Rainbow Servant

Well, since Rainbow Servants are associated couatls, you could mine the new MM2 couatls for power ideas. And I think a sorcerer PP requiring training in Religion, or maybe even a divine multiclass feat, would be a good fit.

I looked at the couatls (now spelled correctly!), and a lot of their powers were either radiant or lightning powers. So I think I'd stick with those themes.

Agreed. Being able to cast some stuff from the Cleric spell list is also an indication that leader-y powers are appropriate.

Couatls would now be ... Primal? Or are they still Divine? Anyway, pick one of those two, and use that keyword on the PP's powers (in addition to Arcane).

Which Domains did they get access to again? I'd mine those for specific abilities.

Air, Good, and Law.

Keep the suggestions coming, guys. This is quite helpful.
 

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Probably some Sorcerer Paragon class with flight, probably based on storms.

Storm sorcerer sounds about right, then.

Of course, warlock may also be a nifty possibility. Hrm...

Avenger isn't really so 'castery' as the Rainbow Savant was supposed to be.

Right, but the avenger allows for the favored soul paragon path, which is one of the better options for the wings. The cleric side could be handled through taking the favored soul paragon path.
 

Air, Good, and Law.
Right. Unfortunately, it seems that 4e's couatls are unaligned, so scratch the "good" and "law" ideas, except insofar as "good" + "divine-ish" = Radiant damage.

Air basically gives mobility + a few lightning attacks, so we can give mobility and encourage lightning attacks.

The two couatls in the MM2 aren't very similar. One is an elemental animate, and the other is an immortal magical beast. They have one common attack, though, which is Melee range poison and radiant (with ongoing poison and radiant). So we should include that.


Is that enough? Let's see:

[h1]Rainbow Servant[/h1]

Prerequisite: Any arcane class, ability to speak Supernal.

Couatl Fang (11th level): You gain an at-will melee attack:
At-Will • Arcane, Implement, Poison, Radiant
Standard • Melee touch
Target: One creature
Attack: Int +2 vs. AC or Cha +2 vs. AC
Hit: 1d6 + Int or Cha poison and radiant damage, and ongoing 5 poison and radiant damage.
Special: You can use this power as a melee basic attack.​

Radiant Action (11th level): When you spend an action point to take an extra action, you and each ally who can see you can immediately make a saving throw. In addition, you can add the Radiant keyword and damage type to any arcane power with the Lightning or Poison keyword until the end of your next turn.

Rainbow Wings (16th level): You gain immaterial wings of cloudy radiance, like sun shining through the mist at the base of a tropical waterfall. They don't interfere with armor or stealth, but they're pretty.
  • You don't take damage from falling, and you land on your feet.
  • You gain fly 4 (clumsy) as an additional movement mode.
  • If any other effect grants you flight, increase the number of squares you can fly by two.
  • While you are flying, your attacks with the radiant or lightning keyword deal +3 damage.

Snaking Arcs • Rainbow Servant Attack 11
Encounter • Arcane, Implement, Lightning, Radiant
Standard • Area burst 2 within 20 squares
Target: Enemies within burst
Attack: Int or Cha vs. Reflex
Hit: 4d6 + (Int or Cha) lightning and radiant damage.

Cloud of Respite • Rainbow Servant Utility 12
Encounter • Arcane, Healing
Interrupt • Close burst 5
Trigger: An enemy attacks you or an ally within the burst.
Target: You or the triggering ally.
Effect: The target makes a saving throw, spends a healing surge, and gains concealment until the end of your next turn.

Radiant Cloudburst • Rainbow Servant Attack 20
Daily • Arcane, Healing, Implement, Lightning, Radiant, Thunder
Standard • Close burst 5
Targets: Enemies within burst.
Attack: (Int or Cha) +2 vs. Fortitude
Hit: 4d6 + (Int or Cha) lightning, radiant and thunder damage, and push the target 3 squares.
Effect: You and each ally within the burst can make a saving throw, spend a healing surge, and shift one square as a free action.


Cheers, -- N
 


A free At-Will with ongoing damage sounds like a bad idea, Nifft. The ongoing damage is the worse aspect, though.
I did that both to emulate the Couatl, and to compensate for the fact that the power doesn't get any better at 21st level (unlike other at-wills).

We could say the power only deals 1d6 + ability damage, and then at 21st level it also inflicts the 5 ongoing.

Cheers, -- N
 

I did that both to emulate the Couatl, and to compensate for the fact that the power doesn't get any better at 21st level (unlike other at-wills).

We could say the power only deals 1d6 + ability damage, and then at 21st level it also inflicts the 5 ongoing.

Cheers, -- N
Maybe, just maybe that can work. I am not convinced, honestly. Ongoing effects are rare in form of at-wills or encounters - at least for player characters. At Epic Level, 5 ongoing might at least not be a major concern (especially with poison.)
 

Maybe, just maybe that can work. I am not convinced, honestly. Ongoing effects are rare in form of at-wills or encounters - at least for player characters. At Epic Level, 5 ongoing might at least not be a major concern (especially with poison.)
At 3rd level, a Wizard can inflict ongoing 5 fire on multiple targets.

At Paragon tier, many Encounter and Daily effects inflict ongoing 10, or ongoing 5 + some nasty side-effect.

Also: it's Arcane. The classes which gain the most from this power (Sorcerer, Warlock and Wizard) are also the classes which want to be at melee range the least.

How would you write the at-will to be useful to all Arcane classes, and to Paladins who want to multiclass in?

Cheers, -- N
 

All right. Here's my take. I tried to take spells from the old domains and mix them with a couatl / rainbow flavor. Of course, I also borrowed from Nifft's interesting proposals.


[h1]Rainbow Servant[/h1]

Prerequisite: Any arcane class

Sense Evil (11th level): You gain a +2 bonus to Insight. If you are surprised, you can still take a single move or minor action during the surprise round.

Rainbow Action (11th level): When you spend an action point to take an extra action, one ally who can see you can loose a healing surge to gain temporary hit points equal to his or her healing surge value plus your Int or Cha modifier.

Rainbow Wings (16th level): You gain Overland Flight 12.

Gust of Wind • Rainbow Servant Attack 11
Encounter • Arcane, Implement, Thunder
Standard • Area burst 1 within 10 squares
Target: Enemies within burst
Attack: Int or Cha vs. Reflex
Hit: 3d6 + (Int or Cha) thunder damage and you slide the target 1 square and knock it prone.
Effect: You slide all allies in burst 1 square.

Couatl's Circle of Protection
• Rainbow Servant Utility 12
Daily • Arcane, Zone
Standard • Close burst 5
Effect: You push all enemies in burst 5 squres. The burst also becomes a zone that remains centered on you and lasts until the end of your next turn. The zone is difficult terrain for your enemies.
Sustain Minor: The zone persists.

Rainbow Bolts • Rainbow Servant Attack 20
Daily • Arcane, Healing, Implement, Lightning, Radiant
Standard • Close burst 10
Targets: Up to three creatures in burst
Attack: Int or Cha vs. Reflex
Hit: 4d6 + (Int or Cha) lightning and radiant
Effect: You and each ally in burst can make a saving throw and spend a healing surge.
 

The relationship between a Caster and its source seems one of the measures of whether we are looking at Arcane or Divine -- So I can see a warlock like relationship between them and a divine power... if they draw on the power in an arcane way.. or a suplicants way, makes all the difference.

Divine does not necessarily mean leader....but "Inspirng Hope" sure does sound leadery

"Pact" with a divine power is the Invoker's schtick, isn't it?
 

At 3rd level, a Wizard can inflict ongoing 5 fire on multiple targets.

At Paragon tier, many Encounter and Daily effects inflict ongoing 10, or ongoing 5 + some nasty side-effect.
I don't see all that many - especially when I look at individual classes, and not just the whole range. They are just not that common. An At-Will Power is a significant step up.

Also: it's Arcane. The classes which gain the most from this power (Sorcerer, Warlock and Wizard) are also the classes which want to be at melee range the least.
Not all arcane classes shy away from melee. Even if they rarely use melee attacks, they may have a lot of close blast and burst powers.

How would you write the at-will to be useful to all Arcane classes, and to Paladins who want to multiclass in?

Cheers, -- N
Maybe that is too much to ask from a single at-will, and a good reason in general while you wouldn'T want to add an at-will power.
 

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