Tuesday, 17 January 2012

FAQ: Power Sources


What are Power Sources?

            Each class draws on something, whether it is the strength of a deity, ambient magic or a well of experience. This is called their Power Source.


What does a Power Source do?

            Immediately? Nothing. Mechanics – wise, Power Sources come much later into character growth, usually affecting the choices around which Archetype and which Epic Destiny the character can choose.
            Thematically speaking, each Power Source gives a flavour to a group of classes by conforming to a common set of themes.


What are the Power Sources?

Arcane

            Arcane characters are unanimously magical. Their expertise lies in twisting the ambient magic of the world to fit their own ends. Classes that are Arcane include Wizards, Sorcerers, Bards and Artificers.
            Arcane characters are generally very good at a distance, and between the classes, they can provide, support, damage, healing and utility in equal measure. Arcane classes are also uniquely flexible; many of them have access to the Arcane spell list, and at least one method of manipulating their spells to suit their needs.
            The Arcane Power Source lacks any viable melee options, however, and have no ability to Tank.


Divine
            Divine characters subscribe to the will of the Gods. They are devoted to one or several causes, and wield their deific gifts to further the ends of their patron. Classes that are Divine include Cleric, Inquisitor and Paladin.
            All Divine characters embrace the theme of defence over offence. They incorporate some of the best healing capabilities with defensive unity that can be used up close and personal or at a distance. Equally, a single Divine class is a force to be reckoned with, as their God-given powers grant them many tools to fight one or more enemies alone.
            Despite their defensive flexibility and depth of the Divine spell list, Divine classes lack any dedicated ability to fight at range, even though some Inquisitors and Clerics can attempt to alleviate this problem.


Martial
            Martial characters draw on wells of experience and intense training. They do not have supernatural powers, but rely on themselves over everything else to see the day through. Classes that are Martial include Fighter, Ranger, Rogue and Warlord.
            Martial characters are easily the most well rounded of the Power Sources, combining offence, defence and utility in equal measure. They are generally have more Hit Points than other classes, and any one class can be tooled to cope with any situation.
            Martial characters also have the greatest flaw amongst the Power Sources; there is no spell list for Martial characters. This means that Martial characters cannot overcome more exotic foes without the aid of magical characters, and more eclectic powers of the other Power Sources remain far out of their reach.

Primal
            Primal characters worship Greater Spirits in the same manner that Divine characters worship Gods. They are not bound to the service of one patron, instead revelling in the entirety of the natural world. Classes that are Primal include Barbarian, Druid, Elementalist and Totemic.
            Primal classes contain many extremes in their lineup. Many of them, Barbarian in particular, can only do one role at a time, whereas many other classes can potentially fill several roles. Nevertheless, all Primal classes are powerful, and contain aspects and combinations of powers that are not present in other Power Sources.


Psionic
            Psionic characters use the mind to wield the power of the immortal soul. They are uniquely powerful, and make use of exotic power mechanics. Classes that are Psionic include Chronarch, Monk and Psion.
            Psionic classes follow a theme of spending. Each one has a resource, whether it be Seconds, Ki or Power Points, which they use to augment their spells and powers. As a result, Psionic characters can manipulate their functions to perform exceedingly well in and out of combat.
            Despite all of their power, Psionic classes are limited to how far they can push themselves. When their Psionic Resources run dry, they must use more mundane methods of combat, which in turn is generally less effective than other classes.


Shadow
            Shadow characters have a relationship with darkness as an entity. Although they have a potentially evil source, a Shadow character is no less inclined to do good or evil. Classes that belong to the Shadow Source include Doomguard, Faustian and Shadowdancer.
            Shadow classes run under the theme of the pact. Every one of them includes an aspect of their soul that has been given away, or turned into something more malefic. Their class powers allow them to cover the whole spectrum of party needs.
            Although a Faustian can aid a party, this Power Source has no dedicated healers amongst its ranks. In addition, many of the more exotic powers at the Shadow Source’s disposal require precise conditions, making them situational and inflexible.

[Kudos to a Google for th epictures. You all know the drill by now.]

Sunday, 15 January 2012

Psionic Classes: Monk


Monk

            “That was impressive! Try and hit me again – with any luck, I’ll have as much to teach you as you are teaching me.”

            In the cities, mountains, and the distant corners of the multiverse lie monasteries dedicated to self control, discipline, and the bettering of the mortal condition. Since the breaking of the Crystal Gate and an increased frequency of mortals manifesting Psionic powers, these monasteries have become more popular with those who have the Psionic talent. Students at these monasteries learn to fight without weapons or armour, and wield the power of their mind and soul as a lethal weapon.
            Different monasteries often follow a different ethos; monasteries following the way of the Godhand, for example, reside in the Astral Sea, and teach their students in the ever-constant light and guidance of the gods. The way of the Mountainheart promotes the body as a tool that needs to be crafted into perfection, so that only the perfect mind can control it. The way of the Gutterrunner is less esoteric than other ways, and promotes the belief that doing the best for all mortals is not to train away from busy areas, but to be a part of the bustle of the city, and learn the arts through the lessons civilisation has to teach. Twilight Disciples learn lessons from Shadowdancers and the Assassin temples, dictating that the path to mental perfection lies in the stillness and precision of perfect timing and execution.
            All Monks are eventually convinced to leave the monastery to pursue experience in the wider world. Many return, telling of wonders and bringing their allies with them as guests. Many do not, content to keep their adventuring life apart from their monastery. Some become so detached that they develop their own unique fighting style, and when their days are done, they will find an ideal spot to found a monastery of their own.


Class Traits
¨      Role: Monks are expert melee combatants. Their different teachings offer them different combat abilities.
¨      Alignment: Varies
¨      Power Source: Psionic.
¨      Key Abilities: Strength, Dexterity, Constitution, Wisdom.
¨      Armour Proficiencies: Light Armour
¨      Weapon Proficiencies: Monk Unarmed Strike, Sickle, Quarterstaff, Sling, Crossbow.
¨      Bonuses to Defence: +2 Fortitude
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 8+ Constitution Modifier
¨      Skill Points at 1st level: (4 + Intelligence Modifier) x4
¨      Skill Points per level: 4 + Intelligence Modifier
¨      Attack Growth: 6
¨      Class Skills: Acrobatics, Climb, Diplomacy, Escape Artist, Endurance, Heal, Intimidate, Jump, Perception, Sense Motive, Stealth, Swim.


Class Features

      Psionic Soul (1st level)
You can manifest Psionic power. Monks use Ki points to fuel their Martial Arts; you do not manipulate the power of your mind to effect the world, rather, you use your mind to direct the strength of your immortal soul. Your maximum Ki pool is equal to your level + your WIS modifier x3. You must take an extended rest to replenish your Ki pool.


     Monk Unarmed Strike (1st level)
Monks are adept at attacking with their fists. A Monk's unarmed strike has a +3 proficiency and deals 1d6 damage. Each Monk has a martial focus, where it be a holy artefact or personal item. This focus augments a Monk's Unarmed attacks. When a Monk has a magical focus equipped, they gain the focus’ enchantment bonus to their attack and damage rolls. In addition, any non-physical attack granted by a Martial Art also benefits from the Implements’ enchantment bonus.


      Flurry of Blows (1st level)
As a full attack action, a Monk can perform an extra attack with their fists. At 7th and 14th level, you can perform an additional attack with a Flurry of Blows. This attack can only be used if you are bear handed, and are wearing cloth or no armour. Attacks made with a Flurry of Blows cannot be distributed amongst adjacent targets.


       Martial Arts (1st level)
At 1st level, choose two Martial arts to learn from the following list. At 2nd level and every even level thereafter, choose another Martial Art to learn. All Monks automatically know the Soul Charge and Spirit Push powers.

Advancing Flurry: Free action. 3 Ki. After you successfully hit a target with your Flurry of Blows, you can slide the target 1 square, and shift 1 square to remain adjacent to it.

Bear's Claw: Advanced action. 3 Ki. You make a Bull Rush attack. The target is pushed 3 squares instead of 1.

Cleansing Chakra: Minor action. 5 Ki. Make a saving throw to end an effect you can save against.

Crane's Wings: Move action. 5 Ki. You make a jump skill check with a +5 bonus. You count as running for the purpose for this skill check, and the maximum distance you jump is not limited by your maximum speed.

Cobra's Advance: Move Action. 1 Ki. You move your speed + 2.

Dragon Kick: Advanced action. 2 Ki. You charge, and can travel 2 additional squares for the charge action.

Dragon Tail Sweep: Advanced action. 3 Ki. You make your basic melee attack round against one creature, and that creature falls prone.

Empty the Well: Minor action. Your Ki pool drops to 0. You gain temporary hit points equal to 2x the amount of Ki you lost.

Follow the Needle: Move action. 1 Ki. You swap places with one willing adjacent ally, or one adjacent prone target.

Formless Strikes: Minor action. 1 Ki per turn. You enter the Formless Fist stance. Whilst in this stance, you use WIS to determine your Monk Unarmed Strike attack and damage rolls instead of your STR.

Furious Flurry: Reduces your maximum Ki by 7. Your Flurry of Blows gains an additional attack.

High Tide: Move action. 1 Ki. You shift 1 square and gain a bonus to all defences equal to 1/2 your WIS modifier (min 1) until the beginning of your next turn.

Improved Monk Unarmed Strike: Reduces your maximum Ki by 2. Your Monk Unarmed Strike increases its damage dice by 1 size.

Lesson of the Mountain: Reduces your maximum Ki by 1. Your maximum Hit Points rise by 5, and you gain another Healing Surge per day. You can take this Martial Art multiple times to a maximum of 3.

Lion's Roar: Standard action. 3 Ki. You make a basic melee attack against every target within your reach.

Monastic Defences: Reduces your maximum Ki by 2. You gain a +2 bonus to AC. This bonus rises by 1 per tier.

Monastic Diversity: Reduces maximum Ki by 3. You learn a Martial Art from one Monestary Training you do not have access to. The Ki cost for this Martial Art does not replace any that comes with the Martial Art you selected.

Monastic Evasion: Reduces maximum Ki by 2. Your Reflex rises by 2.

Monastic Mind: Reduces maximum Ki by 2. Your Will rises by 2.

Monastic Movement: Reduces maximum Ki by 4. You gain +1 movement. This Martial Art can be taken multiple times to a maximum of 5.

Open the Gate: Free action. 1 Ki per turn. You enter the Gate of Battle stance. Whilst active, you gain a bonus to attack and damage rolls equal to 1/2 your WIS modifier (min 1). This stance stacks on and can be used with other stances.

Purity of Body: Reduces maximum Ki by 3. You are immune to diseases, although you can still contract and spread them.

Quivering Palm: Full round action. 25 Ki. You make one basic melee attack against the target that inflicts no damage. The target suffers ongoing 20 damage. If the target makes a successful save to end the effect, the ongoing damage is reduced by 5 instead. If you miss the attack, the target suffers ongoing 12 damage. If the target makes a successful save to end the effect, the ongoing damage is reduced by 3 instead.

Ride the Storm: Immediate reaction. 5 Ki. When an enemy misses you with an attack, you can teleport a number of squares equal to 1/2 your WIS modifier (min 1). Any movement increasing effects also increase the distance you can teleport by the same number of squares.

Sea of Ki: Your maximum Ki rises by 5. You can take this Martial Art multiple times, to a maximum of 3.

Slow Fall: Reduces maximum Ki by 4. Whenever you would take falling damage, reduce the number of damage die by 2.

Soul Charge: Full round action. 0 Ki. You regain 1d4+ WIS modifier Ki points. This action provokes attacks of opportunity. You cannot exceed your maximum number of Ki points with this ability. Any Ki points generated with this ability dissipate at the end of the encounter.

Spirit Push: Advanced attack action. 3 Ki. You make a Wisdom vs Will Implement attack against each adjacent enemy. The target is pushed 1 square.

Tiger's Hunt: Move action. 1 Ki. You shift 2 squares.

Unarmed Adept: Reduces your maximum Ki pool by 5. Your Monk Unarmed Strike deals an additional 2 damage. This bonus rises by 1 per tier.

Versatile Flurry: Reduces your maximum Ki by 1. Your Flurry of Blows attack can target a different creature than your main attack.

Weapon Adept: Reduces your maximum Ki pool by 4. You gain a +2 bonus to attack rolls whilst wielding weapons. This bonus rises by 1 per tier.


Monastery Training (1st level)
Pick one of the following Monastery trainings. Once chosen, this cannot be changed. Each training adds a unique ability, an ability score based bonus to AC, an extra class skill, and a set of learnable techniques that is added to the full list above.

Godhand: Your power source also becomes Divine. You gain the Channel Divinity of your deity as a bonus feat, and any powers that use Ki have the Radiant keyword. You gain a bonus to AC equal to your WIS modifier. You add Knowledge (Religion) to your class skill list. You gain access to the following Martial Arts;

Detect Foe: Minor action. 1 Ki. You can sense targets with an alignment opposing yours with a range of 15 squares.

Regain Health: Move action. 12 Ki. You spend a healing surge, and regain Hit Points equal to your surge value + WIS modifier.

Manifest Divinity: Free action. 15 Ki. You regain the use of your Channel Divinity power, even if you have used it this encounter.

Disrupting Fist: Minor Action. 4 Ki. Your next melee attack round ignores insubstantiality and Resistances. The target is weakened until the end of their next turn.

Holy Soulshield: Minor Action. You can spend as much Ki as you want to activate this power. You gain Resist Physical, Necrotic and Shadow equal to twice the amount of Ki you spent until the end of your next turn.


Gutterrunner: Your power source also becomes Martial. You gain Weapon Finesse as a bonus feat, and your Monk Unarmed Strike counts as a finesse weapon for the purpose of that feat. You gain a bonus to AC equal to your INT modifier. You add Disable Device to your class skill list. You gain access to the following Martial Arts:

Handy: Reduces your maximum Ki pool by 1. You can draw, use or stow an item once per round as a free action.

Gutterjump: Move action. You can spend as much Ki as you want to activate this power. You make a Jump skill check. You gain a bonus to that skill check equal to 10 + the amount of Ki you spent. Your maximum jump distance is not limited by your maximum speed.

Street Smarts: Reduces your maximum Ki pool by 3. You gain a bonus to all Bluff, Diplomacy, Disable Device, Intimidate, Perception and Sense Motive checks equal to your INT modifier.

Kidney Punch: Reduces your maximum Ki pool by 6. Once per round, when you attack a target that grants combat advantage to you, you deal 1d6 extra damage. You can take this Martial Art multiple times to a maximum of three.

Suppress Impact: Immediate Reaction. You can spend as much Ki as you want to activate this power. Whenever you would suffer falling damage, you reduce the number of damage dice equal to the amount of Ki you spent.


Keeper of Halidom: Your power source also becomes Primal. You gain a bonus to attack and damage rolls equal to 1/2 your CON modifier. You gain a bonus to AC equal to ½ your WIS modifier. You add Knowledge (Nature) and Survival to your class skill list. You gain access to the following Martial Arts:

Root Step: Reduces your maximum Ki by 3. You can shift and run over difficult terrain.

Body to Soul: Reduces your maximum Ki by 5. You can spend Hit Points instead of Ki to power your Martial Arts.

Nature's Bounty: Immeditate Reaction. 2 Ki. When you damage a target with your Flurry of Blows, you gain temporary Hit Points equal to your 2x CON modifier.

Keeper's Wards: Reduces your maximum Ki by 3. All animals that can see or hear you are more friendly to you by one degree.  You gain a +5 bonus to Handle Animal checks.

Earth Sigil: Move action. 8 Ki. You gain a +5 bonus to saving throws against poison, stun, daze, weakening and domination effects. You gain damage resistance against all damage equal to your CON modifier. These bonuses last a number of rounds equal to your CON modifier.


 Hand of Chaos: Your power source also becomes Arcane. You gain a bonus to your maximum Ki pool equal to your STR modifier. You add Knowledge (Planes) and Spellcraft to your class skill list. You know all of the following Martial Arts:

Inferno: Advanced action. 7 Ki. You charge; your attack gains the Fire Keyword. Any enemy that hits you during the charge suffers Fire damage equal to your STR modifier. All of your attacks gain the benefit of your charge.

Quake: Advanced action. 7 Ki. Close Blast 3, STR vs Reflex. All targets in the Blast suffer 1d8 + STR modifier damage. This attack deals another 1d8 damage at 6th level, and every 6th level thereafter.

Windstorm: Advanced action. 7 Ki. Ranged 5, Area 5, STR vs Reflex. All creatures in the area that are pulled 1 square towards the centre of the area. Creatures at the centre or cannot move to the centre are knocked prone instead. The area lasts a number of rounds equal to your STR modifier (the effect ends at the end of your turn).

Deluge: Advanced action. 7 Ki. Ranged 10, STR vs Reflex. Three attacks. The target takes 1d4 + 1/2 STR modifier Cold damage.  At 4th level and every 4th level thereafter, this Martial Art gains another attack.


Mountainheart: Your power source also becomes Martial. Your Monk Unarmed Strike deals 1d8 damage and gains the Brutal 1 trait. You gain a bonus to AC equal to your CON modifier. You add Knowledge (Geography) to your class skill list. You gain access to the following Martial Arts:

 Sturdy Mountain: minor action. 1 Ki per turn. You enter the Sturdy Mountain stance. Whilst you remain in this stance, you are slowed and cannot shift. You cannot be pulled, pushed or slid whilst you remain in this stance, and you gain an additional bonus to AC equal to ½  your CON modifier.

Raging River: minor action. 1 Ki per turn. You enter the Raging River stance. Whilst you remain in this stance, your movement value is halved. If you move or shift into a square occupied by another creature, you push that creature into an adjacent square if it is within 1 size category above or below yours. You gain a bonus to your damage rolls equal to 1/2 your CON modifier.

 Sōkotsu: Full round action. 7 Ki. You perform a full attack action and use your Flurry of Blows. The target of this attack suffers ongoing damage equal to your CON modifier.

Senjuinrikio: Full round action. 7 Ki. You perform a full attack action and use your Flurry of Blows. The critical threat of this attack rises by 2.

Gōken: Reduces maximum Ki by 6. Your Monk Unarmed Strikes deal extra damage equal to 1/2 your CON modifier.


Twilight Disciple: Your power source also becomes Shadow. You gain proficiency with daggers and shortswords. You may use weapons with your Flurry of Blows. You gain a bonus to AC equal to your INT modifier. You gain access to the following Martial Arts:

Issekigan: Opportunity action. 5 Ki. When you are targeted by a melee or ranged weapon attack, you can make an attack roll and compare it to the attack roll of the triggering attack. If your roll matches or beats the triggering roll, the attack counts as missed.

Utsusemi: Move action. 3 Ki. You shift 1 square, and a duplicate of you remains in the square you left. This duplicate remains until the end of your next turn. The duplicate is an illusion, and has no heft nor does it cast a shadow. Enemies must  succeed a perception check against your Stealth check, or mistake the duplicate for you. If an enemy hits the duplicate with an attack, it dissipates.

Kurayami: Standard action. 4 Ki. Ranged 5, Wall 5. A 10 foot high wall of thick smoke provides total concealment for all creatures in the wall and those looking into the wall. The wall lasts a number of rounds equal to your INT modifier.

Hojo: Standard action. 3 Ki. Ranged 5, DEX vs Fortitude. The target is Slowed (save ends).

Jubaku: Standard action. 8 Ki. Ranged 5, DEX vs Fortitude. The target must reroll successful hits (save ends).

Yonin: Minor action. 1 Ki per turn. You enter the Exposed Ninjutsu stance. You Mark targets you hit with melee attacks, and gain a bonus to AC and reflex equal to 1/2 your INT modifier.

Innin: Minor action. 1Ki per turn. You enter the Camoflagued Ninjutsu stance. You gain a bonus to Stealth checks equal to 2x INT modifier. The critical threat of your melee attacks rise by 3 if you attack a target from a position of Stealth or concealment.

Chishi-sei: Reduces your maximum Ki pool by 2. Your melee weapon attacks gain the High Crit property.

Aisha: Increase your maximum Ki pool by your INT modifier.


Clear Soul: Your maximum Ki pool is equal to your level + WIS modifier x 5. You gain a bonus to AC equal to your CHR modifier. You add Fly and Use Magical Device to your class skill list. You gain access to the following Martial Arts:

Cloud Step: Minor action. 1 Ki per turn. You enter the Cloud Step Stance. You can walk on air as if it were solid ground. If the stance ends whilst you are airborne, you glide slowly down to the ground at a rate of 1 square per round.

Cloud Spring: Minor action. 6 Ki per hour. You enter the Cloud Spring Stance. You gain the ability of overland flight at a rate of 8mph.

Ki Blast: Standard action. You can spend as much Ki as you want to activate this power. You create a ranged attack, the range of the attack is equal to the number amount of Ki you spent.  All creatures in the line of the ranged attack suffer a CHR vs Reflex attack that deals 1d6 + CHR modifier damage. At 6th level and every 6th level thereafter, this damage rises by 1d6. If you consume 9 Ki or more to make the attack, it deals 1/2 damage if it misses.

Almighty Pull: Standard action. 5 Ki. Ranged 10, CHR vs Will. The target is pulled 5 squares.

Almighty Push: Standard action. 10 Ki. Burst 2, CHR vs Will. The target is pushed 5 squares.

Cataclysm: Full round action. 5 Ki per round. CHR vs Will. You enter the Empyrean Devastation stance, you must consume a full round action instead of a minor action to perpetuated the stance. Whilst in this stance, you gain an Aura 4. All creatures in the aura are attacked, and suffer 1d4 + CHR modifier damage. For every round after the first, the aura size increases by 2 and the damage increases by 1d4. For every round after the second, all creatures hit by this attack are lifted 5 feet into the air. Every hit after this lifts the target another 5 feet. A target descends 5 feet if they succeed a saving throw, or if they pass a Fly skill check (DC equals the number of Ki you have spent in total for Cataclysm. A creature cannot make a Fly skill check unless they have the skill). When you end the stance, any creatures in the air immediately fall unless they pass a Fly skill check.

[Kudos to Wizards of the Coast for the image]