Primitive Screwhead
First Post
So.. page 46 details 'soul tapping' an how PCs can 'borrow' abilities from thier allies. For 4e, I was thinking it could be written up this way:
Soul Tap
Move action, At will
One Ally in Burst 10
You reach out through the ether and connect with an ally, drawing upon the power of joined souls. Until the end of your next turn, both you and the target gain Vulnerable psychic, and both take damage from psychic attacks to either yourself or your ally.
Select one option, rolling an Insight check to beat the DC and gain the effect. Failure by 5 or more deals 1 psychic damage to you and your ally.
Telepathy: DC 10 + 1 per square between you and your ally
Effect:
- Communicate telepathically with one ally within range until the start of your next turn
Sustain Minor: Sustains both the telepathic link and the Soul Tap vulnerability
Ability Echo: DC 10 + level of the power echoed.
Basic Attacks are DC 11 at heroic, DC 16 at Paragon, and DC 21 at Epic
Effect: until the start of your next turn, retrain a power to one that your ally posseses and has not used. That power has to be of the same type and cannot be a higher level than the one you retrain.
When you use this power, you breifly take on the appearance of your ally and treat the power as if your ally used it from your square. This includes weapons, implements, etc..
Grant Ability Echo: DC 15 + level of the power echoed
Basic Attacks are DC 11 at heroic, DC 16 at Paragon, and DC 21 at Epic
Effect: Lose a power as if you had spent it. Your ally gains this power until the end of his/her next turn. When the ally uses this power, they breifly take on your appearance and treats the power as if you had used it from thier square. This includes weapons, implements, etc..
Skill Boost: DC 10 + level of ally
Effect: Gain a +4 to a skill that the ally has trained, or a +2 to a save, or a +2 to a skill that the ally does not have trained.
Thoughts?
Soul Tap
Move action, At will
One Ally in Burst 10
You reach out through the ether and connect with an ally, drawing upon the power of joined souls. Until the end of your next turn, both you and the target gain Vulnerable psychic, and both take damage from psychic attacks to either yourself or your ally.
Select one option, rolling an Insight check to beat the DC and gain the effect. Failure by 5 or more deals 1 psychic damage to you and your ally.
Telepathy: DC 10 + 1 per square between you and your ally
Effect:
- Communicate telepathically with one ally within range until the start of your next turn
Sustain Minor: Sustains both the telepathic link and the Soul Tap vulnerability
Ability Echo: DC 10 + level of the power echoed.
Basic Attacks are DC 11 at heroic, DC 16 at Paragon, and DC 21 at Epic
Effect: until the start of your next turn, retrain a power to one that your ally posseses and has not used. That power has to be of the same type and cannot be a higher level than the one you retrain.
When you use this power, you breifly take on the appearance of your ally and treat the power as if your ally used it from your square. This includes weapons, implements, etc..
Grant Ability Echo: DC 15 + level of the power echoed
Basic Attacks are DC 11 at heroic, DC 16 at Paragon, and DC 21 at Epic
Effect: Lose a power as if you had spent it. Your ally gains this power until the end of his/her next turn. When the ally uses this power, they breifly take on your appearance and treats the power as if you had used it from thier square. This includes weapons, implements, etc..
Skill Boost: DC 10 + level of ally
Effect: Gain a +4 to a skill that the ally has trained, or a +2 to a save, or a +2 to a skill that the ally does not have trained.
Thoughts?