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Ranged Defender: Doable?
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<blockquote data-quote="WalterKovacs" data-source="post: 5552879" data-attributes="member: 63763"><p>A couple of points:</p><p> </p><p>(a) The 3 armor boost would probably be worded to match things like the monk, swordmage, vampire, etc. The basic idea is to give the wizard the equivalent of hide + heavy shield for defenses, which is definitely defender level AC, but could probably be worded in a more consistent way. (It could also include Unarmored Agility as a bonus feat to avoid having to work around the synergy with that feat, or making it a feat tax, etc) Similarly, I'm guessing you mean that the ward has thp?</p><p> </p><p>(b) The trigger, I don't think 'expend' is a term that's used. It's a minor point, but probably better to have it worded as using an attack power, not expending it.</p><p> </p><p>(c) I'm guessing that the mark from warding lasts as long as the zone does? It's not exactly clear in the wording, and that could probably be cleaned up.</p><p> </p><p>(d) Considering the way that most of the wizard schools work, it may just be easier to tie the class features directly to the abjuration keyword, instead of trying to convert existing powers so that they work with the class features.</p><p> </p><p>As such, here is a suggested alterations to simplify them a bit:</p><p> </p><p>Level 1: Aprentice Abjurer</p><p>Aprentice Mage Feature</p><p>Benefit: You gain unarmored agility as a bonus feat. Also, while you are wearing no armor or cloth armor, and not wielding a shield, you have +3 to AC.</p><p> </p><p>You have the following features:</p><p></p><p>Abjurer's Ward</p><p>Benefit: You are protected at all times by a magical Ward. At the end of every short or extended rest, you gain thp equal to your CON modifier + twice your level. </p><p></p><p>Eldritch Surge</p><p>Benefit: You have CON modifier Eldritch surges that refresh after an extended rest. Once per Encounter you can spend an Eldritch Surge as a Standard Action. When you do, you get thp equal to your CON modifier + twice your level, and you gain a +2 bonus to all defenses until the end of your next turn. Some Abjurer powers also allow you to spend an Eldritch Surge. When you are out of Eldritch Surges you can spend a Healing Surge as an Eldritch Surge.</p><p></p><p>Warding</p><p>At-will * Arcane, Abjuration, Implement</p><p>No Action</p><p>Trigger: You use a close or area abjuration power.</p><p>Effect: Enemies targetted by the power are marked by you and the area of the power becomes a Zone. Both of these last until the end of your next turn. If the power is sustained, the mark and zone are also sustained. Marked enemies within the Zone who make an attack that doesn't include you take damage equal to your INT mod (this damage is of the same type as the original spell). Allies within the zone have cover from enemies outside the zone.</p><p>Special: Marked enemies within the zone can make a melee attack against you as if you were in any square of the zone. As long as you have thp, you take damage from those attacks but suffer no other effects. If you have no thp, you may either dismiss the zone and marks as a free action, or suffer all effects of these attacks.</p><p></p><p>Wizard's Challenge</p><p>At-will * Arcane, Abjuration, Implement</p><p>No Action</p><p>Trigger: You use a melee or ranged abjuration power.</p><p>Effect: The target(s) of the attack are marked by you until the end of your next turn, or until the target saves against any effects from the triggering power. If an enemy marked in this way makes an attack that does not include you, it takes damage equal to your INT mod (this damage is of the same type as the triggering power). </p><p>Special: Enemies marked in this way can make a melee attack against you as if you were adjacent to them. As long as you have thp, you take damage from those attacks but incur no other effects. If you have no thp, you may either dismiss the mark as a free action, or incur all effects of these attacks.</p><p></p><p>Level 5: Expert Abjurer</p><p>Expert Mage Feature.</p><p>Benefit: You can spend an Eldritch Surge as a minor action instead of a Standard Action. </p><p></p><p>Level 10: Master Abjurer</p><p>Master Mage Feature</p><p>/Your magic and your vitality have become irrecovably intertwined./</p><p>Benefit: Your healing surge value is increased by your CON modifier.</p><p></p><p>Level 11: Dispelling Action</p><p>Enigmatic Mage Paragon Path Feature</p><p>Benefit: When your spend an action point to use a power that triggers your Wizard's Challenge or Warding power, and any enemies you targetted have created a zone or area, or there is a zone or area within the Zone of your Warding, make an INT vs WILL attack for each zone or aura. If you hit the WILL of the enemy emmenating the aura or creating the zone, the zone or aura is dispelled for as long as the enemy is marked, or the Zone created by the Warding is up.</p><p> </p><p>A few other things ... the abjuration powers themselves could also have extra features attached to them, such as extra punishments (i.e. if the abjuration power causes a save/end effect, attacking one of your allies gives them a penalty to the save; if a condition lasts until the end of next turn, it gets extended another turn if they attack an ally, or it could be a worsening condition. For example they are slowed, if they attack it becomes immobilize ... dazes, but becomes stunned if they attack, etc.)</p><p> </p><p>It's also possible that they could create something like the paladin's divine sanction, which is referenced by powers, and that could be put into abjuration powers themselves, and then adding extra bonuses for abjuration school itself.</p></blockquote><p></p>
[QUOTE="WalterKovacs, post: 5552879, member: 63763"] A couple of points: (a) The 3 armor boost would probably be worded to match things like the monk, swordmage, vampire, etc. The basic idea is to give the wizard the equivalent of hide + heavy shield for defenses, which is definitely defender level AC, but could probably be worded in a more consistent way. (It could also include Unarmored Agility as a bonus feat to avoid having to work around the synergy with that feat, or making it a feat tax, etc) Similarly, I'm guessing you mean that the ward has thp? (b) The trigger, I don't think 'expend' is a term that's used. It's a minor point, but probably better to have it worded as using an attack power, not expending it. (c) I'm guessing that the mark from warding lasts as long as the zone does? It's not exactly clear in the wording, and that could probably be cleaned up. (d) Considering the way that most of the wizard schools work, it may just be easier to tie the class features directly to the abjuration keyword, instead of trying to convert existing powers so that they work with the class features. As such, here is a suggested alterations to simplify them a bit: Level 1: Aprentice Abjurer Aprentice Mage Feature Benefit: You gain unarmored agility as a bonus feat. Also, while you are wearing no armor or cloth armor, and not wielding a shield, you have +3 to AC. You have the following features: Abjurer's Ward Benefit: You are protected at all times by a magical Ward. At the end of every short or extended rest, you gain thp equal to your CON modifier + twice your level. Eldritch Surge Benefit: You have CON modifier Eldritch surges that refresh after an extended rest. Once per Encounter you can spend an Eldritch Surge as a Standard Action. When you do, you get thp equal to your CON modifier + twice your level, and you gain a +2 bonus to all defenses until the end of your next turn. Some Abjurer powers also allow you to spend an Eldritch Surge. When you are out of Eldritch Surges you can spend a Healing Surge as an Eldritch Surge. Warding At-will * Arcane, Abjuration, Implement No Action Trigger: You use a close or area abjuration power. Effect: Enemies targetted by the power are marked by you and the area of the power becomes a Zone. Both of these last until the end of your next turn. If the power is sustained, the mark and zone are also sustained. Marked enemies within the Zone who make an attack that doesn't include you take damage equal to your INT mod (this damage is of the same type as the original spell). Allies within the zone have cover from enemies outside the zone. Special: Marked enemies within the zone can make a melee attack against you as if you were in any square of the zone. As long as you have thp, you take damage from those attacks but suffer no other effects. If you have no thp, you may either dismiss the zone and marks as a free action, or suffer all effects of these attacks. Wizard's Challenge At-will * Arcane, Abjuration, Implement No Action Trigger: You use a melee or ranged abjuration power. Effect: The target(s) of the attack are marked by you until the end of your next turn, or until the target saves against any effects from the triggering power. If an enemy marked in this way makes an attack that does not include you, it takes damage equal to your INT mod (this damage is of the same type as the triggering power). Special: Enemies marked in this way can make a melee attack against you as if you were adjacent to them. As long as you have thp, you take damage from those attacks but incur no other effects. If you have no thp, you may either dismiss the mark as a free action, or incur all effects of these attacks. Level 5: Expert Abjurer Expert Mage Feature. Benefit: You can spend an Eldritch Surge as a minor action instead of a Standard Action. Level 10: Master Abjurer Master Mage Feature /Your magic and your vitality have become irrecovably intertwined./ Benefit: Your healing surge value is increased by your CON modifier. Level 11: Dispelling Action Enigmatic Mage Paragon Path Feature Benefit: When your spend an action point to use a power that triggers your Wizard's Challenge or Warding power, and any enemies you targetted have created a zone or area, or there is a zone or area within the Zone of your Warding, make an INT vs WILL attack for each zone or aura. If you hit the WILL of the enemy emmenating the aura or creating the zone, the zone or aura is dispelled for as long as the enemy is marked, or the Zone created by the Warding is up. A few other things ... the abjuration powers themselves could also have extra features attached to them, such as extra punishments (i.e. if the abjuration power causes a save/end effect, attacking one of your allies gives them a penalty to the save; if a condition lasts until the end of next turn, it gets extended another turn if they attack an ally, or it could be a worsening condition. For example they are slowed, if they attack it becomes immobilize ... dazes, but becomes stunned if they attack, etc.) It's also possible that they could create something like the paladin's divine sanction, which is referenced by powers, and that could be put into abjuration powers themselves, and then adding extra bonuses for abjuration school itself. [/QUOTE]
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