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vithgard777
4th July 2008, 06:29 AM
Planewalker

“No walls can hold me, no bars can entrap. Freedom is mine to behold, a jewel in the hand of the master.”

Prerequisite: Wizard Class

For you the world, and indeed, all worlds are one. You ride the currents which link the planes to reach regions others could only dream of. The promise of adventure is only tempered by the dangers faced, but the rewards are greater still. You are he who stands in the doorway to all. You are the Planewalker.

Planewalker Path Features


Path of Worlds (11th Level): A short stride is all that separates you from your destination. Once per encounter you may teleport up to ten squares in a straight line. This ability functions as the Teleportation action (See “Teleportation,” page 286). If that space is occupied, you land in the nearest unoccupied space.

Walker’s Gambit (11th level): When you spend an action point to take an extra action, you also may step through an enemy-occupied square up to four squares away, and land one unoccupied square away from that enemy. By doing so you add one-half of your level in damage dealt by any of your standard action attacks this turn.

Three-fold Path (16th level): When an enemy attacks your Reflex defense, the enemy takes Force damage equal to your Intelligence modifier (minimum 1).

Planewalker spells

Planar Wind Planewalker Attack 11
A fierce howling gust takes your enemies by surprise, sending him reeling back from the pain and from the force of the biting winds.
Encounter  Arcane, Force
Standard Action Close: Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Special: You can only use this power when you are bloodied
Hit: 4d6 + Intelligence Modifier Planar damage and the target is knocked prone
Miss: Half damage and the enemy is knocked back one square


Crossroads Planewalker Utility 12
The force of your will causes surging winds to drive in from all corners. They seethe with elemental forces bringing hail, gouts of fire, and pounding rain as the planes attempt to find balance.
Daily Arcane, Zone
Standard Action Area: Burst 5 within 10 squares
Effect: The burst creates a zone of elements that lasts until the end of your next turn. Squares in the zone are difficult terrain and heavily obscured. As a move action you can move the zone up to 5 squares.
Sustain minor: The zone persists


Leap of Faith Planewalker Attack 20
To your enemies it seems you fade into nothingness. They soon realize their error as you appear within them, rending them from the inside in a burst of light, and leaping out just as quickly.
Daily Arcane, Force, Teleportation
Standard Action Ranged: 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier Radiant and Force damage. You also force the target into an adjacent square of your choice within 2 squares, and force them to be prone.
Miss: Half damage and the enemy is stunned

vithgard777
7th July 2008, 07:46 AM
just bumpin the line to see what people thought of the class, whether it was balanced enough, or whether some polish was still needed

Mask
12th September 2008, 03:47 PM
Alright, I don't feel confident enough with the new rule set to offer a complete analysis, but these are the things that struck me as out of place.

Path of Worlds: You don't define what type of action it is and your rules text seems unnecesarilly wordy. I would expect it to be a minor action, simply because it would otherwise be a fairly underwhelming for a paragon power. And wouldn't it function identically just to say "Once per encounter as a minor action you can teleport 10 squares"?

Walker's Gambit: Complex and confusingly worded. I think I see what you're trying for, and it sounds cool, but could you try rewording it?

Three-fold Path: Some kind of fluff text to explain how this fits with the teleportation theme would be welcome, just to tie it in.

Planar Wind: It has the Force keyword but deals Planar damage. Also, is there a rationale behind the Bloodied requirement?

Crossroads: Seems underpowered for such a power of its level, though I'm not sure. Also, you need to define "heavily obscured" in rules language. Does it mean that creatures within it have concealment? That it blocks all line of sight?

Leap of Faith: Should be reworded as something like "You also slide the target two squares and knock it prone." Also, the stunned on a miss is odd; I would say that stunning is far better than a slide and prone.


I love the idea of a wizard paragon based around teleportation. I look forward to seeing how this progresses.

vithgard777
16th September 2008, 08:10 AM
Hopefully this clears it up.



Planewalker

“No walls can hold me, no bars can entrap. Freedom is mine to behold, a jewel in the hand of the master.”

Prerequisite: Wizard Class

For you the world, and indeed, all worlds are one. You ride the currents which link the planes to reach regions others could only dream of. The promise of adventure is only tempered by the dangers faced, but the rewards are greater still. You are he who stands in the doorway to all. You are the Planewalker.

Planewalker Path Features


Path of Worlds (11th Level): Once per encounter as a minor action you can teleport up to ten squares. This ability functions as the Teleportation action (See “Teleportation,” page 286). If that space is occupied you land in the nearest unoccupied space.

Walker’s Gambit (11th level): When you spend an action point to take an extra action, you may teleport up to four squares and land one unoccupied square away from an enemy as a free action. Add one-half of your level in damage dealt by any of your standard action attacks this turn. This does not provoke an Opportunity Attack

Three-fold Path (16th level): By seeing many possible actions you can choose which will benefit you most. When an enemy attacks your Reflex defense, the enemy takes Force damage equal to your Intelligence modifier (minimum 1).

Planewalker spells

Planar Wind
Planewalker Attack 11
A fierce howling gust takes your enemies by surprise, sending him reeling back from the pain and from the force of the biting winds.
Encounter Arcane, Force
Immediate Reaction Close: Blast 5
Target: Each enemy in blast
Attack: Intelligence vs. Fortitude
Special: You can only use this power when you are bloodied as an immediate reaction
Hit: 4d6 + Intelligence Modifier Force damage and the target is knocked prone
Miss: Half damage and the enemy is knocked back one square


Crossroads
Planewalker Utility 12
The force of your will causes surging winds to drive in from all corners. They seethe with elemental forces bringing hail, gouts of fire, and pounding rain as the planes attempt to find balance.
Daily Arcane, Zone
Standard Action Area: Burst 5 within 10 squares
Effect: The burst creates a zone of elements that lasts until the end of your next turn. Squares in the zone are difficult terrain and heavily obscured. (Each square an enemy enters costs one extra square of movement, and -2 penalty to attack rolls.) As a move action you can move the zone up to 5 squares.
Sustain minor: The zone persists


Leap of Faith
Planewalker Attack 20
To your enemies it seems you fade into nothingness. They soon realize their error as you go through them, rending them from the inside in a burst of light, and leaping out just as quickly.
Daily Arcane, Force, Teleportation
Standard Action
Range: 10 squares
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier Radiant and Force damage. You also slide the target two squares, and is knocked prone.
Miss: Half damage.

Mask
17th September 2008, 03:56 PM
Better. Much more clear and logical, and I really like the feel of it. However, someone else will have to comment on whether it is balanced or not.

Firefox15
17th September 2008, 06:53 PM
I do have one question, what exactly do you mean by: "They soon realize their error as you appear within them, rending them from the inside in a burst of light, and leaping out just as quickly."?


does this mean that you finish off that opponent from the inside, or by marking that opponent for you to target, or one of your allies to target????

vithgard777
17th September 2008, 07:57 PM
I have repaired that segment. It should be much clearer now.