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Djinn_in_Tonic
2009-12-16, 06:09 PM
173 views and only 1 comment? What am I doing wrong?

*****
What follows is a compilation of my 3.5 Prestige Classes into their corresponding 4e form. Enjoy.

*****

Madspark Eccentric (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showthread.php?t=127043)

http://fc06.deviantart.com/fs46/f/2009/178/0/1/Mechanic_by_salamandros.jpg
Helmutt Grundrigg, a Madspark Eccentric, beginning to enter a Surge of Inspiration.

Prerequisites Artificer, Berserker's Fury

Madspark Eccentrics are, as their name implies, quite mad. However, where most descend into a raving fury when their primal emotions surface, the Madspark Eccentric slips easily into a state of almost zen-like inspiration, where nothing matters but the ideas bubbling to the forefront of his brain, eager to escape into the world. A Madspark Eccentric in such a state works like a man inspired, creating impossible devices in mere seconds. Yet these creations are powered as much by his belief as by his skill, for they quickly begin to falter, eventually becoming worthless chunks of useless metal.

Madspark Eccentric Path Features
Crazed Genius (11th Level): Whenever you use an item encounter power or daily power, you gain a +1 bonus to attack rolls, damage rolls, and defenses until the end of your next turn.
Surge of Inspiration (11th Level): When you spend an action point, you may choose to create an item instead of taking an extra action. You may create any item of your level or lower, and it appears in your hands. The item lasts until the end of the encounter, whereupon it falls apart into useless material.
Fury of the Forge (16th Level): You may expend your Berserker's Fury daily power to gain an additional use of an item's daily power, or expend an item's daily power to gain an additional use of your Berserker's Fury daily power. You may use your Berserker's Fury daily power an additional time each day.


Madspark Eccentric Spells
Rage Against the Machine – Madspark Eccentric Attack 11
You systematically rip into your foe, shutting down their magical protections in a truly impressive manner.
Encounter * Arcane, Force, Implement
Standard Action – Ranged 10
Target One creature
Attack Intelligence vs. Will
Hit 2d8 + Intelligence modifier force damage, and the target loses both all power bonuses it has active and the benefits of all magic items it carries until the end of your next turn.
Special If the target is a animate (construct), the attack deals an additional 3d8 damage.

Sudden Inspiration – Madspark Eccentric Utility 12
You are taken by a burst of inspiration.
Daily * Arcane
Minor Action – Personal
Effect You gain an action point.

Fires of Inspiration – Madspark Eccentric Attack 20
You are caught up in a burst of inspiration so potent that it manifests as physical flames.
Daily * Arcane, Fire, Implement
Standard Action – Burst 5
Target Each enemy in burst
Attack Intelligence vs. Reflex
Hit 3d8 + Intelligence modifier fire damage.
Effect Until the end of your next turn, you gain an aura 2. Enemies beginning their turn within the aura take 5 points of fire damage.
Sustain Minor: The aura persists.

Djinn_in_Tonic
2009-12-16, 09:18 PM
Sibyl of the Blinded Eye (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=6120792&postcount=3)

http://fc07.deviantart.com/fs33/f/2008/293/9/9/99adece5bf5f83d2733a06b25051c4ba.jpg

“The sands of time hold nothing for you but anguish and pain. Look upon your future...and despair!” —Dorian Rike, Sibyl of the Blinded Eye

Prerequisites Cleric, non-good alignment, must have willingly blinded yourself

Mankind is not made to see the future. Yet for some unknown reason, a small portion of humanity is gifted...or cursed...with the power of foretelling. The gifted adept easily to this, becoming famous oracles or helping the common people to eek a glimpse of the beyond. Others are not so lucky, for the future is not a forgiving thing. It is as terrible as it is fortunate, and as horrifying as it is inspiring. Those who are cursed with the power of foretelling see the terrors of the beyond, or see the truth, but are unable or unwilling to convey it. These are the seers who forsake their birthright. These are the Sibyls of the Blinded Eye.

Sybil of the Blinded Eye Path Features
Unbidden Sight (11th Level): You lose your normal vision completely. Instead, you gain Blindsight 12 and immunity to powers and attacks with the illusion keyword.
Gates of the Soul (11th Level): When you spend an action point, you gain a +4 bonus to all defenses until the end of your next turn.
Haunting Torment (16th Level): Any time a creature fails a save against a power of yours, it takes 5 points of psychic damage.


Sybil of the Blinded Eye Prayers
Mirror of Misfortune – Sybil of the Blinded Eye Attack 11
You turn your empty eyes towards your foe, blasting them with visions of the terrible future.
Encounter * Divine, Implement, Psychic
Standard Action – Ranged 10
Target One creature
Hit Charisma +2 vs. Will
Hit 2d10 + Charisma modifier psychic damage, and the target is dazed until the end of your next turn and weakened (save ends).

Brief Glimpse of the Beyond – Sybil of the Blinded Eye Utility 12
A fragment of the future flashes through your tortured mind.
Encounter * Divine
Minor Action – Personal
Effect You gain a +2 power bonus to attack rolls and defenses until the end of your next turn.

Mirror of Fate – Sybil of the Blinded Eye Attack 20
Your gaze carries the terror of a thousand misfortune ends, inflicting visions of your pain upon your helpless foe.
Encounter * Divine, Implement, Psychic
Standard Action – Ranged 10
Target One creature
Hit Charisma +2 vs. Will
Hit 4d10 + Charisma modifier psychic damage, and any time you are attacked the target suffers the effects of the attack as well (save ends).
Miss Half damage.

Djinn_in_Tonic
2009-12-16, 09:57 PM
Eerie Traveler (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=6387951&postcount=4)

http://fc09.deviantart.com/fs37/f/2008/282/e/8/Chaos_Mage_by_Sergon.jpg

“It took me years to wander past the reaches of reality. It will take me countless lifetimes to forget what I saw there. Would there were enough time…” —Fenris Grell, Eerie Traveler

Prerequisites Warlock, must have traveled to the Far Realms.

Eerie Travelers are mortals who have been twisted and corrupted by their travels—whether accidental or otherwise—through the Far Realms.

Eerie Traveler Path Features
Eerie Presence (11th Level): You gain an aura 2. All enemies within the aura take a -1 penalty to attack rolls, defenses, and saving throws.
Far Walk (11th Level): When you spend an action point, you may teleport up to 5 squares as a free action.
Twisted Form (16th Level): You no longer grant Combat Advantage under any circumstances.


Eerie Traveler Spells
Rotting Touch – Eerie Traveler Attack 11
Your touch channels the horrors of the Far Realms, corrupting your foe's body and mind.
Encounter * Arcane, Necrotic
Standard Action – Melee 1
Target One creature
Attack Constitution +4 vs. Fortitude
Hit 2d6 + Charisma modifier necrotic damage, and the target is slowed and weakened (save ends both).

Realm Walk – Eerie Traveler Utility 12
The dimensions of the Far Realms surround you, and no mortal object can impede your path any longer.
Daily * Arcane
Minor Action – Personal
Effect You gain the Phasing quality until the end of your next turn.
Sustain Minor The effects persist.

Eye of the Maddening Storm – Eerie Traveler Attack 20
You become the nexus of a storm of chaotic energies as your foes are driven into madness.
Daily * Arcane, Implement, Necrotic, Psychic
Standard Action – Burst 5
Target Each enemy in burst
Attack Charisma vs. Will
Hit 2d6 + Charisma modifier necrotic and psychic damage, and the target takes ongoing 5 necrotic and psychic damage (save ends).
First Failed Save: The target takes ongoing 10 necrotic and psychic damage and is dazed (save ends both).
Sustain Standard: Repeat the attack against all foes within range.
Miss 2d6 + Charisma modifier necrotic and psychic damage.

Djinn_in_Tonic
2009-12-16, 11:00 PM
Empyreal Cantatrice (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=6698933&postcount=4)

http://fc04.deviantart.com/fs40/i/2009/054/2/7/Can_you_see_the_music__by_victory_a13.jpg

“There is geometry in the humming of the strings, there is music in the spacing of the spheres.” -Pythagoras

Prerequisites Bard

Empyreal Cantatrices attune themselves to the celestial harmonies of the stars and the planets, making their music hum to the frequency of the universe around them. Their haunting tones reverberate through the heavens, striking chords with the heavenly bodies and changing the fate of man.

Empyreal Cantatrice Path Features
Celestial Harmony (11th Level): Your Majestic Word power targets two allies within range, rather than one.
Auspicious Signs (11th Level): When you spend an action point, you gain a pool of 2 Fate points. At any time, you may spend a Fate point to re-roll a single d20 roll. If unused, these Fate points vanish at the end of the encounter.
Echoes of Heaven (16th Level): Foes healed by your Majestic Word power gain a +1 bonus to all defenses and saving throws for the rest of the encounter.


Empyreal Cantatrice Spells
Omen of Peril – Empyreal Cantatrice Attack 11
Your song manipulates the strings of fate, dooming your opponent to failure.
Encounter * Arcane
Standard Action – Ranged 10
Target One creature
Attack Charisma vs. Will
Hit The target takes a -2 penalty to attack rolls and defenses, and any time the target would roll a d20, that target rolls two d20s and takes the worst result (save ends both).

Hymn of Transcendence – Empyreal Cantatrice Utility 12
You transcend the mortal realm, raising yourself with the power of your celestial song.
Encounter * Arcane
Minor Action – Personal
Effect You gain a fly speed of 4 squares.
Sustain Minor The effects persist.

Polyphony of the Moirai – Empyreal Cantatrice Attack 20
You weave your foe into a terrible net of fate, trapping them beyond any hope of escape.
Daily * Arcane, Implement
Standard Action – Ranged 10
Target One creature
Attack Charisma vs. Will
Hit Until the end of your next turn, any d20 roll the target makes is treated as being a natural 1. The first successful attack against the target during this time is treated as a critical hit.
Miss The target takes a -2 penalty to all d20 rolls until the end of your next turn.

Djinn_in_Tonic
2009-12-17, 02:30 PM
Warden of the Hedge (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=7129821&postcount=5)

http://fc01.deviantart.com/fs29/f/2008/135/7/a/Knight_of_Wands_by_puimun.jpg
Engelad Ryer, a Warden of the Hedge, crosses over from the feywild atop his faithful Bassilunius.

Prerequisites Eladrin, Elf, or Human, Paladin

The Hedge divides the faerie world from that of the mortals, and is a closely guarded secret amongst the fey. Yet they are, as a rule, loath to inhabit it, for while the creatures of the feywild revel in their kingdom of vibrant color and deep magic and likewise dance in the moonlight of the mortal realm, there is something about lingering in the transition between this world and the feywild that unnerves them, driving them slowly mad as they long to burst forth gloriously into one world or the other.

A creature of chaotic emotions cannot stand the draining effect of the Hedge, but humanity, it was discovered, can. And thus began the practice of stealing mortal children and replacing them with faerie get, overriding the faerie instinct with that of a mortal mind. A infant fey, blessed with Titania's magic and carrying a birthmark of a whorled fingerprint where her touch was felt, is placed in a mortal's home, to be raised as one of their own. And in time, Titania comes to claim what is hers.

Fey turned mortal, then mortal turned fey, able to stand strong in the face of the Hedge's magic while still remaining connected to both the faerie and the mortal worlds, these are the perfect guardians of the hidden pathways to the feywild. These are the Wardens of the Hedge.


Warden of the Hedge Path Features
Walk the Briar Path (11th Level): When moving, you gain the Insubstantial quality. This effect lasts only for the duration of your movement.
Hedge Strike (11th Level): When you spend an action point, you gain a bonus to damage rolls equal to your Charisma modifier until the end of your next turn.
Knight of the Hedge (16th Level): You gain the Fey origin and immunity to powers and abilities with the Charm keyword.


Warden of the Hedge Prayers
Smite Mortal – Warden of the Hedge Attack 11
You channel the magic of the fae into your strike, bringing those not of the Hedge down with incredible force.
Encounter * Divine, Radiant, Weapon
Standard Action – Melee weapon
Target One creature
Attack Strength vs. AC
Hit 2[W] + Charisma modifier damage, and the target takes 5 ongoing radiant damage and a -2 penalty to saving throws (save ends both) if the target does not possess the Immortal type or the Fey origin.

Cloak of Faerie Glamour – Warden of the Hedge Utility 12
You surround yourself with a weave of faerie magic, throwing up an illusory image to hide your escape.
Encounter * Arcane, Illusion, Teleportation
Minor Action – Personal
Effect You become invisible and teleport up to 4 squares. Place a illusory minion token in the square you previously occupied. This minion appears to be you in all respects, and you may move it up to 6 squares as a move action. The minion deals no damage, although you can make it appear to attack as a minor action. You remain invisible until the token is destroyed, or you make an attack.

Return From Whence Thou Came – Warden of the Hedge Attack 20
Your faerie power strikes deeply into your foe, banishing them from the physical realms for a brief moment.
Daily * Divine, Teleportation, Weapon
Standard Action – Melee weapon
Target Each enemy in burst
Attack Strength vs. Will
Hit 3[W] + Charisma modifier damage, and your target is banished to another plane until the end of your next turn. Remove the target from the fight. At the end of your next turn, return the target to its prior location, or the nearest possible location (if its prior location is occupied). Upon returning, the target is dazed until the end of your next turn (your next turn after its reappearance).

Jogi
2009-12-17, 02:40 PM
These are certainly great works. I'll be sure to save them as I expect that one day I'll have a 4e group.

Djinn_in_Tonic
2009-12-17, 04:00 PM
Seiđkona of the Iron Bands (Epic Destiny)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=7310889&postcount=5)

http://fc05.deviantart.net/fs40/f/2009/004/a/f/the_Sorcerer_by_ahbiasaaja.jpg
Udric Boul, a Seiđkona of the Iron Bands, stands at the entrance of the Briar Path.

Prerequisites 21st level, Warlock, any non-good

The lords of the faerie are beings of immense, almost unspeakable power. Rivaling the demon princes and even some gods in might, magic, and influence, these beings rule the wild, twisting forests of the Faewyld and the unearthly inhabitants that occupy these enchanted woods. They revel in displays of the supernatural, sashaying through the mortal realm on excursions to amaze, stupefy, befuddle, and enchant, striving to tie humans up in mischief, mayhem, and inescapable bargains. Needless to say, the mortals have no defense against such escapades.

Yet some mortals are more than human. Some go beyond the realm of mundane possibilities, and beyond the realm of mortal magic. These few deal with beings from beyond existence, channeling their powers into fragile mortal forms, somehow containing the vast strength of unspeakable entities from other world, and other realities. Drawn to promises of power like moths to flame, the enterprising--or the insane--often strive to bring angels, demons, fae lords, or even gods under their dominion.

And rarely...very rarely...one is strong enough, persistent enough, and determined enough to succeed. These few imprison the mighty fae lords themselves into a pair of cold iron bracers, drawing upon the captured entity to bring themselves dark and unspeakable power.

These are the Seiđkona of the Iron Bands.

Immortality

Seiđkona of the Iron Bands do not merely die and fade away from the world. Their impact is great, as their deeds rock both faerie and mortal world alike. After one's passing tales of her dread exploits are whispered amongst the faerie kind, and the fae have long memories. Some Seiđkona of the Iron Bands even set themselves up as immortal tyrants within the faerie realm, helping to keep the legends of those since overthrown active on the tongues of those under their dominion.


Seiđkona of the Iron Bands Destiny Features
Prince In Chains (21st Level): You gain the Fey origin and resist damage equal to your Charisma modifier.
Iron Anathema (24th Level): You gain a +2 bonus to all defenses against any power without the weapon keyword, and against all attacks and powers from creatures with the Fey origin.
Ferrum Tyrannus (30th Level): You may expend a Healing Surge as a minor action to activate this ability. If you do so, you regain no hit points, but may instead choose a single encounter power that you have expended this encounter. You regain the use of that power.


Seiđkona of the Iron Bands Spell
Edict of Iron – Seiđkona of the Iron Bands Utility 26
You draw upon the power of your imprisoned Fae Lord to issue a terrible edict. None shall harm you as long as your edict stands.
Daily * Arcane
Move Action – Personal
Effect: Until the end of the encounter, any creature attacking you must make an additional attack roll against your Will defense. If either this attack roll or the usual attack roll fails, the attack misses.

Djinn_in_Tonic
2009-12-17, 04:39 PM
Restless Troubadour (Paragon Path)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=6397014&postcount=1)

http://fc02.deviantart.com/fs38/f/2008/313/c/f/Wanderer_by_SiNaFay_Aeternis.jpg

“Those who say dead men tell no tales know nothing of those who have heard the words of the restless…and lost themselves.”

Prerequisites Bard, must have fallen below 0 hit points and failed at least two subsequent death saving throws.

Restless Troubadours were once bards…until their untimely demise. But some souls are to full of zeal, vengeance, or wanderlust to rest eternally, and such spirits are the Restless Troubadours of the world; minstrels caught between life and death, carried along by a song and a tale, unable or unwilling to pass on into the gray expanses of the afterlife.

Restless Troubadour Path Features
Twilight of Life and Death (11th Level): You no longer age, nor do you die of old age. Additionally, you gain resist 10 to radiant and necrotic damage.
Twilight of Eternity (11th Level): When you spend an action point, you gain the insubstantial quality until the beginning of your next turn.
Beyond the Veil (16th Level): You can see and speak with dead creatures. When a creature dies, its spirit hovers at the point of its death for one hour, during which time you can make a Diplomacy check opposed by its Will defense. If successful, you may ask it up to one question per tier (two questions at Paragon, three questions at Epic), which it answers truthfully to the best of its knowledge.

Dawn's Prelude Spells
Rotting Touch – Restless Troubadour Attack 11
Your music conjures up the powers of the restoring dawn, blinding your foes and reinvigorating your allies.
Encounter * Arcane, Implement, Radiant
Standard Action – Burst 3
Target All enemies within burst
Attack Charisma vs. Will
Hit 1d8 + Charisma modifier radiant damage, and the target is blinded until the end of your next turn.
Effect Each ally within burst gain temporary hit points equal to 5 + your Charisma modifier, and gains a +2 power bonus to attack and damage rolls until the end of your next turn.

Walk With Death – Restless Troubadour Utility 12
The haunting refrain of your melodies draws upon the shadows of death, and you blend seamlessly into them.
At-Will * Arcane
Minor Action – Personal
Effect Until the end of your next turn, undead creatures treat you as if you were invisible.
Sustain Minor The effects persist.

Midnight's Requiem – Restless Troubadour Attack 20
A mournful tune of death and decay springs from your throat, walking your enemies to early graves.
Daily * Arcane, Implement, Necrotic, Psychic
Standard Action – Burst 3
Target Each enemy in burst
Attack Charisma vs. Will
Hit 2d8 + Charisma modifier necrotic and psychic damage, and the target takes slowed and weakened (save ends).
Effect Until the end of the encounter, you gain an aura 3. Foes beginning their turn within the aura may an immediate saving throw at the start of their turn. Any foe failing this save is weakened until the start of its next turn.

erikun
2009-12-17, 07:24 PM
173 views and only 1 comment? What am I doing wrong?
Well, given that I never played the original classes (or even saw them before) it's hard to say how the 4e variants compare to the 3.5e versions. Let's see what I can say, though.

First, excellent finds on the artwork. They feel very appropriate for the respective classes. It's nice to see everything clearly presented too, especially with the volume of work done here. However, let's get to the nitty-gritty.

Madspark Eccentric

Prerequisites should be "Artificer, Barbarian". There is a paragon path in Martial Power which is similar, requiring a Fighter/Ranger multiclass. After all, there are other multiclass feats to access the Barbarian class, not to mention the hybrid Artificer|Barbarian rules, which should be introduced in PHB3.

Surge of Inspiration - um, wow. Perhaps you want to limit this to weapons only? After all, not all items are daily useage (thus not limiting your usage per day). Free everlasing provisions at the end of each day? Free flying carpet for five minutes? Nevermind what happens when you create a bag of holding, shove someone inside, and the thing disappears at the end of the encounter.

Rage Against the Machine - 5d8 + INT is a bit much for an encounter power, even if the damage is situational. By comparison, the daily level 20 capstone of the Battle Mage paragon path is 8d10 + INT, and only useable if you've run out of daily powers. Heck, the 5[W] powers don't even start showing up until epic (21+) tier.

Conversely, Fires of Inspiration looks pretty good.

Sibyl of the Blinded Eye

Very odd requirements. Are they supposed to blind themselves upon entering the paragon path? Sometime before? This feels a bit like 3.5e's nonsensical requirements, so I hope it's just me. "My Cleric gouges his own eyes out so that he can enter the paragon path I want next level" is not something I want to hear at a gaming table.

Gates of the Soul - Why such a high bonus? I mean, it won't come up very often, but +4 is a lot.

Haunting Torment - The orb-based Wizard will love this. I don't like to judge classes based on one particular build, but save-lockdown is quite possible.

Mirror of Misfortune - Weaken (save ends) on an encounter? I'm not even sure that there is a (save ends) on any encounter powers in print, much less something as strong as weaken. I would think slow (save ends) to match the whole fail-save-take-damage theme of the class, or perhaps weaken until end of turn.

The other two look a bit better. Brief Glimpse of the Beyond might be interesting as an interrupt, but then I remembered that you couldn't use it on your turn then - a minor that you can use and benefit from twice is probably better after all. Mirror of Fate sounds like a lot of fun. :smallsmile: One last question, though: Why the +2 on both powers?

Eerie Traveler

Insert comment about prerequisites here. Actually, I will likely just stop commenting about them from here on out, but I feel compelled to mention one thing. There are no Far Realm creatures statted out in 4e, nor is there a writeup in any of the books. I kind of have the feeling that anything Far Realm related would be epic tier anyways, which makes "visiting the Far Realm" either handwavium, an uneventful pitstop, or an easy way to enter your Troubadour paragon path. :smalltongue:

Rotting Touch - Warlocks are kind of funny. You can have a CON/CHA one, in which case, this power is basically guaranteed to hit. You can have a CON/INT one, in which case, this power does lousey damage. Or you can have a CHA/INT one, in which case this power is just up to par at level 11, and will quickly drop out of favor. I would recommend either "Constitution or Charisma" for the Eerie Traveler's powers, or just stick with one or the other.

Eye of the Maddening Storm - Hmm, save ends and substainable? Then again, Tendrils of Thuban works much the same way and keeps enemies from wandering out. I might actually recommend increasing the damage, or changing it to substain minor.

Empyreal Cantatrice

Auspicious Signs - Hmm, this has an interesting reaction with skill challanges. "I rolled a one, can I spend an Action Point for two Fate so that I can reroll that?"

Echoes of Heaven - I believe you meant "Allies healed..." :smallamused:

The powers for this one are interesting. No damage is quite odd for a paragon. Fly for a wizard grants movement 8, at the same level, and is also a daily. Polyphony of the Moirai seems like just a one turn delay, which doesn't look all that impressive for a daily. Omen of Peril, conversely, hands out some pretty nasty penalities every encounter, and requires a save to shake them.

Warden of the Hedge

I will say this, I like the image. I'm not sure why the Fey Gnomes can't enter the paragon, though. (Not that a gnome would focus on Strength anyways.)

Walk the Briar Path - Very... interesting. You take half damage when walking around? I suppose it would be handy when charging through a damaging area, or against OAs. Then again, I don't see many Paladins moving around much.

Smite Mortal - Oddly specific. I think the usefulness of this would greatly vary depending on the campaign; one involving lots of angels or the unseleighe will render this power pretty impotent.

The other two look pretty good. Cloak of Faerie Glamour reminds me of an encounter version of Raven's Glamour, a Warlock utility. Return From Whence Thou Came looks very handy, effectively removing the target from combat for two turns.

Seiđkona of the Iron Bands

Prince In Chains - Resist damage 8 for all types? On a warlock?

Iron Anathema - I find it funny that silver and mithral weapons deal full damage. That, and I don't think there are even any epic-level fey wandering around...

Ferrum Tyrannus - Is this your second wind? Is this you can use as many times as you want? I can't help but think that this pales in comparison to the Demigod ability. On the one hand, this requires an expense, but on the other, you don't need to burn through all your other encounter powers to use it. (Please note that the Demigod is probably one of the best epic destinies, though.)

Edict of Iron - Forcing two rolls is quite handy, even if one ends up targeting a lower defense. It makes me wonder how a Empyreal Cantatrice/Seiđkona of the Iron Bands would play out.

Restless Troubadour

Vampire: the Masquerade? Yes? No? Aww.

Path Features - Age categories and such have mostly been dropped, or at least ignored, in 4e. Besides, it's kind of assumed by most epic destinies that you become immortal at level 30 anyways, making the Life and Death mostly flavorful. Beyond the Veil would, I would think, run into problems with some DMs. A free Speak with Dead against every slain creature for the layout of the fortress will take the wind out of many plot's sails.

Walk With Death - Vecna invisibility?

Midnight's Requiem - Hmm, an auto-weaken. I see what you're trying to do; I'm just trying to compare it to similar abilities to see how well it works.

Pramxnim
2009-12-17, 07:35 PM
[center]173 views and only 1 comment? What am I doing wrong?


Nothing wrong, really. I think people are just waiting for you to post most, if not all of your PrCs so they can avoid posting in the middle and breaking your stride, if anything :smallbiggrin:



Madspark Eccentric (Paragon Path)

Prerequisites Artificer, Berserker's Fury


You might want to state that Berserker's Fury is the barbarian multiclass feat from PHB II. I was a bit confused when I first saw that before I remembered the original PrC and made the connection to Barbarian.



Madspark Eccentric Path Features
Crazed Genius (11th Level): Whenever you use an item encounter power or daily power, you gain a +1 bonus to attack rolls, damage rolls, and defenses until the end of your next turn.
Surge of Inspiration (11th Level): When you spend an action point, you may choose to create an item instead of taking an extra action. You may create any item of your level or lower, and it appears in your hands. The item lasts until the end of the encounter, whereupon it falls apart into useless material.
Fury of the Forge (16th Level): You may expend your Berserker's Fury daily power to gain an additional use of an item's daily power, or expend an item's daily power to gain an additional use of your Berserker's Fury daily power. You may use your Berserker's Fury daily power an additional time each day.


Crazed Genius seems like a really good way to encourage PCs to use magic items more often during an adventuring day, but it could mean a little bit more bookkeeping since it'll come up quite often. The bonuses if provides are also quite broad and perhaps a tad bit powerful. If you want the class to focus on dealing damage and filling the secondary Striker role, I would ditch the bonus to defenses and give him a bigger bonus to damage rolls. It won't make Berserker's Fury redundant, since it'll stack with it, so you get even more damage boosting goodness.

Surge of Inspiration can be... quite quite strong in the wrong hands. It can create the perfect tool for the situation at hand, and it's a bit of a stretch to imagine the Madspark Eccentric suddenly whipping out a Magic Weapon in the space of 6 seconds. Both fluff-wise and balanced wise, I'm not convinced that you should allow an instant item creation technique that lasts until the end of the encounter.

What I would do is allow the Madspark to create a magic or alchemical item with the Consumable keyword in its power description (Potions, Elixirs, Alchemist's fire) of a level equal to his level, which he may use immediately in addition to the extra action that the AP gives him. This allows lots of flexibility and promotes a category of items that I don't see used much in the game. You could even say this use doesn't count toward the daily magic item limit, so you can rely on this Action Point power even after you've exhausted your daily magic item uses for the day.

Fury of the Forge: This is a great class feature that expands on your Multiclass feat and highlights the PP's focus on dealing damage as well as using magic items. One thing I would clarify is that expending an item's daily power to fuel BF should count towards your magic item daily power usage for the day, and the power must not be from a consumable item. Otherwise you'll have people expending cheap consumables to get Berserker's Fury up in every encounter (and still use other fancy magic items daily powers), which is probably not what you intended to happen with this feature.



Madspark Eccentric Spells
Rage Against the Machine – Madspark Eccentric Attack 11
You systematically rip into your foe, shutting down their magical protections in a truly impressive manner.
Encounter * Arcane, Force, Implement
Standard Action – Ranged 10
Target One creature
Attack Intelligence vs. Will
Hit 2d8 + Intelligence modifier force damage, and the target loses both all power bonuses it has active and the benefits of all magic items it carries until the end of your next turn.
Special If the target is a animate (construct), the attack deals an additional 3d8 damage.

Sudden Inspiration – Madspark Eccentric Utility 12
You are taken by a burst of inspiration.
Daily * Arcane
Minor Action – Personal
Effect You gain an action point.

Fires of Inspiration – Madspark Eccentric Attack 20
You are caught up in a burst of inspiration so potent that it manifests as physical flames.
Daily * Arcane, Fire, Implement
Standard Action – Burst 5
Target Each enemy in burst
Attack Intelligence vs. Reflex
Hit 3d8 + Intelligence modifier fire damage.
Effect Until the end of your next turn, you gain an aura 2. Enemies beginning their turn within the aura take 5 points of fire damage.
Sustain Minor: The aura persists.

The powers all seem well-balanced, and I like Sudden Inspiration (gives you a kick when you really need that extra action). I think it's fine if you boost the damage from Fires of Inspiration to 4d6 (for more stable output) or even 5d6, since that would be in line with what strikerish Paragon Paths deal at this level.

Overall, I think you did a great job in translating the PrC to 4e. This is something I know Artificer players would like to get their hands on :smallsmile:

PS: If you're not tired from all the awesome class-creating process, might you be interested in trying to homebrew a level 13 Solo Controller that takes after Santa Claus? I'm thinking of a minion chucking, undead humanoid that terrorizes the North Pole and its denizens as the final boss for a oneshot Christmas campaign I'm planning on running, and I'd appreciate some help from the pro homebrewer in these parts :smalltongue:

qube
2009-12-18, 04:36 AM
> Madspark Eccentric
looks fun, though I never played artificier or barbarian yet

> Sybil of the Blinded Eye
personally I dislike 'immunity' to something. the class reminds me of the cult of the unseeing eye (BG2)

> Eerie Traveler
very cthulian.

> Empyreal Cantatrice
Auspicious signs seems too powerfull if you ask me
same for Hymn of Transcendence (makes you immune to all melee combat!) (archer ranger MC Empyreal cantactrice FTW!)
Polyphony of the Moirai is to powerfull IMO: its more powerfull then epic trickster ability.

> Warden of the Hedge
I personally dislike immunities. otherwise a fun idea for a feywild paladin.

> Epic paths
no 'I don't die' ability?

dsmiles
2009-12-18, 05:05 AM
Ooooooooooooooo...:smallbiggrin:

EDIT: I hope you don't mind, but I copy/pasted these into my campaign world's outline for future use. You will recieve due credit, good sir.

Djinn_in_Tonic
2010-02-04, 01:30 PM
Unfettered Knight (Epic Destiny)

The original 3.5 version of the class. (http://www.giantitp.com/forums/showpost.php?p=7781093&postcount=32)

http://fc00.deviantart.net/fs29/f/2008/054/a/9/DW3___O_Holy_Knight_02_by_xadhoom.jpg
Sir Avric Domani (born 235, died 263), as he stood, in the year 273, before the gates of Hell, his celestial army ready to begin one final crusade.

Prerequisites 21st level, Paladin, Lawful Good

There is an old saying: "The spirit is willing, but the flesh is weak." Oft used as an excuse for inaction in the face of necessity, it causes men and women to turn from their dreams, and abandon their crusades. Yet some fight on against impossible odds, and some refuse to stop pursuing their noble cause even in the face of disaster and death. These are the men and women whose spirit burns so strongly and with such holy purity than no evil can overcome them: those who would, were they not tied to their mortal form, continue to fight on even in the face of death itself.

Rarely, ever so rarely, there is one among their number with such strength of resolve, such purity of spirit, and just burning dedication in their heart that they fight to death and beyond, their spirit consuming their mortal form and subsuming them completely into an entity of glorious zeal and immortal purity: a knight unfettered by the demands of mortality, forever crusading until his or her crusade is finally laid to rest, the mission accomplished, the evil cleansed. These are the Unfettered Knights, and, as long as evil continues to taint the world, they will endure.

Immortality

Unfettered Knights gain immortality in legend and song, and in their ever enduring presence on the side of good. They are often close to worshiped by those they protect and fight for, as in a world where mortality is all too apparent and evil monsters can lurk behind any facade, an individual as pure as an Unfettered Knight is a beacon of hope for the masses. As long as a single individual holds on to his or her faith, the Unfetter Knight will endure forever.

Unfettered Knight Destiny Features
Unquenchable Fire of Purity (21st Level): The first time each day that you drop to 0 hit points or below, you may spend two Healing Surges. If you do so, you immediately regain half your normal hit point maximum. For the rest of the day you gain the Incorporeal quality, Resist 20 (Necrotic), and shed light in a burst 10. All evil creature beginning their turn within the burst take 10 Radiant damage.
Hallowed Armaments of Zeal (24th Level): You score critical hits on Evil creatures on a roll of 19 or 20. If you can already score critical hits on a roll of 19 or 20, you score critical hits on Evil creatures on a roll of 18, 19, or 20. Whenever you score a critical hit on an Evil creature, that creature is Stunned for 1 round.
Unfettered by Death (30th Level): If you are killed, you place a Reincarnation mark upon all allies within a burst 20. If, at the end of 24 hours, any of the marked creatures are still alive, you may immediately return to life with full hit points and a full allotment of powers in any square within burst 5 from one of those creatures. When you return to life, remove the Reincarnation mark from all marked creatures.


Unfettered Knight Prayer
Victory Assured – Unfettered Knight Utility 26
Your presence signals a glorious victory for your allies, for none will fall under your lead.
Daily * Divine
Move Action – Burst 20
Effect: Until the end of the encounter, all allies (including yourself) within the burst gain Regeneration equal to 10 + your Charisma modifier and a +3 bonus to all defenses.

Reverent-One
2010-02-05, 12:12 AM
You know, I want to be able to seriously read over your PPs and EDs, but everytime I try, I just get distracted by the awesome pictures you use, the Madspark, Eerie Traveler, and Unfettered Knight especially. >_>

DracoDei
2010-02-05, 01:47 AM
What are you doing wrong? Well, I actually have no way of knowing, but if I had to guess: Probably the fact that very few people know 4E around here, and also the fact that these get turned into things that aren't technically classes in the conversion, so that gets them confused with the title.