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Paragon Path: Court Mage PEACH

Appleseeth

First Post
So, here's yet another of my paragon paths. This time the concept is a spell caster who's duty it is to protect others (in particular his king). So all the powers have to do with protecting people and getting them out of trouble.

Court Mage

I have checked sir, the food is not poisoned.
Prerequisites: Knight of Dark Vale, Arcane or Divine power source, trained in Arcana, Region: Kingdom of Dark Vale
You are a trusted and loyal servant of the crown. Now that you have come into your own, you understand the intricacies of magic and how to ward danger from your liege.
Court Mage Features

Protective Action (11th level): Whenever you spend an action point to take an extra action, your allies gain a +1 bonus to all defenses until the start of your next turn. Your allies must be able to see and hear you to gain this bonus.
Cautious (11th level): You and each ally within 5 squares of you cannot be surprised. Also, roll twice when making an initiative check and use whichever roll you like.
Wary Watcher (16th level): Allies within 3 squares of you gain a +2 bonus to defenses against attacks of opportunity and those with the poison keyword.

Court Mage Powers

These powers share the same power source as that provided by the class that qualified you to enter this paragon path.

Word of Protection Court Mage Attack 11
You shield an ally from harm, and reciprocate any damage they might take.
Encounter • Arcane or Divine, Implement, Force
Immediate Interrupt Ranged 5
Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn. If they are hit by an attack, while this bonus is in effect, make a secondary attack.
Secondary Target: A creature who damages the ally.
Secondary Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier force damage and push the target a number of squares equal to your Intelligence modifier away from the ally.

Deliver from Danger Court Mage Utility 12
Your transpose your ally, away from danger.
Daily • Arcane or Divine, Teleportation
Standard Action Ranged 10
Effect: Teleport an ally within range a number of squares equal to 5 plus your Intelligence modifier.

Circle of Sanctuary Court Mage Attack 20
You create an area that harms all those that wish to do harm to those inside.
Daily • Arcane or Divine, Implement, Zone, Force
Standard Action Area burst 2
Target: Any creature making an attack against a creature in the zone.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier force damage and the target takes a penalty to its attack equal to half the damage dealt to it.
Effect: You create a zone of protection. Whenever a creature within the zone is attacked, make an attack against it.
Sustain Minor: The zone persists.


What do you think? Are the powers balanced? Are they too strong, too weak? What can I do to fix them?


Thanks.
 
Last edited:

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Alex319

First Post
Word of Protection
Immediate Interrupt Ranged 5
Trigger: An ally in range is hit by an attack
Effect: The ally gains a +4 power bonus to AC until the end of your next turn. If they are hit by an attack while this bonus is in effect, make a secondary attack.
Secondary Target: A creature who damages the ally.
What about if the creature hit the ally with a power that did not do damage?

Secondary Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier force damage and push the target a number of squares equal to your Intelligence modifier away from the ally.
I assume that if the ally is hit, and the spell is cast on him (immediate interrupt) so because of the +4 bonus the attack misses, then the secondary attack doesn't happen. Correct?

Circle of Sanctuary Court Mage Attack 20
You create an area that harms all those that wish to do harm to those inside.
Daily • Arcane or Divine, Implement, Zone, Force
Standard Action Area burst 2
Target: Any creature making an attack against a creature in the zone.
Attack: Wisdom vs. Fortitude
Hit: 2d8 + Wisdom modifier force damage and the target takes a penalty to its attack equal to half the damage dealt to it.
Effect: You create a zone of protection. Whenever a creature within the zone is attacked, make an attack against it.
Sustain Minor: The zone persists.
First of all, the "area burst 2" is within how many squares? Or is it a close burst? If so does it move with the caster?

Also, put the "Attack" and "Hit" items as indented under "Effect", and remove the "Target" line. Also replace "make an attack against it" with "make an attack against the attacking creature".

And what kind of action is the attack itself? Is it an immediate interrupt? Immediate reaction?
 

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