The Power of Sacrifice

Appleseeth

First Post
Ok, maybe that isn't the best title I could have chosen, but it fits well with what I'm going for here. Here's the story: At the end of the heroic tier of my campaign, there is a god who will ask that one of the PCs sacrifice themselves for the greater good basically. I've already written a work-around if none of the PCs are willing to give their lives, so I've got that covered too. I've already posed the question about asking for sacrifice from the PCs in the general forum and got some good advice. What I came away with was this: Ask for the sacrifice, but bring the PC back, renewed and with a tweak.

I came up with the Godhand. Just a way to spruce up the PC with a little divine power. Take a look and let me know if it's too much, or even if it's too little.
 

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It sounds like an interesting idea, just make sure the players don't know the option of "coming back with cool powers" (and make sure it is an OPTION for the player who sacrifices... they may actually want to play something else).

As for the power itself, I would say it's a little OP for an add-on ability (didn't see if they have to give something up). If it isn't a trade, taking it down to a d6 might be a good idea. Definitely add a line that the player chooses the Relavant Ability Score when the ability is taken.
 

Between the damage and the teleport, I'd say this was a wee bit overpowered. Especially if they're not swapping it for something.

Item wise, the first chance a character would have to get a teleport of 5 would be feystep laces (level 12), and even then that would be once a day, not each encounter.

Maybe make it a touch attack that does 1d6, and then when they hit 21st level, surprise them with a new card that has the increased to hit and damage as well as a "teleport up to 5 squares as a part of the attack."
 


A couple of things came to me after making this PDF and reading the comments. Firstly, I was comparing this power to the abilities of the various paragon paths, so in that sense I think it's balanced. Secondly I think the d10 is a fair dice since the PC will not gain the benefit of any implement or weapon. The attack itself is weaker than most weapon or implement attacks on their own, including at-wills.

This power is meant to make the PC slightly, but not significantly, more powerful than the other PCs. I think one of the most amazing concepts in this edition is the idea of the economy of actions. If the PC wants to use a standard action to teleport, that's fine, but it doesn't maximize the power and effectivly wastes an action, as opposed to using the feystep laces which is a move action.

Also, did anyone else notice the freaking Fireburst Boots, just one underneath the Feystep Lacings. That thing totally outclasses my power, and by level 14. If we were doing the PCs get what they want from treasure hordes, which I don't since I made the Random Treasure Generator, then some PC could already have by level 11. Those boots are sick.

Also I plan on working with the player who gets this ability to convey to them that they should act more badass and interesting. Badassness should be able to be conveyed through roleplay, not just cool powers, which everyone has.
 

What I was trying to say is that Godhand is an 11th level power that gives a player an ability that they usually can't even get a taste of till 12th level. I'd argue that a once per encounter teleport, even at the cost of a standard action, is more powerful than the Lacings, or the Fireburst Boots. You don't see a per encounter teleport of that caliber (outside of race or class boons) till (I think) 17th level with the Robe of Bloodwalking.

What is the coat of paint that you're giving this ability? This is giving the character the chance of multi-classing into which god's herald?

Hmm, actually... I haven't played around with the multi class feats at all, but what if in adition to the flaming eyes and bad-ass halo, the boon granted the character a one time only option to swap feats as though they were multiclassed into either paladin or cleric up to Adept level?

How earth shattering would an encounter, utility, and daily power swap be if the character wasn't truly multi-classed?
 

Ok Nytmare, I see what you're saying here. Perhaps something more akin to they get the Channel Divinity power of their choice, and are considered multiclassable. Then maybe I build them a full Epic Destiny if they're enjoying the idea. This ability should come into play after PH2 hits, so they'll have a few more options.
 

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