Dec 28
Based on observation and experience with them in actual game play, as I went through the powers transcribing them to spreadsheets [We use spreadsheets of my own design rather than the character builder print outs or MtG style power cards, it's not nearly as cool but goodness it's a lot faster and easier and time's important], I’m modifying the following powers as below. Note:Â These changes have been made based on play experience with this particular party, this particular group of players, their particular brand of ‘tactics’Â and my, unashamedly, admitted hard ass encounter budgets. These remove small bits of “That sucks.” from game play that I’ve witnessed first hand for this particular gestalt situation. Any number of differing particulars might make these changes not appropriate for you and they’re not intended to influence your own game play or to insinuate that the WotC designers are idiots for the original wording of these powers.
- Biminey’s Static Shock – Range has been changed to 5/10 instead of 5. Â This gives him a little more reach (out to 10) at the expense of a negative to hit (-2) at the longer range. When using it at a range of 5 or less it’s the same spell. Power up.
- Biminey’s Healing Infusion – Modified it as such “You or ally in burst regains hit points equal to their surge plus Int Modifier(+5).” This switches it from surge + wisdom mod. Since the artificer is an int based class, basing their healing on at best a tertiary stat seems off and as the only healer the party needs the boost. Especially with me at the encounter design side of things.
- Stak’s Ferret An Opening is modified to read as such – “Gain Combat advantage against one adjacent target until the end of your turn.” The original required you to first have combat advantage which then carried over to your next turn even if your co-flanker moved away. Since that rarely happens I did away with the requirement and it now gives you CA against one target for your current turn. Same power output, easier to use. Power up.
- Stak’s Leonine Surge – Removed the dick you clause “If you miss with both attacks you grant CA to all enemies until the start of your next turn.” When you compare this power against Two-Fang Strike that clause makes the power come up short. Leonine surge was “Two attacks. If both hit, deal +2 damage and knock the target prone.” Two Fang Strike is “Two attacks. If both hit, deal +Wisdom damage.” While knocking a target prone is fairly powerful (move action to stand, grants CA while down), it’s not worth the you grant CA to everyone on the battlefield for a full round by any stretch of my imagination.
- Torel’s Oath of Enmity power now reads “When you make a melee attack against your oath target, make two attack rolls and use either one.” This is a changed from the original removing the requirement which said that your oath target also had to be the only target adjacent to you. Rationale: Less complex situation to use. Power up.
- Torel’s Deflecting Thunder now reads “Until the end of your next turn the next melee or ranged attack against you instead targets an adjacent enemy to you.” This removes the exclusion that you couldn’t deflect an attack back on the person attacking you. Didn’t see any reason for the clause other than that makes it a Reflecting Thunder rather than Deflecting Thunder. And frankly since Torel’s never gotten this power to work… Power up.
- Dra’Kin’s Flames of Phlegothos – Added the following: “Miss: Half Damage”. It’s one of a limited number of daily powers that either doesn’t have the Reliable keyword or a half damage on miss or some other guaranteed effect. These are typically because they deal higher than normal damage but with the second gen classes out this is showing its age hence the modification. Because it’s such a high damage spell, half damage is the smaller power boost over Reliable so I went that way with it. Frankly missing with a daily sucks ass and suckage should be kept at a minimum. Power Up
- Dra’Kin’s Eldritch Blast – Modified the range to a 10/20 from a 10. Increased range at the expense of accuracy. Although the ‘conlock’ has more hit points than anyone he has less defense than most and as a result I think a little more range helps the character. And a caster based striker with no ranged attack over 10 seems silly. Power Up.
Elisssa didn’t have any powers that I felt were in need of tweaking, the Defender is a solid second generation class and the power’s she’s chosen so far are all right in line with what they should be.


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