Friday, May 18, 2012

Assassin

Assassin

Level
Class Features and Powers
1
Lifedrinker, Shadow Link
2
Boost
3

4
Boost
5
Improved Shadow Link
6
Boost
7

8
Boost
9

10
Greater Shadow Link

Role: Strike

Armor Proficiencies: Cloth, leather, light shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged
Implement Proficiencies: Ki focus

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Stealth

CLASS FEATURES

LIFEDRINKER
Once per scene when you reduce an enemy to 0 hit points or fewer, you regain 1 vitality point.

Warlock

Warlock

Level
Class Features and Powers
1
Eldritch Pact
2
Boost
3

4
Boost
5
Improved Eldritch Pact
6
Boost
7

8
Boost
9

10
Greater Eldritch Pact

Role: Controller

Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Rod, wand

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Stealth

CLASS FEATURES

ELDRITCH PACT
Infernal Pact: You gain the service of a book imp.
Unseelie Pact: You gain the service of a shadow panther.

Hexes and Sacrifice

Shadow characters draw power from the dark realms, but doing so requires an offering of life force. Hexes have a keyword called Sacrifice, which indicates that in order to use the hex, a character must lose a Vitality Point.

Saturday, April 28, 2012

Warden

Warden

Level
Class Features and Powers
1
Wild Blessing, Defender Aura, Nature's Wrath - 2 Evocations, 4 points of Anima
2
Boost
3
Evocation
4
Boost
5
6 points of Anima
6
Boost
7
Evocation
8
Boost
9
8 points of Anima
10
Primal Blessing

Role: Defender

Armor Proficiencies: Cloth, leather, hide, light shields, heavy shields
Weapon Proficiencies: Basic melee, basic ranged, advanced melee, advanced ranged

Starting Hit Points: 36
Hit Points Gained Per Level: 7
Healing Surges: 12

Bonus Skill: Nature

CLASS FEATURES

DEFENDER AURA
Enemies adjacent to you are marked by you.

NATURE'S WRATH
Whenever an adjacent enemy marked by you makes an attack that does not include you or shifts away from you can make a basic melee attack against that enemy as an immediate interrupt.

WARDEN HEROIC EVOCATIONS

Earthen Grasp
 Aura, Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and the target is slowed for one round.
Anima 1
 Close burst 1
 Target: Each creature in the burst
Anima 2
 Effect: You gain an aura 1 that lasts for one round. The aura is difficult terrain for your enemies.

Guardian Hunter
 Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and for one round, whenever the target shifts or moves, you can shift 2 squares as an immediate reaction.
Anima 1
 Miss: For one round, whenever the target shifts or moves, you can shift 1 square as an immediate reaction.
Anima 2
 Close burst 1
 Target: Each enemy in the burst

Oaken Resilience
 Aura, Primal, Weapon
 Major Action – Melee weapon
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and you gain 5 temporary hit points.
Anima 1
  Hit: 1[W] + (bonus) damage, and you can make a saving throw.
Anima 2
 Effect: You gain an aura 1 that lasts for one round. Your allies have resist 5 to all damage while in the aura.

Thorn Strike
 Primal, Weapon
 Major Action – Melee 2
 Target: One creature
 Attack vs. Armor
 Hit: 1[W] + (bonus) damage, and you pull the target 1 square.
Anima 1
  Melee 3
Anima 2
 Target: One or two creatures

Druid

Druid

Level
Class Features and Powers
1
Primal Aspect, Wild Shape, Rampant Growth - 2 Evocations, Anima 4
2
Boost
3
1 Evocation
4
Boost
5
Anima 6
6
Boost
7
1 Evocation
8
Boost
9
Anima 8
10
Greater Aspect

Role: Controller

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Staves, Totems

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Nature

CLASS FEATURES

RAMPANT GROWTH
You gain the Rampant Growth power:

Rampant Growth
Scene – Primal, Zone
Minor Action – Area burst 1 per tier within 5 squares
Effect: The area becomes a zone that lasts until the end of the scene or until you dismiss it as a minor action. The zone is difficult terrain and is partially concealed.

WILD SHAPE
Many druid powers have the Beast Form keyword. Such powers can only be used while your are in beast form. While you are in beast form, you can use powers with the Beast Form keyword, but you cannot use attack or boost powers without the Beast Form keyword.
When you transform into beast form, your equipment melds into your new form, but you drop anything you are holding, except for implements that you can use. Your game statistics do not change, and you continue to gain the benefit of any items you are wearing. You cannot draw or stow anything while in beast form.
You gain the Wild Shape power:

Wild Shape
 At-Will – Transformation
 Minor Action – Personal
 Effect: If you are not in Beast Form, you change into Beast Form. If you are in Beast Form, you change back to your regular form. You also shift 1 square.
 Special: You can use this power once per round.

PRIMAL ASPECT
Chose one of the following options:
Aspect of the Guardian: Increase the range of your ranged and area attacks by 5 squares.
Aspect of the Predator: Increase your speed by 1 square.
Aspect of the Swarm: Your poison attacks ignore 5 points of poison resistance per tier, and you treat targets immune to poison as though they had resist 15 poison instead.

HEROIC EVOCATIONS

Crawling Swarm
 Beast Form, Implement, Poison, Primal, Zone
 Major Action – Close blast 3
 Target: Each creature in the blast
 Attack vs. Fortitude
 Hit: 1d8 + (bonus) poison damage.
 Effect: The area creates a zone that lasts for one round. Enemies in the zone grant combat advantage.
Anima 1
 Hit: 1d8 + (bonus) poison damage, and you shift to a square adjacent to the blast.
Anima 2
 Effect: The area creates a zone that lasts for one round. Enemies in the zone grant combat advantage, and any enemy that ends its turn in the zone takes 5 damage plus ongoing 5 poison damage (save ends).

Frigid Gust
 Cold, Implement, Primal
 Major Action – Area burst 1 within 5 squares.
 Target: Each creature in the burst
 Attack vs. Fortitude
 Hit: 1d6 + (bonus) cold damage, and you can slide the target 1 square.
Anima 1
 Close blast 5
 Hit: 1d6 + (bonus) cold damage, and you can push the target 3 squares.
Anima 2
 Close blast 5 or Area burst 1 within 5 squares
 Hit: 2d6 + (bonus) cold damage, and you push the target 1 square and knock it prone.

Grasping Claws
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and the target is slowed for one round.
Anima 1
 Target: One or two creatures.
Anima 2
 Hit: 1d8 + (bonus) damage, and the target is immobilized for one round.

Grounding Bolts
 Implement, Lightning, Thunder, Primal
 Major Action – Ranged 5
 Target: One creature
 Attack vs. Reflex
 Hit: 1d10 + (bonus) lightning and thunder damage, and the target is knocked prone.
Anima 1
 Target: One or two creatures
Anima 2
 Target: One, two, or three creatures

Magma Burst
 Fire, Implement, Primal, Zone
 Major Action – Area burst 1 within 5 squares
 Target: Each creature in the burst
 Attack vs. Reflex
 Hit: 1d6 + (bonus) fire damage, and the target is slowed for one round.
Anima 1
 Effect: The area creates a zone that lasts for one round. Any creature that enters the zone takes 5 fire damage.
Anima 2
 Hit: 2d6 + (bonus) fire damage, and the target is slowed for one round.
 Effect: The area creates a zone that lasts for one round. Any creature that enters the zone takes 5 fire damage plus ongoing 5 fire damage and is slowed (save ends both).

Savage Rend
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and you can slide the target 1 square.
Anima 1
 Miss: Half damage, and you can slide the target 1 square.
Anima 2
 Hit: 2d8 + (bonus) damage, and you can slide the target 2 squares.
 Effect: You can shift up to 2 squares and repeat the attack against a second target.

Staggering Flurry
 Beast Form, Implement, Primal
 Major Action – Melee touch
 Target: One creature
 Attack vs. Reflex
 Hit: 1d8 + (bonus) damage, and the target is staggered for one round.
Anima 1
 Hit: 1d8 + (bonus) damage, and the target is dazed for one round.
Anima 2
 Effect: You can shift up to 2 squares and repeat the attack against a second target.

LEVEL 5 CLASS FEATURES
Aspect of the Guardian: While you are wearing light armor or no armor, you gain a +1 bonus to your Armor Defense.
Aspect of the Predator: While you are wearing light armor or no armor, your melee attacks deal +1d8 extra damage against any target granting you combat advantage.
Aspect of the Swarm: While you are wearing light armor or no armor, you gain resist 5 to all damage from melee and ranged attacks and vulnerable 5 to all damage from area attacks.

LEVEL 10 CLASS FEATURES
Aspect of the Guardian: When you use Wild Shape to shift into beast form, slide an enemy adjacent to you 1 square.
Aspect of the Predator: When you use Wild Shape to shift into beast form, you can shift an extra square.
Aspect of the Swarm: When you use Wild Shape to shift into beast form, you gain 5 temporary hit points.

Anima and Evocations

Primal characters use Anima to power Evocations

4e's Power Point mechanic

Priest

PRIEST

Level
Class Features and Powers
1
Faith, Sacred Calling - 2 Prayers, 2 Acts, Healing Light, Purifying Light
2
Boost
3
Prayer
4
Boost
5
Act
6
Boost
7
Prayer
8
Boost
9
Act
10
Higher Calling

Role: Leader

Armor Proficiencies: Cloth, leather, chain
Weapon Proficiencies: Basic melee, basic ranged
Implement Proficiencies: Holy symbols

Starting Hit Points: 26
Hit Points Gained Per Level: 5
Healing Surges: 10

Bonus Skill: Religion

CLASS FEATURES

FAITH
As a Priest, your ability to call on the miraculous powers of your god(s) depends upon your Faith. You build Faith by using Prayers that smite your foes and bolster your allies. Then, that Faith is used to power Acts, the greatest displays of your deity's might.

When you use a Prayer, increase your Faith pool by the indicated number of points. Similarly, when you use an Act, decrease your Faith pool by the indicated number of points. Your Faith pool cannot drop below 0, and you must have at least as many Faith points as the cost of an Act in order to use it.

You begin each scene with a pool of 0 points, and your Faith pool resets at the end of each scene. Any unused Faith points are lost.

SACRED CALLING
Chose one of the following options:
Call to Battle: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally gains a +2 power bonus to attack rolls for one round. You also gain proficiency with light shields and heavy shields.
Call to Devotion: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally regains an additional 5 hit points per tier.
Call to Peace: Whenever you use a power that allows you or an ally to spend a healing surge, you or that ally regains an additional 2d8 hit points per tier. Whenever you deal damage to a bloodied creature, you are stunned for one round.

Healing Light
Divine, Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can spend a healing surge and regain an additional 1d6 additional hit points per tier, and can make a saving throw.
Special: You can use this power once per scene, plus one additional time per scene per tier.

Purifying Light
Divine, Healing
Minor Action – Close burst (5 per tier)
Target: You or one ally in the burst
Effect: The target can make a saving throw. If the target saves, it gets a +2 bonus to saving throws for one round.

HEROIC PRIEST PRAYERS

Lance of Light
Divine, Implement, Prayer, Radiant
Major Action - Ranged 5
Target: One enemy
Attack vs. Reflex
Hit: 1d8 + (bonus) radiant damage, and the target grants combat advantage for one round.
Faith: You gain 1 point of Faith.

Mark of Reverence
Divine, Implement, Prayer
Major Action - Close burst 1
Target: One or two enemies in the burst
Attack vs. Will
Hit: You push the target 2 squares, and the target is staggered for one round.
Faith: You gain 1 point of Faith.

Righteous Brand
Divine, Prayer, Weapon
Major Action - Melee weapon
Target: One enemy
Attack vs. Armor
Hit: 1[W] + (bonus) damage, and the target grants combat advantage for one round.
Faith: You gain 1 point of Faith.

HEROIC PRIEST ACTS