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Plot-Artifacts - Five Rings
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<blockquote data-quote="Saagael" data-source="post: 5066228" data-attributes="member: 84839"><p>I think that rather than giving the archer psuedo-wizard power, you should make it more unique and bring back some of the flavor of the Arcane Archer from 3.5. Maybe his arrows are infused with fey energies and do funky stuff like that. Some elements that might augment his attacks:</p><p></p><ul> <li data-xf-list-type="ul">When the character critically hits, the target is also restrained until end of next turn in addition to normal critical bonus damage. (vines entangle target or something similar.</li> <li data-xf-list-type="ul">He gains a teleport power 1/encounter (like Fey Step)</li> <li data-xf-list-type="ul">The character can use the Fey Passage Ritual (from Manual of the Planes)</li> <li data-xf-list-type="ul">He gains an area burst power that creates difficult terrain (lobbing an arrow that causes roots and thorns to sprout up)</li> <li data-xf-list-type="ul">The character gains a bonus to stealth when in natural environments.</li> </ul><p></p><p>For the Rogue, I think you're spot on if the player likes to play the sneaky assassin type. Giving damage bonuses while the character has concealment or giving the character a reroll on stealth checks is good.</p><p></p><p>For the Mortal Ring, you could go with the humans' shtick and give bonuses to saves. Perseverance and determination can be represented with a +1 to saves, or granting saving throws to allies. For more controllery stuff, maybe flavor it as if the enemies are demoralized by the characters' resolve, and thus they must spend their next move action running away (or take a penalty to attack, or be dazed, any number of things).</p><p></p><p>The Divine Ring is fairly easy, and here's why: The Paladin has to have a deity. Key off that deity and mesh the ring to that. If it's there for the player, then you should definitely tailor it for that paladin's own beliefs. Don't just be generic. If the character worships Bahamut, maybe the ring lets the paladin deal fire damage with his attacks (or whatever the dragonborn's breath is). Perhaps the ring gives the character a diluted version of every dragon's "frightening presence" power. Some more ideas for this:</p><p></p><ul> <li data-xf-list-type="ul">Bahamut: Add enhancement bonus of ring to damage rolls with dragon breath</li> <li data-xf-list-type="ul">Bahamut: An immediate interrupt that makes an enemy attack the paladin instead of an ally within 2 squares (diving in to protect the weak)</li> <li data-xf-list-type="ul">Kord: The character can charge without drawing opportunity attacks</li> <li data-xf-list-type="ul">Kord: The paladin's attacks can deal lightening damage</li> <li data-xf-list-type="ul">Pelor: Can light up the ring like a torch</li> <li data-xf-list-type="ul">Pelor: Allies gain a +5 bonus to fear saving throws while within 5 squares</li> </ul><p></p><p>Those are just some ideas, but the real key is watch your players and see how they play their characters, then focus on what they focus on. I did the same thing in my game, but I gave the players specifically tailored magic items (one of the Big 3 to alleviate some of the magic item turnover) that meshed with their paragon paths. The Cleric of the Raven Queen got a chainmail vest that gave bonuses vs death and undead. The tiefling warlock got a hellish amulet that let him summon devils. The human got an item that boosted his already high resistance to save ends effects. But I digress: the real trick is figuring out what makes the character tick, what they're core concept is, and then using that.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5066228, member: 84839"] I think that rather than giving the archer psuedo-wizard power, you should make it more unique and bring back some of the flavor of the Arcane Archer from 3.5. Maybe his arrows are infused with fey energies and do funky stuff like that. Some elements that might augment his attacks: [LIST] [*]When the character critically hits, the target is also restrained until end of next turn in addition to normal critical bonus damage. (vines entangle target or something similar. [*]He gains a teleport power 1/encounter (like Fey Step) [*]The character can use the Fey Passage Ritual (from Manual of the Planes) [*]He gains an area burst power that creates difficult terrain (lobbing an arrow that causes roots and thorns to sprout up) [*]The character gains a bonus to stealth when in natural environments. [/LIST] For the Rogue, I think you're spot on if the player likes to play the sneaky assassin type. Giving damage bonuses while the character has concealment or giving the character a reroll on stealth checks is good. For the Mortal Ring, you could go with the humans' shtick and give bonuses to saves. Perseverance and determination can be represented with a +1 to saves, or granting saving throws to allies. For more controllery stuff, maybe flavor it as if the enemies are demoralized by the characters' resolve, and thus they must spend their next move action running away (or take a penalty to attack, or be dazed, any number of things). The Divine Ring is fairly easy, and here's why: The Paladin has to have a deity. Key off that deity and mesh the ring to that. If it's there for the player, then you should definitely tailor it for that paladin's own beliefs. Don't just be generic. If the character worships Bahamut, maybe the ring lets the paladin deal fire damage with his attacks (or whatever the dragonborn's breath is). Perhaps the ring gives the character a diluted version of every dragon's "frightening presence" power. Some more ideas for this: [LIST] [*]Bahamut: Add enhancement bonus of ring to damage rolls with dragon breath [*]Bahamut: An immediate interrupt that makes an enemy attack the paladin instead of an ally within 2 squares (diving in to protect the weak) [*]Kord: The character can charge without drawing opportunity attacks [*]Kord: The paladin's attacks can deal lightening damage [*]Pelor: Can light up the ring like a torch [*]Pelor: Allies gain a +5 bonus to fear saving throws while within 5 squares [/LIST] Those are just some ideas, but the real key is watch your players and see how they play their characters, then focus on what they focus on. I did the same thing in my game, but I gave the players specifically tailored magic items (one of the Big 3 to alleviate some of the magic item turnover) that meshed with their paragon paths. The Cleric of the Raven Queen got a chainmail vest that gave bonuses vs death and undead. The tiefling warlock got a hellish amulet that let him summon devils. The human got an item that boosted his already high resistance to save ends effects. But I digress: the real trick is figuring out what makes the character tick, what they're core concept is, and then using that. [/QUOTE]
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