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Paragon Path: The Theatrical Player

craggle

First Post
My 4Eberron campaign is set primarily around a Sharn theatre, with the players taking various roles such as actors, stage hands, playwrights, and special effects directors. As such, I’m considering creating some theatrically themed Paragon Paths, such as The Player, which I present here for some constructive criticism before offering it to my group.

Paragon Path: The Player
”All the world’s a stage and you, sir, merely a heckler.”

Prerequisites: Trained in at least two skills from Acrobatics, Athletics, Bluff, Diplomacy, History, and Intimidate; have a background in the theatre (plum enunciation of the word is optional).

The Player Path Features
Veteran of the Boards (11th level): You are considered trained for any skill check pertaining to staging, preparing, writing, or performing a theatrical presentation. This includes situations in which you are pretending to be another person, real or fictional, outside of a theatrical setting. If you are already trained in the skill, you gain a +2 bonus to such checks. If you are in the role of director or writer of a theatrical performance, then you confer these bonuses to anyone who can see or hear you, or for anyone who had been able to see or hear you for at least two of the rehearsals for the final performance.
Take Your Cue (11th level): When an ally you can see and hear spends an action point to take an extra action you may also spend one of your action points in order to take an action as an immediate interrupt or as an immediate reaction. This benefit can be taken in addition to the usual spending of an action point on your own turn, but you may only gain the benefit of take your cue once per encounter.
Putting Down the Hecklers (16th level): Whenever an enemy suffering from the penalty inflicted by a rattling power begins its turns adjacent to you, it suffers damage equal to your Charisma modifier.

The Player Exploits
Exit, Stage Right
The Player Attack 11
You can gauge your audience well and know when a quick departure is called for
_______________________
Encounter ~ Martial, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Dexterity vs. Reflex
_______________________
Hit: 2[W] + Dexterity modifier damage.
Effect: Shift up to your speed in a direction away from the target.
And, Jazz Hands!
The Player Utility 12
It’s not how you do it, it’s how much of a show you can make it.
_______________________
Daily ~ Martial
Standard Action
Close burst 10
Target: Special: One creature in burst (in combat); all creatures in burst (when not in combat).
_______________________
Effect: Make an Acrobatics, Athletics, or Bluff check vs. each targets’ Will defence. If you succeed, all allies not currently adjacent to you are considered to have total concealment from the target(s) until the end of your next turn, or until any of the intended targets are attacked.
Uncanny Mimicry
The Player Attack 20
You ability to adopt your foes mannerisms, movement, and speech puts those you face ill at ease.
_______________________
Daily ~ Martial, Psychic, Rattling
Standard Action
Ranged 3
Target: One enemy within range.
Attack: Charisma vs. Will, Dexterity vs. Will, or Wisdom vs. Will.
_______________________
Hit: 5[W] + Charisma, Dexterity, or Wisdom psychic damage. Miss: Half damage.
Special: If this attack is used as part of the take your cue path feature, the ally who spent the original action point may make a basic attack against the target without incurring an opportunity attack from the target.
Special: This power may be sacrificed in order to re-roll any skill or ability check that is being used in attempt to pass yourself off as another existing sentient creature. You must chose to sacrifice the power in this manner before knowing the result of the original roll, but you may chose which of the two rolls made is eventually used.
 

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What classes are you intending this PP for? I dislike how the 16th level power requires the use of certain class's powers, if you're intending it for every class.

I'm also not sure Uncanny Mimicry's effects are well designed. The damage is pretty comparable to that of other PP dailies. The utility application of it may overbalance the power. It could be just too flexible; I don't know of any other attack powers that have a use that doesn't involve an attack roll. I also don't think the basic attack feature fits the flavor of the attack. Something along the lines of the target and his allies not being able to attack you may fit better.

I think Take The Cue is too strong. It should use up your 1/encounter use of an action point. This is the first method in which anyone can use more than 1 action point per encounter, and it grants an extra standard action as an interrupt or reaction! By the way, you should specify that it grants an extra standard action.

I know I say a bunch of negative things, but overall I think the flavor of the class is very interesting :). I like this concept.
 


Feel free to use it DMING, and thank you for the thoughtful input Zelc. On that front:

It was intended for all classes. As for using the rattling effect, I have a suspicion we may see more use of this in future. It's already used in some Fighter Paragon Paths as well as the Rogue powers, and I wouldn't be surprised if it may get added as a full status affect or keyword in PHB2. The 16th level ability is also intended to key off other players inflicting this affect as well.

I was a little uncertain about the damage on Uncanny Mimicy, but without the extra circumstances, it ends up being a fairly basic attack. That said, a prevention against being attacked sounds the right sort of flavour, although I might have to ensure it prevents marks in the same round...

I think you're right on the Take The Cue - think I will be toning that down.

Thanks again for the input - it will be most helpful in tweaking the PP before my player's can get their grubby mits on it :D
 

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