Difference between revisions of "Satyr Piper (4E)"

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m (→‎Satyr Piper Spells: reordered again)
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===Satyr Piper Spells===
 
===Satyr Piper Spells===
 
{{4E power
 
{{4E power
|name=Feral Overture
+
|name=Dazing Melody
 
|class=Satyr Piper
 
|class=Satyr Piper
 
|type=Attack
 
|type=Attack
 
|level=11
 
|level=11
|fluff=You head-butt an enemy while playing furiously on your instrument.
+
|fluff=Your music overwhelms your audience.
 
|use=Daily
 
|use=Daily
|keywords=Arcane, Implement
+
|keywords=Arcane, Charm, Implement
 
|action=Standard Action
 
|action=Standard Action
|target=Melee
+
|target=Close
 +
|target=Burst 5
 
|text=
 
|text=
'''Attack:''' Strength +2 vs AC.<br>
+
'''Targets:''' Enemies in burst, deafened targets are immune.
'''Hit:''' 2d8 + Strength modifier damage, and target is knocked prone.<br>
+
'''Attack:''' Charisma vs Will <br>
Increase damage to 3d8 + Strength modifier at level 21.<br>
+
'''Hit:''' The target is dazed until the end of your next turn. <br>
'''Effect:''' Allies within Close Burst 5 gain a +1 power bonus to attack roll and +2 power bonus to damage. Deafened targets are immune.<br>
+
'''Sustain Standard:''' You must make a new attack roll when it sustains this effect. Targets are dazed enemies in a Close burst 5.
'''Sustain Minor''': The effedct is only sustained for targets previously affected that are in a Close Burst 5.
 
 
}}
 
}}
 
{{4E power
 
{{4E power
Line 46: Line 46:
 
|type=Utility
 
|type=Utility
 
|level=12
 
|level=12
|fluff=You inspire your allies to skip and jump.
+
|fluff=Skip and jump.
 
|use=Encounter
 
|use=Encounter
 
|keywords=Arcane
 
|keywords=Arcane
|action=Standard Action
+
|action=Move Action
 
|target=Close
 
|target=Close
 
|target=Burst 5
 
|target=Burst 5
 
|text=
 
|text=
'''Targets:''' Allies in burst, deafened targets are immune.
+
'''Targets:''' You and allies in burst, deafened targets are immune.
 
'''Effect:''' Targets can shift 2 squares immediately.
 
'''Effect:''' Targets can shift 2 squares immediately.
 
}}
 
}}
 
{{4E power
 
{{4E power
|name=Dazing Melody
+
|name=Feral Overture
 
|class=Satyr Piper
 
|class=Satyr Piper
 
|type=Attack
 
|type=Attack
 
|level=20
 
|level=20
|fluff=Your music overwhelms your audience.
+
|fluff=You head-butt an enemy while playing furiously on your instrument.
|use=Encounter
+
|use=Daily
|keywords=Arcane, Charm, Implement
+
|keywords=Arcane, Implement
 
|action=Standard Action
 
|action=Standard Action
|target=Close
+
|target=Melee
|target=Burst 5
 
 
|text=
 
|text=
'''Targets:''' Enemies in burst, deafened targets are immune.
+
'''Attack:''' Strength +2 vs AC.<br>
'''Attack:''' Charisma vs Will <br>
+
'''Hit:''' 2d8 + Strength modifier damage, and target is knocked prone.<br>
'''Hit:''' The target is dazed until the end of your next turn. <br>
+
Increase damage to 3d8 + Strength modifier at level 21.<br>
'''Sustain Standard:''' You must make a new attack roll when it sustains this effect.
+
'''Effect:''' Allies within Close Burst 5 gain a +1 power bonus to attack roll and +2 power bonus to damage. Deafened targets are immune.<br>
 +
'''Sustain Minor''': The effect is only sustained for targets previously affected that are in a Close Burst 5.
 
}}
 
}}

Revision as of 13:58, 9 November 2008

Template:4E paragon path

Piper [Satyr, Path]

Prerequisite: Satyr

Benefit: You can use Dazing Melody as a daily power.

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 Insight (11th level): You gain a saving throw against effects with the Domination, Fear, and Charm keyword at the beginning of your turn instead of at the end of your turn.

Piper's Implement (11th level): You can use any other implement you know how to use from another class with your Satyr Piper powers. You can also use musical instruments that work as implements for all your powers, not only your Satyr piper powers.

Satyr pipes: You can use a non-magical set of pan pipes as an implement for your Satyr Piper powers (only) as if it had an enhancement bonus of +3 at level 11, +4 at level 16, +5 at level 21, and +6 at level 26. Satyr pipes must be held in one hand to work.

Song of Freedom (16th level): When you use an action point to use a Satyr Piper power, all allies in a Close Burst 5 can make a saving throw against an effect that an effect that a saving throw can end. This is in addition to the benefits of Piper's Frenzy.

Satyr Piper Spells

Dazing Melody Satyr Piper Attack 11
Your music overwhelms your audience.
DailyArcane, Charm, Implement
Standard Action      Burst 5
Targets: Enemies in burst, deafened targets are immune.

Attack: Charisma vs Will
Hit: The target is dazed until the end of your next turn.
Sustain Standard: You must make a new attack roll when it sustains this effect. Targets are dazed enemies in a Close burst 5.

Leaping Stag Dance Satyr Piper Utility 12
Skip and jump.
EncounterArcane
Move Action      Burst 5
Targets: You and allies in burst, deafened targets are immune.

Effect: Targets can shift 2 squares immediately.

Feral Overture Satyr Piper Attack 20
You head-butt an enemy while playing furiously on your instrument.
DailyArcane, Implement
Standard Action      Melee
Attack: Strength +2 vs AC.

Hit: 2d8 + Strength modifier damage, and target is knocked prone.
Increase damage to 3d8 + Strength modifier at level 21.
Effect: Allies within Close Burst 5 gain a +1 power bonus to attack roll and +2 power bonus to damage. Deafened targets are immune.
Sustain Minor: The effect is only sustained for targets previously affected that are in a Close Burst 5.