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Looking for thoughts on my kitbashed 4E
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<blockquote data-quote="MoutonRustique" data-source="post: 7232915" data-attributes="member: 22362"><p>I'm going to steal [mention=7231793]@Tony[/Mention]'s proposal :</p><p></p><p></p><p><strong>Martial</strong></p><p>Pick about 10 powers for each level from Fighter, Rogue, Warlord, Knight, Slayer, etc</p><p>Martial weapon proficiency (armour will be by subclass)</p><p>By subclass (from original class): Armour and Shield proficiency, hp, HS</p><p></p><p>[Fighter]</p><p>Offer the choice of either "active marking" or "mark aura"</p><p>Style advantages (people seem to like the ability to "specialize", I hate that - I'd give them all of the styles) :</p><p> - two-weapon : +1 shield bonus, +2 to OA attack rolls</p><p> - weapon and shield : [on hold] <em>I'm not thinking of anything good for this right now...</em></p><p> - two handed weapon : mark penalty is increased to -3</p><p> - one free hand : <em>I hate that this gets special bonuses, so : nothing from me!</em></p><p></p><p>[Rogue]</p><p>Sneak attack (light weapons only restriction is important!)</p><p>Remove [rapier] from the game</p><p>Light weapons deal one die size greater damage (d4 to d6)</p><p>Nerves of Steal - encounter power : take 10 on a skill check</p><p></p><p>[Warlord]</p><p>Inspiring Word (obviously)</p><p>A choice from these options :</p><p> - Lead From the Front : when you attack a target in melee, the next ally to attack the target before the start of your next turn gets +2 to attack</p><p> - Commander in Action : You get the at-will that trades your attack for an ally's (with a bit of a buff)</p><p> - Quarterback : when you attack a target with a ranged attack, the next ally to attack the target before the start of your next turn deals 2 extra damage to that target on a hit</p><p></p><p>[Slayer]</p><p>(in the spirit of KISS - from which, it seems it was born)</p><p>Choose one : </p><p> - two handed weapon : you treat all minimum rolls on damage die as maximum rolls (d8, a 1 = 8)</p><p> - two weapon : you add your off-hand weapon die as extra damage once per turn (you add NO bonuses to this, NONE!* <span style="font-size: 9px">*except the weapon's enhancement bonus, if applicable... But that is IT! I MEAN IT!</span>)</p><p></p><p>[Arcane]</p><p>Pick about 12 powers for each level - with at least 4 of them being interesting for the [swordmage] from the arcane classes</p><p></p><p>[Swordmage]</p><p>Choose your aegis (as normal)</p><p>Your weapon is considered an implement for you</p><p>All the "bonded weapon" thingies : they're cool and offer pretty much 0 "real" use</p><p>Choose one :</p><p> - Improved force shield : when you have one hand free, you get a +2 shield bonus, otherwise, +1 shield bonus. You get an Aura 1. While within the aura, your allies and yourself have [resist "area" "shield bonus"] (to be read as [resist 2 all against close and area attacks]) This value is doubled at level X, tripled at Y, and so on.</p><p> - Twined blades of magic : While you are wielding two weapons, once, during your turn, when you hit with a [weapon] attack, you can also use a bladesong against a different target within melee reach.</p><p></p><p>[Sorceror]</p><p>Choose your type (as regular)</p><p>When you make an [arcane] ranged attack, you get a bonus to the next melee or close attack damage roll equal to your charisma modifier you make before the end of your next turn.</p><p>It would also be cool if we designed special daily powers that gave them an ongoing benefit, a powerful at-will and a strong encounter that would end the effects when used. Something like :</p><p></p><p>You get an Aura 2 (deal 3 fire damage to any creature entering or starting it's turn in the aura), at-will "scorching burst" (2d8 + ongoing 3) and encounter (close burst 3, massive damage)</p><p></p><p>... I'm not done with this yet, but I'll come back to it later.</p></blockquote><p></p>
[QUOTE="MoutonRustique, post: 7232915, member: 22362"] I'm going to steal [mention=7231793]@Tony[/Mention]'s proposal : [B]Martial[/B] Pick about 10 powers for each level from Fighter, Rogue, Warlord, Knight, Slayer, etc Martial weapon proficiency (armour will be by subclass) By subclass (from original class): Armour and Shield proficiency, hp, HS [Fighter] Offer the choice of either "active marking" or "mark aura" Style advantages (people seem to like the ability to "specialize", I hate that - I'd give them all of the styles) : - two-weapon : +1 shield bonus, +2 to OA attack rolls - weapon and shield : [on hold] [I]I'm not thinking of anything good for this right now...[/I] - two handed weapon : mark penalty is increased to -3 - one free hand : [I]I hate that this gets special bonuses, so : nothing from me![/I] [Rogue] Sneak attack (light weapons only restriction is important!) Remove [rapier] from the game Light weapons deal one die size greater damage (d4 to d6) Nerves of Steal - encounter power : take 10 on a skill check [Warlord] Inspiring Word (obviously) A choice from these options : - Lead From the Front : when you attack a target in melee, the next ally to attack the target before the start of your next turn gets +2 to attack - Commander in Action : You get the at-will that trades your attack for an ally's (with a bit of a buff) - Quarterback : when you attack a target with a ranged attack, the next ally to attack the target before the start of your next turn deals 2 extra damage to that target on a hit [Slayer] (in the spirit of KISS - from which, it seems it was born) Choose one : - two handed weapon : you treat all minimum rolls on damage die as maximum rolls (d8, a 1 = 8) - two weapon : you add your off-hand weapon die as extra damage once per turn (you add NO bonuses to this, NONE!* [size=1]*except the weapon's enhancement bonus, if applicable... But that is IT! I MEAN IT![/size]) [Arcane] Pick about 12 powers for each level - with at least 4 of them being interesting for the [swordmage] from the arcane classes [Swordmage] Choose your aegis (as normal) Your weapon is considered an implement for you All the "bonded weapon" thingies : they're cool and offer pretty much 0 "real" use Choose one : - Improved force shield : when you have one hand free, you get a +2 shield bonus, otherwise, +1 shield bonus. You get an Aura 1. While within the aura, your allies and yourself have [resist "area" "shield bonus"] (to be read as [resist 2 all against close and area attacks]) This value is doubled at level X, tripled at Y, and so on. - Twined blades of magic : While you are wielding two weapons, once, during your turn, when you hit with a [weapon] attack, you can also use a bladesong against a different target within melee reach. [Sorceror] Choose your type (as regular) When you make an [arcane] ranged attack, you get a bonus to the next melee or close attack damage roll equal to your charisma modifier you make before the end of your next turn. It would also be cool if we designed special daily powers that gave them an ongoing benefit, a powerful at-will and a strong encounter that would end the effects when used. Something like : You get an Aura 2 (deal 3 fire damage to any creature entering or starting it's turn in the aura), at-will "scorching burst" (2d8 + ongoing 3) and encounter (close burst 3, massive damage) ... I'm not done with this yet, but I'll come back to it later. [/QUOTE]
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