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What are the propterties of the Torch of the Burning Sky?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5271277" data-attributes="member: 20805"><p>Since RW hasn't responded and my PCs now hold the Torch.. I like the above but have thought to make the Torch more of a choice than just another power.</p><p></p><p>The Torch:</p><p>Minor power:</p><p> Treat as: Vicious Battle Spirit Great club + </p><p></p><p>Major powers:</p><p>At Will * Teleport</p><p>Standard action</p><p>Target: Willing creatures within a Close burst X X = 10 * the number of healing surges you expend {minimum 1}</p><p>Effect: Transport 1 or more creature to a location within view. You *can* teleport to scryed locations.</p><p>The holder of the Torch takes 1 point of damage per creature teleported. This damage cannot be blocked or resisted, but can be shared.</p><p></p><p>Notes:</p><p>1> Unless the Torch is fully healed, teleporting causes 1 point of fire damage per square traveled and the travelers lose any resistance to fire until the end of the wielder's turn.</p><p>2> Once the Torch is fully healed, the wielder's movement is precise. Prior to that, and any other creatures who are teleported along with the wielder will show up in the general area. Use the grenade scatter rules starting from the creatures relative position to the wielder {D8 for direction, D12-2 for distance}. If you are going to teleport alot of people, aim for a flat plain!</p><p></p><p></p><p>Absorb Souls * Psychic, Healing, Sacrifice, implement</p><p>Raising your hands, you suck in the very soul essence of your foes.</p><p>Standard Action; At Will</p><p>Close Burst 5</p><p>Sacrifice: Requires the expenditure of 1 healing surge</p><p>Target: All creatures in burst except you Attack WIS vs. Will Hit 2d8+WIS modifier psychic damage, the targets are stunned (save ends) Miss The targets are dazed (save ends).</p><p>Effect: You gain temp hit points for each creature damaged by this attack, gaining 1d6 hp per tier of the target.</p><p></p><p></p><p>Store Souls</p><p>When you strike down a foe, you steal portions of the beings soul to charge the Torch's powers</p><p>Free action, when an attack using the Torch brings an enemy to 0 hit points or less.</p><p>Effect: You store 2 healing surges per tier of the target in the Torch. These surges can be used as a sacrifice for the other powers. The creature takes a -2 on all saves until after an extended rest.</p><p></p><p></p><p></p><p>Is this too mean? The PC that is carrying the torch is an invogorating fighter build.. whose survivability is crazy insane.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5271277, member: 20805"] Since RW hasn't responded and my PCs now hold the Torch.. I like the above but have thought to make the Torch more of a choice than just another power. The Torch: Minor power: Treat as: Vicious Battle Spirit Great club + Major powers: At Will * Teleport Standard action Target: Willing creatures within a Close burst X X = 10 * the number of healing surges you expend {minimum 1} Effect: Transport 1 or more creature to a location within view. You *can* teleport to scryed locations. The holder of the Torch takes 1 point of damage per creature teleported. This damage cannot be blocked or resisted, but can be shared. Notes: 1> Unless the Torch is fully healed, teleporting causes 1 point of fire damage per square traveled and the travelers lose any resistance to fire until the end of the wielder's turn. 2> Once the Torch is fully healed, the wielder's movement is precise. Prior to that, and any other creatures who are teleported along with the wielder will show up in the general area. Use the grenade scatter rules starting from the creatures relative position to the wielder {D8 for direction, D12-2 for distance}. If you are going to teleport alot of people, aim for a flat plain! Absorb Souls * Psychic, Healing, Sacrifice, implement Raising your hands, you suck in the very soul essence of your foes. Standard Action; At Will Close Burst 5 Sacrifice: Requires the expenditure of 1 healing surge Target: All creatures in burst except you Attack WIS vs. Will Hit 2d8+WIS modifier psychic damage, the targets are stunned (save ends) Miss The targets are dazed (save ends). Effect: You gain temp hit points for each creature damaged by this attack, gaining 1d6 hp per tier of the target. Store Souls When you strike down a foe, you steal portions of the beings soul to charge the Torch's powers Free action, when an attack using the Torch brings an enemy to 0 hit points or less. Effect: You store 2 healing surges per tier of the target in the Torch. These surges can be used as a sacrifice for the other powers. The creature takes a -2 on all saves until after an extended rest. Is this too mean? The PC that is carrying the torch is an invogorating fighter build.. whose survivability is crazy insane. [/QUOTE]
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What are the propterties of the Torch of the Burning Sky?
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