So in my campaign, my PCs are about to find out that in their past lives they where members of a group know as the Mighty Morphing Primal Rangers. After speaking with Melora, they will be gifted with totems that hold the power of their past lives. The Totems give them magical armor, with really powerful benefits. These benefits may seem a little OP, but I'm okay with that, seeing how I want to throw slightly more difficult encounters at them. What I'm not okay with is powers that are down right broken.
The Power Armor
The Power Armor is activated by a magical totem that is worn around your neck. This Armor can be turned on or off as a free action 1/round on your turn. The Armor is the same as the armor you are normally wearing. While the Armor dose grant great benefits, it dose have a limit too it's power.
The Power Armor starts the day with 3 Primal Points (PP). These points are used to activate the Armor and use it's power. It cost 1 PP to Activate the Armor, which lasts for five minutes. Also it cost 2 PP in order to use the Armors Encounter Power (This not include any powers granted by the bonus feat). Like Action Points, you gain 1 SP after every Milestone. You can use a max of 5 SP in any encounter. If you are knocked out, the armor fades
Because you are only considered multiclassed when you are wearing the armor, you may not pick feats from your multiclass or require the Primal prerequisite. You may also still choose to multiclass normally into a different class.
The Power Armor grants the following benefits.
Magic + 1 Armor
+2 to Nature Checks, and +1 for each ally who also has his armor active.
Power and Feat depending on your Armor's color.
Can use bonus power and gain bonus feat only when armor is active.
Any Power's gained from the Armor's multiclass gains the Primal keyword in place of it normal power source keyword ( Arcane, Divine)
Rangers of Natures Fury
(Primal influence of armor- Player's normal Class/Race- Armor Color)
Darkmantle - Unknown - Black Ranger
Power: Mantle of Darkness
Encounter ✦ Primal, Implement
Minor Action Close burst 1
Target: Each enemy in burst
Attack: [] vs. Fortitude
Hit: Target is blinded.
Effect: Until the end of your next turn, each square in the
burst is difficult terrain for everyone but you. Until the end of the encounter, normal in the burst light becomes dim-light, and dim-light in the burst becomes dark light. You may teleport to any square with-in the burst as a move action.
Feat: Defender of the Wild (Pg 196 PH2)
Benefit: You gain training in one skill from the
warden’s class skills list.
Once per encounter as a free action, you can mark
each enemy adjacent to you until the end of your
next turn.
Dragon - Dragonborn Ranger- Green Ranger
Power: Primal Dragon's Breath
At-Will ✦ Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: 3 creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Strength modifier damage, and roll 1d4 to see bonus effect
1 Acid: + 1d4 Acid damage and target takes a -2 to it's Fortitude until the end of your next turn.
2 Cold: + 1d4 Cold damage and target is slowed until the end of it's next turn. 3 Fire: + 1d8 fire damage
4 Lightning: On-going 2 lightning damage (save ends).
Feat: Initiate of the Old Faith (Pg. 196 PH2)
Benefit: You gain training in Nature.
You gain the druid’s wild shape power.
Choose a 1st-level druid at-will attack power that
has the beast form keyword. You can use that power
once per encounter.
In addition, you can wield druid implements.
Note: If you use your Wild Shape to take the shape of a Dragon Wyrmling, you gain a Fly speed of 4 (Clumsy), with a altitude limit of 2. You can still use your Dragon's Breath, and Primal Dragon's Breath in this form. Also trade the training in Nature for Dungeoneering.
Phoenix - Tiefling Paladin- Red Ranger
Power: Phoenix Rebirth
At-Will ✦ Primal, Fire, Healing, Implement
Immediate Reaction, Area burst 1 within 10 squares
Trigger: A creature within range attacks your ally, and lowers his HP below 0
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage. Effect: Spend a Healing Surge, you do not regain HP. Instead, Your ally recovers hit points as if he had spent a healing surge, and any enemy that attacks him before the end of your next turn takes 1d4 fire damage.
Feat: Initiate of the Faith (Cleric of Melora) (Pg. 208 PH)
Displacer Beast - Kira - Blue Ranger
Power: Ripping Tentacles
At-Will ✦ Primal,
Minor Action, Personal
Effect: You grow two large barbed Tentacles until the start of your next turn. These Tentacles act as a
+3 1d6 weapon with a reach of 2, and is in the mace group. You can make a Melee basic attack with the tentacles as a move action You also have threatenin reach, and gain a +2 bonus to grappling with the tentacles.
Feat: Pact Initate (Fey Pact) (Pg. 208 PH)
Benefit: You gain training in one skill from the
warlock’s class skill list.
Choose a warlock pact. You gain the pact’s at-will
power as an encounter power, and you can pursue the
warlock paragon path based on that pact.
In addition, you can use a rod, a wand, or a pact
blade as an implement when using a warlock power or
a warlock paragon path power.
Basilisk - Mindartus - Yellow Ranger
Power: Stone Cold Stare
At-Will ✦ Primal, Implement
Minor Action Close blast 3
Attack: Intelligence Vs Fortitude
Hit: Target is Immobilzed (Save Ends)
First failed saving throw: Target is restrained, and takes a -2 to saving throws (Save Ends)
Second failed saving throw: Target is petrified, and takes a -4 to saving throws. (Save Ends)
Feat: Primal Sharpshooter (Pg 193 PH3)
Note: Replace 1 [W] with 1d10 on seeker powers and replace the Weapon keyword with Implement.
Thoughts?
The Power Armor
The Power Armor is activated by a magical totem that is worn around your neck. This Armor can be turned on or off as a free action 1/round on your turn. The Armor is the same as the armor you are normally wearing. While the Armor dose grant great benefits, it dose have a limit too it's power.
The Power Armor starts the day with 3 Primal Points (PP). These points are used to activate the Armor and use it's power. It cost 1 PP to Activate the Armor, which lasts for five minutes. Also it cost 2 PP in order to use the Armors Encounter Power (This not include any powers granted by the bonus feat). Like Action Points, you gain 1 SP after every Milestone. You can use a max of 5 SP in any encounter. If you are knocked out, the armor fades
Because you are only considered multiclassed when you are wearing the armor, you may not pick feats from your multiclass or require the Primal prerequisite. You may also still choose to multiclass normally into a different class.
The Power Armor grants the following benefits.
Magic + 1 Armor
+2 to Nature Checks, and +1 for each ally who also has his armor active.
Power and Feat depending on your Armor's color.
Can use bonus power and gain bonus feat only when armor is active.
Any Power's gained from the Armor's multiclass gains the Primal keyword in place of it normal power source keyword ( Arcane, Divine)
Rangers of Natures Fury
(Primal influence of armor- Player's normal Class/Race- Armor Color)
Darkmantle - Unknown - Black Ranger
Power: Mantle of Darkness
Encounter ✦ Primal, Implement
Minor Action Close burst 1
Target: Each enemy in burst
Attack: [] vs. Fortitude
Hit: Target is blinded.
Effect: Until the end of your next turn, each square in the
burst is difficult terrain for everyone but you. Until the end of the encounter, normal in the burst light becomes dim-light, and dim-light in the burst becomes dark light. You may teleport to any square with-in the burst as a move action.
Feat: Defender of the Wild (Pg 196 PH2)
Benefit: You gain training in one skill from the
warden’s class skills list.
Once per encounter as a free action, you can mark
each enemy adjacent to you until the end of your
next turn.
Dragon - Dragonborn Ranger- Green Ranger
Power: Primal Dragon's Breath
At-Will ✦ Acid, Cold, Fire, Lightning, or Poison
Minor Action Close blast 3
Targets: 3 creatures in area
Attack: Strength + 2 vs. Reflex
Hit: 1d6 + Strength modifier damage, and roll 1d4 to see bonus effect
1 Acid: + 1d4 Acid damage and target takes a -2 to it's Fortitude until the end of your next turn.
2 Cold: + 1d4 Cold damage and target is slowed until the end of it's next turn. 3 Fire: + 1d8 fire damage
4 Lightning: On-going 2 lightning damage (save ends).
Feat: Initiate of the Old Faith (Pg. 196 PH2)
Benefit: You gain training in Nature.
You gain the druid’s wild shape power.
Choose a 1st-level druid at-will attack power that
has the beast form keyword. You can use that power
once per encounter.
In addition, you can wield druid implements.
Note: If you use your Wild Shape to take the shape of a Dragon Wyrmling, you gain a Fly speed of 4 (Clumsy), with a altitude limit of 2. You can still use your Dragon's Breath, and Primal Dragon's Breath in this form. Also trade the training in Nature for Dungeoneering.
Phoenix - Tiefling Paladin- Red Ranger
Power: Phoenix Rebirth
At-Will ✦ Primal, Fire, Healing, Implement
Immediate Reaction, Area burst 1 within 10 squares
Trigger: A creature within range attacks your ally, and lowers his HP below 0
Target: Each creature in burst
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage. Effect: Spend a Healing Surge, you do not regain HP. Instead, Your ally recovers hit points as if he had spent a healing surge, and any enemy that attacks him before the end of your next turn takes 1d4 fire damage.
Feat: Initiate of the Faith (Cleric of Melora) (Pg. 208 PH)
Displacer Beast - Kira - Blue Ranger
Power: Ripping Tentacles
At-Will ✦ Primal,
Minor Action, Personal
Effect: You grow two large barbed Tentacles until the start of your next turn. These Tentacles act as a
+3 1d6 weapon with a reach of 2, and is in the mace group. You can make a Melee basic attack with the tentacles as a move action You also have threatenin reach, and gain a +2 bonus to grappling with the tentacles.
Feat: Pact Initate (Fey Pact) (Pg. 208 PH)
Benefit: You gain training in one skill from the
warlock’s class skill list.
Choose a warlock pact. You gain the pact’s at-will
power as an encounter power, and you can pursue the
warlock paragon path based on that pact.
In addition, you can use a rod, a wand, or a pact
blade as an implement when using a warlock power or
a warlock paragon path power.
Basilisk - Mindartus - Yellow Ranger
Power: Stone Cold Stare
At-Will ✦ Primal, Implement
Minor Action Close blast 3
Attack: Intelligence Vs Fortitude
Hit: Target is Immobilzed (Save Ends)
First failed saving throw: Target is restrained, and takes a -2 to saving throws (Save Ends)
Second failed saving throw: Target is petrified, and takes a -4 to saving throws. (Save Ends)
Feat: Primal Sharpshooter (Pg 193 PH3)
Note: Replace 1 [W] with 1d10 on seeker powers and replace the Weapon keyword with Implement.
Thoughts?