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 Empowering Controllers: New Class Features for Wizard, Invoker, Druid, and Psion

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cyvaris
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PostSubject: Empowering Controllers: New Class Features for Wizard, Invoker, Druid, and Psion   Mon Oct 20, 2014 3:41 pm

So, I was reading through Ultramodern 4 the other day and was struck by a bit of inspiration. One thing that has always bugged me about 4e Controllers is their relative power level and sort of unfocused design. This certainly got better as 4e went on, but there isn't really one unified "ability" joining the Controller classes together. Enter the Sniper from Ultramodern, specifically its"Marksmen" class feature. What this does is apply an additional effect based on what you rolled in comparison to the target's defense. It's a slick little feature and one I really like, so I created a version of it for the four main Controllers (the Seeker can share the Druids if need be).

As it is, I'm thinking of just adding this as an additional feature, but would like feedback on both that and the relative power levels of these additional effects. I tried to give each class it's own "feel" with these additional effects, focusing on either things it already does well, or things that seem to match the power source (the effects for the Invoker protect allies in a sense etc). I like the idea mechanically as it gives Controllers their own unique mechanic to sort of match Strikers, Leaders, and Defenders, and it gives a nice amount of fluff/flavor as well. I might whip up some feats to enhance these abilities if I get enough support for the idea.

Note: The forum seems to hate the formatting for this ability. All the things should read-defense beaten by X with the effect immediately following that.

Wizard
Wizard’s Fury
         Once per round, when you hit using a power with the arcane keyword, if you beat your enemy's defense by 2 or more you can inflict an additional effect. The duration of this effect is specified on the table below.
         You can only apply one additional effect per hit, and can choose to inflict a lower effect if you wish. This effect may be only applied to one enemy per round, unless otherwise specified. If you hit more than one enemy with an attack, you must specify which enemy is affected by Wizard’s Fury.
          The effects of this power may be flavored however you wish. For example, the effect for beating an enemy’s defense by 2 might look like lingering magical flames, burning away the enemies armor and making them easier to hit.

Enemy’s Defense Beaten By   Additional Effect
2 The target grants combat advantage to you next ally to attack it
4 Target grants combat advantage till the end of your next turn
6 Target is dazed until the end of its turn
8                                Target takes 5 ongoing damage. The type of damage is determined by the keyword of the power used against the target. If the power does not have a damage type, chose between Fire, Cold, or Lightning.
10                                Target is dazed (save ends) and pushed 3 squares.
Critical Hit                        Target is stunned (save ends) and you may slide it up to six squares. All of your allies have Combat Advantage against the target (Save ends).


Invoker
Conduit of Faith
          Once per round, when you hit using a power with the divine keyword, if you beat your enemy's defense by 2 or more you can inflict an additional effect. The duration of this effect is specified on the table below.
          You can only apply one additional effect per hit, and can choose to inflict a lower effect if you wish. This effect may be only applied to one enemy per round, unless otherwise specified. If you hit more than one enemy with an attack, you must specify which enemy is affected by Conduit of Faith.
          The effects of this power may be flavored however you wish. For example, the effect for beating an enemy’s defense by 2 might look like a burst of light, blinding them and making their attacks miss.

Enemy’s Defense Beaten By   Additional Effect
2 Target takes a -2 on its next attack role
4 Target is weakened until the end of its next turn
6                                Target takes a -2 on its next attack role and one other enemy that you can see is also affected by this penalty
8                                Target gains vulnerable 5 to all damage. This penalty immediately ends after the target takes damage for the first time before the end of your next turn. This damage increases to 10 at level 11 and 15 at level 20.
10                                Target is blinded, deafened, and weakened until the end of its next turn.
Critical Hit                        Target gains vulnerable 5 to all damage (save ends). This damage increases to 10 at level 11 and 15 at level 20.



Druid
Natural Wrath
              Once per round, when you hit using a power with the primal keyword, if you beat your enemy's defense by 2 or more you can inflict an additional effect. The duration of this effect is specified on the table below.
              You can only apply one additional effect per hit, and can choose to inflict a lower effect if you wish. This effect may be only applied to one enemy per round, unless otherwise specified. If you hit more than one enemy with an attack, you must specify which enemy is affected by Natural Wrath.
              The effects of this power may be flavored however you wish. For example, the effect for beating an enemy’s defense by 2 might look like a vine wrapping around your enemy and dragging them away from you.

Enemy’s Defense Beaten By   Additional Effect
2 Target is pulled 3 squares
4 Target is immobilized until the end of its next turn
6                                 Target is slid 5 squares.
8                                 The area in a close burst 2 centered on the target is treated as difficult terrain by it and its allies. This effect persists until the end of your next turn and does not affect you and your allies.
10                                 Target is restrained until the end of its next turn and you may slide it up to 6 squares.
Critical Hit The Target and all of its allies in a close burst 3 are immobilized (save ends). Additionally, the area in a close burst 3 centered on the target is treated as difficult terrain by it and its allies.  This secondary effect persists until the end of the encounter and does not affect you and your allies.


Psion
Twist the Mind        
        Once per round, when you hit using a power with the psionic keyword, if you beat your enemy's defense by 2 or more you can inflict an additional effect. The duration of this effect is specified on the table below.
        You can only apply one additional effect per hit, and can choose to inflict a lower effect if you wish. This effect may be only applied to one enemy per round, unless otherwise specified. If you hit more than one enemy with an attack, you must specify which enemy is affected by Twist the Mind.
        The effects of this power may be flavored however you wish. For example, the effect for beating an enemy’s defense by 2 might look like a vine wrapping around your enemy and dragging them away from you.

Enemy’s Defense Beaten By   Additional Effect
2               Target is pushed 3 squares
4                                               Target is blinded until the end of its next turn. You gain two power points that you must                spend before the end of your next turn.
6                                               Create a wall 4 that starts in a square adjacent to the target. The target and its allies cannot move through the wall and it blocks line of sight. This effect does not affect you or your allies.
8                                              Target is slid 4 squares. You gain two power points that you must spend before the end of your next turn.
10                                               The next time the target attacks before the start of your next turn, you may designate its target.
Critical Hit                                        Target is dominated (Save ends)
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