Sadrik
First Post
Updated Powers Below
This is a finite list of only 10 attack powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers.
Powers will need to be mechanically defined when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks.
Depending on your role you begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4.
As you advance in level you select more attack powers, 1 for every 4 levels as a defender, 3 for strikers and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser.
The general guidelines for which classes can select which powers follows below.
So the PHB1 classes could have access to:
Cleric: Assault, Touch, Wall, Explode
Fighter: Assault, Assail, Touch
Paladin: Assault, Strike, Touch
Ranger: Strike, Assail, Shoot
Rogue: Strike, Assail, Touch
Warlock: Touch, Shoot, Blast, Explode, Summon
Warlord: Assault, Strike, Assail
Wizard: Touch, Shoot, Blast, Burst, Explode, Wall, Summon
Attack Powers
Assault
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. AC
Hit: Weapon + Prime + Cause a Condition.
Or
Hit: Weapon + Low Limited Damage Expression + Prime
Miss: half damage
Assail
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. AC
Hit: Weapon + Cause a Condition.
Secondary Hit: Weapon + Cause a Condition.
Or
Hit: Weapon + Low Normal Damage Expression + Prime
Secondary Hit: Weapon + Low Normal Damage Expression + Prime
Miss: half damage
Secondary Miss: half damage
Strike
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. Defense
Hit: Weapon + Prime + Cause a Condition.
Or
Hit: Weapon + Medium Normal Damage Expression + Prime
Miss: half damage
Touch
1 PP
Standard Action
Range: Reach
Target: One Creature
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: High Limited Damage Expression + Prime
Miss: half damage
Or
Hit: Low Limited Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Shoot
1 PP
Standard Action
Range: 10
Target: One Creature
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Medium Limited Damage Expression + Prime
Miss: half damage
Or
Hit: High Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Blast
1 PP
Standard Action
Range: 0
Target: Blast 3
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Burst
1 PP
Standard Action
Range: 10
Target: Burst 1
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime or
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Explode
1 PP
Standard Action
Range: 0
Target: Close Burst 1
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime or
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Wall
1 PP
Standard Action
Range: 10
Target: Wall 3
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: High Normal Damage Expression + Prime
Miss: half damage
Or
Low Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Sustain Minor: the wall persists
Summon
1 PP burned
Standard Action
Range: Reach
Target: One Summoned Creature
Attack: Prime +2 vs. AC
Hit: Cause a Condition.
Or
Hit: Low Normal Damage Expression + Prime
Sustain: Minor: the summoned creature persists
Definitions
Defense is Fort/Ref/Will which is defined at power creation.
Range is increased with level. Perhaps +1 per 3 levels, 1-3 +0, 4-6 +1 etc.
Area (blast, burst, explode, wall) is increased with level. I was thinking +1 per 6 levels or something. So 1-6 +0 area and 7-12 +1 area etc.
Hit determines the damage from page 42 or does a condition. In some cases you must decide if the damage is ongoing or not and you must determine the type of damage. Usually the damage is not standard damage if it targets a non-AC defense.
Ongoing damage is 5 +1 per 3 levels you are. On a miss ongoing damage is half and of course save ends still.
Conditions: When creating the power, the player may decide to deal a condition instead of damage. This condition must be approved by the DM and be linked to how your class operates. The following conditions and effects are available: Blinded, Dazed/Stunned, Deafened, Dominated, Dying, Marked, Petrified, Prone, Restrained/Immobilized, Slowed, Surprised/Helpless, Unconscious, Weakened, Move (Pull), Move (Push), Move (Slide), Move (Teleport), or a Unique Condition or Effect.
This is a finite list of only 10 attack powers but you can make an infinite number of variations from this simple list of attack powers. I would encourage player creativity in defining their attack powers.
Powers will need to be mechanically defined when created. So that a fireball is a fireball and not a coldball or whatever and the damage is ongoing or not and which defense it attacks.
Depending on your role you begin with a different number of attack powers: Defender 2, Leader 3, Striker 3 and Controller 4.
As you advance in level you select more attack powers, 1 for every 4 levels as a defender, 3 for strikers and leaders and 2 for controllers. In this way the defender's added HP and combat abilities offset the controller's lesser.
The general guidelines for which classes can select which powers follows below.
So the PHB1 classes could have access to:
Cleric: Assault, Touch, Wall, Explode
Fighter: Assault, Assail, Touch
Paladin: Assault, Strike, Touch
Ranger: Strike, Assail, Shoot
Rogue: Strike, Assail, Touch
Warlock: Touch, Shoot, Blast, Explode, Summon
Warlord: Assault, Strike, Assail
Wizard: Touch, Shoot, Blast, Burst, Explode, Wall, Summon
Attack Powers
Assault
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. AC
Hit: Weapon + Prime + Cause a Condition.
Or
Hit: Weapon + Low Limited Damage Expression + Prime
Miss: half damage
Assail
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. AC
Hit: Weapon + Cause a Condition.
Secondary Hit: Weapon + Cause a Condition.
Or
Hit: Weapon + Low Normal Damage Expression + Prime
Secondary Hit: Weapon + Low Normal Damage Expression + Prime
Miss: half damage
Secondary Miss: half damage
Strike
1 PP
Standard Action
Range: As weapon
Target: One Creature
Attack: Prime + Proficiency vs. Defense
Hit: Weapon + Prime + Cause a Condition.
Or
Hit: Weapon + Medium Normal Damage Expression + Prime
Miss: half damage
Touch
1 PP
Standard Action
Range: Reach
Target: One Creature
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: High Limited Damage Expression + Prime
Miss: half damage
Or
Hit: Low Limited Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Shoot
1 PP
Standard Action
Range: 10
Target: One Creature
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Medium Limited Damage Expression + Prime
Miss: half damage
Or
Hit: High Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Blast
1 PP
Standard Action
Range: 0
Target: Blast 3
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Burst
1 PP
Standard Action
Range: 10
Target: Burst 1
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime or
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Explode
1 PP
Standard Action
Range: 0
Target: Close Burst 1
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: Low Limited Damage Expression + Prime or
Miss: half damage
Or
Hit: Medium Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Wall
1 PP
Standard Action
Range: 10
Target: Wall 3
Attack: Prime vs. Defense
Hit: Cause a Condition.
Or
Hit: High Normal Damage Expression + Prime
Miss: half damage
Or
Low Normal Damage + Prime + Ongoing Damage (save ends)
Miss: half damage
Sustain Minor: the wall persists
Summon
1 PP burned
Standard Action
Range: Reach
Target: One Summoned Creature
Attack: Prime +2 vs. AC
Hit: Cause a Condition.
Or
Hit: Low Normal Damage Expression + Prime
Sustain: Minor: the summoned creature persists
Definitions
Defense is Fort/Ref/Will which is defined at power creation.
Range is increased with level. Perhaps +1 per 3 levels, 1-3 +0, 4-6 +1 etc.
Area (blast, burst, explode, wall) is increased with level. I was thinking +1 per 6 levels or something. So 1-6 +0 area and 7-12 +1 area etc.
Hit determines the damage from page 42 or does a condition. In some cases you must decide if the damage is ongoing or not and you must determine the type of damage. Usually the damage is not standard damage if it targets a non-AC defense.
Ongoing damage is 5 +1 per 3 levels you are. On a miss ongoing damage is half and of course save ends still.
Conditions: When creating the power, the player may decide to deal a condition instead of damage. This condition must be approved by the DM and be linked to how your class operates. The following conditions and effects are available: Blinded, Dazed/Stunned, Deafened, Dominated, Dying, Marked, Petrified, Prone, Restrained/Immobilized, Slowed, Surprised/Helpless, Unconscious, Weakened, Move (Pull), Move (Push), Move (Slide), Move (Teleport), or a Unique Condition or Effect.