| | Cyvaris' Random Homebrew | |
| | Author | Message |
---|
cyvaris Heroic Adventurer
Posts : 93 Join date : 2013-09-30 Location : Florida, USA
| Subject: Cyvaris' Random Homebrew Wed Oct 09, 2013 5:44 pm | |
| So, seeing as we have a thread for "gaps" to be filled, I thought I would start posting stuff I've been working on to fill those gaps. Most of the stuff I'll be posting I've used/am using in a game currently and it's just little things that I cooked up to fill in some issues. My plan would be to write up .part files for people so they can use these in CBloader. First off-Sorcerer King Paragon Path. They don't really have any real "umpph" Paragon Paths. Also, Fell Might gets sort of ignored. It would be a great mechanic if there was some way to gain more than one Fell Might. I figured a Paragon Path would be the best way to fix that. Took inspiration/balance from the Shadowthief Paragon Path and some general Warlock powers. The intent is to give Sorc King Warlocks one stellar Paragon Path that really focuses on making them better strikers, while at the same time hopefully not being too Overpowered. Fell-Templar (Subject to change..can't think of a "perfect name" just yet). - Fell-Templar:
"Do not dare scorn me, for if you do, you shall feel the wrath of the Sorcerer-King!"
Prerequisite: Warlock Sorcerer King Pact
You've honed the power of your Fell Might to a razors edge and have mastered techniques many thought impossible. With this power, you have managed to ascend from the ranks of a simple agent of a Sorcerer-King to heights of power that might challenge that of your overlord. Your study has shown you both the powers of painful curses, as well as ways to increase your Fell Might, using it in ways few have ever conceived of.
Fell-Templar Path Features Empowered Might (11th Level): Increase the number uses of Fell Might you can have available by two, to a maximum of three. You may still only start an encounter with only one use of your Fell Might.
Fell-Action (11th Level): When you spend an Action Point to take an extra action, you immediately gain two uses of your Fell Might. These extra uses of your Fell Might may exceed your total number of three Fell Might, but if you do not use them by the end of your next turn, they are expanded without benefit to you.
Empowered Might (16th level): As long as you have at least two Fell Might, all your Warlock and Warlock Paragon Path attacks deal additional damage equal to your Charisma or Constitution modifier.
Scorned Blast You unleash a sudden blast of energy that decimates foes afflicted by your curse and fuels your Fell Might. Encounter* Arcane, Implement, Psychic Standard Action Close Burst 10 Targets:Each Creature in Burst Under your Warlock's Curse Attack: Charisma or Constitution Vs. Reflex Hit: 2d10+Charisma or Constitution Modifier Damage. Effect: If you hit two or more targets with this attack, gain a Fell Might. This Fell Might may not exceed your limit of three Fell Might.
Fell Power You focus your Fell Might inwards, using it to empower yourself or your allies in ways imagined. Encounter* Arcane Free Action Effect: You can spend your Fell Might as a Free Action and then either you or an ally gain the following benefit. If you choose to spend more than one Fell Might, increase the bonus by one. 1.) Make a Saving Throw with a bonus equal to the number of Fell Might you spent 2.) Add the number of Fell Might you spent as a bonus to an Attack Roll 3.) Add the number of Fell Might you spent to any Skill Check 4.) Add the number of Fell Might you spent to any one Defense (using this power in this way counts as an Immediate Interrupt and expands your Immediate action for the round)
Fell Cataclysm Overwhelmed by the powering cursing in your veins, you unleash your Fell Might in a wave of energy that causes unimaginable agony to your foe. The more Fell energy you expand, the more he suffers. Daily* Arcane, Implement Psychic Standard Action Ranged 10 Target: One Creature Attack: Charisma or Constitution Vs. Reflex Hit: 4d12+ Charisma or Constitution modifier Psychic damage, and the target is pushed a number of squares equal to your Intelligence modifier and knocked prone. Special: For each Fell Might you spend, this attack deals an addition d12 of damage and the target is pushed another square.
Last edited by cyvaris on Thu Oct 10, 2013 5:52 am; edited 1 time in total | |
| | | ToeSama Heroic Adventurer
Posts : 105 Join date : 2013-05-16
Character sheet Name: Class: Race:
| Subject: Re: Cyvaris' Random Homebrew Wed Oct 09, 2013 10:08 pm | |
| I would allow players to keep the two uses of fell might through an action point until end of NEXT turn. Currently best way to use this effect is to spend an action point before taking normal actions, but that's not always the most tactically sound route to go with your action points. EoNT would at least let them make use of both of them before they expire if possible. Scorned Blast is too huge. Scale it back down to 5 and let them spend a Fell Might to improve area size. Would mix well since the extra Fell gained doesn't stack. Everything else looks pretty neat. Would actually make me play a Sorcerer King pact Warlock like this | |
| | | cyvaris Heroic Adventurer
Posts : 93 Join date : 2013-09-30 Location : Florida, USA
| Subject: Re: Cyvaris' Random Homebrew Thu Oct 10, 2013 5:50 am | |
| Scorned Blast I aped from the level one Encounter Cursebite and level thirteen Cursegrind, both of which are Close Burst 20! Cursegrind does the same damage and gets minor boost from the Dark Pact. I halved the size and let it generate a Fell Might. Knocking it down to 5 doesn't hurt it that much though, especially since I see it as something of an opening move when combined with "Two-Fold Curse".
Also, for Scorned Blast, it's giving you a Fell Might that doesn't require you to have your Pact Boon Trigger so you can still stack towards Three. Spending a Fell Might to gain one back seems a little odd....but might work. | |
| | | ToeSama Heroic Adventurer
Posts : 105 Join date : 2013-05-16
Character sheet Name: Class: Race:
| Subject: Re: Cyvaris' Random Homebrew Thu Oct 10, 2013 7:57 am | |
| - cyvaris wrote:
- Scorned Blast I aped from the level one Encounter Cursebite and level thirteen Cursegrind, both of which are Close Burst 20! Cursegrind does the same damage and gets minor boost from the Dark Pact.
Huh, I actually did not catch the targeting limitation to Scorned Blast... That's a bit of a downer imo. Cursebite and Cursegrind had great damage potential, but they were limited by their target line and the fact that they did Necrotic damage. Scorned Blast does Psychic, which gives it great feat and item support, but it's most useful means would be as a minion clearer to gain a potential 3 Fell Might at encounter start, which makes its damage a bit moot... Perhaps keep the burst at 10, and removing the curse target requirement from the target line for a Fell Might instead of a size increase. That would make it more tactically sound as a soft control power, and the payout could be greater with enough minions in range under curse, giving it +1 potential all around. | |
| | | cyvaris Heroic Adventurer
Posts : 93 Join date : 2013-09-30 Location : Florida, USA
| Subject: Re: Cyvaris' Random Homebrew Thu Oct 10, 2013 5:41 pm | |
| - ToeSama wrote:
- cyvaris wrote:
- Scorned Blast I aped from the level one Encounter Cursebite and level thirteen Cursegrind, both of which are Close Burst 20! Cursegrind does the same damage and gets minor boost from the Dark Pact.
Huh, I actually did not catch the targeting limitation to Scorned Blast... That's a bit of a downer imo. Cursebite and Cursegrind had great damage potential, but they were limited by their target line and the fact that they did Necrotic damage. Scorned Blast does Psychic, which gives it great feat and item support, but it's most useful means would be as a minion clearer to gain a potential 3 Fell Might at encounter start, which makes its damage a bit moot...
Perhaps keep the burst at 10, and removing the curse target requirement from the target line for a Fell Might instead of a size increase. That would make it more tactically sound as a soft control power, and the payout could be greater with enough minions in range under curse, giving it +1 potential all around. The one nice thing about Cursebind/grind is that it's a party friendly AoE. Changing it to a Burst 10....I'd just well make it not ally friendly. Which sort of hurts. Maybe spend Fell Might to remove an ally? Number you spend=allies not targeted. | |
| | | ToeSama Heroic Adventurer
Posts : 105 Join date : 2013-05-16
Character sheet Name: Class: Race:
| Subject: Re: Cyvaris' Random Homebrew Thu Oct 10, 2013 8:12 pm | |
| No, it's already a burst 10, I mean to spend Fell Might to remove the limitation of targeting only cursed enemies in the range instead of all enemies in the range. | |
| | | Sponsored content
| Subject: Re: Cyvaris' Random Homebrew | |
| |
| | | | Cyvaris' Random Homebrew | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| |