Streamlining SoW
MAY:
At-Wills:
Threatening Rush: 1W+mod dmg and mark each enemy adjacent to you. When charging, you can use this in place of a melee basic attack.
(No fix proposed unless we want to change how marks work)
Weapon Master's Strike: You may sheathe AND draw a weapon before attack. 1W+mod dmg plus one effect based on weapon wielded:
Axe: +con extra damage
(No fix needed)
Mace: Slide target 1 square.
(No fix needed)
Heavy Blade: +1 AC against target's attacks until end of next turn.
(Proposed fix: While May wields a Heavy Blade, she has +1 AC)
Spear or Polearm: Until end of next turn, target provokes AoO when they shift.
(Proposed fix: May can use reach with AoO!)
(Spear/Polearm is already houseruled into May due to Fighter class features being confusing/situational enough we just combined 'em all.)
Encounters:
Funneling Flurry: Two targets, main and off-hand weapon, 1W+mod dmg per target and slide target 1 square.
(No fix needed)
Guardian's Counter: Interrupt. Ally within 2 squares is hit and May isn't included in the attack. May and ally swap places, May becomes target instead. After triggering attack is resolved, May can make a melee basic attack against the attacker.
(Proposed fix: Is a free action instead of Interrupt and must be used on May's turn)
Dailies:
Villain's Menace: 2W+Mod dmg. Until end of encounter, May gains +2 attacks and +4 dmg against target. (Miss: No damage. May gains +1 attacks and +2 dmg against target until end of encounter)
(No fix needed. Read following paragraph)
Chris and I already discussed, if something lasts all encounter long without needing resources like a minor action, then they can stay as-is. ESPECIALLY if it is a personal buff.
RAICHEL:
At-Wills:
Five Storms: Attack all enemies adjacent. 1d8+mod dmg.
Move Technique: Shift 2 squares.
(No fix needed)
Steel Wind: Close Blast 2. 1d8+mod dmg.
Move: Technique: Rai is no longer marked. Can move speed +2.
(No fix needed)
Encounters:
Rising Storm: 2d8+mod thunder and enemies adjacent to target take CON mod thunder dmg.
Move: Technique: Fly equal to your speed. Must land at end of move or fall.
(No fix needed)
Vezzuvu's Eruption: Burst 1 in 10. 1d6+mod thunder and target falls prone.
Effect: Burst creates a zone until end of Rai's next turn. Enemies who end in zone take 5 fire dmg.
(Proposed fix: The effect is Rai can choose to either do 5 fire dmg OR push enemies outside of the blast)
Dailies:
Masterful Spiral: 3d8+mod dmg. Until end of encounter, Reach increases by 1.
(No fix needed)
TIMOTHIUS:
At-Wills:
Astral Seal: Attack+2 v Ref (so is more accurate attack). Target takes -2 defenses until end of Tim's next turn. Next ally to hit the target regains 2+(CHA) hp.
(Proposed fix so far: No attack. No debuff. Tim chooses an ally to heal for 2+(CHA). Since it doesn't expend surges, I still find it fair it is standard. Thanks to keywords, I can also buff this power a lot (and did my first run through SoW). This also means Tim will now and forevermore be able to heal NPCs who don't have surges.)
Sacred Flame: 1d6+mod Radiant and ally can make a save throw or gain (CHA)+half level thp.
(No fix needed)
Encounters:
Prophetic Guidance: Target grants combat advantage. Allies gain +(WIS) dmg against target. Next miss against target can reroll.
(Proposed fix: (WISxParty members) dmg)
Shining Symbol: Close Blast 3, 1d8+mod Radiant and targets take -2 to attacks until end of Tim's next turn.
(Proposed fix: Unsure. Debuffing enemies is very much pacifist healer. Perhaps the team all get +2 defenses so the GM doesn't need to keep track of debuff? Instead of debuff, Timo grants 5THP to number of allies = number of enemies hit.)
Dailies:
Moment of Glory: Close Blast 5. Push enemy targets 3 squares and knock prone. Allies in blast gain resist 5 all until end of encounter. Minor: Effect persists
(Proposed fix: until end of encounter, Tim can spend a minor to grant everyone 5 thp Chris says just ignore needing to use Minor action. The resist remains regardless of minor action.)
This message was last edited by the GM at 00:08, Wed 30 Mar 2022.