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<blockquote data-quote="Mengu" data-source="post: 5519274" data-attributes="member: 65726"><p>Revamped the whole thing, this is take 2.</p><p></p><p>[sblock=Destiny Master]</p><p><span style="font-size: 15px"><strong>Destiny Master</strong></span></p><p><em>"May destiny guide your way."</em></p><p><strong>Prerequisite:</strong> You must be a PC in Mengu's game (you must be a Destiny Warrior).</p><p></p><p><strong>DESTINY MASTER PATH FEATURES</strong></p><p><strong>Destined Courage (11th level):</strong> When you spend an action point, you or a Destiny Master adjacent to you gains temporary hit points equal to your healing surge value.</p><p><strong>Destiny Warrior Training (11th level):</strong> You gain one of the following depending on your class role. If you have multiple roles, choose one at the time you select this paragon path. Also choose a power source from one of your classes as the power source for your Destiny Master paragon path powers.</p><p style="margin-left: 20px"><strong>Controller:</strong> Once per turn when you hit a creature adjacent to another Destiny Master, you may slide the target 1 square.</p> <p style="margin-left: 20px"><strong>Defender:</strong> Creatures you mark suffer a -5 penalty to damage rolls against Destiny Masters when they make an attack that does not include you.</p> <p style="margin-left: 20px"><strong>Leader:</strong> Once per turn when you use a healing power on a Destiny Master, another Destiny Master within 5 squares of the target regains 10 hit points. Increase the hit points regained to 15 at 21st level.</p> <p style="margin-left: 20px"><strong>Striker:</strong> You gain a +1 bonus to attack rolls and +2 bonus to damage rolls against creatures adjacent to another Destiny Master. Increase bonus damage to +4 at 21st level.</p> <p style="margin-left: 20px"></p><p><strong>Bonds of the Destiny Master (16th level):</strong> When you attack a creature adjacent to another Destiny Master, you gain a +4 bonus to damage rolls.</p><p><strong>Signature Maneuver (20th level):</strong> Choose a daily attack power you know from your class. You may use this power an additional time each day. Every time you gain a new daily attack power from your class, you may replace the chosen power.</p><p></p><p><strong>Might of Destiny Destiny Master Attack 11</strong></p><p><em>You masterfully manipulate destiny because I'm terrible at making up power fluff.</em></p><p>Encounter * Varies</p><p>Minor Action * Varies</p><p>Effect: Choose one of the following.</p><p>* You make a basic attack.</p><p>* A Destiny Master adjacent to you makes a basic attack.</p><p>* You regain a class encounter attack power you have spent during this encounter.</p><p></p><p><strong>Force of Destiny Destiny Master Utility 12</strong></p><p><em>You use destiny to give yourself or an ally a physical edge.</em></p><p>Encounter * Varies</p><p>Free Action * Close burst 5</p><p>Target: You or one ally in the burst</p><p>Effect: The target gains a +5 power bonus to their next strength, dexterity, or constitution based skill check or ability check before the end of your next turn, excluding initiative checks.</p><p>[/sblock]</p><p></p><p>So I took the idea from Bonds of the Destiny Master, and ran with it, basing most bonuses to proximity of a Destiny Master. In some cases this wasn't yielding very usable results, so I expanded the range of some of the bonuses. I'm not too worried about the controller feature, since I don't have any controllers in the party at the moment, though it's holding a place in case someone dies and decides to bring in a controller. I briefly pondered the idea of turning until end of next turn to save ends, but my players hate save ends powers, they much prefer until end of next turn conditions, so it would be a downgrade as far as they are concerned. Slide is always useful.</p><p></p><p>The leader in my game already has mark of healing, so saves are possible that way, no need for a PP feature to do the same. I think extra healing to another target should work quite well. Originally I had the extra healing apply to an adjacent target, but that might be too hard to make use of, so I changed it to target within 5.</p><p></p><p>I think the PP might still be just shy of competing with top dogs like Stormwarden, Kensei, Pit Fighter, Shock Trooper, Son of Mercy, Dreadnought, Hospitaler, Warchanter, Morninglord, Battle Captain, etc. But I feel the potency will be just below that tier, on par with or better than Adroit Explorer, Turathi Highborn, Questing Knight, Academy Master, Battlefield Archer, etc. which is what I'm aiming for.</p><p></p><p>I realize the PP doesn't currently allow for certain customization/specialization options like Seldarine Dedicate, Polearm Master, Disciple of the World Serpent, etc. But if it seems my players want it, I could for instance trade the Destiny Warrior Training feature with the feature they want. If my shaman wants difficult terrain around his spirit companion (with World Serpent), he can ditch the leader feature from the PP, and have the difficult terrain instead. I'll keep the door open for customization. I wanted some uniformity in the PP because I don't feel like contending with rotting tomatoes and caviar at the same table.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5519274, member: 65726"] Revamped the whole thing, this is take 2. [sblock=Destiny Master] [SIZE="4"][b]Destiny Master[/b][/SIZE] [i]"May destiny guide your way."[/i] [b]Prerequisite:[/b] You must be a PC in Mengu's game (you must be a Destiny Warrior). [b]DESTINY MASTER PATH FEATURES[/b] [b]Destined Courage (11th level):[/b] When you spend an action point, you or a Destiny Master adjacent to you gains temporary hit points equal to your healing surge value. [b]Destiny Warrior Training (11th level):[/b] You gain one of the following depending on your class role. If you have multiple roles, choose one at the time you select this paragon path. Also choose a power source from one of your classes as the power source for your Destiny Master paragon path powers. [INDENT][b]Controller:[/b] Once per turn when you hit a creature adjacent to another Destiny Master, you may slide the target 1 square. [b]Defender:[/b] Creatures you mark suffer a -5 penalty to damage rolls against Destiny Masters when they make an attack that does not include you. [b]Leader:[/b] Once per turn when you use a healing power on a Destiny Master, another Destiny Master within 5 squares of the target regains 10 hit points. Increase the hit points regained to 15 at 21st level. [b]Striker:[/b] You gain a +1 bonus to attack rolls and +2 bonus to damage rolls against creatures adjacent to another Destiny Master. Increase bonus damage to +4 at 21st level. [/INDENT] [b]Bonds of the Destiny Master (16th level):[/b] When you attack a creature adjacent to another Destiny Master, you gain a +4 bonus to damage rolls. [b]Signature Maneuver (20th level):[/b] Choose a daily attack power you know from your class. You may use this power an additional time each day. Every time you gain a new daily attack power from your class, you may replace the chosen power. [b]Might of Destiny Destiny Master Attack 11[/b] [i]You masterfully manipulate destiny because I'm terrible at making up power fluff.[/i] Encounter * Varies Minor Action * Varies Effect: Choose one of the following. * You make a basic attack. * A Destiny Master adjacent to you makes a basic attack. * You regain a class encounter attack power you have spent during this encounter. [b]Force of Destiny Destiny Master Utility 12[/b] [i]You use destiny to give yourself or an ally a physical edge.[/i] Encounter * Varies Free Action * Close burst 5 Target: You or one ally in the burst Effect: The target gains a +5 power bonus to their next strength, dexterity, or constitution based skill check or ability check before the end of your next turn, excluding initiative checks. [/sblock] So I took the idea from Bonds of the Destiny Master, and ran with it, basing most bonuses to proximity of a Destiny Master. In some cases this wasn't yielding very usable results, so I expanded the range of some of the bonuses. I'm not too worried about the controller feature, since I don't have any controllers in the party at the moment, though it's holding a place in case someone dies and decides to bring in a controller. I briefly pondered the idea of turning until end of next turn to save ends, but my players hate save ends powers, they much prefer until end of next turn conditions, so it would be a downgrade as far as they are concerned. Slide is always useful. The leader in my game already has mark of healing, so saves are possible that way, no need for a PP feature to do the same. I think extra healing to another target should work quite well. Originally I had the extra healing apply to an adjacent target, but that might be too hard to make use of, so I changed it to target within 5. I think the PP might still be just shy of competing with top dogs like Stormwarden, Kensei, Pit Fighter, Shock Trooper, Son of Mercy, Dreadnought, Hospitaler, Warchanter, Morninglord, Battle Captain, etc. But I feel the potency will be just below that tier, on par with or better than Adroit Explorer, Turathi Highborn, Questing Knight, Academy Master, Battlefield Archer, etc. which is what I'm aiming for. I realize the PP doesn't currently allow for certain customization/specialization options like Seldarine Dedicate, Polearm Master, Disciple of the World Serpent, etc. But if it seems my players want it, I could for instance trade the Destiny Warrior Training feature with the feature they want. If my shaman wants difficult terrain around his spirit companion (with World Serpent), he can ditch the leader feature from the PP, and have the difficult terrain instead. I'll keep the door open for customization. I wanted some uniformity in the PP because I don't feel like contending with rotting tomatoes and caviar at the same table. [/QUOTE]
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