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<blockquote data-quote="Dire Human" data-source="post: 5668168" data-attributes="member: 57504"><p>How about these? I've greatly increased the damage soak for Selfless Shield (as well as tweaking how often and how it can be used), cleaned up Ancestral Warding and Incarcerating Aura, and nailed down a compromise for Guidance of the Ancestors that I think works without being too overpowered.</p><p></p><p> <strong>Selfless Shield (16th Level):</strong> Once per round, when an enemy attacks an adjacent ally and deals damage, you can choose to take a portion of the damage dealt equal to up to three times your Strength modifier. Increase the portion to four times your Strength modifier at 26th Level.</p><p> </p><p><strong>Ancestral Warding, Ancestral Champion Attack 11</strong></p><p> <em>Your strike marks your foe with a long-forgotten ward, making it difficult to maneuver.</em></p><p> <strong>Encounter * Divine, Weapon</strong></p><p> <strong>Standard Action</strong>, <strong>Melee</strong> weapon </p><p> <strong>Target:</strong> One creature</p><p> <strong>Attack:</strong> Strength vs. AC</p><p> <strong>Hit:</strong> 2[W] + Strength modifier damage, and you push the target 1 square. The target treats all squares as difficult terrain until the end of your next turn.</p><p> </p><p><strong>Guidance of the Ancestors, Ancestral Champion Utility 12</strong></p><p> <em>Though long dead, your prayer invokes the skill of your ancestors to flow through you and your allies.</em></p><p> <strong>Daily * Divine, Zone</strong></p><p> <strong>Standard Action</strong>, <strong>Close</strong> burst 5</p><p> <strong>Target:</strong> You and each ally in burst</p><p> <strong>Effect:</strong> The burst creates a zone of guiding spirits until the end of your next turn. You and allies within the zone gain a +2 bonus to attack rolls, and a bonus to damage rolls and skill checks equal to your Wisdom modifier.</p><p> <strong>Sustain Minor:</strong> The zone persists. Each time you sustain this power, reduce the bonuses granted by this power by 1. When all of the bonuses granted by this power are 0, the power cannot be sustained.</p><p></p><p><strong>Incarcerating Aura, Dread Jailor Utility 12</strong></p><p> <em>Your call to Torog is answered by coils of clattering, ghostly manacles, eager to shackle those who flee.</em></p><p> <strong>Daily * Divine, Implement, Zone</strong></p><p> <strong>Minor Action</strong>, <strong>Area</strong> burst 2 within 5</p><p> <strong>Effect:</strong> The burst creates a zone of astral manacles until the end of the encounter. Enemies within the zone that attempt to move or shift more than one square take 1d6 + Strength or Charisma modifier force damage and are slowed until the end of their next turn at the end of their movement, whether or not they end the movement within the zone.</p></blockquote><p></p>
[QUOTE="Dire Human, post: 5668168, member: 57504"] How about these? I've greatly increased the damage soak for Selfless Shield (as well as tweaking how often and how it can be used), cleaned up Ancestral Warding and Incarcerating Aura, and nailed down a compromise for Guidance of the Ancestors that I think works without being too overpowered. [B]Selfless Shield (16th Level):[/B] Once per round, when an enemy attacks an adjacent ally and deals damage, you can choose to take a portion of the damage dealt equal to up to three times your Strength modifier. Increase the portion to four times your Strength modifier at 26th Level. [B]Ancestral Warding, Ancestral Champion Attack 11[/B] [I]Your strike marks your foe with a long-forgotten ward, making it difficult to maneuver.[/I] [B]Encounter * Divine, Weapon[/B] [B]Standard Action[/B], [B]Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier damage, and you push the target 1 square. The target treats all squares as difficult terrain until the end of your next turn. [B]Guidance of the Ancestors, Ancestral Champion Utility 12[/B] [I]Though long dead, your prayer invokes the skill of your ancestors to flow through you and your allies.[/I] [B]Daily * Divine, Zone[/B] [B]Standard Action[/B], [B]Close[/B] burst 5 [B]Target:[/B] You and each ally in burst [B]Effect:[/B] The burst creates a zone of guiding spirits until the end of your next turn. You and allies within the zone gain a +2 bonus to attack rolls, and a bonus to damage rolls and skill checks equal to your Wisdom modifier. [B]Sustain Minor:[/B] The zone persists. Each time you sustain this power, reduce the bonuses granted by this power by 1. When all of the bonuses granted by this power are 0, the power cannot be sustained. [B]Incarcerating Aura, Dread Jailor Utility 12[/B] [I]Your call to Torog is answered by coils of clattering, ghostly manacles, eager to shackle those who flee.[/I] [B]Daily * Divine, Implement, Zone[/B] [B]Minor Action[/B], [B]Area[/B] burst 2 within 5 [B]Effect:[/B] The burst creates a zone of astral manacles until the end of the encounter. Enemies within the zone that attempt to move or shift more than one square take 1d6 + Strength or Charisma modifier force damage and are slowed until the end of their next turn at the end of their movement, whether or not they end the movement within the zone. [/QUOTE]
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