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4 years ago ::
Oct 15, 2009 - 3:25PM
#21
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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!
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4 years ago ::
Oct 22, 2009 - 6:21AM
#22
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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 ! ^^
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4 years ago ::
Oct 25, 2009 - 2:16PM
#23
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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)?
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4 years ago ::
Oct 25, 2009 - 2:29PM
#24
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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...
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3 years ago ::
Dec 01, 2009 - 4:28AM
#25
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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
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Dragonmark Power |
One never knows where one will end up.
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Encounter
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| Minor Action |
Close 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.
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Twist of Fate
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Dragonmark Power |
Around you things become unpredictable.
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| Encounter ~ Zone |
| Minor Action |
Close burst 1
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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
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Dragonmark Power |
| Your presence fouls the very air. |
| Encounter ~ Zone |
| Minor Action |
Close burst 1
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| 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
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Dragonmark Power |
You assault the enemy from inside.
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Encounter
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| Minor Action |
Ranged 5 (10 in Epic)
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| 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.
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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 dust |
Dragonmark Power |
Everything returns to nothing eventually. You're just here to help the process along.
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| Encounter ~ Zone |
| Minor Action |
Close blast 3
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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 Dweomer |
Dragonmark Power |
Entropy rises inexorably.
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| Encounter ~ Zone |
| Minor Action |
Area burst 1
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| 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
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Dragonmark Power |
| You increase the pull of the ground. |
| Encounter ~ Zone |
| Minor Action |
Close burst 1
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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
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Dragonmark Power |
The weight of your enmity becomes too much to bear.
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Encounter
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| Minor Action |
Ranged 3
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| 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.
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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
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Dragonmark Power |
"Trust no one" becomes your enemy's creed.
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Encounter
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| Minor Action |
Ranged 5 (10 in Paragon, 15 in Epic)
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| 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
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Dragonmark Power |
You weaken the mind of your foe at just the right time.
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| Encounter |
| Immediate Interrupt |
Close burst 5 (10 in Epic)
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| Trigger: An ally makes an attack vs. Will against an enemy in burst
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| 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 MarkBenefit: 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
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3 years ago ::
Aug 09, 2010 - 9:23PM
#26
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Date Joined:
Nov 13, 2008
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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.
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3 years ago ::
Aug 10, 2010 - 12:05PM
#27
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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.)
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3 years ago ::
Aug 10, 2010 - 12:45PM
#28
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Date Joined:
Nov 13, 2008
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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.
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3 years ago ::
Aug 10, 2010 - 12:57PM
#29
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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.
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3 years ago ::
Aug 11, 2010 - 8:56AM
#30
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Date Joined:
Feb 25, 2003
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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
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