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Trial of the Echoed Souls - Meditation
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5297485" data-attributes="member: 20805"><p>I have a session coming up this Friday and one part of the adventure I forgot to convert to 4e is the benefits from the meditation rooms.</p><p></p><p> Here is my stab in the dark, please help me make these cool and useful!</p><p></p><p> Each chamber acts as a ritual that provides the user with a minor ongoing benefit, a special move action, and a capstone 'release' power. </p><p></p><p> The Capstone power is a stunt flavored by the element in question.. based on the Players description. As a daily, it deals the 'high' damage expression from page 42.</p><p></p><p></p><p></p><p>four corporeal elements</p><p> - air > +2 to AC and REF, Move action 'Flit' = fly your speed but must end your turn on solid footing</p><p> - earth > +2 to AC and FORT, Move action 'Mountain Stance' = reduce push/pull/slides by your CON modifier and gain resist All 5 per tier until ENT or you move</p><p> - fire > +2 to AC and FORT, Move Action 'Blazing Stance' = gain threatening reach and +1D6 (per tier) fire damage to your basic attack, until ENT or you move.</p><p> - water > +2 to AC and REF, Move action 'Flow' = shift half your speed</p><p></p><p>four ethereal elements</p><p> - death > +2 to Fort and Will, Move action 'Steal Soul' = Until NT, your basic attack gains the following follow-up attack: Chr vs Will: Hit deal page</p><p>42 low expression and gain 5 hitpoints (per tier)</p><p> - life > +2 to saves, Move action 'Inner Strength' = lose a healing surge and gain hit points equal to your healing surge value. This action ends your turn.</p><p> - space > +2 to REF and Will, Move action 'Fold Space' = teleport up to half your INT score</p><p> - time > +2 to REF and Will, Move action 'Hyper Stance' = move up to 1.5 times your speed and you gain WIS mod to defenses from opportunity attacks during the move. If you charge this turn, the attack gains the same benefits and deals an additional +1D6 (per tier)</p><p></p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5297485, member: 20805"] I have a session coming up this Friday and one part of the adventure I forgot to convert to 4e is the benefits from the meditation rooms. Here is my stab in the dark, please help me make these cool and useful! Each chamber acts as a ritual that provides the user with a minor ongoing benefit, a special move action, and a capstone 'release' power. The Capstone power is a stunt flavored by the element in question.. based on the Players description. As a daily, it deals the 'high' damage expression from page 42. four corporeal elements - air > +2 to AC and REF, Move action 'Flit' = fly your speed but must end your turn on solid footing - earth > +2 to AC and FORT, Move action 'Mountain Stance' = reduce push/pull/slides by your CON modifier and gain resist All 5 per tier until ENT or you move - fire > +2 to AC and FORT, Move Action 'Blazing Stance' = gain threatening reach and +1D6 (per tier) fire damage to your basic attack, until ENT or you move. - water > +2 to AC and REF, Move action 'Flow' = shift half your speed four ethereal elements - death > +2 to Fort and Will, Move action 'Steal Soul' = Until NT, your basic attack gains the following follow-up attack: Chr vs Will: Hit deal page 42 low expression and gain 5 hitpoints (per tier) - life > +2 to saves, Move action 'Inner Strength' = lose a healing surge and gain hit points equal to your healing surge value. This action ends your turn. - space > +2 to REF and Will, Move action 'Fold Space' = teleport up to half your INT score - time > +2 to REF and Will, Move action 'Hyper Stance' = move up to 1.5 times your speed and you gain WIS mod to defenses from opportunity attacks during the move. If you charge this turn, the attack gains the same benefits and deals an additional +1D6 (per tier) Thoughts? [/QUOTE]
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