Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Sunday, November 13, 2011

Class Hackdown: Storyteller

The Storyteller occupies a privileged role in the lives of the nomadic halflings. They are charged with responsibility for the history of their people - both past and future. By weaving tales in languages and rhythms older than the gods, they are invested with the tiniest fraction of the power of the very first creators, to tell the story of the world.

Role: Leader

Primary Stats: Charisma, Dexterity, Wisdom

Class weapons: One handed melee, one handed ranged
Class armor: Light

HP: 5
Surges: 6 + Con
Defenses: +2 Will

Class perks:
  • You have the ability to tell stories in the First Language, and know the Travelers' Tale.
  • Once per day, you may converse with other creatures in the First Language. Your conversation will be mutually comprehensible even if you do not share known languages. This effect lasts for 5 minutes.
  • You can heal your allies with the power of the Inspiring Tale.

Class powers:

Inspiring Tale
Storyteller Feature
Your story tells of how your ally rallied from the brink of defeat and shook off the attacks of their foes.
Encounter * Arcane, Healing
Minor Action                 Close burst 5
Target: One ally in burst
Effect: The target may spend a healing surge, and also gains a bonus to one defense of your choice equal to your Wisdom modifier until the end of your next turn.
Special: You may use this power twice per encounter, but only once per turn.

Dire Fortune
Storyteller Attack 1
You tell the story of how your enemy will fall prey to their worst nightmares.
At-Will * Arcane, Psychic, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1 psychic damage, and the target takes a penalty to attack rolls equal to your Dexterity modifier until the end of your next turn.

Mortal Mark
Storyteller Attack 1
You strike a blow against your foe, and describe how the blow that fells them will land in the same place.
At-Will * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: [W] damage, and the target takes a penalty to a defense of your choice equal to your Dexterity modifier.

End it All
Storyteller Attack 1
Your terrible tale engenders a deep melancholy in your foe. Wracked with fear and doubt, they try to take the easy way out.
Encounter * Arcane, Psychic, Charm
Standard Action                 Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1 psychic damage, and the target makes a melee basic attack against themselves with a bonus to the attack roll equal to your Dexterity modifier.

Certain Doom
Storyteller Attack 1
You describe how each foe to be struck by your weapon is sure to die.
Daily * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: [W]+1 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: 1 damage.
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.

Friday, November 4, 2011

Class Hackdown: Unspoken

The Unspoken are the Yuan-Ti's unacknowledged cadre of spies, infiltrators, and assassins, drawn from the lowest castes of their highly regimented society. They are masters of disguise, feigning disfigurement, madness, or other embarrassing behaviors in order to turn away the haughty eyes of their superiors.

Role: Striker

Primary stats: Dexterity, Charisma, Intelligence

Class weapons: One handed melee, thrown, one handed ranged, dual wielding
Class armor: Light

HP: 5
Surges: 6 + Con
Defenses: +2 Ref

Class perks:
  • Once per turn, when you have combat advantage, and hit with an attack that deals damage, you may deal 2 extra damage to one target of the attack.
  • You have combat advantage against creatures that have not acted yet in a combat.
  • You add your Charisma modifier to your AC against attacks of opportunity.

Class powers:

Armor Piercer
Unspoken Attack 1
Your weapon slithers past armor to bite into flesh.
At-Will * Ki, Weapon
Standard Action                 Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: [W] damage

Withdrawal Strike
Unspoken Attack 1
Your lunge at the eyes gives you a chance to slip away.
At-Will * Ki, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: [W] damage
Effect: If you move in the same turn after this attack, leaving the first square adjacent to your target does not provoke an attack of opportunity from your target.

Decoy
Unspoken Attack 1
The body your foe just struck down is revealed to be an illusion, while you maneuver for a lethal strike.
Encounter * Ki
Immediate Interrupt                 Personal
Trigger: You are hit by an enemy attack.
Effect: The triggering attack does not hit you. You teleport a number of squares equal to your Intelligence modifier. You have combat advantage against the creature that made the triggering attack until the end of your next turn.

Shadow Clone
Unspoken Attack 1
You animate your shadow to fight by your side.
Daily * Ki, Conjuration
Standard Action                 Ranged 5
Target:
Effect: You summon a shadow clone of yourself into any square within range. This clone immediately makes an attack against an adjacent enemy if there is one. The clone can be attacked; it uses your defenses and is destroyed if hit by a melee or ranged attack. When you take a move action, the clone moves your speed, and when you take a standard action, the clone can make an attack. The clone can flank with you or your allies.
Secondary Target: One creature adjacent to the shadow clone
Secondary Attack: Dexterity vs. AC
Hit: 1 damage
Sustain Minor: You can sustain the clone until the end of the encounter.

Thursday, November 3, 2011

Class Hackdown: Pankratiast

Let's see if I can use the rules hackdown to remix the Pankratiast.

Class primary stats: Strength, Constitution, Wisdom

Class weapon options: None, but see below
Class armor options: None, but see below

HP: 6
Surges: 9 + Con
Defenses: +2 Fort

(Simple enough so far)

Class perks:
  • When wielding caestae, you are considered to be wielding two melee weapons.
  • When wearing no armor, you are considered to be wearing light armor.
  • As a free action, on your turn, you may mark all adjacent enemies. Enemies remain marked until the end of your next turn.

(Still doing OK. A bit of Reflex defense is lost, but overall this remains easy to calculate.)

Powers:

Hook the Unwary
Pankratiast Feature
Foes who ignore you risk being tripped.
At-Will * Martial, Implement
Immediate Interrupt                 Melee 1
Trigger: An adjacent enemy who you have marked shifts or makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: The target is knocked prone.

(Ah, here's where it gets complicated. Low-granularity damage means that minor damage on a miss is hard to model.)

Jab and Cross
Pankratiast Attack 1
You pin your foe with a combination. The quick jab throws them off balance, and the stronger cross does the damage.
At-Will * Martial, Weapon
Standard Action                 Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: [W] damage. Push the target 1 square. You may then shift into the square the target occupied.

Warding Sweep
Pankratiast Attack 1
Powerful swings of your arms and legs hammer one foe while knocking aside the attacks of others.
At-Will * Martial, Weapon
Standard Action                 Melee 1
Target: One creature
Attack: Strength vs. AC
Hit: [W] damage, and you receive a bonus to AC equal to your Wisdom modifier until the end of your next turn.

(Note that these are now Weapon powers, meaning they derive their tohit bonus and damage from the wielded weapon.)

Joint Lock
Pankratiast Attack 1
You grab a foe in such a way that the only escape is through pain.
Encounter * Martial, Implement
Standard Action                 Melee 1
Requirement: You must have one hand free.
Target: One creature
Attack: Strength vs. Reflex
Hit: 1 damage, and the target is grabbed. If the target escapes the grab, they take an additional 1 damage.

Grab and Toss
Pankratiast Attack 1
You seize a foe and use him as a weapon against another, throwing both to the ground.
Daily * Martial, Implement
Standard Action                 Melee 1
Requirement: You must have one hand free.
Target: One creature
Attack: Strength vs. Reflex
Hit: 1 damage, and make a secondary attack.
Miss: The target is knocked prone.
Secondary Target: One creature not the first target
Secondary Attack: Strength vs. Reflex
Hit: 1 damage to first target, 1 damage to second target, both targets knocked prone.

(These, on the other hand, are implement powers, and do not benefit from the weapon proficiency bonus.)

I think this will work.

Tuesday, November 1, 2011

Class: Pankratiast

The Pankratiast is one of the four classes available to the Minotaurs, the native race of Aegea. I originally intended it to function as a Striker, but have converted it here for use as a Defender.

Class stats:

Proficiencies: No weapons, no armor, Caestus implements

Starting HP: 15 + Constitution
HP/Level: 6
Healing Surges: 9 + Constitution modifier

Key stats: Str, Con, Wis
Skills: Athletics, Endurance, Perception

Class features:

Caestae
The Pankratiast wears a caestus on each hand, an armored gauntlet that protects the hand and adds damage to strikes. A pair of caestae are a single Pankratiast implement.

Unarmed Defense
When a Pankratiast is wielding no weapons (other than caestae) and wearing no armor, they receive a +3 bonus to AC and a +1 bonus to Reflex defense.

Roll With the Blow
When a Pankratiast is not wearing heavy armor, they may use their Constitution modifier instead of their Dexterity or Intelligence modifier to determine their AC.

Threaten Area
Once per turn, you may mark all adjacent enemies as a free action. This mark lasts until the end of your next turn.

Class powers:

Hook the Unwary
Pankratiast Feature
Foes who ignore you risk being tripped.
At-Will * Martial, Implement
Immediate Interrupt                 Melee 1
Trigger: An adjacent enemy who you have marked shifts or makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Hit: 1d8 + Strength modifier damage and knocked prone

Jab and Cross
Pankratiast Attack 1
You pin your foe with a quick combination.   Even if they escape the stronger blow, the quick jab will catch them.
At-Will * Martial, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1d8 + Strength modifier damage
Miss: Strength modifier damage

Warding Sweep
Pankratiast Attack 1
Powerful swings of your arms and legs hammer one foe while knocking aside the attacks of others.
At-Will * Martial, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 1d8 + Strength modifier damage, and you receive a +1 bonus to AC until the end of your next turn.

Joint Lock
Pankratiast Attack 1
You grab a foe in such a way that the only escape is through pain.
Encounter * Martial, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier damage, and the target is grabbed.   If the target escapes the grab, they take an additional 1d8 damage.

Grab and Toss
Pankratiast Attack 1
You seize a foe and use him as a weapon against another, throwing both to the ground.
Daily * Martial, Implement
Standard Action                 Melee 1
Target: One creature
Attack: Strength vs. Reflex
Hit: 1d8 + Strength modifier damage, and make a secondary attack.
Miss: The target is knocked prone.
Secondary Target: One creature not the first target
Secondary Attack: Strength vs. Reflex
Hit: 1d8 damage to first target, 1d8 damage to second target, both targets knocked prone.