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<blockquote data-quote="ThirdWizard" data-source="post: 4728334" data-attributes="member: 12037"><p>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.</p><p></p><p><u>Human Polearm Fighter:</u></p><p><strong>Harrying Stance</strong> </p><p><em>Focusing intently on enemies within your reach, you give allies aid against their attacks.</em></p><p><strong>Daily Martial, Stance, Weapon</strong></p><p><strong>Minor Action Personal</strong></p><p><strong>Effect:</strong> 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.</p><p></p><p><u>Dragonborn Warlord:</u></p><p><strong>Roaring Blast</strong></p><p><em>You roar as you blast your enemies, emboldening your allies against them as you regain your strength.</em></p><p><strong>Encounter Healing, Varies</strong></p><p><strong>Standard Action Close blast 3</strong></p><p><strong>Target:</strong> Each creature in blast</p><p>Attack: Strength, Constitution, or Dexterity +2 vs. Reflex</p><p>Level 11: Strength, Constitution, or Dexterity +4 vs. Reflex</p><p>Level 21: Strength, Constitution, or Dexterity +6 vs. Reflex</p><p><strong>Effect:</strong> You can spend a healing surge.</p><p><strong>Hit:</strong> 1d6 + Constitution modifier damage and allies gain combat advantage against the target.</p><p><strong>Special:</strong> This power uses the same ability as your dragon breath racial power, and it uses the same damage type you chose for that power.</p><p></p><p><u>Dwarven Cleric</u></p><p><strong>Crack the Earth</strong></p><p><em>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.</em></p><p><strong>Encounter Earth</strong></p><p><strong>Standard Action Close burst 3</strong></p><p><strong>Target:</strong> Each creature in burst.</p><p>Attack: Wisdom +2 vs. Fortitude</p><p>Level 11: Wisdom +4 vs. Fortitude</p><p>Level 21: Wisdom +6 vs. Fortitude</p><p><strong>Effect:</strong> The terrain in the burst becomes difficult terrain.</p><p><strong>Hit:</strong> The target is slowed.</p><p><strong>Effect:</strong> Allies in the burst gain temporary hit points equal to your Wisdom modifier.</p><p><strong>Special: </strong>You can only use this ability on stone or earthen ground.</p><p></p><p><u>Dwarven Beastmaster Ranger</u></p><p><strong>Tooth and Steel</strong></p><p><em>You and your beast companion attack an encircled enemy whose defense is taken down for a moment. </em></p><p><strong>Daily Beast, Martial, Weapon</strong></p><p><strong>Standard Action Melee weapon (beast 1)</strong></p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> 2[W] + Strength modifier damage. </p><p><strong>Attack:</strong> Beast’s attack bonus vs. AC</p><p><strong>Hit:</strong> 2[B ] + Beast’s modifier damage. </p><p><strong>Secondary Target:</strong> The creature hit by both primary targets</p><p><strong>Secondary Attack:</strong> Strength +2 vs. AC, Fortitude, Reflex, or Will</p><p><strong>Hit:</strong> The creature takes a -2 penalty to the targeted defense until the end of your next turn.</p><p><strong>Special:</strong> You must be flanking the target with your beast companion to use this power.</p><p></p><p><u>Human Infernal Warlock:</u></p><p><strong>Winter Air</strong></p><p><em>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.</em></p><p><strong>Daily Arcane, Implement, Cold</strong></p><p><strong>Standard Action Range 20</strong></p><p><strong>Target:</strong> one, two, or three creatures</p><p><strong>Attack:</strong> Constitution vs. Reflex</p><p><strong>Hit:</strong> 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.</p><p><strong>Effect:</strong> 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.</p><p></p><p>Thoughts? Anything look horribly out of whack?</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 4728334, member: 12037"] 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. [U]Human Polearm Fighter:[/U] [B]Harrying Stance[/B] [I]Focusing intently on enemies within your reach, you give allies aid against their attacks.[/I] [B]Daily Martial, Stance, Weapon[/B] [B]Minor Action Personal[/B] [B]Effect:[/B] 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. [U]Dragonborn Warlord:[/U] [B]Roaring Blast[/B] [I]You roar as you blast your enemies, emboldening your allies against them as you regain your strength.[/I] [B]Encounter Healing, Varies Standard Action Close blast 3[/B] [B]Target:[/B] 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 [B]Effect:[/B] You can spend a healing surge. [B]Hit:[/B] 1d6 + Constitution modifier damage and allies gain combat advantage against the target. [B]Special:[/B] This power uses the same ability as your dragon breath racial power, and it uses the same damage type you chose for that power. [U]Dwarven Cleric[/U] [B]Crack the Earth[/B] [I]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.[/I] [B]Encounter Earth Standard Action Close burst 3[/B] [B]Target:[/B] Each creature in burst. Attack: Wisdom +2 vs. Fortitude Level 11: Wisdom +4 vs. Fortitude Level 21: Wisdom +6 vs. Fortitude [B]Effect:[/B] The terrain in the burst becomes difficult terrain. [B]Hit:[/B] The target is slowed. [B]Effect:[/B] Allies in the burst gain temporary hit points equal to your Wisdom modifier. [B]Special: [/B]You can only use this ability on stone or earthen ground. [U]Dwarven Beastmaster Ranger[/U] [B]Tooth and Steel[/B] [I]You and your beast companion attack an encircled enemy whose defense is taken down for a moment. [/I] [B]Daily Beast, Martial, Weapon Standard Action Melee weapon (beast 1)[/B] [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 2[W] + Strength modifier damage. [B]Attack:[/B] Beast’s attack bonus vs. AC [B]Hit:[/B] 2[B ] + Beast’s modifier damage. [B]Secondary Target:[/B] The creature hit by both primary targets [B]Secondary Attack:[/B] Strength +2 vs. AC, Fortitude, Reflex, or Will [B]Hit:[/B] The creature takes a -2 penalty to the targeted defense until the end of your next turn. [B]Special:[/B] You must be flanking the target with your beast companion to use this power. [U]Human Infernal Warlock:[/U] [B]Winter Air[/B] [I]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.[/I] [B]Daily Arcane, Implement, Cold Standard Action Range 20[/B] [B]Target:[/B] one, two, or three creatures [B]Attack:[/B] Constitution vs. Reflex [B]Hit:[/B] 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. [B]Effect:[/B] 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? [/QUOTE]
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