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Per Encounter Weapon Powers (PEACH)

mlangsdorf

First Post
== Purpose ==
One of the attractions mentioned in the D&D4th previews was that choice of weapon was going to matter. Each weapon was going to have a unique and different style, and a spear fighter was going to act much differently than a hammer fighter.

In practice, like much of the hype, things were overstated. Fighters, and fighters only, get some powers that have different effects that depend on the weapon (and only at some levels!). Paladins, warlords, and rangers can take a few Paragon level feats that depend on the choice of weapon. Some magical effects can only be attached to a few weapons, though most of the common effects (flaming, frost, vicious) apply to all weapons.

These rules are meant to provide a little more distinction in weapon usage.

== Mechanics ==
All characters gain a new encounter power: "Use Weapon/Implement Attack." The effect of this attack depends on the weapon or implement used. This is mechanically similar to Channel Divinity, in that a single encounter power can be used in a variety of ways.

Weapon/Implement attacks are meant to be roughly the same power level as an At-Will or a little less than a 1st level encounter power.

=== Weapon Powers ===
Weapon Powers

Double Attack - Two Weapon Encounter Power
You bring both your weapons to bear in blaze of strikes.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding two weapons
Target: One Creature
Attack: Str-2 vs AC, two attacks
Hit: 1[W] damage per attack
Increase damage to 2[W] per attack at 21st level.
Quick Flurry - Light Blade Encounter Power
You use your blade's maneuverability to make two quick attacks.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a light blade
Target: One Creature
Attack: Str vs AC Hit: 1[W] damage. Make a secondary attack against the same target.
Increase damage to 2[W] at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Sweep - Staff Encounter Power You swing your staff low, sweeping your off his feet.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage and the foe is knocked prone
Increase damage to 2[W] at 21st level.
Spinning Shield - Staff Encounter Power
You rapidly spin your staff, interposing it between you and your foe.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Effect: Gain a +1 Power bonus to AC until the start of your next turn.
Devastating Chop - Axe encounter Power
You cleave through your foe with a powerful blow.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding an axe.
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+Str damage
Increase damage to 4[W]+Str at 21st level.
Dance of Steel - Heavy Blade encounter Power
You probe at your opponent's defenses, hoping to land a telling blow.
Encounter * Weapon, Reliable
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
Feinting attack - Heavy Blade encounter Power
You weave a pattern of steel around your foe, preparing him for a powerful follow-up.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage, and the target grants you combat advantage on the next attack you make before the end of your next turn.
Increase damage to 2[W] at 21st level.
Wrap-around attack - Flail encounter Power
You swing the head of your flail past your opponent, then jerk it back into hit him from behind.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Special: The target grants you combat advantage for this attack only.
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Double bash - Flail encounter Power
You strike one foe, and then use the rebound to strike another.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage. Make a secondary attack against a creature adjacent to the target and within your reach.
Increase damage to 2[W]+Str at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Piercing Stab - Spear encounter Power
You drive your spear deep into your foe's body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a spear.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage.
Increase damage to 2[W]+Str at 21st level.
Ring the Bell - Hammer encounter Power
You clobber your foe, briefly stunning him.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a hammer.
Target: One Creature
Attack: Str vs Fort
Hit: Str damage, and the foe is dazed until the end of your next turn.
Increase damage to Str and the foe is knocked prone and is dazed until the end of your next turn at 21st level.
Impaling Strike - Pick encounter Power
You swing deep into the target, piercing armor and pinning him in place. He can't move without pulling the pick from deep within his body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a pick.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage. The target takes an additional 1[W]+Str if it moves on its next turn.
Increase damage and extra damage to 2[W]+Str at 21st level.

Smash the Armor - Mace encounter Power
You crush your foe's armor beneath your weapon, making him vulnerable to your allies.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a mace.
Target: One Creature
Attack: Str vs Fort Hit: 1[W]+Str damage, and the target has -1 to AC until the start of your next turn.
Increase damage to 1[W]+Str at 21st level.
David against Goliath - Sling encounter Power
The humble sling is fabled for bringing down the most deadly of foes.
Encounter * Weapon, Reliable
Standard Action * Ranged
Requirement: You must be wielding a sling.
Target: One Creature
Attack: Dex vs AC
Hit: 1[W]+Dex damage
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.
Loose and Loose Again - Bow Encounter Power
You loose two arrows in quick succession.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a bow
Target: One Creature
Attack: Dex vs AC Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: Make a secondary attack against the same target.
Secondary Attack: Dex-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Piercing Shot - Crossbow encounter Power
A crossbow bolt tears through armor as it isn't there.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a crossbow.
Target: One Creature
Attack: Dex vs Ref
Hit: 1[W]+Dex damage.
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 19-20, or 18-20 at 21st level.
=== Implement Powers ===
Dominance Pulse - Orb encounter Power
An orb focuses the will, and can be used to control a foe's movement
Encounter * Implement
Standard Action * Ranged 10
Requirement: You must be wielding an orb.
Target: One Creature
Attack: Int vs Will
Hit: 1d6+Int damage, and you pull the target a number of squares up to your Wisdom modifier.
Increase damage to 2d6+Int at 21st level.
Dire Shroud - Rod encounter Power
A rod is the primary implement of the warlock. It can create a lingering accursed space.
Encounter * Implement
Standard Action * Area 1 within 10 squares
Requirement: You must be wielding a rod.
Target: One Creature
Attack: Con or Cha vs Will Hit: 1d10+Con or Cha damage.
Increase damage to 2d10+Con or Cha at 21st level.
Effect: As a free action, you may place your curse on any enemy that is not cursed and that starts its turn in or enters the target square before the start of your next turn.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.
Shielding Wave - Staff encounter Power
A staff is the implement of defense. Its defensive energy can also push foes away.
Encounter * Implement
Standard Action * Close Burst 2
Requirement: You must be wielding a staff.
Target: One creature in the blast.
Attack: Int vs Fort
Hit: 2d4+Int damage, and you push the target a number of squares up to your Wisdom modifier.
Increase damage to 4d4+Int at 21st level.
Effect: You gain a +1 to AC until the start of your next turn.
Energy bolt - Wand encounter Power
A wand is the implement of accuracy. A single bolt of energy at range, properly delivered, can change the course of battle.
Encounter * Implement
Standard Action * Ranged 20
Requirement: You must be wielding a wand.
Target: One Creature
Attack: Int, Cha, or Con vs Ref Hit: 1d8+ Int, Cha, or Con damage.
Increase damage to 2d8+ Int, Cha, or Con at 21st level.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.​
 

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== Purpose ==
One of the attractions mentioned in the D&D4th previews was that choice of weapon was going to matter. Each weapon was going to have a unique and different style, and a spear fighter was going to act much differently than a hammer fighter.

In practice, like much of the hype, things were overstated. Fighters, and fighters only, get some powers that have different effects that depend on the weapon (and only at some levels!). Paladins, warlords, and rangers can take a few Paragon level feats that depend on the choice of weapon. Some magical effects can only be attached to a few weapons, though most of the common effects (flaming, frost, vicious) apply to all weapons.

These rules are meant to provide a little more distinction in weapon usage.

== Mechanics ==
All characters gain a new encounter power: "Use Weapon/Implement Attack." The effect of this attack depends on the weapon or implement used. This is mechanically similar to Channel Divinity, in that a single encounter power can be used in a variety of ways.

Weapon/Implement attacks are meant to be roughly the same power level as an At-Will or a little less than a 1st level encounter power.

=== Weapon Powers ===
Weapon Powers

Double Attack - Two Weapon Encounter Power
You bring both your weapons to bear in blaze of strikes.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding two weapons
Target: One Creature
Attack: Str-2 vs AC, two attacks
Hit: 1[W] damage per attack
Increase damage to 2[W] per attack at 21st level.



This is strictly weaker than the Ranger at-will Twin Strike.

Quick Flurry - Light Blade Encounter Power
You use your blade's maneuverability to make two quick attacks.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a light blade
Target: One Creature
Attack: Str vs AC Hit: 1[W] damage. Make a secondary attack against the same target.
Increase damage to 2[W] at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.



As is this one.

Sweep - Staff Encounter Power You swing your staff low, sweeping your off his feet.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs AC
Hit: 1[W] damage and the foe is knocked prone
Increase damage to 2[W] at 21st level.



Possibly too good - this is almost as good as the 1st-level fighter encounter power Spinning Sweep. Maybe make it so it's just strength mod to damage, not 1[W].

Spinning Shield - Staff Encounter Power
You rapidly spin your staff, interposing it between you and your foe.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a quarterstaff
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.
Effect: Gain a +1 Power bonus to AC until the start of your next turn.



About as good as an at-will - again compare to Piercing Strike. This is vs. will, which is rare for weapons, possibly making it slightly more powerful, but not too much.

Devastating Chop - Axe encounter Power
You cleave through your foe with a powerful blow.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding an axe.
Target: One Creature
Attack: Str vs AC
Hit: 2[W]+Str damage
Increase damage to 4[W]+Str at 21st level.



If you want these powers to be as good as at-wills, this is WAY too powerful. This is almost as powerful as the level 1 fighter encounter powers Covering Attack and Steel Serpent Strike, and gets far more powerful even that that at epic tier. If the idea is to have a "powerful blow" power, maybe make it 1[W]+Str+Con (compare to Sly Flourish) or use an effect similar to cleave.

Dance of Steel - Heavy Blade encounter Power
You probe at your opponent's defenses, hoping to land a telling blow.
Encounter * Weapon, Reliable
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.



Definitely too good, especially once you get to higher levels and have lots of extra effects that can trigger on criticals. There are very few powers and abilities that normally increase critical ranges, and these are usually very high level. Plus this is Reliable, so you can keep trying until you hit.

Feinting attack - Heavy Blade encounter Power
You weave a pattern of steel around your foe, preparing him for a powerful follow-up.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a heavy blade.
Target: One Creature
Attack: Str vs Will
Hit: 1[W] damage, and the target grants you combat advantage on the next attack you make before the end of your next turn.
Increase damage to 2[W] at 21st level.



Probably not too bad, because the only class that is really focused on combat advantage is rogues, and they won't be using heavy blades that much.

Wrap-around attack - Flail encounter Power
You swing the head of your flail past your opponent, then jerk it back into hit him from behind.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Special: The target grants you combat advantage for this attack only.
Attack: Str vs AC
Hit: 1[W]+Str damage
Increase damage to 2[W]+Str at 21st level.



This seems about right. It's essentially +2 to attack over a basic attack, which is about in line with what other at-wills give you over a basic attack.

Double bash - Flail encounter Power
You strike one foe, and then use the rebound to strike another.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a flail.
Target: One Creature
Attack: Str vs AC
Hit: 1[W]+Str damage. Make a secondary attack against a creature adjacent to the target and within your reach.
Increase damage to 2[W]+Str at 21st level.
Secondary Attack: Str-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.



About right - again compare to Twin Strike (this is better because you get +Str on the initial attack, but worse because your second attack is at -2, and you only get it if you hit the first one.)

Piercing Stab - Spear encounter Power
You drive your spear deep into your foe's body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a spear.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage.
Increase damage to 2[W]+Str at 21st level.



Exactly the same as the rogue at-will Piercing Strike, so it's the power level you want.

Ring the Bell - Hammer encounter Power
You clobber your foe, briefly stunning him.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a hammer.
Target: One Creature
Attack: Str vs Fort
Hit: Str damage, and the foe is dazed until the end of your next turn.
Increase damage to Str and the foe is knocked prone and is dazed until the end of your next turn at 21st level.



The first part is okay, but the addition of the knocked prone effect at 21st level is not good. In general, the only things that should scale with level are damage and hit point based effects. "Level-scaling" the secondary effect is unnecessary, because dazing an enemy is already more valuable (in hit point terms) at higher levels than lower levels (since higher level monsters do more damage, so each action prevented is worth more, and you do more damage so the combat advantage is worth more, etc.)

Impaling Strike - Pick encounter Power
You swing deep into the target, piercing armor and pinning him in place. He can't move without pulling the pick from deep within his body.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a pick.
Target: One Creature
Attack: Str vs Ref
Hit: 1[W]+Str damage. The target takes an additional 1[W]+Str if it moves on its next turn.
Increase damage and extra damage to 2[W]+Str at 21st level.



Overpowered in comparison to an at-will: it is like Piercing Strike except with a (quite good) auxiliary secondary effect.

Smash the Armor - Mace encounter Power
You crush your foe's armor beneath your weapon, making him vulnerable to your allies.
Encounter * Weapon
Standard Action * Melee
Requirement: You must be wielding a mace.
Target: One Creature
Attack: Str vs Fort Hit: 1[W]+Str damage, and the target has -1 to AC until the start of your next turn.
Increase damage to 1[W]+Str at 21st level.



Again, just like Piercing Strike (attacking a non-AC defense) but with an extra power (although not a very good one). You might want to up the AC penalty to -2 but make the attack target AC instead of fort.

David against Goliath - Sling encounter Power
The humble sling is fabled for bringing down the most deadly of foes.
Encounter * Weapon, Reliable
Standard Action * Ranged
Requirement: You must be wielding a sling.
Target: One Creature
Attack: Dex vs AC
Hit: 1[W]+Dex damage
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 18-20, or 16-20 at 21st level.


Again, see my comments on Dance of Steel. Also, the power does not fit with the flavor text because the flavor text implies that it's better against "the most deadly of foes." Maybe have some sort of power that increases the damage or provides a secondary effect against Large or larger creatures.

Loose and Loose Again - Bow Encounter Power
You loose two arrows in quick succession.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a bow
Target: One Creature
Attack: Dex vs AC Hit: 1[W] damage.
Increase damage to 2[W] at 21st level.
Effect: Make a secondary attack against the same target.
Secondary Attack: Dex-2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.



Strictly worse than Twin Strike.

Piercing Shot - Crossbow encounter Power
A crossbow bolt tears through armor as it isn't there.
Encounter * Weapon
Standard Action * Ranged
Requirement: You must be wielding a crossbow.
Target: One Creature
Attack: Dex vs Ref
Hit: 1[W]+Dex damage.
Increase damage to 2[W]+Dex at 21st level.
Effect: This power causes a critical hit on a roll of 19-20, or 18-20 at 21st level.



Strictly more powerful than Piercing Strike, and also see my comments earlier about increasing critical ranges.

=== Implement Powers ===
Dominance Pulse - Orb encounter Power
An orb focuses the will, and can be used to control a foe's movement
Encounter * Implement
Standard Action * Ranged 10
Requirement: You must be wielding an orb.
Target: One Creature
Attack: Int vs Will
Hit: 1d6+Int damage, and you pull the target a number of squares up to your Wisdom modifier.
Increase damage to 2d6+Int at 21st level.



Probably about right - compare Thunderwave and Ray of Frost.

Dire Shroud - Rod encounter Power
A rod is the primary implement of the warlock. It can create a lingering accursed space.
Encounter * Implement
Standard Action * Area 1 within 10 squares
Requirement: You must be wielding a rod.
Target: One Creature
Attack: Con or Cha vs Will Hit: 1d10+Con or Cha damage.
Increase damage to 2d10+Con or Cha at 21st level.
Effect: As a free action, you may place your curse on any enemy that is not cursed and that starts its turn in or enters the target square before the start of your next turn.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.



First of all, I can't tell whether or not you want Int to be usable for attacks - you say so in the "Special" line but it is not mentioned as an option in the "Attack" or "Hit" lines. Second, this seems much more powerful than an at-will (compare Scorching Burst, which has 1d6+int damage in a burst 1 area and no secondary effects.) Also, does the "target square" mentioned in the effect line refer to just the origin square of the burst or the entire 3x3 area?

Shielding Wave - Staff encounter Power
A staff is the implement of defense. Its defensive energy can also push foes away.
Encounter * Implement
Standard Action * Close Burst 2
Requirement: You must be wielding a staff.
Target: One creature in the blast.
Attack: Int vs Fort
Hit: 2d4+Int damage, and you push the target a number of squares up to your Wisdom modifier.
Increase damage to 4d4+Int at 21st level.
Effect: You gain a +1 to AC until the start of your next turn.



Probably about right - again compare to Thunderwave (this has slightly more damage and a secondary effect, but only targets a single target). Also change "one creature in the blast" to "one creature in burst."

Energy bolt - Wand encounter Power
A wand is the implement of accuracy. A single bolt of energy at range, properly delivered, can change the course of battle.
Encounter * Implement
Standard Action * Ranged 20
Requirement: You must be wielding a wand.
Target: One Creature
Attack: Int, Cha, or Con vs Ref Hit: 1d8+ Int, Cha, or Con damage.
Increase damage to 2d8+ Int, Cha, or Con at 21st level.
Special: At first level, choose whether to use Intelligence, Charisma, or Constitution to attack with this power. Once you make that choice, you can't change it later.​
About right - compare to Magic Missile.
 

Thanks for the detailed comments!

Double Attack - Two Weapon Encounter Power

This is strictly weaker than the Ranger at-will Twin Strike.
It's intended to be worse than Twin Strike, but better than a basic attack for people with two weapons who aren't rangers.
Quick Flurry - Light Blade Encounter Power
You use your blade's maneuverability to make two quick attacks.

As is this one.
Any suggestions? Twin Strike is a very good power, so it's hard to come up with similar powers that aren't weaker or identical.
Sweep - Staff Encounter Power
You swing your staff low, sweeping your off his feet.


Possibly too good - this is almost as good as the 1st-level fighter encounter power Spinning Sweep. Maybe make it so it's just strength mod to damage, not 1[W].
Staff's suck. They're terrible weapons, mostly used by low strength characters. If a Fighter wants to carry around a staff to get an extra Spinning Sweep once per combat, I'm really not heartbroken.

Devastating Chop - Axe encounter Power
You cleave through your foe with a powerful blow.


If you want these powers to be as good as at-wills, this is WAY too powerful. This is almost as powerful as the level 1 fighter encounter powers Covering Attack and Steel Serpent Strike, and gets far more powerful even that that at epic tier. If the idea is to have a "powerful blow" power, maybe make it 1[W]+Str+Con (compare to Sly Flourish) or use an effect similar to cleave.
Thanks! I wanted axes to be powerful, but I couldn't think of something good. Adding Con is perfect!
Dance of Steel - Heavy Blade encounter Power
You probe at your opponent's defenses, hoping to land a telling blow.

Definitely too good, especially once you get to higher levels and have lots of extra effects that can trigger on criticals. There are very few powers and abilities that normally increase critical ranges, and these are usually very high level. Plus this is Reliable, so you can keep trying until you hit.
Paladin's get Thunder Smite, which this is similar to, at 7th level. Hmmm. I should reduce the critical ranges to 19-20 and 18-20.

The reliable keyword doesn't help get a critical, just a hit. If this power isn't reliable, it's not really better than a basic attack 80+% of the time.
Ring the Bell - Hammer encounter Power
You clobber your foe, briefly stunning him.

The first part is okay, but the addition of the knocked prone effect at 21st level is not good. In general, the only things that should scale with level are damage and hit point based effects. "Level-scaling" the secondary effect is unnecessary, because dazing an enemy is already more valuable (in hit point terms) at higher levels than lower levels (since higher level monsters do more damage, so each action prevented is worth more, and you do more damage so the combat advantage is worth more, etc.)

Then how should it scale at higher levels? Make it scale up to 1[W]+Str?

Impaling Strike - Pick encounter Power
You swing deep into the target, piercing armor and pinning him in place. He can't move without pulling the pick from deep within his body.
Overpowered in comparison to an at-will: it is like Piercing Strike except with a (quite good) auxiliary secondary effect.
Picks are terrible weapons and the gods hate them. I guess reducing the extra damage to Str would make it more in line with the appropriate power level.
Smash the Armor - Mace encounter Power
You crush your foe's armor beneath your weapon, making him vulnerable to your allies.

Again, just like Piercing Strike (attacking a non-AC defense) but with an extra power (although not a very good one). You might want to up the AC penalty to -2 but make the attack target AC instead of fort.
Fortitude is the worst non-AC defense to target, and this context might be more of a penalty than a boon. Again, maces are weak and having a couple of powers as good as the better range of At-Wills is acceptable.
Piercing Shot - Crossbow encounter Power
A crossbow bolt tears through armor as it isn't there.


Strictly more powerful than Piercing Strike, and also see my comments earlier about increasing critical ranges.
Crossbows are iffy weapons for everyone except rogues. I do need to tone down the critical ranges.
Dire Shroud - Rod encounter Power
A rod is the primary implement of the warlock. It can create a lingering accursed space.

First of all, I can't tell whether or not you want Int to be usable for attacks - you say so in the "Special" line but it is not mentioned as an option in the "Attack" or "Hit" lines. Second, this seems much more powerful than an at-will (compare Scorching Burst, which has 1d6+int damage in a burst 1 area and no secondary effects.) Also, does the "target square" mentioned in the effect line refer to just the origin square of the burst or the entire 3x3 area?

The Special line was a cut and paste error from the Wand description. Rods are Warlock only and should use Constitution or Charisma.

You completely misread the range line. Area 1 square in 10 squares is the same as the Wizard's Cloud of Daggers - a single square. This Power gives the Warlock the ability to potential mark several people, but he might have to give up his Curse Damage to do so (if he uses it on an Uncursed target). It also gives him an area effect, useful against swarms and the like. But it's a small area effect, keeping with the Warlock's striker roll. It's really similar to Eldritch Blast only a bit more specialized.
 

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