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Paragons of the Burning Sky manuscript/draft [updated 29 May]
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<blockquote data-quote="RangerWickett" data-source="post: 5193793" data-attributes="member: 63"><p>It's been a while, but wasn't the east wind the lightning themed group, and the west wind the floaty group?</p><p></p><p><strong>Lightning Guys</strong></p><p>Powers feel like they should be arcane. And I'd have the attack target Reflex, rather than AC.</p><p></p><p>Bear in mind, if you use 'Monk,' as a prereq, a high-Wisdom barbarian could still take the lightning boost damage. I'd suggest making it "Prereq: Monk, Sorcerer, or [name of feat in Player's Guide associated with East Wind]." Then change the bonus damage to be once per round.</p><p></p><p>Or maybe something weird, like "Prereq: At-will power with the lightning keyword."</p><p></p><p>"When you spend an action point, you gain a +4 shield bonus (power bonus? what does 'Shield' give?) to AC, Fortitude, and Reflex. Additionally, until the end of your next turn, any creature that hits you with a melee attack takes lightning damage equal to your Dexterity modifier."</p><p></p><p>Immunity to any elemental damage is kinda rare. Maybe at epic level. At paragon I'd say resist lightning 20 is significant enough, without rendering certain foes toothless.</p><p></p><p>I'd suggest Like Lightning deal a set die damage, as opposed to [w], because that fits better with the monks and sorcerers it's seemingly designed for.</p><p></p><p> </p><p><strong>Floating Guys</strong></p><p>Powers feel like they should be divine. And I'd have the attack target Reflex, rather than AC.</p><p></p><p>At level 11, could you make it, "You gain a flight speed 6. At the end of your turn, if you have not landed, you fall." (Technically, by 4e flight rules, you descend a distance equal to your flight speed, then fall the remaining distance.) I just know I've always been upset that technically you can't fly into the air to attack a flying monster, because by the rules as written you zip up, then fall before you can attack.</p><p></p><p>I'd suggest switching the level 16 benefit with the level 12 utility slot. For instance, make a level 12 utility power, at-will, Move Action. "You Fly your speed. At the end of your next turn, if you do not use this power again you fall. You cannot use this power if you have taken any standard actions this turn, nor can you take a standard action this turn after using this power." Basically, you can fly around, but you can't attack at the same time. This prevents abuse like flying archers, while still allowing, let's be honest, a crazy powerful option for scouting and mobility.</p><p></p><p>Then at level 16, maybe have something like 'Whenever you use an encounter or daily attack power, you can slide each creature adjacent to you 1 square."</p><p></p><p>I'd change the level 20, because it should be distinct from the 'lightning guy' level 20. If lightning guy turns into lightning, then hurricane guy should have something like: "Close burst 8, Enemies in Burst, Wis vs. Fort, 2d6+Wis damage. Effect: Slide each creature hit and each ally in burst 8 squares." The damage would be low, but the overall effect would be powerful.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5193793, member: 63"] It's been a while, but wasn't the east wind the lightning themed group, and the west wind the floaty group? [b]Lightning Guys[/b] Powers feel like they should be arcane. And I'd have the attack target Reflex, rather than AC. Bear in mind, if you use 'Monk,' as a prereq, a high-Wisdom barbarian could still take the lightning boost damage. I'd suggest making it "Prereq: Monk, Sorcerer, or [name of feat in Player's Guide associated with East Wind]." Then change the bonus damage to be once per round. Or maybe something weird, like "Prereq: At-will power with the lightning keyword." "When you spend an action point, you gain a +4 shield bonus (power bonus? what does 'Shield' give?) to AC, Fortitude, and Reflex. Additionally, until the end of your next turn, any creature that hits you with a melee attack takes lightning damage equal to your Dexterity modifier." Immunity to any elemental damage is kinda rare. Maybe at epic level. At paragon I'd say resist lightning 20 is significant enough, without rendering certain foes toothless. I'd suggest Like Lightning deal a set die damage, as opposed to [w], because that fits better with the monks and sorcerers it's seemingly designed for. [b]Floating Guys[/b] Powers feel like they should be divine. And I'd have the attack target Reflex, rather than AC. At level 11, could you make it, "You gain a flight speed 6. At the end of your turn, if you have not landed, you fall." (Technically, by 4e flight rules, you descend a distance equal to your flight speed, then fall the remaining distance.) I just know I've always been upset that technically you can't fly into the air to attack a flying monster, because by the rules as written you zip up, then fall before you can attack. I'd suggest switching the level 16 benefit with the level 12 utility slot. For instance, make a level 12 utility power, at-will, Move Action. "You Fly your speed. At the end of your next turn, if you do not use this power again you fall. You cannot use this power if you have taken any standard actions this turn, nor can you take a standard action this turn after using this power." Basically, you can fly around, but you can't attack at the same time. This prevents abuse like flying archers, while still allowing, let's be honest, a crazy powerful option for scouting and mobility. Then at level 16, maybe have something like 'Whenever you use an encounter or daily attack power, you can slide each creature adjacent to you 1 square." I'd change the level 20, because it should be distinct from the 'lightning guy' level 20. If lightning guy turns into lightning, then hurricane guy should have something like: "Close burst 8, Enemies in Burst, Wis vs. Fort, 2d6+Wis damage. Effect: Slide each creature hit and each ally in burst 8 squares." The damage would be low, but the overall effect would be powerful. [/QUOTE]
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