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<blockquote data-quote="adamda" data-source="post: 4562410" data-attributes="member: 22066"><p>How about Shaper for your unnamed arcane leader? It's pretty simple (the name comes from a series of games called Geneforge from Spiderweb Software, not an original idea by me), but it fits the zone creation and energy manipulation.</p><p></p><p>Also, Enchanted Weapon seems overpowered for a 9th level Daily. A +6 (well, really a +4 if one has an appropriate magic weapon for their level) to attacks and damage for the entire encounter? Plus an additional 4d6 damage on a critical? Perhaps change it to modify a weapon so that it's enchantment is 1 more than it is until the end of the encounter, as well as provide an attack with it (Charisma vs AC attack, 3[W] + Charisma modifier damage)? Maybe call it Overcharge. If that's not powerful enough, maybe have it also boost the damage die for criticals one step (up to d12)... so a normal magic weapons criticals would be d8s instead of d6s.</p><p></p><p>As for Paragon Paths, how about one that enhances zones ("Auramancer", technically a Magic the Gathering card), with a level 12 encounter utility power (free action) that allow a single zone to be maintained as a free action until the end of the encounter, and a level 11th path ability that increases the Pervasive Ward to a +2 (which would require "expanded ward" to specificy increasing the defense by an additional +1, instead of becoming just a +2), perhaps an action point ability that provides Resist All equal to the Shaper's level to himself or an adjacent ally until the end of the Shaper's next turn. The level 16 ability could be the ability to restore a zone used previously in an encounter that had ended due to not sustaining it, as a standard action. The level 11 power could be an attack that dispels a conjuration or zone if the creator of the effect is hit by it. And level 20 could be a blast that does 2d10 damage and allows all allies to use a healing surge on a hit, and creates a zone (not dependent on hitting) that that deals 5 damage to any foe that starts in it, and Regeneration 5 to allies.</p><p></p><p>Also, a slight typo on the at will Shielding Blast ("1[W] damage and <strong>an</strong> all allies...")</p><p></p><p>I caught another unrelated typo typo on your initial post that has the download link for the "Weapon Master" Epic Destiny.</p></blockquote><p></p>
[QUOTE="adamda, post: 4562410, member: 22066"] How about Shaper for your unnamed arcane leader? It's pretty simple (the name comes from a series of games called Geneforge from Spiderweb Software, not an original idea by me), but it fits the zone creation and energy manipulation. Also, Enchanted Weapon seems overpowered for a 9th level Daily. A +6 (well, really a +4 if one has an appropriate magic weapon for their level) to attacks and damage for the entire encounter? Plus an additional 4d6 damage on a critical? Perhaps change it to modify a weapon so that it's enchantment is 1 more than it is until the end of the encounter, as well as provide an attack with it (Charisma vs AC attack, 3[W] + Charisma modifier damage)? Maybe call it Overcharge. If that's not powerful enough, maybe have it also boost the damage die for criticals one step (up to d12)... so a normal magic weapons criticals would be d8s instead of d6s. As for Paragon Paths, how about one that enhances zones ("Auramancer", technically a Magic the Gathering card), with a level 12 encounter utility power (free action) that allow a single zone to be maintained as a free action until the end of the encounter, and a level 11th path ability that increases the Pervasive Ward to a +2 (which would require "expanded ward" to specificy increasing the defense by an additional +1, instead of becoming just a +2), perhaps an action point ability that provides Resist All equal to the Shaper's level to himself or an adjacent ally until the end of the Shaper's next turn. The level 16 ability could be the ability to restore a zone used previously in an encounter that had ended due to not sustaining it, as a standard action. The level 11 power could be an attack that dispels a conjuration or zone if the creator of the effect is hit by it. And level 20 could be a blast that does 2d10 damage and allows all allies to use a healing surge on a hit, and creates a zone (not dependent on hitting) that that deals 5 damage to any foe that starts in it, and Regeneration 5 to allies. Also, a slight typo on the at will Shielding Blast ("1[W] damage and [B]an[/B] all allies...") I caught another unrelated typo typo on your initial post that has the download link for the "Weapon Master" Epic Destiny. [/QUOTE]
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