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4 years ago ::
Jan 31, 2009 - 11:30PM
#21
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Date Joined:
Sep 20, 2001
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I'm diggin the avenger, but can anybody make out the details of the shaman?(before monday that is)
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4 years ago ::
Jan 31, 2009 - 11:42PM
#22
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Date Joined:
Nov 20, 2008
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First column of Shaman powers.
Call Spirit Companion Shaman Feature Your soul reaches out to your spirit friend, which faithfully appears at your side. At-Will * Conjuration, Primal Minor Action Close burst 20 Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed. The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals 11 or more damage on the spirit, the spirit disappears, and you take 6 damage. Otherwise, the spirit is unaffected by the attack.
Spirit's Fangs Shaman Feature When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared. At-Will * Implement, Primal, Spirit Opportunity Action Melee spirit 1 Trigger: An enemy leaves a square adjacent to your spirit companion without shifting. Target: The triggering enemy. Attack: +6 vs. Reflex. Hit: 1d10 + 5 damage.
Defending Strike Shaman Attack 1 The spirit companion strikes a foe, drawing energy from the enemy and using the energy into a protective shield(?). At-Will * Implement, Primal, Spirit Standard Action Melee spirit 1 Target: One creature. Attack: +6 vs. Reflex Hit: 1d8 + 5 damage. Until the end of your next turn, you and your allies gian a +1 power bonus while adjacent to your spirit companion.
Stalker's Strike Shaman Attack 1 As your spirit companion claws at your foe, the spirit is filled with predatory(?) fury, becoming a greater threat to your enemies. At-Will * Implement, Primal, Spirit Standard Action Melee Spirit 1 Target: One creature. Attack: +6 vs. Fortitude. If the target is bloodied, you gain a +1 bonus to the attack roll. Hit: 1d10 + 5 damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Memory of a Thousand Lifetimes Deva Racial Power Lifelike(?) memories of your previous lives lend insight to aid you. Encouner No Action(?) Personal Trigger: You make an attack roll, a saving throw, a skill check, or an any(?) check and dislike the result. Effect: You add 1d8 to the triggering roll.
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4 years ago ::
Jan 31, 2009 - 11:46PM
#23
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Date Joined:
Aug 17, 2007
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Wow.
I was getting discouraged from the previews for the other PHB2 classes but then they come out with this. I am seriously blown away. The whole striker/defender hybrid (Censure of Pursuit actually keeps enemies close to you!) is probably the best use of the combat role system yet. Also, I am really glad to see the way they have played with the role mechanics, rather than just giving him +1d6 if he isolates the enemy or something. The flavor of a divine agent who singles out his foes before dispatching them with divine fervor may just make this my favorite 4e class.
I'm so happy.
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4 years ago ::
Jan 31, 2009 - 11:50PM
#24
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Date Joined:
Jan 14, 2006
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And Shaman's mechanics don't stay behind by one bit...
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4 years ago ::
Jan 31, 2009 - 11:54PM
#25
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Date Joined:
Nov 20, 2008
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Aaaand the second column.
Healing Spirit Shaman Feature You call to the spirits on behalf of a wounded ally, healing wounds. Encounter (Special) * Healing, Primal Minor Action Close burst 5 Target: You or one ally in burst. Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion other than the target regains 1d6 hit points. Special: You can use this power twice per encounter, but only once per round.
Twin Panthers Shaman Attack 1 Two panther spirits leap on your foes, and the panthers channel their predatory instincts through your spirit companion as that(?) it approaches nearby enemies. Encounter * Implement, Ritual Standard Action Ranged 5 Target: One creature. Attack: +6 vs. Reflex (+9 against a bloodied target) Hit: 1d8 + 5 damage. Until the end of your enxt turn, you and your allies have combat advantage when making melee attacks against any enemy adjacent to your spirit companion. Effect: Make that attack one more time against the same target or a different one.
Bonds of the Clan Shaman Utility 2 You take on a portion of your ally's injury. Encounter * Primal Immediate Interrupt Ranged 10 Trigger: An ally within 10 squares of you takes damage. Target: The triggering ally. Effect: You and the target each take half of the damage.
Rimefire Spirit Shaman Attack 3 A spirit of ice and flame freezes and burns your foe, and the spirit's energies emanate from your spirit companion, making nearby enemies vulnerate to further attacks. Encounter * Cold, Fire, Implement, Primal Standard Action Ranged 5 Target: One creature. Attack: +6 vs. Will Hit: 2d6 + 5 cold and fire damage. Until the end of your next turn, any enemy adjacent to your spirit companion gains vulnerable 5 cold and vulnerable 5 fire.
Cleansing Wind of the North Shaman Attack 1 You call on the spirits of the frigid north to bite into your enemies and to carry your allies' ills. Daily * Cold, Implement, Primal Standard Action Close blast 5 Target: Each enemy in blast. Attack: +6 vs. Fortitude. Hit: 1d10 + 5 cold damage. Miss: Half damage. Effect: Each ally in the blast makes a saving throw with a +5 power bonus.
+1 Summer Growth Totem Totem Level 3+ Summer brings growth and the primal energy channeled through this item helps spawn vines that hinder your foes. Critical: +1d6 damage, and the target is restrained until the end of your next turn. Power (Daily): Minor Action. Each square within 5 squares of you is difficult terrain for your enemies until the end of your next turn.
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I am PSYCHED for the shaman. :D!
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4 years ago ::
Jan 31, 2009 - 11:56PM
#26
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Date Joined:
Aug 28, 2005
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Furious Assault Half-Orc Racial Power Your monstrous wrath burns inside you, giving strength to your attack. Encounter Free Action Personal Trigger: You hit an enemy. Effect: This attack deals 1[W] extra damage if its a weapon attack or full damage if it isn't. Wow, wait, what?! That's ridiculous, that can't be right. Am I not understanding this right? Because it looks pretty much like an auto-crit to me, maximizing your damage. That seems completely lopsided to be significantly better for implement-users.
Why, yes, as a matter of fact I am the Unfailing Arbiter of All That Is Good Design (Even More So Than The Actual Developers) TMSpeaking of things that were badly designed, please check out this thread for my Minotaur fix. What have the critics said, you ask? "If any of my players ask to play a Minotaur, I'm definitely offering this as an alternative to the official version." - EmpactWB "If I ever feel like playing a Minotaur I'll know where to look!" - Undrave "WoTC if you are reading this - please take this guy's advice." - Ferol_Debtor_of_Torm "Really full of win. A minotaur that is actually attractive for more than just melee classes." - Cpt_Micha Also, check out my recent GENASI variant! If you've ever wished that your Fire Genasi could actually set stuff on fire, your Water Genasi could actually swim, or your Wind Genasi could at least glide, then look no further. Finally, check out my OPTIONS FOR EVERYONE article, an effort to give unique support to the races that WotC keeps forgetting about. Includes new racial feature options for the Changeling, Deva, Githzerai, Gnoll, Gnome, Goliath, Half-Orc, Kalashtar, Minotaur, Shadar-Kai, Thri-Kreen, Warforged and more!
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4 years ago ::
Jan 31, 2009 - 11:59PM
#27
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Date Joined:
Nov 20, 2008
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Wow, wait, what?! That's ridiculous, that can't be right. Am I not understanding this right? Because it looks pretty much like an auto-crit to me, maximizing your damage. That seems completely lopsided to be significantly better for implement-users. AHH! You're right!
It reads "or extra 1d8 damage if it isn't." Sorry about that.
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4 years ago ::
Jan 31, 2009 - 11:59PM
#28
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The awesome factors on these new classes are through the roof, but almost makes me feel a little sad for my favorite class - the barbarian. After seeing the amazing striker feature on the avenger, I wish the barbarian had something a little more interesting than some extra damage tacked on to the at-wills. What do you all think? As a side note-
It reads "or extra 1d8 damage if it isn't."[/quote] Thank goodness.
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4 years ago ::
Feb 01, 2009 - 12:03AM
#29
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The shaman's spirit companion looks like it has some major drawbacks. 11 damage is not hard to do ... theoretically, that number increases as the character levels, either with a half-level or +1/level modifier, or by tier, or else that thing's gonna die (again) repeatedly.
On the other hand, that some of the powers lack the 'spirit' keyword leads me to believe that it's like the druid ... you can make a druid that focusses as heavily, or as weakly, on Wild Shape as you like. It seems you may be able to do the same thing with the spirit sidekick.
If this is the case, I can live with it. I don't know what it is, but so far, every class in PHB2 that I can think of has had the reaction of 'wow, this is pretty cool, except for this ONE THING that bugs the crap out of me'.
Another day, another three or four entries to my Ignore List.
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4 years ago ::
Feb 01, 2009 - 12:05AM
#30
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Date Joined:
Jan 14, 2006
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OoOoh! Did you see Healing Spirit?? This crazy man heals two targets at once! Plus, I'm pretty sure the requirement of the spirit companion means one beautiful thing: the multiclass feat actually gives you the spirit companion! Well, only when using the healing I guess, but still it makes for very very flavorful characters this way... I hope to be right.
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