A place to post my thoughts on 4e and gaming in general.
Lumin: The Basics
Protectors of the weak and crusaders against evil, with strong ties to the powers of light and life
RACIAL TRAITS
Average Height: 5' 6"-6' 2"
Average Weight: 135-220 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Supernal
Skill Bonuses: +2 Heal, +2 Religion
Lumin Fortitude: You gain a +1 racial bonus to your Fortitude defence. In addition, you gain a +2 racial bonus to death saving throws.
Aura Of Vigor: When you use your second wind, allies within 5 squares of you gain temporary hit points equal to your Wisdom modifier.
Aura Of Light: You can use aura of light as an at-will power.
Channel Radiance: You can use channel radiance as an encounter power.
RACIAL TRAITS
Average Height: 5' 6"-6' 2"
Average Weight: 135-220 lb.
Ability Scores: +2 Wisdom, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Supernal
Skill Bonuses: +2 Heal, +2 Religion
Lumin Fortitude: You gain a +1 racial bonus to your Fortitude defence. In addition, you gain a +2 racial bonus to death saving throws.
Aura Of Vigor: When you use your second wind, allies within 5 squares of you gain temporary hit points equal to your Wisdom modifier.
Aura Of Light: You can use aura of light as an at-will power.
Channel Radiance: You can use channel radiance as an encounter power.
Aura of LightLumin are the descendants of a small army of humans who volunteered to hold a narrow mountain pass against a horde of demons and undead monsters and delayed them long enough for the inhabitants of their city to evacuate. Some say that the gods blessed this act of courage and heroism. Others say that the powerful divine artifacts wielded by the city's defenders somehow changed them and their descendants. Whatever the reason for their existence as a race, many lumin seek to emulate the example of their ancestors and use their talents to help and protect others.
Lumin Racial Power
A moment of concentration is all you need to surround yourself with pure white light.
At-Will
Minor Action
Personal
Effect: You surround yourself with a halo of bright light. The light fills your square and all squares within 5 squares of you. The light lasts five minutes. Putting out the light is a free action.
Channel Radiance
Lumin Racial Power
You infuse your attack with radiant energy.
Encounter * Radiant
Standard Action
Personal
Effect: Make a melee or ranged basic attack. The attack deals radiant damage instead of its normal damage type. In addition, you gain a bonus to your damage roll equal to your Charisma modifier.
Total Comments 4
Comments
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I was thinking you could upgrade the attack power a bit while still being solidly balanced.
Radiant damage is great vs. undead, but a basic attack that does radiant damage (+cha mod) is less attractive I think. Especially for certain classes.
Since it's really your main racial power and an encounter power I think you could push it up a notch and make any one attack (or maybe any one non-necrotic attack) radiant.
That would "scale" better and be attractive both to casters and divine types (who normally get access to normal attacks that do radiant damage ... I assume you'd want them to be happy playing a Lumine too?)
Just riffing.Posted 3rd July 2008 at 07:07 AM by Graf
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I'd actually come up with a racial feat to do exactly that (see the next blog post). My main balance concern was that it's too good a way to bypass resistances since few monsters are resistant to radiant damage. In addition, for classes that already have radiant attacks and are likely to take the racial feats that give bonuses to attack and damage rolls with such powers, it would provide quite a boost to their best non-radiant attack power.
If the race seems a little under-powered, how about adding the ability to grant themselves or an adjacent ally Charisma modifier temporary hp whenever they spend a healing surge?Posted 3rd July 2008 at 08:02 AM by FireLance
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Personally, if they can only do it once a fight then I think any one attack -> radiant is fine.
Most monsters aren't tremendously resistant (heroic tier I think the most I've seen is 5 -- I think, did gricks get 10?) and PCs do a lot more damage. So we're not talking about a tremendous numeric change.
Maybe a resistant undead is going to take 15 more, but undead are constructed, I think, with the expectation that a party could have a cleric or paladin and there will be radiant damage and turning floating around.
(Having one more attack do radiant doesn't seem like it would be a big deal to me really).
And, most of the time? It'll be the kobolds taking an extra 5 damage because your scorching burst isn't fire anymore.
Finally read racial feats. Should probably have looked at the whole system before commenting. Maybe charging a feat for it (i.e. Radiant Infusion) is a safer way to play.
I'm not used to feats being weaker yet.
The healing surge -> temporary hit points thing is interesting. Personally, I think that one or two great powers would be better than a bunch of little ones, so I'd try try to roll it into say, Aura of Light.
Give them light, per the cantrip, and once a day they can trigger an aura of light (lasts for an encounter)? While it's up if they spend a healing surge allies get temporary hit points and/or allies who spend a healing surge get a bonus = to Wis or Cha mod (minimum 1).Posted 4th July 2008 at 05:51 AM by Graf
Updated 4th July 2008 at 08:59 AM by Graf (rethought it) -
After mulling it over for a while, I've decided to add the ability to grant allies temporary hit points. To limit it to once per encounter or so, I tied it to second wind.
I kind of like the flavor of having the light emanate from the lumin instead of having it work like the light cantrip, which can be cast on an object, so I'm leaving aura of light unchanged.Posted 11th July 2008 at 02:40 PM by FireLance
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