[4E] Homebrew alternate dragonmark benefits

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Disclaimer: this is work in progress. :-) Feel free to criticize and/or steal some ideas.


Dragonmarked02.jpg


There is one feat per Mark per tier: Mark in Heroic, Greater Mark in Paragon (each has the relevant Mark feat as prerequisite) and Siberys Mark in Epic (each has the relevant Greater Mark feat as prerequisite).
When those feats give options, the player gets to decide each time they use the ability whether to use one or more of these options. This decision must be made before the attack roll, if any.


Comments on the design
(Go look at the Marks below and come back here if you're interested!)
The design goal is to make them:
  1. cool

  2. usable by most characters no matter their build. They generally use Minor actions so that they won't interfere with attacks and movement.

  3. balanced: none of the powers deal damage ; they try to achieve effects that differ from what existing classes can do. Most effects last 2 rounds at the most so they won't ruin an encounter. They have few keywords and thus can't interact too unpredictably with other abilities.


They are also meant to fit in well with the Dragonmarked PPs, except the Kundarak's Ghorad'din which are explicitly presented as breakers rather creators of wards.

Design guidelines:
  • the Mark feat grants the use of some rituals, a minor bonus and the use of 2 encounter powers (only one can be used in a given encounter: the inspiration here comes from the Drow racial powers).

  • the Greater Mark feat lets you use each power once per encounter and upgrades the powers either permanently or as a 1/day option.

  • the Siberys Mark upgrades the powers again and sometimes grants another minor bonus.



But as always guidelines are made to be broken.

I realize the new Marks are complex, but that suits my tastes. I found the 4E Dragonmarks a bit bland ("+1 to this or that"), so I tried to blend in the good points of 3.5E and 4E Dragonmarks.


Also see:

Mark of X (common feat text)

Benefit: You can master and perform the rituals mentioned in the EPG feat entry as if you had the Ritual Caster feat. Additionally:


  • you don't need a ritual book to use them but must still pay to learn them.

  • you pay 20% less than the normal cost in components when using them. This can never reduce a cost in residuum.

  • you need half as much time to perform them.

  • when making a skill check as part of one of these rituals, you can replace the usual ability modifier (Int for Arcana, Wis for Nature...) by the modifier for your highest mental score (Int, Wis, Cha).


Notes: the various advantages the Dragonmarked get while using their Mark's powers are there to explain how the Houses keep a competitive advantage on other ritual casters. Hellcow himself plays with a 10% discount on the component cost.
I also recommend using Siberys' extended list of rituals.



Detection

Mark of Detection

Benefit: you can Sense the Presence of Magic as if trained in Arcana. You may use Perception instead of Arcana to make the relevant checks.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Find the Gap
Dragonmark Power

In a flash of insight, you learn one of your enemy's weaknesses




Encounter
Minor ActionClose burst 3 (5 in Paragon, 10 in Epic)
Target: One creature in burst you can see

Effect: You learn which defense is the target's lowest.
The next attack you make against the target is made against its next lowest defense rather than the defense mentioned in the power.

(For instance against an enemy with AC 32 Fort 30 Ref 28 Will 29, the next attack vs. AC is made vs. Fort or the next attack vs. Fort is made vs. Will.)




See the Unseen
Dragonmark Power

Your eyes pierce all veils that obscure mundane vision.




Encounter
Free ActionClose burst 3 (5 in Paragon, 10 in Epic)
Special: You can only use this power on your turn.

Effect: You learn the positions of all creatures, even hidden, in the burst.
Until the end of your turn you can attack creatures with total concealment as if they had concealment, and you can attack creatures with concealment as if they do not have it.

Greater Mark of Detection

Benefit: You can use See the Unseen and Find the Gap once per encounter.

Once per day you can expend your use of Find the Gap for the encounter to take 10 on a single attack roll (you must make this choice before rolling the die).


When you use See the Unseen the effect lasts until the end of your next turn.

 


Siberys Mark of Detection

Benefit: You gain a +2 bonus to Insight checks (including passive Insight) made to pierce illusions.

When you use one of the Mark powers you can let one ally in burst benefit from the effect (for instance with Find the Gap the next attack your ally makes against the target is against its next lowest defense).

Once per day when you use one of the Mark encounter powers all allies in burst benefit from the effect.


Comment: the Mark of Detection makes the senses keener. The powers are not flashy but See the Unseen can be incredibly useful in some situations (and synergizes very well with Medani Targeting even though I created it before re-reading the PP!) and Find the Gap is useful every fight.
3E powers: Detect Magic - See Invisibility - True Seeing - Moment of Prescience



Finding

Mark of Finding

Benefit: you gain the following power.




Target Acquired
Dragonmark Feature

You mark your quarry ; it can never escape you now.





Encounter
Free Action
Close burst 20
Special: You can only use this power on your turn.
Target: One enemy in burst you can see.

Effect: You designate the target as your prey. Your bond with the prey remains for 24 hours (this increases to 1 week in Epic) or until you designate a new prey.
You regain the use of this power when your prey drops to 0 hit points.

You gain a +3 bonus to Perception checks made to detect or track your prey.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Corner the Prey
Dragonmark Power

You leave it no doubt that you will capture or kill it.



Encounter
Minor ActionPersonal

Effect: For your next attack against your prey, if all your allies are farther from it than you are, you gain at your option either a +2 bonus to attack or combat advantage.
If your next attack against it hits, the prey is slowed until the end of its next turn.

 




Unescapable Hunter
Dragonmark Power

You react fast when it comes to keeping your prey in sight.




Encounter
Free ActionPersonal
Trigger: Your prey moves and ends up farther away from you than when it started.

Effect: You shift up to one half your speed. You must end up closer to your prey.
You ignore the slowed and immobilized conditions for the duration of this power.

Greater Mark of Finding

Benefit: You can use Corner the Prey and Unescapable Hunter each once per encounter.
You always know in which direction your prey is as long as it is on the same plane (but - if it is nearby - you don't necessarily know the exact square it is in).

When you use Corner the Prey, you gain the bonus to attack for all attacks against your prey until the beginning of your next turn (the proximity condition still applies). If any of these attacks hits, the prey is slowed until the end of its next turn. If your first attack against it hits, the prey is immobilized until the end of its next turn.

When you use Inescapable Hunter, you can shift up to your speed.


Siberys Mark of Finding

Benefit: You don't need to have the creature in front of you to make it your prey: a detailed description or focusing for 10 minutes on an item it owned for more than 1 month is enough. 

When you use Corner the Prey, the bonus to attack lasts until the end of your next round (the proximity condition still applies). Any time you hit the target before the end of your next round, it is immobilized and cannot teleport until the end of its next turn.

When you use Inescapable Hunter, you gain phasing for the duration of the power and you can move through enemies' spaces.


 Comment: I took on the "tracker" aspect of the mark and ran with it. The mobility and other perks of the powers make it most useful to strikers (pursuit avengers, melee rangers and rogues in particular) and defenders.

3E powers: Locate Object - Locate Creature - Find the Path - Discern Location



Handling

Mark of Handling

Benefit: You gain a +2 bonus to skill checks made when interacting with animals.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Call Guardian BeastDragonmark Power

You call for help on behalf of a companion. A phantom animal appears, who with a stomped hoof, a snarl or a baring of teeth keeps an enemy at bay.

Encounter ~ Conjuration, Fear


Minor ActionClose burst 5 (10 in Epic)

Effect: You conjure a guardian beast in the target's square. The beast moves with the target. This effect lasts 5 minutes or until the end of the encounter.
You can make the following attack once, using the conjuration's square as the origin square:


Opportunity ActionClose burst 2




Trigger: An enemy moves adjacent to the beast
Target: The triggering enemy in burst
Attack: Primary ability + 3 vs. Will.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: The enemy loses 2 squares of movement (as if it entered the square then retreated).
It can keep moving but cannot voluntarily enter any square adjacent to the Guardian Beast target until the end of its next turn.

 




Call Warrior BeastDragonmark Power

You call for help on behalf of a companion. An animal appears, who with a stomped hoof, a snarl or a baring of teeth will keep enemies at bay.

Encounter ~ Conjuration


Minor ActionClose burst 5 (10 in Epic)

Effect: You conjure a warrior beast that occupies 1 square either adjacent to the target or in a flanking position with it. As a minor action you can have it shift 3 squares.
The beast can flank with the target (and only with the target). It can be attacked ; it has hit points equal to 5 + one-half your level.
This effect lasts 5 minutes or until the end of the encounter. You can make the following attack:


Free ActionMelee 1





Trigger: The Call Warrior Beast target hits an enemy the beast and him are flanking
Target: The flanked enemy that gets hit
Attack: Primary ability + 3 vs. AC.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: The enemy is knocked prone.
Special: After the attack is resolved, the beast disappears.

Greater Mark of Handling

Benefit: You can use Call Guardian Beast and Call Warrior Beast each once per encounter.

Once per day when you hit with the Call Guardian Beast (or Call Primeval Guardian) attack the Guardian Beast target gains a +2 bonus to AC until the end of its next turn against all attacks made by the enemy that triggered the attack.

Once per day you can expend your use of Call Warrior Beast for the encounter and use the following power instead:




Dominate Animal
Dragonmark Power

You submit an animal to your will.





Daily ~ Charm
Standard ActionRanged 5 (10 in Epic)
Target: One creature with the natural beast type in range
Attack: Primary ability + 3 vs. Will
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: The target is dominated until the end of your next turn.

Miss: The target is knocked prone.

Siberys Mark of Handling

Benefit: At your option, you can use the following power instead of Call Guardian Beast.




Call Primeval GuardianDragonmark Power

You call for help on behalf of a companion. A large phantom animal appears, who with a stomped hoof, a snarl or a baring of teeth keeps enemies at bay.

Encounter ~ Conjuration, Fear


Minor ActionClose burst 10

Effect: You conjure a primeval guardian in the target's square. The guardian moves with the target. This effect lasts 5 minutes or until the end of the encounter.
You can make the following attack twice, using the conjuration's square as the origin square:







Opportunity ActionClose blast 5
Special: The blast must include the triggering enemy
Trigger: An enemy moves adjacent to the guardian
Target: All enemies in blast
Attack: Primary ability + 9 vs. Will.
Hit: Until the end of its next turn, the target cannot voluntarily enter any square adjacent to the Primeval Guardian target and, whenever it attacks the Primeval Guardian target, it must roll twice and take the lower result.

If the target is the triggering enemy, it is immobilized until the end of its turn.


When you use the Warrior beast attack, the beast does not disappear on a miss.
Once per day when you hit with it the enemy target is restrained until the end of your next turn.

Comment: none.
3E powers: Speak with Animals - Dominate Animal - Animal Growth - Awaken or Summon Nature's Ally




Healing

Mark of Healing

Benefit: You add 2 to the hit points restored by any of your powers with the Healing keyword.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Chain of Life
Dragonmark Power

A golden line joins your companion and yourself as you infuse him with vital energy.




Encounter
Minor ActionClose burst 2
Target: One ally in burst you can see

Effect: The target makes a saving throw.

 




Gift of Life
Dragonmark Power

You make pain and exhaustion and despair fade away.




Encounter ~ Healing
Minor ActionClose burst 3
Target: You or one ally in burst you can see

Effect: The target can spend a healing surge to regain hit points.

Greater Mark of Healing

Benefit: You can use Chain of Life and Gift of Life each once per encounter.

When you use Chain of Life, if the ally succeeds on her save she can then use Chain of Life as a No Action. However, a given creature cannot benefit from the Chain of Life effect more than once per round.

Gift of Life becomes a Burst 5. When you use it, the target regains a number of extra hit points equal to one half your level.


Siberys Mark of Healing

Benefit: You and your allies within 10 squares gain a +1 bonus to saves against ongoing damage.

Chain of Life becomes a Close burst 4.
You can target two creatures with Gift of Life.

Comment: see detailed comments in a post below
3E:  Cure Light Wounds - Remove Disease - Heal - Mass Heal



Hospitality

Mark of Hospitality

Benefit: You and allies within 5 squares of you gain a +2 bonus to Endurance checks made to resist diseases, hunger or thirst.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Enforced Truce
Dragonmark Power

You grant your companions a moment of respite, a short-lived haven in the middle of battle.




Encounter
Minor ActionClose burst 5 (10 in Epic)
Target: You and each ally in burst

Effect: Each target chooses whether or not to participate in the truce.
Each participant gains a +3 bonus, +1 per participant, to defenses and a +2 bonus to saves. This effect lasts until any participant attacks or until the beginning of your next turn.

Special: Unconscious allies automatically become participants.

 




Shelter the Weak
Dragonmark Power

You are there to support your friends when they stumble.





Encounter
Immediate ReactionClose burst 5 (10 in Epic)
Trigger: An ally within 5 squares fails a saving throw
Target: The triggering ally in burst

Effect: The ally rerolls the saving throw and chooses either result.

Greater Mark of Hospitality

Benefit: You can use Enforced Truce and Shelter the Weak each once per encounter.

Whenever you or an ally within 10 squares of you uses a healing power during a short rest, that power restores the maximum number of hit points possible.

Once per day the participants of Enforced Truce do not incur any OA for the duration of the effect.


Siberys Mark of Hospitality

Benefit: Enforced Truce grants resist all equal to 8 + the number of participants to all participants and the bonus to saving throws increases to +3.

When you use Shelter the Weak and the target fails its second saving throw, the next creature to attack it is weakened until the end of its turn (including for the triggering attack).

Once per day when the target of Shelter the Weak succeeds on his second saving throw, the power is not expended.


Comment: This one was hard to make since I really liked the original benefit. I ended up keeping it as a Greater Mark benefit, which is compensated for by the fact that the powers don't get a huge upgrade. It still makes the Paragon feat quite powerful, but since it's turned towards helping others and since it basically allows the DM to hand out more encounters per day I'm fine with it.

Enforced Truce is meant to allow allies to use Second Wind and other healing powers and/or move to a more favorable position. It synergizes with the PP's Hospitable Surge when you use it to spend a surge. For the purpose of Enforced Truce using any attack power is an attack (even, say, a Wall of Fire which does not directly attack), as is the aggressive use of a skill (Intimidate).
Note that enemies can try to work around it (
if they understand what is happening) by delaying, but in turn it can be tactically interesting for the characters to delay or to break the truce after an ally who was in danger escaped/got healed/...

Shelter the Weak is a bit bland but it's the best I've found till now. I'll see if I can come up with something nicer.

3E powers: Unseen Servant - Secure Shelter - Heroes' Feast - Refuge



Making

Mark of Making

Benefit: You have mastered the Enchant Magic Item ritual and can perform it as if you were two levels higher.

You can use one of the following powers once per encounter (you can't use both in a given encounter).




Blockade
Dragonmark Power

You conjure blocks of matter at your whim.



Encounter ~ Conjuration
Minor ActionArea 1 square within 5 squares
(2 squares in Paragon, 3 in Epic)

Effect: In each square of the area, you create one 5' by 5' by 5' solid cube. A cube occupies a square but can be climbed or jumped ; it doesn't need to rest on a solid surface. A cube can be attacked ; it has hit points equal to 5 + one-half your level.
The effect lasts until the end of your next turn. You can end the effect as a minor action. Anything on a cube falls when it vanishes.

 




Instant Creation
Dragonmark Power

What you create in a second, it would take an artisan a year to make. But alas it is short-lived.



Encounter ~ Conjuration
Minor ActionPersonal

Effect: You can create a mundane item or weapon.
You must be able to hold the items in two hands and to carry it. You must have seen an item similar to the one you are creating.

The replica is good but not perfect. For instance, you can create a copy of a small work of art that can fool someone looking at it casually, but not an expert examining it ; you cannot copy a key with sufficient precision to make it usable.

If you try to copy a specific item, you make your choice of an Arcana (you can replace Int by Wis or Cha for the purpose of this check) or Thievery check - opposed by other people's Perception checks - to determine how good the replica is ; you take a -5 penalty on this check.

The replica appears in one of your free hands. It radiates magic as a magical conjuration of your level. It lasts 5 minutes or until the end of the encounter.

Greater Mark of Making

Benefit: If you have or ever get the Alchemist feat, you make alchemical items as if you were two levels higher.
You can use Blockade and Instant Creation each once per encounter.

The Blockade power Area can be within 10 squares. Once per day you can sustain the power as a minor action: when you do so, it lasts until the end of your next round.

Once per day when you use Instant Creation, you can expend one daily magic item use to create a magical weapon or implement of up to your level - 5 (artefacts excluded). You can use the created item's properties, critical hit bonus and powers ; you do not gain any particular proficiency with it.


Each time you take an extended rest, you can make a list of up to half your level weapons or implements whose creation you have mastered. When you use the above Instant Creation power you can only create an item on the list.


Siberys Mark of Making

Benefit: The Blockade power becomes an Area 6 within 15 squares. You can choose to create a half-cube instead of a cube (the section can be along any plane, so you can create a "wall" half-cube or a "ramp" half-cube) in any number of squares in the area. A sloped half-cube need not be climbed but it counts as difficult terrain.

You can use Instant Creation as a standard action: when you do so, you take no penalty when trying to copy a specific item.

You can create any magical item of up to your level - 5 with Instant Creation, except for limited use items (like consumables and magic projectiles) and artefacts. The same rules as above apply to the use of the created item's powers and properties.
You must still maintain a list of up to half your level mastered items ; you can still change it after each extended rest.
You can use this option twice per day instead of once ; you must still expend a daily magic item use each time.



Comment
: Instant Creation is the most complex ability yet. The basic power is actually really simple ("you create stuff"), the rest is made of safeguards to try and avoid problems. It's great to "get the right tools for the right job" but it carries a small cost: the items will always be lower-level.
Note that you can hand the resulting item to an ally!

Blockade is fairly straight-forward battlefield control (use it for cover at low levels, to block off enemies later on...) until you begin to use it creatively: make ramps, have the enemy follow you and then dismiss the effect ; use it to cross a chasm (plop a cube or two in the middle of it to make jumping easier), etc...

3E powers: Mending - Minor Creation - Fabricate - True Creation


OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Passage

Mark of Passage

Benefit: You gain a +1 bonus to speed when you run.

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Burst of Speed
Dragonmark Power







Infused with energy, you can move so fast that your shape blurs.











Encounter
Free ActionPersonal







Effect: Until the end of your turn, you ignore the slowed condition and you gain a +2 bonus to speed, to Athletics check made to jump and to defenses against Opportunity Attacks.
The bonus increases to +3 in Paragon and +4 in Epic.

 









Quick Step
Dragonmark Power







In an eyeblink, you are gone and you reappear a few feet away.











Encounter ~ Teleportation
Minor ActionPersonal







Effect: Teleport up to 2 squares.


Greater Mark of Passage

Benefit: You can use Burst of Speed and Quick Step each once per encounter.

Quick Step lets you teleport 3 squares.

When under the effect of Burst of Speed you also gain a climb speed equal to your improved speed, letting you walk or run on walls.
Once per day when you use Burst of Speed, until the beginning of your next turn all enemies must roll twice and take the lower result when attacking you.

Siberys Mark of Passage

Benefit: You only take a -1 penalty to attack after taking the Run action.


Once per day you can use Quick Step to teleport into an occupied square: you slide the creature in that square 1 square prior to teleporting and you gain Combat Advantage against it until the end of your turn.

The bonus granted by Burst of Speed increases to +6.
Once per day when you use Burst of Speed you can make its effect last until the end of your next turn.


Comment: this Mark is all about mobility. Quick Step has offensive overtones and Burst of Speed defensive ones.

3E powers: Dimensional Leap - Phantom Steed - Overland Flight - Greater Teleport



Scribing

Mark of Scribing

Benefit: Choose 2 languages: you can speak, read, and write those languages fluently.
Choose 1 ritual per level you possess: you can master and perform those rituals as if you had the Ritual Caster feat. When you level up the allowed number of rituals increases by 1. You can choose to forget a ritual to learn a new one (the gold you spent to learn it remains expended).

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Scattering Symbol
Dragonmark Power







A space-folding trap lies in wait for your enemy.







Encounter ~ Teleportation








Minor ActionArea 1 within 5 squares (10 in Epic)







Effect: You create an invisible glyph-trap in each square of the area. It lasts 5 minutes or until the end of the encounter.
You can make the following attack once for each trap, using that trap's square as the origin of the burst:








Opportunity ActionClose burst 1
















Trigger: A creature enters the square containing the trap
Target: The triggering creature in burst
Attack: Primary ability + 3 vs. Ref.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: You teleport the target 3 squares

 









Symbol of Dream
Dragonmark Power







You evoke a multicolored symbol hanging in the air. The immaterial mist curling around the rune brings twilight to the mind.











Encounter ~ Zone
Minor ActionArea burst 1 within 10 squares







Effect: You create a zone of grey light. Any creature in that zone takes a -2 penalty to attack rolls.
The zone lasts until the end of your next round.


Greater Mark of Scribing

Benefit: You can use Scattering Symbol and Symbol of Dream each once per encounter.

You gain 1 additional language.
Choose a number of rituals equal to one-half your level: you master them through your Dragonmark so that the benefits listed above apply. Every even level you can master an additional ritual.

Once per day you can have one Scattering Symbol trap trigger after an enemy enters a square adjacent to the trap (rather than the square of the trap).


Once per day you can expend your use of Symbol of Dream for the encounter to use the following power:









Speech Control
Dragonmark Power







After you combine part of its true name with an insidious formula, your victim's words are not its own.

















Daily ~ Charm
Minor ActionRanged 5 (10 in Epic)
Target: One enemy in range
Attack: Primary ability + 6 vs. Will
Increase to a +9 bonus at 21st level.







Hit: Until the end of its next turn you control any communication originating from the target, be it verbal or non-verbal (telepathy, sign language, pheromones, etc...). You instinctively know how to use any means of communications the target possesses.
Your enemy does not know about the manipulation (save ends).



Siberys Mark of Scribing

Benefit: You can create scrolls in half the normal time.
You gain 1 additional language.
The number of rituals you can master is not limited by your level anymore (the number of rituals you can master through your dragonmark is still one-half your level).

Scattering Symbol becomes an Area 3 within 15 squares. On a hit, the target is slowed.

Symbol of Dream becomes a burst 2 within 15 squares. Enemies in the zones take a -1 penalty to defenses ; they must roll and succeed on a saving throw to leave the zone.


Comment: more control - the base powers are about forbidding zones... Scattering Symbol is kinda off-flavour except for the "uses a glyph" part, but finding inspiration for this one was hard. Symbol of Dream/Speech Control, about the link between language and thought, is more on-topic. Beware the Trust! (that's an Eberron thing)

3E powers: Arcane Mark - Tongues - Sending - Symbol of Death



Sentinel

Mark of Sentinel



Benefit: You gain a +2 bonus to saving throws against effects that make you dazed or stunned.

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Repelling Shield
Dragonmark Power







With a word or a thought, you slam a mystical shield between your charge and the enemy's incoming attack.

















Encounter
Immediate InterruptClose burst 2
Trigger: An ally within 2 squares gets hit by an attack
Target: The triggering ally in burst







Effect: The ally gains a +3 bonus to defenses against the triggering attack. After the attack is resolved, you can push the attacking enemy 1 square away from the target.

 









Stalwart Bodyguard
Dragonmark Power







You encourage nearby enemies to go after you rather than your charge.














Encounter
Minor ActionClose burst 2 (3 in Paragon, 5 in Epic)
Target: Each enemy in burst







Effect: Choose one ally in burst you can see. Each target takes -4 to attack that ally until the end of its next turn.


Greater Mark of Sentinel

Benefit: You can use Repelling Shield and Stalwart Bodyguard each once per encounter.

Repelling Shield becomes a Close burst 3 and the bonus to defenses becomes +4.
The target gains a +2 bonus to saving throws against conditions imposed by the triggering enemy attack.

Once per day you can sustain Stalwart Bodyguard once as a Minor action. Its effect then lasts another turn.

Siberys Mark of Sentinel

Benefit: When you use Repelling Shield, the damage of the triggering enemy attack is halved.


Stalwart Bodyguard becomes a Close burst 8 and the penalty to attacks becomes -5.
Once per day you can use Stalwart Bodyguard without using any action. For example you can use it even when stunned or surprised. You still expend your use of it for the encounter.


Comment: Repelling Shield is like a Wizard's Shield except that it can only be used on others: the balancing factor is the small size of the burst. The push allows the ally to move away more easily or the Deneith Dragonmarked to interpose himself more easily.

Stalwart Bodyguard is like a strong mark that benefits a single ally. The balancing factor is that the enemies can still attack the Sentinel-marked character or any other party member.

3E powers: Mage Armor - Protection from Energy - Globe of Invulnerability - Mindblank




Shadow

Mark of Shadow

Benefit: You gain a +2 bonus to Stealth when in a lightly, heavily or totally obscured square.

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Cloak of Shadows
Dragonmark Power







You gather shadows around you until you blend within them.











Encounter
Minor ActionPersonal







Effect: Until the beginning of your next turn, whichever square you find yourself in is lightly obscured. This effect moves with you when you move.

The rules relating to obscured squares can be found in the PHB page 281.









Net of Shadows
Dragonmark Power







Tendrils of shadows swirl and attach themselves to any fool crossing their path.







Encounter ~ Illusion








Minor ActionWall 1 within 5 squares







Effect: You create a wall of swirling shadows. The effect lasts until the end of your next turn. You can make the following attack, using a square within the zone as the origin square:








No ActionClose burst 1
















Trigger: A creature starts its turn in or enters the wall
Target: The triggering creature in burst
Attack: Primary ability + 3 vs. Will.
The +3 bonus increases to +6 in Paragon and +9 in Epic.
Hit: All creatures gain concealment from the target until the beginning of its next turn.


Greater Mark of Shadow

Benefit: You can use Cloak of Shadows and Net of Shadows each once per encounter.

When you use Cloak of Shadows, whichever square you find yourself in is heavily obscured ; at any given moment all squares adjacent to you that contain allies are lightly obscured. This effect moves with you when you move.

When you hit a creature with the Net of Shadows attack, all creatures farther than 2 squares away from the target gain total concealment from it.

Siberys Mark of Shadow

Benefit: When you use Cloak of Shadows, whichever square you find yourself in is totally obscured ; at any given moment all squares adjacent to you that contain allies are heavily obscured and all squares within a close burst 2 that contain allies are lightly obscured. This effect moves with you when you move.
Once per day you can use Cloak of Shadows as an immediate interrupt (you still expend your use of it for the encounter). When you do so, you also become insubstantial until the beginning of your next turn.

Net of Shadows becomes a Wall 2 within 10 squares.
Once per day when you use Net of Shadows the condition it imposes becomes (save ends).

Comment: the Cloak is geared defensively, the Net more offensively...
The shadows created by the Mark powers are supernatural: Darkvision doesn't let creatures pierce them.
3E powers: Darkness - Shadow Conjuration - Mislead - Greater Scrying



Storm

Mark of Storm

Benefit: When falling, reduce the distance by 10 feet for the purpose of calculating damage. This increases to 20 feet in Paragon and 30ft in Epic.

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Gust of WindDragonmark Power







The wind suddenly rushes forward at your command.

















Encounter
Minor ActionClose blast 2
Target: Each creature and object in blast
Attack: Primary ability + 3 vs. Reflex
Increase to +6 bonus at 11th level and +9 bonus at 21st level.







Hit: You push the target 2 squares.
On a critical, you knock the target prone.

 









Updraft
Dragonmark Power







Loose debris on the ground beneath you begin to spin about, caught in a small vortex that soon rises and carries you upward.











Encounter
Move ActionPersonal







Effect: You fly a number of squares up to your speed straight up, then you float back down gently. You can move 1 square horizontally for every two squares you descend.
You do not provoke Opportunity Attacks when you rise up, so sudden is your ascension, but you do when you descend.
You do not take falling damage and do not fall prone. 


Greater Mark of Storm


Benefit: You can use Gust of Wind and Updraft each once per encounter.

At your option, Gust of Wind can become a 2-by-2 square Area within 10 squares.

Once per day, you can expend your use of Updraft for the encounter to use the following power instead:









Wind Wall
Dragonmark Power







A howling barrier blocks the path of allies and enemies alike.











Daily
Minor ActionArea wall 4 within 10 squares
(wall 5 within 15 squares in Epic)







Effect: You create a transparent wall of fast moving air. Entering a square occupied by the wall costs 2 squares of movement ; no ranged attack can cross the wall.
The wall lasts until the end of your next turn. You can end the effect as a minor action.



Siberys Mark of Storm

Benefit: When you use Updraft, you rise a number of squares up to twice your speed.
You can bring one or more adjacent allies with you, but you must split the total rising distance between all the participants. They float back down to a square adjacent to you.
(For instance with a speed of 6 you can rise 12 squares or you can bring two adjacent allies and rise 4 squares each.)

At your option, you can use the following power instead of Gust of Wind:









Wind Explosion
Dragonmark Power







A tornado comes to life and curls itself around you.







Encounter








Minor ActionClose burst 3










Target: Each enemy in burst
Attack: Primary ability + 9 vs. Reflex







Hit: You slide the target 1 square then push it 2 squares.
  On a critical, the target is knocked prone.
Special: You can make a critical hit on a roll of 18-20.


Comment: Gust of Wind is about battlefield control and can also have interesting applications outside of combat since it targets objects as well. Updraft allows for some nice, if quirky, mobility.

3E powers: Gust of Wind - Wind Wall - Control Winds - Storm of Vengeance



Warding

Mark of Warding

Benefit: You gain a +1 bonus to defenses until the beginning of your next turn when using the Second Wind or Total Defense actions.

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Forcefield
Dragonmark Power







The air seems to thicken until all movement is slowed to a crawl.











Encounter ~ Zone
Minor ActionArea burst 1 within 10 squares







Effect: The burst creates a zone that hinders movement. It costs 1 more square of movement than normal to enter any square in the zone (2 squares for normal terrain, 3 squares for difficult terrain, and so on...).
Each square counts as 2 for the purpose of adjudicating ranged attacks crossing them (and their long range/maximal range).
You are immune to the effects of your own Forcefield.
The zone lasts until the end of your next turn. You can end the effect as a minor action.

 









Warding
Dragonmark Power







This selective force barrier hinders foes but lets friends pass.











Encounter
Minor ActionWall 3 within 5 squares
(wall 4 in Paragon, wall 5 in Epic)







Effect: You create a translucent wall. You and any ally of yours can go through the wall as though it didn't exist.
An enemy can't shift into or out of a square occupied by the wall. After an enemy enters a square occupied by the wall, its movement ends even if he had some squares of movement remaining (he can still move out of the square using another action).
The wall lasts until the end of your next turn.


Greater Mark of Warding

Benefit: You can use Warding and Forcefield each once per encounter.

At your option the Forcefield becomes a 4x4 square area within 10 squares.

Once per day you can sustain the Warding effect as a Minor action: when you do so, it lasts until the end of your next turn.

Siberys Mark of Warding

Benefit: At your option the Forcefield becomes an Area Burst 2. Whatever its area, you can place it within 15 squares.

The Warding becomes a Wall 6 within 10 squares. It affects a teleport as well if the line from the starting point to the end point crosses the wall.


Comment: IMO the Mark of Warding powers should lean towards protecting an area rather than a person: that's their key difference with the Mark of Sentinel powers, and as a consequence they lend themselves better to battlefield control.

The Warding power creates a barrier that forces enemies to either stop there or go around it: it would be perfect at the entrance of a stronghold, to counter someone trying to force their way in. I could imagine some permanent Wardings (created by long rituals and thus not useful to traveling PCs) to guard important places.
Forcefield creates a larger but indiscriminate area. It doesn't hinder teleporters too much though.
3E powers: Alarm - Glyph of Warding - Guards and Wards - Prismatic Wall




Death

Mark of Death

Benefit: You gain a +2 bonus to saving throws against necrotic effects.

Rituals: You gain all the rituals presented in the Open Grave source book (Corpse Light, Last Sight Vision, Undead Ward, Skull Watch, Undead Servitor, Gravesight and Corpse Gate) as well as Speak with Dead (PHB).

You can use one of the following powers once per encounter (you can't use both in a given encounter).









Flesh Fails
Dragonmark Power







The body is made to recall the ineluctability of death.




















Encounter
Immediate ReactionClose burst 1
Trigger: An enemy adjacent to you hits you
Target: The triggering enemy in burst
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.







Hit: The target is dazed until the beginning of its next turn.

 









Life Fades
Dragonmark Power







The skin turns gray, the mind falters, the wounds bleed anew.

















Encounter
Minor ActionRanged 5
Target: One enemy in range
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.







Hit: The target gains vulnerable 2 to all damage until the beginning of your next turn.
The vulnerability increases to 4 in Paragon and 6 in Epic.


Greater Mark of Death

Benefit: You can use Flesh Fails and Life Fades each once per encounter.

Once per day when you hit with Flesh Fails the target is dazed until the end of its next turn.

Once per day when you hit with Life Fades the target also cannot recharge powers until the end of its next turn.

Siberys Mark of Death

Benefit: Flesh Fails becomes a Close Burst 5 ; the trigger becomes "An enemy within 5 squares hits you". On a hit the target cannot regain hit points until the end of its next turn.

Life Fades becomes Ranged 10 or Melee 1. You can target Will instead of Fort.
Once per day you can target two enemies with it.


Comment: Obviously this one is entirely made up. It is even more subject to DM scrutiny than the others. 



Paragon Path: Vol Keeper of the Threshold
Vol Keeper of the Threshold

Prerequisite: Mark of Death feat

"To some, Death is the end of the journey. To others, it's the start of a new one. To us, it is a threshold like any other, and we are its masters."

The origin of the Keepers' name is lost in the mist of the time, but it might well be a sign of hubris as the line of Vol instituted themselves the heralds of the god of the dead. As such, they could decide who got to live and who got die...


Death-Touched (11th level): You gain necrotic resistance equal to 5 + one-half your level, or your existing resistance improves by 5. Your attacks ignore any target's necrotic resistance up to the value of your resistance.

Life-Shortening Action (11th level): When you spend an action point to take an extra action, if you use your action to make an attack that hits, that attack deals ongoing 10 necrotic damage (save ends).

Come Back to Life (16th level): You and allies adjacent to you can choose to reroll death saving throws. The second roll must be used.

 







Open Death's GateKeeper of the Threshold Attack 11







You crack open the threshold and your enemies wither.

















Encounter ~ Necrotic
Standard ActionArea burst 1 within 10 squares
Target: Each enemy in burst
Attack: Primary ability + 6 vs. Fortitude
Increase to +9 bonus at 21st level.







Hit: 2d8+primary ability necrotic damage, and the target is weakened until the end of your next round.











Death-Hallowed GroundKeeper of the Threshold Utility 12







You use the soul of your enemy to infuse an area with the might of death itself.














Daily
Free ActionClose blast 5
Trigger: Your attack reduces an enemy to 0 hit point.







Effect: The blast creates a zone of death that lasts until the end of the encounter. You gain a +1 bonus to attack rolls and a +4 bonus to damage rolls against any enemy within the zone.











Summon ShadeKeeper of the Threshold Attack 20







The initiate knows that a threshold can be crossed both ways.











Daily ~ Necrotic, Summoning
Minor ActionRanged 10







Effect: You summon a Medium shade in an unoccupied square with in range. The shade is unsubstantial and has speed fly 7 (hover). You can give the shade the following special commands:










Standard: Melee 1; targets 1 creature;
Primary ability + 9 vs. Reflex; the target takes 20 ongoing necrotic damage and is weakened (save ends both)
Opportunity Attack: Melee 1; targets 1 creature;
Primary ability + 9 vs. Will; the target takes 20 necrotic damage and is slowed until the end of your next turn







Intrinsic Nature: If you haven’t given the shade any commands by the end of your turn, it makes its Standard attack against the adjacent enemy with the fewest hit points. If no enemy is adjacent to it, it moves adjacent to the nearest enemy (it picks the one with the fewest hit points if there is more than one).
In addition, you are dazed until the end of your next turn.







Symbiosis: While the shade is present, you gain a +3 bonus to saving throws.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Well this is an interesting take. These are fairly well designed and aren't overpowered or anything like that. However, I do see some problems.


The mark of x is befits just seem like common sense to me, so thumbs up on that.


Mark of Detection seems a little bit on the downside. I like the powers and all, I just don't like the bonus the feat grants. I don't really see why it should take twice as long when using perception instead of arcana. Something I like to do with the Mark of Detection is to have it also a +1 to insight, basically conform the same bonuses the mark gives to perception to insight as well. Otherwise the mark seems pretty good.


Mark of Passage is nice except for one little thing. I don't really like the Siberys Mark granting flight when you use burst of speed. I suppose the 3.5 mark did have overland flight, but I still don't really like it.


Mark of Storm is pretty nice, just wish it would conform some bonus to something. I guess that would be a little much because of the powers.


Mark of Warding is good. Again, I wish it would get some kind of bonus though...


I don't think the last feat in the progression should be called the Mark of Siberys. That mark is something that should be an EP. Personally I think it should be a PP, but that wouldn't fit to this system.  


All in all I give this a thumbs-up. Can't wait to see more!

Someone had the patience to read it all ! :-o


Mark of Detection seems a little bit on the downside. I like the powers and all, I just don't like the bonus the feat grants. I don't really see why it should take twice as long when using perception instead of arcana. Something I like to do with the Mark of Detection is to have it also a +1 to insight, basically conform the same bonuses the mark gives to perception to insight as well. Otherwise the mark seems pretty good.


The "twice as long" was a last-minute addition, because I felt it made the EPG version moot. I may delete it.

Background explanation: at first I wanted to keep the original and the homebrew versions parallel, but at the same time I can't really see how to create greater versions of the EPG Marks, so maybe I should just leave them behind.

The Siberys Mark gives a +2 bonus to Insight vs Illusions, so it's there if not exactly what you want.

Mark of Passage is nice except for one little thing. I don't really like the Siberys Mark granting flight when you use burst of speed. I suppose the 3.5 mark did have overland flight, but I still don't really like it.


Do you have a suggestion for replacing flight ?
For now I'll keep it: I like it both flavour-wise (you go so fast you rise up !) and mechanically (a bit of flight for classes who may not have access to it).

Mark of Storm is pretty nice, just wish it would conform some bonus to something. I guess that would be a little much because of the powers.


I had it give +2 to Athletics check made to jump but it felt a bit forced so I left it out. Suggestions welcome.

Mark of Warding is good. Again, I wish it would get some kind of bonus though...


I had a vague idea about a small bonus to a defense when you don't move during your round but it felt too complex. Perhaps a straight +1 to defenses when using Total Defense would work.

I don't think the last feat in the progression should be called the Mark of Siberys. That mark is something that should be an EP. Personally I think it should be a PP, but that wouldn't fit to this system.


That's easy enough to fix: rename the feats Least Mark, Lesser Mark and Greater Mark like in 3.5E.
I didn't plan on a Heir of Siberys ED but if I ever make one I'll rename the feats after the fact ! I'm not too keen on a PP since it'd compete with the PPs in the EPG.

All in all I give this a thumbs-up. Can't wait to see more!


I actually posted the "easy" ones first. Sentinel is mostly done - it has a very Defender-y feel - as well as Shadow but I need to tweak them. Finding, Handling, Hospitality, Making & Scribing are tough (not easy to make them useful in combat) ; Healing is potentially easier but it's treading into Leader territory.

(Yes, I'm kinda thinking out loud throughout this post. ;))

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

*bump* because I put up Sentinel & Shadow.

Not much traffic around here... Or possibly the wall of text is scaring people away.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

I was wondering what you were going to do with the Mark of Shadow. I have to say I enjoy it immensely. The Mark of Sentinel is nice as well.


Give me some time and I'll be back with some suggestions. 

The mark of warding 'Warding' Ability is probably too abusable/powerful as it is. The problem being it's current wording completely stops a charge no chance of anything else since charge ends the turn. The power should probably just make the squares it occupies require a certain amount of movement to go through (3 or so if you want it to be more than difficult terrain). But it shouldn't stop all movement outright.

If the enemy charges through the Warding, he'll be stopped indeed. But it's likely he can either charge around (you don't need to charge in a straight line, the only constraint is on the arrival square) or move, get stopped by the Warding, then charge. So only the first enemy to try it will be snared, out of ignorance. And it doesn't hinder ranged attacks at all.

Now that I'm detailing it like that... I actually wonder if it's not underpowered. It's a great tool for a defender with hindering OAs like a Fighter or a Warden, but it may not be as generally useful as I would have liked.


I've begun work on Finding, Healing & Hospitality. I'm actually not too dissatisfied with how it's going.
And I have to say, designing is a lot of fun. :-)

I may tweak Cloak of Shadows to grant insubstantial at Epic (and not extend beyond adjacent squares).

Changelog


  • I've made some minor tweaks to the already posted Marks (but you shouldn't even notice them).

  • I changed the ritual duration to 1/2 from 1/10, but the Mark now allows the use of the highest mental attribute for the skill checks made as part of Mark rituals. It's for the same reason as the other bonuses to rituals: the House members should be decent at them.

  • I added a +1 bonus when using Total Defense to the Mark of Warding and I added the following text to Forcefield (because the Mark powers did nothing at all against ranged attackers):
    "Each square counts as 2 for the purpose of adjudicating ranged attacks crossing them (and their long range/maximal range)."

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Oh goody! The Mark of Finding! It's pretty good, but I see one little overpowered power. Corner the Prey. I really like it, but the fact that it grants combat advantage just like that seems overpowered. Of course I'm really just comparing it to ChanglingTrick, which makes you make a bluff check opposed by the targets insight, then you get CA. Otherwise, I really like it!

Balance isn't easy to evaluate, so my main metric is... that it shouldn't be too powerful. But it's a bit hypocritical since I'm not playtesting the powers yet. :o)

Regarding Changeling Trick, it's true that it's more limited (Melee 1, need for a skill check) but on the other hand it gives you CA until the end of your next turn, while Corner the Prey gives CA for the 1st attack only, then with a 2nd feat until the beginning of your next turn, then with a 3rd feat until the end of your next turn. Of course, these feats come with many other perks, but I feel it's a significant difference.

It's one extra attack at the minimum with CA, but it can be more (with action points, OAs, minor action powers like the Rogue's Low Slash, multiattack powers like the Ranger's Twin Strike).

Anyway, thanks for the comment. I might stick to a +1 bonus, or even scrap the bonus at all.
I didn't announce that I had posted it because it was still too fresh - you found me out.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Healing is up. Beware, another wall of text of design notes ahead.
It's probably the most likely to create disagreements since it goes square into Leader territory. The problem was to make it work for non-Leaders (it had to give meaningful healing) without being too good AND to be interesting for Leaders as well.


Analysis: let's compare it with an unmodified Inspiring Word (the Warlord is one of the worst Leader out-of-the-box when it comes to healing) using averages. A non-Leader using Gift of Life can 1/encounter heal


  • SV (Surge Value) + 2 at level 4

  • SV + 9 at level 14

  • SV + 14 at level 24

The Warlord can heal


  • SV + 3.5 at level 4

  • SV + 10.5 at level 14

  • SV + 17.5 at level 24

The comparison is done at the levels where the two are closest and the Warlord wins. He can use his Inspiring Word 2/encounter then 3/encounter at level 16 and he has access to feats to make it better. On the other hand, Gift of Life should be close enough that it can still be deemed interesting  especially since the +2 bonus fom the feat will also apply to the Word power.

The fact remains that, with the 3 feats, any player can set herself up as a Leader-lite. I think it's good (Sentinel makes you Defender-lite after all) but feel free to disagree.


On the other hand, I had a separate power for Leaders wanting something other than yet another heal, but it clashes somewhat with the Mark of Hospitality power as well as with an encounter power from the Gallanda PP. I'm copying it anyway.

If you are a Leader, you can use the following power instead of Gift of Life:
Power of Life
Encounter ~ Healing
Minor action - Personal
Effect: the next power with the healing keyword that you use before the end of your next turn restores the maximum number of hit points possible.

Greater Mark: When you use Power of Life, all the powers with the Healing keyword that you use before the end of your next turn restore the maximum number of hit points possible.

Siberys Mark: For all powers with the Healing keyword affected by the Power of Life effect, you can convert some hit points healed into temporary hit points independently for each target. (For instance, if a power affected by the Power of Life effect would restore 15 hit points to several allies, you can choose to grant the full 15 hit points to one of them and to grant 5 hit points and 10 temporary hit points to another.)

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Well when you put it that way about the Mark of Finding it doesn't seem to bad, so thumbs up. Now lets see about this Mark of Healing. To tell you the truth Omen_of_Peace... I can see no problem here what so ever!


You know what I what to see now? The Mark of Handling. I really hate the Mark of Handling as it is now, and I can't wait for your yours!


 And now for one more thing, I love these. I love these so much more than the ones they have published. Thanks for doing this, it's just awesome.

Glad you like them - I'm spending quite a bit of time on them after all.


Hospitality is up.
I also tweaked Corner the Prey to only grant CA when the hunter is closest to the target (it's very much inspired by the Prime Shot as well as Prime Punisher conditions). The only people disappointed will be archer Rangers - but the fact that the previous version was too good for them motivated this change - and unity Avengers.
I also added a small bonus to the Mark of Storm, a reduction of falling damage.

Now I'm left with difficult Marks... Handling, Making, Scribing, here I come.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Mark of Hospitality looks good. It's more about boosting other peoples boosting, isn't it?


Nice tweak to Corner the Prey, by the way.

Mark of Making is good. Not a lot to say though. Not my favorite mark, but it is still good. Something I wouldn't mind having as a feat. So while you did a very good job and everything, I only give it one-thumb up as a personal preference. :D 

I like your ideas very much. Don't agree with all the design decisions though, like the 3 marks structure, or the discounts(I use different discounts). But all in all they are very inspiring.

@ balard: So... how would you structure it ? Not that I'm about to change it all that far in the project, but I'm always interested. And what kind of discounts do you give out ?

Oh yeah, I put Making up a few days ago and Death just recently. I still have Handling (close) and Scribing to go.


  • I also tweaked several marks so that the base powers autoscale better (for instance, the size of the burst for Detection and Hospitality powers). After all, not every dragonmarked character has to get the whole progression up to the Siberys Mark, so optimally one could take only the Mark in Heroic and still get decent use of it in Epic.

  • I slimmed down some Greater Marks, in part because some of the improvements were the scaling mentioned above and in part because giving one use of each power is already fairly good.
    I added design guidelines to pretend that I knew what I was doing all along.
    It's clear that all Marks are not completely balanced with all others in all Tiers, but I don't think there's anything too egregious. Feel free to suggest small bumps or decreases in power for specific feats.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

I posted the Mark of Handling but the quality is not very high. It's very much subject to change (the minor bonus definitely will).

I'm running low on steam here, so once I put up the Mark of Scribing (within a week) I may let it rest for a while and come back to it with a fresher/different perspective.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

I like it. I mean like you said it needs work but I still like it. I'm wondering how your going to work out scribing.

- Scribing is up, in "beta version" as well.
- I added a minor tweak to Unescapable Hunter (both the base Mark of Finding power and the Siberys upgrade).
- I added a clarification that when an option is exercised it has to be before the attack roll is made (if attack roll there is). For instance,a character with the Siberys Mark of Shadow has to decide whether to use the daily (save ends) option of Net of Shadow when he uses the power, not after a successful roll is made.


That concludes the basic setup for Marks. Like I said I'll revisit it later ; I may add a dedicated Epic Destiny at some point. (And Lyran may create a PP for the Mark of Death.)
In the meantime I'll try to get more people to comment on it.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

I like them very much. I think that this is much more in the spirit of the 3.5 rules for dragonmarks. Thanks for your work!

You're welcome !

After reading the recent article about Genasi: I like that the non-weapon, non-implement based attacks now use a +3/+6/+9 progression... like I was doing from the start ! ^^

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 

Nice work. I particularly like the Mark of Making; it would fit extra nice in terms of flavor with Artificers. It would be oh so fun to create a blockade infront of a fleeing bandit so he smacks right into it, not to mention save my butt when falling into a pit. I do wonder though what is its defences? Is it a flat number, equal to my ac,  or it just doesnt have one. Also I am not sure if I am reading the power funny, but does it create just one cube per lvl tier or does it create a ring of cubes within the area (depending on the tier)?

Blockade is a Conjuration that can be attacked, so it uses your defenses as its defenses (the PHB1 or PHB2 have the relevant rules).

It only creates one cube per tier, but that's good enough for temporary cover, bridging a pit, etc...

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Aberrant Mark

Benefit: you gain some Rituals (to be determined).

Choose one of the following flavours: Chaos, Contagion, Entropy, Gravity or Madness.
You gain the associated benefit and can use one of the associated powers once per encounter. You can't use both in a given encounter.

(Note: Contagion can be reflavoured as Poison, Madness as Fear, etc...)

Chaos

Once per encounter you can reroll one damage die. You must take the result of the second roll.




Fickle Step
Dragonmark Power

One never knows where one will end up.





Encounter
Minor ActionClose burst 5 (10 in Paragon, 15 in Epic)
Target: One creature in burst
Attack: Primary ability + 3 vs. Reflex
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: The first square moved by the target is in a random horizontal direction (assign a number to each adjacent  square and roll a d8 if the target occupies 1 square, a d12 if it occupies 4 squares, etc...). The vertical direction is not modified.
This effect lasts until the end of the encounter or until the target moves one square.

 




Twist of Fate
Dragonmark Power

Around you things become unpredictable.



Encounter ~ Zone
Minor ActionClose burst 1

Effect: Any time a creature in the zone rolls a d20, it rolls a second one as well. If the first number rolled is even, it takes the higher result ; if the number rolled is odd, it takes the lower one.
The effect lasts until the end of your next round. You can end the effect as a minor action.

Contagion

Once per encounter you can deal 3 poison damage as an immediate reaction to an enemy that just hit you with a melee attack. This increases to 6 in Paragon and 9 in Epic.




Noxious Cloud
Dragonmark Power

Your presence fouls the very air.



Encounter ~ Zone
Minor ActionClose burst 1

Effect: You create a zone of poisonous gas. Every creature in the zone except you takes a -1 penalty to attack, defenses and saving throws. This effect lasts until the end of your next turn.




Sudden Stroke
Dragonmark Power

You assault the enemy from inside.





Encounter
Minor ActionRanged 5 (10 in Epic)
Target: One creature in range
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: The target rolls every damage die twice and takes the lower result until the end of its next turn.

Entropy

Once a round when you inflict ongoing damage to an enemy the ongoing damage is increased by 2. This increases to 3 in Paragon and 5 in Epic.





Dust to dustDragonmark Power

Everything returns to nothing eventually. You're just here to help the process along.



Encounter ~ Zone
Minor ActionClose blast 3

Effect: You create a zone of accelerated decay that lasts until the beginning of your next turn. All creatures in the zone have their resistances decreased by 2 and their vulnerabilities increased by 2.
You can end this effect as a free action to give a creature in the zone a -2 penalty to one defense for the next attack you make against it. 




Entropic DweomerDragonmark Power

Entropy rises inexorably.



Encounter ~ Zone
Minor ActionArea burst 1

Effect: You create a zone of fluctuating energy that lasts until the end of your next turn. All creatures in the zone take a -2 penalty to saves. Every time a creature in the zone fails a save, it takes damage equal to how much it failed its save by.

Gravity

When you are pushed, you can move 1 square less than the effect specifies.




Heavy Earth
Dragonmark Power

You increase the pull of the ground.



Encounter ~ Zone
Minor ActionClose burst 1

Effect: Every creature beginning its turn in the zone or entering it is slowed until the end of its turn.
Every slowed creature beginning its turn in the zone or entering it is immobilized instead.
This effect lasts until the end of your next turn.




On Your Knees
Dragonmark Power

The weight of your enmity becomes too much to bear.





Encounter
Minor ActionRanged 3
Target: One creature in range
Attack: Primary ability + 3 vs. Fortitude
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: You knock the target prone.

Madness

Once per encounter you can deal 3 psychic damage as an immediate action to an enemy that just hit your Will defense. This increases to 6 in Paragon and 9 in Epic.





Paranoia
Dragonmark Power

"Trust no one" becomes your enemy's creed.





Encounter
Minor ActionRanged 5 (10 in Paragon, 15 in Epic)
Target: One creature in range
Attack: Primary ability + 3 vs. Will
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: Until the end of your next turn, the target considers any other creature its enemy: it makes OA against everyone and is not considered anyone's ally ; its powers or auras do not consider its former allies as allies anymore.
It still attacks former enemies in preference to former allies.




Seed of Madness
Dragonmark Power

You weaken the mind of your foe at just the right time.






Encounter
Immediate InterruptClose burst 5 (10 in Epic)
Trigger: An ally makes an attack vs. Will against an enemy in burst 
Target: The enemy targeted by the triggering attack
Attack: Primary ability + 3 vs. Will
Increase to +6 bonus at 11th level and +9 bonus at 21st level.

Hit: The enemy takes a -4 penalty to Will defense against the triggering attack.

 


Greater Aberrant Mark

Benefit: You can use the powers granted by your mark each once per encounter ; they evolve as described below.

At your option you can replace one of the powers from your flavour with one from another, but that new power does not benefit from the upgrades below.

 


Upgrades to be determined.


Khyber Mark

Benefit: To be determined

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
I don't know if youre still updating this, but I'm curious about something.  When the basic power says "You gain the rituals mentioned in the EPG...", do you mean to say that it's as though the character has bought and mastered them?  For the Mark of Making, for example, all Creation rituals for free would be worth a lot of money.  Have you considered this?

Do you feel it is acceptable for a character to gain a mark mid-career? I have a player doing that and I want him to have fun with the rituals, but that's a lot of power to suddenly drop in his lap.
I don't know if youre still updating this, but I'm curious about something.  When the basic power says "You gain the rituals mentioned in the EPG...", do you mean to say that it's as though the character has bought and mastered them?  For the Mark of Making, for example, all Creation rituals for free would be worth a lot of money.  Have you considered this?


The wording is imprecise, but the intention is that it grants the same rituals as the original feat: some you get for free and some you can master (but you need to pay).

Do you feel it is acceptable for a character to gain a mark mid-career? I have a player doing that and I want him to have fun with the rituals, but that's a lot of power to suddenly drop in his lap.


Yes, very much so. A Dragonmark can develop at almost any time in one's life ; that's canon in Eberron.
(And if you're outside Eberron you're probably reflavouring them anyway.)

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Ok so Mark of Making for instance grants free mastery of Enchant Magic Item, and the PC can make alchemical items as if they had Alchemist, but all the rest must be bought and mastered as usual but the PC need not have the ritual caster feat or a physical ritual book to perform them once they are mastered.

Ok. Got it, that works.  (Thanks for keeping an eye on this thread by the way.  Have you or anybody else playtested any of these before?  

I'll let you know how my experience of your version of the Mark of Making goes.  I am running our game in a homebrew world with the dragonmarked houses and some of the Eberron tech merged in.  The Mark of Making fits this particular character quite well due to some homebrew elements of the composition of the world. We're at level 12 and I believe he is going to manifest the Greater Mark where there was none before, only latent interest and some similarly themed natural talent.
Ok so Mark of Making for instance grants free mastery of Enchant Magic Item, and the PC can make alchemical items as if they had Alchemist, but all the rest must be bought and mastered as usual but the PC need not have the ritual caster feat or a physical ritual book to perform them once they are mastered.


Ouch, seems I need to review that since it would mean getting 95% of the benefits of the original feat which isn't supposed to happen.

I admit I didn't pay too much attention to the rituals most of the time.

edit: ok, I dropped Alchemist and now the feat grants Enchant Item and the +2 level benefit. So Alchemist must be acquired separately. I hope this doesn't interfere with your player's idea too much, but ithe previous version gave too much.

Ok. Got it, that works.  (Thanks for keeping an eye on this thread by the way.  Have you or anybody else playtested any of these before?


Keeping an eye is as easy as subscribing.

No, I haven't playtested them, though I wanted to. I'll actually need to revisit them at some point ; 4E has already evolved quite a bit since I made them. One problem I foresee coming is that feats are becoming dearer (lots of good ones keep getting printed).

Balance-wise I expect they're ok. Ease of play may be another matter with some of them.

I'll let you know how my experience of your version of the Mark of Making goes.  I am running our game in a homebrew world with the dragonmarked houses and some of the Eberron tech merged in.  The Mark of Making fits this particular character quite well due to some homebrew elements of the composition of the world. We're at level 12 and I believe he is going to manifest the Greater Mark where there was none before, only latent interest and some similarly themed natural talent.


Thanks! I'll appreciate the feedback.

Do tell me if you notice a loophole in Instant Creation which is open-ended enough that it's hard to control.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Awesome ideas! I humbly disagree with requiring a PC to be Epic to get a Greater Mark, but that's not my intention for posting on this thread. I want to congradulate you on your efforts and offer some constructive criticism.

The Net of Shadows for the Mark of Shadow seems rather hard to pull off. The Wall only lasts for about one round and you only get to make the attack if an enemy blunders into the wall. Unless I'm reading the power wrong, I feel like a DM would have to intentionally "dumb down" an adversary to have it actually decided to walk through a wall of shadows. Also, unless I missed something completely, the wall of shadows doesn't even do anything, like block Line of Sight, before it's attack is triggered.

I think if you wanted the Net of Shadows to be a bit more offensive-minded, you'd need to work on it a bit more.


Also, minor nitpick on the Mark of Death. I like what you have going for it, but I feel like the names for each of its powers should be reversed. "Life Fades" seems more evocative of dazing a person due to the inevitability of death, and "Flesh Fails" seems more clearly to indicate your body suddenly being vulnerable to more damage from everything.
Planes Wanderer
@Avon - the Greater Mark is currently available for a Paragon feat, while Siberys requires an epic feat.

I have another player interested in the Mark of Storms.  Update to follow.
Ah, right, got my wires crossed. I had meant to say I don't like Siberys marks in Epic. But I've pretty much said all I had to say on that a few months back, and I wouldn't want to clutter Omen's thread up with my reasons. If you disagree with my opinion, all I can say is that we have to agree to disagree. I don't see anything wrong with Omen's feats as they are, and I think they're fantastic.
Planes Wanderer
Awesome ideas! I humbly disagree with requiring a PC to be Epic to get a Greater Mark, but that's not my intention for posting on this thread. I want to congradulate you on your efforts and offer some constructive criticism.


Well, from a flavour perspective I don't mind slashing the Epic prereq if it works well in a given campaign. From a design/balance perspective, setting it in Epic allows me to make it more powerful, which is fun.

The Net of Shadows for the Mark of Shadow seems rather hard to pull off. The Wall only lasts for about one round and you only get to make the attack if an enemy blunders into the wall. Unless I'm reading the power wrong, I feel like a DM would have to intentionally "dumb down" an adversary to have it actually decided to walk through a wall of shadows. Also, unless I missed something completely, the wall of shadows doesn't even do anything, like block Line of Sight, before it's attack is triggered.


You are reading it wrong.
Well, not completely, but you missed that it also triggers if the enemy starts its turn in the wall: so you can just plump it over a foe and you'll get to make the attack.
Now, even if you put it elsewhere it also triggers on an enemy entering the wall, so judicious use of forced movement can make it trigger more than once even in its short lifetime.

(An example comes to mind: an enemy subject to the Net is more likely to miss... then if a Cunning Bard is around, she can slide him out of there - with the relevant feat that she should have anyway - and someone can slide another enemy in there. That requires several hits, of course, but it should be fun when it works.)

Also, minor nitpick on the Mark of Death. I like what you have going for it, but I feel like the names for each of its powers should be reversed. "Life Fades" seems more evocative of dazing a person due to the inevitability of death, and "Flesh Fails" seems more clearly to indicate your body suddenly being vulnerable to more damage from everything.


I think I did have it that way at some point, so I see your point, but ultimately I like the current setup: Flesh Fails because the body "freezes up", while Life Fades because your life force (HPs) drain away.


@Paulos: I was actually thinking of changing Mark of Storm, dropping the second power, Wind Wall, making it available once per day by expending the 1st one, and adding a power of flight.
Storm was the 1st Mark I made and I may have been a little obsessed with control at the time.

So you get to make suggestions! And I get to shoot them down. ;) Then pick them up a year later, like I did just yesterday when I took flying off the Mark of Passage. Which reminds me I need to post a changelog of yesterday's rampage: the renewed activity prompted me to take a second, harder look at some of the Marks.

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
@Paulos: I was actually thinking of changing Mark of Storm, dropping the second power, Wind Wall, making it available once per day by expending the 1st one, and adding a power of flight.
Storm was the 1st Mark I made and I may have been a little obsessed with control at the time.

So you get to make suggestions! And I get to shoot them down. ;) Then pick them up a year later, like I did just yesterday when I took flying off the Mark of Passage. Which reminds me I need to post a changelog of yesterday's rampage: the renewed activity prompted me to take a second, harder look at some of the Marks.


I think that's a great idea.  My particular PC is a Warden who's tried walls and didn't much care for them, but she definitely thinks being able to do cool/flashy stuff that helps her fit in with House Lyrandar's reputation for haughty self-confidence is very attractive. (like flight, which is always cool, but also particularly suited to airships and elemental galleons, for those who find the need for a faster/flashier way to disembark than everyone else is forced to take.)

I would maybe recommend quicker access to control weather or enhance vessel, since those are the House's trademark services as per their Raincallers and Windwright guilds.  Or perhaps a bonus to Nature skill, or some other interaction with the Nature skill (Use in place of Acrobatics as an encounter power, or something like that, emulating your reduction of falling distance by using winds to reduce falling damage vs agility)  I think this latter would be flashier than reducing 10' of falling.  If keeping the falling assistance, perhaps it could scale per teir or improve with the better Marks.

Those are initial thoughts.  Also, does Lyrandar have anything to do with plants and earthbound nature or only the skies and storms?
I don't want to start messing with ritual levels (the "NPCs don't play by PC rules" thing can help explain why it's a House trademark but the PC can't do it yet) - mostly because it's not very sexy - but feel free to do so in your campaign.

I don't think Lyrandar has any link with nature except for the storms. I do like the idea of scaling the reduction. Note that in my head it happens exactly as you describe: you control the air to make a cushion for yourself, so it is flashy. I think of it as a minor Airbending trick if you're familiar with the Avatar the Last Airbender series. I guess I can add a "flavour" write-up if needed, but I like leaving stuff up to people's imaginations.

Changelog - 08/10/2010:
  • Healing: changed the +1d4 to HPs healed to a straight +2 ; changed the chaining to a No Action ; Chain is burst 4 instead of 3 previously in Epic

  • Hospitality: increased the resist all (Epic) to 8 ; clarified the weakening caused by StW

  • Passage: many changes to Burst of Speed: bonus to defenses applies to all OAs, added bonus to jump ; now the bonus scales with the tier. No more flying in epic but from Paragon on once per day BoD can be used to force rerolls of enemy attacks.

  • Scribing: added comment at the end

  • Sentinel: changed the bonus from situational +2 to one NAD to a +2 bonus on certain saves


I added a few aberrant powers but that part is still far from done. I'm also thinking on the Mark of Storm flight power (how to make its Paragon & Epic evolutions fun).


OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
Heir of Siberys

"My destiny, too, is written in my dragonmark. Not service to my house, but... something more.”

Most dragonmarked individuals manifest their marks in adolescence, when heirs of the dragonmarked houses undergo a rite called the Test of Siberys. This test puts the young heirs into stressful situations in the hopes that their marks will manifest. Siberys dragonmarks, however, break all the rules.

    The magic of a Siberys dragonmark is powerful and fundamentally unpredictable. The mark is larger and more elaborate than the normal mark in its family, but it’s rare for a normal mark to develop into a Siberys mark—more often, Siberys marks appear on older members of the house who were previously unmarked. Even more so than the common dragonmarks, a Siberys mark is viewed as the touch of the Prophecy—a character’s inextricable link to the destiny of the world.

    The dragonmarked houses keep a careful eye on members who bear Siberys marks. If a Siberys mark can be used in the service of the house, the house’s leaders are content to let it, but a Siberys heir who does not remain firmly under the house’s control is likely to become the target of assassins.

Immortality
Will rejoin the Ring of Siberys and shine forever on the world ? Or will you become the Prophecy itself ?

Your destiny is written in the Prophecy, and it is greater than the short span of your mortal life. As the Prophecy writes itself on your skin, you gain an increasing depth of understanding into its meaning and the various ways it can be fulfilled. What’s more, you begin to understand that while you are a player in a cosmic drama, you are also the playwright, master of your own destiny, and not bound to any single vision of the future, whatever the Prophecy might say.

    The Eternal Prophecy: When you complete whatever the Prophecy has in store for you—or whatever destiny you wrote into the Prophecy for yourself—you might disappear from the world for a time. But just as prophetic marks appear written on the bones of the earth, your Siberys mark is a part of the world. The Prophecy is Eberron, Eberron is the Prophecy, and you are equally part of both. If the world needs you in the future, you might choose to manifest once more in flesh forever altered by the mark of the Prophecy on your skin.

Dragonmark Exemplar (21st level): If you possess a Greater Mark, increase one ability score of your choice by 2. Otherwise choose a Dragonmark: you gain the corresponding Mark and Greater Mark feats.
Either way, you also gain the Siberys Mark corresponding to your Greater Mark.

The first time you get bloodied during an encounter you regain the use of one of your encounter dragonmark powers.

Living Dragonmark (24th level): Once per day when reduced to 0 hit points or fewer, your dragonmark takes a life of its own. It spreads to cover your whole body in a dense pattern and parts of it can even detach from you. You become more attuned than ever to the Draconic Prophecy.

You regain hit points as if you had spent a healing surge. Until the end of your next turn, you can reroll every d20 you roll once and choose either result.

You regain the use of your expended dragonmark encounter powers. Until the end of the encounter you gain a +4 bonus to dragonmark powers attack rolls.

Unveiling (26th level): Once per day you reveal the true power of your dragonmark. You gain the daily utility power of the official Heir of Siberys ED.
Changes - Finding, Passage + Death
Finding: Change the target line to: "Target: your prey"

Passage:


Siberys Mark of Passage
Heir of Siberys Utility 26

You bring companions with you on your travels.



Daily ~ Teleportation
Move ActionPersonal

Hit: Until the end of the encounter, whenever you teleport any ally adjacent to you can teleport up to the same number of squares as a free action. In addition, you teleport 10 squares.



Death: You gain the Dark Scythe power from the Raven Knight Epic Destiny, except that the 2nd property becomes an encounter power usable as a free action.


Dragonmark Apotheosis (30th level): You become your dragonmark and your dragonmark becomes yourself.
Show
Detection: You gain truesight 5. You never take damage from a missed attack. (inspired by: Parable)

Finding: Once per round when you can see your prey and it attempts to move, shift or teleport, as a free action you can make an attack roll based on your highest score with a +9 bonus vs Reflex (even if you are not adjacent to the prey). If it hits, the movement is cancelled and the target is immobilized and cannot teleport until the end of its turn.

Handling: Once per turn when an effect targets you, you can choose for it to target one of your chosen beasts (either your beast companion, your mount, one of your summons or a conjuration created by your Dragonmark) in addition to you or instead of you, as long as the beast is within 20 squares of you and you can see it. (source: Beastlord)

Healing: You gain regeneration 15 while bloodied. As a minor action you can transfer this regeneration to an ally you can see (the ally only regenerates while she is bloodied), or take it back.
Once per round as a minor action, you can take 20 damage to remove one of the following conditions affecting an adjacent ally: blinded, dazed, stunned or weakened. You must have at least 20 hit points to use this ability, and you can’t reduce this damage by any means. (inspired by: Dreadnought, Virtue's Touch)

Hospitality: Allies within 20 squares of you can, at the beginning of their turn, make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting them on their current turn.
If they fail the saving throw, they still make a saving throw against the effect at the end of their turn. (inspired by: Warden's Font of Life)

Making: You gain an aura 10 that allows you to reshape reality as you see fit. During your turn, you can alter the environment in any of the following ways by spending a minor action:
  • Permanently transform any squares of difficult terrain within your aura into normal terrain.

  • Permanently transform any squares of normal terrain within your aura into difficult terrain.

  • Create breathable air in any or all squares.

  • Fill 9 unoccupied squares with a solid surface, such as stone or wood. If you fill a square with a solid surface that is not attached to another surface (in other words, you create a stone slab 5 squares up in the air), the surface hovers in place.

(source: Planeshaper)

Passage: You gain a teleport speed equal to your speed. You do not need line of sight to the square you teleport to.

Scribing: Twice per day, you can perform any ritual you have mastered as a standard action. The ritual you perform cannot directly affect an enemy. For example, you could perform Raise Dead and revive an ally who could then rejoin the fight. However, you could not perform Imprisonment, which directly affects an enemy. (source: Magister)

Sentinel: When an enemy hits an ally and either the enemy or the ally is within 2 squares, you can shift 1 square as an opportunity action. If you end up adjacent to either of them, you can choose to let the attack hit you instead.
You can take immediate actions and opportunity actions even when dazed or stunned. (source: Ceaseless Guardian)

Shadow: You gain a passive Stealth score equal to 10 + your Stealth modifier. Any creature that has a passive Perception lower than your passive Stealth score, or that has an active Perception check result that does not equal or surpass your passive Stealth score, cannot see you unless you choose to let that creature see you. (source: Thief of Legend)

Storm: You gain a fly speed equal to your speed + 2 and can hover. Additionally, you gain an aura 5: any creature that enters or begins its turn within your aura loses any resistance to lightning or thunder. Whenever you deal damage with an attack, you can choose to have the attack deal lightning or thunder damage instead of its normal damage. (source: Storm Sovereign)

Warding: You and allies adjacent to you gain resist all 6.

Death: Whenever you kill a creature, a lich vestige forms from that creature’s corpse. Until the end of the encounter, you treat the lich vestige as if you have it dominated. At the end of the encounter, any lich vestiges that rose to serve you during the encounter are immediately destroyed. (source: Raven Consort)

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
I really like that ED.  Perhaps for Dragonmark Apotheosis for Passage could be static bonus to speed or running enhancement (no attack penalty or no CA), or even a small teleport speed. 

Likewise the Storm's flight power could be personal and short (applies to move actions on this turn) at heroic (still potent) and then evolve into a githyanki jaunt, allowing it to affect an ally nearby (maybe even enemy) and go until end of next turn, and then at epic and can be sustained once a day and gain hover. Storm's Apotheosis could gain a fly speed with (hover).

Or perhaps heroic flight power wouldn't quite be real flight yet, but rather like the item that lets you fly some distance if you fall more than 2-4 squares (I forget), so it'd be rather like gliding at that point, then evolving to controllable flight later.  I'm pretty sure any marked Lyrandar doesn't necessarily get to fly around as cool as that'd be.
For Apotheosis and Passage, in addition to Paulos's ideas, I'd add a note that says they no longer need Line of Sight for teleportation.

Some minor quibbles: The Siberys Mark traditionally not only didn't require a Greater Mark, but actually required you had no prior mark at all. This changed in 4e, but you still didn't need the Greater Mark. I know the way you wrote this, you need to have prior abilities of the mark to work off of, but it might be doable to just give completely new benefits.
Also, in Living Dragonmark, you describe the mark "spread[ing] to cover your whole body". A Siberys Mark already covers your whole body, so this cosmetically already happened permanenty with Dragonmark Exemplar.
Planes Wanderer
I really like that ED.  Perhaps for Dragonmark Apotheosis for Passage could be static bonus to speed or running enhancement (no attack penalty or no CA), or even a small teleport speed.


Teleport speed sounds good.

Likewise the Storm's flight power could be personal and short (applies to move actions on this turn) at heroic (still potent) and then evolve into a githyanki jaunt, allowing it to affect an ally nearby (maybe even enemy) and go until end of next turn, and then at epic and can be sustained once a day and gain hover. Storm's Apotheosis could gain a fly speed with (hover).


My first idea was indeed personal flight, then later flight with passenger, but I don't want it to be too close to the githyanki racial power. I won't do the daily sustained flight, because lots of class powers do that already, including the Wind-Rider PP's utility.

Or perhaps heroic flight power wouldn't quite be real flight yet, but rather like the item that lets you fly some distance if you fall more than 2-4 squares (I forget), so it'd be rather like gliding at that point, then evolving to controllable flight later.  I'm pretty sure any marked Lyrandar doesn't necessarily get to fly around as cool as that'd be.


Again, "PCs are different" so I don't mind the flight (it's up to DM to deal with that if it bothers them). The gliding sounds intriguing - I'll give it some thought.

For Apotheosis and Passage, in addition to Paulos's ideas, I'd add a note that says they no longer need Line of Sight for teleportation.


I like that addition.

Some minor quibbles: The Siberys Mark traditionally not only didn't require a Greater Mark, but actually required you had no prior mark at all. This changed in 4e, but you still didn't need the Greater Mark. I know the way you wrote this, you need to have prior abilities of the mark to work off of, but it might be doable to just give completely new benefits.


I know, I didn't like that constraint in 3.5E.
On the other hand I'm not too keen on my own setup (i.e. forced prerequisite) and I'm surprised you're the first one to bring it up. I'll stick to it for now but I do have some solutions in mind, for people who don't like it either:
  • have the Epic Destiny grant all 3 feats if the character doesn't have them. In that case the benefits should be reduced (perhaps no ability increase at level 21?).

  • rename the 3 feat levels Least, Lesser, Greater and give out slightly different benefits in the ED that don't depend on the feat powers. That's reasonably easy to do, since currently there's only the recharge, the bonus to attack and 1 level 30 benefit that depend on them.

  • allow a character to retrain in both the Mark and Greater Mark feats at level 21: that way the Siberys mark can appear suddenly.


Also, in Living Dragonmark, you describe the mark "spread[ing] to cover your whole body". A Siberys Mark already covers your whole body, so this cosmetically already happened permanenty with Dragonmark Exemplar.


Do they? I believe you but I don't remember reading that anywhere. Can you give me a reference?

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
I believe most of my reference for the size of a Siberys dragonmark is circumstantial, like Forum threads in which Hellcow describes them. However, the character Ashi d'Deneith in Don Bassingthwaite's Dragon Below and Legacy of Dhakaan trilogies is the bearer of a Siberys Mark. When she gets it, it covers her head to toe except for the palms of her hands and a vertical band along her face.

I think the general sizes on bodies are as follows:

Least: About the size of a open hand with splayed fingers. Like a large-sized tatoo on your bicep, or across your scalp.

Lesser: Across your chest or upper back, covers the entire back of your head and shoulders, etc.

Greater: About the size of the front or back of your torso. Would cleanly stretch from the small of your back to your neck. Might curve all the way around one arm and completely over your chest, etc.

Siberys: Everywhere. Limbs, front and back of torso, head, etc.
Planes Wanderer
Noted, but I can still imagine it getting denser so I'll only adapt the current text a little.
I'd make it writhe around the body and perhaps detach partially if it was my character and I was in a mood for flashy things. (See Summon Living Dragonmark in Dragonmarked, though the picture there is actually too flashy.)

OoP's characters
My current character in Real Adventures Play-by-Post games:

 

  • Maeve in The Lost History of Istar


 
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