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[4e] Theme balance, power and utility and other thoughts. (Spoilers)
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<blockquote data-quote="gideonpepys" data-source="post: 6161251" data-attributes="member: 79141"><p>I'm not overly concerned with balance, but with fun, and I agree that some of the level 10 benefits aren't all that much fun. I'm not a huge fan of the (1 to 7 = 8) brace of benefits either, but I actually like having characters with one or two skills that both they and I can rely on. In any case, I altered and adapted the level 10 benefits to suit my group, but these suggestions might make the situation worse if balance is your watch-word:</p><p></p><p><strong>Martial Scientist</strong> - Doctor of Modern Warfare. You become proficient with all weapons, armor and implements. You gain <em>melee training</em> as a bonus feat. If you already have it, you gain a bonus feat of your choice. (No changes here. The range of additional powers you have mentioned makes the theme well worth taking.)</p><p></p><p> </p><p></p><p><strong>Spirit Medium</strong> - <em>Spirit Wall.</em> You can resist possession and psychic influence. You may make a saving throw at the start of your turn to end any effect that is dominating you, even if it does not normally allow a save. <em>Location Loresight.</em> You can also use the <em>object loresight</em> power to grant visions associated with a whole location.</p><p></p><p></p><p></p><p><strong>Technologist</strong> - <em>Second Self.</em> You can use any at-will or encounter power through your contraption. It follows the rules for an <em>animal companion</em>. (This is a huge boost, but the player in question is not an optimizer and will struggle to squeeze maximum value out of this.)</p><p></p><p></p><p></p><p> <strong>Vekeshi Mystic</strong> - <em>Relentless Terror. </em>Whenever you roll a 1 to 7 on an Endurance or Intimidate check, treat it as if you rolled an 8. Once per day you may nominate a target as subject to a <em>Vekeshi Anathema</em>. Until the end of the encounter you may roll two dice when making attack rolls against this target, and choose the higher result. You cannot opt to subdue the target while using the curse and nor can any of or allies, or the curse ends.</p><p></p><p></p><p></p><p><strong>Yerasol Veteran</strong> - <em>Call of Duty. </em> Whenever you roll a 1 to 7 on an Initiative check, treat it as if you rolled an 8. <em>Courage Under Fire. </em>When an ally of your level or higher is reduced to 0 hit points or fewer, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hit points or fewer to gain this feat’s benefit. (This is an improvement on the previous power which allowed you to do so once per day.)</p><p></p><p></p><p></p><p><strong>Eschatologist</strong> - <em>This is not the End</em>. When you roll an 18 or higher on a death saving throw, you can spend a healing surge as if you had rolled a 20. (I take your point about death saves, and the amount of healing later in the game. But that's, you know... <em>later</em>. Love this theme. Got rid of the history/religion boost because it didn't fit my player.) </p><p></p><p></p><p></p><p><strong>Skyseer</strong> - <em>Heirophant's Wisdom.</em> When you roll a 1 to 7 on a History or Religion check, treat it as if you rolled an 8. You cannot be surprised.</p><p></p><p>With regards to skyseer visions, I often provide cryptic clues the player cannot be expected to understand in the moment, but make a note of the situations they apply to and grant a bonus to perception, insight or initiative, or simply a sudden realisation when those situations arrive. That way the plot doesn't get spoiled, but the player still reaps a benefit.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6161251, member: 79141"] I'm not overly concerned with balance, but with fun, and I agree that some of the level 10 benefits aren't all that much fun. I'm not a huge fan of the (1 to 7 = 8) brace of benefits either, but I actually like having characters with one or two skills that both they and I can rely on. In any case, I altered and adapted the level 10 benefits to suit my group, but these suggestions might make the situation worse if balance is your watch-word: [B]Martial Scientist[/B] - Doctor of Modern Warfare. You become proficient with all weapons, armor and implements. You gain [I]melee training[/I] as a bonus feat. If you already have it, you gain a bonus feat of your choice. (No changes here. The range of additional powers you have mentioned makes the theme well worth taking.) [B]Spirit Medium[/B] - [I]Spirit Wall.[/I] You can resist possession and psychic influence. You may make a saving throw at the start of your turn to end any effect that is dominating you, even if it does not normally allow a save. [I]Location Loresight.[/I] You can also use the [I]object loresight[/I] power to grant visions associated with a whole location. [B]Technologist[/B] - [I]Second Self.[/I] You can use any at-will or encounter power through your contraption. It follows the rules for an [I]animal companion[/I]. (This is a huge boost, but the player in question is not an optimizer and will struggle to squeeze maximum value out of this.) [B]Vekeshi Mystic[/B] - [I]Relentless Terror. [/I]Whenever you roll a 1 to 7 on an Endurance or Intimidate check, treat it as if you rolled an 8. Once per day you may nominate a target as subject to a [I]Vekeshi Anathema[/I]. Until the end of the encounter you may roll two dice when making attack rolls against this target, and choose the higher result. You cannot opt to subdue the target while using the curse and nor can any of or allies, or the curse ends. [B]Yerasol Veteran[/B] - [I]Call of Duty. [/I] Whenever you roll a 1 to 7 on an Initiative check, treat it as if you rolled an 8. [I]Courage Under Fire. [/I]When an ally of your level or higher is reduced to 0 hit points or fewer, you gain an action point that you must use before the end of your next turn or the action point is lost. You must see or hear the ally when he or she is reduced to 0 hit points or fewer to gain this feat’s benefit. (This is an improvement on the previous power which allowed you to do so once per day.) [B]Eschatologist[/B] - [I]This is not the End[/I]. When you roll an 18 or higher on a death saving throw, you can spend a healing surge as if you had rolled a 20. (I take your point about death saves, and the amount of healing later in the game. But that's, you know... [I]later[/I]. Love this theme. Got rid of the history/religion boost because it didn't fit my player.) [B]Skyseer[/B] - [I]Heirophant's Wisdom.[/I] When you roll a 1 to 7 on a History or Religion check, treat it as if you rolled an 8. You cannot be surprised. With regards to skyseer visions, I often provide cryptic clues the player cannot be expected to understand in the moment, but make a note of the situations they apply to and grant a bonus to perception, insight or initiative, or simply a sudden realisation when those situations arrive. That way the plot doesn't get spoiled, but the player still reaps a benefit. [/QUOTE]
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[4e] Theme balance, power and utility and other thoughts. (Spoilers)
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