atmosphere of a planet (providing the vessel is capable of atmospheric flight).
Weaver of Paths Path Features
Slip-Stream (11th Level): Whenever you use a power with the Teleportation keyword, you may add your Wisdom modifier to the number of squares teleported.
Warp Sense (11th Level): When using your Star Sense class feature, you need not target a specific star, but can instead plot a warp course to any point in space within range.
Weaver's Action (11th Level): When you spend an action point to take an extra action, two allies within 10 squares of you may teleport into each others squares.
Extra-Dimensional Strike (16th Level): When you use an area attack, you can half the powers range and ignore any obstacles that block line of effect and line of sight from you to the origin square, allowing you to use the power through walls and other solid objects. There must still be line of effect from the origin square to any targets.
Weaver of Paths Warps
Mirror Bubble Weaver of Paths Attack 11 By curving an area of space in on itself you contain your enemies and hinder their ranged attacks.
_______________________ Encounter ✦ Psionic, Force, Implement, Teleportation, Zone Standard Action Area burst 2 within 10 squares Target: Each creature in burst.
_______________________ Hit: 3d8 + Charisma modifier force damage. Effect: You create a zone of isolated space. You can move the zone 3 squares as a move action. Any creature that tries to exit will instead re-enter the zone in the square opposite the last square of their movement that was within the zone. All ranged attacks made from within the zone take a penalty to attack rolls equal to your Wisdom modifier. Sustain Minor: You can sustain the zone until the end of the encounter or for five minutes.
Wormhole Weaver of Paths Utility 12 You weave a path through sub-space, taking you and your allies past any obstacle.
_______________________ Encounter ✦ Psionic, Teleportation Standard Action Close burst 2 Target: You and each ally within burst.
_______________________ Effect: Each target teleports up to 10 squares, maintaining the same position in relation to you.
Sudden celerity Weaver of Paths Attack 20 You weave an ally about the battlefield, striking here and there with sudden and deadly accuracy.
_______________________ Daily ✦ Psionic, Force, Implement, Teleportation Standard Action Ranged 5 Target: Up to 5 creatures. Attack: An ally within range makes a melee basic attack against the target.
_______________________ Hit: Ally's basic attack damage + 1d6 + Wisdom modifier force damage. Effect: After each melee basic attack, the ally may teleport up to 5 squares into melee range of another target and make another attack.
Last edited by Fragsie; 22nd April 2009 at 11:19 PM..
Eerie Presence Your disconnection from the normal space-time flow gives you a disconcerting aura that distracts people and puts them on edge. Tier: Heroic. Prerequisites: Navigator, Con 15. Benefit: Any foe must pass a saving throw vs. fear to shift through your threatened area. If the saving throw is failed you may make an opportunity attack against it. If the foe has hit you with an attack in the same turn that it shifts, it gains a +5 morale bonus to it's saving throw. Once a creature has passed this save it will ignore your eerie presence for the remainder of the encounter.
ESP You have a sixth sense that detects the presence of life around you. Tier: Heroic. Prerequisites: Psionic power source and trained in Perception. Benefit: As a standard action, you can detect the presense of living Natural creatures within a Blast 5. This power will detect invisible creatures, but only tells you which direction the lifeform is in, not how far away from you it is (ie this does not tell you exactly which square an invisible creature is in).
Increase the blast size to 10 at 11th level and 15 at 21st level.
Heritage of the Seer Tier: Heroic Prerequisites: Sirian: Family of the Blessed, Navigator, Temporal Influence class feature Benefit: You grant allies within 10 squares of you a +2 racial bonus to initiative.
Spectral Hunter Tier: Heroic Prerequisites: Averoux, Navigator, Spatial Influence class feature Benefit: Once per encounter, when you use your Move with the Pack racial feature, you can teleport up to your Charisma modifier squares instead of shifting.
Latent Empath You can sense the surface emotions of others. Tier: Heroic. Prerequisites: Psionic power source and trained in Insight. Benefit: You gain a +1 feat bonus to Bluff, Diplomacy and Insight. If you are touching someone when they make a bluff check, you gain a +5 feat bonus to insight for your opposing check.
Star Burst With enormous physical strain, you can end your conjourations with a bang. Tier: Heroic. Prerequisites: Navigator, Cha 15. Benefit: You can dismiss a sustain minor Navigator Warp with the conjuration keyword as a standard action. If you do, the conjuration explodes as a burst 1 Constitution vs. Reflex attack that deals 1d6 + 1 radiant damage.
At 11th level the damage increases to 2d6 + 2. At 21st it increases to 3d6 + 3.
If the conjuration occupies more than one square, you choose which square is the origin square for the star burst.
Unnerving Eyes Tier: Heroic Prerequisites: Navigator, Cha 13, Warp Sight class feature Benefit: You gain the use of the Unnerving Eyes encounter power.
Feat Power
Unnerving Eyes Feat Power When enemies look into your eyes, they see the immensity of the universe staring back at them, for most, that is too much to handle.
_______________________ Encounter ✦ Charm, Fear Immediate Interrupt Ranged 10 Trigger: An enemy within range that can see you, and you can see, hits you with a ranged attack.
_______________________ Effect: The target takes a -4 to all ranged attack (including the triggering attack) until the end of it's next turn. Special: You must have the unnerving eyes feat to use this power.
After using this power, you loose the benefits of the Warp Sight class feature until you take a short or extended rest.
Equipment
Psychic Amplifiers
If you are a member of a class that can use a psy-amp as an implement, you can apply the enhancement bonus of a psy-amp to the attack rolls and damage rolls of any of your powers from that class that have the implement keyword, and you can use a psy-amp's properties and powers. Members of other classes gain no benefit from wielding a psy-amp.
A psychic amplifier is an item of technology that is made of two parts; the first is a small electronic node which attatches to the base of the skull or the temple of the user, it scans the wearers brain and syncronises itself with their brainwaves, once this is acheived the device amplifies the specific brainwaves that control psychic abilities. The second part of a psy-amp is a small, heavy rod that sits comfortably in the hand. Via a wireless connection with the node, the rod focuses the amplified brainwaves, increasing accuracy. As with most other implements, you cannot make melee attacks with a rod.
Last edited by Fragsie; 26th October 2009 at 11:35 PM..
Avenging Light
Grasping Shards
Call Spirit Companion Memory of a Thousand Lifetimes
CD: Armour of Wrath
CD: Rubukle Undead
Raven's Claw
Thunder of Judgement The Lady's Aid
Invocation of Ice and Fire
Avenging Light
Grasping Shards
Call Spirit Companion Memory of a Thousand Lifetimes
CD: Armour of Wrath
CD: Rubukle Undead
Raven's Claw
Thunder of Judgement The Lady's Aid
Invocation of Ice and Fire
The Temporal Influence and Spacial Influence abilities seem overpowered, especially when at paragon levels.
As most Paragon Paths have an ability that does something extra when an action point is spent, having the above abilities stacking with those can be quite powerful. I'd suggest changing them to an encounter power than can be used twice per encounter in Heroic, 3 times in Paragon, and 4 times in Epic.
Your at-wills are fine except for the following: Doom Prophecy is weak.
I'd change it to "a bonus to attack and damage rolls equal to your Wisdom modifier. Increase to 2 + Wisdom Modifier at level 11, and 4 + Wisdom Modifier at level 21."
I'd also add the following: Temporal Influence:
Target ally regains hit points equal to your constitution modifier. Increase to 1D6 + constitution modifier at level 16.
With Blink and They're Gone level 13 encounter warp, I would state that the allies can still act on their turn. They should get a single action only. This would be explained by the effort to move in a distorted demi-plane. This way they can use a healing surge, move to a better position, etc. Otherwise it could be bad as the enemies can move and heal etc but he allies can't.
I'd also add Spacial Influence: You receive your full set of actions while in the demi-plane.
For Quickening level 16 utility warp, I'd change the bonus from '1' to 'your charisma modifier'. At level 16 an extra 1 isn't that useful.
I'm looking through the Paragon paths now. Will comment soon.
One other thing is I'd increase the number of healing surges a bit. You have several abilities that use a healing surge to power something else. A cleric has 7+con mod and a paladin has 10+con mod. I'd put it between those two, probably 8+con mod.
The reason for this is that heroic tear feats generally have a stat of 13 required. Also for what the descriptive text says, it makes more sense to me to use charisma instead on constitution.
For a feat Star Burst seems too powerful. I would consider changing the damage dice to D4s.
Last edited by Rartemass; 21st April 2009 at 06:27 AM..
Reason: spelling error
I'm assuming that the Temporal Influence class feature is meant to be a prerequisite but you forgot to type it in? Withering Action (11th Level ability):
The ongoing damage is too high. I would set it a a specific number (say 10), or variable from a stat such as 3 + constitution modifier.
Weight of Ages level 11 encounter warp:
I'd make the penalty to attack roles equal to the stat mod not half of it.
For Star Child Paragon Path: Astral Authority (11th Level):
This is too powerful. I would limit it a number of sustain minor actions equal to your constitution modifier -2 (minimum 2).
Neutron Aspect
I'd add in that all squares within 3 of the Neutron Star are treated as difficult terrain due to the gravitational pull. This way the gravitational pull gets a bit stronger the closer you get, until you are squished.
All in all this is an interesting class.
As a player I would be happy using it, and as a GM I would be happy to allow it (I would make the changes I suggested though).
With some slight modifications you could include this in regular DnD.
Nice work.
My 4E rules-fu is too weak to provide you with worthwhile, rules-based comments but I love the flavour of the class. Very creative and imaginative. You really show how the 4E system could be applied to a high-fantasy sci-fi game.
I'll start off by saying a big thankyou for the feedback it's been a while since anyone has had any insights.
Quote:
Originally Posted by Rartemass
The Temporal Influence and Spacial Influence abilities seem overpowered, especially when at paragon levels.
As most Paragon Paths have an ability that does something extra when an action point is spent, having the above abilities stacking with those can be quite powerful. I'd suggest changing them to an encounter power than can be used twice per encounter in Heroic, 3 times in Paragon, and 4 times in Epic.
I have to disagree with you here; partially anyway. Temporal Influence is exactly the same as the Warlords Inspiring Presence, so i don't think it needs to be changed. Spatial Influence however I would be prepared to drop the teleport distance down to 1/2 Cha mod (min: 1). Does anyone else think this is necessary?
Quote:
Originally Posted by Rartemass
Your at-wills are fine except for the following: Doom Prophecy is weak.
I'd change it to "a bonus to attack and damage rolls equal to your Wisdom modifier. Increase to 2 + Wisdom Modifier at level 11, and 4 + Wisdom Modifier at level 21."
I'd also add the following: Temporal Influence:
Target ally regains hit points equal to your constitution modifier. Increase to 1D6 + constitution modifier at level 16.
You bring up an interesting point here; th power doesn't scale as it is. This power was based off the Warlords Commander's Strike, but with a bonus to the attack roll rather than the damage roll. A bonus to attack being a much more powerful advantage that a bonus to damage rolls in 4th Ed; I droped the bonus froma full stat mod to half a stat mod, so i'll add the scaling bonus as you suggest, but not the damage bonus. Also i'd like to stick to the WotC format (something which was pointed out to me on the WotC forums recently), which means no build bonuses on at-wills, utilities and dailies, this does mean i'll be going through and cutting some bonuses rather than adding them!
Quote:
Originally Posted by Rartemass
For Slow Motion level 1 encounter warp, I would add the following: Temporal Influence: The targets gain a -2 penalty to saves to end this effect.
For Rapid Bout level 1 daily warp, I would add in that the allies do the attack as a free action.
I'd change Tactical Shift level 2 utility warp to "shift" instead of "slide".
For Pause for Breath level 2 utility warp, I'd add: Temporal Influence: The target gains healing surge + your Wisdom modifier.
For Horrific Fate level 3 encounter warp, I'd make it 1D6 + constitution modifier damage, and target is dazed (save ends).
For White Particle level 7 encounter warp, I'd increase the dame to 2d6. This will keep it inline with the other warps at that level.
Other level 1 to 10 stuff is good.
Slow Motion, hmm, I do need a temporal build bonus at this level, but had considered adding the following to Tip the Scales rather than Slow otion:
Temporal Influence: After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points. Rapid Bout, I wonder if this is necessary, or indeed true, as the allies attacks use up your standard action, If you still think it's needed I will change it :P Tactical Shift Will Do Pause for Breath, as i said, i will be removing any build bonuses to non encounter powers, so this is a bit redundant. Horrific Fate, Dazed is quite a powerful status at lvl 3, none of the PHB classes can inflict it as (save ends) at this level. I could increase the damage as you suggest but would have to change 'save ends' to 'until the end of your next turn', do you think i should do that? White Particle, same thing here really; blinded is a hugely powerful staus; it makes the target grant CA to everyone and gives everyone total concealment against the target.
Quote:
Originally Posted by Rartemass
With Blink and They're Gone level 13 encounter warp, I would state that the allies can still act on their turn. They should get a single action only. This would be explained by the effort to move in a distorted demi-plane. This way they can use a healing surge, move to a better position, etc. Otherwise it could be bad as the enemies can move and heal etc but he allies can't.
I'd also add Spacial Influence: You receive your full set of actions while in the demi-plane.
For Quickening level 16 utility warp, I'd change the bonus from '1' to 'your charisma modifier'. At level 16 an extra 1 isn't that useful.
I'm looking through the Paragon paths now. Will comment soon.
One other thing is I'd increase the number of healing surges a bit. You have several abilities that use a healing surge to power something else. A cleric has 7+con mod and a paladin has 10+con mod. I'd put it between those two, probably 8+con mod.
Blink and they're Gone I think you've misread this power; the allies don't get any actions while in the demi-plane because they come back to the battle at the start of their next turn, meaning they get their turn as normal.
Quote:
Originally Posted by Rartemass
For the feats I would change the following:
Eerie Presence
Prerequisites: Cha 13
The reason for this is that heroic tear feats generally have a stat of 13 required. Also for what the descriptive text says, it makes more sense to me to use charisma instead on constitution.
For a feat Star Burst seems too powerful. I would consider changing the damage dice to D4s.
Eerie Presence This feat uses Con rather than Cha because it is based off the Navigators influence on time more than it is space; the further from normal time-flow the Nav is, the more disconcerting his presence is to others. I could be convinced to drop the requirement down to 13, but this means that spatial Navs would be able to take the feat from 1st level. Star Burst I have to disagree with you here; in order to use the starbusrt, the Nav must use a standard action, i think this more than easily balances a 1d6+1 burst 1.
Quote:
Originally Posted by Rartemass
For Saeculorum Paragon Path:
I'm assuming that the Temporal Influence class feature is meant to be a prerequisite but you forgot to type it in? Withering Action (11th Level ability):
The ongoing damage is too high. I would set it a a specific number (say 10), or variable from a stat such as 3 + constitution modifier.
Weight of Ages level 11 encounter warp:
I'd make the penalty to attack roles equal to the stat mod not half of it.
For Star Child Paragon Path: Astral Authority (11th Level):
This is too powerful. I would limit it a number of sustain minor actions equal to your constitution modifier -2 (minimum 2).
Neutron Aspect
I'd add in that all squares within 3 of the Neutron Star are treated as difficult terrain due to the gravitational pull. This way the gravitational pull gets a bit stronger the closer you get, until you are squished.
Saeculorum Yes; Temporal Influence is supposed to be a requirement, This path was based off the Clerics Radiant Servant paragon path, and the Withering action ability is exactly the same as that paths Radiant action.
With Weight of Ages we come back to the fact that a bonus to attack rolls is quite a powerful thing in 4th Ed, I'm reluctant to bump this power up. Star Child Both of your suggestions for this PP are good ones, and i shall add them in
Quote:
Originally Posted by Rartemass
All in all this is an interesting class.
As a player I would be happy using it, and as a GM I would be happy to allow it (I would make the changes I suggested though).
With some slight modifications you could include this in regular DnD.
Nice work.
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Originally Posted by Derulbaskul
My 4E rules-fu is too weak to provide you with worthwhile, rules-based comments but I love the flavour of the class. Very creative and imaginative. You really show how the 4E system could be applied to a high-fantasy sci-fi game.
Avenging Light
Grasping Shards
Call Spirit Companion Memory of a Thousand Lifetimes
CD: Armour of Wrath
CD: Rubukle Undead
Raven's Claw
Thunder of Judgement The Lady's Aid
Invocation of Ice and Fire
Rapid Bout, I wonder if this is necessary, or indeed true, as the allies attacks use up your standard action, If you still think it's needed I will change it :P
The main reason I added this is is because I've seen other abilities from DnD core include it. It just covers the GM to know what actions the players need to take.
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Horrific Fate, Dazed is quite a powerful status at lvl 3, none of the PHB classes can inflict it as (save ends) at this level. I could increase the damage as you suggest but would have to change 'save ends' to 'until the end of your next turn', do you think i should do that? White Particle, same thing here really; blinded is a hugely powerful staus; it makes the target grant CA to everyone and gives everyone total concealment against the target.
Your point here is valid. Changing to the end of your next turn instead of save ends is a good idea.
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Blink and they're Gone I think you've misread this power; the allies don't get any actions while in the demi-plane because they come back to the battle at the start of their next turn, meaning they get their turn as normal.
I think I may have confused my point here. I realise that the allies don't get a turn but I think it may actually help the enemies. The enemies know where they were. If they are smart enough to know that they will return to the same spot then they can react accordingly, like move an obstacle in the square they will reappear, or move there themselves. They could move through the square the ally defender was threatening to get to a controller at the back without taking an opportunity attack. For these reasons I think the allies should get an action; or slide your con in square; or something else, so that they are not in the same position when they return. At the moment all it does is remove them from damage for a turn but the enemies can regroup and make things really bad upon their return.
I agree with most of the other comments and alterations you suggested.
With these in place you have a very good class on your hands.