Difference between revisions of "Satyr Piper (4E)"
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|use=Daily | |use=Daily | ||
|keywords=Arcane, Charm, Zone | |keywords=Arcane, Charm, Zone | ||
− | |action= | + | |action=Minor Action |
|target=Close | |target=Close | ||
|range=burst 5 | |range=burst 5 | ||
|text= | |text= | ||
− | '''Effect:''' The burst creates a zone of | + | '''Effect:''' The burst creates a zone of rousing music until the end of the encounter. When you move, the zone moves with you, remaining centered on you. <br> |
'''Targets:''' Allies in burst, deafened targets are immune.<br> | '''Targets:''' Allies in burst, deafened targets are immune.<br> | ||
− | '''Effect:''' You and allies in burst gain a +1 power bonus to attack roll and +2 power bonus to damage | + | '''Effect:''' You and allies in burst gain a +1 power bonus to attack roll and +2 power bonus to damage. |
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Revision as of 10:26, 19 June 2009
Satyr Piper Paragon Path Features
Prerequisites: Satyr.
Piper Frenzy (11th level): When you use an action point to use a Satyr Piper power, you can shift 3 squares before or after using the power.
Piper's Implement (11th level): You can use any implement you know how to use from another class with your Satyr Piper powers. You can also use wands and musical instruments that work as implements for all your powers, not only your Satyr piper powers. You can magically transform a wand into a flute as a free action; this transformation has no game effects and lasts as long as you are holding the wand.
Piper's Insight (16th level): At the beginning of your turn you gain a saving throw against effects with the Domination, Fear, and Charm keyword that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage. This is in addition to the regular saving trow end of your turn.
Satyr Piper Spells
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Your music overwhelms your audience. | ||
Encounter ✦ Arcane, Charm, Implement, Zone | ||
Standard Action Close burst 5 | ||
Effect: The burst creates a zone of hypnotizing music that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Targets: Enemies in burst, deafened targets are immune. |
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You can play a variety of magical tunes on your pipes. | ||
At-Will ✦ Arcane | ||
Standard Action Close burst 5 | ||
Targets: You and allies in burst, deafened targets are immune. Effect: Choose one of the following effects and apply it to all targets.
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You make people dance to your pipes. | ||
Daily ✦ Arcane, Implement, Charm, Zone | ||
Standard Action Close burst 5 | ||
Effect: The burst creates a zone of hypnotizing music that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Target:: Each creature in burst. Deafened creatures are immune. |
Satyr Piper Spells (Alternate)
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Your music overwhelms your audience. | ||
Encounter ✦ Arcane, Charm, Implement | ||
Standard Action Close burst 5 | ||
Effect: You slide all creatures in burst 2 squares, deafened targets are immune. Targets: Enemies in burst, deafened targets are immune. |
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Your music inspires wild exuberance in your allies. | ||
Encounter ✦ Arcane | ||
Standard Action Close burst 5 | ||
Targets: You and allies in burst, deafened targets are immune. Effect: The target makes a saving throw against an effect that a save can end and you slide the target 2 squares. |
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You inspire a wild frenzy in allies. | ||
Daily ✦ Arcane, Charm, Zone | ||
Minor Action Close burst 5 | ||
Effect: The burst creates a zone of rousing music until the end of the encounter. When you move, the zone moves with you, remaining centered on you. Targets: Allies in burst, deafened targets are immune. |
4th Edition Dungeons & Dragons | |
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