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.


Tuesday, 6 December 2011

Divine Classes: Inquisitor

Inquisitor
          “It’d be laughable if you said you weren’t expecting me.”

            Inquisitors are divine agents employed when holy doctrine and righteous vindication aren’t enough to win the day. Inquisitors root out enemies of the faith with steel and fire and hate. They are unrelenting in their pursuit of the unfaithful, and many are fanatically driven to obsession with their chosen quarry. Although they venerate a deity, or more often a group of deities, they are not subscribed to their teachings, often adhering to their own sense of macabre justice.

Class Traits
¨      Role: Inquisitors do their best work against single target enemies, and using their Judgement abilities to empower themselves/
¨      Alignment: An Inquisitor’s alignment must be one step away from the alignment of their deity.
¨      Power Source: Divine
¨      Key Abilities: Charisma
¨      Armour Proficiencies: Light, Medium.
¨      Weapon Proficiencies: Simple Melee, Military Melee, Simple ranged
¨      Bonuses to Defence: +1 Fortitude, Reflex, Will
¨      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: (2 + Intelligence Modifier) x4
¨      Skill Points per level: 2 + Intelligence Modifier
¨      Attack Growth: 6 levels
¨      Class Skills: Climb, Diplomacy, Endurance, Intimidate, Jump, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Nobility), Knowledge (Religion), Perception, Ride, Sense Motive, Spellcraft, Stealth, Survival, Swim.


Class Features

¨      Herald of the Faith (1st level)
You gain Versatile Channeller as a bonus feat. In addition, you can choose three Orison Divine spells to learn. You can cast these spells without limit. In combat, as a standard action, you can choose to exchange an existing Orison you know for another. At the end of the encounter, your Orisons reset to your original spell selections.

¨      Inquisitor’s Retinue (1st level)
Your adventuring allies compose your retinue, although you may not necessarily be the leader of the group. You gain bonuses dependant on which classes you adventure with. Two or more characters of the same class will produce cumulative results. Consult the table below for the bonuses you receive.


Class
Inquisitor’s bonus
Artificer
+1 to ranged attack rolls
Barbarian
+1 to melee damage rolls
Bard
+1 to Healing effects
Chloromancer
+1 to Healing effects
Chronarch
+1 to melee attack rolls
Cleric
+1 to AC
Doomguard
+1 to melee damage rolls
Faustian
+1 to Fortitude
Fighter
+1 to melee attack rolls
Monk
+1 to Will
Paladin
+1 to AC
Psion
+1 to Will
Ranger
+1 to ranged damage rolls
Rogue
+1 Reflex
Shadowdancer
+1 Reflex
Sorcerer
+1 to ranged damage rolls
Totemic
+1 to Fortitude
Wizard
+1 to ranged attack rolls


¨      Judgement: (1st level, 8th level, 16th level)
Once per round as a minor action, you can pick one target you can see, and declare them as Judged.
When you declare Judgement, select a Sentence from the following list. The bonus for Sentencing an enemy remains active, unless you cannot channel your power for whatever reason, such has Fear or Stunning attacks, or you are Unconscious or Dead. These bonuses cannot be chosen more than once per Judgement unless otherwise noted, and you can change the Sentence with a minor action. Judging a target is not a subtle course of action. Any time you Judge a target, you automatically come out from hiding.
At 8th and 16th level, one additional Sentence can be chosen per Judgement, for a total of two and three bonuses respectively on one target.

Destruction: You gain a +1 bonus on all damage rolls against the target. This bonus increases by +1 at 4th level and every 4th level thereafter.

Healing: You gain Regeneration 2. This effect lasts if the target of the Judgement is alive. The Regeneration increases by 1 at 4th level and every 4th level thereafter.

Justice: You gain a +1 bonus on all attack rolls against the target. This bonus increases by +1 at 4th level and every 4th level thereafter. If you score a critical hit whilst under this effect, this bonus is also added to the damage of the attack.

Piercing: Your spells ignore up to 3 Resistance against their targets. This bonus rises by 2 at 4th level and every 4th level thereafter.

Protection: You gain a +1 bonus to AC. This bonus rises at 4th level and every 4th level thereafter. When you are targeted by a critical hit, reduce the damage inflicted this bonus.

Purity: You gain a +1 bonus to all saving throws. This bonus rises at 8th level and every 8th level thereafter.

Resiliency: You gain Resist Physical 3. This bonus rises by 2 at 5th level and every 5th level thereafter.

Resistance: You gain either Resist Fire, Cold, Acid, Lightning or Sonic 5, as chosen when you Judge the target. This bonus rises by 2 at 3rd level and every 3rd level thereafter.

Smiting: Your weapons ignore insubstantiality. The target loses its ability to regenerate, if it has one, for one round, and can die normally if slain by this Sentence.
.

¨      Skilful Combatant (1st level)
You gain a +1 bonus to either attack rolls, damage rolls, Hit Points or Skill Points when you gain a Skill Feat, chosen when you obtain the feat. In addition, at 4th level and every 4th level thereafter, you gain a Skill Feat as a bonus feat.


¨      Oaths of Service (1st level)
Choose one of the following oaths to subscribe to. Once the choice has been made, it cannot be changed.

Ecclesiarches Oath: You gain a +1 bonus to all damage rolls against the target of your Judgement equal to how many allies are adjacent to it. Whilst you are wearing padded cloth armour and no shield, you gain a +3 bonus to AC. Once per encounter, when you would make a WIS based skill check, you can roll twice and take either result.

Orator’s Oath: If the target of your Judgement falls prone, is subject to forced movement or is disarmed, you gain an attack of opportunity against it. Your ranged attacks do not provoke attacks of opportunity from your enemies, and you can sheath a ranged weapon after you fire it to draw a melee weapon as a free action. Once per encounter, when you would make a CHR based skill check, you can roll twice and take either result.

            Purgator’s Oath: Your melee attacks gain the Fire and Radiant keywords against the target of your Judgement. You can choose to make any weapon you wield gain the Vicious special weapon ability. Once per encounter, when you would make an INT based skill check, you can roll twice and take either result.

            Pursuer’s Oath: If the Target of your Judgement moves away from you willingly, you gain a bonus to damage rolls against the target equal to 2 + your INT modifier until the end of your next turn. This bonus rises by 2 per tier. You gain a +1 bonus to speed, and you gain an additional +1 bonus to speed when you charge. Once per encounter, when you would make a STR based skill check, you can roll twice and take either result.

            Retributor’s Oath: When any enemy other than the target of your Judgement hits you, you gain a bonus to damage rolls against the target of your Judgement equal to your INT modifier until the end of your turn. This effect is cumulative. Whilst you wield a light weapon in both hands, you gain a +2 bonus to AC against opportunity attacks. Once per encounter, when you would make a DEX based skill check, you can roll twice and take either result.


¨      Domain of the Inquisition (2nd level)
You choose one domain that belongs to your deity. You gain powers from that domain as you grow in level. Your domain will grant you its powers at 2nd level and every 4th level thereafter


¨      Quick Off the Mark (3rd level)
When you roll initiative, you gain a 1d4 bonus to the roll.


¨      Seeker of Truths (5th level)
For a limited number of rounds per day, you can tell if a creature is telling truths or lies. In order to use this power, you must be within 5 squares of the target, and you can only concentrate on one target at a time, although you can concentrate on a different target per round. This power does not grant you the ability to discover the truth, nor uncover unintentional accuracies and evasions. The number of rounds you can use this ability is equal to your Sense Motive skill.


¨      Edge of Mercy (7th level)
For a limited number of rounds per day, you can grant any weapon you wield with the Merciful special power. The number of rounds you can use this ability is equal to your Knowledge (Religion) skill.


¨      Walker of Moonlight (9th level)
For a limited number of rounds per day, you can tread silently. This means you do not make Stealth checks for enemies that need to hear you to see you, or cannot see you otherwise. The number of rounds you can use this ability is equal to your Stealth skill.


¨      Rage of Judgement (11th level)
For a limited number of rounds per day, you can use your Judgement effects if you were 8 levels higher than you actually are. While this power is active, you cannot use a minor action to change the effect of your Judgement. The number of rounds you can use this ability is equal to your Endurance skill.


¨      Gaze of Anticipation (13th level)
For a limited number of rounds per day, you gain a bonus to Disable Device checks equal to ½ your level. The number of rounds you can use this ability is equal to your Perception skill.


¨      Edge of Retribution (15th level)
For a limited number of rounds per day, you can make an attack of
opportunity against any creature that damages you. The number of rounds you can use this ability is equal to your Survival skill.


¨      Knowledge of Experience (17th level)
For a limited number of rounds per day, you can make Knowledge checks as if you were trained. In addition, you can make a Knowledge check as a free action whenever you encounter a creature to determine its strengths and weaknesses. The number of rounds you can use this ability is equal to your Spellcraft skill.


¨      Execute (20th level)
Once per day, you can attempt to Execute a bloodied enemy. Before the attack roll, announce the intent to Execute the target. If the attack hits, it deals damage as normal. You must make an immediate second attack against the target’s Fortitude. If the attack hits, the target dies. If the Execute attempt misses, it is still consumed for the day.

Sunday, 4 December 2011

Psionic Classes: Chronarch

Chronarch

      “Time is cruel. I can see the end of all things, and I see nothing.”

            Chronomancy, or the art of manipulating time, is a very specific manifestation of Psionic power. Although spells have been created that speed personal time for one or more people, Chronomancy is the manipulation of time on a universal level. Those unique individuals that have been trained in this art are not called Chronomancers, as that is a name coined by Wizards who study temporal magics. To define themselves, this group have named themselves Chronarchs, literally ‘Lord of Time.’
            All Chronarchs belong to the same autarchy named the Fatherhood of the Weave. Stationed in the Astral Sea, the Elemental Chaos and even the Abyss, they represent a united front against the Outer Realm’s warping incursions by ensuring the sanctity of time. Although there are inevitable factions in the Fatherhood, divided by the method by which they achieve their goal, all Chronarchs will work together regardless of race or gender.
            The Fatherhood educates their acolytes in academics and combat. Theirs is a style that shies away from brute force, favouring tactical opportunity and advantageous positioning over vicious assaults.
            A Chronarch’s real talent lies in their ability to twist the fabric of the universe to better suit themselves. They can take fractions of unused time and rearrange it to grant themselves extra actions, change the outcome of potentially fatal effects, create their own personal time-space to experiment in battle, and even steal the time of an enemy to use as a weapon.


¨      Role: Chronarchs twist the workings of time to manipulate the battlefield from the front line.  They defend allies by borrowing time from them, stealing time from their enemies, and recycling it as powerful effects.
¨      Alignment: Any, although many Chronarchs tend to be Lawful Neutral.
¨      Power Source: Psionic
¨      Key Abilities: Constitution, Intelligence, Wisdom, Charisma
¨      Armour Proficiencies: Light armour, medium armour.
¨      Weapon Proficiencies: Simple melee, simple ranged weapons.
¨      Bonuses to Defence: +1 Fortitude, +1 Will, +1 Reflex
¨      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, Appraise, Endurance, Jump, Knowledge (all), Linguistics, Perception, Sense Motive, Survival


Class Features

Army of One (1st level)
You gain a bonus to AC equal to the number of Teamwork Feats you have. In addition, all of your allies are treated as if they possess the same feats for the purpose of activating your Teamwork Feats.
At 1st level, you gain a Teamwork Feat as a bonus feat. At 4th level and every 4th level thereafter, you gain another Teamwork Feat as a bonus feat.


            Cut the Weave (1st level)
You have been trained to be particularly lethal with a Scythe. As a full attack action, you can make an additional attack with your Scythe once per turn. This attack gains the Brutal 1 property.


            Echo of The End (1st level)
You gain an Aura 1 effect. All enemies in the aura are marked by you. Enemies that leave the aura retain their mark until the end of their turn.


Weave Weapon Training (1st level)
You gain a +1 bonus to attack rolls whilst wielding a Scythe. You can choose to use your INT score for the purpose of calculating attack and damage rolls whilst wielding a Scythe. Choose one of the following Weapon Training options. Once this has been chosen, it cannot be changed.

Battening Reed: You treat Scythes as having the Brutal 1 trait, and you gain a bonus to melee damage rolls equal to ½ your CON modifier. This Brutal trait stacks with the Brutal effect of Cut the Weave.

Standing Warp: You treat Scythes as Polearms, Light Blades and Light Thrown (range 3/6) weapons.

Folding Weft: You treat Scythes as Versatile and Off-hand weapons.

Opening Loom: You treat Scythes as Reach weapons. The size of your aura rises by 1.


            Ruler of the Seven Seals (1st level)
At 1st level, you choose one Reign from the list below. Once this choice has been made, it cannot be changed.

Reign of War: When an enemy marked by you makes an attack that does not include you, you can make an opportunity attack against the target. You can use 1 Second or minor action you did not use on your last turn to perform your Cut the Weave in addition to this attack.

Reign of Famine: When an enemy marked by you makes an attack that does not include you, the enemy becomes Weakened before the damage resolves. This effect lasts until the end of the enemy’s turn. You can use 1 Second or minor action you did not use on your last turn to extend the Weakened effect for a number of rounds equal to your DEX modifier.

Reign of Pestilence: When an enemy marked by you makes an attack that does not include you, the enemy suffers Poison damage equal to 2x your WIS modifier. You can use 1 Second or minor action you did not use on your last turn to infect the target with Ongoing Poison damage equal to your WIS modifier (save ends).

Reign of Death: When you reach 0 Hit Points, you do not fall unconscious. Instead, you remain fighting, but you must still make death saving throws. When an enemy marked by you makes an attack that does not include you, you can slide the target 1 square after the attack is resolved. You can use 1 Second or minor action you did not use on your last turn to slide the target an additional number of squares equal to ½ your CHR modifier.


Lord of Time (1st level)
You can manifest Psionic power. Chronarchs keep track of and can manipulate Seconds. As such, their Psionic powers are much more subtle than other Psionic classes. Often, this takes the form of minor time, unused seconds. As the Chronarch becomes more adept, they can borrow the time of others, and steal the time from enemies.
The number of Seconds you can manipulate per day is equal to your level + your INT modifier x2.
           

            Temporal Dictum (1st level)
            Seconds are not a resource, per se. They are not like Spell Slots or Ki, where they can be spent and regained. There is only so much time in the universe; a Chronarch merely has the power to rearrange it.
            Manipulating Seconds is a free action. You can borrow any action from your previous turn or future turn to use in your current turn. You must declare which actions you are adjusting at the beginning of your turn. At the beginning of an encounter, you count as taking no action on the previous turn. The number of Seconds you have to use to manipulate these actions is the normal time it takes to make them;

                               I.      A full round action takes 6 seconds.
                             II.      An advanced action takes 4 seconds.
                          III.      A standard action takes 3 seconds.
                          IV.      A move action takes 2 seconds.
                            V.      A minor action takes 1 second.

            Once you borrow your time from that turn, you cannot use the action. For example, if you did not use your minor action last turn, you can use 1 Second to use it on this turn, giving you two minor actions, one move action and one standard action.
            If you want to take the standard action of your next turn, you can use 3 Seconds to use it on this turn, granting you two standard actions (potentially two whole attack rounds). However, because you used next turn’s standard action on this turn, you do not get to use it on your next, leaving you with only a move and minor action.
           
            In addition to using actions of the past and future, you can take use the time you glean to augment your regular actions. This is called a Temporal Dictum. All of the following bonuses only last until the end of your turn. After that, they are wasted, and the time is still consumed. You can use a Dictum more than once per turn, but their effects do not stack. For example, if you used Skill Thread twice, you gain a 1d4 bonus to two different skill checks rather than a 2d4 bonus to one skill check. You can use two different Dictums on the same action. Attack Thread and Damage Thread can be used on the same attack, for example.
            All Chronarchs know how to use the following Temporal Dictums;

Armour Thread: 1 Second. You gain a 1d4 bonus to AC until the beginning of your next turn. This bonus rises by 1d4 at 8th level and every 8th level thereafter.

Attack Thread: 1 Second. You gain a 1d4 bonus to one attack roll. This bonus rises by 1d4 at 8th level and every 8th level thereafter.

Damage Thread: 1 Second. You gain a 1d4 bonus to one damage roll. This bonus rises by 1d4 at 8th level and every 8th level thereafter.

Skill Thread: 1 Second. You gain a 1d4 bonus to one skill check. This bonus rises by 1d4 at 8th level and every 8th level thereafter. This roll must represent a single action that occurs in one round (you can gain a bonus to Jump over a chasm, but not to Craft an item over several days).

Speed Thread: 1 Second. You gain a 1d4 bonus to Speed.


            At 2nd level and every 4th level thereafter, you learn a new Temporal Dictum from the list below;

            Calm Thread: 6 Seconds. You can take 10 on your next skill check, even if there are environmental distractions.

Charging Thread: 3 Seconds. You charge one enemy.

Climbing Thread: 2 Seconds. You move up to your speed. You gain Spider Climb for this movement. Ending the movement on a wall or ceiling results in a fall to the ground.

Defender’s Thread: 4 Seconds. You make a total defence action.

Destroyer’s Thread: 5 Seconds. You make a full attack action.

Evasive Thread: 1 Second. You gain a 1d4 bonus to Reflex until the beginning of your next turn. This bonus rises by 1d4 at 8th level and every 8th level thereafter.

Gliding Thread: 3 Seconds. You move up to your speed. You can walk on air as if it were solid ground. Ending the movement in the air results in a fall to the ground.

            Grappling Thread: 1 Second. You make a Grapple attack.

            Healing Thread: 4 Seconds. You regain a Healing Surge.

            Hopping Thread: 3 Seconds. You teleport a distance up to your speed.

            Pulling Thread: 2 Seconds. You make a Pull attack.

            Pushing Thread: 2 Seconds. You make a Bull Rush attack.

            Running Thread: 1 Second. You move up to your speed.

Saving Thread: 1 Second. You gain a +2 bonus to one saving throw.

            Strike Thread: 2 Seconds. You make a basic melee attack.

            Toppling Thread: 1 Second. You make a Trip attack.

            Weaving Thread: 1 Second. You shift one square.
           

            Veto (3rd level)
            You gain the power to enter your own personal time space, and experiment with the future. At the beginning of your turn, you can opt to enter your own personal time. During this turn, you make your actions as normal, but you cannot use your Temporal Dictum class feature. If you have used the actions of this turn in a previous one, you are still penalised as normal. If you are happy with the outcome of your turn, you can continue it and end it as normal.
            If at any point you are not happy with your turn you can use Veto, and rewind the turn to a previous point. You lose Seconds equal to the cost of the action you Vetoed. You can rewind more than one action, potentially undoing an entire poor turn. If you are killed or rendered unconscious in your personal time, you automatically revert to the beginning of your turn.
            You can only activate Veto once per encounter.

           
            Servitude (6th level)
            You gain the power to borrow time from an adjacent ally. You can borrow time from one willing adjacent ally in the same manner that you use time from your past and future turns. You cannot borrow time from a dying ally. You cannot combine two sources of time. You can only borrow time from either yourself or your ally.


            Improved Veto (9th level)
            You can activate Veto twice per encounter. You can use Temporal Dictum with your Veto, but only to a maximum of 1 Second.

           
            Annex (12th level)
            You gain the power to steal time from enemies. You can steal time from one enemy you have marked in the same manner that you use time from your past and future turns. You choose which enemy to drain this time from at the beginning of your turn. You can only steal up to 2 Seconds from this enemy. You cannot combine two sources of time. You can only borrow time from either yourself or the target.


            Improved Servitude (15th level)
            You can borrow time from both yourself and your ally. The maximum number of seconds you can manipulate rises by 5.


            Improved Annex (18th level)
            You can use time from both yourself and your enemies. You can steal up to 3 seconds with Annex. If you adjacent to an ally, you can transfer these seconds to that ally.


             Absolute Veto (20th level)
            You can activate Veto three times per encounter. You can use Temporal Dictum with your Veto, but only to a maximum of 2 Seconds. If you activate your Veto, but rewind no time, you do not consume that Veto for the encounter.

Thursday, 1 December 2011

Providence Ho!

I'm changing the topic of Critical Brit as a dev blog for my custom D&D game, currently under the working title of Providence.
It is a pen and paper game set in a pseudo-medieval world of magic and monsters, and a group of heroes must quest to save the day etc etc. If you're already familiar with D&D, you know what i'm on about.

What sets providence apart is the balancing of character customisation and simplified gameplay. Like D&D edition 3.5, growth is slow and very in depth. Your character starts as an above-average person, but they must grow into their role as a hero. Taken away from 3.5 are silly rules, blank levels and the over complication of the more obtuse rules, making them unplayable.
Providence takes a lesson from D&D 4th edition by endorsing simplified combat, experience based skill encounters and balancing the existing classes whilst introducing a wide variety of new ones. What has been removed is a highly inflexible skill system and combat orientated campaigns; yes, fighting and adventuring are important, but sometimes a good trap, puzzle or maze in a weird environment is just as exciting.

EXP cost abilities, spells and crafting has been removed, replaced instead with a time and money requirement. Like the Class system, Crafting and items have been given an overhaul to exclude the non-essential elements and allow players a wide scope of customisation. Crafting as a whole has been simplified using a graph and an easy to follow guide on how-to's. Thus, a character built to craft can create fantastically unique items that will never be found merely adventuring. In addition, Masterwork Materials have been added for armour and weapons that grant additional powers rather than a boring +1 bonus to attacks.
 Mundane equipment has been given a reworking to make it balanced, regardless of the cost, so every item has a role in the game. There are no "well, I don't have the money, i'll buy the worse option" items.

When i'm finished, I doubt i'll sell this game. It takes too many cues from D&D and Pathfinder to be called unique, even in the light of changed rules and brand new classes. Nevertheless, I hope to put up an SRD website, so that anyone can look up how to play, and send in ideas for new classes or items, ideas etc. This will be an ongoing project that I am working on for fun, and I hope that you'll enjoy it with me!

Any questions or ideas can be sent to hensarita@gmail.com. If you want to help create Providence, I'm looking for ideas that are workable. I currently don't want anyone to write rules, environmental background stories or assault me with overpowered and super complex classes.
What I am looking for is maybe someone who knows how to make an SRD or something similar, maybe someone new to the website game who wants to spread their wings and have a go at making it. I'm also on the lookout for aspiring artists to draw awesome pictures to put around the website. Let me know if you want to have a go! All entries are welcome!