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4th Edition Bard
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<blockquote data-quote="saric" data-source="post: 4348596" data-attributes="member: 60567"><p>#1 the bard isn't a paladin. #2 sacred flame gives charisma modifier + 1/2 level + its a ranged attack. I addressed this twice in this thread already.</p><p></p><p></p><p></p><p>Righteous brand works on all melee attacks until the end of your next turn, this also includes opportunity attacks and any power that includes multiple attacks. Improvised jab is only on the "next attack". </p><p></p><p></p><p>Noted on the combat advantage instead of just flanking, makes it more multi-purpose. Having it grant combat advantage for the allies is nice and all, but no. </p><p>Look at the cleric's divine glow, it also grants a +2 power bonus on attack rolls. However critical strike has a "requirement" and is a melee attack rather than used as a potential blast from safety. </p><p></p><p></p><p>Noted. This power needs to change, apparently it got lost in the transition. In my original manuscript it was supposed to be a daily power that lasted all encounter (save ends). However I moved it to an encounter power and seem to have forgotten about it. I'll have to modify it.</p><p></p><p> </p><p>An interesting suggestion. I would suppose the text is a bit wonky.</p><p></p><p></p><p>I liked it too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>Also Noted.</p><p></p><p></p><p>I am well aware that a second wind does more than heal. If you haven't noticed cure light wounds lets the person regain hit points as if they had a healing surge. Note that it does NOT consume a healing surge. Considering that the powers uses up surges rather than a "virtual" one. Having it grant +2 to all defenses seems pretty fair to me. I've been thinking about making them actually use up a person's second wind and not a "virtual" second wind.</p><p></p><p></p><p>That is something to consider.</p><p></p><p></p><p>Its a daily power, its supposed to overshadow at-wills. The damage is debatable, and I have to see it more in playtesting to see how it pans out.</p></blockquote><p></p>
[QUOTE="saric, post: 4348596, member: 60567"] #1 the bard isn't a paladin. #2 sacred flame gives charisma modifier + 1/2 level + its a ranged attack. I addressed this twice in this thread already. Righteous brand works on all melee attacks until the end of your next turn, this also includes opportunity attacks and any power that includes multiple attacks. Improvised jab is only on the "next attack". Noted on the combat advantage instead of just flanking, makes it more multi-purpose. Having it grant combat advantage for the allies is nice and all, but no. Look at the cleric's divine glow, it also grants a +2 power bonus on attack rolls. However critical strike has a "requirement" and is a melee attack rather than used as a potential blast from safety. Noted. This power needs to change, apparently it got lost in the transition. In my original manuscript it was supposed to be a daily power that lasted all encounter (save ends). However I moved it to an encounter power and seem to have forgotten about it. I'll have to modify it. An interesting suggestion. I would suppose the text is a bit wonky. I liked it too. ;) Also Noted. I am well aware that a second wind does more than heal. If you haven't noticed cure light wounds lets the person regain hit points as if they had a healing surge. Note that it does NOT consume a healing surge. Considering that the powers uses up surges rather than a "virtual" one. Having it grant +2 to all defenses seems pretty fair to me. I've been thinking about making them actually use up a person's second wind and not a "virtual" second wind. That is something to consider. Its a daily power, its supposed to overshadow at-wills. The damage is debatable, and I have to see it more in playtesting to see how it pans out. [/QUOTE]
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