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*Pathfinder & Starfinder
New Paladin Mark: Sacred Ward
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<blockquote data-quote="erf_beto" data-source="post: 4628181" data-attributes="member: 47533"><p>You know, I love the idea but I'm getting really confused with this mark-this-mark-that talk. So, first thing to do here is create a new "keyword": instead of <em>mark</em>, use <em>ward</em>. You mark enemies, but ward allies. Second, marked enemies have penalties to attack, while warded allies have bonuses to defenses (isn't it the same thing as giving penalties to all attackers? well, there are traps and such, but... is it really that important to rule them out?). </p><p> </p><p>Rewriting DanmarLOK's version:</p><p> </p><p>Sacred Warding</p><p>At-Will * Divine, Radiant</p><p>Minor Action Close Burst 5</p><p>Target: One ally in burst</p><p>Effect: You ward the target. The target remains warded until you use this power on another target or the target is subject to a successful attack. A creature can only be subject to one ward at a time. A new ward supersedes a ward that was already in place.</p><p>While the target is warded, it receives a +2 bonus to all defenses. </p><p>The first attack that damages the target removes the ward and the attacker suffers radiant damage of 3 + your charisma modifier. This damage increases to 6 + your charisma modifier at 11th and 9 + your charisma modifier at 21st level. </p><p>Special: a marked creature does not take the radiant damage while attacking a warded creature. </p><p> </p><p>IMO, the only problem was the fighter-paladin synergy, so I added the Special line (I don't have a problem with two defenders, well, defending each other, but YVMV). Might also add that the ward ends if the warded creature is not within 5 squares of you (perhaps even forbid a new ward on your next turn, since you were supposed to be protecting your ward, not sending it away) </p><p>Hhmmm... New Idea: how about reducing to close burst 2 and forbidding a new ward if you separete by more than 5 squares?</p><p> </p><p>Question: can you ward more than one ally? Can a paladin ward the wizard, the fighter and the cleric in one turn and just mantain the wards as they fall? (I'm guessing NO, but that would be interesting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )</p><p> </p><p>Some possible additions, either as feats or class features: </p><p> </p><p>Avenging Paladin: increase the sacred ward base damage (to 6/9/12?).</p><p>Protecting Paladin: increase the sacred ward bonus to defenses (to +3? +5?)</p></blockquote><p></p>
[QUOTE="erf_beto, post: 4628181, member: 47533"] You know, I love the idea but I'm getting really confused with this mark-this-mark-that talk. So, first thing to do here is create a new "keyword": instead of [I]mark[/I], use [I]ward[/I]. You mark enemies, but ward allies. Second, marked enemies have penalties to attack, while warded allies have bonuses to defenses (isn't it the same thing as giving penalties to all attackers? well, there are traps and such, but... is it really that important to rule them out?). Rewriting DanmarLOK's version: Sacred Warding At-Will * Divine, Radiant Minor Action Close Burst 5 Target: One ally in burst Effect: You ward the target. The target remains warded until you use this power on another target or the target is subject to a successful attack. A creature can only be subject to one ward at a time. A new ward supersedes a ward that was already in place. While the target is warded, it receives a +2 bonus to all defenses. The first attack that damages the target removes the ward and the attacker suffers radiant damage of 3 + your charisma modifier. This damage increases to 6 + your charisma modifier at 11th and 9 + your charisma modifier at 21st level. Special: a marked creature does not take the radiant damage while attacking a warded creature. IMO, the only problem was the fighter-paladin synergy, so I added the Special line (I don't have a problem with two defenders, well, defending each other, but YVMV). Might also add that the ward ends if the warded creature is not within 5 squares of you (perhaps even forbid a new ward on your next turn, since you were supposed to be protecting your ward, not sending it away) Hhmmm... New Idea: how about reducing to close burst 2 and forbidding a new ward if you separete by more than 5 squares? Question: can you ward more than one ally? Can a paladin ward the wizard, the fighter and the cleric in one turn and just mantain the wards as they fall? (I'm guessing NO, but that would be interesting :D ) Some possible additions, either as feats or class features: Avenging Paladin: increase the sacred ward base damage (to 6/9/12?). Protecting Paladin: increase the sacred ward bonus to defenses (to +3? +5?) [/QUOTE]
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New Paladin Mark: Sacred Ward
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