Dazzling flare is one of the few ranged encounter powers available to a paladin. As an attack roll debuff, it is numerically less effective than the equal-level fearsome smite for a paladin with a 16 or higher Wisdom, but it also affects enemies immune to fear. A paladin who wants to focus on ranged or implement attacks could find it a good choice.
Divine Pursuit (Divine Power)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Fortitude)
• Forced movement (push)
• Mobility (self)
Divine pursuit is nearly always superior to the higher-level staggering smite, unless the target has a Fortitude defense higher than AC. It is also likely to be more accurate since it is a weapon power that targets a non-AC defense, even though Fortitude tends to be the highest of the non-AC defenses. A paladin who values accuracy, mobility, or the ability to control his opponents' position could find it a good choice.
Fearsome Smite (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Fear effect
• Debuff (attack)
Fearsome smite is a defensive power similar to the equal-level dazzling flare, guardian light and shielding smite in that it reduces the chance that an enemy's attack will hit. It is most effective at defending against a single enemy as it imposes a penalty on all of its attacks, regardless of the defense targeted or the party member attacked, provided the enemy is not immune to fear. A paladin who wants to focus on interfering with a single target or who has a bonus to fear attacks could find it a good choice.
Guardian Light (Divine Power)
• Strength or Charisma attack
• Wisdom secondary
• Weapon power
• Radiant damage
• Defense bonus (non-AC, self)
In a way, guardian light is one of the least selfless paladin powers as it provides a bonus to the non-AC defenses of the paladin instead of his allies. Perhaps because of this thematic dissonance, it deals less damage than other paladin encounter powers of the same level. Although it does not directly defend the paladin's allies, it can be used to good effect in conjunction with a power that marks multiple opponents such as the 2nd-level utility power call of challenge. A paladin who is less concerned about offense and wants to boost his non-AC defenses could find it a good choice.
Heedless Fury (Divine Power)
• Strength attack
• Weapon power
• Sacrifice (all defenses)
Heedless fury can be considered the diametric opposite of the equal-level guardian light as it lowers the paladin's defenses but deals more damage than most other equal-level paladin encounter powers. This contributes to the paladin's ability to act as a defender and draw attacks from enemies by simultaneously causing him to appear as a serious threat and making him a more attractive target. Paladins who use highly damaging weapons get the most benefit from this power and could find it a good choice.
Piercing Smite (Player's Handbook)
• Strength attack
• Wisdom secondary
• Weapon power
• Weapon vs. non-AC defense (Reflex)
• Mark (multi-target, basic)
Piercing smite is one of the most accurate of the equal-level paladin encounter powers as it is a weapon power that targets a non-AC defense. It also enhances the paladin's ability to defend his allies by allowing him to mark multiple adjacent enemies, albeit only with a basic mark. A paladin who values accuracy or the ability to mark multiple opponents could find it a good choice.
Radiant smite deals more damage than most other equal-level paladin encounter powers. Paladins who have a high Wisdom or who use less damaging weapons may find it superior to the equal-level high-damage paladin encounter power, heedless fury. A paladin who wants to focus on radiant damage or who is primarily focused on defense but still wants a damaging attack could find it a good choice.
Shielding smite is the most reliable of the equal-level defensive paladin encounter powers in that it provides a boost to an ally's AC as an effect; the paladin does not need to hit with the power first. A paladin who wants to focus on protecting a single ally could find it a good choice.
Valorous Smite (Divine Power)
• Charisma attack
• Weapon power
• Mark (multi-target, divine sanction)
Valorous smite is another power that allows the paladin to mark multiple enemies. In comparison to the equal-level piercing smite, it is less accurate, but it can potentially affect more enemies and it imposes a better mark. A paladin who is focused on marking multiple opponents could find it a good choice.
Posted 9th August 2009 at 03:50 PM byFireLance (FireLance's Scattered Thoughts)
My thoughts on the paladin 1st-level at-will attack powers.
Ardent Strike (Divine Power)
• Strength or Charisma attack
• Weapon power
• Mark (divine sanction)
• Melee basic attack (when charging)
While in theory, the combination of divine challenge and ardent strike will allow a paladin to mark two enemies simultaneously, it may not always be feasible to do so in practice, as he will need to hit one enemy with ardent strike and end his turn adjacent to the target of his divine challenge. Still, a paladin who wants to really focus on his defender role might select this power. The ability to use this power in place of a melee basic attack when charging is a bonus, but a Charisma-focused paladin who takes it for this reason may be better off with virtuous strike instead.
The domains associated with ardent strike are somewhat dark in flavor, perhaps due to the default flavor text of making the target "the focus of your god's anger". The Destruction and Strife domains fit fairly well with this thematically as they grant damage bonuses under certain circumstances (IMO, the Strife domain power may be a little too good when facing large numbers of opponents), as does the Torment domain, which causes the target to grant combat advantage to an ally, presumably from the pain caused by the attack. The Darkness domain seems an odd fit both with the theme and with the mechanical effect of the power as it grants the paladin concealment, which actually offsets part of his marked target's incentive to attack him.
Bolstering Strike (Player's Handbook)
• Charisma attack
• Wisdom secondary
• Weapon power
• Temporary hit points (self)
As a defender, a paladin is likely to get targeted by attacks and take damage fairly often. Hence, the steady stream of temporary hit points provided by bolstering strike can significantly increase his durability. Since temporary hit points don't stack, the power becomes less useful if the paladin has access to another source of temporary hit points, e.g. the 2nd-level utility power vigor.
The Life domain is probably the closest fit with the mechanics and flavor of bolstering strike as it basically extends the benefit of the power to an ally. However, most of the other domains associated with it are compatible with the theme of enhancement. The War and Change domains grant a bonus to attack under certain circumstances, and the Creation domain grants an AC bonus to the paladin or an ally. The Earth domain fits the least well with the theme of the power as it slows the target.
Challenging Strike (PH Heroes: Series 1)
• Strength attack
• Weapon power
• Weapon vs. Non-AC defense (Will, while bloodied)
• Mark (basic)
Challenging strike allows a paladin to mark two creatures at once, but as previously discussed (see ardent strike), it is not always feasible to do so. Its accuracy also increases when the paladin is bloodied, but this can be a risky tactic as the paladin marks the target if he hits. In addition, it provides mechanical support for the concept of a paladin who fights harder after he is seriously injured.
Domains Challenging strike is not associated with any domains. However, the Life and Justice domains (see valiant strike and virtuous strike respectively) can be linked with the theme of turning the tide, and the Destruction, War and Sea domains (see ardent strike, bolstering strike and virtuous strike respectively) have mechanical effects that relate to that idea.
Enfeebling Strike (Player's Handbook)
• Charisma attack
• Weapon power
• Debuff (attack)
Enfeebling strike fits very well with the defender's role as it reduces the target's attack bonus. When combined with the paladin's mark, it can make it difficult for the target to hit the paladin's allies.
Many of the domains associated with enfeebling strike have sinister connotations, in line with the power's weakening effect. Mechanically, most of them either grant damage bonuses or inflict further penalties on the target. The Death domain grants damage bonuses under certain circumstances, and the Poison, Undeath and Winter domains do so in addition to changing the damage type of the power. The Madness and Moon domains inflict a further penalty to attack rolls and a penalty to AC respectively, and the Tyranny domain imposes a penalty on the target's saving throws. The Trickery domain may have the weakest thematic link to enfeebling strike as it allows the paladin or an ally to shift.
Forbidding strike defends an ally by granting him resistance to all damage. This power is suited to a paladin that is focused mostly on defense since the requirement that he use a shield means that he cannot wield the more damaging two-handed weapons, and the power's damage does not increase at the epic tier.
Domains Forbidding strike is not associated with any domains. However, the Life, Protection and Love domains (see bolstering strike, valiant strike and virtuous strike respectively) are in line with the theme of defending an ally, and the Creation and Freedom domains (see bolstering strike and holy strike respectively) have mechanical effects that also grant defensive bonuses.
Holy strike deals the most direct damage of the at-will paladin powers. It also deals radiant damage, so Strength-focused paladins who want to deal more damage or who want to be especially effective against undead might select this power.
The domains associated with holy strike are a mixed bag. The Strength domain probably has the strongest thematic link to the power as it provides an additional damage bonus. Similarly, the Vengeance domain effectively provides a damage bonus since most of the time, an enemy will attack on his turn. However, flavor-wise, it does not seem to relate strongly to the power. The Fate and Luck domains both increase the power's effectiveness in combat, with a situational attack bonus and an increase to the critical range respectively. The Freedom domain seems somewhat out of place both mechanically and thematically, as it grants the paladin or an ally a saving throw bonus.
Valiant Strike (Player's Handbook)
• Strength attack
• Weapon power
• Attack bonus (self)
Valiant strike is more accurate than most of the other at-will paladin powers. It also provides mechanical support for the concept of a paladin who fights harder the more he is outnumbered.
Some of the domains associated with valiant strike evoke the image of the paladin inspiring his allies or himself when he fights multiple opponents, even though he does not need to be outnumbered to enjoy the benefits. The Hope domain and the Protection domain grant an ally a bonus to his attack roll and defenses respectively, while the Civilization domain grants the paladin a damage bonus. The Skill domain, which allows the power to be used as a melee basic attack, is likely associated with it because it grants an attack bonus. The power has less obvious ties with the Storm domain, which changes the damage type of the power and grants damage bonuses, and the Wilderness domain, which allows the paladin and adjacent allies to ignore difficult terrain.
While the saving throw bonus granted by virtuous strike is a nice benefit, the key advantages of this power for Charisma-focused paladins are that it deals radiant damage, which is particularly effective against undead, and that it can be used as a melee basic attack, which can help offset his potential weakness in this area.
Apart from being a radiant power that grants the paladin a bonus to his saving throws, the flavor of virtuous strike is not very well-defined. Hence, it is unsurprising that many of the domains associated with the power seem to have very different themes. The Sun domain, which makes the target vulnerable to radiant damage, ties in with the power's mechanical effect, as does the Sea domain, which allows the paladin to either make a saving throw or impose a penalty to the target's saving throws. The Knowledge domain, which grants the paladin a bonus to defenses, and the Arcana domain, which grants a bonus to his attack rolls with arcane powers, can be broadly linked to the power's default flavor text of filling the paladin with resolve. Similarly, the Love domain, which grants temporary hit points to one or two allies, and the Justice domain, which grants bloodied allies a bonus to attack rolls, can be flavored as doing the same for allies.
Posted 25th May 2009 at 03:37 PM byFireLance (FireLance's Scattered Thoughts)
Updated 26th May 2009 at 12:07 AM byFireLance
This is the 4E class for anyone who feels overwhelmed by the power choices in 4E or constrained by 4E's power descriptions and just wants simple attacks that may be flavored however the player wants.
The Armsman "I attack."
Class Traits
Role: Striker. You are able to make damaging attacks with your weapons. You also have high hit points and good armor, so you lean towards defender as a secondary role. Power Source: Martial. You depend on your fighting skill and the occasional stroke of luck. Key Abilities: Strength, Dexterity, Constitution.
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Athletics and Endurance. From the class skills list below, choose one more trained skill at 1st level. Class Skills: Athletics (Str), Endurance (Con), Intimidate (Cha), Streetwise (Cha)
Class Features: Armsman Weapon Talent, Background Skill, Combat Flexibility
An armsman is a competent warrior that functions well in melee and at range. He focuses on making simple but effective attacks.
Armsman Class Features
Armsman Weapon Talent
You gain a +1 bonus to attack rolls and a +2 bonus to damage rolls when you use a power that has the weapon keyword. The bonus to damage rolls increases to +3 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 11th level, the bonus to damage rolls increases to +4, or +6 if you use a two-handed weapon or a versatile weapon wielded in two hands.
At 21st level, the bonus to damage rolls increases to +6, or +9 if you use a two-handed weapon or a versatile weapon wielded in two hands.
Background Skill
You gain training in one additional skill.
Combat Flexibility
You may expend an armsman encounter attack power to use any other armsman encounter attack power of lower level, even if it is one that you do not know.
Armsman Powers
Unlike most other classes, an armsman does not need to choose encounter, daily or utility powers because there is only a single power at each level. An armsman only needs to select two of the three at-will powers available to him at 1st level (a human armsman does not even need to make this choice). When an encounter or daily attack power allows an armsman to use an at-will armsman attack power, he may select an at-will armsman attack power that he does not know.
Level 1 At-Will Exploits
Weapon Attack
Armsman Attack 1 You attack your opponent.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier + Dexterity modifier damage.
Increase damage to 2[W] + Strength modifier + Dexterity modifier damage at 21st level.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls when you make a melee attack with this power.
Weapon Interference
Armsman Attack 1 Your attack interferes with your opponent's attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and the target takes a -2 penalty to attack rolls until the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) at 21st level.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Weapon Trick
Armsman Attack 1 Your attack leaves your opponent less able to defend against your next attack.
At-Will * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and you gain a +2 bonus to the next attack roll you make against the target before the end of your next turn.
Increase damage to 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged) at 21st level.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Level 1 Encounter Exploit
Power Surge
Armsman Attack 1 A surge of adrenaline allows you to hit hard.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage.
Level 1 Daily Exploit
Dazing Luck
Armsman Attack 1 A lucky hit hinders your opponent for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 1[W] damage and the target is dazed until the end of your next turn.
Level 2 Utility Exploit
Dart and Sprint
Armsman Utility 2 A surge of adrenaline allows you to move quickly.
Encounter * Martial
Minor Action
Personal
Effect: You may shift one square. You also gain a +2 bonus to your speed until the start of your next turn.
Level 3 Encounter Exploit
Swift Surge
Armsman Attack 3 A surge of adrenaline allows you to make two quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One or two creatures
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), two attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Level 5 Daily Exploit
Lucky Graze
Armsman Attack 5 A lucky hit gets through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 4[W] + Strength modifier damage (melee) or 4[W] + Dexterity modifier damage (ranged).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Level 6 Utility Exploit
Combat Vigor
Armsman Utility 6 A surge of adrenaline grants you greater endurance.
Encounter * Martial
Minor Action
Personal
Effect: You gain temporary hit points equal to 5 + your Constitution modifier. If you are bloodied, the number of temporary hit points you gain equals 5 + half your level + your Constitution modifier instead.
Level 7 Encounter Exploit
Follow-Up Surge
Armsman Attack 7 A surge of adrenaline spurs you to follow up on a successful attack.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you may make a melee or ranged basic attack against the target.
Level 9 Daily Exploit
Devastating Luck
Armsman Attack 9 A lucky hit threatens a vulnerable spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.
Level 10 Utility Exploit
Combat Resilience
Armsman Utility 10 A surge of adrenaline allows you to recover more quickly.
Encounter * Martial
Minor Action
Personal
Effect: You gain a power bonus to all saving throws equal to your Constitution modifier until the start of your next turn.
Level 13 Encounter Exploit
Furious Surge
Armsman Attack 13 A surge of adrenaline allows you to hit harder.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage.
Level 15 Daily Exploit
Stunning Luck
Armsman Attack 15 A lucky hit leaves your opponent unable to act for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 2[W] damage and the target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.
Level 16 Utility Exploit
Combat Evasion
Armsman Utility 16 A surge of adrenaline allows you to reduce the effect of an attack.
Encounter * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: You take half damage from the attack. If the attack imposes an effect that a save can end, you may make an immediate saving throw against the effect.
Level 17 Encounter Exploit
Rapid Surge
Armsman Attack 17 A surge of adrenaline allows you to make three quick, simple attacks.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Targets: One, two or three creatures
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged), three attacks. You may make any combination of melee and ranged attacks, and you may target a different creature with each attack.
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged) per attack.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls and damage rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Level 19 Daily Exploit
Lucky Break
Armsman Attack 19 A lucky hit breaks through your opponent's defences.
Daily * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged)
Hit: 6[W] + Strength modifier damage (melee) or 6[W] + Dexterity modifier damage (ranged).
Miss: Half damage.
Special: If the target does not take damage from this power, it is not expended.
Special: Weapons with the heavy thrown property use Strength instead of Dexterity for attack rolls when you make a ranged attack with this power. If you use a light blade, you may use Dexterity instead of Strength for attack rolls and damage rolls when you make a melee attack with this power.
Level 22 Utility Exploit
Lucky Dodge
Armsman Utility 22 A stroke of luck enables you to avoid an attack.
Daily * Martial
Immediate Interrupt
Personal
Trigger: You are hit by an attack
Effect: The attack misses.
Level 23 Encounter Exploit
Follow-Through Surge
Armsman Attack 23 A surge of adrenaline spurs you to follow through with a successful attack.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you may use the same armsman at-will attack power or another armsman at-will attack power against the target.
Level 25 Daily Exploit
Deadly Luck
Armsman Attack 25 A lucky hit threatens a vital spot on your opponent.
Daily * Martial, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 5[W] damage.
Level 27 Encounter Exploit
Destructive Surge
Armsman Attack 27 A surge of adrenaline allows you to hit even harder.
Encounter * Martial, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage.
Level 29 Daily Exploit
Incapacitating Luck
Armsman Attack 29 A lucky hit leaves your opponent helpless for a short while.
Daily * Martial, Reliable, Weapon
Standard Action
Melee or Ranged weapon
Target: One creature
Effect: Use an armsman at-will attack power. If the attack hits, you deal an additional 3[W] damage and the target is unconscious until the end of your next turn or until it takes damage. Aftereffect: The target is stunned until the end of your next turn. Aftereffect: The target is dazed until the end of your next turn.
Posted 3rd January 2009 at 01:01 PM byFireLance (FireLance's Scattered Thoughts)
Updated 12th January 2009 at 04:36 PM byFireLance
Kail Greenbough is a prosperous local farmer, and Blackie is his pet dog.
Adventure Role: Kail Greenbough plays a key role in Challenge #4, when the PC is asked to mediate a dispute between him and the elf ranger Rumil Amanth. Knowledge of Kail's full name and Blackie's name should also help the PC solve the lock puzzle in Challenge #2.
Physical Description: middle-aged; tall; burly; tanned skin; black eyes; graying black hair. Blackie is a black, wolf-like dog similar to an Alsatian.
Personality Traits: blunt, gruff, stubborn.
Key Game Stats:
Kail Greenbough, Level 1 Adjunct
Medium natural humanoid, human (XP 50)
Initiative +0 Senses Perception +1 HP 14; Bloodied 7 AC 14; Fortitude 13, Reflex 12, Will 12 Speed 6
Club (standard; at-will) * Weapon
+5 vs. AC; 6 damage.
Alignment Unaligned Languages Common Str 14 (+2) Dex 10 (+0) Wis 13 (+1) Con 12 (+1) Int 13 (+1) Cha 11 (+0) Equipment club
- - - - -
Blackie, Level 1 Adjunct
Medium natural beast (XP 50)
Initiative +4 Senses Perception +6 HP 15; Bloodied 7 AC 15; Fortitude 13, Reflex 13, Will 12 Speed 6
Bite (standard; at-will)
+6 vs. AC; 6 damage.
Alignment Unaligned Languages - Str 13 (+1) Dex 14 (+2) Wis 13 (+1) Con 14 (+2) Int 2 (-4) Cha 10 (+0)
Posted 8th December 2008 at 12:53 PM byFireLance (FireLance's Scattered Thoughts)
Updated 8th December 2008 at 01:26 PM byFireLance
Gosh, it's been more than two weeks since I last updated. This is not good. One of the reasons why I started this blog was to ensure that no matter how busy I was with my other commitments, I would take time out to write about gaming related stuff.
Anyway, I'm still thinking about how to make ritual seeds work flexibly without making them overpowered. I'm starting to think that I will need to codify how to replicate certain rituals and utility spells (in terms of skill checks, etc.) with ritual seeds, which is going to be rather time-consuming and difficult to balance.
So, today I'm writing about something completely different: Wonders of the World.
Since the inspiration for the idea is from the computer game Civilization, I guess it's just going to add to the criticisms that 4e is videogamey. Whatever.
If you haven't played Civilization, Wonders of the World are game elements based on wonders of the real world. They are difficult to obtain because they require a large amount of resouces to "construct", but they provide a specific benefit, e.g. increasing the effectiveness of research into new technologies, increasing the level of happiness of his people, or improving one or all of his cities in a specific way.
Translating this basic concept into D&D, Wonders of the World would be globally significant achievements on the part of the PCs that would be difficult for them to attain. In terms of flavor, the players get the satisfaction of creating a lasting legacy in the game world. In terms of mechanics, the PCs get a small benefit after creating a Wonder of the World.
Creating a Wonder of the World uses the skill challenge mechanic. The PCs have to achieve ten successes, usually at a DC of 40 for skill checks, and a DC of 35 for ability checks. Unlike a normal skill challenge, failures do not make it impossible to create a Wonder of the World, but a PC who fails a skill check cannot attempt another one (even one for a different skill) until he gains a level. Given the high DCs, normally only Epic-tier characters would have a chance of creating a Wonder of the World. A DM may decide to run the creation of a Wonder of the World as a background activity for the PCs, allowing each PC to attempt his skill check each time he gains a new level. However, it may be more interesting to tie the work of creating a Wonder of the World into the campaign by allowing certain in-game events to count as successes for the PCs.
The following is an example of a Wonder of the World:
Code of Laws
The PCs develop a just and fair code of laws which are implemented across several countries. The PCs become renowned as paragons of virtue and wisdom.
Developing the Code
The PCs require a minimum of four successes from the following:
History (DC 40): The PC compiles the best statutes from the legal systems of several countries, past and present. Instead of rolling a skill check, the PCs may also achieve a success by discovering a lost trove of ancient legal texts. The PCs can achieve a maximum of two successes from this skill.
Religion (DC 40): The PC translates the moral principles found in religious books into legal statutes. Instead of rolling a skill check, the PCs may also achieve a success by obtaining the assistance of an exarch of a god of law or justice. The PCs can achieve a maximum of two successes from this skill.
Streetwise (DC 40): The PC obtains views on law and justice from a wide variety of people. Instead of rolling a skill check, the PCs may also achieve a success by estabishing an alternate mechanism for gathering such information. The PCs can achieve a maximum of two successes from this skill.
Insight (DC 40): The PC uses his knowledge of human behavior to craft laws. The PCs can achieve a maximum of one success from this skill.
Implementing the Code
The PCs require a minimum of four successes from the following:
Diplomacy (DC 40): The PC persuades a ruler to adopt the code of laws. Instead of rolling a skill check, the PCs may also achieve a success by performing a service for a ruler, or by making a request of a ruler already indebted to them.
Religion (DC 40): If the PCs made a successful Religion check when crafting the code of laws, a PC may persuade the ruler of a theocracy or a ruler who is devoutly religious to adopt the code by showing how it is based on religious texts. The PCs' maximum number of successes from this skill will depend on the number of such rulers in the campaign.
Intimidate (DC 40): The PC threatens a weak ruler into adopting the code of laws. The PCs' maximum number of successes from this skill will depend on the number of such rulers in the campaign.
If the PCs become rulers themselves, they may achieve one success for each major country they rule.
Benefit
The PCs gain a +2 bonus to Diplomacy checks. This bonus increases to +4 with Lawful Good creatures.
Posted 18th November 2008 at 05:33 PM byFireLance (FireLance's Scattered Thoughts)
Updated 11th May 2009 at 04:11 PM byFireLance
Yet another post that is not about lumin paragon powers. If do you happen to be waiting eagerly for the next installment, please let me know, or I may spend some time exploring this new concept of ritual seeds instead.
This is basically an attempt at developing a more flexible and freeform magic system as an alternative to 4e's rituals. I'm not really a fan of the current ritual system for non-combat magic. I think that many of the rituals are not attractive enough because they are too specific and require too much accounting, and I think that a more skill-like system would work better with 4e's skill challenge framework for resolving non-combat challenges.
Basic Concepts and Mechanics
Each ritual seed is a feat that allows a character to create magical effects related to a specific theme. A character must have the Ritual Caster feat to select ritual seed feats.
Using a ritual seed is physically and mentally tiring: a character must spend a healing surge as a free action to gain the ability to create magical effects related to the ritual seed for five minutes or until the end of the encounter.
Creating an effect is normally a standard action. A list of standard effects will be provided, but the DM should allow the player a certain amount of flexibility in coming up with creative uses for his ritual seed. The DM may require the player to make a successful skill check, and should use his judgment to determine the DC needed.
Ritual Seed: Force
The following is an example of a ritual seed.
Ritual Seed: Force
Prerequisites: Int 13, Ritual Caster, trained in Arcana, access to a power with the Force keyword
Benefit: You may spend a healing surge as a free action to gain the ability to create magical force effects for five minutes or until the end of the encounter. Some sample effects are as follows:
Force Enhancement (At-Will * Arcane): Free Action. You may use an Arcana check in place of a Athletics check, or an Intelligence check in place of a Strength check.
Force Aid (At-Will * Arcane): Standard Action. Choose a target within 5 squares and make a DC 15 Arcana check. If you succeed, choose one ally. That ally gets a +2 bonus to his or her next attack roll against the target, or to all defenses against against the target's next attack. This bonus ends if it is not used by the end of your next turn.
Force Push (At-Will * Arcane, Implement): Standard Action. Choose a target within 5 squares. Make an Intelligence attack vs. Fortitude. If you hit, you push the target 1 square.
Force Grab (At-Will * Arcane, Implement): Standard Action. Choose a target within 5 squares. Make an Intelligence attack vs. Reflex. If you hit, the target is immobilized until it escapes or you end the grab. You can sustain this effect as a minor action, and end it as a free action.
The target can attempt to escape on its turn. If it attempts to escape, the effect uses your Fortitude or Reflex defense. The effect also ends if the distance between you and the target exceeds 5 squares.
Force Move (At-Will * Arcane, Implement): Standard Action. Choose a target affected by your force grab. Make an Intelligence attack vs. Fortitude. If you hit, slide the target 3 squares. If the distance between you and the target exceeds 5 squares, your force grab effect ends.
Force Construct (At-Will * Arcane): Standard Action. Make a DC 15 Arcana check. If you succeed, you can create a force construct within 10 squares. The force construct lasts until the end of your next turn. In subsequent rounds, you may create additional force constructs, but the Arcana check DC increases by 2 for every force construct you have already created. You may sustain all the foce constructs you have created as a minor action, and dismiss a force construct as a free action. You may choose from the following force constructs. Your DM may also allow you to create additional types of force constructs, at his discretion. Force Obstacle: You create a 1-square high obstacle that completely blocks a square. You cannot create a force obstacle in an occupied square. Force Platform: You create a sturdy platform in one square. It negates difficult terrain and (at the DM's discretion) certain types of challenging and hindering terrain. Force Ladder: You create a 1-square high ladder in one square. In subsequent rounds, you may increase the height of the ladder by 1 square by creating an additional force ladder on top of it.
Force Hand (At-Will * Arcane): Standard Action. Make a DC 15 Arcana check. If you succeed, you may use the mage hand wizard cantrip.
In addition, a player may be able to find creative ways to use force effects to earn successes in a skill challenge.
A player may also attempt more complicated effects with the force ritual seed. The DM may run these as skill challenges, and may allow the other characters to help contribute successes. For example, the DM may allow the PC to replicate the effects of the Tenser's Floating Disk ritual by spending a healing surge and succeeding at a Level 1, Complexity 1 skill challenge. If the challenge is failed, the healing surge is expended to no effect.
Posted 16th November 2008 at 02:22 PM byFireLance (FireLance's Scattered Thoughts)
Updated 18th November 2008 at 02:37 PM byFireLance
Still a little slow-going on the development front due to work and gaming. However, a recent post by Hypersmurf about dropping spiky durian fruit on a dinosaur's head reminded me of an old spell that I came up with when I was playing 1e in my early teens. This semi-serious creation actually translates quite well into 4e. It even has a non-combat application!
Power Word: Coconut
Wizard Attack 1 A coconut drops on your opponent's head.
Daily * Arcane, Implement
Standard Action
Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 2d8 + Intelligence modifier damage, and the target is dazed (save ends).
Miss: Half damage, and the target is not dazed.
Effect: The coconut remains after the spell is cast. If eaten, it provides enough food and water for one person for 24 hours.
Posted 28th October 2008 at 05:15 PM byFireLance (FireLance's Scattered Thoughts)
Updated 28th October 2008 at 05:31 PM byFireLance
Glaring blast is similar to the 3rd-level lumin paragon encounter power dazzling blast, but with a defender-ish slant because it protects you and your allies instead of making your enemies more vulnerable.
Glaring Blast
Lumin Paragon Attack 7 A brilliant wave of light obscures your enemies' vision.
Encounter * Radiant
Standard Action
Close blast 3
Targets: All enemies in blast
Attack: Wisdom + 2 vs. Will, Charisma + 2 vs. Will, or other ability score vs. Will
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 1d6 + Charisma modifier radiant damage, and you and your allies gain concealment against all attacks from the target until the end of your next turn.
Healing Surge: Increase damage to 2d6 + Charisma modifier.
At 11th level, increase damage to 3d6 + Charisma modifier, and you may increase the size of the blast to 4.
At 21st level, increase damage to 4d6 + Charisma modifier, and you may increase the size of the blast to 5.
Healing flare is primarily a healing power with a secondary attack, unlike the 1st-level lumin paragon encounter power ray of searing vigor, which is primarily an attack power with a secondary healing function.
Healing Flare
Lumin Paragon Attack 7 Radiant energy surrounds an ally, healing him and damaging his closest opponents.
Encounter * Radiant
Standard Action
Area burst 1 within 5 squares centered on an ally
Targets: All enemies in burst
Attack: Wisdom + 2 vs. Reflex, Charisma + 2 vs. Reflex, or other ability score vs. Reflex
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 1d6 + Wisdom modifier radiant damage.
Effect: The ally may spend a healing surge.
Healing Surge: Increase damage to 2d6 + Wisdom modifier, and your ally regains additional hit points equal to 3 + your Wisdom modifier if he spends a healing surge.
At 11th level, increase damage to 3d6 + Wisdom modifier, and your ally regains additional hit points equal to 6 + your Wisdom modifier if he spends a healing surge.
At 21st level, increase damage to 4d6 + Wisdom modifier, and your ally regains additional hit points equal to 9 + your Wisdom modifier if he spends a healing surge.
Posted 25th October 2008 at 02:52 PM byFireLance (FireLance's Scattered Thoughts)
Dazzling blast is a controller-ish close blast power. It's deliberately pegged to be not as good as the 3rd-level wizard encounter power color spray, although it's more selective with respect to its targets.
Dazzling Blast
Lumin Paragon Attack 3 A blast of light momentarily disorients your foes.
Encounter * Radiant
Standard Action
Close blast 3
Target: All enemies in blast
Attack: Wisdom + 2 vs. Will, Charisma + 2 vs. Will, or other ability score vs. Will
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 1d6 + Wisdom modifier radiant damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Healing Surge: Increase damage to 2d6 + Wisdom modifier.
At 11th level, increase damage to 3d6 + Wisdom modifier, and you may increase the size of the blast to 4.
At 21st level, increase damage to 4d6 + Wisdom modifier, and you may increase the size of the blast to 5.
Radiant bolts is a striker-ish ranged attack that focuses on dealing damage. Since the healing surge augmentation increases the damage dealt to each target instead of the damage dealt by each attack, it moderates the amount of damage that this power can deal to a single target.
Radiant Bolts
Lumin Paragon Attack 3 You unleash multiple bolts of radiant energy.
Encounter * Radiant
Standard Action
Ranged 5
Targets: One or more creatures
Attack: Wisdom + 2 vs. Reflex, Charisma + 2 vs. Reflex, or other ability score vs. Reflex, two attacks
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 1d6 + Charisma modifier radiant damage.
Healing Surge: You deal an additional 1d6 + 2 radiant damage to each target you hit.
At 11th level, you gain a third attack and deal an additional 2d6 + 4 radiant damage to each target you hit.
At 21st level, you gain two additional attacks (total four attacks) and deal an additional 3d6 + 6 radiant damage to each target you hit.
Posted 19th October 2008 at 10:00 AM byFireLance (FireLance's Scattered Thoughts)
A lumin paragon may use any of his ability scores to modify the attack rolls (but not the damage rolls) of his powers. However, the other ability scores will usually be at a disadvantage compared to Wisdom or Charisma (see individual powers for details). This enables lumin paragon powers to remain competitive (if not optimal) for characters that do not have high scores in either Wisdom or Charisma, while rewarding characters that do.
A key feature of most lumin paragon powers is that they can be augmented by spending a healing surge as a free action when they are used. See the individual power descriptions for the increased effect of spending a healing surge.
Ray of searing vigor fills what I see as a gap in the current line-up of clerical powers: a way for a ranged cleric to trigger a healing surge similar to the melee cleric's healing strike. Other ranged characters can also take this power to give themselves a small amount of healing ability.
Ray of Searing Vigor
Lumin Paragon Attack 1 A ray of radiant energy sears an enemy and heals an ally.
Encounter * Healing, Radiant
Standard Action
Ranged 10
Target: One creature
Attack: Wisdom + 2 vs. Reflex, Charisma + 2 vs. Reflex, or other ability score vs. Reflex
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 2d6 + Wisdom modifier radiant damage. In addition, an ally adjacent to the target may spend a healing surge.
Healing Surge: Increase damage to 3d6 + Wisdom modifier, and your ally regains additional hit points equal to 3 + your Wisdom modifier if he spends a healing surge.
At 11th level, increase damage to 4d6 + Wisdom modifier, and your ally regains additional hit points equal to 6 + your Wisdom modifier if he spends a healing surge.
At 21st level, increase damage to 5d6 + Wisdom modifier, and your ally regains additional hit points equal to 9 + your Wisdom modifier if he spends a healing surge.
Veil of light gives melee-oriented characters a Close attack. However, ranged characters may also find it that it helps them slip away if they find themselves unexpectedly in melee.
Veil of Light
Lumin Paragon Attack 1 Dazzling beams of light hide you from your enemies.
Encounter * Radiant
Standard Action
Close burst 1
Target: Each enemy in burst that you can see
Attack: Wisdom + 2 vs. Reflex, Charisma + 2 vs. Reflex, or other ability score vs. Reflex
Increase the bonus to attack rolls for Wisdom and Charisma to +4 at 11th level and +6 at 21st level.
Increase the bonus to attack rolls for other ability scores to +2 at 11th level and +4 at 21st level.
Hit: 1d6 + Charisma modifier radiant damage, and you are invisible to the target until the end of your turn.
Healing Surge: Increase damage to 2d6 + Charisma modifier.
At 11th level, increase damage to 3d6 + Charisma modifier.
At 21st level, increase damage to 4d6 + Charisma modifier.
Posted 13th October 2008 at 03:27 PM byFireLance (FireLance's Scattered Thoughts)
Updated 13th October 2008 at 03:50 PM byFireLance
Due to real-life busyness, I haven't done much work on the racial paragon multiclass concept. Yesterday, I did happen to think of the following fairly simple feat chain to help paladins who want to select a wider variety of powers.
Basically, the feat chain provides a +1 to +3 bonus to attack rolls (but not damage rolls) for paladin attack powers based on Strength or Charisma, whichever is lower for the paladin.
The feats are further balanced by the following:
1. The lower-level feats are prerequisites for the higher-level feats, so the feats cannot be "traded up". In order to get the highest effective bonus, the PC has to spend three feats.
2. The feats have ever-increasing prerequisites for both the lower ability score and the higher ability score. The paladin still has to keep one score high and improve the lower ability score by at least two points per tier.
3. The feat effectively replaces the lower ability score with a fixed, higher number instead of applying a flat attack bonus. This means that players can't gain a +3 attack bonus to a score that is just slightly lower than the higher one.
Strength of Faith (Paladin) Heroic Tier
Prerequisite: Paladin, Str 15, Cha 17
Benefit: You are considered to have a Strength score of 16 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Improved Strength of Faith (Paladin) Paragon Tier
Prerequisite: Paladin, Str 17, Cha 19, Strength of Faith
Benefit: You are considered to have a Strength score of 18 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Charisma score is 21 or higher, you are considered to have a Strength score of 20 instead.
Greater Strength of Faith (Paladin) Epic Tier
Prerequisite: Paladin, Str 19, Cha 23, Strength of Faith, Improved Strength of Faith
Benefit: You are considered to have a Strength score of 22 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Charisma score is 25 or higher, you are considered to have a Strength score of 24 instead.
Just for completeness, the equivalent feats for paladins with high Strength are in the SBLOCK.
Spoiler:
Spirit of Faith (Paladin) Heroic Tier
Prerequisite: Paladin, Str 17, Cha 15
Benefit: You are considered to have a Charisma score of 16 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Improved Spirit of Faith (Paladin) Paragon Tier
Prerequisite: Paladin, Str 19, Cha 17, Spirit of Faith
Benefit: You are considered to have a Charisma score of 18 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Strength score is 21 or higher, you are considered to have a Charisma score of 20 instead.
Greater Spirit of Faith (Paladin) Epic Tier
Prerequisite: Paladin, Str 23, Cha 19, Spirit of Faith, Improved Spirit of Faith
Benefit: You are considered to have a Charisma score of 22 for the purpose of attack rolls (but not damage rolls) with paladin powers.
Special: If your Strength score is 25 or higher, you are considered to have a Charisma score of 24 instead.
Posted 2nd October 2008 at 03:56 PM byFireLance (FireLance's Scattered Thoughts)
Updated 19th October 2008 at 08:05 AM byFireLance
It occured to me today that you could use multiclass-only classes (such as the Spellscarred, from the Forgotten Realms Player's Guide) to model the racial paragon classes introduced in 3e's Unearthed Arcana. Since there is a small chance that WotC might come up with racial paragon multiclass-only classes for the core races, I'll develop this idea using my homebrew lumin race instead.
A lumin paragon is an exemplar of his race. He gains access to powers that emphasize his racial affinity for healing and light, and which are particularly effective against demons and undead creatures. (Yes, that last bit was pretty much lifted from the lumin paladin specialized class. I will probably absorb the powers from that class into the lumin paragon class.)
Legacy of Light (Multiclass Lumin Paragon)
Prerequisite: Lumin
Benefit: You qualify for the Novice Power, Acolyte Power, and Adept Power feats, treating lumin paragon as the class into which you have multiclassed. You also choose one blessing from the following list:
* Blessed Durability: You may use your Charisma modifier instead of your Constitution modifier to determine your number of healing surges per day.
* Blessed Skill: You may use your Charisma modifier instead of your Wisdom modifier to make Heal checks, and your Wisdom modifier instead of your Intelligence modifier to make Religion checks.
* Blessed Toughness: You may add your Wisdom score to your starting hit points instead of your Constitution score. Your number of healing surges is still based on your Constitution score.
Posted 27th September 2008 at 05:41 PM byFireLance (FireLance's Scattered Thoughts)
This is a feat that basically gives a lumin paladin access to holy strike as a third at-will attack prayer. Flavor-wise, since lumin were descended from humans and have a special affinity for radiant energy, it I think seems reasonable to allow a lumin to have a third at-will attack, as long as it's related to radiant energy. Mechanics-wise, since there is a feat that gives warlocks access to a third at-will attack power (it's paragon tier, but it also gives access to a second pact boon), I don't think it's unbalanced either.
Holy Strike Training (Lumin, Paladin)
Prerequisites: Lumin, paladin
Benefit: You know the holy strike power as an additional at-will power.