Ulorian - Agent of Chaos
Legend
See Careful Attack/Sure Strike Analysis for the reasoning behind these houserules.
Careful Attack replacement:
On Your Heels Ranger Attack 1
You weave a dizzying pattern with your weapon, or fire a volley of missiles, keeping your enemy from guessing where the next blow will land.
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC
(ranged).
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and the target grants you combat advantage until the end of your next turn.
Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
Granting combat advantage doesn't immediately seem overpowering to me. Other opinions?
As a Sure Strike replacement:
Hampering Blow Fighter Attack 1
You aim a strike at your opponents knees or ankle, seeking to slow him down.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage (melee), and the target is slowed until the end of your next turn.
Increase damage to 2[W] (melee) at 21st level.
Hampering Blow somewhat steps on the toes of Steel Serpent Strike (Fighter Encounter 1) and Dance of Steel (Fighter Encounter 3). Although I'm noticing that, oddly, Steel Serpent Strike is more powerful than Dance of Steel?!!? Since those two powers need some rejiggering anyway, I can safely work Hampering Blow into the mix.
Careful Attack replacement:
On Your Heels Ranger Attack 1
You weave a dizzying pattern with your weapon, or fire a volley of missiles, keeping your enemy from guessing where the next blow will land.
At-Will Martial, Weapon
Standard Action Melee or Ranged weapon
Requirement: You must be wielding two melee weapons or a ranged weapon.
Target: One creature
Attack: Strength vs. AC (melee) or Dexterity vs. AC
(ranged).
Hit: 1[W] + Strength modifier damage (melee) or 1[W] + Dexterity modifier damage (ranged), and the target grants you combat advantage until the end of your next turn.
Increase damage to 2[W] (melee) or 2[W] (ranged) at 21st level.
Granting combat advantage doesn't immediately seem overpowering to me. Other opinions?
As a Sure Strike replacement:
Hampering Blow Fighter Attack 1
You aim a strike at your opponents knees or ankle, seeking to slow him down.
At-Will Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage (melee), and the target is slowed until the end of your next turn.
Increase damage to 2[W] (melee) at 21st level.
Hampering Blow somewhat steps on the toes of Steel Serpent Strike (Fighter Encounter 1) and Dance of Steel (Fighter Encounter 3). Although I'm noticing that, oddly, Steel Serpent Strike is more powerful than Dance of Steel?!!? Since those two powers need some rejiggering anyway, I can safely work Hampering Blow into the mix.
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