The Swordsage (not to be confused with the SwordMAGE)

ziegander

First Post
The Swordsage

Role: Leader
Power Source: Arcane and Martial. You employ a unique mixture of martial talent and arcane magic to combat your foes and bolster the morale of your allies.

Key Abilities: Dexterity, Intelligence, Wisdom

Armor Prof: Cloth, Leather, Hide
Weapon Prof: Simple Melee, Simple Ranged, Military Melee, Military Ranged
Defense Bonus: +1 Ref, +1 Will

Hit points at 1st level: 12+Con score; 5 every level thereafter.
Healing Surges per day: 7+Con modifier

Skills: Choose five of the following - Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering, Heal, History, Insight, Intimidate, Nature, Perception, Religion, Stealth, Streetwise, Thievery

Class Features: Expect the Expected, Mix it Up, Fight or Flight, Turning the Tide, Swordsage's Studies

Swordsage Class Features

Expect the Expected: Whenever an enemy attacks you or an ally within two squares of you with a power that an enemy used in the last round you or that ally gains a +1 bonus to all defenses against that attack.

Mix it Up: Whenever you or one of your allies uses an at-will power that the player did not use in the previous round that player gains a +1 bonus to damage rolls with that power. This bonus increases to +2 at 11th level, and +3 at 21st level.

Fight or Flight: Whenever you mark a creature, that creature grants combat advantage to your closest ally until the end of your next turn. Whenever you become marked, you or an ally within 2 squares can shift one square.

Turning the Tide: You can use the Turning the Tide Encounter power.

Turning the Tide - Swordsage Class Feature
With a reassuring word and an inspiring act you give an ally a reason to keep fighting.
Encounter, Arcane, Martial, Healing
Standard Action - Close Burst 5
Target: One ally in burst
Effect: Target can spend a healing surge. That player regains additional hitpoints equal to your Intelligence modifier + your Wisdom modifier.
Target gains an additional 1d6 hitpoints at 11th level, and regains an additional 2d6 hitpoints at 21st level.
Special: Whenever an ally scores a critical hit or uses an action point you regain the use of this power.

Swordsage's Studies
Choose one of the powers below. The choice you make becomes your first at-will power allowing you to choose another from the list of Swordsage at-will powers presented later.

Friendly Fire
Traveling with your friends you have picked up on their techniques and can use them just as well.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An ally you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering ally used to activate the power to use the power the triggering ally just used. If you do, replace any modifiers to the power with your intelligence modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may transfer any marks on the triggering ally onto yourself.
Special: You may only use this power once each round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day.

OR

Enemy Skill
You are constantly examining the attack strategies of your foes and when the time comes you employ their own tactics against them.
At-Will * Arcane, Martial
Immediate Reaction
Trigger: An enemy you can see hits with an attack.
Effect: Until the end of your next turn you can spend the same action the triggering enemy used to activate the power to use the power the triggering enemy just used. If you do, replace any modifiers to the power with your wisdom modifier. If the power used this way was an encounter power you can't use your highest level encounter power of the same type (attack or utility) until you take a short rest. If the power used this way was a daily power you can't use your highest level daily power of the same type until you take an extended rest.
In addition you may mark the triggering enemy until the end of your next round.
Special: You can only use this power once per round.
Special: You may only use this power to copy at-will powers up to twice each encounter, to copy encounter powers once each encounter, and daily powers only once each day. You cannot use this power to copy recharge powers.

Swordsage Techniques
Swordsages inflict penalties to their foes that their allies can take advantage of, or they shore up their allies attacks and damage to more easily defeat the enemy. These powers can be of arcane or martial origin, and often make use of both sources of power. Swordsages call their powers “techniques.”

Swordsages have a few powers with the Enemy Skill or Friendly Fire action type. These powers are add-ons to the Swordsage's Enemy Skill or Friendly Fire feature powers. As such they require you to use the Enemy Skill or Friendly Fire power on a target within the listed range and add the listed effect on to the normal effect of Enemy Skill or Friendly Fire respectively. When you use on of these "add-on" powers you spend the power instead of your highest level encounter (or daily) power.

[sblock=Heroic Tier (COMPLETE!)]

At-Will Techniques

Mesmerizing Strike
You watch for a slight lull in your foe’s mind and capitalize on it with a swift strike.
At-Will, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Choose one - target is marked, or target marks you instead of any other creatures it had been marking.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.

Scare Tactics
With your allies help you convince the foe that fighting the two of you is not an option.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. If you and an ally flanked the enemy before the attack you can shift the enemy 2 squares.
Friendly Fire – You shift the enemy a number of squares equal to 1 + your Intelligence modifier.
Increase damage to 2[W] + Dexterity modifier damage at 21st level.

Create an Opening
You sweep in for a glancing blow, but your movement creates the perfect opportunity for your allies to come in for the kill.
At-Will, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage. Allies adjacent to the enemy gain a +2 power bonus to melee damage rolls against the enemy until the end of your next turn.
Enemy Skill – Allies gain a power bonus to damage equal to 1 + your Wisdom modifier.
Increase damage to 2[W] at 21st level.

Level 1 Encounter Techniques

Anything You Can Do
I can do better. Just watch me.
Encounter, Arcane, Martial
Enemy Skill - Ranged 5
Special: You must only use an at-will power of a non-Elite and non-Solo enemy with Anything You Can Do.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit with that power the triggering enemy is dazed until the end of your next turn.

Flattering Imitation
That was excellent, Regdar, I’ve got to try that out!
Encounter, Arcane, Martial
Friendly Fire - Ranged 5
Special: You must only use an at-will power with Flattering Imitation.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power the triggering ally can spend a healing surge.

Desperate Measures
You strike at your foe making damned sure your efforts are worth it.
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. You or an adjacent ally gains temporary hitpoints equal to your 1+ your Intelligence modifier.
Miss: You or an adjacent ally gains temporary hitpoints equal to 1 + your Intelligence modifier.

Insightful Strike
You prepare a nasty attack, but whether you miss or not you take time to tell your allies exactly where to hurt your foe most.
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Until the end of your next turn, allies' attacks against the target can score critical hits on rolls of 19 or higher and their critical hits against the target deal extra damage equal to your Wisdom modifier.

Level 1 Daily Techniques

Just Like That!
Did you see that everyone? I want you to do exactly as he did!
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature hits with an at-will or recharge power.
Effect: For the rest of the encounter you and your allies can spend the same action the triggering creature used to activate the power to use the power the triggering creature just used. When you or an ally uses that power that player gains a +2 bonus to attack rolls and a +4 bonus to damage rolls.

Turnabout Strike
This enemy is really causing the party some grief, and you are determined to make him your personal foe for the rest of the fight.
Daily, Martial, Reliable, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, the target is marked and any marks it had on any and all of your allies are transferred to you.

Deadly Positioning
With a wide stance and a snarl you attack occupy your foe with a deadly attack while your foes get into better position to strike.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) Allies may shift a number of squares equal to your wisdom modifier.

Mind over Matter
Your sound attack and advice pays off big for one beleaguered ally.
Daily, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half damage.
Effect: (Hit or Miss) One ally within 5 squares can use its second wind as a free action and gains a bonus to defenses equal to your intelligence modifier (instead of the normal +2).

Level 2 Utility Techniques

Libra
Daily, Arcane, Martial, Weapon
Minor Action - Ranged 10
Target: One enemy
Attack: Intelligence or Wisdom vs Special (If your attack roll would hit any of the targets defenses be it AC, Fort, Ref, or Will, this power hits)
Hit: You become aware of which of the target's defenses is the lowest of the four. If two defenses are tied for the lowest you become aware of both.You also learn of any damage types it has vulnerabilities to (you do not learn the numerical values of vulnerabilities or defenses).
Sustain minor: If you cast this spell last round, you may make a monster knowledge check against the monster using your arcana skill. Add +5 to this check if you hit with the spell's initial attack.

Astral Vantage
Daily, Arcane
Minor Action
Effect: You become invisible and can't target or be targeted, attack or be attacked, or effect or be effected except by insubstantial enemies until the beginning of your next turn. While you are invisible you gain a +5 power bonus to insight and perception checks and can see invisible enemies as normal.
Special: Until the beginning of your next turn you can't communicate with your allies in any way.

Steel Spell
Encounter, Arcane, Martial
Minor Action
Effect: The weapon of you or an ally within 5 squares deals 1d6 additional damage of your choice of acid, cold, fire or lightning and any attacks made with that weapon gain the corresponding keyword until the beginning of your next turn.

Lasting Wind
Encounter, Arcane, Healing
Minor Action
Special: To use this power an ally must have used its second wind no more than one round ago.
Effect: The ally that used its second wind gains temporary hit points equal your Intelligence modifier + your Wisdom modifier. Until the target loses as many temporary hit points as he or she gains from this power that target gains a +2 bonus to all defenses.

Level 3 Encounter Techniques

Dancing Sword
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: Two creatures
Primary Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage. Shift up to two squares then make a secondary attack against any adjacent enemy.
Secondary Attack: Dexterity vs AC
Hit: 1[W] damage.
Effect: Foes you hit with this power are marked until the end of your next turn.
Friendly Fire - After the primary attack you may shift a number of squares up to 1 + your Intelligence modifier.

Ring the Bell
Encounter, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target is knocked prone. An adjacent ally can make an immediate saving throw with a +2 bonus.
Enemy Skill - The ally gets a bonus to its save equal to 1 + your Wisdom modifier.

Distracting Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and until the end of your next turn as long as there is one ally adjacent to the enemy it is considered flanked.

Consuming Strike
Encounter, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attacl: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target can't make opportunity attacks until the beginning of your next turn.

Level 5 Daily Techniques

Hold Your Ground
Daily, Martial, Weapon
Immediate Interrupt - Ranged 5
Trigger: An ally within 5 squares is pulled, pushed, slid, or knocked prone.
Effect: You shift up to your speed and end adjacent to the triggering ally and make a melee or ranged attack against whichever enemy pulled, pushed, slid, or knocked prone your ally.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and your ally is not pulled, pushed, slid, or knocked prone.
Miss: Half damage, ally is still pulled, pushed, slid, or knocked prone.

Bring the Pain
Daily, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Any allies adjacent to the target can make basic melee attacks against the target.

Clockspinning
Daily, Arcane, Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 2[W] + Dexterity damage and target is slowed. Make a secondary attack vs each enemy within close burst 2 of the target.
Secondary Attack: Intelligence vs Fort
Hit: Target is slowed.
Effect: Allies within the burst regain 1d6 + your Intelligence modifier hit points.

Stormrage Flurry
Daily, Arcane, Martial, Weapon
Standard Action - Close Blast 5
Target: Each creature in blast.
Attack: Wisdom vs AC
Hit: 1[W] + Dexterity modifier lightning and thunder damage.
Effect: Shift a number of squares through the blast area equal to your speed. Allies in the blast area gain power bonus to attack and damage rolls against enemies in the blast equal to your Wisdom modifier.

Level 6 Utility Techniques

Mage's Assistant
Encounter, Arcane
Immediate Interrupt - Ranged 10
Trigger: An ally within range uses an attack with the acid, cold, fire, lightning, necrotic, or thunder keyword.
Effect: If the ally hits he or she adds your intelligence modifier to the damage roll and the target takes ongoing damage 5 of one of the attack's damage types (save ends).

Even the Odds
At-Will, Arcane
Immediate Reaction - Close Burst 5
Trigger: An enemy scores a critical hit or spends an action point
Effect: You or an ally within burst can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.

Giant Killing Style
At-Will, Martial, Stance
Minor Action
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a +2 power bonus to attack rolls and a +4 power bonus to damage rolls against enemies at least one size category larger than yourselves.

Dance of the Spider
Encounter, Arcane, Stance
Requirement: You must be trained in Acrobatics
Effect: Until the end of your next turn you, and any allies adjacent to you, gain a climb speed equal to your land speed -2.
Sustain Move: You can continue climbing, even on ceilings and the like, until the end of the encounter, each turn you spend a move action. Sustaining in this manner you can cling to a wall or ceiling and attack but not move or you can move and not attack.

Level 7 Encounter Techniques

Show 'Em Who's Boss
Encounter, Arcane, Martial
Enemy Skill - Melee
Special: You must only use an at-will power or an encounter power of a non-Elite and non-Solo enemy with Show 'Em Who's Boss.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering enemy used. If you hit the triggering enemy with that power the triggering enemy is dominated until the end of your next turn.

Encore Performance
Encounter, Arcane, Martial
Friendly Fire - Close Burst 3
Special: You must only use an at-will power or an encounter power of 3rd level or lower with Encore Performance.
Effect: You gain a +2 power bonus to attack and damage using the power the triggering ally used. If you hit with that power all allies in the burst may use their second wind as a free action.

Resounding Blow
Encounter, Arcane, Martial
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Wisdom modifier thunder damage and target is deafened until the end of your next turn.

Ice Lance
Encounter, Arcane, Martial
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Intelligence modifier cold damage and target is immobilized until the end of your next turn.

Level 9 Daily Techniques

Wait For It
Daily, Arcane, Martial
Immediate Reaction
Trigger: A creature uses an at-will, encounter, or recharge power.
Effect: For the rest of the encounter whenever any creature uses the power the triggering creature uses you and each ally can make a basic melee or ranged attack. If that attack hits the player that made the attack can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.

Dimensional Blade
Daily, Arcane, Martial, Weapon
Standard Action - Close Burst 5
Target: One enemy within burst.
Effect: You and any ally within burst switch places and then you make an attack against any adjacent enemy.
Attack: Dexterity vs AC
Hit: 2[W] damage and target is dazed (save ends).
Miss: Half damage, target is not dazed.
Special: This attack deals full damage whether or not you or the target is insubstantial.

Font of Power
Daily, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Allies within 5 squares of you gain 10 temporary hit points. For the rest of the encounter allies adjacent to you gain a +2 power bonus to saving throws.
Friendly Fire – Add your Intelligence modifier to the temporary hit points granted, and adjacent allies gain a power bonus equal to 1 + your Intelligence modifier.

Sap Vitality
Daily, Arcane, Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Special: Before you attack with this power choose two keywords (Weapon, Arcane, Charm, Fire, Fear, etc...)
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and target gains Vulnerability 5 to the chosen keywords (save ends).
Miss: Half damage and the target gains vulnerability 5 to chosen keywords until the beginning of your next turn.
Enemy Skill – Before you attack choose a number of keywords equal to 1 + your Wisdom modifier.

Level 10 Utility Techniques

Mighty Aegis
Daily, Healing, Arcane
Minor Action - Close Burst 3
Effect: Each ally in burst can spend a healing surge and gains Resist All 5 until the end of your next turn.

Teamwork Teleportation
Daily, Arcane
Immediate Reaction - Ranged 10
Trigger: An ally within range hits a creature with a melee or ranged attack.
Effect: You teleport the target of your triggering ally's attack into any unoccupied square within range.

Watch and Learn
Daily, Martial
Minor Action
Effect: Until the end of the encounter, or for 5 minutes, any allies that can see you can substitute your Dexterity, Intelligence, or Wisdom modifier for their own whenever it would be beneficial to do so.
[/sblock]
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Okay, so this is where my Blue/Red Mage ramblings have taken me. Heroic tier is now completed and I am working on Paragon tier stuff currently. Tome of Techniques has been entirely scrapped and there have been some minor edits to how the class functions. Anyway, further comments are as always very welcome!!
 
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[sblock=Paragon Tier (COMPLETE!)]
Level 13 Encounter Techniques

Diamond Razor
Encounter, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage. You and all allies within 2 squares gain a +2 power bonus to defenses and saves against attacks and effects originating from the target until the end of your next turn.
Friendly Fire – The power bonus is equal to 1 + your Intelligence modifier instead.

Dervish Dynamo
Encounter, Arcane, Martial, Weapon
Standard Action – Close Burst 1
Target: Each enemy within burst
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier lightning damage, target takes a -2 penalty to AC until the end of your next turn.
Enemy Skill – Target takes a penalty to AC equal to 1 + your Wisdom modifier.

Bloodrage Strike
Encounter, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Special: This power gains a +2 power bonus to the attack roll against bloodied targets.
Hit: 2[W] + Dexterity modifier damage.
Special: This power deals an extra 1[W] damage if you are bloodied.
Effect: All bloodied allies within 3 squares may spend a healing surge and gain a +2 power bonus to attacks until the end of your next turn.

Astral Slip
Encounter, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier radiant damage and you become insubstantial until your choice of the beginning or end of your next turn. Additionally choose one - target is marked by you until the end of your next turn, or target marks you instead of any other creatures it had been marking.

Level 15 Daily Techniques

Confounding Blade
Daily, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, target is stunned (save ends), target is marked until the end of your next turn, and any marks the target had on other creatures are transferred to you.
Miss: Target is stunned (save ends), target is marked, and any marks the target had on other creatures are transferred to you.

Shattering Strike
Daily, Arcane, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage, target loses all immunities (save ends), and target gains Vulnerability 5 to all attacks of your allies until the end of the encounter.

Skittering Dance
Daily, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Special: You may shift a number of squares equal to your Wisdom modifier before making the attack.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage. Shift a number of squares equal to your Wisdom modifier and repeat the attack.
Effect: Allies may shift a number of squares equal to your Wisdom modifier.

Swordsage’s Stand
Daily, Martial, Weapon
Standard Action – Melee weapon
Target: One, two or three creatures
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage to each target (you may attack the same target more than once) and target is pushed 1 square. For each attack that hits you or an ally regains hit points equal to your Intelligence modifier and gains a +1 power bonus to defenses (this bonus can stack). If you hit the same enemy three times the enemy is pushed three squares and knocked prone.

Level 16 Utility Techniques

Elemental Might
Encounter, Healing, Arcane
Standard Action – Close Burst 5
Target: Each ally in burst
Effect: Each target can spend a healing surge and choose from either acid, cold, electricity or fire. Until the end of your next turn, each target deals an extra 1d6 damage of the chosen keyword and their attacks gain the chosen keyword.

Eureka!
Daily, Martial
Immediate Interrupt – Ranged 10
Trigger: You or an ally within range makes an attack roll, saving throw or skill check.
Effect: The triggering ally gains a +5 power bonus to their roll.

Wings of Glory
Encounter, Healing, Arcane
Standard Action – Ranged 10
Effect: You, or an ally within range, can spend a healing surge and can fly a number of squares equal to your normal speed.
Sustain Minor: The target can continue to fly each round, but each round after the first they cannot take standard actions while flying.

Scintillating Barrier
Daily, Arcane
Minor Action – Ranged 10
Effect: You or an ally within range becomes immune to the keyword of your choice from the following list until the end of your next turn: Acid, Cold, Fire, Lightning, Psychic, or Thunder.
Sustain Move (Special): Each turn the target spends a move action this power’s effect is sustained.

Level 17 Encounter Techniques

Don’t You Dare
Encounter, Arcane, Martial
Enemy Skill – Ranged 10
Special: You must only use an at-will or encounter power of 13th level or lower with Don’t You Dare.
Effect: Your attack deals additional damage equal to your wisdom modifier and the triggering enemy can’t use the same power (save ends).

Well Done Friend!
Encounter, Arcane, Martial
Friendly Fire – Ranged 10
Special: You must only use an at-will or encounter power of 13th level or lower with Well Done Friend!
Effect: The triggering ally regains hitpoints equal to your intelligence modifier and if you hit the triggering ally either 1) Gains a +2 power bonus to attack and damage rolls with the power, if the power was an at-will, OR 2) Regains the use of its power if the power was an encounter power.

Skillcrusher
Encounter, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Special: As you make the attack roll choose either an at-will power or recharge power of your target.
Hit: 3[W] + Dexterity modifier damage and target either can’t use the selected at-will power (save ends) or target does not roll to recharge its selected recharge power (save ends).

Strike Now! Strike Hard!
Encounter, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target loses the immunity of your choice and its vulnerabilities are each increased by 5 (each until the end of your next turn).

Level 19 Daily Techniques

Counterattack
Daily, Martial
Immediate Interrupt – Melee or Ranged weapon
Trigger: An enemy uses an at-will or recharge power
Target: Triggering enemy
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage the target’s attack is ended.
Effect: Until the end of the encounter, whenever the triggering enemy uses the power that it used in triggering this attack the ally of your choice can make a basic attack against it. If the attack hits, the enemy’s attack is ended.

Surge of Shadows
Daily, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier necrotic damage target takes a penalty to saving throws equal to your wisdom modifier (save ends).
Effect: Until the end of the encounter whenever an ally hits the target it takes a penalty to attacks and damage equal to your wisdom modifier until the end of your next turn.

Sundering Silver
Daily, Arcane , Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and target becomes insubstantial (save ends). If the target fails its first saving throw against this power the target is transported to the Astral Plane rendering it incapable of effecting the battle (save ends).
[FONT=&quot]Miss: Half damage, target is weakened until the end of your next turn.[/FONT]
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[sblock=Epic Tier (COMPLETE!)]
Level 22 Utility Techniques

Shadow Blink
Move Action - Personal
Encounter, Arcane
Effect: Teleport 10 squares.

Victory Knell
Daily, Arcane, Healing
Immediate Reaction - Close burst 5
Trigger: You or an ally bring an enemy to 0 hitpoints.
Effect: You and each ally in the burst can spend a healing surge and take a move action or make a basic attack as an immediate action.

Ghostly Defense
Daily, Arcane
Minor Action - Personal
Effect: You become insubstantial for the rest of the encounter.
Sustain Minor: Each time you sustain this power you become invisible until the beginning of your next turn.

Level 23 Encounter Techniques

Scorching Sirocco
Encounter, Arcane, Martial, Weapon
Standard Action – Close Burst 5
Target: One enemy in burst
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier fire damage, target takes a -2 penalty to attacks until the end of your next turn.
Effect: Each ally within burst may make a basic attack against any enemy within burst. These attacks get a power bonus to attack and deal additional fire damage both equal to your Intelligence modifier and targets take a -1 penalty to attacks until the end of your next turn.

Storm of Vengeance
Encounter, Arcane, Lightning, Martial, Weapon
Standard Action – Close blast 5
Target: Each enemy in blast
Attack: Wisdom vs Ref
Hit: 3d6 + Dexterity modifier lightning damage.
Effect (Hit or Miss): Melee weapon attacks of allies within the blast deal 2d6 additional lightning damage for the rest of the encounter.

Terrorize
Encounter, Fear, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs Will
Hit: 3[W] + Dexterity modifier damage, push target a number of squares equal to 1 + the number of allies adjacent to you. Target is marked by you until the end of your next turn.

Hamstring
Encounter, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage. Target is slowed (save ends), and after that target is slowed until the end of its next turn. If target is marking any of your allies it marks you instead.

Level 25 Daily Techniques

Astral Theft
Daily, Arcane, Healing, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 5[W] + Dexterity modifier damage. You and target are transported to a remote corner of the Astral Sea. Target is weakened while there, you gain regeneration 10 while there.
Miss: 4[W] + Dexterity modifier damage. No other effect.
Sustain Minor: Each round you sustain this power you and target remain in the Astral Sea.

Renewing Onslaught
Daily, Healing, Martial, Weapon
Standard Action – Melee weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 6[W] + Dexterity modifier damage.
Effect (Hit or Miss): Each ally within 5 squares can spend a number of healing surges equal to ½ your Intelligence modifier.

Savage Insight
Daily, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 6[W] + Dexterity modifier damage.
Effect (Hit or Miss): For the rest of the encounter allies gain a power bonus to basic attack and damage rolls equal to your Wisdom modifier.

The Crow Calls
Daily, Arcane, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 5[W] + Dexterity modifier damage. You and each ally within 5 squares of the target can make an immediate saving throw. Any allies that succeed on their saves transfer the effects that their save ended onto the target (save ends).
Miss: Each ally within 5 squares of the target can make an immediate saving throw. Any allies that succeed on their saves transfer the effects that their save ended onto the target (save ends).

Level 27 Encounter Techniques

It’s Good To Be King
Encounter, Arcane, Martial
Enemy Skill – Close Burst 2
Effect: Make two attacks with the copied power against two separate enemies within burst. If one of these attacks hits, enemies within burst are dazed until the end of your next turn. If both of these attacks hits enemies within burst are dominated until the end of your next turn.

I Like Your Style
Encounter, Arcane, Martial
Friendly Fire – Close Burst 2
Special: You must only use an at-will or encounter power of 23rd level or lower with I Like Your Style.
Effect: You gain a +4 bonus to attack and damage with the copied power. If you hit, you and each ally within burst can spend a healing surge and regain additional hit points equal to your Intelligence modifier.

Desperate Surge
Encounter, Healing, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Miss: Half damage.
Hit or Miss: You and each adjacent ally gains temporary hit points equal to twice your Intelligence modifier.

Insightful Onslaught
Encounter, Martial, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage.
Hit or Miss: Until the end of your next turn, allies' attacks can score critical hits on rolls of 17 or higher and their critical hits deal extra damage equal to twice your Wisdom modifier.

Level 29 Daily Techniques

Now Is Our Chance!
Daily, Arcane, Healing, Martial
Immediate Reaction
Trigger: A creature uses an at-will or encounter power.
Effect: For the rest of the encounter whenever any creature uses the power the triggering creature uses you and each ally can use an at-will attack as an immediate action with a +2 power bonus to hit and a +6 power bonus to damage. If that attack hits the player that made the attack can spend a healing surge and regain additional hit points equal to your Intelligence modifier + your Wisdom modifier.

Booming Barrage
Daily, Arcane, Martial, Weapon
Standard Action – Close burst 1
Target: Up to three enemies in burst.
Attack: Dexterity vs AC, 3 attacks
Special: You may attack the same target more than once.
Hit: 2[W] + Wisdom modifier thunder damage, push target 2 squares and target is deafened (save ends). If target is hit twice it is knocked prone. If target is hit three times it is stunned (save ends), then deafened for the rest of the encounter.
Miss: Half damage, target is pushed 1 square.

Frigid Nail
Daily, Arcane, Martial, Reliable, Weapon
Standard Action – Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs AC
[FONT=&quot]Hit: 7[W] + Intelligence modifier cold damage, target is immobilized (save ends), then target is immobilized until the end of its next turn, then target is slowed (save ends), then target is slowed until the end of its next turn.[/FONT]

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Reserved for Swordsage Feats, Paragon Paths, etc...

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The Azure Knight
"Let my insight serve as your shield my lords."

Prerequisite: Swordsage class, Enemy Skill at-will power

Azure Knight Path Features

- Azure Challenge (11th level): Whenever an enemy you have marked makes an attack which does not include you as the target it is dealt psychic damage equal to your wisdom modifier. If that attack included an ally that granted the enemy combat advantage the enemy is dazed until the end of your next turn.
- Azure Action (11th level): Whenever you use an action point to take an extra action you gain the ability to copy an extra encounter power using Enemy Skill this encounter.
- Martial Power (16th level): Whenever you use a martial power that is only martial you gain a +1 bonus to the attack roll and a +4 bonus to the damage roll and if you hit an enemy with the power you regain hitpoints equal to your wisdom modifier.

Sapphire Nightmare Blade Azure Knight Attack 11
Encounter * Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] + Dexterity modifier damage.
Effect (Hit or Miss): If target is marking any of your allies you mark it. You and all allies within 3 squares gain a +2 power bonus to AC against the target's attacks until the end of your next turn.

Astral Parry Azure Knight Utility 12
Encounter * Martial, Weapon
Immediate Reaction - Melee close
Trigger: An ally within range takes damage from an attack.
Effect: Reduce the damage by an amount equal to your dexterity modifier.

Staunch Sapphire Blow Azure Knight Attack 20
Daily * Healing, Martial, Reliable, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Dexterity +2 vs AC
Hit: 3[W] + Dexterity modifier damage and if target is marked reduce the damage it deals to your allies by an amount equal to your wisdom modifier (save ends).
Effect: You can spend a healing surge.

The Crimson Caster
"My friends, with your techniques I will paint this world red!"

Prerequisite: Swordsage class, Friendly Fire at-will power

Crimson Caster Path Features
- Arcane Flourish (11th level): You may use your choice between the orb, the staff, or the wand arcane implement instead of a weapon anytime you use an arcane power. If you do, the damage changes from X[W] to Xd6. Additionally, you gain the Wizard's Implement Mastery class feature.
- Crimson Action (11th level): Whenever you spend an action point to take an extra action you gain the ability to copy an extra encounter power using Friendly Fire this encounter.
- Crimson Control (16th level): Whenever you use an arcane power with a range of Close Burst 2 or higher you can change the range to Close Blast 2 (or vice versa). Whenever you use an arcane power with a range of Ranged 5 or higher you can change the range to Close Burst or Blast 3.

Red Wizardry Crimson Caster Attack 11
Encounter * Arcane, Implement
Standard Action - Ranged 10
Target: One creature
Special: You gain a +1 power bonus to this power's attack roll for each adjacent ally (max +4).
Special: Choose acid, cold, fire, or lightning before you make the attack roll with this power. This attack gains the chosen keyword and deals damage of the chosen type.
Attack: Dexterity vs Reflex
Hit: 2d8 + Dexterity modifier damage and an adjacent ally can spend a healing surge and regains additional hit points equal to your intelligence modifier.
Special: If you score a critical hit with this power all adjacent allies can spend a healing surge and regains additional hit points equal to your intelligence modifier.

Scarlet Link Crimson Caster Utility 12
At-Will * Arcane, Healing
Immediate Reaction
Trigger: An ally scores a critical hit.
Effect: Instead of maximizing the damage of it's attack the triggering ally may choose to spend a healing surge.

Red Sun Rises Crimson Caster Attack 20
Daily * Arcane, Implement, Radiant, Fire
Standard Action - Area burst 3 within 10
Target: Each enemy within burst
Attack: Intelligence vs Fortitude
Hit: 5d8 + Intelligence modifier radiant damage, target takes ongoing fire damage 5 (save ends), and target is pushed a number of squares up to your dexterity modifier.
Effect: Allies within burst gain a +2 power bonus to attacks and to damage for the rest of the encounter.

The Astral Watcher
"I have walked the Astral Sea and plundered its secrets. If only you could see what I have seen!"

Prerequisite: Swordsage class

Astral Watcher Path Features
- Divination (11th level): Whenever you win initiative, you gain a +4 bonus to all defenses against the first attack that targets you during that encounter.
- Astral Action (11th level): Whenever you spend an action point to take an extra action you become insubstantial and invisible until the beginning of your next turn.
- Astral Insight (11th level): Whenever go from being insubstantial to substantial you gain a +2 bonus to attacks and defenses until the end of your next turn, or until you make an attack.
- Ghostly Insight (16th level): Whenever you attack AC roll the attack twice and use the higher of the two results. If the attack misses you become weakened and take a -2 penalty to AC until the end of your next turn.

Ghost Touch Astral Watcher Attack 11
Encounter * Arcane, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Special: Before you make this attack choose Ref, Fort, or Will.
Attack: Dexterity vs Your choice
Hit: 2[W] force damage. If you chose Ref the target is slowed until the end of your next turn. If you chose Fort the target is weakened until the end of your next turn. If you chose Will the target is dazed until the end of your next turn.

Behind the Sea Astral Watcher Utility 12
Encounter * Arcane
Immediate Reaction
Trigger: An enemy scores a critical hit on you.
Effect: You become insubstantial and the triggering enemy becomes weakened both until the end of your next turn.

Wraithstrike Astral Watcher Attack 20
Daily* Arcane, Martial, Weapon
Standard Action - Melee or Ranged weapon
Requirement: You or the target must be insubstantial
Target: One creature
Attack: Dexterity vs AC
Hit: 4[W] + Dexterity modifier damage, you or the target becomes insubstantial (whichever is not already) until the end of your next turn.
Miss: Half damage, no insubstantiality.
Special: This attack deals full damage whether or not you or the target is insubstantial.

The Wizard of War
"Do you truly think I have not seen this done a hundred times before. Allow me to show you the error of your ways."

Prerequisite: Swordsage class

Wizard of War Path Features
- Sagely Action (11th level): Whenever you spend an action point to take an additional action you gain the ability to use either or Enemy Skill or Friendly Fire (whichever you didn't choose at character creation) until the end of your next turn.
- Fog of War (11th level): Whenever you would shift a number of squares you may instead slide an adjacent enemy an equal number of squares.
- Blitzkrieg (16th level): If you win initiative you may slide all enemies you can see a number of squares equal to your speed.

Misplace Aggression Wizard of War Attack 11
Encounter * Martial, Weapon
Standard Action - Close blast 4
Target: One adjacent enemy
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage, slide each enemy in blast a number of squares equal to your Wisdom modifier.
Effect: Allies may make basic attacks against any enemy that was slid into or through their threatened area with a power bonus to attack rolls equal to your Intelligence modifier. These attacks deal no damage, but knock targets prone instead.

Attune Style Wizard of War Utility 12
Encounter * Arcane
Minor Action - Personal
Special: You must use this power on your first turn during an encounter.
Effect: You gain a +4 power bonus to your choice of Intelligence or Wisdom and take an equal penalty to the other score for the rest of the encounter.

Leveling Blast Wizard of War Attack 20
Daily * Arcane, Weapon
Standard Action - Area burst 5 within 20
Target: Each enemy within burst
Attack: Dexterity vs AC
Hit: 4d10 force damage and targets are knocked prone. If a target was prone prior to this attack it is dealt 4d10 additional force damage.
Miss: Half damage, target is knocked prone.

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Oh, by the way, if anyone wants to comment now, that'd be fine.
 
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First off, I like the idea you have about this class, it's a pretty cool idea to make it a leader-type.
Class powers:
Expect the Expected and Mix It Up are really nice leader abilities... not more powerful than the other leader abilities, but not less powerful either, just different, which is how it should be. They're really well done, and I'd keep them as they are, personally... others might disagree.
Fight or flight, on the other hand, seems... I don't know, a bit over the top? I think it'd be fine if you removed the combat advantage, but (especially when you throw rogues into the mix) essentially having the at-will ability to grant combat advantage to your rogue buddy (and everyone else) is a bit extreme. In 4th, combat advantage seems to be a lot more powerful than just flanking in 3rd, a lot of powers seem to ride off of it (especially rogues and I think rangers). From what I've seen, if something grants combat advantage it's usually a daily power.
I'd say that turning the tide should be changed to twice per encounter instead of at will, to put it more in line with the other leaders' abilities to heal.
At-wills:
Your at-wills look good, especially awaken vulnerability. I think that's a fairly nice idea, and great as is... really nice for a leader class.
Mesmerizing strike: I'd drop the ability to mark with Mesmerizing Strike, since marking seems to be more of a defender roll and this seems to be a leader/striker kinda thing (people say that leaders shouldn't be multiple roles like that, but if you look in the DMG when it gives a class template, you have cleric is controller (leader), paladin is defender (leader), etc). Having the ability to cause someone to watch you instead of another character is a pretty unique idea, and fits well with this class.
Scare tactics is pretty nice, but it seems to move the enemy around a lot more than most other abilities... I'd suggest limiting it to shift 1 square. Create an opening is another issue, I'd say... strictly speaking, it's better than any of the other leader at-will buffs across the board. The closest to it would be the warlord's ability, which doesn't deal weapon damage, it deals a set amount of damage and only boosts one ally.
I don't know how you'd want to change it, to keep it from being the same as the warlord's ability, but not overpowered... Maybe keep it as [w] and just give an ally a bonus to damage equal to your wisdom mod? The cleric gives a bonus to hit, and the warlord gives a bonus to damage and attack at the cost of doing a bit less damage on the swing. This way you cover the other spectrum, damage, while keeping a bit of your own damage... seems a trait the swordsage would work on.
The only thing I have a real issue with is your at-will ability to sacrifice your encounter and daily powers to copy someone else's encounter or daily powers... I'd make it a daily power to use an encounter power, and an encounter power to use an at-will power. You might also consider having it deal half damage (and throw in a few encounter abilities to boost it up). It seems like the swordsage can pick and choose other class powers (once they've been used), and then do better at them (using the encounter abilities he has to boost them) so it seems almost like he shows up everyone else. If you want to keep it in (and it's a nice ability, neat trick, good idea) I'd do what I mentioned... make it a daily power to use the encounter, and an encounter power to use an at-will, and you can only copy one encounter and one at-will per day. It probably needs a bit more tweaking, but that's just my first thoughts on it.
I didn't do more than glance at your encounter and daily abilities, but will after a bit. It looks good so far, mostly!
Hmm... the only really glaringly overpowered ability I saw was the Daily power to give you or your allies the ability to use a power you just saw, over and over for the rest of the encounter, with a bonus to hit and damage. Maybe if you let one ally use that power once, with no bonus to hit or damage, it'd be okay... or at least, a smaller bonus to hit and damage (maybe +1 to both).
 
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Making edits, making edits... ^_^

Slightly modified Fight or Flight.

I actually dropped Awaken Vulnerability (>.<) just because it seemed a bit strong for an at-will, at least in my opinion. I really think I'm just going to scrap the idea of Tome of Techniques the more I work with the class. Though there are a few balancing points to it - 1) Often times you won't have the proper implement or weapon to take advantage of the powers of your allies. 2) Often times Intelligence/Wisdom will be your secondary stats - in fact let's say all the time, so your attacks won't be optimal with your allies attacks. 3) You take a -2 penalty to attacks that aren't Swordsage powers if you don't exchange a power for a higher level power of your own.

HOWEVER, since it is all very complicated for little real benefit, I think I'm just going to scrap the idea. The Tome is no more. Friendly Fire and Enemy Skill will remain and so will the powers that utilize them and that's all I foresee needing in that department.

I'm keeping Mesmerizing Strike as is. Leaders should be able to defend in a pinch. It's not like he has a solid challenge ability like true defenders. I'm also going to keep Scare Tactics largely the same. Create an Opening however, does need rehashed doesn't it? Back to the drawing board.

Edits and Paragon tier coming soon!!!
 

Hey man, I like the class a lot, thanks for using my Libra spell. So I get the idea of this class as a sort of fighter that gives up some combat ability to learn a little bit of everything else. He uses this everything else to grant the party bonuses in combat and heal them a bit (making him a clear leader). I would enjoy playing one of these.

I think some of it is a little imbalanced without a bit of tweaking. For example, 'Enemy Skill' lets you mark every foe that uses a power, and 'Fight or Flight' gives you or an ally combat advantage against someone who you mark. The problem here is that any enemy who takes any action will grant combat advantage, and that you can use this against every enemy every turn. That means that the rogue always has combat advantage against every enemy that doesn't spend their turn sitting around, which is imbalanced IMO.

My suggestion is that those immediate at-will actions you have should only be used once per turn. This means that you will either mark one enemy per turn, or take a mark from one ally per turn (as opposed to being able to mark every enemy every turn). I suggest that you make 'Enemy Skill' and 'Friendly Fire' both powers that you use on your own turn. Make them require a special action (whatever action the ally or enemy uses for the skill). There text would read along the lines of
Enemy skill:
"Use any power that an enemy you could see used in the last turn. You may use any power from a monster whose level is not greater than your level +5. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. You mark the enemy whose power you used."
And for Friendly Fire:
"Use any power that an ally you can see used in the last turn. You may use any such power whose level is no more than 3 higher than yours. If it is a daily power expend your highest level daily power, if it is an encounter or at-will power, expend your highest level encounter power. If your ally is marked you may move the mark onto yourself before or after you use the power."
This way, both powers can still be used once per turn, but you can't mark every enemy or remove marks from every ally every turn without actually copying any powers.

Also, for fight or flight: Whenever an enemy marks you, you or an ally within 2 squares gains combat advantage against that enemy until the end of your next turn. (since you didn't define how long the combat advantage lasts).

Finally, with 'mix it up' and 'expect the expected' I would restrict it in some way to make it difficult to add these bonuses to every person in your party every round. Since your party members are almost guaranteed to use a different power every turn, +1 to hit and damage with every attack always is broken. I would change it to +1 to hit only (+1 to hit is a VERY good modifier) and only to affect you or allies within 2 squares. With Expect the expected, I would say only for you or allies within two squares.

PS: I like the idea of granting combat advantage against targets that you mark. Since many of your skills allow you to mark you are basically granting combat advantage once a turn, which means the rogue will be one happy camper! (as long as he stays withing 2 squares of you).
 
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Huh. I thought I'd already changed Enemy Skill and Friendly Fire to work properly... oh well. I like your suggestion of once per round. Fixing. Also changing the trigger to "an enemy/ally HITS with an attack."

I'll make the suggested change to expect the expected and drop the hit bonus to mix it up with the caviat that the damage bonus scales with tier.

I'm stuck in Paragon Tier :( At 16th level Utilities to be specific. Any ideas? Any thoughts on the powers of the class at all actually?
 

Huh. I thought I'd already changed Enemy Skill and Friendly Fire to work properly... oh well. I like your suggestion of once per round. Fixing. Also changing the trigger to "an enemy/ally HITS with an attack."

I'll make the suggested change to expect the expected and drop the hit bonus to mix it up with the caviat that the damage bonus scales with tier.

I'm stuck in Paragon Tier :( At 16th level Utilities to be specific. Any ideas? Any thoughts on the powers of the class at all actually?

I haven't looked at the higher level powers yet, but check to see if he has enough healing abilities (he is a leader). If not, throw some of those in.

As for "Anything you can do" and "flattering imitation" I'm a little confused on how they work. I know they work with the powers that copy the enemy and ally powers, but when you spend them to copy a power, do you still have to expend your highest level power as well? I don't think they need to be fixed so much as clarified...

Anything you can do:
When you use the enemy skill power to copy an at-will or encounter ability, you may expend anything you can do instead of your highest level encounter ability. If you do, at +2 to all attack and damage rolls you make with the power.
Flattering imitation:
When you use the friendly fire power to copy an at-will or encounter ability, you may expend flattering imitation instead of your highest level encounter ability. If you do, at +2 to all attack and damage rolls you make with the power.

Edit: Desparate measures I would be iffy about an encounter power that allows healing without a healing surge. Maybe temporary hit points instead? (you can keep it as healing if you really want, since the legitimate targets rule in the DMG prevents most abuse).
 
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Argh... yes... the add-on powers... they are a bit problematic now aren't they...? You see I wrote them that way while everything was still badly broken and didn't require you to actually spend anything to copy the powers of your allies/enemies...

I suppose I like your suggestion. Is it balanced like that? Not sure... probably...

As far as healing goes, and the Desperate Measures power, I'm actually including as much or more standard leader healing powers with the Swordsage as his healing class feature is rather limited (Triggers off of a strange thing rather than just being able to be used). Because of this I want Desperate Measures to heal rather than do temp hp.

Really glad you like the class though!!
 

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