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<blockquote data-quote="Unlogic" data-source="post: 4345954" data-attributes="member: 64156"><p>I really like the deity-based damage types.</p><p></p><p>As for your Domain powers:</p><p>Autumn- balanced</p><p>Civilization- a little weak, and doesn't feel very Civilization-y to me.</p><p>Creation- I think its balanced, though I would format it a little different for clarity:</p><p></p><p>You create a medium size avatar of your deity. It has the following properties:</p><p><strong>Radiant Aura</strong>: Aura 1, creatures beginning their turns in the aura take 1d4+cha mod damage.</p><p><strong>Standard:</strong> As a standard action, you may direct the avatar to attack a creature adjacent to it. Attack: Wis vs AC. Hit: 2d4+cha mod damage.</p><p>Damage increases to 4d4 at 21st level.</p><p><strong>Move:</strong> As a move action you may move the avatar with speed 6.</p><p><strong>Sustain Minor: </strong>You may sustain the avatar with a minor action up to twice.</p><p></p><p>Death- A little powerful. I would have this trigger and expend the Cleric's healing word power, myself. I also wouldn't theme this as a Death power, as most death gods seem to encourage more death, rather than last second rescue from death.</p><p></p><p>Destruction- seems <em>really </em>powerful to me. This would make every cleric worship destruction so they could crit with all their dailies. I would instead do something like: "Trigger: you roll a 19 on an attack" "Effect: the attack is a crit", making crits easier but not automatic. Or "Trigger: you roll a crit" "Effect: you do an additional +1d6 damage. Increases to +2d6 at 5th, 3d6 at 11th, 4d6 at 15th, 5d6 at 21st, and 6d6 at 25th."</p><p></p><p>Elements- seems alright</p><p>Knowledge- Very overpowered. This allows you to replace your +2 or +3 weapon proficiency, or +0 if its a spell, with a +5 skill training, +8 if you have skill focus. I would recommend doing something more like:</p><p></p><p>Make a monster knowledge check appropriate to a target creature. You gain a bonus on attack and damage rolls against that type of creature until the end of the encounter based on the result of your check.</p><p></p><p>DC 15: +1</p><p>DC 20: +2</p><p>DC 25: +3</p><p>DC 30: +4</p><p>DC 35: +5</p><p>DC 40: +6</p><p></p><p>Magic- seems okay</p><p>Nature- also seems okay</p><p>Shadow- also probably okay</p><p>Spring- This is really powerful, especially since it does not use anyone's healing surges. I would either make it temporary hp, or lower the healing a little (drop it to d6es or key off cha mod) and make it use one of the cleric's healing surges.</p><p></p><p>Storms- seems okay</p><p>Summer- seems okay</p><p>Trickery- might be a little overpowered, might be okay, not sure.</p><p>Winter- seems okay</p><p></p><p>Hope that's useful,</p><p>-Unlogic</p></blockquote><p></p>
[QUOTE="Unlogic, post: 4345954, member: 64156"] I really like the deity-based damage types. As for your Domain powers: Autumn- balanced Civilization- a little weak, and doesn't feel very Civilization-y to me. Creation- I think its balanced, though I would format it a little different for clarity: You create a medium size avatar of your deity. It has the following properties: [B]Radiant Aura[/B]: Aura 1, creatures beginning their turns in the aura take 1d4+cha mod damage. [B]Standard:[/B] As a standard action, you may direct the avatar to attack a creature adjacent to it. Attack: Wis vs AC. Hit: 2d4+cha mod damage. Damage increases to 4d4 at 21st level. [B]Move:[/B] As a move action you may move the avatar with speed 6. [B]Sustain Minor: [/B]You may sustain the avatar with a minor action up to twice. Death- A little powerful. I would have this trigger and expend the Cleric's healing word power, myself. I also wouldn't theme this as a Death power, as most death gods seem to encourage more death, rather than last second rescue from death. Destruction- seems [I]really [/I]powerful to me. This would make every cleric worship destruction so they could crit with all their dailies. I would instead do something like: "Trigger: you roll a 19 on an attack" "Effect: the attack is a crit", making crits easier but not automatic. Or "Trigger: you roll a crit" "Effect: you do an additional +1d6 damage. Increases to +2d6 at 5th, 3d6 at 11th, 4d6 at 15th, 5d6 at 21st, and 6d6 at 25th." Elements- seems alright Knowledge- Very overpowered. This allows you to replace your +2 or +3 weapon proficiency, or +0 if its a spell, with a +5 skill training, +8 if you have skill focus. I would recommend doing something more like: Make a monster knowledge check appropriate to a target creature. You gain a bonus on attack and damage rolls against that type of creature until the end of the encounter based on the result of your check. DC 15: +1 DC 20: +2 DC 25: +3 DC 30: +4 DC 35: +5 DC 40: +6 Magic- seems okay Nature- also seems okay Shadow- also probably okay Spring- This is really powerful, especially since it does not use anyone's healing surges. I would either make it temporary hp, or lower the healing a little (drop it to d6es or key off cha mod) and make it use one of the cleric's healing surges. Storms- seems okay Summer- seems okay Trickery- might be a little overpowered, might be okay, not sure. Winter- seems okay Hope that's useful, -Unlogic [/QUOTE]
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