[Race] Imilite: "The fountain shall be filled as long as light fills the lighthouse."

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Part two of my Golden Sun adaptation.  Included are 1 race, 1 racial paragon path, and 11 feats.  Thank you for the time you spend to consider this.


Imilite

Ability Score: +2 Charisma, +2 Constitution or Wisdom
Size: Medium
Speed: 6
Vision: Normal
Languages: Common
Skill Bonuses: +2 Heal, +2 Religion
Bastion of Health: Allies within 5 squares of you gain a +1 racial bonus to Endurance checks.
Unfettered Waves: You make saving throws against the following conditions at the beginning of your turn instead of the end: slowed, immobilized, and restrained.
Fluid Grace: If you selected a +2 racial bonus to Wisdom, you gain a +1 racial bonus to your reflex defense.
Prescient Eye: If you selected a +2 racial bonus to Constitution, you gain a +1 racial bonus to Insight and Perception.
Hermes's Fountain: You have the Hermes's Fountain racial power.


Hermes's Fountain
A dose of purifying water bolsters your ally's recovery.
Encounter Healing, Psynergy
Free Action ♦ Close Burst 5
Trigger: A creature restores hit points
Target: The triggering creature in burst
Effect: The target restores an additional 1d6 hit points.  Increase the additional hit points to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.


Peaceful Imil rests in the shadow of Mercury Lighthouse.  Just as the Lighthouse overflows with healing waters, so too do Imilite Adepts bring abundance and health to the afflicted.

Play an Imilite if you want...



  • to be blessed guardian of Mercury Lighthouse.

  • to be a powerful protective force for your friends.

  • to be a member of a race that favors the cleric, paladin, and bard classes.


Physical Qualities


The people of Imil are an unassuming lot, but a child born with blue or green hair is something special.  Such little ones have been blessed with the power of the Mercury Clan, destined to be among the greatest healers in all of Weyard.

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Feats

Physician Heal Thyself
Prerequisite: Imilite
Benefit: Whenever you would make an Endurance check, you may make a Heal check instead.


Rallying Surf
Prerequisite: Imilite, any martial class
Benefit: Whenever you use your Hermes's Fountain racial power, you gain temporary hit points equal to the damage healed by the target.


Soothing Waters
Prerequisite: Imilite
Benefit: Use d8s for the damage healed by your Hermes's Fountain racial power instead of d6s.


Borne on the Wave
Prerequisite: Imilite, ardent, ardent alacrity
Benefit: While under the effect of your ardent alacrity power, allies may ignore the slowed condition for the duration of the free action.
At 11th level, your allies may ignore the immobilized condition for the duration of the free action.
At 21st level, your allies may ignore the restrained condition for the duration of the free action.


Unending Winter
Prerequisite: Imilite, avenger
Benefit: You gain a +1 racial bonus to your Fortitude defense.  This bonus increases to +3 against your oath of enmity target.


Frost Grip
Prerequisite: Imilite, battlemind, mind spike
Benefit: Your mind spike power deals cold damage in addition to all other damage types.  A creature that takes damage from your mind spike power is slowed until the end of its next turn.


Overflowing Grace
Prerequisite: Imilite, cleric
Benefit: Once per round, when you save against the slowed, immobilized, or restrained condition, one ally within 5 squares of you may make a saving throw against the same condition.


Frostbitten Challenge
Prerequisite: Imilite, paladin
Benefit: When an enemy takes damage from your divine challenge, it also takes ongoing cold damage equal to your Wisdom modifier (save ends).


Paragon Tier


Purifying Sea Foam
Prerequisite: 11th level, Imilite
Benefit: When you use your Hermes's Fountain racial power, you can forgo 2 dice of healing to grant the target a saving throw.


Unbridled Surf
Prerequisite: 11th level, Imilite
Benefit: Whenever you succeed on a save against the slowed, immobilized, or restrained condition, you may shift 1 square as a free action.


Epic Tier


Mirrored Blessing
Prerequisite: 21st level, Imilite
Benefit: Whenever an ally regains hit points due to your Hermes's Fountain racial power, you regain an equal number of hit points.


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Mercury Devotee


"The fountain shall be filled as long as light fills the lighthouse."


Prerequisites: Imilite


Mercury Devotee Path Features

Fortifying Stream (11th Level): You gain a +1 bonus to saving throws and to your healing surge value.


Devotee's Cleansing Action (11th Level): When you spend an action point, you and all allies within 10 squares may make a saving throw.


Overflowing Wellspring (16th Level): You may use your Hermes's Fountain racial power one additional time per encounter.


Mercury Devotee Psynergy


Crystallize Mercury Devotee Attack 11
Encounter Cold, Implement, Psynergy
Standard ActionArea burst 1 within 10 squares
Target: All enemies in burst
Attack: Your highest ability vs. Reflex
Hit: 2d6 + your highest ability modifier cold damage.
Miss: Half damage.
Effect: Allies in the burst gain temporary hit points equal to your level.


Pure Wish Mercury Devotee Utility 12
Daily Healing, Psynergy
Standard ActionClose burst 5
Target: You and all allies in burst
Effect: The target regains hit points equal to its healing surge value.  The target may spend a healing surge.


Froth Sphere Mercury Devotee Attack 20
Daily Implement, Poison, Psynergy
Standard ActionArea burst 2 within 10 squares
Target: All enemies in burst
Attack: Your highest ability vs. Fortitude
Hit: 4d8 + your highest ability modifier poison damage and ongoing 10 poison damage (save ends).
Miss: Half damage and no ongoing damage.
Special: Allies in the burst gain regeneration 10 until the end of the encounter.


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Design concerns:


-I borrowed the concept from the Crimson_Concerto's minotaur wherein your choice of racial ability score bonus has another variable benefit.  Putting both bonuses under Will is naturally compensated by a +1 to a different defense.  I chose Reflex as an extension of the other racial abilities centered around free movement.  The Constitution option then gets part of the benefit of a bonus to Wisdom.


-I didn't want the Hermes's Fountain power to become obsolete quickly, so I made its progression every 5 levels.  I still can't tell if it is appropriately powered compared to the racial attack powers that usually have + mod damage and some other useful effect.


-I figured regeneration 10 on a 20Daily was appropriate since you are effectively in epic tier at that point.



If anyone wants to discuss the origins of these abilities in Golden Sun canon, I'm up for that.