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[4th Ed] The Accordlands Conversion (Classes+) 
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Post [4th Ed] The Accordlands Conversion (Classes+)
Hi there, Avalanche here.

I hope no one minds, but I wanted to make classes a completely different discussion than Races, at least until races are done. Thanks.



To start with 4th edition is a group game, where you have fun as a group, as such we can't make one class all-powerful, and if we start to then that class must have some abilities that rely on allies.


Hit-points.. I've been playing 4th. I think the hit-points and healing surges are well done.

Moreover, to retain balance with the conveniently placed damage charts in the dmg, I'm not going to go crazy with giving classes more hp's than the fighter or fewer than the Wizard.

Some may, but it will be balanced. Such as if the Necro had fewer, we'd make his powers give him (and his allies) give many extra (temp.) hp's. Or for the barbarian going over, maybe we'll have him sacrifice hp's to rage or deal extra damage.



Also, I'd like to keep the number of powers per level of 4th edition, just add more, and maybe make it harder to retrain powers? That way you're not playing the same fighter you're still playing 4 fighters ago.


Last edited by Avalanche on Tue Nov 25, 2008 5:48 am, edited 3 times in total.



Tue Nov 25, 2008 5:17 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Assassin


CLASS TRAITS:
ROLE: Striker


POWERSOURCE: Martial

KEY ABILITIES: Dexterity, Strength, Intelligence

ARMOR PROF: Cloth, leather

WEAPON PROF: Dagger, crossbow, short sword, rapier

BONUS TO DEFENSE: +2 Reflex

Hit points at 1st lvl: 12+ constitution score
Hit points per level gained: 5
Healing surges per day: 6+ constitution mod.

Trained skills: Stealth, ***, from the class skills listed below choose 1 more trained skill at first level.
Arcane, Acrobatics, Athletics, Bluff, Dungeoneering, Insight, Intimidate, Perception, Streetwise.


Build options: Melee and ranged
Class Features:

Sneak Attack, Deadly poisoner.



As you can see, I can't decide whether or not the Assassin needs to get theivery. Do all assassin's know how to pick locks?

I always saw the rogue/assassin line drawn at stealth, the rogue is the master of it.
Because he can't fight like the Assassin.
They both get sneak attack dice, but would the limitation of Thievery be so great that the class wouldn't be played?

You could just multi-class. Is that still a limitation that should be dealt with?


Last edited by Avalanche on Tue Nov 25, 2008 5:31 am, edited 1 time in total.



Tue Nov 25, 2008 5:18 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Barbarian


CLASS TRAITS:

ROLE: Striker


POWERSOURCE: Martial

KEY ABILITIES: Strength, Constitution, Wisdom

ARMOR PROF: Cloth, leather, hide

WEAPON PROF: Simple melee, Military Melee, Simple Ranged

BONUS TO DEFENSE:
+1 fort, +1 dex
Hit points at 1st lvl: 17+ con mod
Hit points per level gained: 7
Healing surges per day: 9+ con mod

Trained skills:


Build options:
Class Features:


I like this barbarian... He get's more hp's.

Easier to hit though with the lowered bonus to defense.

I think he should get powers that let him sacrifice hp's to deal extra damage.
(also why he's a striker)


Last edited by Avalanche on Tue Nov 25, 2008 5:33 am, edited 1 time in total.



Tue Nov 25, 2008 5:18 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Bard


CLASS TRAITS:

ROLE: Leader


POWERSOURCE: Martial

KEY ABILITIES: Cha, Dex, Wis

ARMOR PROF: Cloth, Leather

WEAPON PROF: Dagger, Hand-crossbow, short sword, sling

BONUS TO DEFENSE: +1 ref +1 will

Hit points at 1st lvl: 12+ con
Hit points per level gained: 5
Healing surges per day: 6+ con mod

Trained skills: History, Streetwise, Choice of 6 others at 1st level
Acrobatics, Arcana, Athletics, Bluff, Diplomacy, Dungeoneering, Endurance, Heal, Insight, Intimidate, Nature, Perception, religion, Thievery.


Build options: Heroic Bard, Trumpeter bard (melee bard / song bard)
Class Features:



Just as many hps as the rogue, but more skills, and probably no sneak attack.
He's martial because his songs aren't magical. They're so inspiring that it's ~like~ magic.

That was my theme.


Tue Nov 25, 2008 5:24 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Class: Cleric


CLASS TRAITS:

ROLE:


POWERSOURCE:

KEY ABILITIES:

ARMOR PROF:

WEAPON PROF:

BONUS TO DEFENSE:

Hit points at 1st lvl:
Hit points per level gained:
Healing surges per day:

Trained skills:


Build options:
Class Features:


As per 4th.. But take all the powers that cleric gets, break them, give the cleric back a few, then make his powers more general (down to just healing and combat) So the Seer will probably get most of the clerics die alteration powers (specifically the divine oracle paragon path and all like powers)

Does it make the cleric bland?
Yes.
Is that wrong?
Yes.

So what... Give the cleric and wizard a smaller "spell list" then let the arcane and divine source character use that spell list in addition, but then give the specialized casters, say, 2-3 powers at each appropriate level to differentiate them?
Yes.
So... What ability do you give the cleric (and wizard) that let's them cast the spells they get, better?


Tue Nov 25, 2008 5:44 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
I've done the preliminary for the classes, but got rid of the Warlord Class (Because in warlord there isn't one)

So I've taken the class and broken its really great stuff into some neat feats that anyone could take. This will produce balance issues. But will it be fun?

I think I'd like the powers to replace powers you have from your class, like the warlord ones would be lvl 1 at-will you would use instead of your current powers, not in addition.

So Eventually you've have all the good "warlord" powers, but the benefits skills equipment etc. of your class. More like the warlord we know and love (CCG)


Poison Immunity (type of poison)

Too Stubborn To Die- this character is not knocked unconscious below 0 hps

Warlord-
May select one of the following powers to add to your list of powers known.
One power per selection of Warlord Feat.

Str 16
Cha 13
Warlord Strike
At-will Martial, Weapon
Standard Action Melee or ranged weapon
Target: One Creature
Perform a melee, or ranged basic attack.
Special: Before you attack, you let one ally within 4 squares shift 1 square as a free action
Attack: * vs. AC
Hit 1 [W] + str or dex mod dmg
Increase damage to 2 [w] +str or dex mod at 21st level.

Int 15
Warlord's Decree
At-Will Martial, Weapon
Standard action Melee Weapon
Target: One Creature
Attack: An ally of your choice makes a melee basic attack agains the target
Hit: Ally's basic attack damage + your intelligence mod.

Overlord
Must have one of the Warlord feats
Lvl 14

Wis 18

Avatar of Deima
Minor; encounter
Until the beginning of your next turn, your allies (not you) may make a basic attack as a free action, if they perform a standard or move action.
Increase to 2 [w] dmg at 21

Str 18
Con 18
Avatar of Helena

Minor; Daily; immediate reaction
After an encounter or at-will power which produced a melee strike hits, you may use the power again.


Medusan lords Gambit
Must have at least one Overlord Feat
Int 22
Lvl 23

Target 2 characters within 8 squares
You make a skill check for each character using your skill bonus, if a characters check succeeds inflict your bloodied value of damage.


Medusan Lords Wargear
Str 17
Dex 17
Con 17
Wis 17
Int 17
Cha 17
2 overlord feats

Permenantly add a +5 Divine bonus to attack rolls and defenses (Fort,Ref,Will, AC)


Wed Nov 26, 2008 6:12 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Ok So.. Martial classes get all their own powers. Bards are martial classes.

Divine and arcane classes get the cleric and wizard powers respectively.
Except for when a power is given.
So if your a seer you get the cleric power list minus any levels that have powers from the seer list.
So hand of fate is a level 1 at will that the seer gets, you may not select lvl 1 at-wills from cleric.

We don't have to make all the classes special, just make cleric or wizard the core and give the other classes spells at certain levels, that if they had both lists, would be overpowering. So that you replace the bigger powers with Special.. Well, specialized powers.

The Seer, and cleric should be able to heal, and cast mass bless.
But only the seer get's to premonition, and only the cleric gets to grey elf's gratitude and blood beneath your wings.





Class: Seer


CLASS TRAITS:

ROLE: Leader


POWERSOURCE: Divine

KEY ABILITIES: Wisdom or Charisma, Dexterity

ARMOR PROF: Cloth, leather

WEAPON PROF: simple melee, Simple ranged

BONUS TO DEFENSE: +2 will

Hit points at 1st lvl: 12 + con
Hit points per level gained: 5
Healing surges per day: 7+con mod

Trained skills: Religion, from the list below choose 3 more at 1st lvl.
Diplomacy, dungeoneering, history, insight, nature, religion


Build options: Future Seer, Present Seer
Class Features: Implement (orbs), Vision, Healing Word

Ritual Casting, Spellbook

I don't know the levels for these yet, other than the at-wills at level 1

Gleam
Standard; encounter Divine
After you use this power you may roll 2 d20's, mark the result.
If you're a future seer Add 2 to each result

Until the end of the encounter after you roll a d20, before you know if the result succeeds or fails. you may substitute one of the Previous rolls.

Hand of Fate
At-Will; Divine
Standard
Target an ally within a 5 square burst, the next time that character rolls a d20, add 2 to the roll.
Present Seer's Add their cha mod instead Min. 2

Dire Portents
At-Will; Divine
Standard
Target an enemy within a 5 square burst, the next time that character rolls a d20, add a penalty of 2 to the roll.
Present seers add their cha mod instead Min. 2.

Vision
Seers gain a divine bonus to their initiative of +1
Future seers add their wis mod +1


Premonition
Immediate interrupt; Immediate reaction; free; Daily

After an opponent within 20 squares uses a power or ability with the, close, area, divine, or arcane keyword, the opponent does not use the power, the power is still considered used but neither misses nor hits..
Afterword, you gain the dazed condition (save ends).


Last edited by Avalanche on Wed Dec 03, 2008 6:39 pm, edited 1 time in total.



Thu Nov 27, 2008 12:09 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Ok so... Another revision.

4th doesn't allow for auto-missing or hitting.

Also every class needs it's own list. 'nuff said.

So some classes will have the same powers. Verbatim. Yay copy/paste. - but only for the "Warlord" feel not because I'm lazy.

Also I am working on this, and will continue to do so until it's done.

I would love some help.

Here's how I think I'm going to gear the classes.

Assassin- like the 4e rogue, more sneak attack damage, probably some poison based powers.
Striker.

Barbarian- A lot like the ranger, lots of movement, lots of melee strikes while moving, but more hp's and a rage feature which lowers your defenses. Striker.

Bard- Very much like the 3.5 Bard except some songs (powers) will give static bonuses to really awesome things (+x hp's +x d6's) I'm making the bard a Leader

Cleric- Just like the 4e Cleric - Leader

Druid- Area offense and defense - Leader

Wizard- Just like the 4e Wizard, going to add specific Warlord powers (gravity flux) - Controller

Summoner- Will use powers that need a minor to maintain, but other than that can use the "summoning" powers from 4e eg. lvl1 daily, flame sphere. For lack of a better title, Controller

Shaman- I really want to make this as per the Warlord Shaman, but am unsure how, I think I'm going to allow the Shaman permanent bonuses upon selection of a totem drawn from the Accordlands rpg. As far as anything else I think I'll just give some wizard powers and a paragon "totem summoning" thingy, that'll get better in epic. - Controller.

Seer- Seer's will have some healing, but not as much as cleric, their seeing powers will be minor actions and actions that affect anyone else will be standard - Leader.

Scout- The scout idea I have really needs to be playtested, I want to give them an additional square of movement. Past that ranged strikes as per the ranger, but more of them. - Striker.

Rogue- As per 4e rogue but more stealth powers, better theivery. - Striker

Ranger- Ranger will become more warlord-ish, they're now defenders, not as good melee or defense as the fighter but more versatility - Defender.

Paladin- Paladin's I like from 4e. I think I'll do some deity based powers. or alignment based.

Necromancer- The necro will get a mix of summoner powers, and warlock powers.. I want the epic necro to be able to raise an army from an equal amount of dead, then buff the crap out of them, if not a crazy evil necro then he'll also be able to give his allies temp hp's. Controller.


Monk- The 3.5 monks gave out a bunch of damage, and had great defenses. I'm going to try to make the monk a defender with some neat powers, like the air punch. - Defender

illusionist- *shrugs.. I don't really know.. So many ways it could go.


Tue Dec 02, 2008 6:30 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
I'm not sure why I'm doing the seer first, maybe because I like it, or maybe to get it out of the way.

I'll post seer powers later today, I'm doing them right now.

I'd just like to preface that at first glance, with certain race powers being edited today, it's possible that a first level seer can give staggeringly awesome bonuses to his own stuff the second turn of combat, for several turns after. I'm balancing this by giving the seer fewer powerfully damaging attacks.

Leaving the Seer as a moderate but certain threat, but also ensuring that his status effects hit home. So that may be edited. I'll start by posting the class and features, then I'll get powers out later as I said.




Class: Seer


CLASS TRAITS:

ROLE: Leader


POWERSOURCE: Divine

KEY ABILITIES: Wisdom or Charisma, Strength, Dexterity

ARMOR PROF: Cloth, leather, hide, chain

WEAPON PROF: simple melee, Simple ranged
Implement: Holy Symbol
BONUS TO DEFENSE: +2 will

Hit points at 1st lvl: 12 + con
Hit points per level gained: 5
Healing surges per day: 7+con mod

Trained skills: Religion, from the list below choose 3 more at 1st lvl.
Arcana, Diplomacy, Heal, History, Insight, Religion.


Build options: Local seer, Distance seer
Class Features: Healing Word, Ritual casting, Meditation, Glimpse

Healing word - once per encounter, twice at 16th level.
(If you multi-class cleric you can't use healing word more)

Ritual Casting. (No crazy new rituals)

Meditation - If a seer chooses to clear his mind and meditate, his sight becomes more clear.

Meditate Seer Feature
Standard - At-will - Personal
You grant combat advantage.
The next time you use a power add a bonus to any d20 rolls made for that power for each round you spent meditating beforehand until the end of the encounter.
Local seers Add their cha mod
Distance seers Add their Wis mod
(So if a local seer meditates for 2 rounds then uses a power that calls for a d20 roll she adds twice her cha mod to the roll.)

(The balance here is you spent 2 turns not attacking so another power could hit on the third)

Glimpse Seer Feature
Minor; encounter Divine
You may roll 3 d20's, mark the results in order.
If you're a local seer Add your cha mod to each result
Critical hits acheived in this way are not counted unless the "base roll" is critical.
If you're a distance seer roll 3 + your wis mod d20's instead
Mark the results in order.

The next successive amount of times you're required to roll a d20, you must use the results in the order they were rolled until no results remain or the encounter ends.

16th level roll 6 d20's instead of 3.
21st level you may rearrange the results

(Yes you can meditate after glimpsing too. Or you could not attack for 10 turns and add 10x your mod to your glimpse. But that's 10 turns you haven't attacked.)

(Aside: The cleric's 'Blood Beneath Your Wings' Grants a standard)

The obvious use here is to meditate then glimpse first round.
That's what the power gamers are looking at. But I wanted seer players to simply know the future, not be in total control of it, so with powers later you'll rarely see a 3w damage power that's not a daily. (powers are based on cleric and are scaled from such).


Fri Dec 05, 2008 11:54 am
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
No, it's not finished as I'd promised.. And the powers here, from cleric, will be different in cleric. So I'm going to be doing cleric.. Then I'll finish this.. You can really start to break things if you're left unmolested as a seer.. I think I might need to give fewer hps...






Class: Seer


CLASS TRAITS:

ROLE: Leader


POWERSOURCE: Divine

KEY ABILITIES: Wisdom, Charisma, Dexterity

ARMOR PROF: Cloth, leather, hide, chain

WEAPON PROF: simple melee, Simple ranged
Implement: Holy Symbol
BONUS TO DEFENSE: +2 will

Hit points at 1st lvl: 12 + con
Hit points per level gained: 5
Healing surges per day: 7+con mod

Trained skills: Religion, from the list below choose 3 more at 1st lvl.
Arcana, Diplomacy, Heal, History, Insight, Religion.


Build options: Local seer, Distance seer
Class Features: Healing Word, Ritual casting, Meditation, Glimpse

Healing word - once per encounter, twice at 16th level.
(If you multi-class cleric you can't use healing word more)

Ritual Casting. (No crazy new rituals)

Meditation - If a seer chooses to clear his mind and meditate, his sight becomes more clear.

Meditate Seer Feature
Standard - At-will - Personal
You grant combat advantage.
The next time you use a power add a bonus to rolls made for the power and a bonus to power bonuses given by that power, for each round you spent meditating beforehand until the end of the encounter.
Local seers Add their cha mod
Distance seers Add their Wis mod

(So if a local seer meditates for 2 rounds then uses a power that calls for a d20 roll and/or gives a power bonus she adds twice her cha mod to the (attack) roll and the power bonus is increased by twice the seer's cha mod.)

Glimpse Seer Feature
Minor; encounter Divine
You may roll 3 d20's, mark the results in order.
If you're a local seer Add your cha mod to each result
Critical hits acheived in this way are not counted unless the "base roll" is critical.
If you're a distance seer roll 3 + your wis mod d20's instead
Mark the results in order.

The next successive amount of times you're required to roll a d20, you must use the results in the order they were rolled until no results remain or the encounter ends.

16th level roll 6 d20's instead of 3.
21st level you may rearrange the results





Hand of Fate Seer Attack 1
At-Will; Divine, Implement, Radiant
Standard Action Ranged 5
Target: One Creature
Attack Wisdom vs. Reflex
Hit: 1d6 + Wisdom Modifier radiant damage, and one ally you can see gains a +2 power bonus to his or her next attack this encounter.
Increase damage to 2d8+ wis mod at 21st level


Forewarning Seer Attack 1
At-Will; Divine, weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.

Moment of Clarity Seer Attack 1
At-will Divine, Weapon
Standard action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Str mod damage, and one ally within 3 squares of you gains a power bonus to melee attack rolls against the target equal to your strength modifier until the end of your next turn.
Increase damage to 2[w] +str mod at 21st lvl.

Divine Focus Seer attack 1
At-will Divine, Implement, Radiant
Standard Action Ranged 5
Target: One Creature
Attack: Charisma vs. Reflex
Hit: 1d6 + charisma modifier radiant damage, and all allies within 3 squares gain +2 power bonus to AC until the end of your next turn.

Cause Fear Seer Attack 1
Encounter Divine, Fear, Implement
Standard action Ranged 10
Target: One creature
Attack: Wisdom vs. Will
Hit: The target moves its speed+ your charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.

Healing Strike Seer Attack 1
Encounter Divine, Healing, Radiant, Weapon
Standard action Melee weapon
Target: One creature
Attack: Str Vs. AC
Hit: 2 [W] + str mod radiant damage, and the target is marked until the end of your next turn. In addition, you or one ally within 5 squares of you can spend a healing surge.


Divine Glow Seer Attack 1
Encounter Divine, Implement, Radiant
Standard action Close, Blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8+ wis mod radiant damage
Effect: Allies in the blast gain +2 power bonus to attack rolls until the end of your next turn.

Good Timing Seer Attack 1
Encounter Divine Weapon
Standard action Melee weapon
Target: One creature
Attack: Str Vs. AC
Hit: 1 [w] + str mod damage and the target suffers -2 to its next attack, until the end of your next turn.


Timeless Flame Seer Attack 1
Daily Divine, Fire, Weapon
Standard action Melee Weapon
Target: One creature
Attack: Str Vs. AC
Hit: 1[w] + str mod damage and ongoing 5 fire damage (save ends)
Miss: Half Damage, no fire.
Special: The target may not attempt a save the first turn it takes damage; If the target attacks on its turn, it can't attempt a saving throw against the ongoing damage.

Thorn in your side Seer Attack 1
Daily Divine, Implement, Radiant
Standard action Ranged 10
Target: One Creature
Attack: Wisdom Vs. Will
Hit: 2d8 + wis mod radiant damage, and the target gains vulnerability 5 to all attacks (save ends).

Beacon of Hope Seer Attack 1
Daily Divine, Healing, Implement
Standard Action Close Burst 3
Target: Each enemy in burst
Attack: Wisdom Vs. Will
Hit: The target is weakened until the end of its next turn
Effect: You and all your allies in the burst regain 5 hps, and your healing powers restore +5 hp until the end of the encounter.


Lesser Temporal Shift Seer Utility 2
Encounter Divine
Immediate reaction Ranged 5
Target: One Creature
After target rolls a die, add or subtract 2 from the die roll, this may not increase or decrease the number beyond the die's maximums, and critical hits may not be caused in this way.

Bless Seer Utility 2
Daily Divine
Standard action Close, Burst 5
Targets: You and each ally in Burst
Effect: Until the end of the encounter, all targets gain a +1 power bonus on attack rolls

Cure light wounds Seer Utility 2
Daily Divine Healing
Standard Action Melee Touch
Target: You or one Creature
Effect: The target regains hit points as if it had spend a healing surge.

Sanctuary Seer Utility 2
Encounter Divine
Standard action ranged 10
Target: You or one creature
Effect: The target receives a +5 bonus to all defenses. The effect lasts until the target attacks or until the end of your next turn.

Blazing Beacon Seer Attack 3
Encounter Divine, Radiant, Weapon
Standard action Melee weapon
Target: One Creature
Attack: Strength vs. AC
Hit: 1[w] + str mod radiant damage, And all ranged attack rolls agains the target gain a +4 power bonus until the end of your next turn.

Begone! Seer Attack 3
Encounter Divine, Radiant, implement
Standard action Ranged 10
Target: One Creature
Attack: Wisdom Vs. Will
Hit: 2d8 + wis mod radiant damage, if the target has the "Conjuration" keyword, the target is destroyed.

Chance Seer Attack 3
Encounter Divine, Implement, Radiant
Standard action Ranged 10
Target: One creature
Attack: Charisma Vs. Reflex
Hit: 2d10+ cha mod radiant damage
Effect: One ally you can see gains combat advantage against the target until the end of your next turn.

If this character is a local seer, your ally gains a +1 power bonus to attack rolls against the target.

Fate Seer Attack 3
Encounter Divine, Implement, Radiant
Standard action Ranged 10
Target: One creature
Attack: Wisdom Vs. Reflex
Hit 2d6+ wis mod radiant damage
Effect: All all allies you can see gain +1 power bonus to attack rolls against the target.

If this character is a distance seer the target also grants combat advantage until the end of your next turn.

Rune of peace Seer Attack 5
Daily Charm, Divine Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Str Vs. Will
Hit: 1[w]+ str mod damage, and the target cannot attack (save ends)
Miss: The target cannot attack you until the end of your next turn.

Bright Blessings Seer Attack 5
Daily Divine Weapon
Standard action, Melee weapon
Target: One Creature
Attack: Str vs. Ac
Hit: 1d10 + str mod
Effect: The next attack against the target is a critical success.

Consecrated Ground Seer Attack 5
Daily Divine, Healing, Radiant, Zone
Standard action Close, Burst 1
Effect: The burst creates a zone of sanctified ground that lasts until the end of your next turn. You can move the origin square of the zone 3 squares as a move action. Enemies that start their turns within the zone take 1d6+ your charisma mod radiant damage. You and any allies who are bloodied and start their turns within the zone regain hit points equal to 1+ your charisma modifier.
Sustain Minor. The zone persists.

Weapon of the Gods Seer Attack 5
Daily Divine, Radiant, Weapon
Minor Action Melee touch
Target: One held weapon
Effect: Until the end of the encounter, all attacks made with the weapon deal an extra 1d6 radiant damage. When the weapon hits an enemy, the enemy takes a -2 penalty to ac until the end of the weapons wielder's next turn.

Holy Lantern Seer Utlity 6
At-Will Conjuration, Divine
Standard action Ranged 3
Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light gain a +2 divine bonus to perception and insight checks. You can move the lantern up to your speed as a minor action. The lantern lasts for 10 hours, but you can have only a single holy lantern active at a time.

Wheel of Fate Seer Utility 6
Daily Divine
Minor Action
Target an ally you can see
Target gains a +1 power bonus to attack rolls until the end of your next turn.
Sustain Minor. You must be able to see the target.

Call of distant realms Seer Utility 6
Daily Divine
Standard action
Target an ally you can see
Target gains +2 power bonus to AC until the end of your next turn
Sustain Minor. You must be able to see the target.


Mass-Blessing Seer Utility 10
Daily Divine
Standard action Close Burst 10
Targets: You and each ally in burst
Until the end of the encounter gain a +1 power bonus to attack and AC.

Premonition Seer Utility 16
Immediate interrupt; Immediate reaction; free; Daily, Divine

After an opponent within 20 squares uses a power or ability with the, close, area, divine, or arcane keyword, the opponent does not use the power, the power is still considered used but neither misses nor hits..


Fri Dec 05, 2008 5:19 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Or I think I'll make meditate personal and only give a bonus to attack rolls from your powers.


Fri Dec 05, 2008 5:25 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Or how about


Meditation
Standard encounter Divine
Add a + 2 power bonus to your next attack roll

Local seers add their cha mod +1

Future seers may use this power as a minor At-will Once per turn.
Or standard at-will..

I need an opinion!


?


Fri Dec 05, 2008 5:35 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
Meditate Seer Feature
Standard - At-will - Personal
You grant combat advantage.
The next time you make an attack roll add -
Local seers Add their cha mod
Distance seers Add their Wis mod
For each round you spent in meditation.
* Or minor; encounter.

I'm going with this, currently working on Cleric, making notes for Seer.

I hope people like this when it's done. I'm taking inspiration at lower levels from the card game. And inspiration for balance by picturing a medusan as a 30th level character. Other than card draw effects a 1-1 conversion is fairly simple.

And I'm not trying to speak for the entire community, if you want to use the stuff I'm posting go ahead.. If you want to change anything.. Go ahead..

When I'm 100% done I'd like to put the end result of races classes powers feats and items into some sort of book, with pictures and all that.. Or maybe just a text document. Would anyone like to host that file so you don't have to wade through all this?


*Update.. I think I'm going to completely exclude this as a class feature.. Maybe it'll make it into powers.


Last edited by Avalanche on Sun Dec 07, 2008 7:13 pm, edited 1 time in total.



Fri Dec 05, 2008 5:52 pm
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Post Re: [4th Ed] The Accordlands Conversion (Classes+)
SPOILER ALERT!!


I'm giving Cleric 4 at-will Orisons. Just as Wizards got 4 at-will Cantrips...

The next post I make will be of a completed Warlord RPG Cleric, for 4th edition.

Thanks for the.. Non- , support?

And yes, for certain balance issues there are limitations on the cleric Orisons.

(You can only cure minor a number of times equal to your wis per day, not just for free, otherwise the cleric could 'theoretically' keep the party fighting with no healing surges [which isn't right.].]


Sun Dec 07, 2008 7:11 pm
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