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Multiclass Classes Applications of multiclass-only classes: racial classes and specializations of a specific class
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Lumin Paragon: 7th-Level Encounter Powers

Posted 28th October 2008 at 05:15 PM by FireLance (FireLance's Scattered Thoughts)
Updated 28th October 2008 at 05:31 PM by FireLance
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.
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Lumin Paragon: 3rd-Level Encounter Powers

Posted 25th October 2008 at 02:52 PM by FireLance (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.
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Lumin Paragon: 1st-Level Encounter Powers

Posted 19th October 2008 at 10:00 AM by FireLance (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.
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Legacy of Light (Lumin Racial Paragon Multiclass Feat)

Posted 2nd October 2008 at 03:56 PM by FireLance (FireLance's Scattered Thoughts)
Updated 19th October 2008 at 08:05 AM by FireLance
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.
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The Lumin Paladin: A Racial Specialized Class

Posted 11th July 2008 at 07:17 PM by FireLance (FireLance's Scattered Thoughts)
Updated 27th September 2008 at 05:10 PM by FireLance
Racial specialized classes are another possible application of the general concept of specialized classes. Here's an example using the lumin race. The lumin paladin gains access to feats and powers that emphasize his racial affinity for healing and light, and which are particularly effective against demons and undead creatures.
Lumin Paladin (Lumin, Paladin Specialization)
Prerequisites: Lumin, paladin, lay on hands power, Good or Lawful Good alignment, no other multiclass or class specialization feat
Benefit: You may use your Charisma modifier instead of your Constitution modifier to determine your number of healing surges per day. You may also use lay on hands a number of times per day equal to your Wisdom modifier plus half your Charisma modifier.
You also gain access to Lumin Paladin powers, which you may select in place of a paladin power of the same level.
In addition, this feat qualifies you to take the Radiant Servant cleric paragon path.
The following feats may be taken by a character with the Lumin Paladin feat:
Fiendslayer (Lumin Paladin)
Prerequisites: Lumin Paladin, divine challenge power
Benefit: You gain a +1 bonus to attack rolls against demons and undead creatures that are marked by your divine challenge.

Channel Divinity: Fiendsmite (Lumin Paladin, Divinity)
Prerequisites: Lumin Paladin, Channel Divinity class feature, paragon tier
Benefit: You can invoke the power of your deity to use fiendsmite.
Channel Divinity: Fiendsmite
Racial Class Feat Power
You invoke the wrath of the gods on your sworn foes.
Encounter * Divine, Implement, Radiant
Standard Action
Close burst 5
Target: Each demon and undead creature in burst
Attack: Charisma vs. Will
Hit: 3d8 + Charisma modifier radiant damage, and the target is dazed until the end of your next turn.
Increase to 4d8 + Charisma modifier radiant damage at 15th level, 5d8 + Charisma modifier radiant damage at 21st level, and 6d8 + Charisma modifier radiant damage at 25th level.
Aura of Channeled Healing (Lumin Paladin)
Prerequisites: Lumin Paladin, aura of light racial power, paragon tier
Benefit: You may use lay on hands as a Close burst 5 power instead of a Melee touch power. You may still only target one creature per use of the power.
The following is an incomplete list of Lumin Paladin powers. Additional powers may be added subsequently.
Radiant Sacrifice
Lumin Paladin Utility 2
You draw on your own reserves of energy to power a radiant attack.
Encounter * Divine
Minor Action
Personal
Effect: You spend a healing surge but do not regain any hit points. The next attack power with the radiant keyword that you use before the end of your turn gains a +1 power bonus to the attack roll and a bonus to the damage roll equal to your Charisma modifier.

Breaching Smite
Lumin Paladin Attack 7
Your weapon weakens your enemy's defences as it strikes.
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma damage, and the target's resistances are reduced by 5. A target with variable resistance has its variable resistance reduced by 10 instead.

Celestial Brilliance
Lumin Paladin Attack 19
You channel the holy light of the celestial realms into the area around you.
Daily * Divine, Radiant, Implment, Zone
Standard Action
Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: 3d10 + Charisma modifier radiant damage. If the target is either a demon or an undead creature, it also grants combat advantage to you and your allies until the end of your next turn.
Miss: Half damage, and the target does not grant combat advantage if it is either a demon or an undead creature.
Effect: The burst creates a zone of radiance which is centered on you and moves with you. Enemies that enter the zone or start their turns there take 1d10 radiant damage. Demons and undead creatures that enter the zone or start their turns in the zone also grant combat advantage to you and your allies until the end of your next turn.
Sustain Minor: The zone persists.

Greater Breaching Smite
Lumin Paladin Attack 23
Your weapon greatly weakens your enemy's defences as it strikes.
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 3[W] + Charisma damage, and the target's resistances are reduced by 10. A target with variable resistance has its variable resistance reduced by 20 instead.
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Power Enhancement Feats

Posted 4th July 2008 at 04:28 PM by FireLance (FireLance's Scattered Thoughts)
Updated 26th August 2008 at 03:02 PM by FireLance
Power enhancement feats improve the effect of specific powers. The following power enhancement feats improve some of the Holy Paladin powers posted earlier.
Bane of the Black Heart (Holy Paladin, Power Enhancement)
Prerequisite: detect evil power
Benefit: When you use your detect evil power, you gain a +1 bonus to attack rolls against creatures it reveals to be Evil or Chaotic Evil for the duration of the power.

Holy Protection (Holy Paladin, Power Enhancement)
Prerequisite: protection from evil power or hallowed defences power
Benefit: The power bonus to defences from your protection from evil and hallowed defences powers increases to +3.

Loyal Mount (Holy Paladin, Power Enhancement)
Prerequisite: summon mount power
Benefit: The celestial charger you summon with your summon mount power disappears after 10 hours or if you take an extended rest. It disappears as normal if it is slain or if you dismiss it as a free action.

Necrotic Protection (Holy Paladin, Power Enhancement)
Prerequisite: necrotic ward power
Benefit: The target of your necrotic ward power also gains necrotic resistance equal to your level + your Charisma modifier for the duration of the power.
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More Holy Paladin Powers

Posted 3rd July 2008 at 03:52 PM by FireLance (FireLance's Scattered Thoughts)
Updated 26th August 2008 at 03:04 PM by FireLance
Here are some more Holy Paladin powers:
Utility Powers

Earmarked for a future Holy Paladin paragon path.
Spoiler:
Hallowed Defences
Holy Paladin Paragon Path Utility 12
Daily * Divine
Standard Action
Close burst 5
Targets: You and each ally in burst
Effect: The targets gain a +2 power bonus to all defences against attacks made by Evil and Chaotic Evil creatures.

Necrotic Ward
Holy Paladin Utility 16
Daily * Divine
Standard Action
Melee touch
Target: One creature
Effect: The target gains a +4 power bonus to all defences against necrotic attacks.

Holy Sword
Holy Paladin Utility 22
Daily * Divine
Minor Action
Melee touch
Target: One held weapon
Effect: Until the end of the encounter, the weapon loses all its magical properties (if any) and gains the properties of a holy avenger +5 instead. If the weapon had an +6 enhancement bonus, it becomes a holy avenger +6 instead.
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Specialized Classes: The Holy Paladin

Posted 2nd July 2008 at 03:25 PM by FireLance (FireLance's Scattered Thoughts)
Updated 26th August 2008 at 03:05 PM by FireLance
Class specialization is a concept similar to multiclassing and works using similar mechanics. Characters with specialized classes have access to abilities that are not normally available to other members of their class. This could represent an area of focus or special training given by a specific organization.

Mechanically, characters become members of a specialized class by taking a class specialization feat, and gain access to additional abilities from the specialized class by taking additional feats. You cannot take a class specialization feat if you have a multiclass feat or another class specialization feat.

The following sample specialized class, the Holy Paladin, seeks to re-create some of the flavor and abilities of the 3e paladin.
Holy Paladin (Paladin Specialization)
Prerequisites: Paladin class, Good or Lawful Good alignment, no other multiclass or class specialization feat
Benefit: You gain training in one skill from the paladin's class skill list. You also gain access to Holy Paladin powers, which you may select in place of a paladin power of the same level.
In addition, once per encounter as a free action, you may gain a +1 bonus to all your defences against a single attack. If the attack is made by an Evil or Chaotic Evil creature, the bonus increases to +2. You must decide to use this ability before the attack roll is made.
The following feats may be taken by a character with the Holy Paladin feat:
Aura of Courage (Holy Paladin)
Prerequisites: Holy Paladin, Cha 13+
Benefit: You gain a +5 feat bonus to saving throws against fear effects. When you suffer a fear effect that a saving throw can end, you may make an saving throw against that effect as an immediate reaction.
In addition, your allies within 5 squares gain a +2 feat bonus to saving throws against fear effects.

Divine Grace (Holy Paladin)
Prerequisites: Holy Paladin, paragon tier, Cha 15+
Benefit: You gain a +1 feat bonus to all defences against attacks made by Evil or Chaotic Evil creatures.

Divine Health (Holy Paladin)
Prerequisites: Holy Paladin, trained in Heal
Benefit: You gain a +5 feat bonus to saving throws against infection, defences against attack rolls made by diseases, and Endurance checks made to recover from disease.
If you are 6th or higher level, you may perform the Cure Disease ritual once per day without expending any components. You do not need to have a ritual book or the Ritual Caster feat to do so.
The following is an incomplete list of Holy Paladin powers. Additional powers may be added subsequently.
Encounter Powers

Smite Evil
Holy Paladin Attack 3
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil, you gain a bonus to the damage roll equal to half your level.

Blessed Smite
Holy Paladin Attack 13
Encounter * Divine, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier damage. If the target is Evil or Chaotic Evil and you did not score a critical hit, you deal maximum damage. If you wield a magic weapon, you deal +1d6 damage per plus of your weapon in addition to dealing maximum damage.

Utility Powers

Detect Evil
Holy Paladin Utility 2
Daily * Divine
Standard Action
Personal
Effect: You may use your Insight skill instead of your Perception skill to detect the presence of Evil or Chaotic Evil creatures within 10 squares of you. A successful Insight check (opposed by the creature's Hide check, or against a DC of 10 + 1/2 creature's level, if it is already in plain sight) reveals an Evil or Chaotic Evil creature's location and alignment.
Sustain Minor: You can sustain this power until the end of the encounter or for 5 minutes. You may make an Insight check every round as part of the minor action used to sustain this power.

Protection From Evil
Holy Paladin Utility 6
Daily * Divine
Standard Action
Melee touch
Target: One creature
Effect: The target gains a +2 power bonus to all defenses against attacks made by Evil or Chaotic Evil creatures until the end of the encounter.

Summon Mount
Holy Paladin Utility 10
Daily * Divine
Standard Action
Ranged 5
Effect: You conjure a celestial charger (see Monster Manual) to use as a mount. It appears in a suitable space within range, and comes equipped with a saddle. If there is no space within range large enough for it to appear, the prayer fails.
The celestial charger does not take any actions unless you ride it. If you have the Mounted Combat feat, you may also use its mount ability.
The celestial charger disappears after 5 minutes, if it is slain, or if you dismiss it as a free action.
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