D&D 4e Game, Homebrew Setting, Houserules

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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Iunnrais » 23 Mar 2012, 14:57

I emailed you. Also, I just remembered that I promised to give you the option to learn Neris's spells... here they are:

Chaos Blast * Chaos Mage Attack 1
You blindly create a momentary gate to another world beyond Briah. The results tend to be explosive.
At-Will * Arcane, Implement, Varies
Standard Action * Area 1 within 10
Target: Each creature in Area
Attack: Charisma vs Reflex
Hit: 1d8+Charisma damage of random type. 1) Fire 2) Ice 3) Necrotic 4) Radiant 5) Lightning 6) Thunder.
Special:On a critical hit, an elemental of the specified type is summoned in addition to damaging normal damage as per a critical hit. Elemental is a minion with defences equal to your own, acting after your initiative count, basic attack 1d8+Charisma, explodes 2d8+Charisma on death.
Level 21: 2d8+Charisma damage of random type: 1) Fire 2) Ice 3) Necrotic 4) Radiant 5) Lightning 6) Thunder 7) Force 8) Roll Twice (Target must resist, absorb or be immune to both types, but need be vulnerable to only one)
Level 21 Special:On a critical hit, an elemental of the specified type is summoned in addition to damaging normal damage as per a critical hit. Elemental is a minion with defences equal to your own, acting after your initiative count, basic attack 2d8+Charisma, explodes 4d8+Charisma on death.



Chaos Storm * Chaos Mage Attack 13
You push against Briah's boundary in the entire area. Where the boundary is weaker, a momentary gate is formed. A pity you have no way of knowing where the boundaries will be weaker at any given moment in time.
Encounter * Arcane
Standard Action * Self
Effect: You attack 5 times with Chaos Blast, but do not chose your targets. Roll 1d8+2 for distance of each blast, and 1d8 for direction per the following chart (or any other chart agreed on in advance):

1 2 3
8 0 4
7 6 5


Chaos Zone * Chaos Mage Attack 15
You weaken Briah's boundary in a large area. Chaos energy leaks through constantly, and random gates are opened for the duration.
Daily * Arcane
Standard Action, Sustain Move * Area 2 within 10
Effect: Creates a Zone of chaotic energy. Zone is difficult terrain. Creatures entering the zone, or starting their turn within the zone, are attacked Charisma vs Will, and dazed on hit. On every turn (enemy turns included), a square of the zone will be attacked with a Chaos Blast. 1d10: (10 roll twice)

. . . . .
. 7 8 9 .
. 4 5 6 .
. 1 2 3 .
. . . . .



This is pretty much as I wrote it for Neris, although I forgot to keep attacking with random Chaos Blasts every turn on the zone. I think these look fairly balanced compared to equal level abilities... maybe just slightly on the strong side (hence making the daily a sustain move instead of minor...). What do you guys think?
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby silarion » 23 Mar 2012, 16:25

I like the flavor, but generally paragon paths don't fiddle around with at wills. That in and of itself makes it a very powerful set. The addition of a 3rd at will is one of the primary reasons for playing a Human, removing that is borderline game breaking.

The rest of the powers are good but the crit component of the at will is too strong for this level. Even at 21st level most at wills do 2 weapon damage with no crit excitement. I would give the 11th level power as a 2d8 as an encounter or remove the crit modifier.
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby silarion » 23 Mar 2012, 16:33

Other thought to balance it.

First, it must replace an existing at will.

Second 1d8 + Cha
Cha v Reflex

On crit do the crit effects for that orb spell that does things like daze and stun and whatnot.
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Iunnrais » 25 Mar 2012, 12:26

Yeah, definitely REPLACES an at-will via retraining, does not provide a new one. I figured that went without saying, but we can make it explicit. And of course, it is a pre-req for the other two spells.

As far as creating an elemental goes... perhaps that was an effect related to one of Neris's implements. It can thus be cut out of the spell.
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby powerslave84 » 30 Mar 2012, 16:02

Phantom Chasm:
Image
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Iunnrais » 31 Mar 2012, 20:02

Indeed!

And, you may want to check the campaign notes thread. I've added Valacia's heroes to the list.
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Relmin » 01 Apr 2012, 12:46

Can we get xp for last time? I assume we are not going to level to 12, but I wanted to make sure before working on my character later.
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Skulltaker » 02 Apr 2012, 14:15

Not going to be able to make it tonight, unfortunately
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Iunnrais » 02 Apr 2012, 17:05

Last week's XP...

4x Cult Strike Team - 3200
1x Devil Cult Strike Leader - 1400
5x Lightning Elementals - 5000
1x Street Fighter - 2400

Total XP: 12,000
Split between 5 part members: 2400xp each
Iunnrais
 
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Re: D&D 4e Game, Homebrew Setting, Houserules

Postby Iunnrais » 02 Apr 2012, 20:53

1x Ragash Thug - 2400 xp
1x Ragash Priest - 1200 xp
5x Summoned Creatures - 3000 xp

Puzzle Box - 1200 xp

Total: 7800 xp
Divided between 4 party members: 1950 xp each
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