Djinn_in_Tonic
2009-01-28, 05:04 PM
GLOOMGUARD
Designer's Note: Like my previous Shadowcaster (still in progress), the Gloomguard steps away from the currently demonstrated role molds, taking a new approach to defending. Unlike the Warden, Paladin, Fighter, or Swordsage, the Gloomguard leads from both the front and the back, keeping his enemies away from his allies not through his threatening presence, but rather through manipulation of movement and shadows.
He has low Hit Points and a Armor Class in line with a Controller or Striker, but his class abilities make him difficult to hit, and his mark is devastating against the right foes. Possibly to powerful...opinions would be great!
CLASS TRAITS
Role: Defender.
Power Source: Shadow.
Key Abilities: Charisma, Intelligence.
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Simple Melee.
Implements: Staffs, Orbs.
Bonus to Defenses: +1 Reflex, +1 Will.
Hit Points at 1st Level: 12 + Constitution score.
Hit Points per Level Gained: 5.
Healing Surges per Day: 7 + Constitution modifier.
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), History (Int), Intimidate (Cha), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class Features: Dark Manipulation, Umbral Form, Night Eyes, Dark Retribution
Dark Manipulation: Once per round, as a minor action, you may place a Shade token (see statistics below) in any unoccupied square adjacent to you. A Shade does not prevent movement, but the square it occupies is treated as difficult terrain by your enemies. As a move action you may move the Shade up to 6 squares. As a standard action you may move all currently active Shades up to 6 squares. You may have up to 3 Shades active at a time. At the end of the encounter, all Shades return to the nether realms from whence they came.
Shade – Minion
Medium shadow humanoid (undead)
Shadowy Presence (Shadow) aura 1; Allies within the aura gain concealment.
AC 13 + level, Fortitude 12 + level, Reflex 14 + level, Will 16 + level
Immunities Shade Immunities
Speed fly 6 (hover); phasing
Shade Immunities Shades are immune to all effects and all damage except physic damage and force damage.
Shadow Self Shades always have concealment.
Night Eyes: You can see perfectly in natural or magically created darkness, ignoring any concealment that would be gained in this manner.
Umbral Form: Gloomguards are beings of flesh and shadow, corporeal and yet eerily insubstantial. Choose one of the following two options.
-- Shadowmirror: You gain the insubstantial quality. Whenever an attack strikes you, the attacker must make a saving throw or suffer physic damage equal to the amount of damage negated by your insubstantial quality.
--Wraithform: Whenever an attack would strike you, roll an unmodified d20. On a 10 or higher, treat the attack as if it had missed you.
Dark Retribution: You gain the use of the Dark Retribution power.
Dark Retribution – Gloomguard Feature
The shadow of your foe’s attacks threatens to turn against them.
At-Will * Physic, Shadow
Minor Action – Close burst 5
Target: 1 target in burst
Effect: You mark the target. The target remains marked until you use this power against another target, the encounter ends, or you fall unconscious. A new mark supersedes a mark already in place.
While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, if it makes an attack that doesn’t include you as a target, you may make an attack roll (Charisma +2 vs. Will). If successful, the target takes damage and suffers effects as if it had also hit itself with the attack. All damage dealt in this fashion is physic damage.
You can use Dark Retribution once per turn.
Level 1 At-Will Umbrae
Ebon Tendrils – Gloomguard Attack 1
Shadows burst from around you, keeping your foes from escaping.
At-Will * Cold, Implement, Shadow
Standard Action – Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Special: If the attack is a critical hit, the target is immobilized until the end of your next turn instead.
Nightfright– Gloomguard Attack 1
A veil of flitting shadows settles over the area, driving your foes into confusion.
At-Will * Fear, Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier physic damage, and the target takes a -2 penalty to all defenses for 1 round if it attacks a creature adjacent to a shade or ends its turn adjacent to a shade.
Increase damage to 2d4 + Charisma modifier physic damage at 21st level.
Umbral Pulse – Gloomguard Attack 1
A shadowy wave erupts from the floor at your ally’s feet, driving his opponents back.
At-Will * Implement, Necrotic, Shadow
Standard Action – Area burst 1 centered on an ally within 10
Target: All creatures in burst
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier necrotic damage, and the target is pushed 1 square.
Increase damage to 2d4 + Charisma modifier necrotic damage at 21st level.
Shadow Twist – Gloomguard Attack 1
As you beckon, your opponent’s shadow rises up, turning on its master.
At-Will * Conjuration, Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier necrotic damage. If you have fewer than 3 active Shades and you have not placed a Shade this round, place a Shade in any unoccupied square adjacent to the target.
Designer's Note: Like my previous Shadowcaster (still in progress), the Gloomguard steps away from the currently demonstrated role molds, taking a new approach to defending. Unlike the Warden, Paladin, Fighter, or Swordsage, the Gloomguard leads from both the front and the back, keeping his enemies away from his allies not through his threatening presence, but rather through manipulation of movement and shadows.
He has low Hit Points and a Armor Class in line with a Controller or Striker, but his class abilities make him difficult to hit, and his mark is devastating against the right foes. Possibly to powerful...opinions would be great!
CLASS TRAITS
Role: Defender.
Power Source: Shadow.
Key Abilities: Charisma, Intelligence.
Armor Proficiencies: Cloth, Leather.
Weapon Proficiencies: Simple Melee.
Implements: Staffs, Orbs.
Bonus to Defenses: +1 Reflex, +1 Will.
Hit Points at 1st Level: 12 + Constitution score.
Hit Points per Level Gained: 5.
Healing Surges per Day: 7 + Constitution modifier.
Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), History (Int), Intimidate (Cha), Stealth (Dex), Streetwise (Cha), Thievery (Dex).
Class Features: Dark Manipulation, Umbral Form, Night Eyes, Dark Retribution
Dark Manipulation: Once per round, as a minor action, you may place a Shade token (see statistics below) in any unoccupied square adjacent to you. A Shade does not prevent movement, but the square it occupies is treated as difficult terrain by your enemies. As a move action you may move the Shade up to 6 squares. As a standard action you may move all currently active Shades up to 6 squares. You may have up to 3 Shades active at a time. At the end of the encounter, all Shades return to the nether realms from whence they came.
Shade – Minion
Medium shadow humanoid (undead)
Shadowy Presence (Shadow) aura 1; Allies within the aura gain concealment.
AC 13 + level, Fortitude 12 + level, Reflex 14 + level, Will 16 + level
Immunities Shade Immunities
Speed fly 6 (hover); phasing
Shade Immunities Shades are immune to all effects and all damage except physic damage and force damage.
Shadow Self Shades always have concealment.
Night Eyes: You can see perfectly in natural or magically created darkness, ignoring any concealment that would be gained in this manner.
Umbral Form: Gloomguards are beings of flesh and shadow, corporeal and yet eerily insubstantial. Choose one of the following two options.
-- Shadowmirror: You gain the insubstantial quality. Whenever an attack strikes you, the attacker must make a saving throw or suffer physic damage equal to the amount of damage negated by your insubstantial quality.
--Wraithform: Whenever an attack would strike you, roll an unmodified d20. On a 10 or higher, treat the attack as if it had missed you.
Dark Retribution: You gain the use of the Dark Retribution power.
Dark Retribution – Gloomguard Feature
The shadow of your foe’s attacks threatens to turn against them.
At-Will * Physic, Shadow
Minor Action – Close burst 5
Target: 1 target in burst
Effect: You mark the target. The target remains marked until you use this power against another target, the encounter ends, or you fall unconscious. A new mark supersedes a mark already in place.
While a target is marked, it takes a -2 penalty to attack rolls for any attack that doesn’t include you as a target. Also, if it makes an attack that doesn’t include you as a target, you may make an attack roll (Charisma +2 vs. Will). If successful, the target takes damage and suffers effects as if it had also hit itself with the attack. All damage dealt in this fashion is physic damage.
You can use Dark Retribution once per turn.
Level 1 At-Will Umbrae
Ebon Tendrils – Gloomguard Attack 1
Shadows burst from around you, keeping your foes from escaping.
At-Will * Cold, Implement, Shadow
Standard Action – Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Reflex
Hit: Charisma modifier cold damage, and the target is slowed until the end of your next turn.
Special: If the attack is a critical hit, the target is immobilized until the end of your next turn instead.
Nightfright– Gloomguard Attack 1
A veil of flitting shadows settles over the area, driving your foes into confusion.
At-Will * Fear, Implement, Physic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1d4 + Charisma modifier physic damage, and the target takes a -2 penalty to all defenses for 1 round if it attacks a creature adjacent to a shade or ends its turn adjacent to a shade.
Increase damage to 2d4 + Charisma modifier physic damage at 21st level.
Umbral Pulse – Gloomguard Attack 1
A shadowy wave erupts from the floor at your ally’s feet, driving his opponents back.
At-Will * Implement, Necrotic, Shadow
Standard Action – Area burst 1 centered on an ally within 10
Target: All creatures in burst
Attack: Charisma vs. Fortitude
Hit: 1d4 + Charisma modifier necrotic damage, and the target is pushed 1 square.
Increase damage to 2d4 + Charisma modifier necrotic damage at 21st level.
Shadow Twist – Gloomguard Attack 1
As you beckon, your opponent’s shadow rises up, turning on its master.
At-Will * Conjuration, Implement, Necrotic, Shadow
Standard Action – Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Charisma modifier necrotic damage. If you have fewer than 3 active Shades and you have not placed a Shade this round, place a Shade in any unoccupied square adjacent to the target.