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<blockquote data-quote="mneme" data-source="post: 5754120" data-attributes="member: 59248"><p>I'd probably make it "any arcane", sure. Or maybe "any non-good"; even though alignment restrictions are generally discouraged, this is a good one to have one.</p><p></p><p></p><p>Ok, here's where I'm thinking KISS (keep it simple). The idea here came out of an elemental class, but really this is more about demonic stuff (also, remember that elemental creatures in the 4everse are Primordials, not demons nor devils).</p><p></p><p>Regardling the extra damage, you want to compare at most to Kensai (probably the strongest extra damage class). There, it's +1 to hit at 11th, +4 to damage at 16th, with a restriction of a single weapon type. Bloodied-only means you can make it twice as strong as Kensai (more or less), but you don't want to be better than that.</p><p></p><p></p><p> I agree with chitzk0i that this is way too weak. Dunno how attached you are to the healing surge sacrifice mechanic. I could see either of: </p><p></p><p>When you spend an action point to make an attack, you may spend a healing surge to increase the damage of your first attack in that action by your healing surge value. When you spend an action point to make a skill roll, you may spend a healing surge to roll twice for that skill roll and take whichever result you choose.</p><p></p><p>Or, say, When you spend an action point, gain 2d6 necrotic damage on any damage rolls made during the resulting action, and gain 1d6 to any skill checks you make as part of that action.</p><p></p><p></p><p> I'd reword this as: Half the necrotic damage you inflict ignores necrotic immunity and resistance.</p><p></p><p>That way, if you have another way to pierce (or partially pierce) necrotic resistance, they would more or less stack.</p><p></p><p></p><p> Seems a bit too good (the E11 should be at an encounter attack level; this feels too strong for that; I'd think that an E11 that inflicted Weakened would be 2W at best, whereas 3d10 is 3W). I'd also make it either melee/weapon/2W or ranged/implement/2d10, but not both.</p><p></p><p></p><p> You've hit the nail on the head here that it's way too good. No, further than that.</p><p>Make it part of your base class (with possible increase) instead. (and it's still basically too good, added onto any reasonable striker package).</p><p></p><p>You need a level 16 feature.</p><p></p><p></p><p>This is fine, if strong and controllery, but you do neeed to decide whether it's weapon or implement.</p></blockquote><p></p>
[QUOTE="mneme, post: 5754120, member: 59248"] I'd probably make it "any arcane", sure. Or maybe "any non-good"; even though alignment restrictions are generally discouraged, this is a good one to have one. Ok, here's where I'm thinking KISS (keep it simple). The idea here came out of an elemental class, but really this is more about demonic stuff (also, remember that elemental creatures in the 4everse are Primordials, not demons nor devils). Regardling the extra damage, you want to compare at most to Kensai (probably the strongest extra damage class). There, it's +1 to hit at 11th, +4 to damage at 16th, with a restriction of a single weapon type. Bloodied-only means you can make it twice as strong as Kensai (more or less), but you don't want to be better than that. I agree with chitzk0i that this is way too weak. Dunno how attached you are to the healing surge sacrifice mechanic. I could see either of: When you spend an action point to make an attack, you may spend a healing surge to increase the damage of your first attack in that action by your healing surge value. When you spend an action point to make a skill roll, you may spend a healing surge to roll twice for that skill roll and take whichever result you choose. Or, say, When you spend an action point, gain 2d6 necrotic damage on any damage rolls made during the resulting action, and gain 1d6 to any skill checks you make as part of that action. I'd reword this as: Half the necrotic damage you inflict ignores necrotic immunity and resistance. That way, if you have another way to pierce (or partially pierce) necrotic resistance, they would more or less stack. Seems a bit too good (the E11 should be at an encounter attack level; this feels too strong for that; I'd think that an E11 that inflicted Weakened would be 2W at best, whereas 3d10 is 3W). I'd also make it either melee/weapon/2W or ranged/implement/2d10, but not both. You've hit the nail on the head here that it's way too good. No, further than that. Make it part of your base class (with possible increase) instead. (and it's still basically too good, added onto any reasonable striker package). You need a level 16 feature. This is fine, if strong and controllery, but you do neeed to decide whether it's weapon or implement. [/QUOTE]
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