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The Navigator (Psionic Leader for Sci-Fantasy)
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<blockquote data-quote="Fragsie" data-source="post: 4763786" data-attributes="member: 83065"><p>I'll start off by saying a big thankyou for the feedback <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> it's been a while since anyone has had any insights.</p><p></p><p>I have to disagree with you here; partially anyway. <em>Temporal Influence</em> is exactly the same as the Warlords <em>Inspiring Presence</em>, so i don't think it needs to be changed. <em>Spatial Influence</em> however I would be prepared to drop the teleport distance down to 1/2 Cha mod (min: 1). Does anyone else think this is necessary?</p><p></p><p></p><p>You bring up an interesting point here; th power doesn't scale as it is. This power was based off the Warlords <em>Commander's Strike</em>, but with a bonus to the attack roll rather than the damage roll. A bonus to attack being a much more powerful advantage that a bonus to damage rolls in 4th Ed; I droped the bonus froma full stat mod to half a stat mod, so i'll add the scaling bonus as you suggest, but not the damage bonus. Also i'd like to stick to the WotC format (something which was pointed out to me on the WotC forums recently), which means no build bonuses on at-wills, utilities and dailies, this does mean i'll be going through and cutting some bonuses rather than adding them!</p><p></p><p></p><p><u><strong>Slow Motion</strong></u>, hmm, I do need a temporal build bonus at this level, but had considered adding the following to <strong>Tip the Scales</strong> rather than <strong>Slow otion</strong>:</p><p></p><p><strong><em>Temporal Influence:</em></strong> After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points.</p><p><u><strong>Rapid Bout</strong></u>, I wonder if this is necessary, or indeed true, as the allies attacks use up your standard action, If you still think it's needed I will change it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p><p><u><strong>Tactical Shift</strong></u> Will Do <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p><u><strong>Pause for Breath</strong></u>, as i said, i will be removing any build bonuses to non encounter powers, so this is a bit redundant.</p><p><u><strong>Horrific Fate</strong></u>, Dazed is quite a powerful status at lvl 3, none of the PHB classes can inflict it as (save ends) at this level. I could increase the damage as you suggest but would have to change 'save ends' to 'until the end of your next turn', do you think i should do that?</p><p><u><strong>White Particle</strong></u>, same thing here really; blinded is a hugely powerful staus; it makes the target grant CA to everyone and gives everyone total concealment against the target.</p><p></p><p></p><p><u><strong>Blink and they're Gone</strong></u> I think you've misread this power; the allies don't get any actions while in the demi-plane because they come back to the battle at the <u>start</u> of their next turn, meaning they get their turn as normal.</p><p></p><p><u><strong>Eerie Presence</strong></u> This feat uses Con rather than Cha because it is based off the Navigators influence on time more than it is space; the further from normal time-flow the Nav is, the more disconcerting his presence is to others. I could be convinced to drop the requirement down to 13, but this means that spatial Navs would be able to take the feat from 1st level.</p><p><u><strong>Star Burst</strong></u> I have to disagree with you here; in order to use the starbusrt, the Nav must use a standard action, i think this more than easily balances a 1d6+1 burst 1.</p><p></p><p><u><strong>Saeculorum</strong></u> Yes; <em>Temporal Influence</em> is supposed to be a requirement<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />, This path was based off the Clerics <strong>Radiant Servant</strong> paragon path, and the Withering action ability is exactly the same as that paths Radiant action.</p><p>With <em>Weight of Ages</em> we come back to the fact that a bonus to attack rolls is quite a powerful thing in 4th Ed, I'm reluctant to bump this power up.</p><p><u><strong>Star Child</strong></u> Both of your suggestions for <em>this PP</em> are good ones, and i shall add them in <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Thank you both for the compliments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Fragsie, post: 4763786, member: 83065"] I'll start off by saying a big thankyou for the feedback :) it's been a while since anyone has had any insights. I have to disagree with you here; partially anyway. [I]Temporal Influence[/I] is exactly the same as the Warlords [I]Inspiring Presence[/I], so i don't think it needs to be changed. [I]Spatial Influence[/I] however I would be prepared to drop the teleport distance down to 1/2 Cha mod (min: 1). Does anyone else think this is necessary? You bring up an interesting point here; th power doesn't scale as it is. This power was based off the Warlords [I]Commander's Strike[/I], but with a bonus to the attack roll rather than the damage roll. A bonus to attack being a much more powerful advantage that a bonus to damage rolls in 4th Ed; I droped the bonus froma full stat mod to half a stat mod, so i'll add the scaling bonus as you suggest, but not the damage bonus. Also i'd like to stick to the WotC format (something which was pointed out to me on the WotC forums recently), which means no build bonuses on at-wills, utilities and dailies, this does mean i'll be going through and cutting some bonuses rather than adding them! [U][B]Slow Motion[/B][/U], hmm, I do need a temporal build bonus at this level, but had considered adding the following to [B]Tip the Scales[/B] rather than [B]Slow otion[/B]: [B][I]Temporal Influence:[/I][/B] After damaging the target you can choose to spend a healing surge and regain no hit points; instead, an ally who spends a healing surge through the use of this power regains an extra 1d8 + your Constitution modifier hit points. [U][B]Rapid Bout[/B][/U], I wonder if this is necessary, or indeed true, as the allies attacks use up your standard action, If you still think it's needed I will change it :P [U][B]Tactical Shift[/B][/U] Will Do :) [U][B]Pause for Breath[/B][/U], as i said, i will be removing any build bonuses to non encounter powers, so this is a bit redundant. [U][B]Horrific Fate[/B][/U], Dazed is quite a powerful status at lvl 3, none of the PHB classes can inflict it as (save ends) at this level. I could increase the damage as you suggest but would have to change 'save ends' to 'until the end of your next turn', do you think i should do that? [U][B]White Particle[/B][/U], same thing here really; blinded is a hugely powerful staus; it makes the target grant CA to everyone and gives everyone total concealment against the target. [U][B]Blink and they're Gone[/B][/U] I think you've misread this power; the allies don't get any actions while in the demi-plane because they come back to the battle at the [U]start[/U] of their next turn, meaning they get their turn as normal. [U][B]Eerie Presence[/B][/U] This feat uses Con rather than Cha because it is based off the Navigators influence on time more than it is space; the further from normal time-flow the Nav is, the more disconcerting his presence is to others. I could be convinced to drop the requirement down to 13, but this means that spatial Navs would be able to take the feat from 1st level. [U][B]Star Burst[/B][/U] I have to disagree with you here; in order to use the starbusrt, the Nav must use a standard action, i think this more than easily balances a 1d6+1 burst 1. [U][B]Saeculorum[/B][/U] Yes; [I]Temporal Influence[/I] is supposed to be a requirement;), This path was based off the Clerics [B]Radiant Servant[/B] paragon path, and the Withering action ability is exactly the same as that paths Radiant action. With [I]Weight of Ages[/I] we come back to the fact that a bonus to attack rolls is quite a powerful thing in 4th Ed, I'm reluctant to bump this power up. [U][B]Star Child[/B][/U] Both of your suggestions for [I]this PP[/I] are good ones, and i shall add them in :) Thank you both for the compliments :D [/QUOTE]
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