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View Full Version : [4E] Divinity feats, PEACH



Kurald Galain
2008-09-19, 01:15 PM
In a spare afternoon I spent some time making 4E versions of my pantheon. So based on that, I came up with a bunch of divinity feats other than what's in the PHB. These are for a wide variety of gods, including elemental, nature, sneaky, and evil gods. PEACH.


Shield the Wounded (immediate interrupt / encounter; range 5; trigger: an ally that is bloodied is hit by an attack; effect: the ally gains a +3 bonus to all defenses until the end of your next turn).
Misery Loves Company (free / encounter; range 10; if an enemy you can see inflicts you with a status condition or ongoing damage, that enemy suffers the same effect, save ends).
Life Drain (free / encounter; trigger: you spend a healing surge for any reason; effect: an adjacent enemy other than undead takes necrotic damage equal to your surge value).
Hallowed Invocation (after each extended rest, select one Deception, Exploration, Scrying, or Warding ritual that you know; as a daily power, you can use that ritual as a standard action; you must still provide the components, and you are dazed until the end of your next turn).
Hero's Sacrifice (minor / encounter; range 2. Choose any condition that ends on a succesful save; all of your allies within range automatically save against that condition; you become affected by the condition instead, and may not attempt a saving throw against that condition this turn).
Shadow Meld (standard / daily; you gain +5 on all stealth checks until the end of the encounter).
Linked Hearts (free / encounter; affect one additional target with the healing word power).
Death's Door (free / encounter; when you fall to zero or negative hit points, you become dazed rather than unconscious; you are still considered dying and must make death saves as normal, and you may not use second wind in this state).
Craftsman's Blessing (move / encounter; close burst 1; all weapons wielded by allies in the burst deal +1 damage, until the end of the encounter; +2 damage if paragon, +3 if epic).
Talons of the Magpie (standard / encounter / implement; target one enemy within range 5; wisdom vs. reflex; on a hit, one item carried by the enemy telekinetically flies to your hand, other than items worn or held in the target's hand; if used outside combat, you may make a thievery check to avoid being noticed).
Battle Cry (minor / encounter; add your wisdom modifier to your next melee damage roll; this lasts until the end of your next turn, or until you make a succesful attack).
Stone Unyielding (immediate interrupt / encounter; trigger: you are hit by an attack that moves you; effect: until the end of your next turn, you cannot be moved by enemy attacks that push, pull, slide or teleport you).
Blazing Fury (minor / encounter; the first target you hit this turn with a power that deals radiant damage takes ongoing fire damage 3, save ends; ongoing 6 if paragon, 10 if epic).
Chaos Shield (immediate interrupt / encounter; a ranged attack that hits you instead hits somebody chosen at random from all characters within range 2, including your allies and yourself).
Stalk the Prey (minor / encounter; when standing next to a natural obstacle, e.g. a tree, you become invisible until the end of your next turn, even if you move away from the obstacle).
Cloud Cushion (free / encounter; range 10; you or one ally within range takes no damage from a fall, and does not become prone at the end).
Animal Friendship (standard / encounter / implement; close burst 3; target one animal in burst, wisdom vs will; on a hit, the animal ceases fighting and departs the combat scene)

Yakk
2008-09-19, 01:51 PM
Shield the Wounded (immediate interrupt / encounter; range 5; one ally that is bloodied gains a +3 bonus to all defenses until the end of your next turn).

No trigger. And ... why interrupt?


Life Drain (immediate reaction / encounter; whenever you spend a healing surge, an adjacent enemy other than undead takes necrotic damage equal to your surge value plus one-half your level).

That's ... too good.


Hallowed Invocation (standard / daily: instantly use a Deception, Exploration, Scrying, or Warding ritual that you know; you must still provide the components, and you are dazed until the end of your next turn).
That could be pretty brutal.


Hero's Sacrifice (minor / encounter; range 5. Choose any condition that ends on a succesful save; all of your allies within range automatically save against that condition; you become affected by the condition instead, and may not attempt a saving throw against that condition this turn).
Might be overkill. Even letting you move one save ends feature to yourself would be worth doing quite often.


# Linked Hearts (free / encounter; affect one additional target with any healing power).
Gaga! That's increadibly powerful.


Shadow Meld (immediate interrupt / encounter; when you are targeted by an attack that does not target your will defense, before the attack roll is made, gain concealment until the end of your next turn, make a stealth check, and shift one square. Then resolve the attack; if you are now out of range, it misses you; if the attacker can no longer see you, use the rules for targeting people you can't see).

Also very powerful. Also a bit fiddly.

Note that concealment is not usually sufficient to gain stealth (after they fixed the stealth rules), but specific trumps general.


Death's Door (immediate reaction / encounter; when you fall to zero or negative hit points, you become dazed rather than unconscious; you are still considered dying and must make death saves as normal, and you may not use second wind in this state).
Most of such powers should be free reactions -- otherwise, you run into the problem of "oops, you used your immediate action already -- I guess you die". (leading to hording of immediate actions, which sucks fun-wise).


Talons of the Magpie (standard / encounter; target one enemy within range 5; wisdom vs. reflex; on a hit, one item carried by the enemy telekinetically flies to your hand, other than items worn or held in the target's hand; if used outside combat, you may make a thievery check to avoid being noticed).
Implement? Otherwise, really hard to hit at level 30.


# Battle Cry (minor / encounter; add your wisdom modifier to your next melee damage roll).
Duration? Shouldn't it be charisma?


Stone Unyielding (immediate interrupt / encounter; until the end of your next turn, you cannot be moved by enemy attacks that push, pull, slide or teleport you).
Trigger is implied, but not listed.


Blazing Fury (free / encounter; when you hit with a power that deals radiant damage, deal ongoing fire damage of 5 against one target, save ends; ongoing 10 if paragon, 15 if epic).
That's 9/18/27 damage on average against a non-elite/solo, by the way.

In short, this is MUCH better than the Battle Cry one.


Animal Friendship (standard / encounter; close burst 2; target all animals in burst, wisdom vs will; on a hit, the animal ceases fighting and departs the combat scene)
Too focused and strong. It means that animal enemies are too weak, which means that they aren't a challenge any more.

Kurald Galain
2008-09-23, 01:21 PM
Stuff
Thank you for the suggestions, I made changes based upon your recommendation. More comments welcome!


No trigger. And ... why interrupt?
Because the intent is for the attack to miss, like the wizard's Shield spell.

Mando Knight
2008-09-23, 01:51 PM
Because the intent is for the attack to miss, like the wizard's Shield spell.
But there's no trigger, so we don't know when we're supposed to activate it. Other Immediate Interrupt powers have triggers stating when they activate, like "when an enemy declares an attack against an ally within 5 squares."

Kurald Galain
2008-09-24, 09:08 AM
But there's no trigger, so we don't know when we're supposed to activate it.

It says "trigger: an ally that is bloodied is hit by an attack", which is the wording that the Shield spell uses as well.