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Old 25th September 2009, 12:29 AM   #1 (permalink)
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Meeble Kobold Slinger (Lvl 1)
Legendary Boon level check

I'm creating a Legendary Boon (per the DMG 2) to hand out at the end of one of my adventures, and was hoping to get an opinion as to what level this should be:

Property: You gain resist 1 to all damage.
Property: You gain a +1 bonus to Fortitude defense.
Power: (Daily) Minor action. Effect: You gain regeneration 5, and enemies treat the ground within two squares of you as difficult terrain until the end of your next turn. Sustain Minor: The effect persists.

Any opinions/advice would be appreciated!
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Old 25th September 2009, 03:31 AM   #2 (permalink)
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Engilbrand Goblin Sharpshooter (Lvl 2)
First off, I really like it. I would probably put it somewhere in Paragon.
Minor issue with the Regeneration. I would recommend that it stays on until you hit half hit points. That's how I've seen it in some other cases. If a Fighter has this, he'll have little reason not to sustain it through the entire encounter.
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Old 25th September 2009, 04:00 AM   #3 (permalink)
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Meeble Kobold Slinger (Lvl 1)
Thanks =D

That is a very good point about Fighter types, and one that I'll need to consider.

I was thinking about the regeneration issue, and the one problem I have with having the effect end when the character is no longer bloodied is that the party in question is pretty prudent about healing early and often, so it is rare for a character to stay below bloodied for long.

Are there any ways that I could keep the effect from fading after bloodied?
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Old 25th September 2009, 05:37 AM   #4 (permalink)
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Engilbrand Goblin Sharpshooter (Lvl 2)
You could, but I wonder what the point is if you know that your party just heals a lot. If they burn through their Healing Surges frequently, there's no need for an ability like that.
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Old 25th September 2009, 06:22 PM   #5 (permalink)
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Eric Finley Kobold Slinger (Lvl 1)
How are you picturing it flavourwise? I'm having trouble tying regeneration and difficult-terrain together in my head.

Maybe instead of granting Regeneration, it grants a 1 in 6 chance of regaining a healing surge. For a character with 120hp (high-heroic defender, low-paragon standard, mid-paragon controller) that works out to the same thing in the long run, but it's chancier and more reliant on other healing effects. So make it an early Paragon item if you're aiming it at a fighter-type, to high-Paragon if you're aiming it at a wizard-type, and impose the five-level limit normally.

That level sounds about right for its other functionality as well. For example the resist damage is comparable to the Canine Construct, a heroic tier familiar, plus one of the belts at mid-Heroic which adds to Fortitude. Reasonable.

If you want to balance it down a little, easy: everybody treats the ground within 2 of you as difficult terrain. (Awesome if this was a Barbarian or Warden with a fear-style effect doing this - even your friends are hesitant to come close, and you can't simultaneously sprint and shake with barely controlled rage this way.)
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Old 25th September 2009, 07:25 PM   #6 (permalink)
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Quote:
Originally Posted by Eric Finley View Post
How are you picturing it flavourwise? I'm having trouble tying regeneration and difficult-terrain together in my head.
I have a character who has the earth godesses blessing in battle periodically the goddess lends a hand and the ground shakes and tilts and ruptures interfering with his enemies... in story he doesnt control it and it doesnt affect him either since the ground is responding to his moves....

Earth godesses and lending vitality are a fairly common connect.
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