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[4e] Theme balance, power and utility and other thoughts. (Spoilers)
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<blockquote data-quote="RangerWickett" data-source="post: 6208209" data-attributes="member: 63"><p>Proposed changes.</p><p></p><p><span style="font-size: 12px"><strong>Docker</strong></span></p><p>1st level and 5th level is same as usual.</p><p></p><p>At 10th level, you gain the ability <strong>Audience Participation</strong>. Whenever an enemy you're aware of starts its turn, it takes 5 damage for each noncombatant creature adjacent to it that is friendly to you.</p><p></p><p></p><p><span style="font-size: 12px"><strong>Eschatologist</strong></span></p><p>If you choose Eschatologist as your character’s theme, the first time each encounter a creature you’re aware of would die, you may choose to have that creature stabilize instead. If it would have died from damage, it still dies if it takes any more damage before receiving healing.</p><p></p><p>Additionally, you gain the following power at 1st level.</p><p></p><p><strong>Icy End of the Earth</strong> * Eschatologist Attack</p><p><em>The world shall end in ice. As you sense the closeness of your own mortality, this undeniable doomsday manifests in your presence.</em></p><p><em></em>Encounter * Psionic, Cold</p><p>Standard Action </p><p><strong>Prerequisite:</strong> You must be bloodied to use this power.</p><p><strong>Effect: </strong>You create a stationary zone of unnatural winter in close burst 2, including your own space. Creatures in the zone cannot heal damage or gain temporary hit points. Creatures that start their turn in the zone take 5 cold damage. </p><p><em>Level 11: </em>10 cold damage.</p><p><em>Level 21: </em>15 cold damage.</p><p><strong>Sustain minor. </strong>You must be bloodied to sustain this power. If you are outside the zone, you take 5 cold damage. If you are inside the zone, you can sustain without spending an action. You cannot heal or gain temporary hit points while this power this active.</p><p><strong>Special. </strong>You cannot reduce the damage this power does to you by any means. Other creatures’ resistances and immunities function normally.</p><p></p><p>At 5th level, you gain the ability <strong>It Will All Turn to Dust</strong>. When you use your Icy Ends of the Earth power, you may choose to peel away impermanent physical structures. If you do, within the zone creatures can move through man-made objects and structures that are less than a thousand years old as if they had phasing.</p><p> </p><p>At 10th level, you gain the ability <strong>Gaze into the Abyss</strong>. When you are dying, your allies gain a +5 bonus to damage rolls.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Gunsmith</span></strong></p><p>Only thing that changes here is the wording of Sniper Scope, and I renamed Silencer to Suppressor.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Martial Scientist</span></strong></p><p>If you choose Martial Scientist as your character’s theme, you gain training in History. If you already are trained in History you may gain training in another skill. You are proficient in all military weapons. </p><p></p><p>Throughout the campaign you will have the ability to learn new techniques from other martial scientists. Keep track of which techniques you know. At the end of an extended rest, choose any one technique you know. You have access to that technique’s power for the day. At 1st level, every martial scientist starts with the experimental strike technique.</p><p></p><p>5th and 10th level powers remain the same.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Skyseer</span></strong></p><p>1st and 5th level the same.</p><p></p><p>At 10th level, you gain the ability <strong>Handy Intuition</strong>. Once per day as a free action you can have on your person a mundane item that you can carry. An intuition told you to prepare for this moment and have the item on hand. You must retroactively pay whatever costs would have been necessary to get and keep the item. You cannot use this ability if events would have made having the item impossible (such as if you were captured and your possessions seized).</p><p></p><p> </p><p><strong><span style="font-size: 12px">Spirit Medium</span></strong></p><p>1st and 5th level the same.</p><p></p><p>At 10th level, you gain the ability <strong>Ghostly Whisper</strong>. You can communicate via telepathy with creatures you are aware of within 10 squares, but you must share a language.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Technologist</span></strong></p><p>No changes. I'm adding a feat to improve the pet's hit points.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Vekeshi Mystic</span></strong></p><p>1st and 5th level the same.</p><p></p><p>At 10th level, you gain the ability <strong>Patient Revenge</strong>. There are more important things than immediate victory over your enemies. Whenever you face an enemy you have battled before, you gain temporary hit points equal to half your bloodied value. Additionally, once per encounter when an enemy escapes by moving out of line of sight at least 20 squares away, you may make a vow not to pursue for at least one day. If you do, one ally you can see can spend a healing surge.</p><p></p><p> </p><p><strong><span style="font-size: 12px">Yerasol Veteran</span></strong></p><p>No changes.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6208209, member: 63"] Proposed changes. [SIZE=3][b]Docker[/b][/SIZE] 1st level and 5th level is same as usual. At 10th level, you gain the ability [B]Audience Participation[/B]. Whenever an enemy you're aware of starts its turn, it takes 5 damage for each noncombatant creature adjacent to it that is friendly to you. [SIZE=3][b]Eschatologist[/b][/SIZE] If you choose Eschatologist as your character’s theme, the first time each encounter a creature you’re aware of would die, you may choose to have that creature stabilize instead. If it would have died from damage, it still dies if it takes any more damage before receiving healing. Additionally, you gain the following power at 1st level. [B]Icy End of the Earth[/B] * Eschatologist Attack [I]The world shall end in ice. As you sense the closeness of your own mortality, this undeniable doomsday manifests in your presence. [/I]Encounter * Psionic, Cold Standard Action [B]Prerequisite:[/B] You must be bloodied to use this power. [B]Effect: [/B]You create a stationary zone of unnatural winter in close burst 2, including your own space. Creatures in the zone cannot heal damage or gain temporary hit points. Creatures that start their turn in the zone take 5 cold damage. [I]Level 11: [/I]10 cold damage. [I]Level 21: [/I]15 cold damage. [B]Sustain minor. [/B]You must be bloodied to sustain this power. If you are outside the zone, you take 5 cold damage. If you are inside the zone, you can sustain without spending an action. You cannot heal or gain temporary hit points while this power this active. [B]Special. [/B]You cannot reduce the damage this power does to you by any means. Other creatures’ resistances and immunities function normally. At 5th level, you gain the ability [B]It Will All Turn to Dust[/B]. When you use your Icy Ends of the Earth power, you may choose to peel away impermanent physical structures. If you do, within the zone creatures can move through man-made objects and structures that are less than a thousand years old as if they had phasing. At 10th level, you gain the ability [B]Gaze into the Abyss[/B]. When you are dying, your allies gain a +5 bonus to damage rolls. [b][size=3]Gunsmith[/size][/b][size=3][/size] Only thing that changes here is the wording of Sniper Scope, and I renamed Silencer to Suppressor. [b][size=3]Martial Scientist[/size][/b][size=3][/size] If you choose Martial Scientist as your character’s theme, you gain training in History. If you already are trained in History you may gain training in another skill. You are proficient in all military weapons. Throughout the campaign you will have the ability to learn new techniques from other martial scientists. Keep track of which techniques you know. At the end of an extended rest, choose any one technique you know. You have access to that technique’s power for the day. At 1st level, every martial scientist starts with the experimental strike technique. 5th and 10th level powers remain the same. [b][size=3]Skyseer[/size][/b] 1st and 5th level the same. At 10th level, you gain the ability [B]Handy Intuition[/B]. Once per day as a free action you can have on your person a mundane item that you can carry. An intuition told you to prepare for this moment and have the item on hand. You must retroactively pay whatever costs would have been necessary to get and keep the item. You cannot use this ability if events would have made having the item impossible (such as if you were captured and your possessions seized). [b][size=3]Spirit Medium[/size][/b] 1st and 5th level the same. At 10th level, you gain the ability [B]Ghostly Whisper[/B]. You can communicate via telepathy with creatures you are aware of within 10 squares, but you must share a language. [b][size=3]Technologist[/size][/b] No changes. I'm adding a feat to improve the pet's hit points. [b][size=3]Vekeshi Mystic[/size][/b] 1st and 5th level the same. At 10th level, you gain the ability [B]Patient Revenge[/B]. There are more important things than immediate victory over your enemies. Whenever you face an enemy you have battled before, you gain temporary hit points equal to half your bloodied value. Additionally, once per encounter when an enemy escapes by moving out of line of sight at least 20 squares away, you may make a vow not to pursue for at least one day. If you do, one ally you can see can spend a healing surge. [b][size=3]Yerasol Veteran[/size][/b] No changes. [/QUOTE]
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