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Leif's Homebrew 4E, OOC1
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<blockquote data-quote="Leif" data-source="post: 5132613" data-attributes="member: 48762"><p>I don't have PH3 yet, so someone else will have to tell you about that. And <em>Arcane Power</em> is what you want instead of ph2 or ph3 for wizard spells. The most interesting L2 wizard powers in <em>Arcane Power</em> are:</p><p></p><p><em>Float</em> - Wizard Utility 2 - you hove 6 inches above the ground, have no movement restrictions for terrain, don't set off pressure sensitive traps, and gain a bonus to Stealth equal to your Wisdom modifier. You can't cross pits or chasms, and it lasts until the end of the encounter or until you fall.</p><p></p><p><em>Guardian Blades</em> - Wizard Utility 2 - Until the end of the encounter or until you become unconscious, each adjacent enemy that attacks you (whether it hits or not) takes force damage equal to your Intelligence modifier. No enemy takes this damage more than once per turn.</p><p></p><p><span style="color: Yellow">Feats from PH2, at least the best ones you can use --</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Surging Flame - When you hit a target that has fire resistance with a fire power, the fire power deals an extra 5 damage against that target until the end of your next turn.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Timely Respite - When you use your second wind or use the total defense action, you can make a saving throw.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Weapon Expertise - Choose a weapon group. You gain +1 to hit with any weapon power using a weapon from that group (light blades-dagger- is about all you can take, I guess?)</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Othwise, feats from PH1 are your best bet. Scratch that, forgot to check Arcane Power for feats!</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Destructive Wizardry - when you use an arcane power that hits 2 or more opponents you gain +2 to the damage rolls.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Eladrin Sword Wizardry - You can weild a longsword as an arcane implement, but you do not gain your proficiency bonus when so doing. Any class features that add a bonus when you use a wand also apply when you use a longsword, but only when you use it as an implement, not as a weapon.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Enlarge Spell - prereq. Wisom 13 - Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled to increase the size of its blast or its burst by 1. You can't use this feat for a power that doesn't roll dice for damage.</span></p><p><span style="color: Yellow"></span></p><p><span style="color: Yellow">Twist the Arcane Fabric - prereq. Eladrin, arcane class - only applies to an area or close power - Fey step an ally out of your power's area of effect. This is a free action, that teleports the ally 3 squares</span></p></blockquote><p></p>
[QUOTE="Leif, post: 5132613, member: 48762"] I don't have PH3 yet, so someone else will have to tell you about that. And [i]Arcane Power[/i] is what you want instead of ph2 or ph3 for wizard spells. The most interesting L2 wizard powers in [i]Arcane Power[/i] are: [i]Float[/i] - Wizard Utility 2 - you hove 6 inches above the ground, have no movement restrictions for terrain, don't set off pressure sensitive traps, and gain a bonus to Stealth equal to your Wisdom modifier. You can't cross pits or chasms, and it lasts until the end of the encounter or until you fall. [i]Guardian Blades[/i] - Wizard Utility 2 - Until the end of the encounter or until you become unconscious, each adjacent enemy that attacks you (whether it hits or not) takes force damage equal to your Intelligence modifier. No enemy takes this damage more than once per turn. [COLOR="Yellow"]Feats from PH2, at least the best ones you can use -- Surging Flame - When you hit a target that has fire resistance with a fire power, the fire power deals an extra 5 damage against that target until the end of your next turn. Timely Respite - When you use your second wind or use the total defense action, you can make a saving throw. Weapon Expertise - Choose a weapon group. You gain +1 to hit with any weapon power using a weapon from that group (light blades-dagger- is about all you can take, I guess?) Othwise, feats from PH1 are your best bet. Scratch that, forgot to check Arcane Power for feats! Destructive Wizardry - when you use an arcane power that hits 2 or more opponents you gain +2 to the damage rolls. Eladrin Sword Wizardry - You can weild a longsword as an arcane implement, but you do not gain your proficiency bonus when so doing. Any class features that add a bonus when you use a wand also apply when you use a longsword, but only when you use it as an implement, not as a weapon. Enlarge Spell - prereq. Wisom 13 - Before using an arcane attack power, you can choose to take a -2 penalty to each die of damage rolled to increase the size of its blast or its burst by 1. You can't use this feat for a power that doesn't roll dice for damage. Twist the Arcane Fabric - prereq. Eladrin, arcane class - only applies to an area or close power - Fey step an ally out of your power's area of effect. This is a free action, that teleports the ally 3 squares[/COLOR] [/QUOTE]
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