Showing posts with label tank. Show all posts
Showing posts with label tank. Show all posts

Monday, 26 December 2011

Shadow Classes: Doomguard


Doomguard
 
            “This is my hurt, my madness, my unrequited hatred! This is my power, and I am coming for you.”

            At the dawning of the world, the Primordials took the parts of it that were too bright to allow creation, and flung them aside. To keep the balance, they took the aspects of the world that were too dark, and threw them away. The brightness and the darkness culminated in parodies of the world, known as the Feywild and the Shadowfell. Although the Feywild is dangerous, it is a world of light, magic and verdant power. The Shadowfell is not so blessed.
The Shadowfell is the plane that all dead spirits pass into before they ascend, fall, or disappear into the Outer Realm. Here, the darkness of the plane twists the weak willed into ghosts, or the horrors force them to become monsters that wreak havoc on those few that dwell there.
There is no true sanctuary, and it is in this hopeless world that the Doomguards hail from. The brotherhoods of the Doomguards perform the role of protection, but theirs is not the joy of battle of a Fighter, or the dedication of a Paladin. Doomguards are nihilists, knowing that, in time, all will be destroyed. In turn, the only way keep that which matters in tact is to destroy everything else. They have no qualms with hiring Shadowdancers as assassins, or striking an unarmed man. A Doomguard’s prerogative is the survival of those under his protection, and any Doomguard worth their salt will not stop to think of morals or shy away from any foe they face.
Each Doomguard is initiated into a brotherhood by a certain rite of passage. The rite involves having the animus, that which binds the soul to the body, carved out with a knife made from Ghost Iron and bound into a weapon of the initiate’s choosing. The weapon is forever part of them. The more the Doomguard grows into his role, the more crooked and vicious his weapon will become, granting him almost unrivalled power with which to cause suffering to his foes. However, this Hideous Weapon is both a constant reminder of his duties, and the darkness that lies in the hearts of all beings.
In truth, many of the dreary occupants of the Shadowfell are as much afraid of the brotherhoods as they are of the countless undead of the plane. Although an undead beast is only monstrous after death, the Doomguard brotherhoods represent monstrosity in the living.

Class Traits
¨      Role: Doomguards are nihilistic, brutal warriors. They choose a target and squash its powers with the aim of crushing it before it can threaten anyone else, whilst being extremely resistant to more exotic forms of attack.
¨      Alignment: Any.
¨      Power Source: Shadow
¨      Key Abilities: Strength, Constitution, Intelligence.
¨      Armour Proficiencies: Light, Medium and Heavy Armour. Light shields and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee
¨      Bonuses to Defence: +1 Fortitude and Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨      Class Skills: Appraise, Climb, Endurance, Handle Animal, Jump, Knowledge (Dungeoneering), Knowledge (Planes) Knowledge (Religion), Profession, Ride, Sense Motive, Swim.


Class Features

Scorn (1st level)
As a minor action, one target within three squares of you becomes the target of your Scorn. Targets of your Scorn are Marked. As a Standard Action, you can target 2 enemies as your Scorn. As an Advanced action, you can target 3 enemies as your Scorn.
If an adjacent target of your Scorn shifts, you may shift a number of squares as a free action equal to 1/2 of your CON modifier.
If an adjacent target of your Scorn hits an ally with an attack that doesn't include you, the target takes damage equal to the damage it inflicted to your ally.

The Hideous Power (1st level)
At 1st level, you choose a Hideous Weapon. This weapon is chosen from one weapon you have proficiency with. The Hideous Weapon is imbued with your soul's animus, the bond that ties the soul to the body. This bond is both a gift and liability to the Doomguard; if you are separated from your Hideous Weapon, you die. The maximum distance, in miles, and the number of hours you can remain separated is equal to your level. If you are ever slain, save for old age, your Hideous Weapon counts as a body part for the sake of resurrection spells. If the Hideous Weapon is ever broken, you can repair it with a touch, so long as you have at least a shard of metal of the blade.
The Hideous Weapon counts as a magical weapon, although it can never be augmented or destroyed by a crafting check. Equally, the Hideous Weapon only activates its power for you. Anyone else wielding it gains no benefit, and it is treated as a mundane weapon until you retrieve it again. At 2nd level and every 4th level thereafter the Hideous Weapon adds a +1 to its enchantment bonus to a maximum of +6.


Brotherhood (1st level)
As a Doomguard, you belong to a group of like minded individuals known as a Brotherhood. Each Brotherhood gives a unique bonus to your Scorn. Choose one of the following groups to join. Once the choice has been made, it cannot be changed.

The Breaking Spirit: Against targets of your Scorn, you use CON as the modifier for your melee attack and damage rolls.

The Burning Chain: Targets of your Scorn cannot shift.

The Cracking Sky: Targets of your Scorn with an Immortal, Elemental, or Aberrant background suffer a penalty to all defences equal to 1/2 your INT modifier.

The Damning Love: Targets of your Scorn suffer a -1 penalty to saving throws.

The Encroaching Denial: You gain a bonus to AC equal to your CON modifier against the target of your Scorn.

The Flowering Hatred: Targets of your Scorn grant Combat Advantage to you.

The Hungering Doom: Targets of your Scorn suffer a penalty to all skill checks equal to your level.

The Shining Darkness: You gain a bonus to damage rolls against the target of your Scorn equal to your INT modifier.

The Weeping Father: The target of your Scorn is knocked prone when hit by your opportunity attacks.


The Creeds (2nd level)
At 2nd level and every 4th level thereafter, choose a Creed for the Doomguard to follow. The selection of Creeds to choose from increases as you grow in level.


2nd level
No Corruption Shall Blemish My Glory: You are immune to the effects of diseases. You can still contract them and pass them on to others.

No Demon Shall Avoid its Fate: You gain a bonus to damage rolls against Elementals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Devil Shall Elude My Gaze: You gain a bonus to damage rolls against Immortals equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Immaterial Fiend Shall Be Spared: You gain a bonus to damage rolls against Fey equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Malevolent Spirit will Oppose Me: You gain a bonus to damage rolls against Undead equal to your Hideous Weapon's proficiency bonus + any magic weapon bonuses it has.

No Sin Shall Go Unpunished: The AC and Reflex bonuses you get from your shield rises by 1+ the number of bonuses of your Hideous Weapon.


6th level
I Shall Always Defy My Fate: Your Scorn removes one Action Point from the target, if it had one.

I Shall Know No Fear: You gain a +5 bonus to Saving Throws against Fear, Illusion and Domination effects.

I Shall Never Cease My Duty: If you become Slowed, Immobilised, Restrained or become unable to shift, you can make an immediate saving throw to end the effect.

I Shall Never Yield To The Witch: You gain a +1 bonus to all defences against magical attacks.

I Shall Not Go Quietly Into Darkness: You gain a +2 bonus to death saving throws.


10th level
Caution Provokes Cowardice: You gain a + 6 bonus to AC whilst charging. This bonus lasts until the beginning of your next turn.

Death Bares Victory: When you reduce an enemy to 0 hit points or fewer, you gain temporary hit points equal to your level.

Duty Requires Discipline: You do not sleep. Instead, you need only to remain inactive for 4 hours a day to benefit from an extended rest. Whilst inactive, you are aware of your surroundings and can react to them normally

Innocence Proves Nothing: As an advanced attack action, you can make a basic melee attack. If the attack hits a target, all enemies that can see you become Rattled until the end of your turn.
.
Might Makes Right: Add your STR modifier to Diplomacy, Bluff, Intimidate and Sense Motive skill checks.


14th level
My Despair Shall Be Stifled: You can reroll failed saving throws any number of times in a turn, but at a cumulative -1 penalty for every attempt. The penalty resets at the beginning of your next turn.

My Gaze Shall Be Far: You can see 10 feet further than you otherwise could in areas of clouded vision. You may reroll Perception skill checks once per encounter.

My Transgressions Shall Be Cleansed: When you use your Second Wind, you can spend a second healing surge to make a saving throw against 2 negative effects you currently suffer from.

My Trust Shall Be Unbreakable: You gain Resist against all attacks made by your allies equal to your level.

My Wrath Shall Be Furious: You gain a bonus to damage rolls equal to the bonus of your Hideous Weapon against targets that damage you. That bonus lasts until the end of your next turn.


18th level
Until Darkness Takes Us: You gain a bonus to damage rolls equal to your INT modifier +3 for every unconscious ally you can see or have seen.  

Until My Final Breath: When you reach 0 Hit Points, you do not fall unconscious for as many rounds equal to your CON modifier, but you still make death saving throws.

Until The End of Time: You no longer age, and cannot die of old age unless you will it.


Hideous Augmentation (4th level)
At 4th level, and every 4th level thereafter, your Hideous Weapon gains an augmentation from the following list. You cannot choose the same power twice, unless otherwise stated.

Agony: Your Weapon gains the Brutal 1 trait, or increases an existing Brutal trait by 1.

Believing: Your Weapon becomes Holy. You must be of a Good Alignment to choose this Hideous Augmentation.

Bleeding: The damage your Weapon inflicts counts as Bleed damage.

Covetous: Your Weapon gains the Defending power.

Despairing: Your Weapon becomes Unholy. You must be of an Evil Alignment to choose this Hideous Augmentation.

Freeze: Your Weapon inflicts Cold damage.

Fury: Your Weapon gains the High Crit ability.

Greed: Your Weapon returns to your hand from up to 20 squares away as a minor action.

Grit: Your Weapon gains the Versatile trait.

Hungry: Your Weapon gains the Seeking power.

Jealousy: Your Weapon damages anything that holds it other than you. This is Shadow damage, and the damage inflicted is equal to the damage die of your current weapon.

Lawbringer: Your Weapon becomes Axiomatic. You must be of a Lawful Alignment to choose this Hideous Augmentation.

Lawless: Your Weapon becomes Anarchic. You must be of a Chaotic Alignment to choose this Hideous Augmentation.

Melt: Your Weapon inflicts Acid damage.

Might: Your Weapon gains the Stout trait.

Murderous: Your Weapon gains the Vicious trait.

Pity: Your Weapon becomes Merciful.

Power: Your Weapon's damage dice rises by one.

Rage: Your Weapon deals +2 damage. You can choose this augmentation once per tier.

Roar: Your Weapon inflicts Sonic damage.

Ruin: The critical threat of your Weapon rises by one.

Scorch: Your Weapon inflicts Fire damage.

Sharp: Your Weapon gains the Keen power.

Shock: Your Weapon inflicts Lightning damage.  

Slaying: Your Weapon counts as being crafted from either Blessed Steel, Cold Iron, Disturbing Steel, Malefic Steel, Negasteel, or Silvered Steel.

Wrath: Your Weapon gains an additional +2 to attack rolls. You can choose this augmentation once per tier.

Zephyrus: Your Weapon gains the Thrown power.

Saturday, 17 December 2011

FAQ: Tanks


What do Tanks do?
     Tanks in Providence are specific classes that share a similar profile; they have high defences and health, they operate mainly in melee range, and they have a class feature that can inflict the Marked condition. They are used as a barrier between weaker character, like Wizards or Faustians. They also function as an anvil for some faster or more damaging classes to hit their enemies against.
    Tanks generally work well with other tanks, as no two Marking ability is identical to another, potentially allowing for some fantastic teamwork attacks that can punch a hole through many enemy lineups.
      There is one tanking class for each of the five different powersources.


Fighter
      Fighters are the tank for the Martial powersource. They are the masters of weapons, and benefit from the potential to cause significant damage, even while on the defensive. Their Marking class feature, Dominate the Field, Marks anything they attack, hit or miss. This ability works on all weapon attacks, so a Fighter can make use of ranged weapons such as crossbows or bows to take an early advantage.
      Their reaction engine is an opportunity attack, which triggers if the enemy shifts, or attacks something that isn't them. Even then, Fighters can learn to retaliate against enemies that hit them. Thus, no matter what an enemy will do, a Fighter can always punish them for it, often with fatal consequences.
      Fighters lack the power to successfully tank enemies at a range, however, as their reaction engine can only be used with melee weapons.


Paladin
     Paladins are the tank for the Divine powersource. They are consummate defenders with many unique powers, ranging from covering stances to devastating smites. They are the only class that can wear half plate and full plate armour at 1st level, and many choose to make the best use of this fact. Paladins can also be tooled to wear lighter armour and fight with the aim of damage in mind rather than defence, but even then they are capable protectors. To augment their protective role, Paladins can also learn spells from the Divine spell list, although not to the same extent as a Cleric.
      Their reaction engine is a single target Mark that  can be used at any range. Should the enemy stray from the Paladin, they are automatically blasted with holy radiance, causing significant damage. Although this allows the Paladin to tank at a range, they can only mark one target at a time.


Elementalist
      Elementalists are the tank for the Primal powersource. Elementalists are at home at range or in melee and possess the power to manifest elemental arms and armour with but a thought, taking forms such as molten plate armour and swords of flame. Elementalists also possess some of the best resistances in the game. They live between the realms of the Fighter and the Druid, but gain a steady growth of bonus feats and class features to compensate for their dual nature.
      Their reaction engine allows them to hit targets with melee strikes and damaging elemental spells. Combined with malleable armour, Elementalists are the most flexible of the tanking classes. They have a unique weakness, however; their Elemental Command class feature can only Mark targets if they hit their enemies with a weapon or spell. So, for all their strength, they are the only tank with the potential for failure in their duty.


Doomguard
      Doomguards are the tank for the Shadow powersource. Grim and spiteful, Doomguards are argueably the strangest of the tanking classes. Instead of the theme of protection, Doomguards attempt to cripple, break and destroy their enemies before their allies are harmed. They are melee specialists that can inflict negative conditions on creatures they strike. Doomguards are also immune to many, more exotic, powers that makes them extremely difficult to kill.
      Their reaction engine is similar to that of a Paladin, but has a far smaller range. If an enemy strikes one of the Doomguard's allies, the Doomguard's spirit inflicts just as much pain back to the target. Although their style is simple, effective and needlessly brutal, they are arguably the least flexible tanking class. Their Marking  power does not allow a margin of error.


Chronarch
      Chronarchs are the tank for the Psionic powersource. Instead of focusing on superb defences, special resistant powers or an overflowing Hit Point pool, Chronarchs reward planning, teamwork and timing to protect their allies. They are the masters of time, able to manipulate their immediate and past turns to change their current one. They are the most lightly armoured of the tanking classes, but by far the most maneuverable. 
      These tanks are unique, in that they have a total of four potential reaction engines, rather than one. This covers a Fighter-style retaliation, withering and poisoning, to repositioning of an enemies' front line. Chronarchs, like many tanking classes, cannot tank at range. In addition, their ability to alter time is extremely limited. Once they use their allotted powers, they must rely on more mundane methods  of  protecting their allies.


[Credits to Paizo, http://nunubeh.deviantart.com/, sinbot.linneberg.com, withfriendship.com, and Niklass Jansson for the pictures]

Wednesday, 14 December 2011

Primal Classes: Elementalist


Elementalist

            “The volcano roars, the hurricane sunders, the flood engulfs, and the soil swallows. They are beautiful. They are perfect. They are order born from chaos.”

            As the Primal Spirits are born from the natural forces at work on the world, there are those that harness these forces in the name of these Spirits. Elementalists manipulate the four base elements found in the Elemental Chaos, namely Fire, Water, Earth and Air. Their general belief is that the universe leans towards order springing from chaos, as demonstrated in the natural events of the world. Often, they fight in the name of many Spirits rather than devoting themselves to one, as the spirit of the summer and of the volcano both have interests in the workings of fire.
            Ironically, Elementalists despise elemental beings and Primordials more than all other entities in existence. These beings promote chaos in its most destructive form, with no hope of equilibrium. Although they do not hate them, Elementalists are also wary of the workings of Gods as they are the other end of the extreme, where there must be ultimate law and order that stifles the random and creative.
            Elementalists strike a balance between these concepts. Chaos, when allowed to change infinitely, will eventually balance to become order. As paragons of this belief, Elementalists take the raw stuff of chaos and temper it with their own will to wield as weapons against those that threaten the balance.

Class Traits
¨      Role: Elementalists are very good at defending allies. Unlike other defending classes, Elementalists have no trouble with fighting at range, but their ability to defend can be unreliable.
¨    Alignment: Any, although due to their beliefs many are either lawful or chaotic, and very few are neutral.
¨      Power Source: Primal
¨      Key Abilities: Strength, Dexterity, Charisma
¨      Armour Proficiencies: Light, Medium, and Heavy armour. Light and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee
¨      Bonuses to Defence: +2 Will
¨      Hit Points at 1st level: 2d8+ Constitution score
¨      Hit Points per level gained: d8+ Constitution modifier
¨      Healing Surges per day: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨    Class Skills: Acrobatics, Bluff, Climb, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (Nature), Knowledge (Dungeoneering), Ride, Spellcraft, Survival, Swim


Class Features

¨      Elemental Magic (1st level)
You know how to cast Primal spells from the Primal spell list. However,
you can only learn spells with the Keyword specified in your Elemental Avatar choice. You can refresh your spell slots per day by spending an hour in silent meditation to re-attune yourself to your element. Failure to do so means that your spell slots are not refreshed. Because you do not subscribe to a particular Spirit, and thus there is no being to revoke your power, there is no long term consequence for failing to meditate, merely that you cannot refresh your spells.
      You gain access to the Magic Feats list, but not the Metamagic Feats list.
      Although you suffer penalties to cast spells whilst wearing any kind of armour, you suffer no penalties in armour made from your Elemental Avatar choice.
Elementalists begin play knowing two 1st level spells, and have three spell slots.
·        Magic Points: ½ level + CHR modifier -2
·        Spell List: Elementalists can choose spells from the Primal spell list, but are restricted to spells with the Keyword specified in the Elemental Avatar class feature.


¨      Elemental Focus (1st level)
You can use Rings as magical implements for the purpose of casting your Primal spells, allowing you to add its enchantment bonus to your spell attack and damage rolls. In addition, when you manifest weapons and armour as per your Elemental Armaments class feature, you add one of your rings’ enchantment bonus to your weapon attack and damage rolls, and your shield’s AC and Reflex bonus. You may also add your other rings’ enchantment bonus your armour AC bonus.
You must choose which rings apply to which sets of Manifested Armaments, as one ring cannot enhance both weapons and armour. When you want to use the power of a Ring for your Manifested Armaments, you gain its bonuses the next time you meditate to reset your spells. This class feature does not allow you to equip more than two rings at one time.


¨      Elemental Armaments (1st level)
You have the power to cover your body in protective elemental armour, as well as manifest elemental weapons. Although you can still wield weapons and armour you are proficient with, using them restricts your ability to cast spells. If you wear equipment other than clothing, you cannot cast your spells. Amulets, gloves, belts, and similar magical accessories do not count, and you can wear them as normal.
As a full round action, you can use your elemental powers to manifest weapons and armour for you to wield. You can manifest any piece of weaponry or armour you are proficient with, and the items appear in your hands and on your body respectively.
As a standard action, you can change either your manifested weapons or armour into something else, such as a longsword into a battleaxe or hide armour into banded mail. Manifesting your armour provokes an attack of opportunity.
You can end these effects as a free action, leaving you standing as your armour falls to the floor and disintegrates. If you are rendered unconscious, you cannot manifest your armour, and it automatically dissipates.
These armaments cannot be given to someone else. If you remove armour, it automatically disintegrates. In the same vein, if you are disarmed whilst wielding an elemental weapon, the weapon falls to pieces as it hits the floor. If you throw a thrown weapon, it disintegrates as soon as its attack is resolved.
Any armament you create in this manner is identical to the mundane, however they all count as magical for the purpose of overcoming insubstantiality, resistances, and damaging other items.
This Elemental Armour and Weaponry, unlike mundane armour, does not inhibit your ability to cast spells in any way. In addition, this equipment creates a subtle, yet noticeable glow (or less subtle, in the case of Fire and Wind). Whilst you manifest armaments, you suffer a -5 penalty to Stealth checks.


¨      Elemental Command (1st level)
When you hit an enemy with a spell or weapon attack, you Mark that creature. If a creature marked by you casts a spell or makes an attack that does not include you, you can make an attack of opportunity or cast a spell against the target.


¨      Elemental Avatar (1st level)
You embody one of the four prime elements of the world, and you are its avatar. Choose one of the following Avatar choices. Once this has been made, it cannot be changed.

Avatar of Air: You can cast Primal spells with the Lightning keyword. Your Elemental Armaments take the form of surging electricity; your melee attacks gain the Lightning keyword, and you gain Resist Lightning 10. When you shift whilst Manifesting Armaments, you can shift one additional square and move either one enemy or willing ally into the square you left.

Avatar of Earth: You can cast Primal spells with the Acid keyword. Your Elemental Armaments take the form of thick plates of onyx and stone, or rings of granite and shale; your melee attacks gain the Acid keyword, and you gain Resist Acid 10. Whilst Manifesting Armaments you gain Tremorsense 10, and you move two less squares than you otherwise would when subject to forced movement.

Avatar of Fire: You can cast Primal spells with the Fire keyword. Your Elemental Armaments take the form of scorching flames, outlined and hilted in ashes and coal; your melee attacks gain the Fire keyword, and you gain Resist Fire 10. Whilst Manifesting Armaments, if a creature attacks you in melee range, it suffers Fire damage equal to your CHR modifier.

Avatar of Water: You can cast Primal spells with the Cold keyword. Your Elemental Armaments take the form of clean sheets of ice and rime-coated edges; your melee attacks gain the Cold keyword, and you gain Resist Cold 10. Whilst Manifesting Armaments, you can freeze water in the square you stand on. As you leave the square, the water thaws. In addition, you can breathe freely underwater.


¨      Elemental Empowerment (1st level)
You can twist your spells into more varied forms. At 1st level and every 5th level thereafter, you can choose one of these elemental empowerments to learn. Once you select the Empowerment and its target spell, it cannot be changed. One spell can only be subject to up to 3 Empowerments.

Elemental Counter: Select one spell you know. When you cast this spell, you can make an immediate saving throw against one negative condition you are currently affected by.

            Elemental Dash: Select one spell you know. When you cast this spell, you  gain a +4 bonus to
            speed until the end of your next turn.

Elemental Dispel: Select one spell you know. This spell can be used in the same manner as the Equilibrium spell.

Elemental Favour: Select one spell you know. You gain a +2 bonus to attack and damage rolls with this spell. This Empowerment can be taken multiple times.
           
Elemental Focus: Select one spell you know. When you cast this spell, you gain a +4 bonus to your next skill check until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Shield: Select one spell you know. When you cast this spell, you gain a +2 bonus to AC until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Smite: Select one spell you know. When you cast this spell, you gain a +2 bonus to your next attack roll until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Strike: Select one spell you know. When you cast this spell you gain a +2 bonus to your next damage roll until the end of your next turn. This Empowerment can be taken multiple times.

Elemental Surge: Select one spell you know. When you cast this spell, you may cast another as a minor action. This Empowerment can be taken multiple times, but must be applied to different spells.


¨      Elemental Warrior (2nd level)
Whenever you gain a Combat Feat, you gain +1 Magic Point. This effect is not retroactive. In addition, at 2nd level and every 6th level thereafter, you gain a Combat Feat as a bonus feat.


¨      Elemental Spellcaster (4th level)
Whenever you gain a Magic Feat, you gain +2 Hit Points. This effect is not retroactive. In addition, at 4th level and every 6th level thereafter, you gain a Magic Feat as a bonus feat.


¨      Elemental Growth I (5th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 1d6 additional damage.


¨      Elemental Manipulator (6th level)
Whenever you gain a Skill Feat, you gain either +2 Hit Points or +1 Magic Point, chosen when you gain the feat. This effect is not retroactive. In addition, at 6th level and every 6th level thereafter, you gain a Skill Feat as a bonus feat.


¨      Elemental Growth II (10th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 3d6 additional damage.


¨      Elemental Growth III (15th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 3d8 additional damage.


¨      Elemental Growth IV (20th level)
The Resist trait from your Elemental Avatar class feature rises by 5. In addition,
when you score a critical hit with an Elemental weapon, you deal 5d8 additional damage.

Sunday, 11 December 2011

Martial Classes: Fighter


Fighter

            “I fight because I can. You die because you cannot.”

            The leader of an army, to the gladiator who proved worthy. The soldier who bested his peers, to the knight seeking redemption. The peasant turned bounty hunter, to the swordsman of a noble house. All of these are the fighter and more.
            There are a myriad number of reasons to take up arms; defence against a common foe, the glory of battle, or the protection of others. Sometimes people fight for less noble reasons, wealth and revenge cover most of these, while some poor souls will know nothing else but a life of war.
            Fighters do not possess the savage fury and resilience of Barbarians. They do not swear themselves to temporal laws as Chronarchs do. They do not bear the holy purpose of Paladins. They are not gifted with the power of stealth that comes so easily to Rogues. Instead, Fighters are paragons of battle. What they lack compared to other occupations is made up with fighting skill and unbridled talent; a holy smite may bring down a necromancer, but a good kick to the crotch will also do the trick.
            Fighters have different backgrounds, but all of them develop their skill either through training or harsh experience. As the fighter progresses throughout his career, he becomes more adept with an arsenal of weapons, making him a lethal opponent against any monster his group may face. Sometimes, a fighter will attempt to broaden his knowledge, becoming a veritable master of weaponry. Others would stick to what they know, and hone their prowess to an art. Then again, more still would pick what works and run with it. It has been proven that throwing Greatswords is an effective way to deal with a reanimated troll.
            Despite all of their flexibility, all Fighters share the unique talent to dominate the battlefield with their presence. It is this trait that would have kept the knight ahead of the charge, the gladiator alive or the phalanx infantry united.

Class Traits
¨      Role: Fighters can be present anywhere in the battle and still contribute. They do their best work at the front, attracting the attention of enemies so the rest of his party can function.
¨      Alignment: Any
¨      Power Source: Martial
¨      Key Abilities: Strength, Dexterity, Constitution, Wisdom,
¨      Armour Proficiencies: Light, Medium and Heavy Armour, Light and Heavy Shields.
¨      Weapon Proficiencies: Simple Melee, Military Melee, Simple ranged, Military Ranged
¨      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: 10+ Constitution Modifier
¨      Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 5 levels
¨      Class Skills: Climb, Craft, Handle Animal,  Intimidate, Jump, Knowledge (Engineering), Knowledge (Dungeoneering), Profession, Ride, Survival, Swim


Class Features

Dominate the Field! (1st level)
You can choose to Mark targets you hit or miss with weapon attacks. The
Mark ends at the end of your next turn, or when another Mark replaces this one. If
the target shifts or makes an attack that does not include you, you can make an
attack of opportunity against the target.

Call to Battle (1st level)
At 1st level, and every 7th level thereafter, choose one of the following Calls to
Battle. Once this choice has been made, it cannot be changed.

Anticipation: Whilst you wield a one handed weapon in your main hand, and your off hand is either free or is holding a shield, you gain a bonus to AC equal to ½ your WIS modifier – 1.

Bonesmasher: The critical threat of your melee attacks with weapons from the Mace group rises by 1.

Bring the Hurt: Whilst you wield a weapon from the Mace group, the damage die for that weapon rises by 1.

Chop ‘Em Up!: When you score a critical hit with a weapon from the Axe group, you deal additional damage equal to 3+ your CON modifier.

Crack the Shell: Whilst you wield a weapon from the Pick group, enemies you mark suffer a penalty to AC equal to ½ your CON modifier.

Cut and Run: When you hit a target you have marked with a weapon from the Light Blades group, you gain a bonus to speed equal to ½ DEX modifier until the end of your next turn.

Defensive Offence: If a target hits you with a melee attack, you can Shield Bash the target as an immediate reaction.

Defensive Reactions: If you hit a target granted by your Dominate the Field class feature, and you are equipped with a shield, you may push the target one square.

Dirty Combat: If you hit a target granted by your Dominate the Field class feature, end the target’s movement, if it was moving.

End the Struggle: When you score a critical hit whilst wielding a weapon from the Pick group, the attack deals 1[W] extra damage.

Flick Aside: When you score a critical hit with a weapon from the Flail group, you can slide the target a number of squares equal to ½ DEX modifier.

Fullbring: Whilst wielding a weapon in the Heavy Blade category, if you miss an opportunity attack granted by your Dominate the Field class feature, it does not consume your opportunity attack for the round.

Gravitas: Whilst wielding a weapon in the Polearm category, you gain a bonus to attack rolls equal to ½ WIS modifier.

Heavier Than You Think: You can perform a shield bash with a buckler. It deals 1d4 damage.

Hit The Anvil: When you score a critical hit with a weapon from the Hammer group, the target is stunned until the end of your next turn.

Lacerate The Blow: When you score a critical hit with a weapon in the Light Blade group, the target is slowed and cannot shift until the end of your next turn.

Lighter Than Air: You can perform a shield bash with a tower shield. It deals 1d6 damage.

Overwhelm: Whilst wielding a one handed weapon, you deal extra damage with your melee attacks equal to ½ STR modifier.

Peasantborn: All simple weapons you wield have the High Crit ability.

Phalanx Strategy: You can wield any Spear in your size category in one hand, so long as you equip a shield in your off hand.

Puncture: When you score a critical hit whilst wielding a weapon in the Spear group, you deal extra damage equal to 2x DEX modifier.

Punishing Combat: When you are granted an opportunity attack from your Dominate the Field class feature, add your WIS modifier to the damage roll.

Quick on the Floor: Whilst you wield a weapon from the Polearm group, you can fall prone or stand from prone as a free action.

Rend Asunder: Whilst wielding a two handed weapon, your missed melee attacks deal STR modifier damage. This damage can hit minions, even though it is the result of a missed attack.

Silverstep: Whilst wielding a weapon in the Spear group, whenever you bull rush a target, you can shift a number of squares equal to your DEX modifer.

Sorrowful Chains: When you hit a target with a weapon from the Flail group from an attack granted by your Dominate the Field class feature, the target suffers a penalty to all defences until the end of its next turn equal to your DEX modifier.

Split in Two: Whilst wielding a weapon from the Axe group, your missed melee attacks deal ½ CON modifier damage.

Strike the Iron: When you bloody a target with a weapon from the Hammer group, you gain temporary hit points equal to 2x CON modifier. These temporary hit points stack with any existing temporary hit points you otherwise have.

Superior Combat: When you are granted an opportunity attack from your Dominate the Field class feature, add your WIS modifier to the attack roll.

Swift Combat: When you are granted an opportunity attack from your Dominate the Field class feature, you can shift a number of squares equal to your DEX modifier instead.

Take The Field: You gain a bonus to melee attack rolls equal to ½ DEX modifier whilst wielding a weapon from the Heavy Blade group against targets you have marked.

Take Them Apart: When you charge a target whilst wielding a two handed weapon, you knock the target prone after you roll your attack rolls if the target is one size category larger than you or smaller.

Unarmed Technique: You gain a + 1 bonus to Grapple, Bull Rush, Pull and Trip attack rolls per tier whilst unarmed.

Unarmed Toughness: The damage die for your unarmed attacks rises by 1.

Void the Advantage: whilst wielding a weapon from the Staff group, you gain a bonus to all defences equal to ½ CON modifier.


Bonus Feats
At 1st level, and every even level thereafter, you gain a bonus feat from the Combat Feats section in addition to the feats for normal character growth. This means that the Fighter gains a new feat at every level.

Armour Specialisation (3rd level)
Choose one kind of armour (Plate, chain mail etc). You gain a +1 bonus to AC, the maximum DEX bonus of your armour, and you reduce armour check penalties by 1. This bonus rises by 1 at 7th level and every 4th level thereafter

Weapon Specialisation (5th level)
Choose one weapon category. You gain a +1 bonus to attack and damage rolls with weapons in that category.  This bonus rises by 1 at 9th level and every 4th level thereafter.

Lord of Arms (20th level)
Choose one weapon within the weapon category you chose for Weapon Specialisation (Longsword for Heavy Blades, etc). The critical range for that weapon rises by one, and deals an extra 1[W] damage on a critical hit. In addition, you cannot be disarmed whilst fighting with that weapon.