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Reevinja Mk II Vice Captain
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Posted: Mon Jan 04, 2010 2:59 am
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I tried to compare the race to the Doppelganger/Deva/Gensai in order to make it 'even' amongst them, but since I'm not comfortable with homebrewing 4e as I am 3.5, I figured I'd get some feedback on it - it is for a player in the Doorway to Chaos game. For the people in that game coming here to check it, let me know if you think it is alright or not at the very least - even if you have no suggestions. :]
Anyway.. I've broken it down into a racial block, and 2 feats. Removing some of its' powers entirely.
Succubus
Ability Scores: +2 Intelligence, +2 Charisma Size: Medium Speed: 6 Vision: Darkvision
Languages: Common, Choice of One Other Skill Bonuses: +2 Bluff, +2 Diplomacy Devil Resistance: You have fire resist 5 + 1/2 your level. Immortal Origin: You are considered an immortal creature for the purpose of effects that relate to creature origin. Change Shape: You can use change shape as an at-will power.
Change Shape ------------ Succubus Racial Power You alter your form to look like some other humanoind. At-Will * [Polymorph] Minor Action -- Personal Effect: You can alter your physical form to take on the appearance of any Medium humanoid, including a unique individual (see Change Shape, Monster Manual page 280).
Charming Kiss [Paragon Tier] Prerequisite: Succubus Benefit: You gain the Charming Kiss encounter power.
Charming Kiss ------------ Feat Power You can charm creatures into not attacking you, and taking blows for you. Daily * [Charm] Standard Action -- Melee Touch Target: One creature Attack: Charisma -2 vs. Will xxxHit: The target cannot attack the Succubus, and if the target is adjacent to the succubus when the succubus is targeted by a melee or a ranged attack, the target interposes itself and becomes the target of the attack instead. The effects last until the succubus or one of its' allies attacks the target, the succubus falls unconscious, or the target makes a successful saving throw.
Greater Resistance [Heroic Tier] Prerequisite: Succubus Benefit: Increase your fire resist by 5. Special: You can take this feat more than once. Each time you take this feat, your resistance increases by another 5. You cannot increase your resistance past 20.
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Posted: Mon Jan 04, 2010 3:46 am
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Reevinja Mk II Vice Captain
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Posted: Mon Jan 04, 2010 3:50 am
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Posted: Mon Jan 04, 2010 5:41 am
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Posted: Mon Jan 04, 2010 12:45 pm
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Posted: Mon Jan 04, 2010 2:08 pm
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NayrVentess That looks good, nice work. One thing I would say would be to make the fire resistance 5 + half level, like a Tiefling. That way the character wouldn't need to dedicate feats to improving their resistance (which I wouldn't want to do, personally). I agree. I think charming kiss should be a daily, it's crazy strong even as a save ends, you've effectively made one monster your b***h, and if you stay in melee you've forced it to remain your b***h, or risk some OAs. also the first attack roll would probably be better either vs. ref, or just make it a single roll. it's vs. Ac on the monster block because monsters don't need to worry about proficiency bonuses when attacking AC, they just have better attack bonuses. a non-weapon power vs. AC is not going to hit as often. if you make it vs. Ref for the first then there's a better average chance of it doing something. or you could just make it a single roll of maybe cha -2 vs. will, to make up for the loss of the first roll, but also to make it so the player isn't rolling once, hitting, and getting nothing out of the deal because the second roll missed.
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Posted: Mon Jan 04, 2010 3:30 pm
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Posted: Mon Jan 04, 2010 8:54 pm
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Posted: Mon Jan 04, 2010 9:40 pm
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Posted: Mon Jan 04, 2010 9:57 pm
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Posted: Tue Jan 05, 2010 1:24 am
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Posted: Tue Jan 05, 2010 2:17 am
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Reevinja Mk II Vice Captain
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Posted: Tue Jan 05, 2010 8:19 pm
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I adjusted the resistance to be 5 + 1/2 level. Charming Kiss became a daily; reduced to a single roll of Charisma -2 vs. Will. Languages changed to be Choice of One Other, for the game it will be used I will allow Supernal to be selected though since somehow.. I don't think being able to speak a language will stop you from being murdered by a bunch of monsters.
I don't feel Charming Kiss is too powerful, but I'll concede to change it. I like the idea of making it a daily, with a single roll.. I'd hate to have it wasted too, though I think it ultimately accomplishes the same thing - an encounter power gives multiple chances to use it, but with two rolls it means sometimes it won't work. A daily means you get to use it once, and its' an all-or-nothing for the day. If I did go back to 2 rolls, I'd probably change the first to Ref.. it totally makes more sense.
I mean, on one hand.. it makes it so the monster cannot attack the Succubus, and immune to (most) damage as long as it is alive. On the other hand - if used on a minion, it is a very temporary shield. If used on say.. an Elite - you have a very powerful shield... which you lose if your allies hit, meaning it can harass them more or less unopposed. And even a regular enemy gets that unopposed harrassing. And then with Save Ends, it still has the chance to break free on its' own. Unless there is something I am missing about [Charm] powers that say that it cannot attack the Succubus' allies, and must attack its' former allies.
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