ThirdWizard
First Post
I've been putting together some powers. In previous editions, I used to give out abilities to PCs for story awards, as a further investment in their characters to make them unique. Powers give me a new way to work these in, so I'm trying it out. I'm wondering what people think of the power level of these. They are all meant for high Heroic, low Paragon rewards in addition to normal powers.
Human Polearm Fighter:
Harrying Stance
Focusing intently on enemies within your reach, you give allies aid against their attacks.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you are slowed, but enemies within your weapon’s reach suffer a -2 penalty to attacks that do not include you. You can end the stance as a move action, and if you do, you can shift two squares.
Dragonborn Warlord:
Roaring Blast
You roar as you blast your enemies, emboldening your allies against them as you regain your strength.
Encounter Healing, Varies
Standard Action Close blast 3
Target: Each creature in blast
Attack: Strength, Constitution, or Dexterity +2 vs. Reflex
Level 11: Strength, Constitution, or Dexterity +4 vs. Reflex
Level 21: Strength, Constitution, or Dexterity +6 vs. Reflex
Effect: You can spend a healing surge.
Hit: 1d6 + Constitution modifier damage and allies gain combat advantage against the target.
Special: This power uses the same ability as your dragon breath racial power, and it uses the same damage type you chose for that power.
Dwarven Cleric
Crack the Earth
You stomp the ground, sending a wave of earth magic about you, slowing those around you, aiding your allies, and making it more difficult to move through the area.
Encounter Earth
Standard Action Close burst 3
Target: Each creature in burst.
Attack: Wisdom +2 vs. Fortitude
Level 11: Wisdom +4 vs. Fortitude
Level 21: Wisdom +6 vs. Fortitude
Effect: The terrain in the burst becomes difficult terrain.
Hit: The target is slowed.
Effect: Allies in the burst gain temporary hit points equal to your Wisdom modifier.
Special: You can only use this ability on stone or earthen ground.
Dwarven Beastmaster Ranger
Tooth and Steel
You and your beast companion attack an encircled enemy whose defense is taken down for a moment.
Daily Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Attack: Beast’s attack bonus vs. AC
Hit: 2[B ] + Beast’s modifier damage.
Secondary Target: The creature hit by both primary targets
Secondary Attack: Strength +2 vs. AC, Fortitude, Reflex, or Will
Hit: The creature takes a -2 penalty to the targeted defense until the end of your next turn.
Special: You must be flanking the target with your beast companion to use this power.
Human Infernal Warlock:
Winter Air
You are surrounded by a chill air protecting you from both cold and fire as you blast up to three enemies with rays of ice. You can then channel this chill into an attack in order to bolster another power.
Daily Arcane, Implement, Cold
Standard Action Range 20
Target: one, two, or three creatures
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier cold damage and the target is slowed (save ends), or 2d8 + Constitution modifier cold damage and the target is immobilized (save ends) if you target only one creature.
Effect: You gain resist 5 cold and resist 5 fire until the end of the encounter. You can expend this resistance to add the Cold keyword to an attack, adding cold to the damage type of the power.
Thoughts? Anything look horribly out of whack?
Human Polearm Fighter:
Harrying Stance
Focusing intently on enemies within your reach, you give allies aid against their attacks.
Daily Martial, Stance, Weapon
Minor Action Personal
Effect: Until the stance ends, you are slowed, but enemies within your weapon’s reach suffer a -2 penalty to attacks that do not include you. You can end the stance as a move action, and if you do, you can shift two squares.
Dragonborn Warlord:
Roaring Blast
You roar as you blast your enemies, emboldening your allies against them as you regain your strength.
Encounter Healing, Varies
Standard Action Close blast 3
Target: Each creature in blast
Attack: Strength, Constitution, or Dexterity +2 vs. Reflex
Level 11: Strength, Constitution, or Dexterity +4 vs. Reflex
Level 21: Strength, Constitution, or Dexterity +6 vs. Reflex
Effect: You can spend a healing surge.
Hit: 1d6 + Constitution modifier damage and allies gain combat advantage against the target.
Special: This power uses the same ability as your dragon breath racial power, and it uses the same damage type you chose for that power.
Dwarven Cleric
Crack the Earth
You stomp the ground, sending a wave of earth magic about you, slowing those around you, aiding your allies, and making it more difficult to move through the area.
Encounter Earth
Standard Action Close burst 3
Target: Each creature in burst.
Attack: Wisdom +2 vs. Fortitude
Level 11: Wisdom +4 vs. Fortitude
Level 21: Wisdom +6 vs. Fortitude
Effect: The terrain in the burst becomes difficult terrain.
Hit: The target is slowed.
Effect: Allies in the burst gain temporary hit points equal to your Wisdom modifier.
Special: You can only use this ability on stone or earthen ground.
Dwarven Beastmaster Ranger
Tooth and Steel
You and your beast companion attack an encircled enemy whose defense is taken down for a moment.
Daily Beast, Martial, Weapon
Standard Action Melee weapon (beast 1)
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Attack: Beast’s attack bonus vs. AC
Hit: 2[B ] + Beast’s modifier damage.
Secondary Target: The creature hit by both primary targets
Secondary Attack: Strength +2 vs. AC, Fortitude, Reflex, or Will
Hit: The creature takes a -2 penalty to the targeted defense until the end of your next turn.
Special: You must be flanking the target with your beast companion to use this power.
Human Infernal Warlock:
Winter Air
You are surrounded by a chill air protecting you from both cold and fire as you blast up to three enemies with rays of ice. You can then channel this chill into an attack in order to bolster another power.
Daily Arcane, Implement, Cold
Standard Action Range 20
Target: one, two, or three creatures
Attack: Constitution vs. Reflex
Hit: 1d8 + Constitution modifier cold damage and the target is slowed (save ends), or 2d8 + Constitution modifier cold damage and the target is immobilized (save ends) if you target only one creature.
Effect: You gain resist 5 cold and resist 5 fire until the end of the encounter. You can expend this resistance to add the Cold keyword to an attack, adding cold to the damage type of the power.
Thoughts? Anything look horribly out of whack?