String
2008-10-09, 04:42 PM
The Paragon Path that started it all
Well, more Dynasty Warriors than RoTK, but meh. Honestly, 4E can emulate Dynasty Warriors pretty damn well already, and I don't have the DMG so I don't know exactly how the skill challenges work so I can't make a comment on how it does with RoTK which would obviously be a very RP/Diplomacy heavy game. Whatever. Paragon Paths. Here we go.
Tiger General
"For the Glory of Shu, and to Restore the Han!"
Prerequisite: Fighter or Warlord Class, Proficient with any polearm or spear
Your valor in the name of the Shu Han has driven you to increase your prowess and become one of the legendary Tiger Generals. Whether you fight with spear, halberd or glaive, you strike fear into the hearts of your enemy, and are a nigh-unstoppable force on the battlefield.
Tiger General Path Features
General's Action (11th Level): When you spend an action point to take an extra action, every ally within 3 squares gains an extra action. If they do not use this action before the end of their next turn, they lose it.
Polearm Mastery (11th level):Whenever you push, pull or slide an enemy, you can add 1 to the number of squares you move the enemy, but only if you are wielding a Polearm or Spear.
Virtue and Brotherhood (16th level): You gain a +1 bonus to attack rolls with any polearm for every bloodied ally you can see, and a +3 for every unconscious one.
Tiger General Exploits
Stallion Fury Strike[Tab][Tab]Tiger General Attack 11
You plunge your weapon into the ground and hoist yourself into the air before pulling it out and lashing out at your foes.
Encounter* Martial, Weapon
Standard Action [tab][tab] Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W]+strength modifier and the targets are pushed 2 squares.
Miss: Targets take no damage and are pushed 1 square.
Special: If you are wielding a reach weapon, the range of this power is a Close Burst 2.
Chang Ban Gambit [tab][tab] Tiger General Utility 12
You whirl your blade about and dare your enemies to approach.
Encounter* Martial, Fear
Standard Action [tab][tab] Close blast 5
Target: Each enemy in blast that can see you
Attack: Wisdom vs Will
Hit: Each target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes oppurtunity attacks.
Blue Dragon Roar [tab][tab] Tiger General Attack 20
You swing your blade with great force, and send your enemies flyingDaily * Martial, Weapon
Standard Action [tab][tab] Close burst 1
Primary target: Each enemy in burst
Attack: Strength vs AC
Hit: 2[W] + Strength Modifier damage, and make a secondary attack.
Miss:No secondary attack
Secondary Target: Each enemy struck by primary attack
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage, and make a tertiary attack
Miss: No tertiary attack
Tertiary Target: Each enemy struck by secondary attack
Tertiary Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage, and the targets are pushed 4 squares and knocked prone.
Miss: The enemy is not knocked prone or pushed.
Special: If you wield a polearm or spear, the range of this attack is Close burst 2
My most recent ramblings about Eladrin, Elves, Dwarves and Liang
So, at first, my idea was "three warring factions, on a section of a continent with mountains to the north and west, and sea to the east and south." I eventually flipped it mostly, because I'm current applying to a game with a nation with mountains to the N and W and sea to the E and S. I named the land Liang, and gave it the moniker, "The Guarded Land". At this point, I thought about a couple of the major factions.
My first idea was a that "Elves as Slaves" was not what I wanted. however, the idea of Elves as "Lesser Eladrin" was interesting to me, and so, going with the oriental feeling I decided that elves are by and large members of the Eladrin kingdom/empire/whatever. They would be the lower-caste, the rank and file soldiers, the craftsmen and the farmers. The Eladrin would be, conversely, the merchants, the Captains, the Generals, and the courtesans. The Elves (and the eladrin) would be raised and bred believing that the Eladrin are closer to divinity, the Eladrin High-King being a diety in the eyes of the Elves and Eladrin (and any Half-elves who live here). Yes, elves can distinguish themselves, but usually only in war and battle, not through politics, where there is just too much prejudice and intrigue to let them get very far. The Eladrin Kingdom would make up the fertile mid-to-south plains and have a lot of farmland and open land, their larger cities being few and far between.
After this, I started with the idea of a dwarven empire led by a "Tricky Dwarf", I came up with this.
Another major faction would be Pan Guo, the Stone Empire. This kingdom of Dwarven clans and their territories takes up the majority of the northern Liang, including Guan's Shield (the mountain range to the north, that are nearly impassable. Or at least, so common belief holds). They are led in name by the Emperor Mingong, who spends most of his time in his enormous, towering palace carved into the side of a mountainside. The real power within Pan Guo however is Advisor Terac, who directs the military and subverts power to advance his own agenda. A lot of oppurtunity for "Advisor siezes power" campaigns here. Pan Guo has a lot more cities than the Eladrin, and a larger army, but are highly reliant on trade with the Human/half-elf kingdom for produce and whatnot, since they dont have the most fertile lands, and are almost constantly at war with the Eladrin empire.
I dont have many ideas for the Human/half-elf faction, or where to put Halflings. I'm toying with the idea of the halflings having their own major power in the world, and not being nomads. I'm unsure, though.Also, Originally my idea was "There was a big empire. It fell, giving rise to these kingdoms." That works. Thats a tried and true method, and had historical basis. But I was thinking that maybe the 'catalyst' thing here was a new thing: The invasion from the north of barbarian tribes of orcs and monstrous humanoids, etc. The Tieflings and Dragonborn have no place within the world right now, but I'm unsure of how to remedy that.
Liang, The Guarded Land
Do you fight for Family, Virtue or Power?
The Guarded Land is a work-in-progress 4E Campaign World in a vaguely first to second century asian-style campaign. The setting is being designed for Heroic Tier heroes, will hopefully be able to accomodate Paragon Tier heroes, and will not be focused on accomodating Epic Tier heroes. The setting is in the fledgling stages, so any comments on anything is welcome. I will keep my ramblings in this thread until I feel I have enough to justify making it it's own thread that I can organize everything in, so bear with me, please.
Well, more Dynasty Warriors than RoTK, but meh. Honestly, 4E can emulate Dynasty Warriors pretty damn well already, and I don't have the DMG so I don't know exactly how the skill challenges work so I can't make a comment on how it does with RoTK which would obviously be a very RP/Diplomacy heavy game. Whatever. Paragon Paths. Here we go.
Tiger General
"For the Glory of Shu, and to Restore the Han!"
Prerequisite: Fighter or Warlord Class, Proficient with any polearm or spear
Your valor in the name of the Shu Han has driven you to increase your prowess and become one of the legendary Tiger Generals. Whether you fight with spear, halberd or glaive, you strike fear into the hearts of your enemy, and are a nigh-unstoppable force on the battlefield.
Tiger General Path Features
General's Action (11th Level): When you spend an action point to take an extra action, every ally within 3 squares gains an extra action. If they do not use this action before the end of their next turn, they lose it.
Polearm Mastery (11th level):Whenever you push, pull or slide an enemy, you can add 1 to the number of squares you move the enemy, but only if you are wielding a Polearm or Spear.
Virtue and Brotherhood (16th level): You gain a +1 bonus to attack rolls with any polearm for every bloodied ally you can see, and a +3 for every unconscious one.
Tiger General Exploits
Stallion Fury Strike[Tab][Tab]Tiger General Attack 11
You plunge your weapon into the ground and hoist yourself into the air before pulling it out and lashing out at your foes.
Encounter* Martial, Weapon
Standard Action [tab][tab] Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 3[W]+strength modifier and the targets are pushed 2 squares.
Miss: Targets take no damage and are pushed 1 square.
Special: If you are wielding a reach weapon, the range of this power is a Close Burst 2.
Chang Ban Gambit [tab][tab] Tiger General Utility 12
You whirl your blade about and dare your enemies to approach.
Encounter* Martial, Fear
Standard Action [tab][tab] Close blast 5
Target: Each enemy in blast that can see you
Attack: Wisdom vs Will
Hit: Each target moves its speed + your Charisma modifier away from you. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes oppurtunity attacks.
Blue Dragon Roar [tab][tab] Tiger General Attack 20
You swing your blade with great force, and send your enemies flyingDaily * Martial, Weapon
Standard Action [tab][tab] Close burst 1
Primary target: Each enemy in burst
Attack: Strength vs AC
Hit: 2[W] + Strength Modifier damage, and make a secondary attack.
Miss:No secondary attack
Secondary Target: Each enemy struck by primary attack
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage, and make a tertiary attack
Miss: No tertiary attack
Tertiary Target: Each enemy struck by secondary attack
Tertiary Attack: Strength vs AC
Hit: 1[W] + Strength Modifier damage, and the targets are pushed 4 squares and knocked prone.
Miss: The enemy is not knocked prone or pushed.
Special: If you wield a polearm or spear, the range of this attack is Close burst 2
My most recent ramblings about Eladrin, Elves, Dwarves and Liang
So, at first, my idea was "three warring factions, on a section of a continent with mountains to the north and west, and sea to the east and south." I eventually flipped it mostly, because I'm current applying to a game with a nation with mountains to the N and W and sea to the E and S. I named the land Liang, and gave it the moniker, "The Guarded Land". At this point, I thought about a couple of the major factions.
My first idea was a that "Elves as Slaves" was not what I wanted. however, the idea of Elves as "Lesser Eladrin" was interesting to me, and so, going with the oriental feeling I decided that elves are by and large members of the Eladrin kingdom/empire/whatever. They would be the lower-caste, the rank and file soldiers, the craftsmen and the farmers. The Eladrin would be, conversely, the merchants, the Captains, the Generals, and the courtesans. The Elves (and the eladrin) would be raised and bred believing that the Eladrin are closer to divinity, the Eladrin High-King being a diety in the eyes of the Elves and Eladrin (and any Half-elves who live here). Yes, elves can distinguish themselves, but usually only in war and battle, not through politics, where there is just too much prejudice and intrigue to let them get very far. The Eladrin Kingdom would make up the fertile mid-to-south plains and have a lot of farmland and open land, their larger cities being few and far between.
After this, I started with the idea of a dwarven empire led by a "Tricky Dwarf", I came up with this.
Another major faction would be Pan Guo, the Stone Empire. This kingdom of Dwarven clans and their territories takes up the majority of the northern Liang, including Guan's Shield (the mountain range to the north, that are nearly impassable. Or at least, so common belief holds). They are led in name by the Emperor Mingong, who spends most of his time in his enormous, towering palace carved into the side of a mountainside. The real power within Pan Guo however is Advisor Terac, who directs the military and subverts power to advance his own agenda. A lot of oppurtunity for "Advisor siezes power" campaigns here. Pan Guo has a lot more cities than the Eladrin, and a larger army, but are highly reliant on trade with the Human/half-elf kingdom for produce and whatnot, since they dont have the most fertile lands, and are almost constantly at war with the Eladrin empire.
I dont have many ideas for the Human/half-elf faction, or where to put Halflings. I'm toying with the idea of the halflings having their own major power in the world, and not being nomads. I'm unsure, though.Also, Originally my idea was "There was a big empire. It fell, giving rise to these kingdoms." That works. Thats a tried and true method, and had historical basis. But I was thinking that maybe the 'catalyst' thing here was a new thing: The invasion from the north of barbarian tribes of orcs and monstrous humanoids, etc. The Tieflings and Dragonborn have no place within the world right now, but I'm unsure of how to remedy that.
Liang, The Guarded Land
Do you fight for Family, Virtue or Power?
The Guarded Land is a work-in-progress 4E Campaign World in a vaguely first to second century asian-style campaign. The setting is being designed for Heroic Tier heroes, will hopefully be able to accomodate Paragon Tier heroes, and will not be focused on accomodating Epic Tier heroes. The setting is in the fledgling stages, so any comments on anything is welcome. I will keep my ramblings in this thread until I feel I have enough to justify making it it's own thread that I can organize everything in, so bear with me, please.