|
Post by Beowuuf on Dec 13, 2009 2:11:53 GMT -5
I forget what it is about the hunter's quarry feature of the ranger that lets you get away with the extra 1d6 damage. Mindblast sounds cool.
|
|
|
Post by wildhare on Dec 14, 2009 17:32:12 GMT -5
In the first player's handbook they made every striker with an extra... power if you will, that could allow them to deal extra damage if certain criterias were met. The rogue got his backstab dice if you flanked. the ranger gave you an extra d6 (d8 with a feat) if you attack the enemy nearest to you. And the warlock allowed you to curses the nearest enemy to you, and of course if you hit a cursed target you got to deal an extra d6 (a feat to upgrade to d8 should be in the new update do out tomorrow)
They kind of got away with that feature in the players handbook 2 The barbarian has nothing like it and neither does the sorcerer. the avenger has something similar but instead of dealing extra damage you get to make 2 attack rolls and keep the highest if you attack someone under your oath of enmity.
|
|
|
Post by Beowuuf on Dec 14, 2009 18:04:35 GMT -5
Some instinct says to pull the Kai into a leader rather than striker role. We're used to lone wolf being the...well, lone wolf, and doing the lone missions, but the original book made them the commanders of armies.
I like that the Kai Lord is the glue that would bind a party together, or a group of Kai could support each other and maybe alter their buuilds to stretch to different roles.
So I see a Kai's non-discipline abilities as being helping others with kicking off a healing surge (inspiration), aiding their skill checks (like some feat or group of feats do), increasing their defenses, etc
That way anyone who gets into the 4th ed version of Lone Wolf and plays a Kia who then wants to play a tanking paladin or striker ranger actually plays those classes (or their analogue) instead of trying to twist the Kai to fit....
This was the ontro I had (in the style of the one in the D&D Insider)
KAI LORD "For Sommerlund and the Kai!"
Class traits: Role: Leader. You are groomed to be a commander of one of sommerlund's armies, inspiring the troops under you against the minions of the Darklords. You can also become a striker due to your flexibility in training, undertaking dangerous missions for Sommerlund. Power source: Divine. The Kai Disciplines are a gift from the god Kai himself, pushing you to superior martial and practical skills. Key Abilities: Strength, Wisdom, Charisma
Armour proficiency: Cloth, leather, hide, chainmail: light shields Weapon proficiencies: Simple melee, military melee, simple ranged. Bonus to defense: +1 Fortitude, +1 Will
Hit points at 1st level: 12 + constitution score Hit points per level gained: 5 Healing surges per day: 6 + consitiution modifier
Trained skills: Choose five from class skill list below. One must be the associated skill of the first Kai discipline mastered (see class features) Athletics, Acrobatics, Insight, Endurance, Stealth, Bluff, Intimidate, Nature, Perception, Heal.
Class features: Kai Discipline Mastery. As you gain understanding of the diverse skills of the warrior, your natural talents increase also. Every level you choose one Discipline keyword to master. You cannot take general feats nor powers that do not possess either the 'Kai' keyword or a Kai Discipline keyword. You must possess one and only one feat/power with each Kai Discipline keyword you have mastered. You gain a +2 competency bonus to skill checks with skills associated with the Kai Disciplines keywords you have mastered.
Diverse training: When your level progression allows you to take a new daily power or new encounter power, you may take a lower power (encounter power/feat) with the new discipline keyword instead. You may then swap out an old keyword power to upgrade to the new daily/encounter slot. If an encounter power was swapped out for a daily, you may further take another old keyword feat and swap it out for an encounter power with that other keyword. In addition, a Kai Lord is to allowed to swap out two powers for equivalent powers each level (crossing keywords if necessary). This is in the place of the usual ability for classes to swap out only one power per level.
|
|
|
Post by Beowuuf on Dec 14, 2009 18:10:56 GMT -5
While there is room to argue, I mapped the disciplines to skills as follows: Acrobatics = Weaponskill (flexibility, useful in combat) Hunting = Athletics (increased mobility, useful going after enemies) Endurance = Mind Over Matter (not directly mapped, forshadows Nexus and sounds correct) Stealth = Camoflage (good for hiding) Intimidate = Mindblast (breaking an opponent's resolve) Bluff = Mindshield (hiding your own intentions) Heal = Healing (contentious, I know) Insight = Animal Kinship (ok, this one seems odd, it just felt correct) Perception = Sixth Sense (seems sensible) Nature = Tracking (closest skills for pure tracking, assuming we shift Hunting to the skillset for catching prey once you find it)
|
|
|
Post by wildhare on Dec 14, 2009 21:58:14 GMT -5
Strangely enough in 4th edition while nature is used to make survival checks in order to find and follow tracks you need to make a perception check. I don't quite understand that one, having played d20 lonewolf I figure almagamating spot search and listen would be enough for perception to handle.
|
|