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New variant Controllers? Interrupts as class feature!
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<blockquote data-quote="RangerWickett" data-source="post: 5266946" data-attributes="member: 63"><p>I like this idea. The question is, how regularly can you use this trick without it being overpowered/obnoxious? Maybe 2/encounter, sorta like leader healing?</p><p></p><p>Maybe make it something like, every controller has an immediate interrupt that limits enemies' movement. Try to give each class 2 options.</p><p></p><p>Ranger (ranged). </p><p><strong>Suppressive Fire</strong></p><p>Encounter * Weapon. </p><p>Immediate Interrupt. </p><p>Trigger: An enemy you can see moves. </p><p>Range weapon. </p><p>Atk: Dex vs. AC. </p><p>Hit: 1[W] damage and the target is immobilized until the end of this turn.</p><p>(This is probably way too good.)</p><p></p><p>Ranger (beast).</p><p><strong>Run Interference</strong></p><p>Encounter * Beast</p><p>Immediate Interrupt.</p><p>Trigger: An enemy you can see moves.</p><p>Effect: Your beast companion moves its speed.</p><p>Target: The triggering enemy. </p><p>Atk: xx vs. AC. (However beasts work.)</p><p>Hit: 1<strong> damage, and the target is slowed.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>(I'm not sure what to do for a melee ranger that doesn't step all over the fighter's toes.)</strong></p><p> <strong></strong></p><p><strong></strong></p><p><strong>Wizard (evoker).</strong></p><p><strong><strong>Flaming Barrier</strong></strong></p><p><strong>Encounter</strong></p><p><strong>Immediate Interrupt.</strong></p><p><strong>Trigger: An enemy you can see moves.</strong></p><p><strong>Area wall 5 within 10</strong></p><p><strong>Effect: You create a zone of flame in the area, which lasts until the end of your next turn. Any creature that enters or ends its turn in the zone takes fire damage equal to 1d6 + your Intelligence modifier. </strong></p><p><strong></strong></p><p><strong></strong></p><p> <strong></strong></p><p><strong>Wizard (illusionist).</strong></p><p><strong><strong>Phantom Wall</strong></strong></p><p><strong>Encounter</strong></p><p><strong>Immediate Interrupt.</strong></p><p><strong>Trigger: An enemy you can see moves.</strong></p><p><strong>Area wall 5 within 10</strong></p><p><strong>Effect: You create a zone in the area that looks like a solid wall, which lasts until the end of your next turn. Enemies cannot move through the zone, and their line of sight and line of effect through the zone is blocked. </strong></p><p><strong></strong></p><p><strong></strong></p><p> <strong></strong></p><p><strong>Wizard (enchanter).</strong></p><p><strong><strong>Hallucinatory Wall</strong></strong></p><p><strong>Encounter</strong></p><p><strong>Immediate Interrupt.</strong></p><p><strong>Trigger: An enemy you can see moves.</strong></p><p><strong>Area wall 5 within 10</strong></p><p><strong>Effect: You create a zone of swirling psychic energy in the area, which lasts until the end of your next turn. Enemies that enter or end their turn in the zone are dazed until the zone ends.</strong></p><p> <strong></strong></p><p><strong></strong></p><p><strong>Just some thoughts. Maybe invokers create sanctuary zones or blind and deafen people with divine retribution, and psions can control the triggering creatures movement, or levitate the person in the air and hold them in place for a round.</strong></p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5266946, member: 63"] I like this idea. The question is, how regularly can you use this trick without it being overpowered/obnoxious? Maybe 2/encounter, sorta like leader healing? Maybe make it something like, every controller has an immediate interrupt that limits enemies' movement. Try to give each class 2 options. Ranger (ranged). [b]Suppressive Fire[/b] Encounter * Weapon. Immediate Interrupt. Trigger: An enemy you can see moves. Range weapon. Atk: Dex vs. AC. Hit: 1[W] damage and the target is immobilized until the end of this turn. (This is probably way too good.) Ranger (beast). [b]Run Interference[/b] Encounter * Beast Immediate Interrupt. Trigger: An enemy you can see moves. Effect: Your beast companion moves its speed. Target: The triggering enemy. Atk: xx vs. AC. (However beasts work.) Hit: 1[B] damage, and the target is slowed. (I'm not sure what to do for a melee ranger that doesn't step all over the fighter's toes.) Wizard (evoker). [b]Flaming Barrier[/b] Encounter Immediate Interrupt. Trigger: An enemy you can see moves. Area wall 5 within 10 Effect: You create a zone of flame in the area, which lasts until the end of your next turn. Any creature that enters or ends its turn in the zone takes fire damage equal to 1d6 + your Intelligence modifier. Wizard (illusionist). [b]Phantom Wall[/b] Encounter Immediate Interrupt. Trigger: An enemy you can see moves. Area wall 5 within 10 Effect: You create a zone in the area that looks like a solid wall, which lasts until the end of your next turn. Enemies cannot move through the zone, and their line of sight and line of effect through the zone is blocked. Wizard (enchanter). [b]Hallucinatory Wall[/b] Encounter Immediate Interrupt. Trigger: An enemy you can see moves. Area wall 5 within 10 Effect: You create a zone of swirling psychic energy in the area, which lasts until the end of your next turn. Enemies that enter or end their turn in the zone are dazed until the zone ends. Just some thoughts. Maybe invokers create sanctuary zones or blind and deafen people with divine retribution, and psions can control the triggering creatures movement, or levitate the person in the air and hold them in place for a round.[/B] [/QUOTE]
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