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General Tabletop Discussion
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Paragons of the Burning Sky manuscript/draft [updated 29 May]
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<blockquote data-quote="renau1g" data-source="post: 5193628" data-attributes="member: 54810"><p>Comments: (Still WIP, I accidentally hit submit)</p><p></p><p>[sblock=Aspirant of the West Wind]</p><p>I'd suggest changing the entrance requirement from Dex to a monk. Multi-attackers (like TWF barbarian) would benefit greatly from this PP. My half-orc TWF barbarian would add around 6 or so damage each attack with it as is.</p><p></p><p>The powers should likely have Implement keyword so it scales properly.</p><p></p><p>Like Lightning - I'd add something like Effect: you move double your speed (or shift double your speed)[/sblock]</p><p></p><p>[sblock=Biomancer]</p><p>I'd add "or fall" at the end of the Altered Limbs wording.</p><p></p><p>Implement keywords to the powers. </p><p></p><p>Horroble Visage, Melee touch - maybe should be Melee 1 to keep in line with other powers</p><p></p><p>Level 12 utility seems underpowered as a Daily. I'd change to encoutner as the Electric Storm power for the previous PP is actually more powerful granting the +2 to all defenses</p><p></p><p>Massive Secretion should likely be daily, not encounter. [/sblock]</p><p></p><p>[sblock=Disciple of East Winds]</p><p>I'd add "or fall" at the end of the Floating on Air wording.</p><p></p><p>Does the level 16 feature grant hover?</p><p></p><p>Add implement keyword to powers.</p><p></p><p>Stun seems a bit powerful for an encounter power at level 11. Also, melee 1 as opposed to touch.</p><p></p><p>Maybe Monk as prerequisite? This PP would be great for melee clerics (if they boosted WIS)</p><p></p><p>Level 12 power is Dex vs AC, but Wis mod damage. This is also different than normal PP's as they have all had a utility power here, not an attack one.</p><p></p><p>Like a Hurricane- I'd add something like Effect: you move double your speed (or shift double your speed)[/sblock]</p><p></p><p>[sblock=GATE PASS RESISTANCE FIGHTER]</p><p>Features are cool</p><p></p><p>Freedom! - nothing wrong per se, but normally there's an attack as level 11 power, not utility. This would leave the PC with one less attack option vs. other PC's</p><p></p><p>Setting a Trap - I think this should have either the weapon or implement keyword to benefit from the scaling bonus they provide or have it as Wis/Dex +6 (bumps to +9 at epic)[/sblock]</p><p></p><p>[sblock=Knight of the Aquiline Cross]</p><p>Features are cool</p><p></p><p>Infuse Life - nothing wrong per se, but normally there's an attack as level 11 power, not utility. This would leave the PC with one less attack option vs. other PC's. </p><p></p><p>Dispel Curse - I might make a minor action, also the flavour text doesn't seem to strongly match the power's effect</p><p></p><p></p><p>Resurrection - nothing wrong per se, but normally there's an attack as level 20 power, not utility. This would leave the PC with one less attack option vs. other PC's. The power is pretty powerful, but just a note. I might add a time limit on time since death, otherwise if the Knight is the only one left over 3 days or so he can bring everyone back to life. [/sblock]</p><p></p><p>[sblock=Lyceum Adept]</p><p>Level 11 feature needs some tweaking as you could grab a level 30 daily power as this feature. It could be something like you learn a new encounter power of your level or lower, this power can be retrained at each level you would learn a new encounter power.</p><p></p><p>Arcane Insight - there should be a trigger added to the power "you are subjected to an effect that a save can end" maybe?</p><p></p><p>Sticky Effect - saving throw penalties are pretty potent in an orbizard's hands, that's why they nerfed Orb of Imposition to the first save. I might change wording to -4 penalty to first successful save against this power (forcing the enemy to roll 14 or higher to save) or have a lower penalty against the effect.[/sblock]</p><p></p><p>[sblock=Order of Echoed Souls]</p><p>Level 11 feature seems a bit too powerful. It's an untyped +4 to hit vs. will powers. I can see a wizard grabbing a monk MC feat to take this PP.</p><p></p><p>Soul Breach - I'd add implement keyword</p><p></p><p>Absorb Souls - I'd remove the stun your opponents (save ends) from the hit area, and change the miss to effect as the stun triggers on hit or miss. Add implement keyword</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="renau1g, post: 5193628, member: 54810"] Comments: (Still WIP, I accidentally hit submit) [sblock=Aspirant of the West Wind] I'd suggest changing the entrance requirement from Dex to a monk. Multi-attackers (like TWF barbarian) would benefit greatly from this PP. My half-orc TWF barbarian would add around 6 or so damage each attack with it as is. The powers should likely have Implement keyword so it scales properly. Like Lightning - I'd add something like Effect: you move double your speed (or shift double your speed)[/sblock] [sblock=Biomancer] I'd add "or fall" at the end of the Altered Limbs wording. Implement keywords to the powers. Horroble Visage, Melee touch - maybe should be Melee 1 to keep in line with other powers Level 12 utility seems underpowered as a Daily. I'd change to encoutner as the Electric Storm power for the previous PP is actually more powerful granting the +2 to all defenses Massive Secretion should likely be daily, not encounter. [/sblock] [sblock=Disciple of East Winds] I'd add "or fall" at the end of the Floating on Air wording. Does the level 16 feature grant hover? Add implement keyword to powers. Stun seems a bit powerful for an encounter power at level 11. Also, melee 1 as opposed to touch. Maybe Monk as prerequisite? This PP would be great for melee clerics (if they boosted WIS) Level 12 power is Dex vs AC, but Wis mod damage. This is also different than normal PP's as they have all had a utility power here, not an attack one. Like a Hurricane- I'd add something like Effect: you move double your speed (or shift double your speed)[/sblock] [sblock=GATE PASS RESISTANCE FIGHTER] Features are cool Freedom! - nothing wrong per se, but normally there's an attack as level 11 power, not utility. This would leave the PC with one less attack option vs. other PC's Setting a Trap - I think this should have either the weapon or implement keyword to benefit from the scaling bonus they provide or have it as Wis/Dex +6 (bumps to +9 at epic)[/sblock] [sblock=Knight of the Aquiline Cross] Features are cool Infuse Life - nothing wrong per se, but normally there's an attack as level 11 power, not utility. This would leave the PC with one less attack option vs. other PC's. Dispel Curse - I might make a minor action, also the flavour text doesn't seem to strongly match the power's effect Resurrection - nothing wrong per se, but normally there's an attack as level 20 power, not utility. This would leave the PC with one less attack option vs. other PC's. The power is pretty powerful, but just a note. I might add a time limit on time since death, otherwise if the Knight is the only one left over 3 days or so he can bring everyone back to life. [/sblock] [sblock=Lyceum Adept] Level 11 feature needs some tweaking as you could grab a level 30 daily power as this feature. It could be something like you learn a new encounter power of your level or lower, this power can be retrained at each level you would learn a new encounter power. Arcane Insight - there should be a trigger added to the power "you are subjected to an effect that a save can end" maybe? Sticky Effect - saving throw penalties are pretty potent in an orbizard's hands, that's why they nerfed Orb of Imposition to the first save. I might change wording to -4 penalty to first successful save against this power (forcing the enemy to roll 14 or higher to save) or have a lower penalty against the effect.[/sblock] [sblock=Order of Echoed Souls] Level 11 feature seems a bit too powerful. It's an untyped +4 to hit vs. will powers. I can see a wizard grabbing a monk MC feat to take this PP. Soul Breach - I'd add implement keyword Absorb Souls - I'd remove the stun your opponents (save ends) from the hit area, and change the miss to effect as the stun triggers on hit or miss. Add implement keyword [/sblock] [/QUOTE]
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