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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 3796919" data-attributes="member: 710"><p>Okay. For "ease of use" I put all posts together. I adjusted some numbers and added a few abilities to make it (seemingly at the first glance at least) consistent.</p><p></p><p>ABILITIES</p><p>---------</p><p>Attack: At Will 1: Deal 20 points of damage to a single target at range</p><p>Attack: At Will 2: Deal 20 points of damage to a touched target and heal half the amount of damage (heal up to half your max hit points). (Excess) Healing can be transfered to a second touched character.</p><p>Attack: At Will 3: Your attack in the next round against the chosen enemy deals +30 points of damage if using At Will 1 or 2</p><p>Defense: At Will 4: Activate a Shield that grants +4 deflection to AC for 2 rounds (=> -20 % damage while active) or as long as you concentrate</p><p>Defense: At Will 5:: If you have an active shield, its bonus increases to +4 (=> -40% damage while active)</p><p>Utility: At Will 6: Clear rubble from a 2x2 squares area to allow unhampered movement for one round for anyone passing through</p><p>Utility: At Will 7: Detect Magical Auras</p><p></p><p>Attack: 1/Encounter 1: Deal 15 points of damage in a 4 square radius at range</p><p>Attack: 1/Encounter 2: Deal 80 points of damage to a single foe at range</p><p>Attack: 1/Encounter : Deal 80 points of damage to touched foe and heal yourself half damage. Excess hit points become temporary and last till the ability is refreshed. Can be transferred to a second touched character.</p><p>Utility: 1/Encounter 4: Fly Speed 120 ft</p><p>Utility: 1/Encounter 5: Climb Walls for the duration of the encounter</p><p>Utility: 1/Encounter 6: Write a arcane mark</p><p>Defense: 1/Encounter 7: Erect a Shield that grants a +4 deflection bonus to AC for all allies. (=> -20 % damage for all allies)</p><p>Defense: 1/Encounter 8: Dispel all magical effects on a single target or suppress its next magical attack </p><p>Defense: Negate a normally successful attack as immediate action.</p><p></p><p>Attack: 1/Day 1: Deal 40 points of damage in a 4 square radius at range</p><p>Utility: 1/Day 2: Teleport yourself and all allies you touch to the next Teleportation Portal, City Centre or place you inscribed an Arcane Mark on</p><p>Defense: 1/Day 3: All allies enjoy a +2 resistance bonus to all defenses for the remainder of the day</p><p></p><p>Note: Attack, Defense and Utility designate "silos". In each encounter, you may use only one ability per silo (and only use it once)</p><p></p><p>MONSTERS</p><p>----------</p><p>Minion (used in group size three to four times the party size): 10-20 hp, Average Damage 5 per round</p><p>Average Monster (used in group size equal to party size): 60-100 hp, Average Damage 10 per round</p><p>"Boss" Monster (used alone, possible augmented by a few minions): 400+ hp, Average Damage 20 per round</p><p></p><p>PCs</p><p>----</p><p>Typical Characters Hit Points: 80 (average, range probably 60-100 like typical monsters)</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 3796919, member: 710"] Okay. For "ease of use" I put all posts together. I adjusted some numbers and added a few abilities to make it (seemingly at the first glance at least) consistent. ABILITIES --------- Attack: At Will 1: Deal 20 points of damage to a single target at range Attack: At Will 2: Deal 20 points of damage to a touched target and heal half the amount of damage (heal up to half your max hit points). (Excess) Healing can be transfered to a second touched character. Attack: At Will 3: Your attack in the next round against the chosen enemy deals +30 points of damage if using At Will 1 or 2 Defense: At Will 4: Activate a Shield that grants +4 deflection to AC for 2 rounds (=> -20 % damage while active) or as long as you concentrate Defense: At Will 5:: If you have an active shield, its bonus increases to +4 (=> -40% damage while active) Utility: At Will 6: Clear rubble from a 2x2 squares area to allow unhampered movement for one round for anyone passing through Utility: At Will 7: Detect Magical Auras Attack: 1/Encounter 1: Deal 15 points of damage in a 4 square radius at range Attack: 1/Encounter 2: Deal 80 points of damage to a single foe at range Attack: 1/Encounter : Deal 80 points of damage to touched foe and heal yourself half damage. Excess hit points become temporary and last till the ability is refreshed. Can be transferred to a second touched character. Utility: 1/Encounter 4: Fly Speed 120 ft Utility: 1/Encounter 5: Climb Walls for the duration of the encounter Utility: 1/Encounter 6: Write a arcane mark Defense: 1/Encounter 7: Erect a Shield that grants a +4 deflection bonus to AC for all allies. (=> -20 % damage for all allies) Defense: 1/Encounter 8: Dispel all magical effects on a single target or suppress its next magical attack Defense: Negate a normally successful attack as immediate action. Attack: 1/Day 1: Deal 40 points of damage in a 4 square radius at range Utility: 1/Day 2: Teleport yourself and all allies you touch to the next Teleportation Portal, City Centre or place you inscribed an Arcane Mark on Defense: 1/Day 3: All allies enjoy a +2 resistance bonus to all defenses for the remainder of the day Note: Attack, Defense and Utility designate "silos". In each encounter, you may use only one ability per silo (and only use it once) MONSTERS ---------- Minion (used in group size three to four times the party size): 10-20 hp, Average Damage 5 per round Average Monster (used in group size equal to party size): 60-100 hp, Average Damage 10 per round "Boss" Monster (used alone, possible augmented by a few minions): 400+ hp, Average Damage 20 per round PCs ---- Typical Characters Hit Points: 80 (average, range probably 60-100 like typical monsters) [/QUOTE]
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