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Pretty good, but how long is the grab sustained? It seems a little overpowered for a 1st level, at will, minor action to immobilize an opponent... but that's just my impression.

Excelsior! Wizard Attack 9
With an explosive torrent of force you propel your foe ever upward!
Daily✦ Arcane, Implement, Force
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier force damage, and you move the target your Wisdom modifier squares straight up into the air (minimum 1 squares). The target is immobilized and takes a -2 penalty to attacks (save ends both). If the target saves, you cannot sustain this power.
Miss: 1d10 + Intelligence modifier force damage, and the target is pushed 1 square and knocked prone.
Sustain Minor: Move the target a number of squares equal to your half your Wisdom modifier straight up into the air.
Effect: This power ends when the target saves, you fail to sustain, the target collides with an object, or another power causes a force move effect on the target. When the effect ends, the creature falls from its height and takes damage as normal.
Special: If the target collided with any creatures during its movement, the creatures also take falling damage respectively.


Speaking of overpowered, I may have went a little overboard... but I figure this power's usefulness is situational at best. Maybe it's better off as an underpowered daily than an overpowered encounter power? ^_^

Now please give me Revitalizing Beam.
 
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This is could be a ton of single target damage -- an orb wizard with a high Wisdom, in a room with a 30' ceiling, could easily send the target smashing into the ceiling, then allow the creature to fall, thus doing 6d10 falling damage. Suddenly this becomes a 7d10 + Int modifier damage power. An orb wizard outdoors, who chooses to use his Arcane Implement Mastery on the save, could catapult creatures into orbit (hyperbole, but still). If you want to lift the creature into the air, maybe 2 squares initially (so an extra 1d10 falling damage), and perhaps 2 squares per round per sustain?
 

This is could be a ton of single target damage -- an orb wizard with a high Wisdom, in a room with a 30' ceiling, could easily send the target smashing into the ceiling, then allow the creature to fall, thus doing 6d10 falling damage. Suddenly this becomes a 7d10 + Int modifier damage power. An orb wizard outdoors, who chooses to use his Arcane Implement Mastery on the save, could catapult creatures into orbit (hyperbole, but still). If you want to lift the creature into the air, maybe 2 squares initially (so an extra 1d10 falling damage), and perhaps 2 squares per round per sustain?

Yeah... like I said... I think I may have gone a little overboard. Initially it was going to be a daily... but I downgraded it because the base damage doesn't seem to be that great, and the power is sort of contingent on the situation.

I mean, if you always assume you're going to be in an underground cavern with 30 ft (6 squares) above you then yeah, it will do a ton of damage. But what if the cavern ceiling is only the normal size for one story (ie only about 10ft) ? Then it's not so much...

And take your outdoor example: that's great assuming the monster NEVER saves and that the wizard is free to keep sustaining. I could see that being an insta-gib sort of power in the right circumstance. But that's dependent on what happens to the wizard in combat and whether or not the dice are that fickle for the monster.

But perhaps in retrospect it's better to have an under powered daily (read: situational) than an overpowered per-encounter, eh? ^_~
Thanks for the input.

So back to the game... who's going to make Revitalizing Beam?
Alternatively, you can choose Reward for Vengeance.
 
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Reward for Vengeance Avenger Attack 7
You abruptly retaliate for a blow inflicted upon you, taking grim satisfaction in your foe's astonishment.
Encounter Divine, Weapon
Immediate Reaction --- Melee weapon
Target: The triggering enemy
Attack: Wisdom vs. AC
Trigger: An enemy hits you with a melee attack
Hit: 1[W]+Wisdom modifier damage, and you gain temporary hit points equal to half the damage dealt to you by the triggering attack.
---Censure of Retribution: Add your Intelligence modifier to the temporary hit points you gain.

Next up: Echo Slash or False Hope
 
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Reward for Vengeance Avenger Attack 7
You abruptly retaliate for a blow inflicted upon you, taking grim satisfaction in your foe's astonishment.
Encounter Divine, Weapon
Immediate Reaction --- Melee weapon
Target: The triggering enemy
Attack: Wisdom vs. AC
Trigger: An enemy hits you with a melee attack
Hit: 1[W]+Wisdom modifier damage, and you gain temporary hit points equal to half the damage dealt to you by the triggering attack.
---Censure of Retribution: Add your Intelligence modifier to the temporary hit points you gain.

I like how this synergizes with the Censure of Retribution's cumulative bonus damage from being hit by enemies. However, the damage + effect seems a bit weak compared to other level 7 avenger powers (though perhaps I am undervaluing the potential of the temporary hit points). Perhaps 2[W] damage, or have the temporary hit points equal the damage dealt?


Echo Slash Swordmage Attack 15
You infuse your blade with thunderous power and strike your foe, setting up damaging vibrations in its body.
Daily ✦ Arcane, Thunder, Weapon
Target: One creature
Attack: Intelligence vs. AC
Hit: 2[W] + Intelligence modifier thunder damage, and the target takes ongoing 10 thunder damage (save ends).
Miss: The target takes ongoing 10 thunder damage (save ends).
Sustain Minor: Make an Intelligence vs. Fortitude attack. If you hit, the target takes thunder damage equal to your Intelligence modifier, and takes a -2 penalty against its next save against the ongoing damage caused by this power. If the target is not taking ongoing damage from this power, you cannot sustain it.

Next power: Fistful of Electrum or Scatter the Rabble.
 
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I like how this synergizes with the Censure of Retribution's cumulative bonus damage from being hit by enemies. However, the damage + effect seems a bit weak compared to other level 7 avenger powers (though perhaps I am undervaluing the potential of the temporary hit points). Perhaps 2[W] damage, or have the temporary hit points equal the damage dealt?
It's an Immediate Reaction, so while it does use an encounter resource, it's a "freebie" action and as such I was rather wary of making it 2[W]. Comparing to the powers of other classes it appears that making an encounter power an Immediate attack is worth around a die of damage.
 


Scatter the Rabble --- Warlord Attack 7
Sweeping your weapon in a wide circular swing, you deal one foe a solid blow and drive its weaker allies away.
Encounter Martial, Weapon
Standard Action --- Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W]+Strength modifier damage.
Effect: You push all minions within your melee reach 3 squares.

I'm in a strange mood tonight. Take your pick of Below the Belt, Shrug of Dismissal, Exfoliating Strike, Debilitating Paranoia, or Golden Wyvern Backdraft.
 

Scatter the Rabble:
It's pretty nice and controllery and all, but I think limiting the extra effect to just minions is a bit too narrow. I wonder what this would look like if the effect were turned into a secondary attack? Close burst 1, Charisma vs. Will?
Even if you don't make any other changes though, I think this power needs the Fear keyword.


Below the Belt Rogue Attack 1
Encounter. Martial, Weapon
Standard-Action
Melee Weapon
Special: You may use this power as an immediate reaction whenever you score a critical hit against an enemy.
Target: One creature.
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage and the target gains Vulnerable 5 + Charisma modifier to all damage until the end of your next turn.


Next:

Jezebel's Lure or Goblin Grenade
 
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Below the Belt Rogue Attack 1
Encounter. Martial, Weapon
Standard-Action
Melee Weapon
Special: You may use this power as an immediate reaction whenever you score a critical hit against an enemy.
Target: One creature.
Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage and the target gains Vulnerable 5 + Charisma modifier to all damage until the end of your next turn.
The most obvious problem with this is that you can't take immediate actions on your own turn. Making it a free action will enable you to use it on your own turn; alternatively, make it clear that it can't be used on your own turn, because otherwise it's not very obvious how the power is meant to be used.

Secondly, this is the only rogue power that uses strength for the primary attack; there are only three other Rogue attack powers (out of 136) in the Compendium that don't have a weapon requirement (I haven't bothered to determine which, as there's no excluded-keyword search)... did you mean to write this for some other class?

Lastly, data on balance: there are four other powers that give "vulnerable to all damage". All of them give vulnerable 5, except a level 29 artificer daily which gives vulnerable 10. All of them are (save ends). All of them are 9th level or above. One is a paragon encounter attack; the rest are dailies.

Opinion on balance:
* With the Strength attack stat and lack of weapon requirement, there are going to be more two-weapon rangers and tempest fighters multiclassing to take this power than there will be rogues taking it normally.
* If all your party members chip in and you've got a modest Cha mod of +2, that's a potential 35 extra damage if each person hits the target once. More conservatively we can figure that on average you and maybe one ally hit the target while it's vulnerable; 14 extra damage. That's still substantially heftier than the standard 2[W]+light kicker of other rogue level 1 encounter powers.
 

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