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Post by Zyraen on May 20, 2013 3:18:49 GMT -5
This is a series of benefits that occur at Levels 11 if you do not take a Paragon Path. Most of them are based on existing PPs.
There is also a Pureclass Option occurring at Level 21 if you do not take an Epic Destiny.
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Post by Zyraen on May 20, 2013 3:38:05 GMT -5
Edit: There is no Role required to Qualify. You can pick any of these no matter what Role you are, but naturally not all features may be applicable.
Paragon Pureclass Instead of upgrading a Daily Power at Level 15, you gain that power. Instead of upgrading an Encounter Power at Levels 13 and 17, you gain those powers. If your class has the Psionic Augmentation Class Feature, you gain 2 Power points instead. If you are a hybrid (from 4E), you can choose which you prefer.
* - generally Cold, Radiant, Lightning, etc etc. Typically you'll be selecting one type of damage based on your Doombringer effect, if any.
Assailant (prev Striker Option A) - You gain your Sec Stat to your Striker Damage when dealing a specific type of Damage* - If you take the Mark of Storms OR Adept Slider feat, you also gain +1 Attack
Devastator (prev Striker Option B) - When you are dealing your Striker damage, you score a Critical Hit on 18-20. You can only do so when making an Attack that only has 1 Target and when dealing a specific type of Damage* - Whenever you score a Critical Hit, you can make a Basic Attack as a free action. This cannot be stacked with weapon benefits.
Longarm (prev Defender Option A) - Your Reach increases by 1 - You treat Marked Enemies within Burst 2 as if they were adjacent to you. This does not apply to Divine Challenge and Aegis. - If you use an Aura 1 for your Defender feature, instead of a Mark, your Aura increases to Aura 2.
Punisher (prev Defender Option B) - Your damage inflicted or negated by your punishment increases by your Sec Stat. - If you punish by making an Attack, you gain half your Sec Stat as a bonus to making the punishing Attack.
Inhibitor (prev Defender Option C) - Whenever you hit an Enemy that is Marked by you, you deal extra damage equal to your Sec Stat, and the Target is slowed until ENT - Whenever you reduce an enemy to 0 HP, you gain THP equal to Half your Level.
Rapid Healer (prev Leader Option A) - Whenever you use any Encounter or Daily power to heal HP, you heal extra HP equal to your Sec Stat. - Once per Encounter, you can use an Action Point to use any Healing Power on your Ally as a Immediate Reaction. You can do so even if you have already used an Action Point during that Encounter. This healing power cannot be an Attack.
Empowered Healer (prev Leader Option B) - All the 1d6 dice in your healing power increases to 1d8. If your healing power does not have any healing dice, the healing increases by 3 points, this increases by 2 at Level 21, 31. - Whenever you roll a 1 on a healing dice, you can reroll the dice. - Whenever you use an Action Point, you heal an extra 2d8 HP until ENT. This increases by 1d8 at Levels 21,31.
Edit 1: Named each Pureclass Option, so it is a bit less fourth wall breaking. Edited Longarm to Burst 2 Aura and Marks, rather than to limit its Reach which could be longer. Edited Rapid Healer so you can spend the AP to heal your Ally even if you have already spent one during that Encounter.
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Post by Zyraen on May 20, 2013 4:19:39 GMT -5
Epic Pureclass Instead of upgrading a Daily Power at 25, you gain that power.
At Level 21, you get
Epic Abilities : You gain +2 in any 2 Stats.
Choose One of the Following Options:
Capability (usual): Choose one of your Encounter Attack Powers that has at least one attack roll, is not Reliable, and has no effect on a Miss. You gain an extra use of the power, and it gains the Reliable keyword. As a Free Action, you can expend an Encounter Attack Power of an equal or higher level to regain use of that Encounter Power. Level 30: You can choose the following instead of above: Whenever you hit with any of the attacks from the chosen Encounter Power, you do not expend that power. Note: The Encounter Power mentioned for this Epic Destiny must have a Level and cannot be a Class/Role Feature power like Healing Word, Inspiring Word, Telekinesis, Inevitable Shot, etc.
Capability (psionic augmentation):You gain 3 extra Power Points. Level 30: You can choose the following instead of above: Whenever you hit with any attack from a chosen At Will Power that is fully augmented, you do not expend the power points for augmenting it.
Daily Versatility (usual): Select a Daily Power that you know. Once per Encounter, as a free action you can use that Daily Power by expending an Encounter Power of a higher level than the Daily Power. You do not regain that Encounter Power until you take an Extended Rest. Level 30: You can forgo the above benefit and choose one of your Daily Powers that is under Level 16. It becomes an Encounter Power.
Daily Versatility (psionic augmentation): Select a Daily Power that you know that is under level 21. Once per Encounter, you can expend 5 Power Points (PP) and use that Daily Power. You can only do this once per Encounter, and max 3 times per day. The PP expended in this way are not regained until you take an Extended Rest. Level 30: You can forgo the above benefit and choose one of your Daily Powers that is under Level 16. It becomes an Encounter Power.
Encounter Empowerment: Choose one of your Encounter Powers. Once per Day, you can expend 1 Daily Power of an equal or higher level, and the Encounter power becomes an At Will Power until End of Encounter. However, all your Daily Powers end, and you cannot use any other Daily Powers until End of Encounter. Level 30: You can forgo the above benefit and choose one of your Encounter Powers that is under Level 16. It becomes an At Will Power. Note: The Encounter Power mentioned for this Epic Destiny must have a Level and cannot be a Class/Role Feature power like Healing Word, Inspiring Word, Telekinesis, Inevitable Shot, etc.
Slaying: You gain +1 bonus to your Attack roll. If you are a Striker, when you deal Striker damage, you can deal an extra damage equal to your Sec Stat. If you are a Defender, the damage inflicted or negated by your punishment increases by your Sec Stat.
Tenacity: Whenever you miss all your attacks with an Encounter Power during your Turn, until End of your Turn you can make a Basic Attack as a minor action. Level 30: Whenever you miss your first attack roll with the Encounter power, until the End of your Turn you can make a Basic Attack as a minor action.
Timeleap: You gain an extra Minor Action. You can exchange both your Minor Actions for an extra Move Action. Level 30: You can Teleport 5 as a Move Action.
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At Level 24, choose One of Following Two Options:
Revival : Once per Day, when you die, you are removed from play. At the start of your next Turn, you reappear in any square within Burst 5 of your original location with HP equal to your Bloodied Value, or adjacent to any of your Allies, and all effects on you come to an end. All later enemies are aware that your ability has been expended and you can die for good.
Recovery : Whenever you are unconscious and have at least 1 Healing Surge left, your Death Saving Throws are automatically 20.
Edit 1: Included clause for Psionics under Daily Versatility. Edit 2: requirement for Attack roll and not being Reliable as added to Capability. Edit 3: Included "during your turn" as a requirement for Tenacity. This is for clarity, since its already stated until "end of your turn". Changed Capability so that you get an extra use of an Encounter Power, and the first time you hit with all attacks from the power, it is not expended. Edit 4: Major edit change to Capability. Separated Capability and Daily Versatility for Psionic Augmentation. Edit 5: Made an edit on Encounter Powers enhanced by the above EDs. Limited to Powers with a Level and cannot be Class Feature powers ie no Inevitable Shot, Healing Word, etc. This restriction has been included for Capability & Encounter Empowerment. Edit 6: Edit on Revival. It now specifies that you regain HP equal to your Bloodied Value.
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