Friday, August 28, 2009

Is Ruthless Ruffian a pointless feature?

New class builds introduced in Martial Power have had different degrees of success. The fighter ones (Battlerager Vigor and Tempest Technique) have been tremendously popular, but also rather overpowered, eventually requiring significant errata. I have talked a lot about Beastmaster Rangers (finding them cool, yet mechanically cumbersome). Today, I'll discuss Ruthless Ruffian, the rogue class feature, which I find guilty of the often overlooked sins of being weak and slightly unexciting.

Generally speaking, mediocre stuff doesn't hurt the game much, as long as there are viable alternatives. There are dozens of hideous feats and powers out there that will never see any kind of errata - they just get ignored. However, as you go to higher level (and scarcer) game elements, the impact of bad options increases. An all around bad character class (and, to a lesser degree, a race) can't be ignored that easily, and is a significant problem. Class builds are just a step below - they should all be at least playable.
To be fair, Ruthless Ruffian is not a terrible feature, but it doesn't provide anything that you can't get elsewhere more effectively, and with less restrictions. In short, it plays like a worse version of Brutal Scoundrel. Its benefits are an expanded selection of weapons, and a situational damage bonus. I'll discuss each one separately.

Weapon selection

Ruthless Ruffians have the ability to use maces and clubs as rogue weapons, which is a nice option flavorwise, but not so much from a mechanical point of view. Clubs are downright terrible weapons, and although maces are comparable to short swords, they are outclassed by daggers, and offer no superior weapon equivalent of the rapier. Without some additional incentive, there is little reason for a rogue to choose a mace as a weapon, other than looking cool (which it admittedly does).
To sum up, the advantages of wielding maces are mostly aesthetical, as they are usually weaker than more traditional rogue weapons.

Damage bonus

Ruthless Ruffians get the same extra damage as Brutal Scoundrels, but they have to jump through many hoops for it. The limited weapon selection results in less accuracy and prevents using ranged attacks, which would be bad enough. But it is the restriction of using just powers with rattling what kills the feature, in my opinion. Simply put, there are not enough such powers to make building and playing a Ruffian a varied an fun experience.
Even if there are powers with rattling at almost every level, there is usually just one option for any given level, and very rarely more than two. Thus, rogues of this build will usually be undistinguishable from one another. Also, since Disheartening Strike is the only rattling at-will, you will tend to use it over and over, ignoring the other one. Not what I'd call a compelling strategy.

An alternate version

Though I don't like how the feature as implemented plays out, I think that just a few tweaks would be enough to make it worthwhile, and maybe even fun. Maces as rogue weapons are an interesting addition, but their use should be optional (and rewarded with some small bonus) rather than forced. Likewise, the focus on the Rattling mechanic could benefit of a bit of flexibility - a way to use the occasional non-rattling power without feeling penalized for it would be very welcome.

Ruthless Ruffian:You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power or rogue paragon path power that normally requires a light blade.
When you make an attack, if the attack has the rattling keyword or if the target is taking the attack penalty from one of your rattling attacks,add your Strength modifier to the damage roll.
When you hit with a club or a mace, if the target is taking the attack penalty from one of your rattling attacks, that penalty lasts until the end of your next turn (even if the attack doesn't have the rattling keyword).

Related feats

Ruthless Injury is a feat from Martial Power which grants Ruffians a highly situational benefit. I'd add the following line to the feat: "In addition, when you attack a target suffering any of those conditions with a club or a mace, add a +2 bonus to the damage roll".

The strength-charisma mixup

One of the weirdest things about Ruthless Ruffian is the disconnect between the ability requirements of the class feature itself, and of the powers depending on that feature. On the one hand, you get a bonus to damage based on your Strength, on the other, Charisma is the only secondary ability used in Ruthless Ruffian powers, or powers with rattling, for that matter. The (rarely reliable) build advice recommends "Charisma follows as a close second, essential for getting your way by using Intimidate. Strength comes in third; it’s useful in delivering brutal attacks". Nevertheless, you will almost always prefer to have as much strength as possible, and only look to Cha when assigning excedent points.

I think this should be changed, either by having the feature use Cha, or by changing the powers to trigger off Str. Even though it's easier to go for the feature, I feel the right choice is to go for Strength, and revise the powers. If you prefer to use Charisma, my proposed version of the feature might not be the best choice, as it would lead to really high damage numbers in scenarios with high charisma, Sly Flourish, and the damage bonus from rattling.

Either way, this is the list of affected powers (i.e. those with rattling or Ruthless Ruffian bonuses that key off Cha)

- Terminating Threat
- Defender's Cohort
- Compel the Craven
- Stinging Squall
- Stupefying Violence

Read More......

Monday, August 10, 2009

Divine Power: A guide to domain feats

Although I don't have a copy of Divine Power on my hands yet, I've been able to browse the many goodies in the book through DDI compendium and character builder. Unfortunately, one of the topics I was looking forward to the most has turned out to be rather difficult to use that way. I'm talking about the divine domain feats, which add special properties to a series of at-will powers. With more than 30 feats, each affecting 4 at-wills of different classes, and requiring you to worship specific gods, it becomes really cumbersome to work out how to match gods and at-will powers for a character. In this post, I try to address that.

Below, there are two tables that should make the process of building divine characters a bit easier. The first table shows all divine at-wills and their associated domains, and the second one lists the gods corresponding to each domain. Both make extensive use of my Compendium tooltips, so a subscription to DDI is highly recommended.


1. List of domains per power

1.1 Avenger

Bond of Censure
Domains: Destruction, Luck, Moon, Sea, Tyranny, Undeath, Winter

Bond of Pursuit
Domains: (none)

Bond of Retribution
Domains: Fate, Strife, War

Leading Strike
Domains: Civilization, Freedom, Hope, Knowledge, Protection

Overwhelming Strike
Domains: Change, Darkness, Earth, Madness, Poison, Skill, Strength, Storm, Wilderness, Torment, Torment

Radiant Vengeance
Domains: Arcana, Death, Life, Love, Sun, Vengeance, Creation

1.2 Cleric

Astral Seal
Domains: Fate, Knowledge, Life, Torment, Tyranny, Vengeance

Lance of Faith
Domains: Arcana, Luck, Strife, Sun, Undeath, Winter

Priest's Shield
Domains: Civilization, Darkness, Protection, Strength, War

Righteous Brand
Domains: Creation, Death,Destruction, Freedom, Hope, Justice, Madness, Moon, Poison, Skill, Storm

Recovery Strike
Domains: Change, Earth, Love, Sea, Trickery, Wilderness

Sacred Flame
Domains: (none)


1.3 Invoker

Avenging Light
Domains: Fate, Hope, Life, Strength, Torment, Vengeance

Divine Bolts
Domains: Arcana, Change, Sea, Skill, Tyranny

Grasping Shards
Domains: Creation, Destruction, Knowledge, Poison, Undeath

Hand of Radiance
Domains: Moon, Winter

Sun Strike
Domains: Love, Strife, Sun, Wilderness

Mantle of the Infidel
Domains: Civilization, Justice, Torment

Vanguard's Lightning
Domains: Freedom, Luck, Protection, Storm

Visions of Blood
Domains: Darkness, Death, Earth, Madness, War



1.4 Paladin

Ardent Strike
Domains: Darkness, Destruction, Strife, Torment

Bolstering Strike
Domains: Change, Creation, Earth, Life, War

Enfeebling Strike
Domains: Death, Madness, Moon, Poison, Torment, Tyranny, Undeath, Winter

Holy Strike
Domains: Fate, Freedom, Luck, Strength, Vengeance

Valiant Strike
Domains: Civilization, Hope, Protection, Skill, Storm, Wilderness

Virtuous Strike
Domains: Arcana, Justice, Knowledge, Love, Sea, Sun


2. Table of domains and gods

Arcana - Corellon
Change - Avandra
Civilization - Erathis, Asmodeus
Creation - Erathis, Moradin
Darkness - Lolth, Zehir
Death - The Raven Queen
Destruction - Gruumsh, Tharizdun
Earth - Torog, Moradin
Fate - Ioun, The Raven Queen
Freedom - Avandra
Hope - Bahamut, Pelor
Justice - Bahamut, Erathis
Knowledge - Ioun , Vecna
Life - Melora, Pelor
Love - Sehanine
Luck - Avandra
Madness - Tharizdun
Moon - Sehanine
Poison - Zehir
Protection - Bahamut, Moradin
Sea - Melora
Skill - Corellon, Ioun, Bane
Storm - Kord
Strength - Kord, Gruumsh
Strife - Tiamat
Sun - Pelor
Torment - Torog
Trickery - Sehanine, Lolth
Tyranny - Asmodeus
Undeath - Vecna
Vengeance - Tiamat
War - Kord, Bane
Wilderness - Corellon, Melora
Winter - The Raven Queen
Read More......

Monday, July 20, 2009

A close look at Arcane Power (III) - Bard Paragon and Epic encounter powers

We continue our analysis of new bard options in Arcane Power. I'm still experimenting a bit with the format, and today we will have the rest of bard encounter powers, both Paragon and Epic. These seem to be a lot more polished than their Heroic counterparts, and I only see a few of them as needing fixes, so rather than having a dedicated houserule section at the end, I'll just add the suggested changes at the end of each power that needs it.

Couplet of Deceptive Weakness Encounter 13
Power: *** - Fun: ***

You're granting an ally a move and an attack - almost a whole turn - in addition to your own attack, which didn't even cost a standard action! I would have called it uterly broken without blinking a few levels ago, even on a daily, but we're at paragon tier and playing a different game now. Of course it's on the powerful side of the curve but, as we will soon see, there is fierce competition for this power slot.

I also need to mention that this attack opens up lots of cool plays, and shows my favourite aspect of the leader role. Heals and buffs are fine, but nothing screams 'leader' like making your guys move here and do this at the right time.

Enduring Struggle Encounter 13
Power: *** - Fun: ***

Deal a lot of damage, then heal your whole party for a small amount without charging any healing surges - looks like a great deal to me. You do have to be a little careful with positioning to maximize this healing, and I'm completely fine with that - you just need to think a bit before using it, and the area is large enough to easily fit the whole team.

Insult of Passivity Encounter 13
Power: *** - Fun: *** (outstanding!)

Wow! You rarely see encounter power effects lasting for more than a turn, and for good reasons. Though I am against arbitrary exceptions to this rule by principle, this power is a small piece of art. The upkeep has the hefty restriction of not attacking the target, and the resulting daze condition is crippling without completely removing a character from battle. Getting this to last becomes its own minigame - profitable, yet not that easy to achieve.

Sharp Retort Encounter 13
Power: *** - Fun: ***

We are on a roll here, as this is yet another superb power. Unlike the rest, this one is heavily conditional attack that you can't just expect to work in a party that doesn't specifically support it. You'll need a lot of strong 'save ends' effects, but the reward is well worth it: a 'free' attack and a failed save.

I recognize they aren't so easy to make, and they have the risk of backfiring in the hands of non-optimizing players, but I'd really like to see more 'combination' powers like this one. They make character building even more interesting, with the possibility of great synergy between party members.

Slippery Feet Encounter 13
Power: ** - Fun: ***

After some truly devastating attacks, we get to one that is merely good, power-wise. It more than makes up for it by perfectly matching flavor, game mechanics and fun: your target behaves exactly like you would expect from someone with slippery feet, and you are encouraged to play with him for a turn, hitting him again and again to see him move out of control. A power that should see play out of sheer coolness, despite the lack in raw power.

Balance of Fortune Encounter 17
Power: ** - Fun: ***

Now, this is exactly what I expect from a luck-flavored prescient power: A way to temporarily screw both the target's offense and defense. Also, rolling to modify the result feels a lot more appropiate than applying static modifiers, even if on average it will end up the same.

If only lower level prescient powers had been designed like this...

Inescapable Fate Encounter 17
Power: ** - Fun: **

This is Cruel Fate, take two. Unlike its predecessor, it doesn't suck. The rider is acceptable when applied to all atacks for a turn, and the damage on this one is actually decent. Nothing amazing, but definitely playable.

Resounding War Cry Encounter 17
Power: *** - Fun: *** (great!)

Let's play whack-a-mole! I love how this plays out: you have a large area that can hit several targets. Then, there's a strong motivation for your allies to attack as many of the enemies you hit as possible, before the end of your next turn. The daze condition is usually worth this kind of effort, and you should get a pretty entertaining turn.

Strings of Fate Encounter 17
Power: ** - Fun: ***

A relatively straightforward power, this attack is accurate, can target up to three enemies without effort, and lowers their defenses. You will want more weapon users than implement wielders in your party to make the most of it.

This may not be as potent as it seems, in that a defense reduction is usually only needed in one enemy at a time - the one you focus on and kill, before switching to the next. Still, it makes a good opener: its very likely that one of the targets gets the debuff, and your allies can start attacking that one.

Turning the Tide Encounter 17
Power: *** - Fun: ***

This is the same great mechanic as Resounding War Cry, but the end result isn't as brilliant - this rewards hitting with as many party members as possible, having relative freedom on which of the affected enemies they should target. You won't need such a heavy change in tactics with this power.

Nevertheless, it's effective, and more interesting than just handing out healing surges..

Chant of Bad Fortune Encounter 23
Power: *** - Fun: ***
Wow! Area damage, huge synergy with "save ends" effects and free saving throws for everyone. Another incredibly versatile power, but it will take a party with strong ongoing

Mind Game Encounter 23
Power: * - Fun: **

This is worse in almost every conceivable way to Strings of Fate, as it lacks the (vital) extra accuracy and targets. The bonus granted on Reflex and Fortitude attacks is almost negligible, and depends heavily on your knowledge of the target's stats. More often than not, this will be used as a -3 or so to AC, which isn't terrible, but doesn't sound totally epic to me.

No, forget about that - it's absolutely underpowered for an epic power. Let's make a little experiment. Imagine for a moment that the same power was listed as level 1 - it actually fits well! We should do something about that.

My fix: Increase damage to 4d8 + Cha, and add "The target grants combat advantage to your allies, and takes a -2 penalty to attack rolls against them".

Reverberating Shot Encounter 23
Power: *** (Overpowered) - Fun: ***

Now, that IS what 'totally epic' sounds like. This is actually decent without a virtue bonus, but downright brutal when you're a Prescient. It doesn't even restrict the target of your allies' attacks, and serves both for offense and defense. Ironically, such a powerful rider on a hit makes you wish you had a leader granting a high bonus to hit, to make sure it works...

This is definitely one of the strongest bard encounter powers, and other useful epic attacks can look mediocre next to it. I think it can be toned down to more reasonable levels, while remaining a very competitive choice.

My Fix: Change the bonus/penalty with Virtue of Prescience to "1 + half your Wisdom modifier". A modifier of 4 or 5 points is still quite strong, but nowhere as ridiculous as the +-9 you could easily get before.

Sound Strike Encounter 23
Power: ** - Fun: ***

An ingenious way to couple bonus to hit and damage, this isn't as devastating as other powers in the same level, but looks exciting enough to try in play, nonetheless.

Since the difference between non-AC defenses is usually small, the most likely results when using this power are either to hit without a damage bonus, or to get the full extra 3d10 - just something to take into account.

Binding Rhyme Encounter 27
Power: ** - Fun: ***

Although this works fine by itself, you WANT to combine it with other forced movement powers to make it affect the whole opposing team. They will probably choose to move anyway, but 20 damage is a very respectable punishment, even at these levels.

A fun, game changing power. I want more of these!

Crescendo of Victory Encounter 27
Power: * - Fun: **

It does have the merit of being one of the very rare melee bard powers in the book, but the moderately useful rider is completely overshadowed by similar (ranged) powers of lower levels. This wouldn't look out of place if it were 10 levels lower.

My fix: This has an awesome name for a Concerted Effort-like effect, and is weak enough that you can just add that to the hit line: "At the end of each ally's turn, if that ally has hit the target increase thie bonus granted by 1".

Pounding Rhythm Encounter 27
Power: *** - Fun: ***

Another whack-a-mole power, you really, really want the trigger to activate on as many targets as possible. It even has single-target applications beyond what you'd usually find in an encounter power, as cautious initiative placement will allow you to stun the same enemy for two of its turns!

Second Chances Encounter 27
Power: ** - Fun: ***

Not the best option for its level, or even for the previous one. It provides a more than decent group boost, but competition is really amazing.

Strike from Legend Encounter 27
Power: ** - Fun: ***

It's good that the effect you're more likely to want (heal everybody!) is the easiest to get. It's even better to have the option of switching to a more aggressive bonus, though that will take some effort. You don't want to waste so much damage killing a minion to get the attack bonus, but eventually you will find some very bloodied enemy worth killing with this.

It's probably more accurate to think of this as a healing power with a drawback, which you will sometimes be unable to spend on the target you really want for fear of killing him. Of course, it is a drawback you shouldn't be too sad at triggering...
Read More......

Wednesday, July 15, 2009

Divine Power revealed!

It looks like somebody has been able to get their hands on Divine Power already, since there's a forum thread on rpg.net talking about the contents of the book. Forgive the messy writing and format, as I'm writing this a bit too late. Here are some of the items I found the most interesting, and my take on them:

Avenger

The new, leaderish build really makes the avenger more of a team player than before. Its new Censure rewards attacking surrounded foes, and is my favourite so far just because it triggers off actions you (rather than your target) can control. You will start to see avengers actually getting bonus to damage. It works off Intelligence, and has a very playable at-will that grants extra damage to allies. Also, there is a ranged at-will that benefits from Oath of Enmity, though it is a bit lacking in damage.

Other random stuff includes a feat for marking your OoE target.

Paladin

Oh. My. God. (No, not that Tempus guy, some of us still have principles). I'll just say this - I'm looking forward to building and playing a paladin, somewhere. It seems they have addressed brilliantly every single flaw the class previously had. There's a Cha-based at-will that you can use as a basic attack, removing the immediate need to take the Melee Training feat. Also, the previously discussed Divine Sanction can be applied from another at-will that, appropiately enough, uses either Strength or Charisma. This completely changes (for the better) a Paladin's defense against groups!

It doesn't end there, though. Strength paladins are finally recognized as a legitimate build with a feat that adds Str mod to Divine Challenge damage. Of course, this also means that Cha/Str builds, and dragonborn PCs in particular have potentially huge challenges, and may be very successful despite ignoring Wisdom. Then again, there are great rewards for high-Wisdom characters, in the form of alternatives to (the already pretty good) Lay on Hands: one was already previewed, and removed conditions on you or your allies, whereas the third one, Ardent Vow, allows you to apply Divine Sanction until the end of the encounter and grants some extra damage.

So, we have three different, viable ability distributions to build a Paladin (Str/Wis, Cha/Wis, Str/Cha)? I can't believe they have managed to find an upside for the class having two main ability scores...

Cleric

Most awesome feat ever: Pacifist Healer greatly improves your healing but introduces a huge drawback: you get punished -a LOT- for hurting bloodied enemies! To support this, there's a new at-will that deals no damage but reduces defenses and grants some healing. In addition, Strength-based clerics get a much needed second playable at-will, a melee strike that heals allies. Someone clearly wants clerics to become top healers again.

The new, alternate Channel Divinity power weakens you to heal an ally - a cool option for all clerics, and plain awesome for the pacifists who couldn't care less that they are weakened. Finally, another, very relevant feat is Healer's Implement, which adds implement bonus to your healing powers.

Invoker

Controller at-wills continue their slow, but unstoppable power creep - Someday we will have no choice but to recognize the controller as an essential party role. We have a ranged attack dealing slightly low damage to up to three targets (what happened to Divine Bolts?), a blast 3 inflicting a minor penalty to enemy defenses, and Mantle of the Infidel (what a cool name!), which has a very long range and increases the penalty from the marked condition.

I have seen some really worthwile powers for the Malediction Invoker build, and you will feel the urge to hurt your invoker to achieve supreme power.

Covering all divine classes, you have also the new Domain feats. These all seem to provide very useful bonuses, though I couldn't analyze them in detail as each one triggers off several different at-wills, making them harder to evaluate on first sight.
Read More......

Monday, July 13, 2009

"Class acts: the Ranger" article on DDI

"See the Verdant Silence ranger build and theverdant silence weapon in this month's Class Acts."

UPDATE: My evaluation of this article may have been excessively optimistic. In an unprecedented move, WoTC has published a heavily rewritten revision, due to "unacceptable quality". Several powers have been tweaked or redesigned. Although there are many changes, the fact that many of them were inexplicably listed as 'Immediate Interrupt' yet had no trigger seems to be the most urgent fix. These have been changed to Standard actions. Oddly, in my first reading of the article I completely missed that - action type is one of those lines that rarely provides new information, and often gets skipped.

There is no such build. If, like me, you read this introduction and start building expectations while the .pdf loads, you will be up for a bit of a letdown. Specifically, none of the following items, which I was hoping to see, is actually in the article:
  • New class build, with a cool class feature.
  • New, non-terrible, at-will powers.
  • More feats to expand ranger options.
To sum up, this Class Acts does nothing to address the most pressing concerns I have with the class. What it does have, however, is a series of Encounter and Utility Powers of all levels, playable and moderately interesting, though not terribly exciting. There is no clear theme that I can make out - just a lot of "hit stuff twice, gain a bonus or two". On the other hand, all utilities are very nice, and encounter powers to boot, and I expect to see many of them as the new picks of choice for their level - they are all on the offensive side, triggering when you down a foe or when you suffer a specific type of attack, granting you extra attacks or healing. (UPDATE: Many of these utilities have been toned down since I wrote this. No more free attacks and per-encounter healing, to begin with).

To the article's merit, none of the dozen powers presented looks obviously broken. (UPDATE: D&D development team disagrees with me here, so take this opinion with a grain of salt ;) ) Also, the magic weapon giving name to the article provides a cool bonus for dual wielders: free shifts when hitting twice. Nothing that puts it remotely close to the Bloodclaws and Reckless weapons out there (thankfully), but an interesting property nonetheless. It's a pity that the badass ranger in the picture won't be able to use it, though - it only works for heavy blades.


Read More......

Sunday, July 12, 2009

New feats and multiclass rules for your psion

(Edit: Updated multiclass feats to work with all psionic classes)

Unlike the monk preview, the psion class has been published with a small selection of feats for all tiers. Although the higher level ones are excellent, at heroic there isn't really much choice: you have Discipline Adept, which is decent enough, but I find Precise Mind unplayable before you have 6 power points, and just mediocre once you do. As for Exchange Power, you can only activate it in parties where several PCs have power points, which is an extremely unlikely scenario right now.

With this in mind (heh), I have made up several feats to expand your options when building psions, emphasizing their mechanical and flavor themes. In addition, I have adapted the multiclass feat rules, implementing new feats that work with a psion's augmentable at-wills and lack of encounter powers. I hope you enjoy them!

Heroic Tier feats

Inspiring domination.
Requirement: Psion
Benefit: When an enemy you dominate makes an attack, or when an enemy makes an attack granted by one of your psion powers, that enemy gains a +2 bonus to the attack roll

Mental rebuke
Requirement: Psion
Benefit: When an enemy makes an attack against your will defense, that enemy gains a -1 penalty to all its defenses until the end of its next turn.

Phobic assault
Requisites: Psion, Cha 15.
Benefit: When you attack with a ranged psychic power and you have combat advantage, you gain a +1 bonus to attack rolls.

Psychic Surge
Benefit: When you hit a target that has psychic resistance with a psychic power, your psychic powers deal 5 extra psychic damage against that target until the end of your next turn.

Inertial Shield
Requirement: Any psychic class, Wis 13
Benefit: While you have a hand free, you gain a +1 shield bonus to AC and Reflex. You are considered to be using a shield as long as you benefit from this bonus.

Improved Inertial Shield
Requirement: Any psychic class, Wis 15, Inertial Shield
Benefit: While you have a hand free, you gain a +2 shield bonus to AC and Reflex. You are considered to be using a shield as long as you benefit from this bonus.

Paragon Tier feats

Master of puppets
Requirement: Psion, 11th level
Benefit: When you daze or stun a creature with a psionic effect, you can slide that creature 1 square at the beginning of each of its turns until the condition ends, as a free action.

Epic Tier feats

Greater domination
Requirement: Psion, 21st level
Benefit: Enemies dominated by you can take an additional movement action during their turns. You choose that action.

Multiclass feats

Psionic Initiate [Multiclass Psion]
Prerequisite: Int 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level psion at-will power. You can use that power once per encounter. That power loses its augmentations.
In addition, you can wield psion implements.

Novice Psionic power
Prerequisite: Any psionic multiclass feat, 4th level
Benefit: You can swap one encounter power you know to gain one psionic at-will power of the same level or lower from the class you multiclassed into. You can use that power once per encounter. In addition, you gain power points depending on the level of the swapped power:

Level 1 to level 10 - 2 PPs
Level 11 to level 20 - 4 PPs
Level 21 to level 30 - 6 PPs

Novice Non-Psionic power
Prerequisite: Any psionic class, Psionic Augmentation class feature, any non-psionic multiclass feat, 4th level.
Benefit: You can swap one psion at-will power that you know and has augmentations for one encounter power of the same level or lower from a class you multiclassed into. In addition, you lose power points depending on the level of the power you swapped out:

Level 1 to level 10- 2 PPs
Level 11 to level 20 - 4 PPs
Level 21 to level 30 - 6 PPs
Read More......

Friday, July 10, 2009

More Divine Power info (D&D podcast)

Today's D&D podcast had a few Divine Power teasers. Here's what caught my attention.

Regarding clerics, the new build is called the Shielding Cleric, and will be focused on granting bonuses to your teammates. In addition, there will be an option to swap out the Turn Undead feature for a power called Healer's Mercy. The change from a very situational power to a healing-oriented one looks like a great boost for all clerics, as long as it isn't as terrible as Divine Fortune...

As for paladins, we finally know what Divine Sanction is about (as I had been intrigued by the subject since the name came up in the feat preview). As we suspected, it is a marking mechanic related to Divine Challenge. But, rather than a replacement or a rules upgrade (as had also been speculated), Divine Sanction is the version of DC you can get as an special effect of powers or feats. It still marks and deals some radiant damage as punishment, but the length of the effect is specified by its source, and there is no engagement clause. Hopefully this will alleviate the paladin's problems defending against groups of enemies.

There weren't many news for avengers and invokers, though. They talked about the already known, new avenger build: The Commanding Avenger, or something like that. Its class feature is called Censure of Unity. Like the name suggests, this one will emphasize a leader secondary role, playing better with the rest of your party than previous avengers. As someone joked on a forum: 'Avengers assemble!'. And they talked about the malediction invoker, previewed on the D&D site - nothing new here. Read More......