PDA

View Full Version : d20 Modern (Reposted)



gnownek
2009-08-20, 08:29 PM
I am reposting this thing because I need to lay it out better and leave space for improvements.

gnownek
2009-08-20, 08:30 PM
4e Modern Homebrew
Designers Notes

This is an attempt to modify 4e rules to allow for modern settings. Some changes will be necessary to ensure characters are balanced with the introduction of modern technology.


-4e is a very combat focused game. Balance between melee weapon-using, missile weapon-using and non-weapon classes would be heavily impacted by the introduction of firearms to the 4e world. We need to redesign character classes, weapons and armor to make this work.

-Modern campaigns will require many new skills or uses of skills than 4e. For science fiction settings, we also have to discuss the issue of skill obsolescence across technology levels and culture. We need to know whether or not a high-tech engineer marooned in a low tech environment performs on skill checks with low tech equipment..

-The roles will be Defender, Striker, Leader and Controller with some changes. Every class will have some facility with firearms. Firearms often form a significant of combat in modern settings and every class should have class features that will allow the class to participate ranged combat in some way.

-Controllers will often depend on arcane or psionic power sources. In some settings without arcane, psionic or other fantastic power sources, controllers will be unavailable.

-Science fiction settings vary greatly. Some campaigns may only wish to introduce selected equipment from the rule set and this will have balance impact. Where possible we include guidance that will allow players to customize their campaigns and be prepared for changes to balance.

-Weapons and armor will be grouped into progress levels. After the introduction of firearms, missile weapons will be considerably more effective. Campaigns may wish to introduce technology selectively however doing so will have impact on balance. For example, introducing energy weapons into a campaign without introducing energy-proof armor would favor characters that use energy weapons. Campaign designers should consider balance between missile weapon-using and non missile weapon-using characters and between armor using and non-armor using characters when introducing equipment into a campaign.

gnownek
2009-08-20, 08:31 PM
Suggested Settings

Campaigns can be set to include various combinations of technology and magic.

The ‘They Among Us’ Campaign

This setting resembles the present day except that several unpredictable alien species are present on earth and coexist with humanity. Governments and alien organizations conspire to conceal the full truth from the public. As far as the public is aware, Earth was officially contacted by aliens after the cold war. The alien confederation enforces strict rules on importation of technological and social ideas to earth. Aliens are not permitted to carry unusual technology and have valuable technological concepts blocked in their minds by psionic means. Semi-permanent communities of aliens serve as diplomats, researchers and administrators of the ban on sharing technology are also on earth. Several thousand aliens were granted refugee status by earth governments in the first few years of official contact. The alien confederation has since banned this practice.

The full range of alien activity is not public. Aliens have visited earth throughout history. Several alien species have concealed communities on earth. Various alien factions exist and pursue their own interests on earth. One faction considers earth's ecology to be a unique biological treasure. Several cults believe the earth attracted the attention of very ancient alien races prior to human evolution. They consider earth to be of archeological and religious interest. A variety of quasi-independent secret organizations and government departments exist to observe alien activity.

Alien organizations and human governments conspire to keep the full extent of alien activity a secret. The alien confederation continues to track down and eliminate authorized alien technology from earth.

Technology in this setting is similar to the present day however small amounts of superior medical technology are available. Several alien organizations are involved in genetically altering humans and other species. On occasion, aliens have recreated creatures from their home planet as pets, guards, works of art or religious icons. Psionic abilities are infrequently found in aliens and humans associated with or descended from alien experimentation.

Characters work for an alien, government or independent organization that is aware of the real truth. They may be defending human interests, promoting human/alien co-existence, maintaining the conspiracy, serving as freelance agents or working for an alien faction. Characters are usually humans, genetically modified humans or members of several alien species that have managed to conceal themselves on earth.

The ‘Bullets and Bugbears’’ Campaign

This is an alternate setting where magic and fantastic creatures have always coexisted with our modern society. While humans are widespread, fantastic creatures operate in the open and may control whole cities.
Significant portions of the globe remain in wilderness as a result of interregional and interspecies conflict. Many non-human races have a vested interest in restricting urbanization and have built cultures that rely more on natural and magical resources. While nations resemble those in our earth, they are often dotted with independent cities or regions. In particular, Alaska, Oregon, New Mexico and parts of France, Ireland, Indochina, Pakistan and Central Africa are made up of independent city states where humans are the minority and a fantasy race is the majority. In some cases, these city states are organized into a loose federation or feudal system.

In a world of weaker nation-states, large corporations have acquired substantial power. These "mega-corporations" are powerful enough to maintain private security forces and some degree of immunity from local law enforcement. A large informal economy operates alongside the corporate world. Corporate warfare, regional conflicts, espionage activities and crime are common. A number of Asian mega-corporations are closely allied to Korean gangsters, Yakuza or Chinese Triads. American and European corporations often make use of renegade or retired operatives associated with various espionage agencies.

Characters can be freelance adventurers or operatives aligned to one of the many financial, mystical or governmental powers than rule the planet.

The "Frontiers Of Space’’ Campaign

This is a futuristic setting where a complex space society with multiple alien races. The society has been devastated by war and some kind of galaxy-wide cataclysm. Psionic powers are available but uncommon. Characters play the part of smugglers and adventurers in the chaotic society that follows. Space travel is a large part of this campaign.
The existence of ancient 'predecessor' alien races that supposedly seeded the universe with intelligent life is also a theme of this campaign. Various alien religions are obsessed with the 'predecessors' and the technology is still ahead of existing available technology. Ancient artifacts can have incredible value and be the objective of various adventures.
The "Seventh Sea of Space’’ Campaign

This is a futuristic and fantastical setting similar to the "Frontiers of Space" set in a complex space society with multiple alien races. Psionic powers are available but uncommon. Magical powers and magical races are common. Society is violent and filled with political power plays between various power centers, many of which are associated with fantasy campaign monsters. Characters play the part of smugglers, agents, rebels and adventurers. Space travel is a large part of this campaign. A magical form of hyperspace travel, known as 'sailing the seventh sea' is the most common form of travel.
When 'sailing the seventh sea' participants pass through a space gate, and a transported to an alternate reality where most technology jams, to literally sail across an endless sea in a parallel universe before returning to normal space. In the parallel universe, gunpowder (and other fast combusting fuels are unreliable) as are electrical power and magnetic fields (making electrical motors unusable. Ship to ship combat is often settled by ramming, boarding and fighting with archaic weapons, crude cannons (using a less reliable version of gunpowder), unguided rockets or torpedos. In some cases, unusual short range energy weapons have been developed for use in hyperspace.

Many spaceships resemble flying boats (if small) or have undersides that resmble large sailing ships for use when in the alternate reality. Ships can also be fitted with hydraulic, mechanical or steam based systems and shielded hi-tech power plants that function in hyperspace. Ships with this capability are known as 'arks'. The hyperspace gate is believed to be an artifact of some ancient aquatic alien race, possibly the first sapient species. Human legends relating to the 'flood' and various alien aquatic species may be a reference to actual events involving this race.

The alien races that wield the most power include the Beholder nation, the Yuan-ti society, the League of Doppelgangers and the Dragon kings.

Magic is sometimes referred to as 'Hiesenberg Magic' by humans. In this parallel universe, Schrodinger and Heisenberg (who were both theoretical physicists) went on from their historical careers to engage in magical research. Their work opened a 'locked' gate to the seventh sea, which subsequently placed Earth in contact with the greater universe. Scientists tend to call magic 'reality editing' and believe a quantum computer of some kind has been embedded in the universe (possibly in the seventh sea) and magic is a form of hacking that computer. Many magical implements and devices have a technological appearance,

Earth is currently in shared subjugation to the Yuan-ti and the Dragon Kings, who invaded Earth ending the Cold War. The League of Doppelgangers is trying to organize a rebellion.

gnownek
2009-08-20, 08:35 PM
Changes to Character Creation Rules
Several changes to character creation are necessary to update 4e to modern settings.

Professions
Characters may select a profession as well as a class and a race. A profession reflects the character’s profession prior to an adventuring career and modifies the character’s choice of skills. Professional paragon classes are available to characters of a specific profession or who possess many of the trained skills associated with the profession.
Modified Races
Humans are unchanged from the PHB and are present in all settings. Fantasy creatures are also unchanged and are present in the "Bullets and Bugbears" world. New alien races are included for the 'They among us' and 'Frontiers of Space' campaigns.
'They Among Us'
Dolls, Longlived and Enhanced are genetically enhanced human beings found on Earth. Greys, Trillians, Bugjockeys, Heavyworlders and Waterborne are alien species found on Earth. Heavyworlders are associated with the refugee community. Greys, Trillians and Bugjockeys are common races in the administrative alien communities on earth. Most Waterborne come from unofficial communities hidden on earth. 'Seventh Sea of Space'
Trillians and Waterborne are alien species native to hyperspace in this campaign. Greys are allies of the doppelgangers. The Bugjockey are a powerful faction in their own right, sometimes allied to the Beholders.

gnownek
2009-08-20, 08:41 PM
Modified Classes
The following classes are introduced for 4e in a modern setting:
Muscle (Martial Defender)- A class with elements of the Strong Hero, Tough Hero classes and the Soldier and Martial Artist advanced class.

Companion (Martial Striker) - A class with elements of the Fast Hero or Smart Hero and some elements of the Dedicated Hero and Charismatic Hero.

Inspiration (Martial/Psionic/Magical Leader)- Mix of Dedicated and Charismatic Hero, with some elements of the Smart Hero. Similar also to Warlord, Bard and Wizard.

Enigma (Arcane/Psionic Controller) - A class based on magic using advanced classes, Wizard and Druid.

Gunner (Martial Controller) - A modern weapons based class, suitable only for certain settings. Particularly, useful as a multiclass option for the Muscle character.

gnownek
2009-08-20, 08:45 PM
Class: Muscle
Role: Defender. You are very tough, contain your enemies in melee and make it harder for your enemies to attack anyone other than you in missile combat.
Power Source: Martial
Key Abilities: Varies with sub-class but usually Strength and Dexterity followed by Constitution.
If you take the Well-Practised Shooter feat and wear heavy armor or are a member of the Athletic Combatant sub-class; Strength and Constitution are your most imortant characteristics followed by Dexterity. If you take the Zen Warrior sub-class, Wisdom and Dexterity followed by Constitution are your most important characteristics. You can also build an effective Muscle character by focusing on Strength and Dexterity. With both the Sniper Training and Well-Practised Shooter feats, an effective Muscle character can also be built with a focus on Strength and Intelligence.Hp at 1st Level: 15 + Constitution score
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Bonus To Defense: +2 Fortitude
Class Features: Muscle Feats I, Muscle Feats II, Muscle Feats III, Melee Combat Challenge, Melee Combat Superiority, Ranged Combat Challenge, Muscle Sub-Class Benefits
Skills: In addition to class skills suggested by your Profession; Athletics, Endurance and Intimidate are class skills. You may select three skills from your class skills list as trained skills.
Designers Note
You have a large number of Bonus Feats relating to weapons use. These can be used to customize your character to a specific setting. A typical front-line combatant may be equipped with power armor and firearms in a Sci-fi setting; a revolver and no armor in a Wild West setting or a samurai sword, bullet proof armor and a sub-machine gun in a present day Yakuza campaign. The muscle class is designed be a generic defender class that can be customized for any of these campaigns. The class has greater access to ranged weapon powers than most Defender role classes. This is necessary so the class is balanced in settings where the introduction of firearms favors ranged weapons greatly. For example, an all-melee class would be no fun to play in a Wild Wild West campaign. Muscle Class FeaturesMuscle Feats I: Basic Defense OptionsPick 2 feats from the following list, pre-requisites apply
Armor Proficiency (Leather), Armor Proficiency (Hide)**, Armor Proficiency (Chainmail)**, Armor Proficiency (Modern Armor)*, Durable, Toughness, Alertness, Quick Draw**, Modern Unarmored Training*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyMuscle Feats II: Secondary Defense OptionsPick 2 from the following list, pre-requisites do not apply; Shield Proficiency (Light)**, Shield Proficiency (Heavy)**, Two-weapon Fighting**, Two-weapon Defense**, Keep Close*, Armor Proficiency (Energy Fields)*, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*,
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyMuscle Feats III: Offensive And Advanced Defensive OptionsPick 3 from the following list, pre-requisites apply; Armor Proficiency (Hide)**, Armor Proficiency (Chainmail)**, Armor Proficiency (Scalemail)**, Armor Proficiency (Platemail)**, Armor Proficiency (Modern Armor)*, Armor Proficiency (Power Armor)*, Streetfighting*, Martial Melee Mastery*, Martial Weapon Technique*, Martial Ranged Mastery*, Firearms*, Heavy Weapons*, Power Attack**, Snap shot*, Well-practised shooter*, Double Tap*, Burst Fire*, Far Shot**, Far Throw**, Sniper Training*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyMuscle Feats can be retrained but the new feat must come from the appropriate Muscle Feat list.
Melee Combat ChallengeIf you attack a target in melee, you may mark that target whether you hit or miss, the mark lasts until the end of the next turn. While a target is marked it takes a -2 penalty to attack rolls for any attack that doesn't include you as a target. A subject can only be subject to one mark at a time and a new mark supersedes one that is in place. In addition, when a marked enemy that is adjacent to you shifts or makes an attack that doesn't include you, you can make a melee basic attack against that enemy as an immediate interrupt.Tactical SuperiorityAn enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it has actions remaining, it can resume moving.Ranged Combat Challenge
When you make a ranged attack you may mark a single target you attacked. You mark the the target whether you hit or miss. The target has a -2 to hit penalty to attack rolls that do not include you as a target. If you are using a firearm and the Double Tap feat, you may mark one additional target within 2 squares of the first. If you are using a firearm and the Burst Fire feat, you may mark one additional target within 4 squares of the first. The additional marked targets, do not have to be targets of the original attack to be marked.Muscle Sub-class Benefits
You may also select a single set of sub-class benefits. The three sub-classes are Old School Fighter, Zen Warrior, Athletic Combatant. Pre-requisites apply before you can select the Zen Warrior and Athletic Combatant sub-class benefits.Old School Fighter Sub-Class Benefits

You gain the In The Zone class ability.

In The Zone: If your Wisdom score is 16 or better, the penalty to your marked targets for attacking a target other than you increases to -3 to hit.Zen Warrior Sub-Class Benefits

You must satisfy the following pre-requisites to select the Zen Warrior sub-class.
-You must select Endurance as one of your Trained class skills that you possess at 1st level
-You must select Martial Arts, Defensive Martial Arts or Judo as one of the bonus feats you receive under the Muscle Feats II class feature.

You gain the Zen Striking class ability.

Zen Striking: Your mental fitness and martial training aids you in melee combat. When you are in no armor or light armor, you may use your Wisdom modifier in place of your Strength modifier for Melee Basic Attacks and any Muscle exploit with the melee weapon keyword. The substitution applies to attack rolls, damage rolls and any Muscle exploit effect that depends on your Strength modifier.Athletic Combatant Sub-Class Benefits

You must satisfy the following pre-requisites to select the Athletic Combatant sub-class.

-You must select Athletics as one of your Trained class skills that you possess at 1st level
-You must have a Dexterity score of 12 or better.

You gain the Athletic Dodging class ability.

Athletic Dodging: You do not depend solely on your quick reflexes to avoid attacks, you use your overall fitness to dodge attacks. You may use the average of your Strength and Constitution modifiers, rounded down, in place of your Dexterity or Intelligence modifier to determine your armor class when wearing no armor or light armor.

gnownek
2009-08-20, 08:46 PM
Suggested Builds
Suggested Build: SWAT Officer (To be completed)
Profession: Law Enforcement; Muscle Feats I: Armor Proficiency(Leather Armor), Armor Proficiency(Modern Armor); Muscle Feats II: Shield Proficiency (Light), Keep Close; Muscle Feats III: Firearms, Double Tap, Burst Fire; Feat: Well-practised Shooter; Human Feat: Weapon Proficiency <Tonfa>; At Will: Combat Rush, Sure Attack; Encounter: Covering Fire; Daily: Comeback Surge; Muscle Subclass: Old School Fighter

Suggested Build: Modern Ninja (To be completed)
Profession: Criminal; Muscle Feats I: Toughness, Alertness; Muscle Feats II: Two Weapon Fighting, Keep Close; Muscle Feats III: Martial Arts, Firearms, Martial Melee Mastery; Feats: Weapon Proficiency - Shuriken; Human Feat: Weapon Proficiency - Spiked Chain; At Will: The Old One Two, Sure Attack; Encounter: Game Over; Daily: Brutal Offensive; Muscle Sub-Class: Zen Warrior

Suggested Build: Streetfighter (To be completed)
Profession: Criminal; Muscle Feats I: Armor Proficiency(Leather Armor), Quick Draw; Muscle Feats II: Two Weapon Fighting, Keep Close; Muscle Feats III: Streetfighting, Firearms, Double Tap; Feats: Two Weapon Defense; Human Feat: Weapon Focus; At Will: The Old One Two, Wild Attack; Encounter: Passing Attack; Daily: Villain's Menace; Muscle Subclass: Old School Fighter

Suggested Build: Cowboy (To be completed)
Profession: Blue-Collar; Muscle Feats I: Quick Draw, Toughness; Muscle Feats II: Brawling, Keep Close; Muscle Feats III: Double Tap, Firearms, Snap-shot ; Feats: Weapon Focus <firearms>; Human Feat: Improved Initiative; At Will: Sure Attack, Wild Attack; Encounter: Pinning Fire; Daily: Brutal Offensive; Muscle Subclass: Old School Fighter

Suggested Build: Savage (To be completed)
Profession: Rural; Muscle Feats I: Durable, Toughness; Muscle Feats II: Judo, Keep Close; Muscle Feats III: Streetfighting, Martial Ranged Mastery, Firearms; Feats: Well-practised Shooter; Human Feat: Action Surge; At Will: Big Swing, Stepping Lure; Encounter: Trip Up; Daily: Comeback Surge; Muscle Subclass: Athletic Combatant

gnownek
2009-08-20, 08:47 PM
Muscle powers
Your powers are called exploits.

New KeywordsModern Ranged Weapon: Firearms and energy weapons are not considered to be ranged weapons by powers that have the ranged weapon keyword. The Modern Ranged weapon keyword indicates the power can be used with a firearm or energy weapon.

Scalable:The power is available in higher level versions. You must retrain to get the benefit of the higher level version, the power does not automatically update itself to the improved version when you reach the appropriate level. You may any take any power up to 2 times but must have different versions of the power. For example, you could have a level 13 version of an encounter power and the level 3 version of an encounter power at the same time.Level 1 At Will ExploitsBig Swing
'You overpower defenses with a terrific blow'
At Will, Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage
Miss: Half Strength modifier damage. If you're wielding a two-handed weapon or a variable weapon in two hands, you deal damage equal to your Strength modifier.
Increase damage to 2[W] at 21st level for the first attack made.

The Old One Two
'If I swing twice, one will hit''
At Will, Martial, Weapon
Standard Action, Melee Weapon.
Requirement: The attack or attacks must be made with an off-hand weapon.
Target: One or two creatures
Attack: Strength vs AC, one attack per target
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.

Stepping Lure
'The enemy goes where you want him to'
At Will, Martial, Weapon
Target: One creature
Attack: Strength+1 vs AC
Hits: 1[W] + Strength modifier damage. You can shift one square and slide the target into the space you left.
Increase damage die to 2[W] at 21st level.

Smart Attack
'Smart Is Alive'
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged or modern ranged)
Hit: 1[W] + Strength modifier (Melee) and you gain a +1 bonus to AC until the end of your next turn or 1[W] + Dexterity modifier damage (Missile) and you gain a +1 bonus to AC until the end of your next turn.
Increase damage die to 2[W] at 21st level.

Sure Attack
'Right On Target'
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged or modern ranged)
Hit: 1[W] + Strength modifier + Dexterity modifer damage (Melee) or 1[W] +3+ Dexterity modifier damage (Melee)
Increase damage die to 2[W] at 21st level.

Wild Attack
'Spray it don't just say it'
At Will, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength modifier damage and an enemy adjacent to you takes damage equal to your Strength modifier (melee) or 1[W] + Dexterity modifier damage and an enemy adjacent to your target takes damage equal to your Dexterity modifier (ranged and modern ranged).
Increase damage die to 2[W] at 21st level.
Special: If you are using the Double Tap feat, you may select an enemy within 2 squares of the target instead of an enemy adjacent to the target to take damage equal to your Dexterity modifier. If you are firing a burst of 3 rounds or more, you may select an enemy within 3 squares of the target instead of an enemy adjacent to the target to take damage equal to your Dexterity modifier.

Combat Rush
'I don’t have time to bleed’'
At Will, Martial, Weapon
Standard Action, Melee or Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 1[W] + Strength modifier damage and you gain your Constitution bonus (minimum 3) in temporary hit points (melee) or 1[W] + Dexterity modifier damage and you gain 3 temporary hit points (ranged and modern ranged)
Increase damage die to 2[W] at 21st level.

gnownek
2009-08-20, 08:49 PM
Level 1 Encounter Exploits
Passing Attack
'Slash..step..and again'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Primary Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage, you shift one square and make a secondary attack.
Secondary Target: One creature other than the primary target.
Secondary Attack: Strength +2 vs AC
Hit: 1[W] + Strength modifer damage.
If you take this power as a Level 13 Encounter Exploit damage increases to
2[W] for both attacks. If you take this power as a Level 23 Encounter Exploit damage increases to 3[W], your secondary attack damage increases to 2[W] and you may direct the secondary attack at the same target as your primary attack.

Trip Up
'On your feet, dog'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon.
Target: One Creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and the target is knocked prone
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 2[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 3[W] and the target takes a -1 penalty to AC until the end of your next turn.

Low Blow
'Your enemy cannot fight if he cannot stand'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon.
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target is slowed and cannot shift until the end of your next turn.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W]

Pinning Fire
'You go on the offense, pinning down your enemies'
Encounter, Martial, Weapon, Scalable
Standard Action, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and cannot shift until the end of your next turn.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W]

Run Them Over
'One down, he shoots, he scores'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged or Modern Ranged)
Hit: 2[W] + Strength modifier damage or 2[W] + Melee modifier damage
Weapon: If you use a melee weapon with this attack, you may use this power in place of a basic attack when charging. If you use a missile weapon with this attack you may move 1 square after your attack if you hit.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W]

Game Over
'Finish him off'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged or Modern Ranged)
Hit: 2[W] + Strength modifier damage or 2[W] + Melee modifier damage
Weapon: If you use a melee weapon with this attack and the target is bloodied, you may add your strength modifier to damage a second time. If you use a missile weapon with this attack and the target is bloodied, you may add your dexterity modifier to damage a second time.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W]

Covering Fire
'I'll cover you'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 2[W] + Strength modifier damage and an ally adjacent to the target can shift 1 squares (melee only) or 2[W] + Dexterity modifier damage and one of your allies you can see can shift 1 square (ranged and modern ranged only).
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W] and the ally may shift 2 squares instead of 1 if you made a melee attack. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W] and the ally may shift 2 squares instead of 1 if you make a melee or missile attack.

gnownek
2009-08-20, 08:50 PM
Level 1 Daily ExploitsVillain's Menace
'You strike your enemy and follow up with more of the same'
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 2[W] + Strength modifier damage (melee) or 2[W] + Dexterity modifier damage (ranged and modern ranged) and you gain a +2 power bonus to attack rolls and a +3 power bonus to damage rolls against that target for the remainder of the encounter.
Miss: Gain a +1 power bonus to attack rolls and a +2 bonus to damage rolls against that target for the remainder of the encounter.
Special: If you take this power as a Level 9 Daily Exploit damage increases to 3[W]. If you take this power as a Level 15 Daily Exploit damage increases to 4[W] and the power bonus to damage on a hit increases to +3. If you take this power as a Level 19 Daily Exploit damage increases to 5[W] and the power bonus to damage on a hit increases to +4. If you take this power as a Level 25 Daily Exploit damage increases to 6[W] and the power bonus to damage on a hit increases to +5.

Comeback Surge
'A successful attack invigorates you'
Daily, Healing, Martial, Weapon, Reliable, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 2[W] + Strength modifier damage and you can spend a healing surge (melee) or 2[W] + Dexterity modifier damage and you can spend a healing surge (ranged and modern ranged)
Special: If you take this power as a Level 9 Daily Exploit damage increases to 3[W]. If you take this power as a Level 15 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

Brutal Offensive
'You go for the throat'
Daily, Martial, Weapon, Reliable, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged and modern ranged)
Special: If you take this power as a Level 9 Daily Exploit damage increases to 4[W]. If you take this power as a Level 15 Daily Exploit damage increases to 5[W]. If you take this power as a Level 25 Daily Exploit damage increases to 6[W]. If you take this power as a Level 29 Daily Exploit damage increases to 7[W].Level 2 Utility ExploitsInhuman Endurance
'I'm getting warmed up here'
Daily, Healing, Martial
Minor Action, Personal
Effect: You gain regeneration 2 + your Constitution modifier while you are blooded

Will To Go On
'I can die later'
Daily, Healing, Martial
Minor Action, Personal
You gain temporary hit points equal to 1d12 plus the higher of your Constitution or Wisdom modifier.

Move It, Move It
'Get a move on'
Encounter, Martial
Move Action, Melee 1
Target: One willing ally
Effect: You slide the target 2 squares to any square adjacent to you.

Blocked Opening
'You react to a weakness in your defenses'
Encounter, Martial
Immediate Interrupt, Personal
Trigger: An enemy attacks and has combat advantage against you
Effect: Cancel the combat advantage.

Weapon Grab
'After taking someone down you take his weapon'
Encounter, Martial
Immediate Interrupt, Personal
Trigger: An attack by you or an ally renders an adjacent opponent dead or unconscious
Effect: You may drop one or more weapons or items you are currently wielding. You may also grab a weapon from the unconscious opponent's hand or an easily accessible location on his person and ready it for use.

gnownek
2009-08-20, 08:51 PM
Level 3 Encounter Exploits
Crushing Blow
'Crunch'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon.
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage
Weapon: If you are wielding a axe, hammer or mace you gain a bonus to damage rolls equal to your Constitution modifier
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W] and the target is dazed until the end of your next turn.

Sweeping Strike
Fall like ninepins, fools!
Encounter, Martial, Weapon, Scalable
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage
Weapon: If you are wielding a heavy blade, flail or staff you can shift one square before or after the attack.
Special: If you take this power as a Level 17 Encounter Exploit damage increases to 2[W]. If you take this power as a Level 27 Encounter Exploit damage increases to 3[W].

Armor-Piercing Stab
'Armor has holes'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon.
Target: One Creature
Attack: Strength vs Reflex
Weapon: If you are wielding a light blade, spear or pick you gain a bonus to attack rolls equal to your dexterity modifier
Hit: 1[W] + Strength modifier damage
Weapon: If you are wielding a light blade, spear or pick you gain a bonus to damage rolls equal to your dexterity modifier
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 2[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 3[W]

Precision Offensive
Right on target, right to win
Encounter, Martial, Weapon, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon.
Target: One Creature
Attack: Strength+1 vs AC (melee) or Dexterity+1 vs AC (ranged and modern ranged)
Hit: 2[W] + Strength modifier damage (melee) and the target grants combat advantage to you until the end of your next turn or 2[W] + Dexterity modifier damage (ranged and modern ranged) and the target grants combat advantage to you until the end of your next turn.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Twice The Fun
First the opening, then the main show
Encounter, Martial, Weapon, Scalable
Standard Action, Ranged or Modern Ranged Weapon.
Target: One or two creatures, no more than 4 squares apart.
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and you push each target 1 square
Special: If you take this power as a Level 13 Encounter Exploit, damage increases to 2[W] for the first target only. If you take this power as a Level 17 Encounter Exploit, damage increases to 2[W] for both targets. If you take this power as a Level 23 Encounter Exploit, damage increases to 3[W] for the first target only and to 2[W] for the second target.
Weapon: If you use a firearm with this power, the targets may be up to 8 squares apart.

gnownek
2009-08-20, 08:52 PM
Level 5 Daily
Dizzying Rush
'You'll see some pretty stars soon enough'
Daily, Martial, Reliable, Weapon, Scalable
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier + Dexterity modifier damage and target is immobilized (save ends)
Special: If you take this power as a Level 15 Daily Exploit damage increases to 3[W]. If you take this power as a Level 25 Daily Exploit damage increases to 4[W]. If you take this power as a Level 29 Daily Exploit damage increases to 5[W].
Special: You may use this power in place of a basic attack when charging.

Violent Strike
'You strike a violent, critical blow'
Daily, Martial, Weapon, Reliable, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 3[W] + Strength modifier damage (melee) or 3[W] + Dexterity modifier damage (ranged and modern ranged)
Special: You may use this power in place of a basic attack when charging.
If you take this power as a Level 19 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W] and you gain a +2 bonus to hit if you make a melee attack.

Rain Of Blows
'You deliver a constant of stream of quick, deadly attacks'
Daily, Martial, Stance, Weapon
Minor Action Personal
Effect: Any enemy adjacent to you takes damage equal to your strength modifier, as long as you are able to make opportunity attacks
Weapon: If you are wielding an unarmed attack, you may use your dexterity modifier in place of your strength modifier.

Bleeding Wound
'Laugh this off'
Daily, Martial, Reliable, Weapon, Scalable
Standard Action Melee/Ranged /Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged or modern ranged)
Hit: 2[W] + Strength modifier damage (melee)or 2[W] + Dexterity modifier damage (ranged or modern ranged), and the target takes ongoing 5 damage and a -2 penalty to AC (save ends both).
Special: If you take this power as a Level 15 Daily Exploit damage increases to 3[W]. If you take this power as a Level 19 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

This One Will Hurt
'An agonizing blow'
Daily, Martial, Weapon, Scalable
Standard Action Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged or modern ranged)
Hit: 2[W] + Strength modifier damage (melee)or 2[W] + Dexterity modifier damage (ranged or modern ranged), and the target is dazed and immobilized(save ends both).
Miss: Half damage and target is not dazed or immobilized.
Special: If you take this power as a Level 15 Daily Exploit damage increases to 3[W]. If you take this power as a Level 19 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

gnownek
2009-08-20, 08:55 PM
Level 6 Utility
Combat Awareness
'Prepared keeps you alive'
Daily, Martial
No Action, Personal
Effect: You gain a +8 bonus to your initiative check and temporary hit points equal to half your Constitution bonus.

Defensive Training
'Train hard, die hard. Train easy, die easy'
Daily, Martial, Stance
Minor Action Personal
Effect: You gain a +2 power bonus to you Fortitude, Reflex and Will save.

Roll With The Blow
'If you can't avoid, move with the blow. It hurts less'
Encounter, Martial
Immediate Reaction, Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 5 + your Dexterity modifier.
Level 7 Encounter
Come And Get It
'There's only one of me, and there's three of you'
Encounter, Martial, Weapon, Scalable
Standard Action, Close Burst 3
Target: Each enemy in burst you can see
Effect: You pull each target 2 squares to a space adjacent to you. You cannot pull a target that cannot end adjacent to you. You then make a close attack targeting each adjacent enemy.
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage
Special: If you take this power as a Level 17 Encounter power, damage increases to 2[W] + Strength. If you take this power as a Level 23 Encounter power, the attack is Close Burst 4, you pull the target 3 squares and damage increases to 2[W] + Strength.

Reckless Attack
'If you aren't afraid to die, you can do way more damage'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Target: One Creature
Attack: Strength-2 vs AC
Hit: 3[W] + Strength modifier damage
Special: If you take this power as a Level 17 Encounter Exploit damage increases to 4[W]. If you take this power as a Level 27 Encounter Exploit damage increases to 5[W] and you gain 3 temporary hit points if you hit.

Surge And Strike
'Hit and move'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage
Effect: Move a number of steps equal to your Dexterity modifier (minimum 1)
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Charge Of Glory
"You rush forward, smashing your enemy"
Encounter, Martial, Weapon, Scalable
Target: One Creature
Attack: Strength vs AC
Hits: 2[W] + Strength modifier damage
Special: You can choose to do an additional 1[W] damage with this attack but if you do so, you grant combat advantage to all your enemies until the start of your next turn.
Special: When charging you can use this power in place of a basic melee attack.
Special: If you take this power as a Level 17 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 27 Encounter Exploit damage increases to 4[W].

Advancing Fire
'Of course, I'm getting closer. I have people to shoot'
Encounter, Martial, Weapon, Scalable
Standard Action, Ranged Weapon or Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Effect: Move a number of steps equal to your Dexterity modifier (minimum 1)
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Disrupting Attack
'Lets make them nervous'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged and modern ranged)
Hit: 2[W] + Strength modifier damage and the target takes a -2 penalty to AC until the end of your next turn or 2[W] + Dexterity modifier damage and the target takes a -2 penalty to AC until the end of your next turn
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

gnownek
2009-08-20, 08:58 PM
Level 9 Daily
Stinging Swing
"Small wounds add up"
Daily, Martial, Weapon, Scalable
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and the target is slowed (save ends).

Control The Field
'I own this ground'
Daily, Martial, Weapon, Scalable
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and you slide the target one square
Miss: Half Damage
Special: If you take this power as a Level 19 Daily Exploit damage increases to 3[W].

Interception, Scalable
'You got careless rushing in like that"
Daily, Martial, Reliable, Weapon
Immediate Reaction, Melee Weapon
Trigger: An enemy enters a square within 2 squares of you
Target: The triggering enemy
Effect: Before the attack, you can shift two squares
Attack: Strength vs AC
Hit: 1[W] and the target is immobilized until the start of your next turn
Special: If the target moved as part of a charge, it can attack you instead of the original target of the charge. If you take this power as a Level 19 Daily Exploit damage increases to 2[W]. If you take this power as a Level 25 Daily Exploit damage increases to 3[W].

Muscle Recovery
"When all looks lost, you still have reserves"
Daily, Martial, Weapon, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged or Modern Ranged)
Hit: 3[W] + Strength modifier damage (Melee) or 3[W] + Dexterity modifier damage (Ranged or Modern Ranged)
Effect: If you have used all your encounter attack powers, you regain the use of a Muscle encounter attack power you have used in this encounter.
Special: If you take this power as a Level 19 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W] and you have a +1 bonus to your attack roll.

Break Their Nerve
"Strategic fire can cause a rout"
Daily, Martial, Weapon, Scalable
Standard Action, Melee or Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Modern Ranged)
Hit: 3[W] + Strength modifier damage (Melee) or 3[W] + Dexterity modifier damage (Modern Ranged)
Effect: Make a secondary attack which has the fear keyword. Magic weapon modifiers to damage do not apply to this attack.
Secondary Attack: Strength vs Will (Melee) or Dexterity vs Will (Modern Ranged)
Secondary Target: The original target and each enemy within 3 squares of the original target who can see you and the original target.
Hit: You push the target 1 square.
Special: If you take this power as a Level 19 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 4[W] and secondary targets hit are also immobilized until the end of the turn. If you take this power as a Level 29 Daily Exploit damage increases to 4[W], secondary targets hit are also immobilized until the end of the turn and secondary targets include the original target and each enemy within 5 squares of the original target who can see you and the original target
Level 10 Utility
Unbreakable
'I can handle the pain'
Encounter, Martial
Immediate Reaction, Personal
Trigger: You are hit by an attack
Effect: Reduce the damage from the attack by 8 + your Constitution modifier.

Into The Fight
'In the thick of it or in cover'
Encounter, Martial
Minor Action, Personal
Effect: You can move 2 squares, as long as you end your move adjacent to an enemy or in cover.

Resurgence
'Let's try that again!'
Daily, Healing, Martial
Minor Action, Personal
You can spend a healing surge. Until the start of the next turn you gain a bonus to AC equal to your Dexterity modifier.

Go With The Flow
I got out of the way of that one, lets hope I can dodge the next!
Daily, Martial
Immediate Interrupt, Personal
Trigger: You are hit by an attack
Effect: You take no damage from the attack that hit you. However, you are stunned and take a -2 penalty to all defenses until the end of your next turn.

gnownek
2009-08-20, 08:59 PM
Level 13 Encounter
Fear The Reaper
"First one and then the rest"
Encounter, Martial, Weapon
Standard Action, Melee Weapon
Primary Target: One Creature
Attack: Strength+1 vs AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack.
Secondary Target: Each target adjacent to the primary target and within your melee reach
Secondary Attack: Strength+1 vs AC
Hit: 1[W] + Strength modifier damage
Level 15 Daily
Deadly Fangs
"Quick and fatal"
Daily, Martial, Weapon
Standard Action, Melee Weapon
Target: One or two creatures
Attack: Strength vs AC, two attacks against one target or one against each target
Hit: 3[W] + Strength modifier damage
Miss: Half damage

Deadly Stings
"Firing in quick succession with perfect accuracy"
Daily, Martial, Weapon
Standard Action, Ranged or Modern Ranged Weapon
Target: One or two creatures
Attack: Dexterity vs AC, two attacks against one target or one against each target
Hit: 3[W] + Dexterity modifier damage
Miss: Half damage

gnownek
2009-08-20, 09:00 PM
Level 16 Utility
Iron Man
"I don't go down"
Daily, Healing, Martial
Minor Action, Personal
You spend a healing surge, gain additional hit points equal to 1d12 plus the greater of your Constitution or Wisdom modifier and make a saving throw against an effect that a save can end.

Suprise Move
"This isn't over"
Encounter, Martial
Immediate Reaction, Personal
Trigger: An adjacent enemy moves away from you
Effect: Shift into the square the enemy vacated. You have combat advantage against that enemy until the end of turn.

Human Shield
"I am with you"
Encounter, Martial
Move Action, Personal
Effect: You can move your speed, ending in a space adjacent to an ally. You then gain 3d8 temporary hit points.
Level 17 Encounter
Disarming Blow
"I'll take that from you"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Target: One Creature
Attack: Strength vs Reflex
Hit: 2[W] + Strength modifier damage and the target drops the weapon it is holding. You can choose to catch the dropped weapon in your free hand or let it land at your feet (in your square).
Special: If you take this power as a Level 27 Encounter Exploit damage increases to 3[W].

Lightning Smash
"Speed kills and so do I"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon.
Target: One Creature
Attack: Strength vs Reflex
Hit: 3[W] + Strength modifier damage
Special: If you take this power as a Level 27 Encounter Exploit damage increases to 4[W].

Distract And Follow
"Mixing it up, makes it a suprise"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One target
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged or modern ranged)
Hit: 2[W] + Strength modifier (melee) or 2[W] + Dexterity modifier damage (ranged and modern ranged)
Effect: After the attack, you can make a melee basic attack or ranged basic attack. If the original attack was a melee attack and the follow-up attack was a ranged basic attack, the ranged basic attack does not attract an attack of opportunity.
Special: If you take this power as a Level 23 Encounter Exploit, you gain 1d4 temporary hit points if both attacks hit.

gnownek
2009-08-20, 09:02 PM
Level 19 DailyDevastating Spin
"You sweep your enemies once and follow up"
Daily, Martial, Weapon
Standard Action, Close Burst 1
Primary Target: Each enemy in burst you can see
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage
Miss: Half damage
Effect: Until the start of your next turn, you can make a secondary attack as a free action against any enemy that starts its turn next to you
Secondary Attack: Strength vs AC
Hit: 1[W] + Strength damage
Level 22 Utility
Desperate Times
"Somebody needs me"
Daily, Martial
Minor Action, Personal
Requirement: An ally within 10 squares is dying
Effect: You gain an action point you must use in your current turn

Never Surrender
"Surrender? Are you mad."
Daily, Martial
Immediate Reaction, Personal
Trigger: Your hit points drop below 0
Effect: You regain enough hit points to bring you to one half your maximum hit points. However you take a -2 penalty to attack rolls until the end of the encounter.
Level 23 Encounter
Spinning Retaliation
"He's with me, fool"
Encounter, Martial, Weapon
Immediate Interrupt, Melee 1
Trigger: An enemy adjacent to you hits an ally with a melee attack
Target: The triggering enemy
Attack: Strength vs AC
Hit: 2[W] + Strength modifier and you can shift 2 squares and must end adjacent to the attack.
Effect: The ally takes only half damage from the triggering attack
Level 25 DailyTotal Intimidation
"Until the end then"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (Melee), Dexterity vs AC (Dexterity)
Hit: 6[W] + Strength modifier damage (Melee) or 6[W] + Dexterity modifier damage
Miss: Half damage
Weapon: If you used a melee weapon, the target is marked until the end of the encounter, until you are knocked unconscious or until another mark supersedes this one. Until this mark ends, the target grants combat advantage to you.
Level 27 EncounterTwin Circle Strike
"Time to Dance"
Encounter, Martial, Weapon
Standard Action, Close Burst
Primary Target: Each enemy in target burst you can see
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage
Effect: You can shift two squares and make a secondary attack
Secondary Target: Each enemy you see in close burst 1
Secondary Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage

Triple Bulleye
"Mixing it up, makes it a suprise"
Encounter, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Target: One target
Attack: Dexterity+1 vs AC (modern ranged)
Hit: 3[W] + Dexterity modifier damage (modern ranged)
Effect: After the attack, you can make up to 2 ranged basic attacks with a +1 bonus to hit. You cannot attack the primary target of this power with these attacks. Only one ranged basic attack can be directed at each target. Targets of the ranged basic attack other than the primary target must be within 5 squares of the primary target of this power.
Level 29 Daily
Double Smash
"You and you, both of you are going down"
Daily, Martial, Weapon
Standard Action, Melee Weapon
Target: One or two creatures
Attack: Strength vs AC, one attack per target
Hit: 5[W] + Strength modifier damage
Miss: Half damage

Double Barrels
"I am faster than both of you put together"
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon
Target: One or two creatures
Attack: Dexterity vs AC, one attack per target
Hit: 5[W] + Dexterity modifier damage
Miss: Half damage

gnownek
2009-08-20, 09:03 PM
Muscle Paragon Classes
Bruiser
"It's clobbering time"
You are a tough, bad tempered survivor. You have a long history and you've picked up every trick there is along the way.
Bruiser's Extra Action 11th level
When you spend an action point to take a standard action, you may also make a melee basic attack after you resolve that action.

Get Right Back Up Again 11th level
When you drop an enemy to 0 hit points or fewer, you regain hit points equal to your Constitution modifier

Bruiser's Critical 16th level
When you score a critical hit with a melee attack, you regain the use of a fighter encounter power you've already used in this encounter.

Bruiser Exploits
Distract Then Follow Up, Bruiser Attack 11
"Look at the pretty birdies, that's just the way I want it"
Encounter, Martial, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. Make a secondary attack. Secondary Attack: Strength vs AC
Hit: 1d6 + Strength modifier damage and the target is dazed until the end of the next turn.

Payback Time, Bruiser Utility 12
"My turn now"
Daily, Martial
Immediate Reaction, Personal
Trigger: You take damage from an attack
Effect: Until the end of your next turn you gain a +2 bonus to attack rolls and damage rolls against the enemy that damaged you

Bringer of Terror, Bruiser Attack 20
"You howl as another enemy falls"
Daily, Fear, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon
Primary Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Modern Ranged Weapon)
Hit: 4[W] + Strength modifer damage (Melee) or 4[W] + Dexterity modifier damage (Modern Ranged). If the target was bloodied before the attack it takes +2[W] damage
Miss: Half damage
Effect: If you can reduce the target to 0 hit points or fewer, you can make a secondary attack
Secondary Target: Each enemy within 4 squares of the target
Secondary Attack: Strength vs Will
Special: The secondary target gets a +3 bonus to their Will defense if the target is protected by cover or concealment
Hit: The target moves its speed away from you.
Guardian
'My life for his. Its the job"
You are are more than a warrior, you are a guardian. You feel called to shield others from harm and eliminate threats to a way of life.
Guarding Action 11th Level
When you spend an action point to take another action, one ally within 5 squares of you gains a +4 bonus to AC until the end of his next turn.

Protective Professionalism 11th Level
When an enemy marked by you attacks an ally adjacent to you, you can slide that ally two squares as an immediate interrupt.

Born to Protect 16th Level
When you mark a target, the penalty to hit for attacking any target other than you increases to -3. If you have the "In The Zone" class feature and a Wisdom score of 16 or better, the penalty increases to -4.

Guardian Exploits
Guardian's Strike Guardian Attack 11
"He is under my watch"
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged or Modern Ranged Weapon)
Hit: 3[W]. If the target has attacked any of your allies since the end of your last turn, the target is dazed until the end of your turn.

Guarding Leap, Guardian Utility 12
"Look out"
Daily, Martial
Immediate interrupt, Melee 2
Trigger: An ally within 2 squares is hit by an attack
Effect: You slide the target 1 square and shift into the space the target occupied. You become the target of the triggering attack and take 1d4 additional damage if it hits.

Guardian Unstoppability, Guardian Attack 20
"I can't stop, someone needs me"
Daily, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon
Primary Target: One Creature
Attack: Strength vs AC or Dexterity vs AC
Hit: 4[W] + Strength modifer damage (Melee) or 4[W] + Dexterity modifier damage (Modern Ranged). The target is dazed until the end of the next turn.
Miss: Half damage
Effect: You can spend a healing surge.

gnownek
2009-08-20, 09:04 PM
Muscle Paragon Classes (Continued)
Street Samurai
'The honor of the blade is the only honor among thieves"
You are a modern Samurai or Knight, pursuing martial perfection in a troubled world.
Street Training 11th level
You can spend an action point to reroll one attack roll, damage roll, skill check or ability check instead of taking an action.

Weapon Focus 11th level
You gain a +1 bonus to attack rolls with the weapon group of your choice. You may retrain your choice of weapon when you advance a level.

Weapon Mastery 16th level
You gain a +2 bonus to damage rolls with the weapon group of your choice. You may retrain your choice of weapon when you advance a level.

Street Samurai Exploits
Unerring Strike, Street Samurai Attack 11
'The street breeds discipline'
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target One Creature
Attack: Strength +2 vs AC (Melee) or Dexterity +2 vs AC (Ranged or Modern Ranged Weapon)
Hit: 2[W]

Perfect Avoidance, Street Samurai Utility 12
'Like the water I flow and avoid'
Daily, Martial
Immediate Reaction, Personal
Trigger: You take damage from a melee attack
Effect: Reduce the damage by an amount equal to your level

Violent Exposition, Street Samurai Attack 20
'Envy my technique, it is perfect'
Daily, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon
Primary Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Modern Ranged)
Hit: 3[W] and the target is knocked prone and immobilized until the end of your next turn
Effect: If the attack was made with a melee weapon, you may shift 5 squares and make a secondary attack. If the attack was made with a ranged weapon you shift 1 square and make a secondary attack.
Secondary Target: One creature other than the primary target
Secondary Attack: Strength+2 vs AC (Melee) or Dexterity+2 vs AC (Modern Ranged)
Hit: 2[W] and the target is knocked prone and immobilized until the end of your next turn
Effect: If the attack was made with a melee weapon, you may shift 5 squares and make a tertiary attack. If the attack was made with a ranged weapon you shift 1 square and make a tertiary attack.
Tertiary Target: One creature other than the primary and secondary target
Tertiary Attack: Strength+2 vs AC (Melee) or Dexterity+2 vs AC (Modern Ranged)
Hit: 1[W] and the target is knocked prone and immobilized until the end of your next turn
The Professional
'Rank amateurs'
Violence is your profession. You may be in the military or elsewhere. Regardless, you take fighting seriously. You are always training, always honing your edge. You don't believe in honor, a code of conduct or enjoy unnecessary violence, but you get the job done.
Professional Survivor 11th level
You have learnt to stay alive. Select a favorite set of armor or unarmored combat. You gain a +1 bonus to AC in that suit of armor or unarmored combat. You may only change this choice on retraining.

Get In Their Faces 11th level
When you spend an action point to take an extra action, you also add one half your level to the damage dealt by one of your standard action attacks this turn.

Signature Weapons 16th level
Pick a weapon group. You may retrain this choice when you gain a level. Whenever you score a critical hit with this weapon, roll 1d6. If the result is 4 or more, you regain the use of a fighter encounter power you have used this encounter.

The Professional Exploits
Tailing The Enemy, The Professional Attack 11
'Follow The Target'
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged or Modern Ranged Weapon)
Hit: 2[W] + Strength modifier damage (Melee) and until the end of your next turn, if the target moves, you can move up to your speed as a free action, ending your movement adjacent to the target or 3[W] + Dexterity modifier damage (Ranged or Modern Ranged) and you can move one square.

Veteran's Rallying Cry, The Professional Utility 12
'To me boys, I'll get you through this'
Encounter, Martial
Minor Action, Personal
Effect: Until the end of you next turn, you gain a +4 power bonus to all defenses. Any ally within 2 squares of you gains a +1 power bonus to Will defense.

Domino Collapse, The Professional Attack 20
'They got too close to one another'
Daily, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon
Primary Target: One Creature
Attack: Strength vs AC (Melee) or Dexterity vs AC (Ranged and Modern Ranged)
Hit: 4[W] + Strength modifier (Melee) you push enemies adjacent to the target 1 square and knock them prone or 4[W] + Dexterity (Ranged and Modern Ranged) you push enemies adjacent to the target 1 square and knock them prone.
Miss: Half damage and you push enemies adjacent to the target 1 square.

gnownek
2009-08-20, 09:05 PM
Changes to Combat Rules

Introduction
The 4e Modern combat rules are designed to capture cinematic modern combat, like that of a TV show or a movie. Modern cinematic combat has a different ‘look and feel’ than fantasy combat it also differs from realistic modern combat.
Combat under these rules have the following characteristics:
-Firearms are superior ranged weapons
-Ranged combat is more deadly, a bullet can do more damage than a two-handed weapon
-Big two-handed weapons are used less often, especially in the presence of firearms
-Unarmed combat and smaller melee weapons do get used when opponents are very close, probably more often than in realistic combat.
-Pistols are slightly more accurate than in realistic combat, where rifles are far deadlier and more accurate
-In some futuristic campaigns, superior melee weapons may be very effective.
Most of the changes made to the rules for modern firearms have been made in the feats section or the weapons section. Statistics for some existing weapons have been changed. Archaic armor and some missile weapons have been weakened.

New Keywords
Modern Ranged Weapon
Firearms and energy weapons are not considered to be ranged weapons by powers that have the ranged weapon keyword. The Modern Ranged weapon keyword indicates the power can be used with a firearm or energy weapon.

Scalable
The power is available in higher level versions. You must retrain to get the benefit of the higher level version, the power does not automatically update itself to the improved version when you reach the appropriate level. You may any take any power up to 2 times but must have different versions of the power. For example, you could have a level 13 Encounter version of a power and the level 3 version at the same time.

gnownek
2009-08-20, 09:06 PM
New Feats
Melee Feats
Martial Melee Mastery: You are proficient in all military melee weapons.
Martial Ranged Mastery: You are proficient in all military ranged weapons.
Balance Commentary: Some new character classes introduced by these rules may or may not be proficient in Martial Melee or Ranged Weapons. This feat allows those classes to learn the use of multiple Martial Weapons with a single feat.
Feats Associated With Settings Where Unarmed Combat And Gang Warfare Are More Common
Brawling (Pre-req: Strength or Constitution 13+):When unarmed your fists count as weapons with the following statistics (1d6 damage, +2 to hit, off hand). When both your hands are free, your fists gain the defensive property.

Martial Arts (Pre-req: Dexterity and Constitution 14+): When unarmed your fists count as weapons with the following statistics (1d6 damage, +2 to hit and improved critical, off hand).

Defensive Martial Art (Pre-req: Dexterity and Wisdom 13+ or Intelligence and Dexterity 13+): When unarmed your fists count as weapons with the following statistics (1d4 damage, +3 to hit, off hand). When both your hands are free, your fists gain the defensive property.

Judo (Pre-req: Strength 13+ or Wisdom and Constitution 13+): You have a +2 feat bonus on your strength check to initiate a grab or move a grabbed target, enemies take a -2 penalty to their acrobatics or athletics check to escape your grab and you have a +1 bonus to hit any target you have grabbed. When unarmed your fists count as weapons with the following statistics (1d4 damage, Brutal 1, +3 to hit, off hand weapon).

Streetfighting: (pre-req: proficient in clubs or one simple weapon with the off-hand property)
- You use 1 damage die larger with simple melee axes and hammers with the off hand property
- +1 to hit with simple melee flails, light blades and picks with the off-hand property
- Nightsticks/clubs gain the Defensive property and count as an off-hand weapon
- Tonfa count as an off-hand weapon and gain the Brutal 1 property
- Ninja claws/spiked gauntlets gain the Brutal 1 property.
Balance Commentary:The effect of the Judo, Brawl and both Martial Arts is to encourage the use unarmed combat in modern settings. The streetfighting feat encourages the use of 'gang' weapons and small martial arts weapons. If you exclude these feats, melee combat will be focused around Martial Melee Weapons like swords and axes which may or may not fit the modern setting you are leaning towards.

Unarmed Focus: Same as Weapon Focus(PHB I) but applies to all unarmed attacks.

Unarmed Expertise: Same as Weapon Expertise but applies to all unarmed attacks.
Balance commentary: This feat is only necessary if the Weapons Expertise feat from PHBII is introduced in the game.

Martial Weapon Technique: You may use a statistic other than strength for melee basic attacks with unarmed attacks, simple melee weapons, weapons with the off-hand property, light blades, heavy blades and flails.

gnownek
2009-08-20, 09:11 PM
Feats Associated With Settings Where Firearms Are Available
Some of the feats below and some heavy weapons keywords have options relating to rate of fire. Firing wildly under the firearms feat, firing double taps using the Double Tap feat, firing 3 or 5 shot bursts under the Burst Fire feat, the 25 round burst, 50 round burst and 25 round focused fire are examples of fire options. You may only use one fire option at a time. The additional damage inflicted by rate of fire options are not multipled by powers that do a multiple of weapon damage but are maximized by critical hits. Explosive weapons (grenades, anti-tank missiles) cannot be used with these fire options.

Firearms: You are proficient in projectile weapons, beam weapons and grenades. When using a firearm, you can choose to fire wildly when you make a ranged basic attack in which case you take a -3 penalty to hit for 1d6 bonus to damage and use an additional 4 rounds of ammunition. This tactic cannot be combined with options from the double tap or burst feats. If an attack does damage equal to a multiple of the weapon's damage die (e.g. 2[W]) or more), the bonus damage is not multiplied. The penalty to hit reduces to -2 at 11th level and -1 at 21st level.

Double Tap (pre-req: Firearms): You can take a -1 penalty to hit and do an additional 1d4 bonus damage with a firearm. This modifier cannot be combined with the burst fire feat modifier but can be use with ranged attack powers or basic attacks. You use an additional round of ammunition per target. If an attack does damage equal to a multiple of the weapon's damage die (e.g. 2[W]) or more), the bonus damage is not multiplied. The damage bonus increases to 1d8 at 11th level and 1d12 at 21st level.

Burst Fire(pre-req: Firearms): You can take a penalty to hit and do an additional damage with a firearm. If you are doing this with a weapon firing 5 shot bursts you may take a -2 to hit penalty and do an additional 1d6 bonus damage. If you do this with a weapon capable of firing 3 shot bursts you may take a -1 to hit penalty and do an additional 1d4 bonus damage instead. This modifier cannot be combined with the double tap feat modifier but can be combined with powers and basic attacks. You use 4 additional rounds of ammunition per target when firing 5 shot bursts and 2 additional rounds of ammunition per target when firing 3 shot bursts. If an attack does damage equal to a multiple of the weapon's damage die (e.g. 2[W]) or more), the bonus damage is not multiplied. The damage bonus from 3 shot bursts increases to 1d6 at 11th level and 1d8 at 21st level. The damage bonus from 5 shot bursts increases to 1d10 at 11th level and 2d6 at 21st level.

Snap Shot: When equipped with a readied firearm you may make a ranged basic attack against an opponent who charges from a distance of more than 3 squares from you when he is 3 squares away from you. You have a -3 penalty to hit with this attack. If you make this attack, you may not make any opportunity attacks until the beginning of your next turn and cannot use this feat again until the beginning of your next turn.

Well-practiced shooter (pre-req: Firearms): Modern firearms are simpler weapons that rely less on natural dexterity and can be mastered by disciplined training. If you have this feat, you may use the average of your two highest ability scores (round down) to determine your dexterity bonus with these firearms, instead of your dexterity ability score. You may use the new dexterity bonus with ranged basic attacks and at will, encounter and daily powers with the weapon keyword when using a firearm. The new bonus applies to attack rolls, damage modifiers and any aspect of a power that refers to your dexterity modifier.
Balance Commentary: This feat prevents dexterity from becoming too valuable a characteristic given the heavy emphasis on ranged combat, in campaigns where firearms become available.

Heavy Weapons (pre-req: Firearms): You are proficient in heavy machine guns, rocket launchers and sprayer weapons.

Keep Close: You have learnt to keep close to your enemies using a close-up offense as a form of defense. In melee, you never let them get a clear shot and use your opponents as cover against their allies. You have the following benefits.
-You have a +1 shield bonus to AC when wielding a one handed melee weapon (including variable weapons held in one hand). You retain this bonus if you have a weapon in your off-hand.
-You may make a grab attack at the end of a charge instead of a bull rush or a melee basic attack if you have a free hand.
-If you end your turn adjacent to an enemy you gain an additional +2 bonus to AC against ranged attacks until the beginning of your next turn. If you are armed with two-off hand melee weapons or a single off-hand melee weapon and no other melee weapons the bonus increases to a +3 bonus to AC.
Balance Commentary: Firearms are extremely effective weapons, this feat supports the use of melee combat in the age of firearms and provides additional benefits with small weapons when used against firearms. If this feat is excluded, firearms combat will be far more common than melee combat. If included, melee weapons will still have a role, although off-hand melee weapons or unarmed combat will be favored.

Firearms Focus: Same as Weapon Focus (PHB I) but applies to a broad category of firearms as Firearms are easier to use. Categories include pistols, long arms, machine guns, rocket launchers and sprayer weapons. Weapon descriptions specify if a weapon belongs in one of these categories. This feat should be used instead of the Weapon Focus feat with firearms.

Firearms Expertise: Same as Weapon Expertise (PHB II) but applies to a broad category of firearms. Firearms are easier to use. Categories include pistols, long arms, machine guns, rocket launchers and sprayer weapons. Weapon descriptions specify if a weapon belongs in one of these categories. This feat should be used instead of the Weapon Expertise feat with firearms.
Balance commentary: This feat is only necessary if the Weapons Expertise feat is introduced in the game.

Sniper Training (pre-req: Firearms): You are especially proficient with telescopic sights which improve the range of firearms.

If you have the Sniper Training feat and the Well Practised Shooter feat, you may use the average of your two highest ability scores (round down) or your intelligence bonus to determine your dexterity bonus with firearms, instead of your dexterity ability score. You may use the new dexterity bonus with ranged basic attacks and at will, encounter and daily powers with weapon keyword. The new bonus applies to attack rolls, damage modifiers and any aspect of a power that refers to your dexterity modifier.

Modern Unarmored Training: You protect yourself using a mix of cover, return fire and mobility. You gain a +2 feat bonus to AC when in cloth armor or no armor. You also receive a +1 feat bonus to reflex saves when not wearing an undercover vest or a blast cloth vest/robes.

gnownek
2009-08-20, 09:13 PM
Feats Associated With Settings Where Modern Armor Is Available
Armor Proficiency (Modern Armor) (pre-req: Leather Armor): You are proficient with modern heavy armors.

Armor Proficiency (Energy Fields): You are proficient with energy fields.

Armor Proficiency (Power Armor) (pre-req: Modern Armor): You are proficient in Power Armor

Armor Specialization (Power Armor): +1 feat bonus to AC and Fortitude save

Feats From The Player's Handbook That Are Appropriate For 4e Modern

Designer' Note: Most feats are appropriate for 4e Modern. I have removed most racial feats and class-specific feats. It seemed easier to eliminate racial and class-specific feats, instead of update them for new classes and races.

Heroic Tier:
Action Surge, Alertness, Armor Proficiency (Leather), Armor Proficiency (Hide), Armor Proficiency (Chainmail), Armor Proficiency (Scalemail), Armor Proficiency (Platemail), Blade Opportunist, Combat Reflexes, Defensive Mobility, Durable, Escape Artist, Far Shot*, Far Throw, Fast Runner, Improved Initiative, Jack of All Trades, Linguist, Long Jumper, Mounted Combat, Nimble Blade, Power Attack, Powerful Charge, Quick Draw, Shield Proficiency (Light), Shield Proficiency (Heavy), Skill Focus, Skill Training, Sure Climber, Toughness, Two-weapon Fighting, Two-weapon Defense, Weapon Focus*, Weapon Proficiency*

Paragon Tier:
Agile Athlete, Armor Specialization(Chainmail), Armor Specialization(Hide), Armor Specialization(Plate), Armor Specialization(Scale), Back To The Wall, Blood Thirst, Combat Anticipation, Danger Sense, Deadly Axe, Defensive Advantage, Devastating Critical, Distant Shot, Evasion, Fleet Footed, Great Fortitude, Hammer Rhythm, Heavy Blade Opportunity, Improved Second Wind, Iron Will, Light Blade Precision, Lightning Reflexes, Mettle, Point Blank Shot, Polearm Gamble, Scimitar Dance, Secret Stride, Seize The Moment, Shield Specialization, Sly Hunter, Spear Push, Steady Shooter, Sweeping Flail, Uncanny Dodge

Epic Tier:
Axe Mastery, Blind Fight, Bludgeon Mastery, Epic Resurgence, Flail Mastery, Flanking Manuver, Heavy Blade Mastery, Light Blade Mastery, Pick Mastery, Spear Mastery, Triumphant Attack, Two Weapon Flurry, Unfettered Stride

*Shouldn't be taken for firearms, a new firearms feat has a similar function

gnownek
2009-08-20, 09:17 PM
Equipment
-Multiple names are separated by backslashes
-Where the equipment is identical to an existing fantasy weapon or armor the original name is also given, in some cases weapons are altered slightly
-* indicates a change has been made to an existing fantasy weapon or armor.

Weapon Properties Not In PHB
Trained Throw: You must have Weapon Focus in this weapon or be proficient in at least one melee or ranged Military Weapon to throw this weapon

Trained Versatile: You must have Weapon Focus in this weapon or be proficient in at least one melee Military Weapon to use this weapon as a one-handed weapon

Kusari-gama: A knife, spike or kama may be attached to one end of the chain. You can switch between wielding the spiked chain to wielding the attached weapon in one hand and a combat chain in the other using a free action. When holding the attached weapon and combat chain, you are armed with two off-hand weapons.

Special proficiency: You need a specialized weapon proficiency feat with pre-requisites to become proficient in this weapon, the normal weapon proficiency feat does not apply.

Brutal(X): Reroll rolls of X or lower when you roll this die

Defensive: You gain a +1 equipment bonus to AC when wielding this weapon

Progress Level(X): This gives the progress level at which the weapon or armor can first be found. 0- archaic items that can be made without metal, 1-archaic items requiring metal, 2-musket era equipment, 3-modern era, 4-futuristic weapon
Weapons (Improvised, PL1 , PL2)

Improvised Melee Weapons
Improvised One Handed*
+1 Prof, Dmg 1d4, WT 1-5lbs, Group None, PL:0

Improvised Two Handed*
+1 Prof, Dmg 1d6, WT 1-5lbs, Group None, PL:0

Unarmed Attack: An unarmed attack made without training
+0 Prof, Dmg 1d4, Wt NA, Group Unarmed, PL:0

Knuckle Dusters/ Pistol Whip: A pistol or knuckle duster can be used to strike a melee blow
+1 Prof, Dmg 1d4, Wt NA, Group None, PL:2

Rifle Butt: Rifles can be used in melee as two handed weapons
+1 Prof, Dmg 1d6, Wt NA, Group None, Two Handed, PL:2Simple Melee Weapons
Punch-Dagger/Spike/Shiv/Ice Pick: A knife-like weapon with a sharpened spike instead of a blade
+2 Prof, Dmg 1d4, Wt 1 lb, Group Pick, High Crit, Off-Hand, PL:1

Hammer: A claw hammer normally used for construction
+2 Prof, Dmg 1d4, Wt 2 lb, Group Hammer, Brutal 1, Off-Hand, PL:1

Ninja Claws/Spiked Gauntlet: Gloves with deadly spikes or claws
+2 Prof, Dmg 1d6, Wt 1 lb. Group Unarmed, Off-Hand, PL: 1

Nunchaku/Combat Chain: A chain or pair of weighted rods connected by rope
+2 Prof, Dmg 1d6, Wt 2 lb, Group Flail, Off-Hand, PL: 1

Knife/Tanto/Dagger*
+3 Prof, Dmg 1d4, Wt 1 lb. Group Light Blade, Off-hand, Range 5/10, Trained Throw ,PL:1

Nightstick/Club: Blunt weapon, can sometimes be shortened but weighted
+2 Prof, Dmg 1d6, Wt 2-3 lb. Group Mace, PL:0

Cleaver/Kama/Sickle*: A heavier, slashing knife or sickle-like blade
+2 Prof, Dmg 1d6, Wt 2 lb. Group Light Blade, Off-hand, PL: 1

Baseball Bat/Bokken: Longer balanced club
+3 Prof, Dmg 1d6, Wt 3-4 lb. Group Mace, Versatile, PL:0

Lead Pipe/Crowbar/Mace: Mace or very heavy, usually metallic club
+2 Prof, Dmg 1d8, Wt 4-6 lb. Group Mace, Trained Versatile, PL:1

Hatchet/Tomahawk/Handaxe*
+2 Prof, Dmg 1d6, Wt 2-3 lb. Group Axe; Range 5/10, Heavy Throw, Trained Throw, Off-hand, PL:0

Spear*
+2 Prof, Dmg 1d8, Wt 6 lb. Group Spear; Range 3/6, Heavy Throw, Trained Throw, Trained Versatile, PL:0

Javelin*
+2 Prof, Dmg 1d6, Wt 6 lb. Group Spear; Range 10/20, Heavy Throw, Trained Throw, PL:1

Great Club
+2 Prof, Dmg 2d4, Wt 8-10 lbs. Group Mace, Two Handed, PL:0

Sharpened Hockey Stick/Scythe*
+2 Prof, Dmg 2d4, Wt 6 lbs. Group Heavy Blade, Two Handed, PL:1

Mounted Bayonet
+2 Prof, Dmg 1d8, Wt 1lb (bayonet only) Group Spear, Two Handed, PL:2

Pitchfork
+2 Prof, Dmg 2d4, Wt 6 lbs., Group Spear, Two Handed, PL:1

Staff
+2 Prof, Dmg 1d8, Wt 4lbs. Group Staff, Two Handed, PL:0Military WeaponsIce Axe/Light War Pick
+2 Prof, Dmg 1d6, Wt 3-4 lb. Group Pick, High Crit, Off-hand, PL:1

Ninjato/Wakizashi/Short Sword
+3 Prof, Dmg 1d6, Wt 2 lb. Group Light Blade, Off-hand, PL:1

Machete/Butterfly Knife
+2 Prof, Dmg 1d6, Wt 2 lb. Group Heavy Blade, High Crit, Off-hand, PL:1

Cutlass/Scimitar
+2 Prof, Dmg 1d8, Wt 4 lb. Group Heavy Blade, High Crit, PL:1

Fireman's Axe/Battle Axe
+2 Prof, Dmg 1d10, Wt 6 lb. Group Axe, Versatile, PL:1

Long Chain/Three Section Staff/Flail: A chain, flail or the three section staff which is a Shao-Lin martial arts flail made from three rods connected by rope or chain
+2 Prof, Dmg 1d10, Wt 6 lb. Group Flail, Versatile, PL:1

Katana/Long Sword
+3 Prof, Dmg 1d8, Wt 4 lb. Group Heavy Blade, Versatile, PL:1

Cavalry Sabre/Broadsword
+2 Prof, Dmg 1d8, Wt 4 lb. Group Heavy Blade, Brutal 1, Versatile, PL:1

Spiked Great Club/Morning Star*
+2 Prof, Dmg 1d12, Wt 8 lbs. Group Mace, Two Handed, PL:1

Sledgehammer/Maul
+2 Prof, Dmg 2d6, Wt 10-12 lbs. Group Hammer, Two Handed, PL:1

Daito/Nodachi/Two-handed Sword
+3 Prof, Dmg 1d10, Wt 8 lb. Group Heavy Blade, Two Handed, PL:1

Naginata/Glaive
+2 Prof, Dmg 2d4, Wt 10lb. Group Heavy Blade/Polearm, Reach, Two Handed, PL:1

Longspear/Pike
+2 Prof, Dmg 1d10, Wt 8-10lbs. Group Polearm/Spear, Reach, Two Handed, PL:1Superior Weapons
Dai-katana/Bastard Sword
+3 Prof, Dmg 1d10, Wt 5-6 lb. Group Heavy Blade, Versatile, PL:1

Meteor Hammer/Kusari-gama/Spiked Chain*: A long chain with a weight on the end and sometimes an attached dagger or spike.
+3 Prof, Dmg 2d4, Wt 8-10 lb. Group Flail, Reach, Two Handed, Kusari-Gama, PL:1

Sai/Parrying Dagger*,***
+3 Prof, Dmg 1d4, Wt 1 lb. Group Light Blade, Off-hand, Range 3/6, Defensive, PL:1
*** This weapon counts as a dagger for feats and class abilities that specify daggers (including the streetfighting feat)

Tonfa: T-shaped Club
+2 Prof, Dmg 1d6, Wt 2-3 lb. Group Mace, Defensive, PL:1
*** This weapon counts as a club for feats and for class abilities that specify clubs (other than the streetfighting feat)

Katar: Punch dagger with longer broader blade
+3 Prof, Dmg 1d6, Wt 2 lb. Group Light Blade, Improved Critical, Off-hand, PL:1

Rapier
+3 Prof, Dmg 1d8, Wt 2 lb. Group Light Blade, PL:1
Weapons (PL3 And Above)

Weapon Properties Not In PHBSpecial proficiency: You need a specialized weapon proficiency feat with pre-requisites to become proficient in this weapon, the normal weapon proficiency feat does not apply. The feat is normally given in the weapon description.

Taser/Non-Lethal: This weapon is less lethal, if you do not roll a critical hit, this weapon cannot reduce a target’s hit points below 0.

Dual Use: You can choose to use the weapon in two modes. In the second mode, it gains the Taser/Non-Lethal keyword.

Beam weapon: This weapon inflicts beam weapon damage.

Bonus (X): This weapon inflicts X additional damage. This damage is not multiplied by critical hits.
Simple Weapons Taser: electrical stunning device
+2 Prof, Dmg 1d6, Wt 1lb. Group None, Taser/Non-Lethal, PL:3

Hot Knife**: Small knife-sized device that emits a plasma blade
+3 Prof, Dmg 1d6, Wt 1 lb. Group Modern Weapon/Beam Weapon/Light Blade, Light Blade, Bonus (2), Off Hand, PL:4
** This weapon counts as a dagger for feats and class abilities that specify daggers (including the streetfighting feat)

Stun Baton***: Small rod that fires electrical charges on contact
+2 Prof, Dmg 1d8, Wt 1 lb. Group Modern Weapon/Mace, Taser/Non-Lethal, PL:4
*** This weapon counts as a club for feats and for class abilities and powers that specify clubs (including the streetfighting feat)
Martial Weapons
Vibro-knife: Machete-sized weapon fitted with a vibration blade that can be used to cut through armor
+3 Prof, Dmg 1d8, Wt 1 lb. Group Modern Weapon/Light Blade, Off-Hand, PL:4

Shock Prod: Metal club that uses an electrical discharge to do additional damage.
+2 Prof, Dmg 1d10, Wt 2 lb. Group Modern Weapon/Mace, Brutal 2, Dual Use, PL:4

Vibro-Axe: Axe with an alloy blade that when fitted with a vibration generator can cut through armor.
+2 Prof, Dmg 1d12, Wt 4 lb. Group Modern Weapon/Axe, Versatile, PL:4

Electro-Pike: Staff-length weapon that uses electrical discharges to do additional damage.
+3 Prof, Dmg 1d12, Wt 10lb Group Modern Weapon/Spear, Two-Hand, Brutal 1, PL:4
Exotic Weapon ProficiencyChainsaw: Large, heavy mechanized saw, PL:3
+2 Prof, Dmg 1d12, Wt 10lb Group Chainsaw, Two-Hand, Brutal 2, PL 3, Special Proficiency

Chainsaw Special Weapon Proficiency (Prereq: Proficient in at least one Martial Melee Weapon, Strength 16): You are proficient in the use of the chainsaw.

Energy Sword: Device that emits a sword-sized plasma blade
+3 Prof, Dmg 2d6, Wt 1 lb. Group Modern Weapon, Beam Weapon, Versatile, Bonus(2), Special Proficiency

Energy Sword Special Weapon Proficiency
(Prereq: Proficient in at least one Military Melee Weapon, Dexterity 14):
You are proficient in the use of the energy sword

Energy Sword Fencing Feat
(Prereq: Energy Sword Special Weapon Proficiency, Dexterity 14):
An energy sword is considered to be part of the Light Blade group of weapons in your hands

gnownek
2009-08-20, 09:20 PM
--------placeholder-------------

gnownek
2009-08-20, 09:22 PM
------------place holder---------------

gnownek
2009-08-20, 09:26 PM
---------placeholder----------

gnownek
2009-08-20, 09:28 PM
Armor
A number of archaic armors were rewritten to make them ineffective against firearms. The effect of armor was split into Damage Resistance as well as Armor Class. Modern armors (bulletproof and energy proof) are included.

Weapon Properties Not In PHBDR (+X): Damage resistance, this absorbs x damage from any attack that is resolved against AC

ADR (+Y,<type of attack>): Additional damage resistance, this absorbs x damage from any attack of the specified damage type that is resolved against AC. It stacks with damage resistance from the same piece of armor and applies to any attack versus AC.

Obsolete (-Z DR and/or AC,<type of attack>): The DR or AC bonus of this suit of armor is reduced by Z for the given type of attack

Light: This is light armor

Heavy: This is heavy armor

Shield: This is a shield, shield bonuses stack with other armor bonuses

Powered: Armor is effectively weightless when functioning.
Archaic ArmorLeather Armor*
AC(+2), Obsolete (-2 AC modern weapons, projectile weapons and beam weapons), Wt 15lbs, Check+0, Speed+0, Light, PL (0)

Hide Armor*
AC (+2), DR(+1), Obsolete (-1 DR, -1 AC, modern weapons, projectile weapons and beam weapons), Wt 25lbs, Check-1, Speed+0, Light, PL (0)

Chain Armor*
AC (+5), DR(+1), Obsolete (-1 DR, -4 AC , modern weapons, projectile weapons and beam weapons), Wt 40lbs, Check-1, Speed-1, Heavy, PL (1)

Breastplate and Helm: Popular armor used in the musket era. High-quality steel plate protects only the body and the helm
AC (+5), DR(+1), Obsolete (-1 DR, -3 AC , modern weapons, projectile weapons and beam weapons), Wt 30lbs, Check-1, Uses Chain Mail Proficiency, Heavy, PL (2)

Scale Armor*
AC (+5), DR(+2), Obsolete (-1 DR, -4 AC , modern weapons, projectile weapons and beam weapons), Wt 45lbs, Check+0, Speed-1, Heavy, PL (1)

Plate Mail Armor*
AC (+6), DR(+2), Obsolete (-1 DR, -4 AC , modern weapons, projectile weapons and beam weapons), Wt 50lbs, Check-2, Speed-1, Heavy, PL (1)

Light Shield*
You gain a +1 shield bonus to your AC and Reflex. The bonus does not apply to modern weapons, projectile weapons and beam weapons.
Check+0 Speed+0, Wt 6lb, Shield

Heavy Shield*
You gain a +2 shield bonus to your AC and Reflex. The bonus does not apply to modern weapons, projectile weapons and beam weapons.
Check+0, Speed+0, Wt 15lb, Shield
Modern ArmorUndercover Vest: Light bulletproof material worn under clothing. At higher progress levels, the armor can be made to resemble normal clothing.
ADR(+2, projectile weapons), Wt 5 bs, Check+0, Speed+0, PL (3), Light, No proficiency required

Bulletproof Vest: Light armor made from bulletproof material. Armor can be concealed under heavy clothing. At higher progress levels, the armor can be incorporated into clothing.
AC(+2), ADR(+2, projectile weapons), Wt 15 lbs, Check+0, Speed+0, PL (3), Light, Leather armor proficiency required

Combat Armor: Heavy armor made from bulletproof material. Armor is visible and obvious.
AC(+5) DR(+1), ADR(+2, projectile weapons), Wt 30lbs, Check-1, Speed-1, PL (3), Heavy, Modern armor proficiency required

Blast Cloth Vest/Robes: Clothing made from energy and impact resistant material.
ADR(+2, projectile weapons, beam weapons), Wt 4lbs, Check+0, Speed+0, PL (4), Light, No proficiency required

Blast Armor Vest: Light armor made from energy and impact resistant material.
AC(+2), ADR(+2, projectile weapons, beam weapons), Wt 12lbs, Check+0, Speed+0, PL (4), Light, Leather armor proficiency required

Mesh Armor: Medium armor made from energy and impact resistant material. Armor is visible and obvious.
AC(+3), ADR(+2, projectile weapons, beam weapons), Wt 16lbs, Check-1, Speed+0, PL (4), Light, Hide armor proficiency required

Carapace Armor: Heavy, hi-tech plate armor.
AC(+5) DR(+1), ADR(+2, projectile weapons, beam weapons), Wt 30lbs, Check-1, Speed-1, PL (4), Heavy, Modern armor proficiency required

Bounty Hunter Armor: Heavy, powered, hi-tech plate armor.
AC(+5) DR(+2), ADR(+2, projectile weapons, beam weapons), Wt 30lbs, Check-1, Speed+0, PL (4), Heavy, Powered, Powered armor proficiency required

Riot Shield
You gain a +2 shield bonus to your AC and Reflex. The bonus is reduced to 1 against projectile weapons and beam weapons.
Check+0, Speed+0, Wt 12lb, Shield,
You may use this piece of equipment with the Heavy Shield or Light Shield proficiency. You have a -1 penalty to hit when using the shield with only the Light Shield proficiency.

Force Field
You have a +1 bonus to AC if you are wearing armor. If you are unarmoured, the total bonus to defense increases to +1 to AC and +2 DR against projectile weapons and beam weapons.
Customized Armor - Customized versions of modern heavy or power armors are available. You receive a bonus to AC with customized armor.
Level 1 customised armor (typically affordable for level 5 characters), +1 bonus to AC
Level 2 customised armor (typically affordable for level 12 characters) +2 bonus to AC
Level 3 customised armor (typically affordable for level 18 characters) +3 bonus to AC
Level 4 customised armor (typically affordable for level 25 characters) +4 bonus to AC
Balance commentary: These are the equivalent of masterwork archaic armor in fantasy campaigns. These have been added to preserve the balance between light and heavy armor users at higher levels where masterwork armor is unavailable. Without these rules, light armor is superior at higher levels when Dexterity and Intelligence modifiers are higher.
Advanced Power Armor
Basic power armor is described in equipment. More advanced armor is allowed with appropriate feats, an example of which is given below. Power armor is typically PL3.Exo-skeleton Piloting Feat
Pre-requisite: Proficiency in Power Armor
Benefit: You can pilot a modified suit of power armor with enhanced gripping and striking strength in the hands. You gain a +1 bonus to hit with melee weapons. You may use 1 damage die larger with your trained or improvised unarmed attacks (1d4->1d6, 1d6-> 1d8). You gain a +2 bonus to Strength checks that only involve gripping with your powered limb. Typically this only applies to very specialized actions like crushing small objects and arm-wrestling.

Full-Body Exoskeleton Piloting Feat
Pre-requisite: Proficiency in Power Armor, Exo-skeleton Piloting Feat
Benefit: You can wear a modified suit of power armor which includes an exoskeleton that enhances your entire body. You gain a +2 item bonus to your Strength. You also gain a +2 bonus to Strength that applies to all your Strength and Athletics checks and for determining how much you can carry or lift. You may use 1 damage die larger with your trained or improvised unarmed attacks (1d4->1d6, 1d6-> 1d8) in such a suit of power armor.
Other Equipment And Weapon Modifications
Laser Sight: +1 to hit with basic ranged attacks with firearms at less than 8 squares if you take a move action to aim with the weapon before firing, PL2

Tracer Ammo: -2 to damage, +1 to hit with burst fire (3 round, 5 round or 25 round), PL 2

Telescopic Sight: +25% increase to extreme range, +100% if the attacker has the sniper training feat and you take a full round action to aim, PL 2

Blaster Implant: Small energy weapon added to hi-tech melee weapon. The weapon has the same statistics as the blaster pistol but with half the normal ammo capacity and cannot be used at long or extreme range, PL 3

Stunner Implant: A modification to a blaster pistol that gives the blaster the option of firing in stun mode in which it gains the Taser/Non-Lethal keyword. The ammo capacity of the weapon is halved, PL3.

Explosive ammo: -1 penalty to damage, weapon gains the improved critical property, PL 3

Anti-armor ammo: -1 penalty to hit and weapon ignores 2 points of damage resistance, PL 3

Flechette Projectile Weapon: A projectile firearm can be rebuilt to fire flechettes (small darts) instead of bullets, ammo capacity is tripled and weight of ammo is halved but the weapon loses the extreme range property, PL 3. If used in a Variable Ammo weapon, magazine space for each round of normal ammo can hold 3 flechette rounds instead.

Tranquilizer Darts: A projectile firearm can be rebuild to fire tranquilizer darts. The weapon gains the Taser/Non-Lethal keyword and loses the extreme range property when firing tranquilizer darts, PL3. The weapon is ineffective against enemies with Poison resistance of 4 or more.

Variable Ammo: A projectile firearm can be modified to have multiple kinds of ammo and automatically switch between the types as a minor action. The weapon's ammo capacity is doubled and subdivided in up to 4 minichambers, each of which can hold a different type of ammo from the following list; Normal, Tracer, Anti-armor, Explosive, Flechette, Tranquilizer. Modified automatic shotguns can include buckshot as one of the ammo types.
The weapon jams 50% of the time on a roll of 1 and its weight increases by 30%, PL3.

Non-metallic Blades: At PL3 and above, hi-tech ceramics can be used to make non-metallic versions of melee weapons to fool metal detectors. Concealable, small, bladed weapons like knives and ninja-to are popular.

Gauntlet Weapon: Above PL3, weapons with the Gauntlet Weapon property can be installed in armor. The weapon becomes a one handed weapon. Weapons of this kind are usually mounted in some kind of gauntlet or an attachment to the arm. A weapon installed in this manner has no extreme range.

Underslung: Above PL2, the grenade launcher can be combined with an assault rifle. The combined weapon can be fired as a rifle or as a grenade launcher. The weapon has a -1 penalty to hit at extreme range when fired as a grenade launcher.

gnownek
2009-08-20, 09:29 PM
---placeholder---

gnownek
2009-08-20, 09:39 PM
--placeholder---------

gnownek
2009-08-20, 09:46 PM
Weapon Properties Not In PHB
Trained Reload: If you have the Quick Draw feat, you may load this weapon as at a faster rate. A load full-round weapon becomes a load move weapon. A load move weapon becomes a load minor weapon. A load minor weapon becomes a load free weapon.
Ranged Weapons(PL 1 and lower)
* Indicates the weapon is changed from its fantasy equivalent

Simple Ranged
Sling Shot
Range 7/14, Load Minor, +2 to hit, 1d4 damage, Type:Projectile, Trained Reload, One Handed, PL1

Crossbow, Hand*
Range 10/20, Load Minor, +2 to hit, 1d6 damage, Type:Crossbow, Trained Reload, One Handed, PL1

Crossbow*
Range 15/30, Load Move, +2 to hit, 1d8 damage, Type:Crossbow, Trained Reload, Two Handed, PL1
Superior Ranged
Shuriken*
Range 6/12, +3 to hit, 1d4 Damage, Type: Light Blade, Light Thrown
Military Ranged
Sling*
Range 10/20, Load Minor, +2 to hit, 1d6 damage, Type:Projectile, Trained Reload, One Handed, PL0

Bow, Short*
Range 15/30, Load Minor, +2 to hit, 1d6 damage, Type:Bow, Trained Reload, Two Handed, Small, PL1

Bow, Long*
Range 20/40, Load Minor, +2 to hit, 1d8 damage, Type:Bow, Trained Reload, Two Handed, PL1

Bow, Composite: This curved bow is made from sophisticated modern materials.
Range 15/30, Load Minor, +2 to hit, 1d8 damage, Type:Bow, Trained Reload, Two Handed, Small, PL1

gnownek
2009-08-20, 09:48 PM
Ranged Weapons (Firearms, PL 2 and higher)

Weapon Properties Not In PHB
Magazine (x): The weapon has a magazine with x bullets. Changing a magazine is a free action if the magazine is easily accessible and a minor action if the magazine is stored. Generally speak, you have room for 1-3 magazines in pockets that are easily accessible. You can double this for combat webbing, designed to keep ammunition in easily accessible positions.

Revolver (x): The weapon is a revolver with an ammo capacity of x bullets. Loading with a speed loader is a free action if the speed loader is easily accessible and a minor action if the magazine is stored. Loading manually is a move action. Generally speaking, you have room for 4-6 speedloaders in pockets that are easily accessible. You can double this for combat webbing, designed to keep ammunition in easily accessible positions. Loading manually will trigger an opportunity attack from adjacent opponents.

Pump/Lever Action (x): The weapon is lever or pump action with an ammo capacity of x bullets. You can open the breech and load 7 bullets into the ammo tube as a move action. Loading will trigger an opportunity attack from adjacent opponents.

Bolt Action: The weapon is a breech loading bolt-action weapon. Loading is a free action. Loading will trigger an opportunity attack. If you have the Quick Draw feat, you may fire two shots in rapid succession and use the Double Tap feat. Doing so will trigger an opportunity attack from adjacent opponents. You cannot fire Bursts or Fire Wildly using this weapon.

Black Powder: The weapon is a muzzle-loading, gunpowder weapon. They include wheelocks, flintlocks and percussion cap rifles. In wheellocks and flintlocks, a burning fuse or spark triggers flash powder in a pan which sets off the gunpowder. A ball must be inserted in the barrel and rammed into position. Later models replace the pan with a percussion cap that can be set off by the hammer of the gun. Loading a black powder weapon when adjacent to an enemy triggers an opportunity attack. Loading a wheelock is a full-round action. Loading a flintlock is a move action and loading a percussion cap weapon is a minor action. A character with the quick-draw feat can load a wheelock as a move action and a flintlock as a minor action. Loading a black powder weapon will trigger an opportunity attack from adjacent opponents. You many not fire Double Taps, Bursts or Fire Wildly with this weapon.

Firearm: This weapon uses the firearms proficiency

Pistol: If you use this attack to make a ranged attack in melee combat you do not trigger an opportunity attack unless an opponent has grabbed you.

Sub-Machine Gun: If you use this weapon to make a ranged attack in melee combat, you receive a +3 bonus to AC against any opportunity attacks

Buckshot: A shotgun can be used to fire buckshot (which has a reduced range), buckshot can be more accurate. A shotgun firing buckshot has a -1 to damage but gains a +1 bonus to hit included in the statistics. Buckshot weapons do not have an extreme range.

Folding Stock: The weapon has a folding stock. The weapon can be folded as a minor action. When the stock it folded, it uses a second set of statistics, usually with a lower range.

Recoil: This weapon has higher than normal recoil, you have a -1 penalty to hit when using the Burst Fire or Double Tap feats.

Extreme (x/y): In addition to the normal and long ranges, you may fire this weapon at extreme range of x squares with a -4 penalty to hit. If you take a move action to aim before firing, the range is y.

3 Shot: This automatic weapon can fire 3 shot bursts when using the Burst Fire feat.

Automatic: This weapon is automatic and can fire 5 shot bursts when using the Burst Fire feat.

Bonus (X or 1dY): This weapon inflicts X additional damage or 1dY additional damage. This damage is not multiplied by critical hits or weapon powers that inflict a multiple of base damage e.g. 2[W] multiplies only damage dice and not bonus damage or damage from firing wildly or using the double tap or burst fire feats.

Beam: This weapon inflicts beam weapon damage.

Clumsy: This weapon is especially unwieldy, if you fire this weapon you have a -1 penalty to your Reflex save and AC until the beginning of your next turn. In addition, you have -1 to hit versus an alert target within 2 squares.

Projectile weapon: This weapon inflicts projectile weapon damage.

25 Round Focused Fire: A firearm with this keyword may be used to fire a 25 round burst per target with basic ranged attacks and powers with the weapon keyword that can be used with firearms. If you hit with an even roll on a d20 (including a 20), you do an additional 1d8 damage. This damage is not multiplied by attacks that do a multiple of base damage. It is maximized by critical hits. This cannot be combined with firing wildly, firing double taps or other burst types.
Pistols, PL2 and PL3
-These weapons are Pistols for the categories used in the Firearms Focus and Firearms Expertise feat
.38 Revolver: Revolver firing .38 rounds. An accurate, low-recoil weapon.
Range 20/30, Revolver(6), +3 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(1), Extreme (40/50), PL 2

.22 Automatic
Range 20/30, Magazine(15), +3 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(1), Extreme ( 38/45), PL2

9mm Automatic
Range 20/30, Magazine(15), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Extreme ( 40/50), PL2

.45 Revolver: The classic revolver of the Wild West.
Range 20/30, Revolver(6), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Extreme (38/45), PL 2

.357 Revolver
Range 20/30, Revolver(6), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Extreme ( 40/50), PL 2

Heavy Revolver
Range 20/30, Revolver(6), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(3), Recoil, Extreme ( 40/55), PL 2

Gyrojet Pistol
Range 20/40, Magazine(32), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Extreme ( 50/60), PL3

Blaster Pistol
Range 20/40, Magazine(50), +3 to hit, 1d10 damage, Type: Beam, One Handed, Firearm, Pistol, Bonus(3), Extreme (60/70), PL3

gnownek
2009-08-20, 09:50 PM
Machine Pistols, PL3
-These weapons count as Longarms when the stock is unfolded and as Pistols when the stock is folded
.32 Machine Pistol: Eastern block machine pistol firing the equivalent of .32 ACP rounds
Range 20/40, Magazine(20), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Sub-Machine Gun, Bonus(1), Folding Stock, Automatic, Extreme (60/80), PL 2

.32 Machine Pistol (with stock folded)
Range 20/30, Magazine(20), +3 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(1), Folding Stock, Automatic, Extreme (40/50), PL 2

9mm Sub-machine Gun
Range 20/45, Magazine(20), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Sub-Machine Gun, Bonus(2), Folding Stock, Automatic, Extreme (60/80), PL 2

9mm Sub-machine Gun, Folded Stock
Range 20/30, Magazine(20), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Folding Stock, Automatic, Extreme (40/50), PL 2

.45 Machine Pistol
Range 20/30, Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Sub-Machine Gun, Bonus(2), Folding Stock, Automatic, Extreme (60/80), PL 2

.45 Machine Pistol, Folded Stock
Range 20/40, Magazine(30), +2 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Folding Stock, Automatic, Extreme (40/50), PL 2

gnownek
2009-08-20, 09:57 PM
Shotguns, PL3
-Sawed-off firearms count as Pistols and other shotguns count as Longarms
Double Barreled Shotgun, Sawed-off, Firing Shot, 10 Gauge: Double barreled shotgun, sawed off and usually firing shot as a close-range firearm
Range 8/15, Pump/Lever Action(2), +3 to hit, 1d10 damage, Type: Projectile, One Handed, Firearm, Pistol, Bonus(2), Buckshot, Recoil, PL 2

Automatic Shotgun, 12 Gauge
Range 30/50, Magazine(14), +2 to hit, 1d10 damage, Type: Projectile, Two Handed, Firearm, Bonus(2), Automatic, 3 Shot, Extreme (75/100), PL 2

Automatic Shotgun, 12 Gauge, Firing Shot
Range 15/40, Magazine(14), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Firearm, Bonus(1) Buckshot, Automatic, 3 Shot PL 2

Shotgun, 10 Gauge
Range 30/50, Pump/Lever Action(8), +2 to hit, 1d10 damage, Type: Projectile, Two Handed, Firearm, Bonus(3), Recoil, Extreme (75/100), PL 2

Shotgun, 10 Gauge, Firing Shot
Range 15/40, Pump/Lever Action(8), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Firearm, Bonus(2), Buckshot, Recoil PL 2
Rifles, PL3
-Rifles count as Longarms for the categories specified in the Weapon Focus and Weapon Expertise feat
Lever action .22 rifle: Small caliber, long weapon. A lever action is used to chamber the round and the rifle is equipped with a tubular magazine.
Range 25/50, Pump/Lever Action(12), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Bonus (1), Extreme (75/150), PL 2

.30 Hunting Rifle (Lever action rifle, 7 rounds)
Range 30/60, Pump/Lever Action(7), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Bonus (2), Extreme (100/275), PL 2

5.56 mm Assault Rifle
Range 35/65, Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Bonus(2), Automatic, 3 Shot, Extreme (100/250), PL 2

7.62 mm Assault Rifle
Range 35/60, Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Firearm, Bonus(3), Recoil, Folding Stock, Automatic, Extreme (100/225), PL 2

7.62 mm Assault Rifle, Folded Stock
Range 20/40, Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Sub-Machine Gun, Bonus(3), Recoil, Folding Stock, Automatic, Extreme (50/60), PL 2

Bolt-action 7.62 mm Sniper Rifle
Range 35/75, Bolt-Action, +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Bonus(3), Recoil, Extreme (125/325), PL 2

.50 Anti-material Rifle
Range 25/90, Bolt-Action, +2 to hit, 1d12 damage, Type: Projectile, Two Handed, Firearm, Clumsy, Bonus(4), Recoil, Extreme (150/350), PL 2

Gyrojet Rifle
Range 35/70, Magazine(42), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Firearm, Bonus(2), Automatic, 3 Shot, Extreme (100/250), PL 3

Beam Rifle
Range 35/75, Magazine(50), +3 to hit, 1d10 damage, Type: Beam, Two Handed, Firearm, Bonus(3), Automatic, Extreme (100/275), PL 3

Heavy Beamer
Range 35/75, Magazine(100), +2 to hit, 1d12 damage, Type: Beam, Two Handed, Bonus(3), Automatic, Clumsy, 25 Round Focused Fire,
Extreme (125/325), PL 3

gnownek
2009-08-20, 10:04 PM
Ranged Weapons (Firearms and Heavy Weapons, PL 3 and higher)

Weapon Properties Not In PHB
Belt (X): The weapon has a belt with x bullets. Changing a belt is a minor action.

Tank(X): The weapon has a tank with x shots. Changing a tank takes 3 rounds. Refilling the tank takes 10 rounds.

Heavy Weapon: This weapon uses the heavy weapon proficiency.

Grenade: This weapon may be used without proficiency with a -1 penalty to hit. If you have the Firearms feat, you have proficiency with this weapon. This weapon cannot be used to fire wildly, fire double taps or fire bursts.

Stable: This weapon has lower than normal recoil, you have a +1 bonus to hit when using the Burst Fire or Double Tap feats.

Tripod: The weapon must be set up on tripod to fire. Setting up a tripod is move action and folding up a tripod is a standard action. You may not use your Dexterity or Intelligence bonus to AC when firing a tripod weapon in a position without cover. Even if you fire the weapon from cover you have a -1 penalty to your AC and Reflex save. A single individual can only carry a tripod mounted weapon a short distance. You also have a -2 penalty to hit to a target within 4 squares.

Fire: This weapon inflicts fire damage.

25 Round Focused Fire: A firearm with this keyword may be used to fire a 25 round burst per target with basic ranged attacks and powers that can be used with firearms. If you hit with an even roll on a d20 (including a 20), you do an additional 1d8 damage. This damage is not multiplied by attacks that do a multiple of base damage. It is maximized by critical hits. This cannot be combined with firing wildly, firing double taps or other burst types.

25 Round Burst: A machine gun may be used to attack multiple targets with a Basic Ranged Attack. You may fire at up to 3 targets. The targets must be within a line of 6 squares. The line does not have to be straight as long as it is made of 6 adjacent squares. Firing a burst of this type benefits less from skill than other attacks. As a result, the penalty to attack increases as your level and base attack bonus increases.
Level 1-15: -5 to hit
Level 16-30: -6 to hit

You may reduce the penalty to hit by -1 if you have the Burst Fire feat as well as the Heavy Weapons feat.

All non-vehicular targets of this attack may make a saving throw to halve damage.

This cannot be combined with firing wildly, firing double taps or other burst types.

Where a power or an effect of a power allows you to make a basic attack or an additional basic attack you may not fire a burst of this type. Unless the power states you may fire a 25 or 50 round burst with the basic attack.

50 Round Burst:A machine gun may be used to attack multiple targets with a Basic Ranged Attack. You may fire at up to 5 targets in a burst 3 area. Firing a burst of this type benefits less from skill than other attacks. As a result, the penalty to attack increases as your level and base attack bonus increases.
Level 1-7: -6 to hit
Level 16-30: -7 to hit

You may reduce the penalty to hit by -1 if you have the Burst Fire feat as well as the Heavy Weapons feat.

The first three non-vehicular targets of this attack may make a saving throw to halve damage. The remaining targets take no damage on a successful save.

This cannot be combined with firing wildly, firing double taps or other burst types.

Where a power or an effect of a power allows you to make a basic attack or an additional basic attack you may not fire a burst of this type. Unless the power states you may fire a 25 or 50 round burst with the basic attack.

Balance Note: The 25 round and 50 round bursts are designed to be less attractive than smaller firearms at high levels. This is an deliberate attempt to reduce usage of heavy weapons at higher level when characters have enough resources to get access to them. I associate rifle and pistol fights with cinematic combat. Heavy machine guns should be uncommon. These rules lean towards that.

Gauntlet Weapon: Above PL3, this weapon can be installed in armor in which case it is a one handed weapon. Weapons of this kind are usually mounted in some kind of gauntlet or an attachment to the arm. A weapon installed in this manner has no extreme range.

Underslung: At PL2, this weapon can be combined with an assault rifle. The combined weapon can be fired as a rifle or as a grenade launcher. The weapon has a -1 penalty at extreme range when fired as a grenade launcher.

Explosive Anti-Personnel (Burst X): This weapon can only be used to make ranged basic attacks or encounter attacks described under the Tank Hunter keyword. This attack targets all enemies and in an area of Burst X centered on a target square. Non-vehicular targets in the area of effect may make a saving throw to avoid damage.

Weapons of this type cannot be used in firing wildly or firing double taps and bursts using the double tap and burst feats.

Tank Hunter: You may use this weapon to make a ranged basic attack against vehicles or creatures Huge size or larger. You select an encounter power when you do so. If you hit, you use the selected encounter power and the target cannot save to avoid damage. Damage is increased depending on the type of power used. The new damage level applies only to the primary target.

Level 1,3 or 7 Encounter Power: Damage from the ranged basic attack increases to 2[W].
Level 13 or 17 Encounter Power: Damage from the ranged basic attack increases to 3[W].
Level 23 or 27 Encounter Power: Damage from the ranged basic attack increases to 4[W].

Explosive Anti-Vehicular (Burst X): This weapon can only be used to make ranged basic attacks or encounter attacks described under the Tank Hunter keyword. This attack targets all enemies and allies in an area of Burst X centered on a primary target. Targets in the area of effect other than the primary target may make a saving throw to avoid damage.

Weapons of this type cannot be used in firing wildly or firing double taps and bursts using the double tap and burst feats.

Grenade Launcher: This weapon requires proficiency with firearms.

Weapons of this type cannot be used in firing wildly or firing double taps and bursts using the double tap and burst feats.

Automatic Grenade Launcher: This weapon requires proficiency with firearms and with heavy weapons. You may use this weapon to fire two grenades with a single ranged basic attack instead of a single grenade. Both grenades have a -3 to hit, the second grenade scatters from the first attack 1d4 squares, in a random direction (use a 1d8 to determine which direction it scatters in, 1 - short, 2- short left, 3- left, 4- overshot left, 5 - overshot, 6- overshot right, 7- right, 8-short right).
Heavy Weapons(PL 3 and higher)
5.56mm Light Machine Gun
Range 35/70, Belt(100) or Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Heavy Weapon, Bonus(2), Automatic, Clumsy, Stable, 25 Round Burst, 25 Round Focused Fire, Extreme (125/275), PL 2

7.62mm Light Machine Gun
Range 35/75, Belt(100) or Magazine(30), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Heavy Weapon, Bonus(3), Automatic, Clumsy, 25 Round Burst, 25 Round Focused Fire, Extreme (125/325), PL 2

.50 Heavy Machine Gun
Range 30/90, Belt(100), +2 to hit, 1d12 damage, Type: Projectile, Two Handed, Small, Heavy Weapon, Bonus(4), 25 Round Burst, 25 Round Focused Fire, Tripod, Extreme (150/400), PL 2

Rotary Machine Gun
Range 35/70, Belt(100), +3 to hit, 1d10 damage, Type: Projectile, Two Handed, Small, Heavy Weapon, Bonus(2), Clumsy, Stable, 50 Round Burst, 25 Round Burst, 25 Round Focused Fire, Tripod, Extreme (125/275), PL 2

Flamethrower
Range 20/40, Tank(100), +3 to hit, 1d12 damage, Type: Fire, Two Handed, Heavy Weapon, Automatic, Clumsy, 25 Round Burst, 25 Round Focused Fire, Fire, PL 2

Hi-Tech Flamethrower
Range 20/40, Tank(50), +3 to hit, 1d12 damage, Type: Fire, Two Handed, Heavy Weapon, Automatic, 25 Round Burst, 25 Round Focused Fire, Fire, Gauntlet Weapon, PL 3

Molotov Cocktail
Range 5/10, Grenade, +0 to hit, 1d10 damage, Type: Fire, One Handed, Explosive Anti-Personnel (Burst 2), Fire, Tank Hunter, PL 2.

Stick Of Dynamite
Range 5/10, Grenade, +0 to hit, 1d12 damage, Type: Projectile, One Handed, Explosive Anti-Personnel (Burst 2), Bonus (1), Tank Hunter, PL 2.

Grenades
Range 6/12, Grenade, +1 to hit, 1d12 damage, Type: Projectile, One Handed, Explosive Anti-Personnel (Burst 2), Bonus (1), Tank Hunter, PL 2.

Grenade Launcher
Range 30/60, Pump/Lever Action(1), +1 to hit, 1d12 damage, Type: Projectile, Two Handed, Small, Firearm, Explosive Anti-Personnel (Burst 2), Bonus (1), Grenade Launcher, Tank Hunter, Gauntlet Weapon, Underslung, Extreme (100/250), PL 2

Automatic Grenade Launcher
Range 30/60, Pump/Lever Action(6), +1 to hit, 1d12 damage, Type: Projectile, Two Handed, Heavy Weapon, Explosive Anti-Personnel (Burst 2), Bonus (1), Automatic Grenade Launcher, Tank Hunter, Extreme (100/250), PL 2

Light Anti-Tank Rocket Launcher
Range 30/60, +2 to hit, 3d4 damage, Type: Projectile, Two Handed, Small, Heavy Weapon, Explosive Anti-Vehicular (Burst 1), Bonus (2), Clumsy, Improved Critical, Tank Hunter, Extreme (100/250), PL 2

Heavy Anti-Tank Rocket Launcher
Range 30/90, +2 to hit, 4d4 damage, Type: Projectile, Two Handed, Small, Heavy Weapon, Explosive Anti-Vehicular (Burst 1), Tripod, Improved Critical, Tank Hunter, Extreme
(150/450), PL 2

gnownek
2009-08-20, 10:09 PM
New Skill RulesDesigner's Note: 4e D&D seems to be selective in the number of skills it introduces, using broad skills. At the same time, moving to a modern campaign seems to require a large number of new skills. In our mind, broad skills support cooperative play better than very specialized skills. Every character is more likely to have relevant skills and is more likely to have an opportunity to participate in the non-combat sections of the game.

In introducing modern skills to 4e, we introduce broad skills that cover the possibilities necessary for a modern setting. We want to avoid creating a skill system made up of narrowly defined skills that forces characters to build overly specialized characters. Specialized characters are often unable to participate in the non-combat portion of the game due to a lack of relevant skills.

In addition, we introduce a number of bonus skills. A character does not always have to expend a class skill slot or feat to be trained in a skill as long as he fulfils the specified prerequisites. This reduces the number of feats necessary to build characters with multiple related skills, making it easier to build characters with a broad range of non-combat abilities that find the non-combat portions of the game as rewarding as the combat portions.Adjusting to New Technology and Environments
A modern campaign can involve situations where a character handles technology or uses a skill in a culture he is unfamiliar with. A doctor trying to treat an alien for the first time, a mechanic working with top-secret military technology or a social scientist working in a different society are examples for such situations. In a realistic campaign, it would be near impossible for the characters to suceed. In a less realistic and more heroic campaign, it is acceptable to allow the character to use his skill with a penalty to his skill check and to allow the character to quickly retrain himself to the new environment, society or technology after gaining a level. The Quick Study feat introduced below should allow a character to retrain himself with access to suitable resources (a library, training manuals or an instructor) and a reasonable period of study.

Quick Study Feat
A character is extremely adaptable and can adapt to new technologies rapidly. When equipped with suitable resources (a library, training manuals or an instructor) and a reasonable period of study he can retrain himself to use a skill in the new environment as well as his old environment. Without such a period of study and with access to some resources (documents from which he can interpolate the details of an unusual technology or society), the character gets a +2 bonus to skill checks where the bonus can only be used to reduce any penalty to a skill checks from being unfamiliar with the culture or technology.Skill Related Feats, New Skills and Modified Skills
Feats and skills for a modern environment and a list of skills from the PHB for the modern environment.
*- This skill has been modified from its original form

Bonus Skill: You are trained in this skill if you have the pre-requisites given in brackets. If you have selected a skill as a class skill or spent a feat on a skill that you later receive as a bonus skill, you may select another skill after a brief period of retraining. A bonus skill can be used as pre-requisite to gain another bonus skill. If several sets of bonus skill pre-requisites are given, fulfilling any one will give you the skill as a bonus skill.

Balance Commentary: Characters can often be Trained in a series of related skills under the Bonus skill system. This seems to fit the modern setting and allow the character to acquire some of the less useful skills that are associated with a character without penalty. For example, a character could build a Psychologist character by taking Insight and Diplomacy as trained skills. He would receive the Psychology skill as a Bonus skill to represent his academic knowledge. The system encourages players to build characters with the less useful 'flavor' skills that you would associate with a profession. I have noticed that a common character archetype in heroic television or other media, is the multiskilled genius. The bonus skill system is set up so that a character with a right 3-5 'core' skills and high statistics can have a multitude of skills.
Social Science Skills And Feats
Religion (Intelligence)
As per PHB but this is now a bonus skill.
Bonus Skill (Trained in Philosophy, Wis 14+)

Philosophy (Intelligence)
Make a philosophy check to recall a useful piece of philosophical knowledge.
Bonus Skill (Trained in Religion, Wis 14+)

History (Intelligence)
As per PHB

Psychology (Intelligence)
Make a psychology check to recall a useful piece of psychological knowledge.
Bonus Skill (Trained in Insight and Diplomacy)

Sociology (Intelligence)
Make a sociology check to recall a useful piece of sociological knowledge. The insight skill is still used to analyze the motives of individuals.
Bonus Skill (Trained in History, Int 14+)
Bonus Skill (Trained in Psychology, Int 14+)

Economics (Intelligence)
Make an economics check to recall a useful piece of economic knowledge.
The bureaucracy, streetwise and diplomacy skill are used for practical business tasks like dealing with authorities, collecting information in towns or negotiations.
Bonus Skill (Trained in History, Trained in Bureaucracy, Int 14+)
Bonus Skill (Trained in Sociology, Trained in Bureaucracy, Int 16+)
Interaction and Espionage Skills and Feats
Streetwise(Charisma), Bluff(Charisma), Diplomacy (Charisma), Insight(Wisdom), Intimidate (Charisma), Thievery(Dex), Stealth (Dex), Perception (Wisdom) are the same as the PHB versions.

Bureaucracy (Charisma)
The streetwise skill allows you to find the right contacts in any city environment. The Bureaucracy skill allows you to understand administrative procedures in a complicated government administration. It may allow you to understand and carry out the bureaucratic steps involved in sourcing licenses, permits or approvals yourself.
Bonus Skill (Trained in Streetwise, Int 14+)
Bonus Skill (Trained in Streetwise and Diplomacy)

Politics (Intelligence)
Make a politics check to recall a useful piece of political information
Bonus Skill (Trained in Bureaucracy, Cha 14+)

Law (Intelligence)
Make a law check to recall a useful piece of legal theory. This skill does not include the practical aspects of the legal profession which are found in the Streetwise and Bureaucracy skill.
Bonus Skill (Trained in Bureaucracy and Diplomacy, Int 16+)

Forgery (Intelligence)
Make a forgery check to forge a document or piece of official paperwork.
Bonus Skill (Trained in Bureaucracy, Bluff and Thievery)

Disguise (Intelligence)
Make a disguise check to construct a disguise. The bluff skill is still used to pass off a disguise, this skill is used to build a realistic disguise.
Bonus Skill (Trained in Bluff and Thievery, Int 14+)
Bonus Skill (Trained in Bluff and Stealth, Int 14+)

Artistic Performance (Charisma)
Use this skill to write a poem or story, draw a beautiful painting or make a beautiful sculpture. If you have the Polished Education feat, you can use this skill to perform original work of high artistic merit.
Bonus Skill (Diplomacy, Perception, Cha 14+, Wis 14+)
Bonus Skill (Polished Education Feat, Cha 14+)

Polished Education Feat
If you take this feat, you may gain a number of slots equal to the higher of your Charisma or Wisdom modifier. These slots may be used to learn a musical instrument, spoken language or written language. It takes two slots to learn how to read and write a language and one slot to learn a musical instrument.
Technical and Physical Science Feats
Repair (Wisdom)
This skill is used to operate equipment, perform repairs or modifications typical for a general technican of your day. It can also be used to repair specialized equipment for any other Technical and Scientific skills you have. It includes some ability to repair the common modes of transportation of your setting. The rules for adjusting to new technology and environments describe how this skill can be applied to technologies you would not be familiar with.

Demolitions (Wisdom)
This is the skill used to place and disarm demolitions.
Bonus Skill (Trained in Repair and Thievery)
Bonus Skill (Heavy Weapons Feat, Trained in Repair)

Computer Use (Intelligence)
You can operate and use a computer. This includes your ability to 'hack' security and modify programs as well as search for data in a computer network.
Bonus Skill (Physical Sciences, Int 14+)
Bonus Skill (Repair, Int 18+)

Crime Scene Analysis (Wisdom)
You can carry out technical tests relating to crime scene analysis like fingerprinting, matching bullets, matching blood, torn fabric or paint marks. The perception skill is still used to search for things and notice things.
Bonus Skill (Trained in Perception and Laboratory Feat)

Physical Sciences (Intelligence)
You have a knowledge of physical sciences, including astrophysics.

Mathematics (Intelligence)
You have a knowledge of mathematics, statistics and cryptography.
Bonus Skill (Physical Sciences, Int 16+)
Bonus Skill (Computer Use, Int 20+)

Environmental Skills and Feats
Nature (Wisdom), Acrobatics (Dexterity), Athletics (Strength), Endurance(Constitution)
As per PHB

Dungeoneering (Wisdom)
As per PHB but this is now a bonus skill
Bonus Skill (Trained in Nature, Athletics and Endurance)
Bonus Skill (Trained in Nature, Endurance and Life Sciences)
Other and Medical Science Feats
Laboratory Feat
This feat indicates you are familiar with a chemistry lab. It can be used to make explosives. In combination with the Life Sciences skill, it can be used to make bio-chemical compounds.

Using The Laboratory Feat
If you have the laboratory feat, you can make home-made explosives. The rules for doing so are the same as the rules for making things with the Alchemy feat in the Adventurer's Vault rules. This is an optional rule which can be disregarded if you do not have the Adventurer's Vault rules.


Home-made Explosive
Level 1
Time:4 hours plus one additional hour per level
Component Cost: See below.
Lvl 1- 20gp equivalent, level 6- 75 gp equivalent, level 11- 350 gp equivalent
Level 16- 1800 gp equivalent, Level 21- 9000 gp equivalent. Cost is given in fantasy terms, should be modern resources equivalent in value to the stated gp cost.
Market price: Resources equivalent to double value of components + 20 gp
Key Skill: Physical Sciences or Chemistry

Power (Consumable, Fire): Standard Action: Make an attack: Area burst 1 within 10; +4 vs Reflex; on a hit, deal 2d6 Fire damage
Level 6: +9 vs Reflex, 2d6 damage and half damage on miss
Level 11: +14 vs Reflex, 3d6 damage and half damage on miss
Level 16: +19 vs Reflex, 3d6 damage and half damage on miss
Level 21: +24 vs Reflex, 4d6 damage and half damage on miss

Chemistry Skill (Intelligence)
You have a theoretical knowledge of chemical compounds.
Bonus Skill (Laboratory Feat, Int 14+)

Life Sciences (Intelligence)
This is the knowledge skill for life sciences. The Nature skill still represents practical knowledge of nature.
Bonus Skill (Trained in Nature, Laboratory Feat, Int 16+)

Heal (Wisdom)
As per PHB

Surgery (Intelligence)
This is the skill used to carry out surgical procedures. The Heal skill is used for first aid and disease treatment using homeopathic cures.
Bonus skill (Trained in Heal and Life Sciences, Int 18+)

Pharmacology (Intelligence)
This skill is used for disease treatment with modern drugs.
Bonus skill (Trained in Heal and Life Sciences, Int 14+, Laboratory Feat)

Pathology (Wisdom)
This skill can be used to analyze dead bodies for the cause of death.
Bonus Skill (Trained in Life Sciences and Pharmacology)
Paranormal Science Skills and Feats
Arcana (Intelligence)
As per PHB

Parapsychology (Intelligence)
This skill can be used to make knowledge checks on psionics or monster knowledge checks on psionic entities.
Bonus Skill (Trained in Arcana, Int 16+)
Bonus Skill (Trained in Religion, Int 16+)
Vehicle Skills and Feats
Common vehicles for your setting (horses or land vehicles) typically do not require training to use. Less common vehicles may be Training Only.

Pilot (Dexterity)
The pilot skill can be used to operate vehicles. It includes the appropriate navigation abilities. Depending on the level of realism in your campaign, you may decide it applies to only a few similar vehicles or all vehicles of an entire class, especially if they all depend on a common technology (anti-gravity or repulsor fields). You can take this skill multiple times to operate multiple vehicles. Two versions are suggested below.

Broad Categories Version: This skill applies to an entire category of vehicles e.g. land vehicles, powered sea vehicles, jets/propeller planes, anti-gravity/space

Specific Vehicles Version: This skill applies to 1 plus your Dexterity modifier specific vehicles. You may also pilot a vehicle very similar to one you are already familiar with. Vehicles are similar if they are similar sizes (single or multi-engine air, cars/trucks/tracked versus bikes) and from similar manufacturers (Russian versus NATO versus American).

gnownek
2009-08-20, 10:12 PM
Profession
You may select up to four skills or feats from your selected profession's skill list. Selected skills are added to your class skill list. Feats selected and added to your class skill list, can be taken in place of a class skill when you select your class skills.

Professional Skill Lists
Social Scientist/Academic/Artist/Businessman/Executive/Clergy
History (Intelligence), Religion (Intelligence), Philosophy (Intelligence), Psychology (Intelligence), Sociology (Intelligence), Economics (Intelligence), Bluff (Charisma), Diplomacy (Charisma), Insight(Wisdom), Intimidate (Charisma), Streetwise(Charisma), Bureaucracy (Charisma), Politics (Intelligence), Law (Intelligence), Forgery (Intelligence), Artistic Performance (Charisma), Polished Education Feat, Computer Use (Intelligence), Mathematics (Intelligence), Arcana (Intelligence), Parapsychology (Intelligence)

Scientist
Polished Education Feat, Repair (Wisdom), Computer Use (Intelligence), Crime Scene Analysis (Wisdom), Physical Sciences (Intelligence), Mathematics (Intelligence), Chemistry Skill (Intelligence), Laboratory Feat, Life Sciences (Intelligence), Heal (Wisdom), Surgery (Intelligence), Pharmacology (Intelligence), Pathology (Wisdom), Arcana (Intelligence), Parapsychology (Intelligence), Nature (Wisdom)

Doctor/Paramedic
Polished Education Feat, Computer Use (Intelligence), Crime Scene Analysis (Wisdom), Chemistry Skill (Intelligence), Laboratory Feat, Life Sciences (Intelligence), Heal (Wisdom), Surgery (Intelligence), Pharmacology (Intelligence), Pathology (Wisdom), Diplomacy (Charisma), Insight(Wisdom), Psychology (Intelligence)

Technican/Mechanic/Engineer
Streetwise(Charisma), Thievery(Dex), Perception (Wisdom), Artistic Performance (Charisma), Polished Education Feat, Repair (Wisdom), Demolitions (Wisdom), Computer Use (Intelligence), Crime Scene Analysis (Wisdom), Physical Sciences (Intelligence), Mathematics (Intelligence), Chemistry Skill (Intelligence), Laboratory Feat, Pharmacology (Intelligence), Nature (Wisdom), Dungeoneering (Wisdom), Pilot (Dexterity)

Law Enforcement/Espionage/Criminal
Religion (Intelligence), Psychology (Intelligence), Sociology (Intelligence), Streetwise(Charisma), Bluff (Charisma), Diplomacy (Charisma), Insight(Wisdom), Intimidate (Charisma), Thievery(Dex), Stealth (Dex), Perception (Wisdom), Bureaucracy (Charisma), Politics (Intelligence), Law (Intelligence), Forgery (Intelligence), Disguise (Intelligence), Repair (Wisdom), Demolitions (Wisdom), Computer Use (Intelligence), Heal (Wisdom), Crime Scene Analysis (Wisdom), Laboratory Feat, Pharmacology (Intelligence), Pathology (Wisdom), Acrobatics (Dexterity), Athletics (Strength), Pilot (Dexterity)

Adventurer/Athlete/Blue Collar/Rural
Streetwise(Charisma), Bluff(Charisma), Intimidate (Charisma), Diplomacy (Charisma), Thievery(Dex), Stealth (Dex), Perception (Wisdom), Bureaucracy (Charisma), Disguise (Intelligence), Artistic Performance (Charisma), Polished Education Feat, Repair (Wisdom), Computer Use (Intelligence), Heal (Wisdom), Nature (Wisdom), Acrobatics (Dexterity), Athletics (Strength), Endurance(Constitution), Dungeoneering (Wisdom), Pilot (Dexterity), Far Throw Feat, Brawling Feat, Judo Feat, Firearms Feat

Military
History (Intelligence), Intimidate (Charisma), Stealth (Dex), Perception (Wisdom), Bureaucracy (Charisma), Politics (Intelligence), Polished Education Feat, Repair (Wisdom), Demolitions (Wisdom), Computer Use (Intelligence), Chemistry Skill (Intelligence), Laboratory Feat, Heal (Wisdom), Nature (Wisdom), Athletics (Strength), Endurance(Constitution), Pilot (Dexterity), Far Throw Feat, Brawling Feat, Judo Feat, Firearms Feat, Heavy Weapons Feat

gnownek
2009-08-20, 10:13 PM
Vehicle's Rules

I haven't got traction on this area. So just some rough notes:

-At present I visualize vehicles having 50-125 hit points with varying levels
of armor

-Vehicular armor is damage resistance of 5-20 versus different categories of weapon (melee weapons, melee weapons made from magical materials?? firearms, firearms with 1d12 base damage, grenades, fire weapons, light rockets, heavy rockets)

-The heavy weapon rules I've set up are at levels meet some levels of realism (rockets can kill tanks, etc.) but there are limits. D&D isn't a realism game. An experienced swordsman does way more damage with a power than an inexperienced swordsman and penetrates armor better. This is inconsistent with realistic attacks on vehicles where the world's most skilled swordsman is not going to destroy a tank... no matter what he does (although he might manage to sever a track)

-I suspect special conditions (slowed, etc.) will do nothing more than cause some kind of easy pilot check

-The equipment splat book has stats for 1 man chariots and a magical mini underwater vehicle that make a good starting point for vehicles

-I think I have to stat out motorbikes, car, trucks, armored trucks, a tank and a futuristic hovercar as a minimum.

-Attacks that do more than 50% hit points in damage should have some chance of a mobility kill, setting the vehicle on fire (destroying vehicle on 2-3 failed saves) or causing inaccuracy in the main weapon

-The link below might serve as inspiration

-http://www.wizards.com/default.asp?x=d20/article/msrd

-If not the OGL d20 modern vehicles too

gnownek
2009-08-21, 06:22 PM
Placeholder-----------------------------

gnownek
2009-09-07, 12:03 AM
Race: Waterborne
The waterborne are an alien species that have been based on earth for thousands of years in the "they among us" campaign.
The bulk of their population is situated in countries adjoining the mediterranean and in Ireland. Smaller sub-populations are found on mountain ranges in the alps and in the himalayas. They are extinct elsewhere in the universe as a result of interstellar conflict. The population on earth have given up access to alien technology and concealed themselves.

Their outside appearance greatly resembles humans and it is unclear whether they have been altered from their original form or selected earth for infiltration because of a mysterious resemblance to humanity. The mysterious resemblance could be the result of parallel evolution, a common ancestor or experimentation by an even older alien race. They possess dual-purpose lungs that can breathe water and an organ that can be used to generated an electrical charge.

Waterborne resemble humans in most aspects. They tend to be athletic with little or no body hair and small pointed ears. They have light colored hair (white, blue, gold or light brown) and pale to olive colored skin. Their eyes are gold, violet or green and may have an oriental appearance appearance. On occasion they are naturally bald. They have denser bones than humanity and absorb trace metals and deposit them in their bones. Waterborne can also have metal deposits on patches of their skin resembling blue, green, gold or metal colored dots.

They are comfortable in difficult environments and have used that characteristic to conceal themselves on earth. They can pass for human by using prosthetic ears and cosmetics or minor plastic surgery to conceal their physical differences.

They are typically suspicious of other alien races.
Height: 5'6"-6'2"
Weight: 130-220lbs.
Ability Scores: +2 Dexterity and +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Normal
Skill Bonuses: +2 Stealth, +2 Athletics
Languages: Common, Waterborn
Racial Features: Waterborn Unarmed Proficiency, Waterborn Lungs, Waterborn Defenses, Waterborn DiplomacyWaterborn Unarmed Proficiency: You gain proficiency with a single unarmed combat technique (martial arts, brawling or judo).
Waterborn Lungs: You can breathe underwater and are unaffected by lack of oxygen in high mountain environments (hypoxia).
Waterborn Defenses: You can use the Shockpulse power.
Waterborn Diplomacy: You may use your Intelligence characteristic instead of your Charisma characteristic when using the Diplomacy skill.

Shockpulse Racial Power
Encounter, Lightning
Minor Action Melee 1
Attack: Strength +2 vs Reflex, Constitution +2 vs Reflex, Dexterity+2 vs Reflex. Attack increases +4 at 11th level, +6 at 21st level
Hit: 1d6 + Strength , Constitution or Dexterity. Increases to 2d6 + Strength, Constitution or Dexterity at 11th level. Increases to 3d6 + Strength, Constitution or Dexterity at 21st level.
Special:When you first gain this power, you select Strength, Constitution or Dexterity as the ability score you use when making attack rolls and damage rolls with this power. The choice remains throughout your character's life and does not change the power's other effects.

gnownek
2009-09-07, 10:53 PM
Race: Heavyworlders
Heavyworlders are an alien slave race used on earth by alien observers on earth thousands of years ago. They are more obvious than 'greys' and 'greens' and have largely been replaced by enhanced human beings. Like the 'greys', many heavyworlders now consider earth their new home and work independently of the many alien organizations on earth. Heavyworlders have black, reddish brown, light grey or white skin. They are made up of tough jelly-like flesh around a four limbed skeleton. In their original form, they have no noses, necks or mouths and have a three light-sensitive sensory patches on a large head-sized bump situated where their head should be. They breathe and taste directly through the skin and form 'mouths' only to eat. Their original form has three thick tentacles on two of their upper limbs which serve the same function as fingers.

Heavy-worlders can manipulate the flesh around their skeleton. They grow additional 'fingers' to give themselves a human-like hand and move their surface flesh around to achieve cosmetic results. This skill can be used in combination with masks, cosmetics, prosthetic eyes, false teeth and bulky clothing to disguise themselves as short, overweight humans. A heavy-worlder drug can also be used to alter the hue of their skin, to make them appear more humanlike. Heavyworlders often imitate individuals with significant facial hair, bandaged injuries, scarring or excessive plastic surgery as part of their disguise.
Height: 4' 10" - 5' 3" (5' 5" - 5' 10" with limbs at full extension)
Weight: 160-230lbs.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Grey
Bonus Skills: Endurance +2, Disguise +2
Racial Abilities: Tentacles, Motile Flesh And Extendible Bones, Tough Flesh, Heavyworlder Resilience, Heavyworlder Combat

Tentacles: You can form two additional limbs around your waist or from your back. The additional tentacle-like limb is not particularly strong (lacking bones) and cannot accurately make armed or unarmed attacks. It can take an object from or pass a carried object to one of your primary arms as a free action.
Motile Flesh And Extendible Bones: You can adjust the flesh around your bone structure. You can grip prosthetic eyes, teeth, wigs and beard to give yourself a human appearance. Cosmetics or an ingested drug can be used to alter your coloration to the human norm. Your limb bones are partly made of cartilage and you can extend those limbs by up to 6", allowing you to adjust the proportions of your body and appear up to 6" taller. You are automatically trained in the Disguise skill.
Tough Flesh: You gain a +2 bonus to saving throws against continuing damage.
Heavyworlder Resilience: You can use your second wind as a minor action.
Heavyworlder Combat: Heavyworlders have lost many of their cultural characteristics through many years of servitude to other races but retain a fascination with martial arts. Heavyworlders may select a weapon group other than firearms (including unarmed combat) and receive a +1 bonus to hit with that weapon group. This bonus increases to +2 after the 21st level.

gnownek
2009-09-13, 04:30 PM
Race: Longlives
Longlives are the result of a genetic alteration that an unknown alien race made to humanity in pre-history. At random intervals, a human with an abnormal lifespan is born. The person reaches adulthood and ceases aging at some point in his 30's or early 40's. Their long lives leads them to acquire multiple skills and languages. Long-lives are human except for an unusual structure in their brain. Long lives are not immune to bacterial or viral infections or violent death.
Height: 5' 6" - 6' 2"
Weight: 135-220lbs.
Ability Scores: +2 Charisma and +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Skill Bonus: +4 History
Languages: Common, choice of two others.
Racial Abilities: Well-travelled, Amateur, Longlife Background
Well-travelled: Longlives receive additional languages equal to the higher of their intelligence, charisma or wisdom bonuses.

Amateur: Longlives may select an at-will power from another class and use that power as an encounter power. If an implement or weapon can be used with that power, they are not automatically proficient with that implement or weapon. At 11th level, they may spend a feat to improve this ability to an at will power.

Longlife Background: You can select one of the following benefits;

Free Weapon: Select a simple melee weapon and a martial melee weapon from the same weapon group. You are proficient in those weapons.

Many Skilled: Pick any two skills other than the History skill, you receive a +2 racial bonus to those skills.

Mental Maturity: You receive a +1 racial bonus to your Will and Fortitude defense.

gnownek
2009-09-13, 10:18 PM
Race: Humans
Average Height: 5' 6" - 6' 2"
Average Weight: 135 - 220 lbs
Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Racial Abilities: Bonus At-Will, Bonus Feat, Bonus Skill, Human Defense Bonuses
Bonus At-Will: You know one extra at-will power for your class
Bonus Feat: You have a bonus feat
Bonus Skill: You get training in one additional skill from your class list
Human Defense Bonuses: +1 to Fortitude, Reflex and Will defenses

gnownek
2009-09-13, 10:20 PM
Race: Dolls
Dolls are a genetically altered human race, much like the enhanced and longlived. They have been altered to enhance their abilities as skilled entertainers, negotiators, personal assistants, covert bodyguards and companions. They are physically beautiful and tend to be lean and muscular rather than overweight. The alterations have also made them psionic.
They have a weak energy projection ability, which releases light in unusual patterns. The energy usually resembles translucent flames, electrical sparks or colored patterns and is usually released around the forehead, neck, wrists, palms, head or eyes. A trained doll can supress the energy discharge. A doll who absorbs an excessive amount of direct sunlight, loses the ability to supress his energy projection ability for some time. Dolls pretending to be human often avoid sunlight. Dolls have also been nicknamed "fireflies", "nightpeople" or "halos".
Average Height: 5' 6" - 6' 2"
Average Weight: 110 - 200 lbs
Ability Scores: +2 Charisma and +2 Dexterity (Dolls with Telekinesis or Pyrokinesis), +2 Charisma and +2 Wisdom (Dolls with Telepathy or Unconscious Probability Manipulation), +2 Charisma and +2 Strength (Dolls with Energy Vampirism).
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonus: +2 Diplomacy, +2 Acrobatics
Racial Abilities: Telepathic Touch, Psionic Conditioning, Psionic DisciplineTelepathic Touch: Dolls may communicate telepathically with any living being that they are in physical contact with.

Psionic Conditioning: Dolls receive a +1 bonus to their Will saves.

Psionic Discipline: Dolls may select a psionic discipline. Disciplines include telepathy, telekinesis, pyrokinesis, unconscious probability manipulation (luck) and energy vampirism. The character has a racial encounter power relating to his discipline. You may spend a feat to take a second encounter power but cannot use more than one racial encounter power per encounter. These Doll racial encounter powers have the Psionic power source.

Telepathy: You gain the Telepathic Stab attack power.
Telepathic Stab Doll Racial Power
Encounter, Psionic
Minor Action, Ranged 10
Target: One Creature
Attack: Dexterity +2 vs Will, Charisma +2 vs Will or Wisdom +2 vs Will. At 11th level this changes to Dexterity +4 vs Will, Charisma +4 vs Will or Wisdom +4 vs Will. At 21st level this changes to Dexterity +6 vs Will, Charisma +6 vs Will or Wisdom +6 vs Will
Hit: 1d6 + Dexterity, Charisma or Wisdom damage
At 11th level the damage increases to 2d6 + Dexterity, Charisma or Wisdom damage
At 21st level the damage increases to 3d6 + Dexterity, Charisma or Wisdom damage
Special: When you gain this manifestation you select an ability score to use when making attack and damage rolls with this power. This choice remains constant throughout your character's life.
Telekinesis: You gain the Telekinetic Leap encounter power.Telekinetic Leap Doll Racial Power
Encounter
Move Action, Personal
You may shift your speed but must end your move on solid ground. You are considered to be flying throughout this move.
Pyrokinetic: You gain the Flare of Flame encounter power
Flare of Flame Doll Racial Power
Encounter, Fire
Immediate Reaction, Melee 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Dexterity +2 vs Reflex, Charisma +2 vs Reflex or Wisdom +2 vs Reflex. At 11th level this changes to Dexterity +4 vs Reflex, Charisma +4 vs Reflex or Wisdom +4 vs Reflex. At 21st level this changes to Dexterity +6 vs Reflex, Charisma +6 vs Reflex or Wisdom +6 vs Reflex
Hit: 1d6 + Dexterity, Charisma or Wisdom damage
At 11th level the damage increases to 2d6 + Dexterity, Charisma or Wisdom damage
At 21st level the damage increases to 3d6 + Dexterity, Charisma or Wisdom damage
Special: When you gain this manifestation you select an ability score to use when making attack and damage rolls with this power. This choice remains constant throughout your character's life.Unconscious Probability Manipulation (Luck): You gain the Right Time And Place encounter power.Right Time and Place Doll Racial Power
Encounter
Immediate Interrupt, Personal
Effect: When an attack hits you, force the enemy to roll the attack again. The enemy uses the second roll, even if its lower.Energy Vampirism: You gain the Draining Field encounter power. Draining Field Doll Racial Power
Encounter, Healing, Necrotic
Minor Action, Personal
Effect: Until the end of the turn you inflict an additional 2 Necrotic damage whenever you hit with an unarmed attack.
In addition, while you are bloodied you gain regeneration 2 as long as you are within 10 squares of at least one enemy.
At 11th level, regeneration 4 as long as you are within 10 squares of at least one enemy.
At 21st level, regeneration 6 as long as you are within 10 squares of at least one enemy.

gnownek
2009-09-14, 09:46 PM
Race: Trillians, Humanoid Form
Trillians are an alien lifeform that have settled on earth after discovering that humans are compatible with their requirements. Trillians are partly sapient plants that can construct and move their consciousness into a humanoid form.Normally they grow from seeds, become trees, mature, spread seeds and die. They can smell and sense vibration in their tree form, communicate by scent and have two or three mobile roots that function like slow moving tentacles but are immobile. Their scent poetry is considered to be a high art form for species with the appropriate sensory capabilities.

A trillian tree can bond with a compatible humanoid or recently deceased humanoid corpse placed somewhere on its root network and become a mobile trillian. The bonding process takes several days of close contact and the tree dies shortly thereafter. Plant cells infect and remake the body, curing diseases and reversing aging. If the target of bonding was still alive, the new being can retain some of the living beings memories, mannerisms and emotional makeup. Most trillians will not bond with an unwilling living host, and mobile trillians will go to some trouble to procure willing hosts to create new mobile trillians. The new body resembles a taller, version of the original form. The new being is actually a plant-based copy at a cellular level. Most racial abilities are lost and only slight modifications are made to the body. Mobile trillians have the life expectancy of twice the bonded humanoid and age normally. Near the end of their lives they form a new seed which can be planted to form a tree.

Trillians are one of the oldest species in the galaxy and are found on many planets throughout the galaxy. They are have broken up into many different communities, some of which have 'rebooted' their history and culture by remaining in plant form only for several generations. Trillians have seeded genetic material that would result in compatible humanoids throughout the galaxy. Their seeding may explain some unusual instances of parallel evolution throughout the galaxy. Trillians are compatible with waterborn and humans.
Trillians are a passive, curious species with interests in art and new experiences.

Mobile trillians are similar to the humanoid body used in their creation. They are usually slightly taller. Their body hair is usually darker. They often have green or brown eyes. Small flower buds and tendrils are concealed within their hair. In addition, small compartments are hidden in their body (along the spine, elbow and side of the leg and thigh) that hold plant-like growths. The buds and tendrils and the plant-like growths can be extended (it takes an hour for these to reach their full size).

On extension the trillian is clearly non-human with plant material extruding from the compartments and flowers visible in the hair. A coloration change occurs along with extension. Skin becomes greenish. Body hair lightens and becomes obviously green. If a trillian remains extended for several months, the trillian's skin becomes leathery and dark brown. It takes several days to return to human appearance at that point and the trillian must shed portions of its foilage.Average Height: 6' - 7' 2""
Average Weight: 180 - 330 lbs
Ability Scores: +2 Strength and +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Skill Bonus: Nature +2, Heal +2
Languages: Common, Trillian (Scent based language that can be used to communicate with Trillian trees as well as humanoids), Grey.
Racial Abilities:Little Need To Breathe Or Eat, Superior Smell, Trillian Regeneration, Ancestral Memory
Little need to breathe or eat: When plant components are extruded and made obvious, you only need to eat one tenth the normal amount to avoid starvation effects. You need to drink the full amount of water. In addition, you can hold your breath for your constitution bonus in hours before suffering any drowning effects whether or not your plant components are extruded.

Superior Smell: You gain a +4 racial bonus to Perception checks in any situation where scent would help, including tracking. You may add Perception as a class skill, even if it is not on your class skill list.

Trillian Regeneration: The first time you are bloodied, you gain temporary hit points equal to your Wisdom bonus.

Ancestral Memory: You can access fragments of memories that were gathered by Mobile Trillians who are in your ancestral tree. You have the ancestral memory power.Ancestral Memory Trillian Racial Power
Encounter
No Action Personal
Trigger You make an attack roll, a saving throw, a skill check or an ability check and dislike the result.
Effect You add 1d6 to the triggering roll

gnownek
2009-09-18, 09:09 AM
Race: Greys
The grey alien race is a common alien race normally occupying low-level positions in the hierarchy of alien races. They have often been used as scouts, spies and soldiers by other alien races. The race is broken up into sub-species and are sometimes referred to as Greys, Greens and Talls.
All three species have shown a tendency to identify with the human race and have 'gone local' on occasion, breaking links with other aliens.
Greys are usually bald with nostril holes and no nose, large black eyes without pupils, six long fingers per hand, long arms, short feet, thick bodies and large heads. Greys are the most common form in alien service and the name for the subspecies is also used as a species name. They are grey in color.

Greens resemble greys but have a greenish skin tone, decorative fins and vestigal scales on parts of their body, as well as pointed teeth. They are an offshoot of the grey race once used as scouts when aliens visited in pre-historic times.

Talls are a large version of the species. They are slightly larger human height and have different proportions from the other sub-species, possessing long arms and limbs as well as long, thin bodies. Talls are a military-offshoot of the species. Talls also have pointed teeth. They are usually white in color but can be grey or green.
Average Height: 4' 4" - 4' 8" ("greys" and "greens"), 6' 2" - 6' 7" ("talls")
Average Weight: 100 lbs - 150 lbs ("greys" and "greens"), 160-190 lbs
Ability Scores: +2 Charisma and +2 Intelligence ("greys"), +2 Intelligence and +2 Wisdom ("greens") or +2 Constitution and +2 Intelligence ("talls")
Size: Medium
Speed: 6
Vision: Low-light vision
Language: Common, Grey
Skill Bonuses: +2 Bluff, +2 Insight ("greys"), +2 Perception and +2 Insight("greens") or +2 Intimidate and +2 Insight ("talls")
Racial Traits: : Alien Resistance (Greys and Greens only), Fade Away (Greys, Greens and Talls), Cloaking (Greys, Greens and Talls), Small (Greys and Greens Only)
Alien Resistance (Greys and Greens only)
You gain a +1 racial bonus to your Will and Reflex defense.

Fade Away (Greys, Greens and Talls)
You have the fade away power.

Fade Away Racial Power
Encounter Psionic Illusion
Immediate Reaction Personal
Trigger: You take damage
Effect: You are invisible until you attack or until the end of your next turn.

Cloaking (Greys, Greens and Talls)
You have the Cloaking power.

Cloaking Racial Power
At-Will  Psionic, Illusion, Charm
Minor Action    Personal
Effect: You can alter your physical form to resemble any humanoid being of small or medium size. Technological recording equipment records the illusion with some additional blurring. The ability is part-psionic and partly-visual. If you regularly appear as a being of a specific race, you may develop a unique, recognizable persona of that race that you can recreate at will. You may not duplicate a specific individual. "Greens" have used this ability to imitate mythological beings when interacting with primitive cultures.

Small (Greys and Greens Only)
Greys and greens are small characters, you can't use two handed weapons that do not have the small property. When you use a versatile weapon, you must use it two handed and deal no extra damage for doing so.

gnownek
2009-09-18, 06:15 PM
Race: Enhanced
You are a genetically enhanced human being, engineered for superior physical characteristics and resistance to damage. The most common is a physically perfect human being. Several other strains exist which have had genes from animal species used in enhancement. These strains may have bestial characteristics in their hair, teeth, eyes or fingernails. These can include extra hair, sharpened teeth or nails, scales or bony ridges on parts of the body or a forked tongue. These features are typically easily concealed. Height: 5'8"-6'8"
Weight: 170-250lbs.
Ability Scores: +2 Strength and +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Skill Bonuses: +2 Endurance, +2 Athletics (Strains with No Animal Genes), +2 Perception, +2 Intimidate (Strains with Reptile Genes), +2 Endurance and +2 Perception (Strains with Other Animal Genes)
Languages: Common and choice of one other
Racial Abilities: Hard to Kill, Enhanced Mind, Animalistic Traits, Poison and Disease Resistance, Great Vigor Racial Power
Hard To Kill: When reduced to 0 hit points you are less likely to die. You may roll two dice for your death saving throw and take the better of the two.
Enhanced Mind: You gain a +1 racial bonus to your Will Defense
Animalistic Traits (Strains with Reptile or Other Animal Genes):
You gain low-light vision and natural weapons that give you a +1 bonus to damage with unarmed attacks
Poison & Disease Resistance (Strains with No Animal Genes only):
+2 racial bonus to saving throws against Poison and Disease
Great Vigor Enhanced Racial PowerEncounter, Healing
Minor Action, Personal
Special: You must be bloodied to use this power
You gain temporary hit points equal to 3 plus half your level

gnownek
2009-09-22, 08:01 PM
Race: Bugjockey
Bugjockeys are a highly evolved insect species resembling a wingless wasp about 18" long. Bugjockeys are weak physically and helpless outside of an exoskeleton. They are psionically linked to a specific exoskeleton at birth and spend most of their lives in the exoskeleton. The Bugjockey feels pain when the exoskeleton is damaged or injured. They may exit to eat and when meeting other bugbots.
Bugjockey exoskeletons are made self-regenerating living plastic. They are controlled cybernetically by the Bugjockey pilot from within a chamber in the chest. Life-support systems draw air from the atmosphere for the bugbot, provide food and provide water. The exoskeleton eats and drinks to restock its life support systems. The exoskeleton must also absorb electrical energy, metals and petroleum products periodically to maintain itself.

Bugjockey exoskeletons can be grown with scientific equipment by adult Bugjockeys before being provided to Bugjockey infants. Bugjockey exoskeletons resemble clothing store mannequins with insectile aspects. The exoskeleton can be modified to imitate another species. Most bugjockeys on earth have exoskeletons that have been modified to resemble human adults. The modifications are sophisticated enough that a visual examination of the unclothed chest area to identify a bugjockey.

For game purposes, a Bugjockey and its exoskeleton are treated as a single humanoid being with the statistics given below. The bugjockey is assume to perish if the exoskeleton is destroyed.Race: Bugjockey
Average Height: 5' 6" - 6' 2"
Average Weight: 145 - 235 lbs
Ability Scores: +2 Intelligence and +2 Strength
Size: Medium
Speed: 6 squares
Vision: Normal
Skill Bonuses: Repair +2, Bluff +2
Languages: Common, Grey, Bugjockey
Racial Abilities: Hybrid Living Construct, Life Support System, Easily Upgraded, Helpless, Boosted ExoskeletonHybrid Living Construct
You are vulnerable to most effects because of your biological components.
You gain a +2 to saving throws against ongoing damage. When you roll a death saving throw, you can take the better of your die roll or 10 as the result. You still die at your negative hit point total.

Life Support System
The exoskeleton's life support systems do give you partial protection against poison. You have resist 5 poison.

Easily Upgraded
Cybernetic improvements to the exoskeleton are particularly easy. Your recovery time from surgery to implant cybernetics is one third of the normal time.

Helpless
Bugjockey are helpless tiny creatures outside of their exoskeletons. They can move 1 square per round and cannot manipulate objects in earth gravity. If the exoskeleton is destroyed , the bugjockey normally dies from feedback.

Boosted Exoskeleton Bugjockey Racial PowerEncounter
Minor Action Personal
Special: You must be bloodied to use this power.
Effect: Until the end of the encounter or rendered unconscious, your speed increases by 1 and you gain a +1 bonus to your AC.

gnownek
2009-10-06, 10:27 PM
Epic Destinies
Epic Destinies in d20 Modern do not have an "Immortality" feature. Characters simply have a final adventure at level 30 and retire the character. Epic Destinies are summarised by the prerequisites, destiny features and a power or powers. Prerequisites can specify a setting requirement. An epic destiny may specify that "Cybernetic enhancement must be available in the campaign setting" or "Arcane power sources are available in the campaign setting".

Legendary Champion Epic DestinyPre-requisite: 21st level
You are associated with a cause, a side, a profession, a nation, a philosophy or a point of view. You are famous for your incredible exploits on behalf of that association. Allies are inspired by you, supporters imitate you, enemies fear you and your critics respect you.

Legendary Champion FeaturesChampion's Prowess (21st Level)
At the beginning of the day, choose one daily power. You can use that power twice per day.

Champion's Recovery (24th Level)
The first time you are reduced to 0 hit points or fewer each day, you regain hit points equal to half your maximum hit points.

You Earned That Reputation (30th level)
Choose one daily power you know. You may now use that power as if it were an encounter power instead of a daily power. You may not select the power you selected for the Fanatical Strength feature.

Legendary Utility Power
You may select a single 26th level Utility power based on your reputation.

Favored By Fortune, Legendary Champion power, Utility 26
Daily, Martial
Minor Action, Personal
Effect: Until the end of the next turn, you and any allies within 20 squares of you gain a +10 bonus to saving throws

Upsets The Odds, Legendary Champion power, Utility 26
Daily, Martial
Minor Action, Personal
Effect: Until the end of the encounter, you and any ally within 5 squares of you can score a critical hit with any daily attack power on a roll of 18-20.

Inspirational Leader, Legendary Champion power, Utility 26
Daily, Martial
Minor Action, Ranged 10
Target: One Ally
Effect: The target takes an extra standard action on his or her next turn.
Sustain Minor: Choose a different ally within range. That ally can take an extra standard action on his or her next turn. You cannot choose an ally as a target more than once in an encounter.

Strategic Genius, Legendary Champion power, Utility 26
Daily, Martial
Minor Action, Close Burst 10
Effect: Choose one of the following effects. Until the end of the encounter, you and all your allies in the burst gain a +2 bonus to attack rolls or until the end of the encounter, you and all your allies get a +2 power bonus to Fortitude, Reflex or Will.

Ultimate Avenger, Legendary Champion power, Utility 26
Daily, Healing, Martial
Free Action, Personal
Trigger: Your melee attack drops an enemy to 0 hit points or fewer
Effect: You regain hit points equal to the damage you dealt with the attack

Feared By All, Legendary Champion power, Utility 26
Daily, Martial
Minor Action, Personal
Effect: Until the end of the encounter, every creature that attacks you in melee and fails to hit takes damage equal to one half its levelSilent Agent Of Destiny Epic DestinyPre-requisite: 21st level
You aren't flashy but you are always at the right place to see great doings. You confront great danger and leave untouched. You aren't always in the history books but your life will always be a part of it.
Silent Agent of Destiny FeaturesTwist of Fate (21st Level)
You have a knack for surviving. Three times per day as a free action, you can reroll a d20 roll (attack roll, skill check, ability check or saving throw).

Truth To Power (24th Level)
When you score a critical hit against a creature that is higher level than you, the creature takes a -5 penalty to saving throws and cannot regain hit points or recharge any powers until the end of your turn.

Fate Fumbles(30th level)
Once per day you can tell the DM to treat the result of a d20 roll as if he just made a 1. No rerolls are possible.

Destiny favors you at key moments. You gain the Make History utility power at level 26.

Make History, Silent Agent of Destiny power, Utility 26
Daily, Healing
Minor Action, Personal
Recover all your expended encounter powers, automatically save against all effects on you or regain all of your hit points.

gnownek
2009-10-07, 06:44 PM
D20 Modern Epic Destinies (Continued)
Steel Titan Epic DestinyPre-requisites: 21st level; campaign setting must allow cybernetic or biochemical enhancement of characters; the character must have been altered in some way for superior strength and stamina; muscle class only.
You have been transformed by technological means and no longer resemble your original form. You batter your enemies and dominate the battlefield.Steel Titan FeaturesUnyielding Strength (21st Level)
Increase your Strength score by 2. Your normal load, heavy load and maximum drag load are twice their normal values (Strength x 20, Strength x40 and Strength x100). Once per day, you gain a +10 bonus to a Strength abiliity check or a Strength based skill check of your choice.

Undying Stamina (24th level)
Each time you reach a milestone you gain 1d4 healing surges.

Deliver Punishment (30th Level)
Once per day, you can treat any successful melee attack you just made as if it were a natural 20 or you can treat any unsuccessful missile attack roll you just made as if it were a hit.

You gain the Destructive Enmity, utility power at level 26.

Destructive Emity, Steel Titan power, Utility 26
Daily, Martial, Stance
Minor Action, Personal
Effect: Until the stance ends, every time you miss with a melee or close weapon attack you deal damage equal to your Strength modifier.

gnownek
2009-10-10, 07:35 PM
Class: Companion
Role: Striker. You do a lot of damage to one enemy at a time. While effective solo, you are at your best with allies, dashing in and out of combat or taking advantage of critical openings. There are two sub-classes of Companion available. The Fast Companion depends on speed, mobility and accuracy to inflict extra damage. The Cooperative Companion coordinates his attacks with allies to inflict greater damage. The Cooperative Companion has some abilities which would suggest Leader as a secondary role and the Fast Companion has greater capabilties against large numbers of opponents in melee.Power Source: Martial
Key Abilities: Dexterity or Intelligence, varying by subclass. Wisdom or Charisma are secondary.
Dexterity as a primary characteristic for the Fast Companion. Intelligence as a primary characteristic for the Cooperative Companion. Wisdom or Charisma can be secondary characteristics for either.Hp at 1st Level: 12 + Constitution score
Armor Proficiencies:Cloth
Weapon Proficiencies: Simple Melee and Simple Ranged
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Bonus To Defense: +2 Reflex
Class Features: Companion Feats I, Companion Feats II, Companion Feats III, Companion Technique, Companion Sub-Class Benefits
Skills: In addition, to class skills suggested by your Profession; Acrobatics, Athletics, Bluff, Heal, Repair and Stealth are class skills. You may select four skills from your class skills list as trained skills.
Designers NoteThis is another flexible class. The ability to select weapon proficiencies allows you to customise this class for a variety of settings. In addition the two subclasses and companion technique class feature allow you to customise this class for a variety of roles (doctor, repairman, expert, martial artist, gunfighter) The class has a wide range of abilities, including attacks that target will, reflex and fortitude saves.Companion Class FeaturesCompanion Feats I: Defensive Options
Pick 2 from the following list, pre-requisites apply; Armor Proficiency (Leather), Armor Proficiency (Hide)**, Armor Proficiency (Energy Fields)*, Armor Proficiency (Modern Armor)*, Modern Unarmored Training*, Keep Close*, Alertness, Defensive Mobility, Two Weapon Fighting**, Two Weapon Defense**
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not apply
Companion Feats II: Melee Options
Pick 1 from the following list, pre-requisites apply; Armor Proficiency (Hide)**, Armor Proficiency (Modern Armor)**, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*, Martial Melee Mastery*, Far Throw**, Skill Training
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyCompanion Feats III: Advanced Options
Pick 1 from the following list, pre-requisites apply; Martial Ranged Mastery*, Firearms*, Combat Reflexes**, Streetfighting*, Martial Melee Mastery*, Skill Training
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyCompanion Feats can be retrained but the new feat must come from the appropriate Companion Feat list.

Companion Technique
You may select one of the following six benefits.
1. First Aid Focus (Cooperative Companion Only): During a short rest, you may tend to your allies. The maximum number of allies you can tend to is equal to your Wisdom modifier. Allies who are tended to gain additional hit points equal to your Intelligence bonus if they spend a healing surge during that short rest. These hit points do not stack with other bonuses to hit points gained when spending a healing surge from similar class abilities. An ally may only receive the benefit of first aid focus once per short rest.

2. Inspiring Ally: You gain the Inspiring Support power.Inspiring Support Companion power
"Your support, advice and encouragement inspires others to greater heights"
At Will (Special), Martial, Healing
Special: You can use this power once per day.
Minor Action, Close Burst 5 (10 at Level 11, 15 at Level 21)
Target: One ally other than yourself in burst
Effect: The target can spend a healing surge3. Edged Master (Fast Companion Only): You gain a +1 bonus to hit with daggers and are proficient in the use of shuriken. Your weapon damage dice increases by one when you wield a shuriken.

4. Gunfighter (Fast Companion Only): You gain a +1 bonus to hit with pistols.

5. Skillful: You may select two additional skills from your Class list. You are trained in those skills.

6. Trickster: You only need to take a minor action to bluff in combat. You may use bluff to gain combat advantage in combat up to three times per encounter. Companion Sub-class Benefits
You may also select a single sub-class. The sub-classes are Fast Companion and Cooperative Companion.

Fast Companion
You gain the Companion's Quarry ability.

Companion's Quarry
Once per turn as a minor action, you may designate the enemy nearest to you as your quarry. Once per round, you deal extra damage based on your level to your quarry on a ranged or melee attack. If you have multiple attacks, you decide which attack to apply the extra damage to after all attacks are rolled.

The effect remains active until the end of the encounter, until the quarry is defeated or until you designate another target. You can designate only one target at a time.

Level 1 -10: You may do an extra 1d6 damage

Level 11-20: You may do an extra 2d6 damage

Level 21-30: You may do an extra 3d6 damage

Fast Companion "Spinning Strike" Exploit
In addition, you may choose to select the Spinning Strike Level 1 Encounter exploit as one of your encounter powers. You may take this power up 2 times in total and unlike other scalable powers, you may take the same version of this power twice. For example, at level 3 you may take Spinning Strike as your level 1 and level 3 Encounter power.
Spinning Strike Companion Feature
"You use your speed in melee combat to lash out at many opponents or to catch your enemy where his defenses weakest"
Encounter, Martial, Melee Weapon, Scalable
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Effect: You can slide one square after making the attack
Special: If the attack has only one target, you may add the higher of your Wisdom or your Charisma modifier to damage as well as your Dexterity modifier.
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 2[W] and the you can slide one square before or after making the attack instead of after the attack. If you take this power as a Level 23 Encounter Exploit damage increases to 3[W] and you can slide two squares instead of one, before or after you make the attack instead of sliding one square after making the attack.
Special: You may only take this Encounter power if you are a Fast CompanionCooperative Companion Sub-Class BenefitsYou gain the Tactical Combat sub-class abilities and the Opportunistic Blow sub-class abilities.

Tactical Combat
You may use your Intelligence modifier in place of your Dexterity modifier for Ranged Basic Attacks and any Companion exploit. The substitution applies to attack rolls, damage rolls and any Companion exploit effect that depends on your Dexterity modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Dexterity modifier.

Opportunistic Blow
Once per round, you may deal extra damage to a target and cause the target to take a penalty on its attack rolls until the beginning of your next turn. You can only apply this effect to a target that has not acted yet at the start of an encounter, a target that has been attacked by one of your allies since the end of your last turn or a target against which you have combat advantage. If you have multiple attacks, you decide which attack to apply the effect to after all attacks are rolled.

Level 1 -10: You may do an extra 1d8 damage

Level 11-20: You may do an extra 1d10 damage and the target takes a -1 penalty on attack rolls until the beginning of your next turn

Level 21-30: You may do an extra 2d8 damage and the target takes a -1 penalty on attack rolls until the beginning of your next turn

Opportunistic Companion "To The Rescue" Exploit
In addition, you may choose to select the To The Rescue Level 1 Daily exploit as one of your Daily powers. You may take this power up 2 times in total and unlike other scalable powers, you may take the same version of this power twice. For example, at level 5 you may take To The Rescue as your level 1 and level 5 Daily power.
To The Rescue Companion Feature
"A carefully placed attack can give you or your ally a chance to recover"
Daily, Martial, Healing, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Requirement: You cannot make this attack with a two-handed melee weapon or variable melee weapon held in two hands.

Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage and you or an ally within 5 squares of you can spend a healing surge.
Miss: You or an ally within 5 squares of you can spend a healing surge.
Special: You may only take this Daily power if you are a Cooperative Companion.
Special: If you take this power as a level 9 Daily power, damage increases to 4[W] on a hit, on a miss the target takes half damage and you or an ally within 5 squares of you can spend a healing surge.
If you take this power as a level 19 Daily power, damage increases to 5[W] on a hit, on a miss the target takes half damage and you or an ally within 5 squares of you can spend a healing surge.
If you take this power as a level 25 Daily power, damage increases to 6[W] on a hit, on a miss the target takes half damage and you or an ally within 5 squares of you can spend a healing surge.

gnownek
2009-10-11, 09:17 PM
New KeywordsMind Games*: You must be trained in Intimidate, Insight or Bluff. If you deal damage with an attack that has this keyword. The target gets a -2 penalty to hit until the end of your next turn. A creature immune to fear is not subject to this penalty. You must be visible to the target.

Modern Ranged Weapon: Firearms and energy weapons are not considered to be ranged weapons by powers that have the ranged weapon keyword. The Modern Ranged weapon keyword indicates the power can be used with a firearm or energy weapon.

Scalable:The power is available in higher level versions. You must retrain to get the benefit of the higher level version, the power does not automatically update itself to the improved version when you reach the appropriate level. You may any take any power up to 2 times but must have different versions of the power. For example, you could have a level 13 Encounter version of a power and the level 3 version at the same time.Level 1 At Will Companion ExploitsPinpoint Attack
"X marks the spot"
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon
Requirement: if using a firearm, you may not use the burst fire feat with this ability
Target: One Creature
Attack: Dexterity + 2 vs AC
Hit: 1[W] damage
Increase damage to 2[W] at 21st level.

Trick Attack
"Not very bright. You should be afraid"
At Will, Martial, Mind Games, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Increase damage to 2[W] + Dexterity modifier at 21st level

Dodging Attack
"Superior mobility gives me an edge"
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon
Target: One creature
Special: You can move 2 squares before or after the attack
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Increase damage to 2[W] + Dexterity modifier at 21st level

Set-up Attack
"Its all about the team scoring"
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon
Requirement: You must be from the Opportunistic Companion Sub-Class
Target: One creature
Attack: Dexterity+2 vs Will
Hit: Until the end of the next turn, the target takes a -2 penalty to all defenses. The next ally who hits the target before the end of the next turn does additional damage equal to your Wisdom modifier.

Twin Attack
"Why hit once when you can hit twice"
At Will, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Requirement: You must be from the Fast Companion subclass. If you are using a ranged weapon, the ranged weapon must be a light blade.
Weapon: If you are using a melee weapon other than a two handed weapon or a variable weapon held in two hands or a thrown weapon, you may select a single creature as the target of both attacks.
Target: One or two creatures
Attack: Dexterity vs AC, one attack per target
Hit: 1[W] damage per attack
Increase damage to 2[W] at 21st level

Sly Attack
"Look at my smile. I'm harmless. Really."
At Will, Martial, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage + Charisma modifier damage
Increase damage to 2[W] + Dexterity modifier + Charisma modifier damage at 21st level

Piercing Attack
"Armor is never perfect"
At Will, Martial, Weapon
Standard Action, Melee or Ranged Weapon
Requirement: You must be using a light blade, spear, pick or ranged weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage
Increase damage to 2[W] + Dexterity modifier at 21st level

gnownek
2009-10-13, 08:28 PM
Level 1 Encounter ExploitsTwin Attack
"Small, quick and often. That's me"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC, 2 attacks.
Hit:1[W] + Dexterity modifier damage per attack
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 1 attack per target.
Weapon: If you are wielding two melee weapons with the off hand property and you hit a single target with both attacks, you inflict additional damage equal to your Dexterity modifier.

Cunning Reply
"It's hard to keep your guard up when you are on the offensive"
Encounter, Martial, Weapon, Scalable
Immediate Reaction, Melee or Ranged Weapon
Trigger: An enemy makes an attack against you
Effect: You can shift 1 square and make a melee basic attack against the enemy or make a ranged basic attack against your enemy.
Special: Gain a power bonus to your attack roll equal to your Charisma bonus (minimum 2).
Special: If you take this power as a Level 13 Encounter Exploit, you do an additional 1[W] damage with your basic attack. If you take this power as a Level 23 Encounter Exploit, you do an additional 2[W] damage with your basic attack.

Attack On The Move
"A wise man has an exit strategy"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Special: You can shift a number of squares equal to your Wisdom modifier (minimum 2) before or after this attack
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Special: If you take this power as a Level 13 Encounter Exploit, damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Positioning Attack
"Step over there sir"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Effect: Make a secondary attack against the target
Weapon: You gain a +1 bonus to hit with the secondary attack if you make this attack with a flail or polearm
Secondary Attack: Dexterity vs Will
Hit: You may slide the target one square and the target is slowed until the end of its turn. Magic weapon modifiers to damage do not apply to this attack.
Special: If you take this power as a Level 13 Encounter Exploit and the secondary attack hits, the target is slid one square and immobilized until the end of its turn. If you take this power as a Level 23 Encounter Exploit, damage increases to 3[W] and if the secondary attack hits, the target is slid one square and immobilized until the end of its turn.

Dazing Attack
"Let's see how tough that skull is"
Encounter, Martial, Weapon,Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Effect: Make a secondary attack against the target
Secondary Attack: Dexterity vs Fortitude
Weapon: You gain a +1 bonus to hit with the secondary attack if you make this attack with a club, staff, mace, hammer or sling.
Hit: The target is dazed until the end of your next turn. Magic weapon modifiers to damage do not apply to this attack.
Special: If you take this power as a Level 13 Encounter Exploit, the damage increases to 2[W] for the primary attack. If you take this power as a Level 23 Encounter Exploit, damage increases to 3[W] for the primary attack and the target is dazed until the end of your next turn and knocked prone if the secondary attack hits.Level 1 Daily Exploits
Manipulative Strategy
"That's not fighting, that's dancing. This is a bit of both."
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage and you slide the target 1 square
Effect: Until the end of the encounter, each time you hit the target you slide it 1 square

Crippling Shot
"Time to slow someone down a little"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and takes 5 ongoing damage (save ends both)
Miss: Half damage, no ongoing damage and target is slowed until the end of your next turn.
Special: If you take this exploit as a Level 9 Daily Exploit, damage increases to 3[W] on a hit. If you take this exploit as a Level 19 Daily Exploit, damage increases to 4[W]. If you take this exploit as a Level 25 Daily Exploit, damage increases to 4[W] and ongoing damage increased to 10 on a hit and the target takes half damage, 5 ongoing damage and is slowed (save ends both) on a miss. If you take this exploit as a Level 29 Daily Exploit, damage increases to 5[W] and ongoing damage increased to 10 on a hit and the target takes half damage, 5 ongoing damage and is slowed (save ends both) on a miss.

Now An Easy Target
"Its like opening a tin can"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target is slowed and grants combat advantage to you (save ends both).
Miss: Half damage, and target is grants combat advantage to you until the end of your next turn.
Special: If you take this exploit as a Level 9 Daily Exploit, damage increases to 3[W]. If you take this exploit as a Level 19 Daily Exploit, damage increases to 4[W] on a hit. If you take this exploit as a Level 25 Daily Exploit, damage increases to 5[W] on a hit. If you take this exploit as a Level 25 Daily Exploit, damage increases to 6[W] on a hit.

Fanged Striking
"Two for the price of one, what fun"
Daily, Martial, Weapon
Standard Action, Melee Weapon
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 1 attack per target.
Target: One creature
Attack: Dexterity vs AC (Melee, Main weapon and off hand weapon), 2 attacks
Hit: 2[W] + Dexterity modifier damage per attack
Miss: Half damage per attackLevel 2 Utility Exploits
Step Back
"Sometimes you can realy somersault in combat"
Encounter, Martial
Immediate Reaction
Trigger: You are damaged by an attack
Effect: You can shift 2 squares and gain a +1 power bonus to all defenses until the end of the turn.
Special: If you are trained in Acrobatics and Athletics, you can shift your Dexterity modifier in squares instead of 2 squares.

Upsy Daisy
"You rise immediately in a single smooth move"
Encounter, Martial
Immediate Reaction
Trigger: You are knocked prone
Pre-requisite: Trained in Acrobatics or Athletics
Effect: You stand up and shift one square

Wing Man
"Thank's buddy. He wouldn't be down without you"
Encounter, Martial
Minor Action, Personal
Requirement: You and an ally are adjacent to the same enemy
You gain combat advantage against that enemy until the end of the turn

Friendly Advice
"Listen up, I've heard this story before"
Encounter, Martial
Immediate Reaction, Ranged 5
Trigger: An ally within range that you can see or hear makes a skill check in a skill in which you are trained.
Effect: Grant the ally the ability to reroll the skill check, with a power bonus equal to the higher of your Intelligence and Wisdom modifier.

gnownek
2009-10-14, 06:36 PM
Level 3 Encounter ExploitStepping Twin Strike
"I'm quick. Quick enough to cut you and disappear"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC, 2 attacks.
Special: After the first or second attack, you can shift a number of squares equal to 1 + your Dexterity modifier
Hit:1[W] + Dexterity modifier damage per attack
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 1 attack per target.

Right In The Way
"Finding it hard to concentrate? Exactly"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Weapon: If you are wielding a mace or staff you gain a +1 bonus to your AC until the beginning of your next turn.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target grants combat advantage to you until the end of your next turn.
Special: If you take this power as a Level 13 Encounter Exploit, damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Strategic Sniping
"Angry enemies make mistakes"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage. Add your Charisma bonus (minimum 2) to your AC until the start of your next turn.
Special: If you take this power as a Level 13 Encounter Exploit, damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W].

Armor-Piercing Technique
'In the gap, spilling blood where there's no metal'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs Reflex
Weapon: If you are wielding a club, mace, staff, flail, axe, ranged weapon or modern ranged weapon you have a -1 penalty to the attack roll
Hit: 2[W] + Dexterity modifier damage
Special: If you take this power as a Level 13 Encounter Exploit damage increases to 3[W]. If you take this power as a Level 23 Encounter Exploit damage increases to 4[W]
Level 5 Daily ExploitsFanged Fire
"Two bullets, one each"
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC (Modern Ranged, one attack with each weapon), two attacks.
Hit: 2[W] + Dexterity modifier damage per attack
Miss: Half damage per attack

Disruptive Barrage
"A firearm lets you engage multiple targets. Take advantage"
Daily, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon
Target: All targets you can see in a burst 2 area within your weapon's range. The maximum number of targets you can attack is equal to your Dexterity modifier.
Attack: Dexterity-1 vs Reflex
Hit: 1[W] + Dexterity modifier
Miss: Half damage
Special: If you take this exploit as a Level 9 Daily Exploit, damage increases to 2[W]. If you take this exploit as a Level 19 Daily Exploit, attack improves to Dexterity vs Reflex, damage increases to 2[W] and you can slide one square before the attack. If you take this exploit as a Level 25 Daily Exploit, attack improves to Dexterity vs Reflex, damage increases to 3[W] and you can slide one square before the attack.

Loss Of Nerve
"A carefully placed wound leaves your opponent distracted by pain"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Miss: Half Damage
Effect: Make a secondary attack against the target
Weapon: You gain a +1 bonus to hit with the secondary attack when wielding a club, mace, flail or hammer
Secondary Attack: Dexterity vs Fortitude
Hit: 1d10 + Dexterity modifier damage and target takes a -2 penalty to attack rolls until the end of the encounter. Magic weapon modifiers to damage do not apply to this attack.
Miss: Half Damage and target takes a -1 penalty to attack rolls until the end of the encounter.
Special: If you take this exploit as a level 9 Daily Exploit, secondary attack damage increases to 2d10. If you take this exploit as a Level 19 Daily Exploit, secondary attack damage increases to 3d10. If you take this exploit as a Level 25 Daily Exploit, secondary attack damage increases to 4d12. If you take this exploit as a Level 29 Daily Exploit, secondary attack damage increases to 5d10 and the penalty to attack rolls if you hit increases to -3.

Compel To Flee
"War is funny. Sometimes the most confident guy turns out to be a coward"
Daily, Fear, Martial, Mind Games, Weapon, Scalable
Standard Action, Melee or Ranged Weapon
Target: One Creature
Attack: Dexterity vs Will
Hit: 2[W] + Dexterity modifier damage and the target moves away from you a number of squares equal to the greater of your Wisdom or Charisma modifier, avoiding unsafe squares and difficult terrain if it can.
Miss: The target moves 1 square away from you, avoiding unsafe squares and difficult terrain if it can.
Special: If you take this exploit as a level 9 Daily Exploit, you do an additional 1d10 damage. If you take this exploit as a Level 19 Daily Exploit, you do an additional 2d10 damage. If you take this exploit as a Level 25 Daily Exploit, you do an additional 3d12 damage. If you take this exploit as a Level 29 Daily Exploit, secondary attack damage increases to 4d12.Level 6 Utility ExploitsFlanking Reflex
"I always like to be in the right place at the right time"
Encounter, Martial
Immediate Reaction, Personal
Trigger: An ally enters a square adjacent to an enemy adjacent to you
Effect: You can shift to any other square adjacent to the enemy

Fortuitous Dodge
"That was close. Too close for my taste"
Daily, Martial
Immediate Reaction, Melee 1
Trigger: A melee or ranged attack misses you
Target: Once creature other than the attacker
Effect: The target is also targeted by the triggering attack. You can than shift one square.

Mind Of The Manipulator
"I planned ahead. Like always"
Encounter, Martial
Immediate Interrupt, Personal
Trigger: You are hit by an attack against your Will defense
Effect: Gain a +1 power bonus to your Will defense against the triggering attack
Special: The power bonus increases to +2 if you are trained in insight, bluff, diplomacy or intimidate.

gnownek
2009-10-14, 08:06 PM
Level 7 Encounter ExploitsDeath Repeated
"Death and Taxes, that's a pair. So are those two wounds"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC, 2 attacks.
Hit:2[W] + Dexterity modifier damage for the first attack, 1[W] + Dexterity modifier damage for the second attack,
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 1 attack per target.

Swirl And Strike
"With a dramatic flair, you strike those around you"
Encounter, Martial, Weapon, Scalable
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage and you push the target 3 squares and it is knocked prone.
Special: If you take this power as a Level 17 Encounter Exploit, damage increases to 2[W].

Blinding Trick
"When you strike, you blind an enemy with thrown sand, pebbles, dirt or blood from the newly inflicted wound. You own him"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Requirement: You must not be wielding a two handed weapon, or a variable weapon in two hands.
Target: One creature
Attack: Dexterity vs Reflex
Hit: 1[W] + Dexterity modifier damage and the target is blinded until the end of your next turn.
Special: If you take this power as a Level 17 Encounter Exploit, damage increases to 2[W]. If you take this power as a Level 27 Encounter Exploit damage increases to 3[W].

Sow Dismay
"A painful wound saps your opponents determination"
Encounter, Martial, Mind Games, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target takes a -2 penalty to saving throws until the end of your next turn.
Special: If you take this power as a Level 17 Encounter Exploit, damage increases to 3[W]. If you take this power as a Level 27 Encounter Exploit damage increases to 4[W].Level 9 Daily ExploitsStrategy And Deception, Up Close
"Combat is part art and part science. Feel like a lab rat yet"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC.
Weapon: If you are using a ranged or modern ranged weapon. This attack does not provoke opportunity attacks.
Weapon: If you are using a light blade, unarmed attack or off-hand weapon of some type you may add the greater of your Wisdom or Charisma modifier to damage.
Hit:4[W] + Dexterity modifier in damage
Miss: Half damage
Special: If you take this power as a Level 19 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

Artery Strike
"See that fountain of blood, he's done"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage and the target takes ongoing damage equal to 5 + your Dexterity modifier and grants combat advantage to you (save ends both)
Special: If you take this exploit as a Level 19 Daily Exploit, you do an additional 1d10 damage. If you take this exploit as a Level 25 Daily Exploit, you do an additional 2d12 damage. If you take this exploit as a Level 29 Daily Exploit, you do an additional 3d12 damage.

Make An Example
"Sometimes you don't have to kill everyone to stop them, you just let everyone see what you can do to the first guy who moves"
Daily, Martial, Weapon, Scalable, Fear
Standard Action, Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W]
Effect: Make a secondary attack against all targets in a burst 2 area centered on the primary target including the primary target
Secondary Attack: Dexterity vs Will
Hit: Target is dazed and slowed (save ends)
Miss: Target is dazed until the end of your next turn
Special: If you take this exploit as a Level 19 Daily Exploit, damage increases to 2[W] for the primary attack and the secondary attack affects all targets in a burst 3 area. If you take this exploit as a Level 25 Daily Exploit, damage increases to 3[W] for the primary attack and the secondary attack affects all targets in a burst 3 area. If you take this exploit as a Level 29 Daily Exploit, damage increases to 3[W] for the primary attack and the secondary attack affects all targets in a burst 4 area.

Knock Out Special
"Good Night"
Daily, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Miss: Half Damage
Effect: Make a secondary attack against the target
Secondary Attack: Dexterity vs Fortitude
Hit: Target is knocked unconscious (save ends). If the unconscious target takes any damage it is no longer unconscious.
Miss: Target is dazed until the end of your next turn.
Special: If you take this exploit as a Level 19 Daily Exploit, primary attack damage increases to 3[W]. If you take this exploit as a Level 25 Daily Exploit, primary attack damage increases to 4[W]. If you take this exploit as a Level 29 Daily Exploit, primary attack damage increases to 5[W]Level 10 Utility ExploitsAmbush Advisor
"Wait, I sense something"
Daily, Martial
No Action, Ranged Sight
Effect: At the start of a suprise round in which any allies are suprised, use this power to prevent a number of allies equal to your Wisdom modifier to avoid being suprised.

Reassuring Voice
"Can you hear me? Get up"
Encounter, Martial
Minor Action, Ranged 5
Target: You or one ally who can hear you
Effect: The target makes a saving throw with a +1 bonus

Getaway Trick
"Not so fast. Hope you can reach"
Daily, Martial
Immediate Interrupt, Personal
Trigger: An enemy moves adjacent to you
Effect: You can shift one square then move a number of squares equal to 1 + your Dexterity modifier (minimum 3 in total). You can't end the move adjacent to the triggering enemy.

gnownek
2009-10-14, 08:07 PM
Level 13 Encounter ExploitsShocking Strikes
"So quick no one believes they are down"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One or two creatures
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 1 attack per target.
Attack: Dexterity vs AC, 2 attacks
Hit:1[W] + Dexterity modifier damage and the target is immobilized until the start of your next turn.

Manipulative Feint
"And you thought you were hitting me"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon
Requirement: You must be wielding light blades, clubs, unarmed attacks or weapons with the off-hand property only.
Target: One creature
Attack: Dexterity vs Will
Hit: The target takes damage as if hit by its own melee basic attack. If you have combat advantage against the target you may do an additional 2d6 damage.
Special: If you take this power as a Level 23 Encounter power, you may add the greater of your Wisdom or your Charisma modifier to damage.
Level 15 Daily ExploitsBleeding All Over
"Blood everywhere! Thats familiar"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Targets: One, two or three creatures
Weapon: If you are wielding a light blade or using unarmed attacks, you receive a +1 bonus to hit
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 2 attacks per target.
Attack: Dexterity-1 vs AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack. A target hits once takes ongoing 5 damage (save ends). A target hit twice takes 10 ongoing damage (save ends). A target hit three times takes 15 ongoing damage (save ends).
Miss: Half damage per attack and no ongoing damage.

Total Concussion
"Good night. Good night. Good night"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Targets: One, two or three creatures
Weapon: If you are wielding a club or using unarmed attacks, you receive a +1 bonus to hit
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 2 attacks per target.
Attack: Dexterity-1 vs AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack. A target hit once is dazed (save ends), a target hit twice is stunned (save ends). A target hit three times is stunned (save ends) and takes +2[W] damage
Miss: The target is dazed (save ends).
Level 16 Utility ExploitsTimely Respite
"I need a second but that's all"
Daily, Martial
Standard Action, Personal
Effect: Shift a number of squares equal to your Wisdom modifier (minimum 2) and make a saving throw, you are no longer marked by any enemy,

Evading Melee
"One step back can be a lifesaver"
Daily, Martial
Immediate Interrupt, Personal
Trigger: An enemy hits you with a melee attack
Effect: Shift one square away from the enemy

gnownek
2009-10-14, 08:30 PM
Level 17 Encounter Exploits
Vengeance Blow
"I like revenge. Its like hot sauce. Good on anything"
Encounter, Martial, Weapon
Immediate Reaction, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Trigger: A creature within range if you are wielding a ranged or modern ranged weapon attacks your ally or a creature within reach if you are wielding a melee weapon attacks your ally
Target: The attacking creature
Attack: Dexterity versus AC, and gain a power bonus to this attack equal to your Wisdom modifier
Hit:2[W] + Dexterity modifier damage

Audacious Attack
"If you can't sing, sing loud"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Attack: Dexterity vs AC
Effect: Before the attack you can move 4 squares
Hit: 3[W] + Dexterity modifier damage
Effect: You can shift 2 squares.
Special: If you take this power as a Level 27 Encounter Exploit damage increases to 4[W].

Winding Strike
"Take your breath away, don't it"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack on the target
Attack: Dexterity-1 vs Fortitude
Weapon: If you are wielding light blades, clubs, unarmed attacks or weapons with the off-hand property only, you gain a +2 bonus to hit
Hit: 2[W] + Dexterity damage
Special: If you take this power as a Level 27 Encounter Exploit, damage from the secondary attack increases to 2[W]

Nerve Cluster Strike
"This should set every nerve afire"
Encounter, Martial, Weapon, Scalable
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack on the target
Attack: Dexterity-1 vs Will
Weapon: If you are wielding light blades, clubs, unarmed attacks or weapons with the off-hand property only, you gain a +2 bonus to hit
Hit: 2d10 damage + the greater of your Wisdom or Charisma bonus and the target takes a -1 penalty to all defenses until the end of your next turn. Magic weapon modifiers to damage do not apply to this attack.
Special: If you take this power as a Level 27 Encounter Exploit, damage from the secondary attack increases to 3d12Level 19 Daily ExploitsGuiding Combination
"The first opens the door and the rest come in"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon, Modern Ranged Weapon
Target: One creature
Weapon: If you are wielding a light blade, club, unarmed attack or other off-hand weapon you gain a +1 bonus to hit
Attack: Dexterity-1 vs AC, two attacks. If the first attack roll hits, you gain a +5 bonus to the attack roll for the second attack. If the first misses, make the second attack normally.
Hit: 2[W] + Dexterity modifier damage per attack
Miss: Half damage per attack
Level 22 Utility ExploitsTransfer Fortune
"Luck has two faces"
Daily, Martial
No Action, Personal
Trigger: Your attack misses or you fail a saving throw
Requirement: You must be able to see another creature
Effect: Reroll the triggering attack roll or saving throw and use the new result. One creature you see takes a -2 penalty to attack rolls and saving throws until the end of turn.

Master Of The Shot
"Be where he will be. Do not aim."
Daily, Martial, Stance
Minor Action, Personal
Effect: You gain a bonus to damage rolls equal to your Wisdom modifier

Subtle Master Of the Unoticed Step
"Subtlety is everything and nothing"
Encounter, Martial
Move Action, Personal
Effect: Shift a number of squares equal to your Charisma modifier (minimum 4).

gnownek
2009-10-14, 08:33 PM
Level 23 EncounterManticore Technique
"The manticore had many spikes. But I'm just as dangerous"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Targets: One, two or three creatures
Weapon: If you are wielding a two-handed melee weapon, two handed modern ranged weapon or variable melee weapon held in two hands you are limited to 2 attacks per target.
Weapon: If you are wielding a light blade, club, unarmed attack or off-hand melee weapon you gain a +1 bonus to hit
Attack: Dexterity-1 vs AC, three attacks
Hit: 1[W] + Dexterity modifier damage per attack. A target hit twice takes an extra 1[W] damage. A target hit three times takes an extra 2[W] damage.Level 25 Daily ExploitsBloodbringer
"Bring your best, it will not suffice"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One Creature
Weapon: If you are wielding a light blade, club, unarmed attack or other off-hand weapon you gain a +1 bonus to hit
Attack: Dexterity-1 vs AC
Hit: 2[W] + Dexterity modifier damage, two attacks
Miss: Half damage per attack
Effect: After making these attacks you can shift a number of squares equal to the greater of your Charisma or Wisdom modifier.Level 27 EncounterPerfect Blow
"An elegant technique, practised to perfection"
Encounter, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One creature
Weapon: If you are wielding a light blade, club, unarmed attack or off-hand melee weapon you gain a +1 bonus to hit
Attack: Dexterity-1 vs AC, Fortitude, Reflex
Special: You make one attack roll and hit if the roll equals or exceeds any of the three defenses.
Hit: 4[W] + Dexterity modifier damage per attack. A target hit twice takes an extra 1[W] damage. A target hit three times takes an extra 2[W] damage.Level 29 Daily ExploitsAssassin's Mastery
"This is your final destination"
Daily, Martial, Weapon
Standard Action, Melee Weapon, Ranged Weapon or Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Weapon: If you are wielding a light blade, club, unarmed attack or other off-hand weapon you do an additional 1[W] damage
Hit: 6[W] + Dexterity modifier damage
Miss: Half damage
Special: If you have combat advantage against the target you do an additional 1d12 damage

gnownek
2009-10-14, 08:34 PM
Companion Paragon Classes
Master Armorer
"I'm good with gadgets and that includes the dangerous ones"
Pre-requisite: You must be trained in the Repair skill.
You have a fascination with the weapons and equipment associated with the setting you adventure in. You modifiy your equipment relentlessly and take advantage of your knowledge in combat.
Customised Equipment, 11th Level
You can choose to customize your personal gear for the threats you expect to face. You can choose to change the effect of customization as a free action during a short rest. You may gain a +1 bonus to Fortitude, Reflex and Will saving throws or a +1 bonus to AC.

Careful Analysis, 11th Level
You are always thinking about technical issues, always analyzing data. You gain a +2 bonus to Repair skill checks. When you spend an action point to take an extra attack action, you may add the greater of your Wisdom or Intelligence modifier to damage. The bonus lasts until the end of your next turn.

Additional Customization 16th Level
You gain two additional customization effects that you can select. You can still select only one benefit. You may also choose to gain a +2 bonus to saving throws or a +2 bonus to damage with a specific weapon in your possession.

Master Armorer Exploits
Shell Cracking Shot, Master Armorer Attack 11
"You analyze the opponent's defenses, seeking a flaw"
Encounter, Martial, Weapon
Standard Action, Melee Weapon or Modern Ranged Weapon
Target: One Creature
Weapon: You gain a +1 bonus to hit if you use a weapon from the Mace weapon group to make this attack
Attack: Dexterity-1 vs Fortitude
Hit: 3[W] + Dexterity modifier damage (Ranged Weapon).

Superb Jury-rigging, Master Armorer Utility 12
"I'm holding the thing together with chewing gum by now"
Daily, Martial
Minor Action, Personal
Effect: You gain a +4 bonus to Repair skill checks until the end of the encounter.

Cause A Loss of Power, Master Armorer Attack 11
"Some enemies need power, some enemies need to catch their breath. All can be weakened"
Daily, Martial, Weapon, Reliable
Standard Action, Melee Weapon or Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 3[W] + Dexterity modifier damage and the target is weakened (save ends).
Battle-hardened Expert
"I know this one"
You are a street-smart, toughened specialist. You have a non-combat role but have picked up plenty of tricks to keep you alive in a fight. In combat, you seek opportunities to assist your allies. As an expert, you have a useful set of skills that can be the difference between failure and success
Keep Out Of The Way 11th level
When you spend an action point to take an extra action, you also gain a move action.

Skillful Expert 11th level
Select three trained skills you possess. You gain a +2 bonus to each of these skills.

Expert's Eye 16th level
Gain an extra 1d6 damage when you inflict extra damage on a bloodied enemy using the Companion's Quarry subclass ability or the Opportunistic Blow subclass ability

Battle-hardened Expert Exploits
Extended Vulnerability, Battle Hardened Expert Attack 11
"Don't get cosy just yet"
Encounter, Martial, Weapon
Standard Action, Melee Weapon or Modern Ranged Weapon
Target: One Creature against which you have combat advantage
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and the target grants combat advantage to you and all your allies until the end of next turn.

Resourceful Escape, Battle-Hardened Expert Utility 12
"I think I have something that might help"
Encounter, Martial
Immediate Interrupt, Personal
Trigger: You become immobilized, restrained or slowed.
Effect: You end any of the conditions that afflict you than shift 2 squares.

Suprise Manuver, Battle-Hardened Expert Attack 20
"Don't underestimate me"
Daily, Martial, Weapon
Standard Action, Melee, Ranged Weapon or Modern Ranged Weapon
Primary Target: One Creature
Weapon: You have a +1 to hit if you use a light blade, mace or off-hand melee weapon.
Attack: Dexterity-1 vs AC
Hit:4[W] + Dexterity modifier damage or 6[W] + Dexterity modifier damage if you or the target is bloodied.
Miss: Half damage
Superior Intellect
'I was ready for this"
Pre-requisite: Intelligence of 16+ and Wisdom of 14+ or Wisdom of 18+ and Intelligence of 13+.
You are an incredible planner, positioning yourself where you are needed. Your warnings and back-up preparations leave the team in better stead when things deviate from the expected.
Intellectual Action 11th Level
When you spend an action point to take another action, you can deduct the action point from any willing ally you can see. As long as you are willing and conscious, any ally you see can deduct an action point from your total instead of his when spending an action point to take another action. The normal limit of action points spent during an encounter still applies. Whenever you spend an ally's action point to take an extra action, you gain a +1 bonus to hit until the end of your next turn.

Hide In The Chaos 11th Level
Enemies marked by anyone other than you take a -2 penalty to attack rolls against you, in addition to the penalty from being marked. You gain a +1 bonus to AC against ranged attacks when within 3 squares of 2 or more allies.

Clever Flanker 16th Level
Any ally flanking with you gets a +5 bonus to melee damage rolls.

Superior Intellect Exploits
Team Beatdown, Superior Intellect Attack 11
"Yes, look at me. Just at me"
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage and one ally adjacent to the target can make a melee basic attack against it as a free action with a +1 bonus to hit.

Team Manuvering, Superior Intellect Utility 12
"Weave left now, I'll cover"
Encounter, Martial
Immediate Reaction, Close Burst 5
Trigger: An ally within 5 squares of you is missed by an attack
Target: The triggering ally in burst
Effect: The target can shift half his movement

Biting Strategy, Superior Intellect Attack 20
"For the want of the nail, the battle was lost"
Daily, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Primary Target: One Creature
Attack: Dexterity vs AC
Hit: 4[W] + Dexterity modifier damage and you and each ally within 5 squares of you can shift a number of squares equal to 1 + your Wisdom modifier (Minimum total of 3)
Miss: Half damage and one ally can shift a number of squares equal to 1 + your Wisdom modifier (Minimum total of 3)
Lightning-fast Killer
'This moment is just right, it is your last'
You are a deadly assassin, favoring quick moves, intimidation and blows to vital organs. Your reasons for acquiring these skills are unknown, but your skills are indisputable.
Constant Pressure 11th Level
Enemies adjacent to you take a -2 penalty on saving throws.

Killer's Action 11th Level
When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls until the start of next turn.

Savage Presence 16th Level
When you reduce an enemy to 0 hit points, pick a second enemy within 5 squares of you. You gain combat advantage against that second enemy until the end of your next turn.

Lightning Fast Killer Exploits
Ricochet Attack, Lightning Fast Killer Attack 11
"You can engage more than one target, if you are the best at what you do"
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: You gain a +1 bonus to hit if wielding a light blade, club, other melee off-hand weapon or a pistol.
Attack: Dexterity-1 vs AC
Hit: 3[W] + Dexterity modifier damage. If the target was a missile attack, an enemy within 3 squares of the target takes damage equal to your Dexterity modifier. If the Attack was a melee attack, an enemy other than the target adjacent to you takes damage equal to your Dexterity modifier.

Blend Into Shadow, Lightning Fast Killer Utility 12
"Now you don't see me"
Encounter, Martial
Minor Action, Close Burst 5
Target: One creature in burst you can see
Effect: You gain a +5 bonus to AC against the target's opportunity attacks and a +2 bonus to AC against the target's ranged attacks until the end of the next turn.

Bleeding Sting, Lightning Fast Killer Attack 20
"Feel what that's like, that's your life winding down and your self-control goes with it"
Daily, Martial, Weapon, Reliable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Primary Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage. Make a secondary attack against the target.
Secondary Attack: Dexterity vs Fort
Hit: The target takes a -4 penalty to all attack rolls and takes ongoing 7 damage (save ends both)
Acrobatic Martial Artist
'Like the wind and the water, I bend around your blows'
Pre-requisite: Proficiency in a martial melee weapon, the Brawling feat, the Judo feat, the Martial Art feat, the Streetfighting feat, the Defensive Martial feat, the Keep Close feat or training in the Acrobatics skill.
You are a master of martial arts. Your style may be based on self-discipline, intuitive talent or inner strength.
Agile Action 11th Level
Whenever you spend an action point to take an extra action, you also gain a move action.

Defensive Action 11th Level
When you spend an action point to take an extra action, you gain a +2 bonus to attack rolls and a +2 bonus to AC and Reflex saves until the start of next turn.

Inner Power Acrobatics 16th Level
Roll twice whenever you make an Acrobatics check for any purpose or an Athletics check to jump. Use whichever result you prefer.

Acrobatic Martial Artist Exploits
Leaping Challenge, Acrobatic Martial Artist Attack 11
"You can engage as far as you believe you can"
Encounter, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: You gain a +1 bonus to hit if wielding a light blade, club, other melee off-hand weapon or a pistol.
Attack: Dexterity-1 vs AC
Weapon: If you use a melee weapon or unarmed attack the target is marked until the start of your next turn and you may use this power in place of a melee basic attack at the end of a charge.
Hit: 3[W] + Dexterity modifier damage.

Master's Form, Acrobatic Martial Artist Utility 12
"My form is so familiar to me"
Encounter, Martial, Stance
Minor Action, Personal
Effect: You select one of two effects below when you first gain this power and cannot change the selected effect. When you use the power, use the selected effect.
-You take a -2 penalty to all defenses and gain a +2 bonus to attack rolls
-You take a -2 penalty to attack rolls and gain a +2 bonus to all defenses

Masterful Display, Acrobatic Martial Artist Attack 20
"Win without fighting or just one blow"
Daily, Martial, Weapon
Standard Action, Melee/Ranged/Modern Ranged Weapon
Primary Target: One Creature
Weapon: You gain a +1 bonus to hit if wielding a light blade, club, other melee off-hand weapon or a pistol.
Attack: Dexterity-1 vs AC
Hit: 4[W] + Dexterity modifier damage. Make a secondary attack which has the fear keyword.
Miss: No damage
Secondary Targets: The primary target and each enemy you can see within 3 squares of it.
Secondary Attack: Dexterity vs Will
Hit: Until the end of your next turn the targets take a -2 penalty to attack rolls and grant combat advantage to you and your allies
Miss: No effect

gnownek
2009-10-17, 09:55 PM
---------Placeholder-----------------

Errant_Polearm
2009-10-18, 04:18 PM
sprayer weapons

Flamethrowers and such?

Also, have you just not gotten around to firearms damage (most or all are currently listed as 1d10 damage), or am I missing something?

gnownek
2009-10-19, 08:22 AM
I am working on this in parts - heavy weapons are not finished. Basic firearms are.

On damage. Most firearms are 1d10 + X where X is 1 to 3 and X is not multiplied by exploits. See the bonus keyword under weapons.

I am trying to avoid setting-specific classes for my first 8-9 classes.
at the moment and any martial controller based on equipment will go that way. I can think of a few that would work that might make it into the futuristic setting... a hero with the choice of a bodyguard robot/fantasy monster/psionically generated 'dream creature' might do it. Most trick weapon controllers don't answer the question of why his weapons don't get mass manufactured and used by others. A martial controller must have skill developed over time that explains his abilites - skill in using thought-controlled drones or weapons might do it. But that would be very setting specific.

Forte
2009-10-19, 02:48 PM
You wrote in the beginning that in a setting without arcane or psionics that controllers don't exist. Perhaps a martial controller that uses explosives, smoke, and various other pyrotechnics could be possible in a modern/sci-fi setting. If the setting is of a sufficiently high technology level, chemicals, drugs, and cybernetics might also allow for a martial controller.

gnownek
2009-10-19, 11:06 PM
Additional Feats For Psionic And Arcane Abilities
Implement Multi-training Feat
You select one of the following benefits:
-You are familiar with the use of the dagger, staff, wand and orb as implements for any power with the arcane power source
-You are familiar with the psionic amplifier or bonded weapon as implements for any power with the psionic power source. The psionic amplifier is a device fashioned in the shape of an amulet, crown, torc or wristband. In high tech settings, it can be a hi-tech smart material gemstone or metalic tattoo that can be removed from the body by touching a switch. The bonded weapon is a club, staff, dagger, short sword or scimitar with personalised tracings of special materials (cold iron, silver or gold) are popular. Bonded weapons can be constructed from normal weapons. The character is not automatically proficient in use of the weapon as a normal weapon, he can just use it as an implement.

You may select this feat more than once and receive both benefits

Domain Training Feat
This feat may be taken multiple times and allows you to become familiar with a single domain.

Energy Sword Implement Feat
Prereq: Proficient in at least one Martial Melee Weapon and the Energy Sword, Dexterity 14
You may use an energy sword as an implement.

Energy Sword Deflection Feat
Prereq: Energy Sword Implement Feat, At least one at will or encounter attack power with the psychic power source.
You gain the Gift of Deflection power.Gift of Deflection
At Will, Psychic, Implement
Immediate Reaction, Personal
Trigger: An enemy makes a missile attack against you with a firearm.
Effect: If the attack was made by a firearm other than a beam weapon, you gain a +1 bonus to AC. If the attack was made with a beam weapon and misses, you may make a basic ranged attack against an enemy as if you were firing the weapon you were attacked with, except that range is halved and you do not have an extreme range. You have a -10 penalty to hit with the attack, unless you choose to take a -10 penalty to attacks and a -2 penalty to your speed until the end of your next turn. If you do so, you have no penalty to hit.Attuned Energy Feat
Pre-req: Paragon Tier
Benefit: When you use a power with the fire, radiance or necrotic keywords, you do full damage to insubstantial creatures. If the power had the fire or radiance energy type you also do an additional 1d8 damage. If the power had the necrotic energy type, you also gain 1d8 temporary hit points. You cannot do extra damage and gain temporary hit points from the same power, if you are eligible for both benefits, you must select one to take effect.

Growing Darkness Feat
Pre-req: Epic Tier
Benefit: You add 1 to the size of any close blast or burst attacks with the necrotic keyword. You also treat their resist necrotic as 7 fewer when determining damage for your attacks.

Precise Power Feat
Pre-req: Epic Tier
Benefit: You may omit squares from any close blast or burst attacks with arcane or psychic power sources. The number of omitted squares cannot exceed the highest modifier from your Intelligence, Wisdom or Charisma characteristics.

Diverted Power Feat
Pre-req: Paragon Tier, Dex 14+
Benefit: You may take a -1 to hit penalty to cause any close burst or blast attack with the arcane or psychic power source, to take effect as if you were 2 squares from your current position. If the attack is a close burst power, you do not effect your current position and the center square of the area of effect (the position 2 squares from your current position) is now affected.

Energy Specialization Feat
Pre-req: Varies with benefits selected
You gain the benefits of specialization in 2 selected energy types. You receive a +1 feat bonus to damage rolls with the chosen energy types. This bonus increases to +2 at 11th level and +3 at 21st level. You may select this power multiple times and pick 2 different energy types. Pre-requisites vary with the energy types selected.Eclectic Mix: Pick any 2 energy types (Pre-req: 12+ Int, Wis, Cha and Con)
Bright Fire: Fire and Radiant energy (Pre-req: 13+ Cha or 13+ Int)
Dark Fire: Fire and Necrotic energy (Pre-req: 12+ Con and 12+ Wis)
Tesla's Strike: Lightning and Radiant energy (Pre-req: 13+ Int)
Weathermaster: Lightning and Thunder energy (Pre-req: 13+ Wis or 13+ Con)
Temperature Control: Fire and Cold energy (Pre-req: 12+ Int and 12+ Cha)
Dark Thoughts: Psychic and Necrotic energy (Pre-req: 13+ Cha)
Power Of the Mind: Psychic And Thunder energy (Pre-req: 13+ Int or 13+ Wis)
True Telekinetic: Force and Thunder energy (Pre-req: 13+ Con or 13+ Cha)
Master Of Matter: Force and Cold energy (Pre-req: 12+ Con and 12+ Int)
Winter Shadow: Necrotic and Cold energy (Pre-req: 13+ Wis or 13+ Con)
Day And Night: Necrotic and Radiant energy (Pre-req: 13+ Wis)
Intrinsic Forces: Lightning and Force energy (Pre-req: 12+ Dex and 12+ Cha)Implement Expertise Feat: You gain the benefits of Weapon Expertise (PHB II). You must select a specific implement. You gain the benefits when you use the implement as an implement or as a weapon (if it can be used as a weapon). You may select this power multiple times and pick a different implement each time.
Balance commentary: This feat is only necessary if the Weapons Expertise feat is introduced in the game.

Minor Powers
Pre-requisites: Vary
You gain a variety of minor powers, each subject to a different pre-requisite. This power can never deal damage or hinider a creature.If you have 2 arcane or psionic at will, encounter or daily powers; one of which has the thunder keyword while the another has the psychic keyword, you gain the Project Sound power.Project Sound
At Will, Arcane/Psionic, Varpower, Illusion
Standard Action, Ranged 10
Target: One object or square
Effect: You create a sound as quiet as a whisper or as loud as yelling to come from the target. You can produce non-vocal sounds or sounds so quiet that only creatures adjacent to the target can hear If you have an arcane or psionic at will, encounter or daily power with the fire, lightning, radiant keyword, you gain the Energy Discharge power.Light
At Will, Arcane/Psionic, Varpower
Minor Action, Ranged 5
Effect: You cause the target to shed bright light. The light fills the target square and all squares within 4 squares. The light lasts for 5 minutes. Putting out the light is a free action. If the power you used to satisfy this pre-requisite had the fire keyword, you can also instantly light or snuff a fire instead of generating light. If the power you used to satisfy this pre-requisite had the lightning keyword, you can also power an electrical device instead of generating light. If you have 2 arcane or psionic at will, encounter or daily powers; one of which has the thunder keyword while the another has the force keyword, you gain the Telekinetic Hand power. Telekinetic Hand
At Will, Arcane/Psionic, Varpower
Minor Action, Ranged 5
Effect: You create an invisible telekinetic hand that can pick up, move or manipulate an adjacent object weighing 20 pounds or less and carry it up to 5 squares. If you are holding the object when you use this power, you can move an object into a container or move an object carried or worn on your body to your hand. You can take a move action to move the hand 5 squares. As a free action the hand can drop something. As a minor action the hand can pick up and manipulate a different object.
Sustain Minor: You can sustain the hand indefinitely but can only have one hand at a time
If you have 2 arcane or psionic at will, encounter or daily powers with the psychic keyword, you gain the Send Thoughts powerSend Thoughts
Encounter, Arcane/Psionic, Varpower
Minor Action, Ranged 10
Target: One creature that shares a language with you
Effect: You send a mental message of 25 words of fewer, to the target. The target can respond as a free action.
Sustain Minor: You can sustain the power and send another message[/I]Psychic And Arcane Feats From PHB
The following feats from the PHB may be used with the new character classes with no changes.Inescapable Force
Lasting Frost
Lightning Arc
Psychic Lock
Resounding Thunder
Solid Sound
Font of Radiance
Irresistable Flame Additional Arcane And Psionic EquipmentBalance: At PL2 and PL3, campaigns with easily access to grenades or heavy weapons erode balance between martial classes and magic or psionic classes. The introduction of advanced magical equipment resolves these balance issues. Each item has a balance note describing the balance issue being resolved.

Many-colored Robes, Robes of the Art or Ectoplasmic Clothing PL 2-3. Many colored robes or robes of the art are carefully constructed robes using, arcane charms, psionic enhancing materials or mind-altering technologies that assist the use or arcane or psionic powers at longer ranges. The greater the increase to range, the bulkier and more obvious the robe.
Any arcane or psionic power with a range of 20 squares or burst powers with a burst area of effect within 20 squares has additional range, an additional long range, varying with the robe in which you may attack but with a -2 to hit and an extreme range in which you may attack but with a -4 to hit.Level I Robe: Normal range increases to 25 squares, long range of 40 squares, extreme range of 80 squares
Level II Robe: Normal range increases to 30 squares, long range of 60 squares, extreme range of 200 squares
Level III Robe: Normal range increses to 40 squares, long range of 80 squares, extreme range of 250 squaresBalance note: These robes should be introduced in campaigns where firearms are unavailable to balance the greatly improved ranges of firearms. The Level I is equivalent to pistols and should be quite subtle. II and II are equivalent to rifles and should be obvious and as difficult to access as rifles in your campaign if you don't want one type of weapon to dominate long-range combat

Enhanced Components These are consumed on use as a minor action. They improve the accuracy of area effect (burst, blast) arcane powers, giving a +1 bonus to hit on the next attack.

Balance note: These items should be introduced in campaigns where grenades are available to balance the improved access to multiple target attacks for classes which would not normally have these attacks against those classes whose main contribution is area effect attacks. The cost and availability of these items should be similar to grenades.

Sixth-eye Stimulant These are consumed on use as a minor action. They improve the damage of area effect (burst, blast) psychic powers on a critical hit. If the next attack is a critical hit, you do an additional 1d6 damage, 1d8 if you are 11th level and above or 1d12 if you are 21st level or above.

Balance note: These items should be introduced in campaigns where grenades are available to balance the improved access to multiple target attacks for classes which would not normally have these attacks against classes whose main contribution is area effect attacks. The cost and availability of these items should be similar to grenades.

gnownek
2009-10-19, 11:07 PM
Class: Inspiration
Role: Leader. You are an inspiring ally and a master of support tactics. You are often a jack of all trades, happy to use any tactic that works. Your powers are organised in domains and you can expand the inventory of powers that you can select.
Power Source: Martial. However, various feats allows you to develop powers with Magical and Psionic power sources. Your Martial powers are known as exploits, your Magical powers are known as Spells and your Psionic powers are known as Manifestations. This character can be used in Martial only campaigns by restricting the character to the Martial power source.
Key Features: Charisma is your most important characteristic, followed by Wisdom. If you favor Charisma and Wisdom, you should take the Will To Live benefit under the Inspiration's Training class feature or familiarity with Heavy armor of some type. If you take the Inner Power benefit under the Inspiration's Training class feature, you may focus on the Intelligence and Wisdom characteristics.Hp at 1st Level: 12 + Constitution score
Armor Proficiencies:Cloth
Weapon Proficiencies: Simple Melee and Simple Ranged
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Bonus To Defense: +2 Will
Class Features: Inspiration Feats I, Inspiration Feats II, Inspiration Feats III, Power Of Inspiration, Inspiration's Training
Skills: In addition to class skills suggested by your Profession; Diplomacy, Heal and Insight are class skills. You may select three skills from your class skills list as trained skills.
Designers NoteThis is a flexible leader class that can use a variety of power sources. The varpower keyword is used to designate a number of abilities whose power source can be selected on acquisition. A number of powers make use of enhanced basic attacks which given the number of at will powers that can be used as basic attacks, can really be powers from any source.Inspiration Feats I: Defensive Options
Pick 1 from the following list, pre-requisites apply; Armor Proficiency (Leather)**, Armor Proficiency (Chainmail)**, Armor Proficiency (Hide)**, Armor Proficiency (Energy Fields)*, Armor Proficiency (Modern Armor)*, Modern Unarmored Training*, Keep Close*, Two Weapon Fighting**, Two Weapon Defense**, Shield Proficiency (Light)**, Shield Proficiency (Heavy)**, Linguist**, Jack of All Trades**, Durable
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyInspiration Feats II: Melee Options
Pick 1 from the following list, pre-requisites apply; Armor Proficiency (Energy Fields)*, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*, Martial Weapon Training*, Martial Melee Mastery*, Keep Close*, Shield Proficiency (Light)**, Shield Proficiency (Heavy)**, Two Weapon Fighting**, Two Weapon Defense**, Far Throw**, Skill Training, Domain Training*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyInspiration Feats III: Advanced Options
Pick 1 from the following list, pre-requisites apply; Firearms*, Streetfighting*, Martial Melee Mastery*, Martial Ranged Mastery*, Far Throw**, Skill Training, Domain Training*, Double Tap*, Burst Fire*, Well-Practised Shooter*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyInspiration Feats can be retrained but the new feat must come from the appropriate Inspiration Feat list.

Power Of Inspiration
You gain the Inspiring Words power.Inspiring Words
Encounter (Special), Martial/Psionic/Arcane, Healing, Varpower
Special: You can use this power twice per day but only once per round. At 16th level you can use this power three times per day.
Minor Action, Close Burst 5 (10 at 11th level and 15 at 21st level)
Target: You or one ally in a burst
Effect: The target can spend a healing surge and regain an additional 1d6 hit points.
Special: The amount of additional hit points regained is 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level and 6d6 at 26th level.Inspiration's Training
You have unusual training to supplement your combat techniques.
You may select 4 of the following benefits:
-You gain an additional feat under the Inspiration Feats I class feature.
-You gain an additional feat under the Inspiration Feats II class feature.
-You gain an additional feat under the Inspiration Feats III class feature.
-You may select one additional class skill
-Will To Live: You gain the Durable feat and you may use the average modifier for your two highest mental statistics (Intelligence, Charisma and Wisdom) in place of your Dexterity modifier to determine your AC when in no or light armor.
-Inner Power: You may use your Intelligence modifier in place of your Charisma modifier for any Companion exploit. The substitution applies to attack rolls, damage rolls and any Companion exploit effect that depends on your Charisma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Charisma modifier.
-You gain the Implement Multi-training* feat
-You gain the Arcana, Philosophy or Religion skill.
-You gain the Ritual Caster feat
-You gain the Domain Training* feat. Training in an implement is unsually necessary to fully benefit from domains other than the Empathic Leadership domain.
* This is a new feat

gnownek
2009-10-21, 11:15 PM
New Keywords And Terms
Domain Keywords
Powers for some classes are organized into domains. You may not use a power with a domain keyword unless you are familiar with that domain. A power may have multiple domains in which case you can use the power if you are familiar with any of the listed domains. Domains include:

Empathic leadership, indicated by using the keyword Domain<Leader>. This power allows you lead others using experienced leadership.

Matter and mind manipulation, indicated by using the keyword Domain<Mattermind>. This power includes the power to manipulate minds. create waves of force, concussive blasts or wind. The power is often associated with the psychic, force, thunder damage type keywords and the charm or fear effect keywords.

Energy manipulation, indicated by using the keyword Domain<Energy>. This power allows you to project blasts of energy and favors the fire, radiant and lightning damage type keywords.

Variable Power Sources and the Varpower Keyword
A power with the varpower keyword has more than one power source listed. On acquiring a power with the varpower keyword, you should select a power source for that power. You cannot change this power source. Although you may lose this power in retraining and acquire the same power again but select a different power source.

Modern Ranged Weapon: Firearms and energy weapons are not considered to be ranged weapons by powers that have the ranged weapon keyword. The Modern Ranged weapon keyword indicates the power can be used with a firearm or energy weapon.

Scalable:The power is available in higher level versions. You must retrain to get the benefit of the higher level version, the power does not automatically update itself to the improved version when you reach the appropriate level. You may any take any power up to 2 times but must have different versions of the power. For example, you could have a level 13 Encounter version of a power and the level 3 version at the same time.

Aftereffect: An aftereffect takes place after another effect ends. It is below the effect that it takes place after. If often takes place after the target saves against another effect. If more than one save is specified in the target line, it takes effect after all the saves associated with the effect are made.

Level 1 At Will Inspiration PowersInspiration's Lesser Order
"Take him down!"
At Will, Arcane/Psionic/Martial, Implement, Varpower
Standard action, Ranged 5
Target: One ally
Effect: The ally makes a melee or ranged basic attack with a bonus to damage equal to your Charisma modifier.
Special: You can use any weapon you are proficient in, in place of an implement for this power.

Viper's Timing
At Will, Psionic/Martial, Varpower, Weapon, Domain<Leader>
"Careful placement or something else, but its still no escape"
Standard Action, Melee Weapon/Ranged or Modern Ranged Weapon
Target: One Creature
Attack: Charisma vs AC
Hit: 1[W] + Charisma modifier damage
Increase damage to 2[W] + Charisma modifier damage at 21st level
Effect: If the target shifts before the start of your next turn, it provokes an opportunity attack from the ally of your choice.

Master Of The Wolf Pack
At Will, Psionic/Martial, Varpower, Weapon, Domain<Leader>
"An attack with a weapon signals your ally to move"
Standard Action, Melee Weapon/Ranged or Modern Ranged Weapon
Target: One Creature
Special: Before you attack, you let one ally adjacent to either you or one or the target shift one square as a free action
Weapon: If you use a melee weapon to make this attack you gain a +1 bonus to hit
Attack: Charisma-1 vs AC
Hit: 1[W] + Charisma modifier damage
Increase damage to 2[W] + Charisma modifier damage at 21st level

Mental Static
At Will, Psionic/Arcane, Varpower, Implement, Domain<Mattermind>, Psychic
"You cannot think, while our minds are clearer than ever"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Will
Hit: 1d8 + Charisma modifier Psychic damage and you and one ally within 5 squares get a +1 bonus to AC until the end of your next turn
Increase damage to 2d8 + Charisma modifier at 21st level
Special:You may use this power as a ranged attack in place of a basic ranged attack. If so, you only grant yourself a bonus to AC. When you first gain this power, you may choose the Necrotic energy type for damage in place of the Psychic type. The power loses the Psychic keyword, and gains the Psychic keyword. This choice can only be changed by retraining the power.

First Lesson
At Will, Psionic/Arcane, Varpower, Implement, Domain<Mattermind>, Domain <Energy>, Necrotic
"The mind or the heart can batter the soul"
Standard Action, Ranged 20 or Melee Touch
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d4 + Charisma modifier Necrotic damage
Increase damage to 4d4 + Charisma modifier at 21st level
You may use this power as a melee or ranged attack in place of a melee or ranged basic attack. If you are able to use the Energy Manipulation domain when you first gain this power, you must choose the fire, radiant, lightning, cold or thunder energy types for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Cold or Thunder keywords. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Thunder energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force or Thunder keywords. These choices can only be changed by retraining the power.

Halo Of Energy
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Thunder
"A bolt of power strikes your enemy, marking it for the next shot"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 1d8 + Charisma modifier Thunder damage, and one ally you can see gains a +2 power bonus to their next attack against this target
Increase damage to 2d8 + Charisma modifier at 21st level
Special: You may use this power as a ranged attack in place of a basic ranged attack. If so, you only grant your ally a +1 power bonus. If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, cold or necrotic energy types for damage in place of the thunder type. The power loses the Thunder keyword and gains the Fire, Radiant, Lightning, Cold or Necrotic keywords. If you are able to use the Mattermind domain when you first gain this power, you may choose the force energy type for damage in place of the thunder type. The power loses the Thunder keyword and gains the Force keyword. These choices can only be changed by retraining the power.

Hammerstrike
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Thunder
"A wild burst of energy, pushes your enemy backwards"
Standard Action, Ranged 20 or Melee Touch
Target: One Creature
Attack: Charisma vs Fortitude
Hit: 1d10 + Charisma modifier Thunder damage and you push the target one square.
Increase damage to 2d10 + Charisma modifier at 21st level
Special: You may use this power as a melee touch attack in place of a basic melee attack. If you do so, you do not push the target. When you first gain this power, you may choose the fire, radiant, lightning, cold or necrotic energy types for damage in place of the thunder type. The power loses the Thunder keyword and gains the Fire, Radiant, Lightning, Cold or Necrotic keywords. This choice can only be changed by retraining the power. Level 1 Encounter ExploitsSwitching Shot
Encounter, Arcane/Psionic/Martial, Varpower, Weapon, Scalable
"An attack with a weapon transforms the situation"
Standard Action, Melee Weapon/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a Ranged or Modern Ranged weapon to make this attack, an ally within 5 squares may move 2 squares before you attack. If you are using a melee weapon other than a two-handed weapon or a variable weapon held in two hands, you gain a +1 bonus to hit. If you can use the Empathic Leadership domain, the bonus to hit increases to +2.
Attack: Charisma-1 vs AC
Hit: 2[W] + Charisma modifier damage. If you made this attack with a melee weapon, you or an ally adjacent to the target may switch places with the target.
Special: If you take this power as a Level 13 Encounter Exploit, you may add your Wisdom modifier as well as your Charisma modifier to damage. If you take this power as a Level 23 Encounter Exploit, you may add your Wisdom modifier as well as your Charisma modifier to damage and damage increases to 3[W].

Energy Beacon
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Radiant
"Energy lashes your enemy in an inspiring display"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Fortitude
Hit: 2d8 + Charisma modifier Radiant damage. Until the end of your next turn, your allies within 3 squares of the target gain a +3 bonus against opportunity attacks.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, lightning, thunder, cold, or necrotic energy types for damage in place of the radiant type. The power loses the Radiant keyword and gains the Fire, Lightning, Thunder, Cold or Necrotic keywords. This choice can only be changed by retraining the power. If you take this power as a Level 13 Encounter Exploit, damage increases to 3d8 and the bonus against opportunity attacks equals your Wisdom modifier. If you take this power as a Level 23 Encounter Exploit, damage increases to 4d8 and the bonus against opportunity attacks equals your Wisdom modifier.

Inspiration's Order
"Fall!"
Encounter, Arcane/Psionic/Martial, Implement, Varpower, Scalable, Domain<Mattermind>, Domain<Leader>
Standard action, Close Burst 5
Target: One ally in area of effect
Effect: The ally makes a melee or ranged basic attack. If the target hits, you may make a melee or ranged basic attack with a +1 bonus to hit. If the ally is at 21st level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level.
Special: You can use any weapon you are proficient in as an implement for this power. If you take this power as a Level 13 Encounter Exploit, your ally gains an additional 1d8 damage bonus. If you take this power as a Level 23 Encounter Exploit, your ally gains an additional 2d8 damage bonus.

Energy Taint
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force
"A ball of energy makes a deep wound and continues emitting power"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 1d10 + Charisma modifier Force damage. Until the end of your next turn, whenever an ally hits the target, the target takes extra Force damage equal to your Wisdom modifier.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you must choose the fire, radiant, lightning, thunder, cold, or necrotic energy types for damage in place of the force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder, Cold or Necrotic keywords. If you are able to use the Mattermind domain when you first gain this power, you may choose the Thunder energy type for damage in place of the Force type. The power loses the Force keyword and gains the Thunder keyword. These choices can only be changed by retraining the power. If you take this power as a Level 13 Encounter Exploit, damage increases to 2d10. If you take this power as a Level 23 Encounter Exploit, damage increases to 3d10Level 1 Daily ExploitsInspiration's Multiple Orders
"Two can act as one"
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable
Standard action, Personal
Effect: You make a melee or ranged basic attack. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. After you attack, one ally within 10 squares can make a basic attack at the same target as a free action. The ally gains a bonus to the attack roll and to damage equal to your Wisdom bonus. If you can use the Empathic Leadership domain, your ally may choose to attack a different target.
Special: You can use any weapon you are proficient in, in place of an implement for this power. If you take this power as a Level 9 Daily Exploit, you do an additional 1d10 damage. You take this power as a Level 15 Daily Exploit, you do an additional 2d12 damage. If you take this power as a Level 25 Daily Exploit, you do an additional 3d10 damage an receive a +1 bonus to hit and damage with your basic attack. If you take this power as a Level 29 Daily Exploit, you do an additional 4d10 damage and receive a +1 bonus to hit and +3 bonus to damage with your basic attack.

Victory Through Attrition
'I will grind you down, dog'
Daily, Arcane/Psionic/Martial, Varpower, Weapon, Scalable
Domain<Leader>, Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon, you have a +1 bonus to hit.
Attack: Charisma-1 vs AC
Hit: 2[W] + Charisma modifier damage and target takes ongoing damage equal to your Wisdom modifier (save ends)
Miss: Half damage and no ongoing damage.
Special: If you take this power as a Level 9 Daily Exploit damage increases to 3[W]. If you take this power as a Level 15 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

Salvation Blast
'A blast of energy, and time for your allies to catch their breath'
Daily, Healing, Arcane/Psionic, Varpower, Implement, Scalable, Domain<Energy>, Domain<Mattermind>, Necrotic
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier necrotic damage
Miss: Half damage
Effect: One ally within 5 squares can spend a healing surge. You can also choose to spend a healing surge, but reduce the number of allies who can spend a healing surge by 1.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold. If you are able to use the Mattermind domain when you first gain this power, you may choose the psychic, force or thunder energy type for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Psychic, Force or Thunder keywords. If you select the Psychic energy type, the attack is resolved against Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 9 Daily Exploit damage increases to 3d10. If you take this power as a Level 15 Daily Exploit damage increases to 4d10 and the number of allies who can spend a healing surge increases to 2. If you take this power as a Level 25 Daily Exploit damage increases to 5d10 and the number of allies who can spend a healing surge increases to 3. If you take this power as a Level 29 Daily Exploit damage increases to 6d10 and the number of allies who can spend a healing surge increases to 4.

Force Peace
"Violence is not the answer"
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable, Domain<Mattermind>, Psychic
Standard action, Close Burst 3
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: The target is dazed and takes -2 penalty to attack rolls (save ends).
Miss: The target takes a -1 penalty to attack rolls until the end of the turn.
Special: When you first gain this power, you may choose the force energy type for damage in place of the psychic type. If you select the force energy type, the attack is resolved versus Reflex instead of Will. The power loses the Psychic keyword and gains the Force keyword. Ths choice can only be changed by retraining. If you take this power as a Level 9 Daily Exploit, the range of the attack increases to Close Burst 4. If you take this power as a Level 15 Daily Exploit, the range of the attack increases to Close Burst 5. If you take this power as a Level 19 Daily Exploit, the range of the attack increases to Close Burst 5, the effect on a hit changes to "the target's attacks deal no damage (save ends)" and the effect on a miss changes to "the target's attacks deal no damage until the end of the turn". If you take this power as a Level 25 Daily Exploit, the range of the attack increases to Close Burst 5, the effect on a hit changes to "the target is stunned (save ends)" and the effect on a miss changes to "the target is stunned until the end of the turn".

Energy Vortex
"Power is power"
Daily, Psionic/Arcane, Varpower, Implement, Radiant, Domain<Energy>, Scalable
Standard Action, Ranged 5
Effect: You conjure a vortex that occupies 1 square within range. Every round, you can move the vortex 4 squares as a move action. The vortex lasts until the end of the encounter. Any creature that ends its turn next to the conjured guardian takes 1 Radiant damage. When you first conjure the vortex, a single target adjacent to the vortex is subject to a Charisma versus Fortitude attack. On a hit, the attack roll deals 1d8 + Wisdom modifier Radiant damage. On subsequent rounds, you may spend a minor action to make the attack again with a -2 penalty to hit.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, lightning, thunder, cold, or necrotic energy types for damage in place of the radiant type. The power loses the Radiant keyword and gains the Fire, Lightning, Thunder, Cold or Necrotic keywords. This choice can only be changed by retraining the power.
If you take this power as a Level 9 Daily Exploit, the damage the vortex inflicts on an attack increases to 2d8 + your Wisdom modifier. If you take this power as a Level 15 Daily Exploit, the damage the vortex inflicts on an attack increases to 3d8 + your Wisdom modifier and your penalty to hit when you spend a minor action to repeat the attack drops to -1. If you take this power as a Level 19 Daily Exploit, the vortex moves 6 squares when you spend a move action, the damage the vortex inflicts on an attack increases to 3d10 + your Wisdom modifier and you have no penalty to attack when you spend a minor action to repeat the attack. If you take this power as a Level 25 Daily Exploit, the vortex moves 8 squares when you spend a move action, the damage the vortex inflicts on an attack increases to 3d10 + your Wisdom modifier and you have no penalty to attack when you spend a minor action to repeat the attack.Level 2 Utility ExploitsAid The Wounded
"Healing is a question of will"
Encounter, Arcane/Psionic/Martial, Varpower, Healing
Standard Action, Melee Touch
Effect: The target can spend a healing surge

Inspired Leap
Encounter, Psionic/Arcane, Varpower, Domain<Mattermind>, Domain<Energy>, Scalable
Move Action, Ranged 10
Target: You or one creature
Effect: You assist a leap with telekinesis, an explosive blast of energy or a push of concussive force. The target makes an athletics check to jump with a +10 power bonus and the target does not have to move to make a running jump.
Special: You may take this power as a Level 6 Utility power. If you do, the target gains a +2 bonus to AC against opportunity attacks until the end of your next turn. In addition, you may take 2d6 hit points of damage when you use this power. If you do so, you regain the use of this encounter power.

Charged By Inspiration
Daily, Psionic/Arcane, Varpower, Domain <Mattermind>, Domain <Energy>
Minor Action, Personal, Scalable
Effect: You boost your metabolism with electricity or by psychic means. Until the end of the encounter you gain a bonus to your speed equal to your Constitution modifier.

Shake And Wake
"Get a hold on yourself"
Encounter, Arcane/Psionic/Martial, Varpower
Minor Action, Ranged 10
Target: You or one ally
Effect:The target makes a saving throw with a power bonus equal to your Charisma modifier.

Lend A Move
"Position is everything. Let me help."
Encounter, Arcane/Psionic/Martial, Varpower
Move Action, Ranged 10
Target: One ally
Effect: The target takes a move action as a free action.
Level 3 EncounterInspiration's Cry
Encounter, Arcane/Psionic/Martial, Implement, Varpower, Scalable
"Rise up as one!"
Standard action, Personal
Effect: You may make a melee or ranged basic attack. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. One ally who can hear you and is within 5 squares of you makes a saving throw.
Special: You can use any weapon you are proficient in as an implement for this power. If you take this power as a Level 13 Encounter Exploit, you inflict an additional 1d10 damage and can grant one additional ally who can hear you and is within 5 squares of you a saving throw. If you take this power as a Level 23 Encounter Exploit, you inflict an additional 2d10 damage and grant every ally (instead of one ally) who can hear you and is within 5 squares of you a saving throw.

Luck Rubs Off
Encounter, Arcane/Psionic/Martial, Varpower, Weapon, Domain<Leader>, Scalable
"Luck is a lady and she likes friends"
Standard Action, Melee Weapon/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon with this power, you gain a +1 bonus to hit
Attack: Charisma-1 vs AC
Hit: 2[W] + Charisma modifier damage. Until the end of the next turn all your allies gain a bonus to damage equal to your Wisdom modifier.
Special: If you take this power as a level 17 power, damage is incresed to 3[W] and you may use this power to make a melee attack at the end of a charge instead of a melee basic attack. If you take this power as a level 27 power, damage increases to 3[W], the target is also dazed until the end of your next turn on a hit and your allies receive the bonus to damage until the end of the next turn whether you hit or you miss. In addition, you may use this power to make a melee attack at the end of a charge instead of a melee basic attack.

Curse of Self-destruction
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Mattermind>, Psychic, Charm, Scalable
"You will be your own worst enemy"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Will
Hit: The target is dazed until the end of your next turn. In addition you may choose between knocking the target prone or sliding the target a number of squares equal to 2 + your Charisma modifier.
Special: If you take this power as a Level 13 Encounter power, the target to also takes a penalty to all attack rolls and defense rolls equal to your Wisdom modifier until the end of the next turn after being slid or knocked prone. If you take this power as a Level 17 Encounter power, you may choose to weaken and daze the target until the end of the next turn instead of inflicting all the other effects. If you take this power as a level 23 Encounter power, you may choose to stun the target (save ends) on a hit instead of inflicting all other effects.

Impelling Energy
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force
"Energy and motion, blastoff!"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs AC
Hit: 2d6 + Charisma modifier Force damage and you push the target 4 squares. You may slide the target 4 squares instead of pushing the target if it ends the slide adjacent to an ally.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, lightning, thunder, necrotic or cold energy types for damage in place of the force type. The power loses the Force keyword and gains the Fire, Lightning, Thunder, Necrotic or Cold keyword. This choice can only be changed by retraining the power. If you take this power as a Level 13 Encounter Exploit, damage increases to 3d8. If you take this power as a Level 17 Encounter Exploit, damage increases to 3d10. If you take this power as a Level 23 Encounter Exploit, damage increases to 4d10.

gnownek
2009-10-24, 10:06 PM
Level 5 DailySuperior Basic Attack
'Master the foundation, it will serve you well'
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable
Standard action, Personal
Effect: You make a melee or ranged basic attack. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. You also do an additional 1d8 damage. If you miss with the basic attack, you still inflict half damage.
Special: You can use any weapon you are proficient in, in place of an implement for this power. If you take this power as a Level 9 Daily Exploit, you do an additional 2d8 damage. You take this power as a Level 15 Daily Exploit, you do an additional 3d8 damage. If you take this power as a Level 25 Daily Exploit, you do an additional 4d8 damage. If you take this power as a Level 29 Daily Exploit, you do an additional 4d10 damage.

Salvation Surge
'A successful attack aids an ally'
Daily, Healing, Arcane/Psionic/Martial, Varpower, Weapon, Scalable
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon, you have a +1 bonus to hit. If you are also able to use the Empathic Leadership domain, the bonus to hit increases to +2.
Attack: Charisma-1 vs AC
Hit: 2[W] + Charisma modifier damage
Miss: Half damage
Effect: One ally within 5 squares can spend a healing surge. You can also choose to spend a healing surge, but reduce the number of allies who can spend a healing surge by 1.
Special: If you take this power as a Level 9 Daily Exploit damage increases to 3[W]. If you take this power as a Level 15 Daily Exploit damage increases to 3[W] and the number of allies who can spend a healing surge increases to 4. If you take this power as a Level 25 Daily Exploit damage increases to 4[W] and the number of allies who can spend a healing surge increases to 6. If you take this power as a Level 29 Daily Exploit damage increases to 5[W] and the number of allies who can spend a healing surge increases to 8.

Energy Sparks
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Lightning, Scalable
"Energy lashes your enemies and remains in the blast area to strike anyone who injures an ally"
Standard Action, Burst 1 Within 20 Squares
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier Lightning damage.
Miss: Half damage
Effect: The burst creates residual energy in the blast area until the end of the encounter. When an enemy hits an ally within that zone with a melee attack, the enemy take Lightning damage equal to your Wisdom modifier.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, thunder, necrotic or cold energy types for damage in place of the lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder, Necrotic or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved as Charisma vs Fortitude instead of Charisma vs Reflex. This choice can only be changed by retraining the power. If you take this power as a Level 9 Daily Power, the range of the power increases to Burst 2 Within 20 Squares. If you take this power as a Level 15 Daily Power, damage increases to 3d6 and the range of the power increases to Burst 2 Within 20 Squares. If you take this power as a Level 19 Daily Power, damage increases to 4d6 and the range of the power increases to Burst 3 Within 20 Squares. If you take this power as a Level 25 Daily Power, damage increases to 5d6 and the range of the power increases to Burst 4 Within 20 Squares. If you take this power as a Level 29 Daily Power, damage increases to 6d6 and the range of the power increases to Burst 4 Within 20 Squares.

Manipulative Master
"An answer? A question? Can you remember where you are?"
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable, Domain<Mattermind>, Psychic, Charm
Standard action, Close Ranged 20
Target: One creature
Attack: Charisma vs Will
Hit: 2d8 + Charisma modifier psychic damage, and you slide the target 5 squares either at the start of its turn or at the end of it turn (save ends). Until it saves, it cannot take move actions on its turn.
Miss: Half damage. You slide the target 5 squares either at the start of its turn or at the end of it turn and it cannot take move actions on its next turn.
Special: If you take this power as a Level 9 Daily Power, damage increases to 3d6. If you take this power as a Level 15 Daily Power, damage increased to 3d8. If you take this power as a Level 19 Daily Power, damage increases to 3d10. If you take this power as a Level 25 Daily Power, damage increases to 4d10. If you take this power as a Level 29 Daily Power, damage increases to 5d8.Level 6 UtilityGreater Aid The Wounded
"Healing is a question of will, but not just yours"
Encounter, Arcane/Psionic/Martial, Varpower, Healing
Standard Action, Ranged 10
Target: You or one ally
Effect: The target can spend a healing surge. Add your Charisma modifier to hit points regained

Supercharger
"I need a champion"
Daily, Arcane/Psionic/Martial, Varpower, Healing
Standard Action, Melee Touch
Target: You or one ally
Effect: Until the end of the encounter, the target gains a +2 power bonus to attack rolls and damage rolls, and when the target is first blooded, he or she can spend a healing surge.

Bring Rage
"Anger is your power"
Daily, Arcane/Psionic/Martial, Varpower, Domain<Leader>
Minor Action, Close Burst 5
Target: You and each ally in burst
Effect: The next time each target hits before the end of the encounter, it does 1d6 additional damage.

Ignore Me
"These aren't the dudes you are looking for"
Daily, Arcane/Psionic, Varpower, Domain<Mattermind>, Scalable
Minor Action, Close Burst 5
Target: You and 1 ally in burst
Effect: You can make a Bluff, Intimidate or Diplomacy check opposed by an insight check with a +5 bonus to persuade enemies to ignore the targets of this power or take some other course of action. If you are successful and are persuading persons to ignore you, the persons who are persuaded do not think about or refer to the incident for 5 minutes per level unless specifically reminded of the issue.
Special: If you are trained in Bluff or Diplomacy, you may take damage equal to half the hit points you gain when spending a healing surge to use this power without losing your daily use of this power.
If you take this power as a level 10 utility power, you can affect 2 additional allies when persuading the target to ignore you. If you take this power as a level 16 utility power you can affect yourself and all allies in the burst when persuading the target to ignore you. If you take this power as a level 22 utility power you can affect yourself and all allies in the burst and the range of the power becomes Close Burst 10 when persuading the target to ignore you.

Stabilize Reality
Daily, Arcane/Psychic, Varpower
Standard Action, Ranged 20
Target: One conjuration or zone
Attack: Charisma vs. Will defense of the creator of the conjuration or zone
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.

Lanterns Of Power
"Bring The Day"
At Will, Arcane/Psionic, Varpower, Conjuration, Radiant, Domain<Energy>, Domain<Mattermind>
Standard Action, Ranged 3
Target: You or one ally
Effect: You conjure a lantern that appears in 1 square within range and sheds light 5 squares in all directions. You and allies in the light get +2 power bonus to Perception and Insight checks. You can move the lantern your speed as a minor action. The lantern lasts 10 hours, but you can only have a single lantern active at any one time.Level 7 EncounterInspiration's Tactical Clarity
Encounter, Arcane/Psionic/Martial, Implement, Varpower, Scalable
"Watch the big guy, someone needs to take him down"
Standard action, Personal
Effect: You may make a melee or ranged basic attack with a +2 bonus to hit. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level.
Special: You can use any weapon you are proficient in as an implement for this power. If you can use the Empathic Leadership domain, you may have an ally take this attack on your behalf. The ally receives bonuses to hit and is treated as a higher level for determining damage from his basic attack (or at will attack in place of a basic attack). If you take this power as a Level 13 Encounter Exploit, you inflict an additional 1d10 damage. If you take this power as a Level 23 Encounter Exploit, you inflict an additional 2d8 damage.

Disrupting Blast
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Fire, Scalable
"And now.. you fall at other's hands"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier Fire damage and target grants combat advantage until the end of your next turn.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the necrotic, radiant, lightning, thunder or cold energy types for damage in place of the fire type. The power loses the Fire keyword and gains the Necrotic, Radiant, Lightning, Thunder or Cold keywords. This choice can only be changed by retraining the power. If you take this power as a Level 13 Encounter Exploit, damage increases to 2d10. If you take this power as a Level 17 Encounter Exploit, damage increases to 3d8. If you take this power as a Level 23 Encounter Exploit, damage increases to 3d10. If you take this power as a Level 27 Encounter Exploit, damage increases to 4d8.

Blinding Strike
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Necrotic, Scalable
"And now.. your own personal night"
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier Necrotic damage and target is blinded until the end of the next turn.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword, gains the Psychic keywords and the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 13 Encounter Exploit, damage increases to 2d8. If you take this power as a Level 17 Encounter Exploit, damage increases to 2d10. If you take this power as a Level 23 Encounter Exploit, damage increases to 3d8. If you take this power as a Level 27 Encounter Exploit, damage increases to 3d10.

Defensive Strategy
Encounter, Arcane/Psionic/Martial, Varpower, Weapon, Domain<Leader>, Scalable
"You scream for you allies to lash out at approaching enemies"
Standard Action, Melee Weapon/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon with this power, you gain a +1 bonus to hit
Attack: Charisma-1 vs AC
Hit: 2[W] + Charisma modifier damage. Until the end of your next turn, any enemy takes 5 damage if it ends its turn adjacent to any ally within 5 squares of you.
Special: If you take this power as a level 17 power, damage increases to 3[W]. If you take this power as a level 27 power, damage increases to 4[W]
Level 9 DailyInspiration's Surge
"Master others, you do not stand alone"
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable
Standard action, Personal
Effect: You and up to two allies make melee or ranged basic attacks. If any of your allies are at 20th level or less, they gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. They also gain a +2 bonus to hit. Each enemy may only be the target of one attack. And all enemies targeted must be within 5 squares of the enemy you target. Missed attacks inflict half damage.
Special: You can use any weapon you are proficient in, in place of an implement for this power. If you take this power as a Level 15 Daily Exploit, you may affect one additional ally. In addition, you and your allies get a +4 bonus to damage. If you take this power as a Level 25 Daily Exploit, you may affect two additional allies. In addition, you and your allies get a +8 bonus to damage. If you take this power as a Level 29 Daily Exploit, you may affect three additional allies. In addition, you and your allies get a +15 bonus to damage.

Schadenfreud
'Pleasure in others pain'
Daily, Healing, Arcane/Psionic/Martial, Varpower, Weapon, Scalable, Domain<Leader>
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon, you have a +1 bonus to hit.
Attack: Charisma-1 vs AC
Hit: 3[W] + Charisma modifier damage
Miss: Half damage
Effect: Until the end of the encounter, whenever an ally hits a target with an attack, that ally can choose to make a saving throw or regain hit points equal to your Wisdom modifier.
Special: If you take this power as a Level 19 Daily Exploit damage increases to 4[W]. If you take this power as a Level 25 Daily Exploit damage increases to 5[W]. If you take this power as a Level 29 Daily Exploit damage increases to 6[W].

Energy Barrier
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Conjuration, Fire, Scalable
"You form a wall of energy"
Standard Action, Area Wall 4 Within 20 Squares
Effect: You conjure a wall of contiguous squares filled with energy. The wall can be 5 squares long and 2 squares high. The spaces are difficult terrain. If a creature enters the barrier's space or starts its turn there, it takes 3d6 + Charisma modifier damage plus ongoing 5 damage (save ends).
Sustain Minor: The barrier persists
Special: If you take this power as a Level 15 Daily Exploit, the area is Wall 5. If you take this power as a Level 19 Daily Exploit, the area is Wall 6 and 4 squares high. If you take this power as a Level 19 Daily Exploit, the area is Wall 6 and 4 squares high and ongoing damage increases to 7 (save ends). If you take this power as a Level 25 Daily Exploit, the area is Wall 6 and 4 squares high and ongoing damage increases to 10 (save ends). If you take this power as a Level 29 Daily Exploit, the area is Wall 8 and 5 squares high and ongoing damage increases to 10 (save ends). If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the lightning, radiant, thunder, necrotic or cold energy types for damage in place of the fire type. The power loses the fire keyword and gains the Lightning, Radiant, Thunder, Necrotic or Cold keywords.

Fist Of The Mind
Daily, Psionic/Arcane, Varpower, Implement, Domain<Mattermind>, Psychic, Scalable
"Energy lashes your enemies and remains in the blast area to strike anyone who injures an ally"
Standard Action, Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 2d10 + Charisma modifier psychic damage and ongoing 5 + Wisdom modifier psychic damage (save ends).
Miss: Half damage and no ongoing damage.
Special: When you first gain this power, you may choose the force, necrotic or thunder energy types for damage in place of the psychic type. If you select the thunder or force energy types, the attack is resolved versus Reflex instead of Will. The power loses the Psychic keyword and gains the Force, Necrotic or Thunder keywords. This choice can only be changed by retraining. If you take this power as a Level 15 Daily Power, damage increases to 3d8. If you take this power as a Level 19 Daily Power, damage increases to 4d8 and the range of the power increases to Burst 3 Within 20 Squares. If you take this power as a Level 25 Daily Power, damage increases to 5d8 and the range of the power increases to Burst 4 Within 20 Squares. If you take this power as a Level 29 Daily Power, damage increases to 5d8, the range of the power increases to Burst 4 Within 20 Squares and you or one of your allies may regain hit points as if he or she had spent a healing surge.

Psionic Shout
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Thunder, Scalable
"A cry brings more than sound"
Standard Action, Close Blast 3
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier Thunder damage.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, cold, or necrotic energy types for damage in place of the thunder type. The power loses the Thunder keyword and gains the Fire, Radiant, Lightning, Cold or Necrotic keywords. If you select the fire or cold energy type, the attack is resolved against Fortitude. If you are able to use the Mattermind domain when you first gain this power, you may choose the force, necrotic or psychic energy types for damage in place of the thunder type. The power loses the Thunder keyword and gains the Force, Necrotic or Psychic keywords. If you select the psychic keyword, the attack is resolved against will. These choices can only be changed by retraining the power. If you take this power as a Level 15 Daily Power, damage increases to 4d6 and range increases to close blast 4. If you take this power as a Level 19 Daily Power, damage increases to 5d6 and range increases to close blast 5.

gnownek
2009-10-24, 10:07 PM
Level 10 UtilityCalming Presence
Daily, Arcane/Psychic/Martial, Zone
Minor Action, Close Burst 5
Effect: The burst creates a zone of calm that lasts until the end of the encounter. When you move, the zone moves with you, remaining centered with you. Each ally within the zone gains a +2 power bonus to Will, and any penalty to attack rolls is lessened by 2.

Warning Yell
Encounter, Arcane/Psychic/Martial
Immediate Interrupt, Ranged 5
Trigger: An ally in range is hit by an attack
Effect: An ally gains a bonus to AC equal to your Wisdom modifier.Level 13 EncounterPlay To The Crowd
Encounter, Arcane/Psionic/Martial, Implement, Varpower, Scalable
"This should be popular"
Standard action, Personal
Effect: You may make a melee or ranged basic attack with a 1d8 bonus to damage. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. Each ally within 3 squares of the target gains temporary hit points equal to your Wisdom modifier.
Special: You can use any weapon you are proficient in as an implement for this power. If you can use the Empathic Leadership domain, you may have an ally take this attack on your behalf. The ally is also treated as a higher level for determining damage from his basic attack (or at will attack in place of a basic attack) if at 20th level or under. If you take this power as a Level 23 Encounter Exploit, the damage bonus increases to 2d8.Level 15 DailyInspiration's Reprisal
Daily, Arcane/Psionic/Martial, Implement, Varpower, Scalable, Healing
"Justice"
Immediate Reaction, Ranged 10
Trigger: An enemy within 10 squares of you hits an ally
Target: The triggering enemy
Effect: You may make a melee or ranged basic attack with a 1d6 bonus to damage against the target. If you are at 20th level or less, you gain any additional damage with the basic attack (or at will power in place of a basic attack) that you would receive if you were 21st level. After your attack, the ally can make a saving throw and spend a healing surge.
Special: You can use any weapon you are proficient in as an implement for this power. If you take this power as a Level 25 Daily Exploit, the damage bonus increases to 2d8.Level 16 UtilityLead Into Combat
Daily, Arcane/Psychic/Martial
Minor Action, Close Burst 5
Target: You and each ally in burst
Effect: Each target can spend a healing surge. Also, each target can shift 2 squares as a free action.

Haste
Daily, Arcane/Psychic/Martial
Minor Action, Ranged 10
Target: You or an ally
Effect: The target gains and immediately uses a standard action.

Inspired Leap
Encounter, Psionic/Arcane, Varpower, Domain<Mattermind>, Domain<Energy>, Scalable
Move Action, Ranged 10
Target: You or one creature
Effect: You assist a leap with telekinesis, an explosive blast of energy or a push of concussive force. The target makes an athletics check to jump with a +10 power bonus and the target does not have to move to make a running jump. The target also gains a +2 bonus to AC against opportunity attacks until the end of of its next turn.
Special: You take 1d6 points of damage when you use this power, if so you regain the use of this encounter power. You may take this power as a level 22 utility power, if you need only take 1d3 points of damage when you use this power to regain the use of this power.Level 17 EncounterOutline A Critical Flaw
Encounter, Arcane/Psionic/Martial, Varpower, Weapon, Domain<Leader>
"Your example is a key, a key to the end of this battle"
Standard Action, Melee Weapon/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon with this power, you gain a +1 bonus to hit
Attack: Charisma-1 vs AC
Hit: 3[W] + Charisma modifier damage. Until the end of your next turn, when the target is hit by an attack, the attacker rerolls the attack's damage roll and uses the higher result. If you take this power as a Level 27 Encounter exploit, damage increases to 4[W]. Level 19 DailyHeart Of Power
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Thunder
"You create a series of energy blasts, beating like a heart"
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Charisma+1 vs Reflex
Hit: 2d8 + Charisma modifier Thunder damage.
Sustain Standard: The size of the burst increases by 1 and you make the attack again. After you use the power as close burst 3, it can't be sustained.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, cold, or necrotic energy types for damage in place of the thunder type. The power loses the Thunder keyword and gains the Fire, Radiant, Lightning, Cold or Necrotic keywords. This choice can only be changed by retraining the power.
Level 22 UtilityIn Glorious Battle
Daily, Arcane/Psychic/Martial
Minor Action, Close Burst 10
Target: Each ally in burst
Effect: Each target can make a basic attack or use an at will attack power as a free action, with a power bonus to the attack roll and the damage roll equal to your Wisdom modifier.

Until The End
Daily, Arcane/Psychic/Martial, Healing
Minor Action, Close Burst 10
Target: You and each ally in burst
Effect: Each target regains hit points as if he or she had spent a healing surge. Add 1d10 + your Charisma modifier to hit points regained by each target. Each target may choose to forgo the additional hit points gained beyond those they would receive from spending a healing surge, to make a saving throw instead.Level 23 EncounterKaleidoscopic Energy
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Radiant, Scalable
'Energy lashes the senses'
Standard Action, Burst 2 Within 20 Squares
Target: Each enemy in burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier Radiant damage.
Effect: Each ally in the burst can move 2 squares or shift 1 square as a free action.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, lightning, thunder, necrotic or cold energy types for damage in place of the radiant type. The power loses the Radiant keyword and gains the Fire, Lightning, Thunder, Necrotic or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved as Charisma vs Fortitude instead of Charisma vs Reflex. This choice can only be changed by retraining the power. If you take this power as a Level 27 Encounter exploit, damage increases to 3d8 damage.Level 25 DailySmash The Unworthy
'I find you .. lacking'
Daily, Arcane/Psionic/Martial, Varpower, Weapon, Scalable, Domain<Leader>
Standard Action, Melee/Ranged/Modern Ranged Weapon
Target: One Creature
Weapon: If you use a melee weapon, you have a +1 bonus to hit.
Attack: Charisma-1 vs AC
Hit: 6[W] + Charisma modifier damage
Miss: Half damage
Special: If you take this power as a Level 29 Daily Exploit, you gain a further +1 bonus to hit.Level 27 EncounterShout Of Power
"My reputation is all earned."
Encounter, Arcane/Psionic/Martial, Implement, Varpower, Scalable, Healing
Standard action, Close Burst 1
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: The target is stunned until the end of your next turn.
Effect: One ally in burst can spend a healing surge and regain additional hit points equal to 3d6 + your Wisdom modifier.
Special: You can use any weapon you are proficient in as an implement for this power.Level 29 DailyMind Control
"Can I call you.. slave?"
Daily, Arcane/Psychic, Charm, Implement, Psychic, Domain<Mattermind>
Standard Action, Ranged 20
Attack: Charisma vs Will
Hit: The target is dominated (save ends)
Aftereffect: 2d10 + Charisma modifier damage and the target is dazed until the end of your next turn.
Miss: The target is dazed (save ends)
Aftereffect: 2d10 + Charisma modifier damage.

gnownek
2009-10-25, 08:47 PM
Inspiration Paragon Classes
Warbringer
"Come back on your shield or on it!"
You inspire others to war with a quiet word or a screaming rage.
Power Of Tactics, 11th Level
When you spend an action point to take an extra action each ally within 5 squares gains a bonus to attack rolls and damage rolls equal to your Wisdom modifier until the end of your next turn.

First Aid, 11th Level
Whenever you grant healing with an Inspiration healing power, add your Charisma or Intelligence modifier to hit points received.

Power Of Example, 16th Level
You can spend 2 action points during an encounter instead of one.

Warbringer Exploits
Smite For Victory, Warbringer, Attack 11
"Striking your foe, you allow an ally to act"
Encounter, Arcane/Martial/Psychic, Varpower
Standard Action, Range Personal
Effect: You make a basic attack with a -1 penalty to hit. You do not receive additional damage from being 21st level or higher if you are 21st level or higher. Whether you hit or miss, an ally within 5 squares can take a free action to shift 3 squares and make a melee basic attack against the target. Alternatively, the ally take a free action to move 1 square and make a ranged basic attack against the target.

Battle Curse, Utility 12
"You mouth an insult, signaling a foe's end"
Encounter, Arcane/Martial/Psychic, Varpower
Minor Action, Close burst 10
Target: You and each ally in a burst
Effect: Choose an enemy in the burst. Each target gains a +2 power bonus to attack rolls against that enemy until the end of your next turn.

Victory Vision, Warbringer, Attack 20
"Dream. Dream of winning."
Daily, Arcane/Martial/Psychic, Varpower
Standard Action, Range Personal
Effect: You make a basic attack with a -1 penalty to hit. You do not receive additional damage from being 21st level or higher if you are 21st level or higher. Whether you hit or miss, as a free action, an ally can use an encounter attack power against the target, hitting it automatically.
Champion Of The Burning Heart
"Feel my anger! Fear my power!"
You a master of your unusual powers, fueling them with emotional power.
Sincerity Bends Fate, 11th Level
When you spend an action point to take an extra action, you can reroll a single d20 roll you make this turn.

Wake up! Wake up! 11th Level
As a free action, you can grant a dying ally within 10 squares a +2 power bonus to death saving throws. The bonus lasts until the ally is no longer dying.

Focused Mastery, 16th Level
Pick an energy type or a specific weapon. You gain a +2 bonus to damage with that weapon or whenever you use a power of that energy type.

Champion Of My Burning Heart Exploits
Echoing Power, Champion Of My Burning Heart, Attack 11
"Power, again and again"
Encounter, Arcane/Psychic, Varpower, Implement, Necrotic, Domain<Mattermind>, Domain <Energy>
Standard Action, Close Burst 2
Target: Each enemy in burst.
Attack: Charisma versus Reflex.
Hit: 2d6 + Charisma Necrotic damage. Before you take any action next turn, you can repeat the attack as a free action.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword, gains the Psychic keywords and the attack is resolved versus Will instead of Reflex.

Repeat Trick, Utility 12
"Inner power recharges"
Daily, Arcane/Martial/Psychic, Varpower
Minor Action, Personal
Effect: Pick an encounter power when you first gain this power. You may only change this choice when you gain a level. When you use this power you may regain the Echoing Power power or the selected power, if you used it this encounter.

Song Of Power, Champion Of My Burning Heart, Attack 20
"Dream, dream, dream, then make nightmares"
Daily, Arcane/Psychic, Varpower, Implement, Necrotic, Domain<Mattermind>, Domain <Energy>
Standard Action, Close Blast 5
Target: Each enemy in blast
Attack: Charisma versus Reflex.
Hit: 3d6 + Charisma Necrotic damage and you knock each target prone.
Miss: Half damage
Effect: At the start of the next turn of each ally in the blast, the ally deals 5 Necrotic damage to each enemy within 2 squares of him or her.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword, gains the Psychic keywords and the attack is resolved versus Will instead of Reflex.

gnownek
2009-11-04, 10:06 AM
--------placeholder------------------------

gnownek
2009-11-04, 04:55 PM
CyberneticsCybernetics in 4e modern will be handled as a series of feats. In some cases, the feat will give the character an additional magic weapon slot, which can only be filled with specific items. The feat represents the use of the character's time and effort in therapy and recovery from the implant.
Some prestige classes and epic destinies also represent the use of cybernetics. The Wired Warrior Paragon Path and Steel Titan epic destiny are examples of such abilities.

Cybernetics are typically PL3.

Balance Note: The following rules assume that cybernetics is expensive, difficult to install, usually has side effects and requires some effort on the part of the altered character to adapt to. The cost is usually represented by the loss of a feat and/or some other alteration to the characters health. GM's may wish to set campaigns in environments where cybernetics are common and easily available by giving the characters free feats and monetary resources for cybernetics. If the GM does so, characters without cybernetics will be disadvantaged relative to characters with cybernetics. The GM may also have to alter NPC and monster statistics for cybernetic implants.Boosted Reflexes
Prerequisite: You must have surgery to install cybernetic equipment that boosts your reaction time.
Cost:1 feat to avoid side-effects, 4 weeks recovery time.
Benefit: You gain a +6 feat bonus to initiative checks and take a -1 penalty to your Fortitude defense against attacks with the Lightning keyword.
Side-effects: The penalty applies to your Will and Fortitude defenses and increases to -2.

Targeting Implants
Prerequisite: You must have surgery to install cybernetic equipment that allows you connect to a customised firearm.
Cost:1 feat to avoid side-effects, 2 weeks recovery time.
Benefit: You gain the Sniper, Firearms Focus or Firearms Expertise feat. You can switch your choice of feat by using a minor action. You take a -1 penalty to your Will defense against attacks with the Psychic keyword.
Side-effects: You have a -2 penalty to your attack roll with melee attacks.

Dermal Implants
Pre-requisite: You must have surgery to install biological armor and self-healing technology in your body.
Cost:1 feat to avoid side-effects, 6 weeks recovery time
Benefit: You gain 10 additional hit points and an additional 5 hit points at each tier of play (at 1st level, 11th level and 21st level). You have -1 penalty to your Will defense against attacks with the Lightning keyword.
Side-effects: The penalty to your Will defense applies to all attacks and increases to -2.

Body Compartment
Pre-requisite: You must have surgery to install a hidden storage place in your body or in a bionic limb.
Cost:1 feat to avoid side-effects, 3 days recovery time if the hidden storage place is not within an existing bionic limb.
Benefit: You have a small hidden body compartment. There is a -3 penalty to find it with a Perception check. The compartment can store a pistol or small melee weapon. If the compartment is modified to store only this weapon, it can include features that allow the weapon to be extended and retracted as part of an attack action.
Side-effects: None, if the implant is in a bionic limb. Loss of 2 permanent hit points otherwise. The penalty increases to 3 permanent hit points at 11th level and 5 permanent hit points at 21st level.

Bionic Limbs
Pre-requisite: You must have surgery to replace 1 or more arms with bionic limbs.
Cost: 1 feat to avoid side effects. 1 week recovery time.
Benefit: Bionic arms provide additional strength but you cannot fully utilize that Strength because the amount of strain you can place on the arms is limited by the method by which the arms are connected to the body. You gain a +1 bonus to hit with melee weapons held with the limb. You may use 1 damage die larger with your trained or improvised unarmed attacks (1d4->1d6, 1d6-> 1d8).
You gain a +3 bonus to Strength checks that only involve gripping with your bionic limb. Typically this only applies to very specialized actions like crushing small objects and arm-wrestling.
Side-effects: -1 penalty to your AC.

Total Body Rebuild
Pre-requisite: You must replace all your arms with Bionic Limbs and have the Dermal Implants surgery.
Cost: You have an additional surgery with a 8 week recovery time. 1 feat to avoid side-effects.
Benefit: +2 item bonus to your Strength. The +3 bonus to Strength checks from your Bionic Limb applies to all Strength and Athletics checks and for determining how much you can carry or lift. You also take a -1 penalty to your Reflex defense.
Side-effects: -1 penalty to your AC, Dexterity checks and skill checks involving Dexterity.

Implanted Computer
Pre-requisite: You have surgery to implant a computer in your body that you can manipulated with your thoughts (although a plug-in physical computer and keyboard may be used to supplement your implanted computer.). The computer can transmit information back to you through your own vision using virtual reality technology.
Cost; You have surgery with a 2 day recovery time. 1 feat to avoid side-effects.
Benefit: You have a computer in your body. Settings with this technology often make extensive use of virtual reality type interfaces for use of technology. For game purposes, resolving skill checks does not change although more physical penalties can become appropriate as the negative consequences of a skill challenge if countermeasures designed to target intruders using implanted computers are available in the setting.
Side-effects: Loss of 1 permanent hit point. Penalty increases to 2 permanent hit points at level 15.

Instant Expert Implants
Pre-requisite: You have an Implanted Computer and further surgery to alter your nervous system.
Cost: Further surgery with a 4 week recovery time. 1 feat to avoid side-effects
Benefit: Your implanted computer can interface with your 'muscle memory' and your nervous system. You gain an additional item slot that you can use to 'plug-in' programs customized for you, that give you bonuses on your skill checks. You can access only one program at a time. The download time is given for each item and is usually a full-round action or longer.
Side-effects: -2 penalty to your Wisdom score. In campaigns, where Head slot magical items are available and the setting allows for magic and cybernetic implants to be somewhat incompatible, the side-effect can be the loss of your Head magic item slot instead.

Balance Note: The 'items' you can plug in the Instant Expert implant are similar to magical items from the Head item slot. They should be expensive and have a similar resource cost. Making them cheaper will result ina campaign where players have a strong incentive to rely on cybernetically enhanced skills instead of normally acquired skills.

Aerobic Body Rebuild
Pre-requisite: You have cybernetic surgery to prepare your body to receive one of several further enhancements, relating to faster movement.
Cost: Surgery with a 1 week recovery time. 1 feat to avoid side-effects
Benefit: Your have the necessary bone and muscle enhancements and hormone dispensers necessary for further enhancement. You gain an additional item slot that you can use for further lower body enhancement, that typically enhances movement. You can only have one such enhancement at a time. A surgery with the specified recovery time can be needed to change the item.
Side-effects: -2 to Charisma. In campaigns, where Feet slot magical items are available and the setting allows for magic and cybernetic implants to be somewhat incompatible, the side-effect can be the loss of your Feet magic item slot instead.

Balance Note: The 'items' you can plug in the Aerobic Body Rebuild slot are similar to magical items from the Foot item slot. They should be expensive and have a similar resource cost. Making them cheaper will result in a campaign where players have a strong incentive to have this cybernetic enhancement.
Instant Expert Implant programs.
A single program can be run in your Instant Expert Implant. You must take the time specified to activate the program when you change the program.Skill Transplant Program
Cost: Equivalent in value to 9000 gp in a fantasy setting.
Time To Activate The Program: 3 full rounds for level A Academic skills. 20 full rounds (2 mins) for level B Social skills. Short Rest for level C Physical skills.
Benefits: Each program enhances a specific skill. You must buy multiple programs for multiple skills. You may use a specific skill to perform tasks that are 'Trained Only'. You receive a +2 item bonus to skill checks with that specific skill.

Skills are classified as follows:

Level A Academic: History (Intelligence), Religion (Intelligence), Philosophy (Intelligence), Psychology (Intelligence), Sociology (Intelligence), Economics (Intelligence), Physical Sciences (Intelligence), Mathematics(Intelligence), Chemistry Skill (Intelligence), Life Sciences (Intelligence), Pharmacology (Intelligence), Pathology (Wisdom), Arcana (Intelligence), Parapsychology (Intelligence)

Level B Social: Streetwise(Charisma), Bluff(Charisma), Diplomacy (Charisma), Insight(Wisdom), Intimidate (Charisma), Politics (Intelligence), Law (Intelligence), Artistic Performance (Charisma)

Level C Physical: Thievery(Dex), Stealth (Dex), Perception (Wisdom), Bureaucracy (Charisma), Forgery (Intelligence), Disguise (Intelligence), Demolitions (Wisdom), Computer Use (Intelligence), Crime Scene Analysis (Wisdom), Heal (Wisdom), Surgery (Intelligence), Nature (Wisdom), Acrobatics (Dexterity), Athletics (Strength), Endurance (Constitution), Dungeoneering (Wisdom)
Skill Booster Program
Cost: Equivalent in value to 360 gp in a fantasy setting for lvl 1, 9000 gp for level 11 and 235000 gp for level 21.
Time To Activate The Program: 3 full rounds for level A Academic skills. 20 full rounds (2 mins) for level B Social skills. Short Rest for level C Physical skills.
Benefit: Each program enhances a specific skill. You must buy multiple programs for multiple skills. You receive a +1 item bonus to the skill for level 1, +3 for level 11 and +5 for level 21.

Pilot Program
Cost: Equivalent in value to 360 gp in a fantasy setting.
Time To Activate The Program: Short rest
Benefit: You gain training in the Pilot skill for a specified vehicle but receive no bonus to skill checks from training. Each program is designed for a specific vehicle. You need multiple versions for multiple vehicle.
Special: A quicker version that can be downloaded in 3 rounds is available but costs resources equivalent in value to 5000gp in a fantasy setting.

Repair Program
Cost: Equivalent in value to 360 gp in a fantasy setting.
Time To Activate The Program: Short rest
Benefit: You gain training in the Repair skill for a specified item group or specific vehicle but receive no bonus to skill checks from training. Each program is designed for a specified item group (e.g. radios, guns) or specific vehicle. You need multiple versions for multiple item groups or vehicles.

Artistic/Linguistic Program
Cost: Equivalent in value to 520 gp in a fantasy setting.
Time To Activate The Program: 20 full rounds (2 mins)
Benefit: You gain +1 item bonus to your bluff and diplomacy skill and fluency in 1 language or 1 musical instrument.

Survival Program
Cost: Equivalent in value to 2600 gp in a fantasy setting.
Time To Activate The Program: Short rest
Benefit: You gain a + 5 item bonus to the dungeoneering and nature skill when foraging

Babel Program
Cost: Equivalent in value to 1000 gp in a fantasy setting.
Time To Activate The Program: 10 full rounds
Benefit: You can read any language that is known to the public (secret codes are not included). You can write words in that language as if you have a dictionary but have no command of sentence structure. If the script is very different from your own, your writing is slow and obviously not natural.

Laboratory Program
Cost: Equivalent in value to 360 gp in a fantasy setting.
Time To Activate The Program: Short rest
Benefit: You gain the Laboratory feat for a specified task or process. Each program is designed for a specific task or process. You need multiple versions for multiple functions e.g. making a specific item.
Aerobic Body Rebuild implants
A single enhancement can be selected. You must have surgery with the specified recovery time to install an enhancement.
Basic Speed Enhancement
Cost: Equivalent in value to 2600 gp in a fantasy setting.
Recovery Time From Additional Surgery: 2 weeks
Benefits: +1 speed when in no armor.

Speed Enhancement
Cost: Equivalent in value to 4200 gp in a fantasy setting.
Recovery Time From Additional Surgery: 2 weeks
Benefits: +1 speed when in no or light armor.

Endurance and Speed Enhancement
Cost: Equivalent in value to 13000 gp in a fantasy setting.
Recovery Time From Additional Surgery: 3 weeks
Benefits: +1 speed when in any armor.

Speed and Leaping Enhancement
Cost: Equivalent in value to 21000 gp in a fantasy setting.
Recovery Time From Additional Surgery: 3 weeks
Benefits: +1 speed when in any armor and +2 bonus to Athletic checks when you jump.
Cybernetics (Continued)
Wired Warrior Paragon PathPre-requisite: Trained in Athletics. You must also have cybernetic alteration that grants you improved movement like the Aerobic Body Rebuild and then undergo additional cybernetic alteration to take this Paragon path. The abilities of this class are based on Martial training to optimize your cybernetic abilties.

Optional Rule: Alternatively, you may have class or racial abilities with a Psionic power source. If so, you may take this ability without cybernetic alteration but the powers of this paragon path have a Psionic power source and represent the use of telekinesis, precognition or temporal manipulation to assist your movement.

Wired Warrior Path Features
Live For The Moment (11th level): When you spend an action point to take an extra action, you can also spend a healing surge. If you do so, you gain a +2 bonus to your Athletic checks for the remainder of the encounter.

Defensive Technique (11th level): When you are not blooded, you have a +2 bonus to your AC and Reflex defense against ranged weapon attacks, including attacks that use a ranged weapon as an implement.

Leaps and Bounds (16th level): You gain an incredible leaping ability, resembling flight. You gain a fly speed equal to your movement. You can use this flight only if you are wearing no armor or light armor. You cannot end your movement in mid-air or change direction in mid-air without contacting a solid object.

Rushing Smash, Wired Warrior Level 11 Encounter Power
"You attack so quickly your opponents are off-balance"
Encounter, Weapon
Standard Action, Melee weapon
Target: One creature
Attack: Strength vs AC, Dexterity vs AC or Wisdom vs AC
Hit: 2[W] + Strength, Dexterity or Wisdom damage, you push
the target 2 squares, and the target is dazed until the end
of your next turn.
Miss: You gain a +2 bonus to your defenses until the end of the turn.
Special: When charging, you can use this power in place of
a melee basic attack. You select an attribute to use with this power on acquiring the power. Once selected, you may not alter your choice. The attribute is applied to attack rolls and used as a damage modifier.

Unatural Reserves, Wired Warrior Utility 12
"You have reserves of strength from your enhanced abilities"
Daily, Healing
No Action Personal
Trigger: You are reduced to 0 or fewer hit points
Effect: Spend a healing surge.

Twirling Skirmish, Wired Warrior,Attack 20
"You flit from opponent to opponent"
Daily, Weapon
Standard Action, Melee weapon
Effect: You fly your speed + 2. You cannot end your move in the air and cannot change direction in this flight without contacting a physical surface or object (although kicking yourself off from an opponent mid-air is allowed). During this movement, you gain a +6 bonus to AC against opportunity attacks. At any point during the movement, you can make the following
attack three times, each time against a different
target.
Target: One creature
Attack: Strength vs AC, Dexterity vs AC or Wisdom vs AC
Hit: 2[W] + Strength, Dexterity or Wisdom modifier damage. If you hit
two creatures, the second is dazed (save ends). If you hit
three creatures, the third is stunned (save ends).
Special: You select an attribute to use with this power on acquiring the power. Once selected, you may not alter your choice. The attribute is applied to attack rolls and used as a damage modifier and must be the same as your choice for the Rushing Smash power.

gnownek
2009-11-05, 06:04 AM
---------------Placeholder----------------

gnownek
2009-11-23, 12:32 PM
Science Fiction Settings, the Singularity and Forbidden Technologies
Game ImpactRecent popular science, hard science-fiction literature has described a concept called the 'singularity' where life-extension, consciousness replication, consciousness transfer, artificial intelligence, self-replicating nano-tech, 'grey goo' nano-tech or cloning technologies combine to reach a point where technology accelerates faster than our life expectancy and technology transforms or replace the human species itself.

The 'They Among Us' and 'Frontiers of Space' campaign settings allow advanced technology that you would associate with cinematic science fiction media. They do not allow for the transformative technologies associated with 'singularity' type concepts. This is necessary to preserve the element of risk/conflict/danger in the campaign setting. Cheap AI, remote-controlled drones or clones would be the logical approach to most activities associated with role-playing games. Adventures would consist of staying at home and interpreting the information uncovered by technological scouts of some form. Forbidden Technology In The 'They Among Us' and 'Frontiers Of Space' Campaigns
In the 'They Among Us' campaign, the alien conspiracy is attempting to suppress certain human technology, attempting to preserve human development in its unaltered form to preserve cultural variety in the universe. Significant factions within the alien conspiracy oppose 'singularity technologies' resulting their limited use even in the sapient alien community outside of Earth.

In the 'Frontiers Of Space' setting, artificial intelligence is available. However they are unworkable and uneconomic enough that warfare and espionage primarily evolves around conventional soldiers. In this setting, excessive use of 'singularity' technologies like artificial intelligence, virtual worlds, nanotech and excessive genetic manipulation by a sapient species often result in that species deciding to turn inward and withdraw from galactic society. These species often withdraw into artificially generated pocket realities separate from normal space. Most sapient species avoid these technologies and at times will fight wars to suppress those technologies. Artificial intelligence is viewed with particular suspicion, with leftovers from a few rogue, artificial species posing a serious threat to the galaxy. Internet technology in particular is less open, relying on connected, secured databases ("Libraries") because of the threats posed by advanced computer viruses resulting from historical conflicts involving artificial intelligence. Sapient species have become more complacent with regard to research. It is far more economic to steal, trade or reverse engineer technology from predecessor species than to develop your own. Weapons of mass destruction ("WMD") and weapons of planetary destruction ("PMD") exist but the threat of retaliation prevents their use. Security forces of sapient species monitor and attempt to prevent their acquisition or use.Potential Reasons For Gaps In Technological Availability In A CampaignThe potential reasons that can be used to rationalize the lack of certain technologies in a sci-fi setting and those used in the settings presented in this 4e modern supplement are given here. The potential reasons given above can also be used to explain the absence of any technologies that don't fit your setting (nuclear weapons, UAV technology, long-range, computer-guided weaponry).

1) The technology simply doesn't work or has some critical weakness:

In some settings, robots have critical weaknesses that reduce their usefulness. Robots can be seen to lack independent thinking, be dependent to an attack on an external computer or have to be 'wiped' regularly to pevent the development of independent personalities. Cloning might eventually turn out to be fatally flawed even if we currently think its viable. Jetpacks for example, have never delivered on the expectations of futurists.

2) The technology was lost:

Technology can be lost, usually in combination with cause 3) preventing it from being rediscovered. In a popular space fantasy series, cloning technology is lost in a war. In another well known minature game, human mastery of technology has become a mixture of rote work and theology rather than genuine understanding.

3) The world has suffered some kind of disaster from which research has never quite recovered:

A disaster can set research back, preventing new discovery or recovery of lost technology. Germ warfare could have resulted in lower intellectual capabilities for most of humanity. In some cases, reliance on existing templates or robots can shut down economic incentives for original thought. A nuclear war could destroy the economic and scientific base for research.

4) Such technologies are self-destructive or lead to self-destructive technologies and are now suppressed:

This is often linked to 8) or 7). The question is who is suppressing the technologies? A conspiracy? An advanced race like those describe in 5) or just a widespread ethical belief. In some cases ethics can supress technology. Mankind is happy to ban slavery, so why would it allow ownership of artificial intelligence. And if ownership is banned, what are the incentives to research artificial intelligence?

5) Some advanced race is suppressing such technologies:

Aliens are a popular candidate here as are robots. In some cases, the first creatures created by a 'singularity' type event have the greatest incentive to leave things as they are. They may want less competition for resources, preserving unevolved species as a kind of 'museum' to their origins or a source of new ideas.

6) Computer viruses, jamming or other countermeasures are effective:

A technological leap in computer virus or electronic countermeasure technology could shut down AI or internet technology development. A leap in EMP offensive technology that jams or burns out electronics could encourage the use of 'dumb' WWII warfare technology. In fantasy campaigns, the existence of magical countermeasures to a specific technology can explain the lack of prominence of certain technologies (e.g. an illusion spell that shuts down radar/laser guided weapons).

7) Nano-tech or self-replicating machines are feared and discouraged:

Self-replicating machines can become a threat to society, giving various parties a motivation to suppress such techology. Self-replicating machines can be constructed by older, extinct species or be more recent. Nanotech scientists have postulated the discovery of a self-replicating "grey goo" designed to extract components for more "grey goo" from its surroundings. Something similar could replicate exponentially and do a great deal of damage. An accident or fear of such an accident can shape a societies willingness to allow access to such a technology.

8) Fear of a new species prevents technological development or use:

Many of these technologies lead to new species. In some settings, fear of these technologies as a result of potential or historical consequences prevent the widespread use of technology.

This theme is visible in a variety of settings. In sci-fi novels, artifical intelligences are likely to rebel, 'go rogue', sue for freedom, ignore reality for virtual worlds or turn themselves off. Computers and artificial intelligence could have resulted in a terrible war and the subsequent culture could avoid such technologies. Biotechnology could have lead to a civil war between altered and unaltered persons resulting in a stigma to biotechnology.

9) Economics prevent use:

While the technology is available, its not economically viable.

The Apollo program for is an example of a known technology that is too expensive to replicate. As another example, aircraft carriers are less common now than in WWII. They have become bigger, nuclear, more expensive and rarer. A similar argument could explain why robots or artificial intelligences are rare.

In some cases, the existence of one technology opens a new role for an old technology. The development of planetary shields, anti-missile technology or other defensive technology may lead to old-fashioned boarding parties and commando raids being used in spaceship to spaceship combat or in planetary invasion. The development of personal shields against bullets and lasers could lead to a preservation of the use of melee combat in duels.

The development of production technology can also change the use of technology. A colony with an automated factory to manufacture farm tools, crossbows and simple firearms would not find it economic to manufacture beam weapons from raw materials when simpler substitutes would be so much cheaper.

Research itself, absent some enforcable intellectual property protections can also become uneconomic. Without enforcable intellectual property protection, holders of advanced technology would be more secretive, sometimes releasing technology only in forms that are particularly hard to analyze to prevent duplication. This kind of economic environment can slow down the development of technology dramatically.

10) Resource deficiencies prevent research/use:

A key resource present on earth (rare earths in the case of semi-conductor technology, uranium for nuclear technology, easily mined heavy metals, fossil fuels) may be unavailable in the greater galaxy, that drives development away from the direction that we can extrapolate from the present day.

11) Intelligent species get complacent:

Intelligent species may simply reach a certain point of development at which they get more complacent and slow down technological development. Some behavioural factor affects a big enough proportion of sapient species that key technologies just don't get done. In some cases, the key factor can the prevalence of total sensory simulation or high-tech addictions that distract humanity from development in the real world. A new non-capitalist economy or economy without intellectual property rights might be developed that disincentives technological change.

gnownek
2009-11-25, 11:30 PM
----------placeholder-------------

gnownek
2009-12-13, 10:27 PM
All heavy weapons finished, I think I have something that allows rockets to be effective against vehicles but not too effective against individuals.

Back to classes. Think my ideas on Scoundrel are finally beginning to gel. Although the powers need way more work.

Would love feedback on the modern weapons if any. Those are near final. The rules are complicated... but so would any rules that cover rocket launchers, automatic grenade launchers, heavy machine guns, pistols and bows............

dsmiles
2009-12-17, 05:05 AM
Good start. I don't know all that much about d20 modern, but I can point out some things on your formatting:

1 Use of spoilers make the flow better.
2 Use of text effects: bold, italics, underline, and colors heps to distinguish between headings and body text.

gnownek
2010-01-18, 04:41 PM
----------placeholder--------------

gnownek
2010-02-10, 10:35 PM
--------------placeholder-------------------

gnownek
2010-02-13, 11:59 AM
D20 Modern Epic Destinies (Continued)
Fallen Creature Epic DestinyPre-requisites: 21st level; At least 3 at will, encounter or daily arcane or psychic powers.
You have been transformed by arcane or psychic means are now something else entirely. Something dark and unwholesome.Fallen Creature FeaturesDark Wit (21st Level)
Increase your Intelligence, Wisdom or Charisma score by 2.

Shroud of Pain(21st Level)
Select 2 energy types. Roll 1d6 each round you have an enemy within 3 squares of you. On an even roll the enemy takes 5 damage of the first energy type and on an odd roll the enemy takes 5 damage of the second. You gain resistance to damage for both those damage types equal to 2 plus the modifier for your highest mental characteristic (intelligence, wisdom or charisma).

Dark Focus(21st Level)
You have a dark focus for your life force. When you drop to 0 hit points you and your possessions transform to energy and are drawn into a space-time warp. A day later you appear alive with maximum hit points in a space adjacent to your dark focus with all your possessions. The dark focus can be destroyed, it always has 40 hit points and resist 20 to damage regardles of whatever form it takes. Replacing it takes 10 days and resources equivalent to 50,000 gp in a magical campaign.

Undying Soul (24th level)
Once per day, when you die, you can animate your body. You regain hit points equal to half your maximum. Until the end of the encounter you cannot spend healing surges. Any one that attacks you takes damage equal to 20 points (save ends) of the first energy you selected for your shroud of pain.

Delivery Of Vengance (30th Level)
Whenever an enemy within 5 squares is reduced to 0 hit points or fewer, you regain the use of an expended arcane or psychic encounter power.

You gain the Inhuman Potency, utility power at level 26.

Inhuman Potency, Fallen Creature power, Utility 26
Daily, Arcane or Psychic, Varpower
Minor Action, Personal
Effect: you regain one arcane or psychic encounter power, you have already used. The power must have one of the keywords relating to the 2 energy types you have selected for Shroud of Pain. You gain resistance to damage equal to your highest modifier from you Intelligence, Wisdom or Charisma statistic until the end of your encounter.
Supernaturally Touched Epic DestinyPre-requisites: 21st level; You must have at least 2 at will, encounter or daily powers with the Arcane or Psychic power sources.
You draw on some power that makes you more than human for offensive purposes.
Supernaturally Touched FeaturesGift Of Magi (21st Level)
Increase one of your ability scores by 2.

Power Of Something Greater(24th level)
When you score a critical hit, with an attack that hits a single target, each unbloodied enemy within 5 squares of the target takes damage equal to your level + the modifier for the ability score you increased with the Gift of Magi feature

Offensive Momentum(30th Level)
When you miss a creature that is not bloodied with an at will attack power, you can reroll the attack but must use the second roll

You gain the Halo Of Forces power at level 26.

Halo Of Forces, Supernaturally Touched power, Utility 26
Encounter, Arcane/Psychic, Varpower
Immediate Reaction, Personal
Trigger: An enemy bloodies you
Effect: You gain temporary hit points equal to your level. Until the end of your next term, you gain a +2 power bonus to attack rolls, defenses and speed. In addition, you gain a bonus to damage rolls against unbloodied enemies equal to the modifier for the ability score you increased with the Gift of Magi feature.Realitybender Epic DestinyPre-requisites: 21st level; You must have at least 2 at will, encounter or daily powers with the Arcane or Psychic power sources.
You draw on some power that makes you more than human in subtle ways.
Realitybender FeaturesGift Of The Hero (21st Level)
Increase one of your ability scores by 2.

Power Of Subtlety(24th level)
Whenever you save, an ally adjacent to you can make a saving throw.

Not Your Time (30th Level)
When you are dying, you do need to make death saving throws and can use your second wind without taking an action.

You gain the Bend Fate power at level 26.

Bend Fate, Realitybender power, Utility 26
'Life is but an illusion'
Daily, Arcane/Psychic, Varpower, Healing, Teleportation
Immediate Interrupt, Close Burst 20
Trigger: An ally within 20 squares of you is reduced 0 hit points or fewer by an attack.
Target: The triggering ally in burst
Effect: You teleport the target to a square adjacent to you.The target regains hit points equal to 1 + his or her bloodied value and can make a basic attack as a free action.

gnownek
2010-02-13, 11:53 PM
Designing Conflicts In A World With FirearmsFirearms are a deadly alternative to conventional missile weapons. Many enemies in a modern setting may not have access to firearms. Animals, creatures, primitive tribes would all not have access to firearms. The following are suggestions on how to build conflicts that do not allow firearms to become too much of an advantage.

-Modify creatures to give them at least one ranged alternative. This is easy to do, many monsters in the manual have missile weapons built into their statistics. They can be replaced by giving them more effective weapons representing firearms.

-Mix it up. Build encounters that have a mix of ranged and non-ranged monsters to keep the heroes busy as the melee forces close.

-Visibility. Conditions or hidden enemies can get close to create a genuine threat. Enemies that tunnel, are under water or are hard to see at night,

-Immunities. Creatures can be modified to give some resistance to firearms. Creatures with non-standard biology (zombies, living statues, plant creatures, insectoid creatures) can be modified to have +2 or + 4 bonus to AC versus firearms and eliminating most of the advantages of firearms. Creatures can be made resistant to non-magical weapons and magical firearms may be made unavailable. They can be given additional temporary hit points solely usavle against firearms.

-Cannon fodder. If the creatures have to charge the heroes in open ground, add additional creatures to ensure that the right number of creatures reaches the heroes. The XP value of the creatures can be reduced to take into account the environmental factors.
Magic Items In The Modern Campaign
Magic items can be withdrawn from the game with little impact on balance. Alternative magic items of all times can be withdrawn (firearms, melee weapons, missile weapons, implements, armor). Another approach is to allow magic items can be allowed for all weapons other than firearms, this favors melee combat and use of implements to some degree but is not disruptive. One compromise is to make magic archaic weapons and implements, a little rarer. Magic firearms are reasonably balanced but may not fit the theme you are trying for.

gnownek
2010-02-14, 10:27 PM
Multiclass FeatsFury Of Violence
Multiclass Muscle
Pre-requisite: Stength 13 or Wisdom 13
Benefit: Choose one handed or two handed weapons. Once per encounter as a free action you gain a +1 bonus to hit with your next attack with that type of weapon. Whether you hit or miss, you mark the target until the end of your next turn. In addition, you gain one of the following two benefits. You must select the benefit on first gaining this feat and cannot change your choice.
-You gain training in one skill from the muscle class list (excluding those added by your profession).
-Your mental fitness and martial training aids you in melee combat. When you are in no armor or light armor, you may use your Wisdom modifier in place of your Strength modifier for Melee Basic Attacks and any Muscle exploit with the melee weapon keyword. The substitution applies to attack rolls, damage rolls and any Muscle exploit effect that depends on your Strength modifier.

Keeper Of Trusts
Multiclass Companion
Pre-requisite: Dexterity 13 or Intelligence 13
Benefit: Once per encounter, you can take a free action to gain a damage bonus on your next attack if your target is the enemy closest to you and you are only attacking a single target. The damage bonus is equal to 1d6, increasing to 2d6 when you reach 11th level and 3d6 at 21st level.
In addition, you gain one of the following two benefits. You must select the benefit on first gaining this feat and cannot change your choice.
-You gain training in one skill from the Companion class list (excluding those added by your profession).
-You may use your Intelligence modifier in place of your Dexterity modifier for Ranged Basic Attacks and any Companion exploit. The substitution applies to attack rolls, damage rolls and any Companion exploit effect that depends on your Dexterity modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Dexterity modifier.

Stirrer Of Passions
Multiclass Inspiration
Pre-requisite: Charisma 13 or Intelligence 13
Benefit: Once per day you can use the inspiring words inspiration power. You are also become proficient in the use of a single implement from one of the following lists. Dagger, staff, wand and orb for the arcane power source. Psionic amplifier or bonded weapon for the psionic power source. In addition, you gain one of the following two benefits. You must select the benefit on first gaining this feat and cannot change your choice.
-You gain training in one skill from the Inspiration class list (excluding those added by your profession).
-You may use your Intelligence modifier in place of your Charisma modifier for any Inspiration exploit. The substitution applies to attack rolls, damage rolls and any Inspiration exploit effect that depends on your Charisma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Charisma modifier.

Dabbler In Unknowns
Multiclass Enigma
Pre-requisite: Charisma 13, Wisdom 13 or Intelligence 13
Benefit: Ypu become proficient in all implements for your class for the arcane or psionic power source. Dagger, staff, wand and orb are gained for the arcane power source. Psionic amplifier or bonded weapon are gained for the psionic power source. In addition, you gain one of the following three benefits. You must select the benefit on first gaining this feat and cannot change your choice.
-You gain training in one skill from the Enigma class list (excluding those added by your profession).
-You may use your Intelligence modifier in place of your Charisma modifier for any Enigma exploit. The substitution applies to attack rolls, damage rolls and any Enigma exploit effect that depends on your Charisma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Enigma modifier.
-You may use your Wisdom modifier in place of your Charisma modifier for any Enigma exploit. The substitution applies to attack rolls, damage rolls and any Enigma exploit effect that depends on your Charisma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Enigma modifier.

The novice power, acolyte power, adept power feats from the PHB should be introduced, along with the option of Paragon Multiclassing.

gnownek
2010-02-15, 09:11 AM
Class: Enigma
Role: Controller. You control the battlefield with arcane or psionic powers. You draw on mysterious forces in a wild and uncontrolled way that pushes the envelope and strains your physical health.
Power Source: Arcane or Psionic. This class is not a good fit for martial only campaigns.
Key Features: Charisma is your most important characteristic, followed by Constitution. Some class options allow you to make Intelligence your most important characteristic.
Hp at 1st Level: 10 + Constitution score
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee and Simple Ranged
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Bonus To Defense: +2 Will
Class Features: Philosophical Framework, Enigmatic Training I and Enigmatic Training II, Enigma Feats I
Skills: In addition to class skills suggested by your Profession; Nature, Arcana, History, Religion and Endurance are class skills. You may select three skills from your class skills list as trained skills.

Philosophical Framework
You may select a single philosophical framework. The frameworks include the Creature of Instinct framework or the Mental Compartmentation framework.Creature of Instinct- Your experience at drawing on unusual forces has strengthened your will to live. You gain 3 additional hit points at level 1 and 1 additional hit point per level after 1. You gain one additional healing surge.

Mental Compartmentation- You possess a spell book or journal which lists your rituals (you gain 3 free 1st level rituals, which you can only use if you have the ritual caster feat) and spells or memory constructs that you can use. A spell or memory construct is a daily power or utility power that you can prepare after an extended rest as one of your daily or utility power slots. Arcane powers are take the form of spells and psychic powers take the form of memory constructs. You cannot take the same power twice. Each time you gain a level that lets you select a daily power or utility power, select two daily powers or two utility powers that go in your spell book or journal. Enigmatic Training I
You gain the Implement Multi-training feat and Domain Training feat and can choose between the Ritual Caster feat and another class skill. The Empathic leader domain is not used by this class.

Enigmatic Training II
You have unusual training to supplement your combat techniques.
You may select 1 of the following benefits:
-Additional Feat: You may select 3 feats instead of 2 under the Enigma Feats I class feature. You also gain a +1 bonus to AC in light armor. This bonus increases to +2 at 11th level.
-Ancient Power: You may choose to use your Wisdom modifier in place of your Charisma modifier for any Enigma exploit at first level. Once the choice to use Wisdom instead of Charisma is made, it cannot be changed. The substitution applies to attack rolls, damage rolls and any Enigma exploit effect that depends on your Enigma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Wisdom modifier. You also gain a +2 bonus to AC in light armor. This bonus increases to +3 at 11th level.
-Disciplined Power: You may use your Intelligence modifier in place of your Charisma modifier for any Enigma exploit. The substitution applies to attack rolls, damage rolls and any Enigma exploit effect that depends on your Enigma modifier. The substitution applies to attack rolls, damage rolls and any effect of a power that uses the Charisma modifier. Enigma Feats I: Offensive and Defensive Options
Pick 2 from the following list, pre-requisites apply; Armor Proficiency (Leather)**, Armor Proficiency (Energy Fields)*, Modern Unarmored Training*, Keep Close*, Linguist**, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*, Martial Melee Mastery*,Keep Close*, Skill Training, Domain Training*, Armor Proficiency (Chainmail)**, Armor Proficiency (Hide)**, Armor Proficiency (Modern Armor)*, Firearms*, Streetfighting*, Martial Melee Mastery*, Far Throw**, Minor Powers*, Well-Practised Shooter*, Martial Weapon Technique*, Double Tap*, Burst Fire*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyEnigma feats can be retrained but the new feat must come from the appropriate Enigma Feat list.

gnownek
2010-02-16, 10:45 PM
:smallfrown:New Keywords And Terms
Domain Keywords
Powers for some classes are organized into domains. You may not use a power with a domain keyword unless you are familiar with that domain. A power may have multiple domains in which case you can use the power if you are familiar with any of the listed domains. Domains include:

Empathic leadership, indicated by using the keyword Domain<Leader>. This power allows you lead others using experienced leadership.

Matter and mind manipulation, indicated by using the keyword Domain<Mattermind>. This power includes the power to manipulate minds. create waves of force, concussive blasts or wind. The power is often associated with the psychic, force, thunder damage type keywords and the charm or fear effect keywords.

Energy manipulation, indicated by using the keyword Domain<Energy>. This power allows you to project blasts of energy and favors the fire, radiant and lightning damage type keywords.

Variable Power Sources and the Varpower Keyword
A power with the varpower keyword has more than one power source listed. On acquiring a power with the varpower keyword, you should select a power source for that power. You cannot change this power source. Although you may lose this power in retraining and acquire the same power again but select a different power source.

Modern Ranged Weapon: Firearms and energy weapons are not considered to be ranged weapons by powers that have the ranged weapon keyword. The Modern Ranged weapon keyword indicates the power can be used with a firearm or energy weapon.

Scalable:The power is available in higher level versions. You must retrain to get the benefit of the higher level version, the power does not automatically update itself to the improved version when you reach the appropriate level. You may any take any power up to 2 times but must have different versions of the power. For example, you could have a level 13 Encounter version of a power and the level 3 version at the same time.

Aftereffect: An aftereffect takes place after another effect ends. It is below the effect that it takes place after. If often takes place after the target saves against another effect. If more than one save is specified in the target line, it takes effect after all the saves associated with the effect are made.

Summoning Keyword: If a power has the summoning keyword, it summons or creates a being. The creatures follows these rules unless the description says otherwise.
-The creature is an ally
-The creatures defenses equal yours, excluding temporary bonuses and penalties
-Its hit points equal your bloodied value, if it reaches 0 hit points you lose a healing surge or hit points equal to your bloodied value.
-It lacks healing surges, but if a power allows it to spend a healing surge, you can spend one for it and it gains the benefit instead of you.
-The power specifies the creatures speed.
-The creature has no actions, you spend actions to command it but only if you have line of sight. You share knowledge but not senses. A minor action allows it to crawl,escape,fly, open or close a door or container, pick up or drop an item, run, stand up, shift, squeeze or walk.
-Summoning power determines special powers an action type. If the action is a minor action to trigger a power, you can give a command only once during your turn.
-If the power allows the creature to attack, you make the attack through the creature as specified in power. If it can make a skill check or ability check, you make the check. Attacks and checks through the creature do not include temporary bonuses or penalties to your statistics.
-Duration; unless stated otherwise it lasts to the end of the encounter and disappears. You can take a minor action to dismiss the creature.Level 1 At Will Inspiration PowersEnigmatic Strike
At Will, Psionic/Arcane, Varpower, Implement, Domain<Mattermind>, Domain <Energy>, Necrotic
"Energy, quick to command"
Standard Action, Ranged 20 or Melee Touch
Target: One Creature
Attack: Charisma vs Fortitude
Hit: 2d4 + Charisma modifier Necrotic damage
Increase damage to 4d4 + Charisma modifier at 21st level
You may use this power as a melee or ranged attack in place of a melee or ranged basic attack. If you are able to use the Energy Manipulation domain when you first gain this power, you must choose the fire, radiant, lightning, cold or thunder energy types for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Cold or Thunder keywords. If you select the Radiant or Lightning energy types, the attack is resolved against Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic, Force or Thunder energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Psychic, Force or Thunder keywords. If you select the Psychic energy type, the attack is resolved against Will. These choices can only be changed by retraining the power.

Guiding Power
'My powers can be subtle'
At Will, Martial, Weapon
Standard Action, Melee, Ranged or Modern Ranged Weapon.
Target: One Creature
Attack: Charisma-1 vs AC (ranged or modern ranged)
Weapon: You receive a +1 bonus to hit when you use a melee weapon with this power
Hit: 1[W] + Constitution modifier (Melee) and you push the target 1 square or 1[W] + Charisma modifier damage (Missile) and you slide the target 1 square.
Increase damage die to 2[W] at 21st level.
Special: You may use this ability in place of a melee or ranged basic attack.

Energy Push
"Back fiends, back!"
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Close Blast 3
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 + Charisma modifier lightning damage and you push the target a number of squares equal to your Constitution modifier.
Increase damage to 2d6 + Charisma modifier at 21st level
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage in place of Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage in place of the lightning type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex.

Pulse of Power
"If I can't trick you, I will end you!"
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Burst 1 within 20 squares
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 + Charisma modifier lightning damage.
Increase damage to 2d6 + Charisma modifier at 21st level
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage in place of Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage in place of the lightning type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex.

Move The Pawn
"You manipulate your allies with illusionary creatures of light and dark or pure imagination"
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Radiant, Illusion, Scalable
Standard Action, Burst 1 within 20 squares
Target: Each creature in burst
Attack: Charisma vs Will
Hit: 1d6 Radiant damage and you slide the target 1 square.
Increase damage to 2d6 at 21st level.
Special: You may choose the Necrotic energy type for damage in place of the Radiant type. The power loses the Radiant keyword and gains the Necrotic keyword. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic energy type for damage in place of the Radiant type. The power loses the Radiant keyword and gains the Psychic keyword. These choices can only be changed by retraining.

Energy Burst
"This should hold them back"
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Burst 1 Within 20 Squares
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 1d6 Lightning damage and the squares adjacent to the target are filled with energy until the end of your next turn. Any creature that enters the zone or starts its turn there takes Lightning damage equal to your Constitution modifier.
Increase damage to 2d6 at 21st level
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire or cold energy types for damage in place of Lightning type. The power loses the Lightning keyword and gains the Fire or Cold keywords.

Slamming Blast
"Take that"
At Will, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Thunder, Scalable
Standard Action, Ranged 20 or Melee Touch
Target: One creature
Attack: Charisma vs Reflex
Hit: 1d8 + Constitution modifier Thunder damage. If you use a melee attack, you slide the target one square. If you use a ranged attack you push the target one square.
Increase damage to 2d8 at 21st level.
Special: You may use this power in place of a basic attack. When you first gain this power, you may choose the force energy type for damage in place of Thunder type. The power loses the Thunder keyword and gains the Force keyword. These choices can only be changed by retraining. Level 1 EncounterStinging Energy
"A little gift and if you stand still, it will keep on giving"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Necrotic, Scalable
Standard Action, Burst 1 within 20 squares
Target: All creatures in burst
Attack: Charisma vs Reflex
Hit: 1d12 + Charisma modifier Necrotic damage
Effect: The burst creates a zone of stinging energy sparks until the end of your next turn. Any creature that ends its turn within the zone takes 5 + your Constitution modifier Necrotic damage.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 7 Encounter power, the area effect become burst 2 and damage increases from 1d12 to 2d6. If you take this power as a Level 13 Encounter power, the area effect become burst 2 and damage increases from 1d12 to 3d6. If you take this power as a Level 23 Encounter power the area effect becomes burst 4, damage increases from 1d12 to 4d6.

Energy Spray
"Back off, I need some space"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Close Blast 5
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier Force damage
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the Force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Necrotic or Psychic energy type for damage in place of the Force type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a level 3 Encounter power, you also push each target 1 square. If you take this power as a Level 13 Encounter power, damage increases to 4d6 and you push targets 4 squares. If you take this power as a Level 23 Encounter power damage increases to 5d6, and you push each target 4 squares.

Energy Punch
"Focus and concentration bring action"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier Lightning damage and the target is dazed until the end of your next turn.
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Force, Necrotic or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a level 7 Encounter power, damage increases to 2d10, the target is not dazed, it is pushed 3 squares and knocked prone instead. If you take this power as a Level 13 Encounter power, damage increases to 3d8 and the target is dazed. If you take this power as a Level 23 Encounter power damage increases to 5d6, the target is still dazed and you push the target 1 square. Level 1 DailyEnergy Detonation
"And now, I shall begin"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Burst 2 Within 20 squares
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d8 + Charisma modifier Force damage
Miss: Half Damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic or Necrotic energy type for damage in place of the Force type. The power loses the Force keyword, gains the Necrotic or Psychic keyword. If you select the Psychic keyword, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take power as a level 9 daily power, damage increases to 4d6 and area of effect increases to Burst 3 within 20 squares. If you take this power as a level 19 daily power, damage increases to 6d6, area of effect increases to Burst 4 within 20 squares. If you take this power as a level 29 daily power, damage increases to 8d6, area of effect increases to Burst 5 within 20 squares.

Energy Spiral
"It ain't over until I'm over"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Close Burst 3
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier Force damage
Miss: Half Damage
Effect: You gain a +2 bonus to all defenses until the end of the encounter
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic or Necrotic energy type for damage in place of the Force type. The power loses the Force keyword, gains the Necrotic or Psychic keyword. If you select the Psychic keyword, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take power as a level 5 daily power, you may target all enemies in the area of effect instead of all creatures. If you take power as a level 5 daily power, you may target all enemies in the area of effect instead of all creatures. If you take this power as a level 15 daily power, you may target all enemies in the area of effect instead of all creatures and damage increases to 6d6. If you take this power as a level 25 daily power, you may target all enemies in the area of effect instead of all creatures and damage increases to 7d6.

Animate Energy
"My pet is skilled in combat and will distract our opponents"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable, Summoning
Minor Action, Ranged 20
Effect: You summon a Medium animated energy creature in an unoccupied square within range. The creature has speed fly 6(hover). It has a +2 bonus to AC. You may give the creature any of the following special commands.
Standard Action: Melee 1; targets one creature. Intelligence vs Reflex.
1d8 + Charisma modifier lightning damage.
Opportunity Attack: Melee 1; targets one creature. Intelligence vs Reflex.
1d8 + Charisma modifier lightning damage.
Special: If you take this power as a level 5 daily power, the creature receives a +2 damage bonus when you take a standard action to give it a special command to attack a creature. If you take this power as a level 9 daily power, the creature's movement increases to fly 8(hover). It inflicts 1d10 damage instead of 1d8 damage when it attacks and marks any target it hits until the end of your next turn. When you take a standard action to give it a special command to attack a creature, it may shift 3 squares before attacking. If you take this power as a level 19 daily power, the creature's movement increases to fly 8(hover). Its bonus to AC increases to +3 and it gets a +2 bonus to all other defenses. Any creature starting adjacent to the creature is marked by the creature until the end of your next turn. It also inflicts 1d10 damage instead of 1d8 damage when it attacks. When you take a standard action to give it a special command to attack a creature and the attack hits, the target loses line of sight to all creatures more than 5 squares away. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force, Necrotic or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. Level 2 UtilityTelekinetic Catch
Daily, Psionic/Arcane, Varpower, Ranged 10, Domain<Mattermind>
Trigger: You or another creature in range falls
Effect: You or one other creature in range takes no damage from the fall, regardless of distance and does not fall prone at the end of the fall.

Obscuration
Daily, Psionic/Arcane, Varpower, Zone, Domain <Mattermind>, Domain <Energy>
Standard Action, Area Burst 1 Within 10 Squares
Effect: The burst creates a zone of lightly obscured squares that last until the end of your next turn using mist (Cold), smoke (Fire), distorted light (Radiant) or darkness (Necrotic).
Sustain Minor: The zone persists, and you can increase its size by 1 to a maximum burst of 5.

Boosted Leap
Encounter, Psionic/Arcane, Varpower, Domain<Mattermind>, Domain<Energy>, Scalable
Move Action, Ranged 10
Target: You or one creature
Effect: You assist a leap with telekinesis, an explosive blast of energy or a push of concussive force. The target makes an athletics check to jump with a +10 power bonus and the target does not have to move to make a running jump.
Special: You may take this power as a Level 6 Utility power. If you do, so the target gains a +2 bonus to AC against opportunity attacks until the end of your next turn. In addition, you may take 2d6 hit points of damage when you use this power. If you do so, you regain the use of this encounter power.

Supercharged
Daily, Psionic/Arcane, Varpower, Domain <Mattermind>, Domain <Energy>
Minor Action, Personal, Scalable
Effect: You boost your metabolism with electricity or by psychic means. Until the end of the encounter you gain a bonus to your speed equal to your Constitution modifier.

gnownek
2010-02-25, 10:15 PM
Level 3 EncounterEnergy Sphere
"Knock them down like ninepins"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Necrotic, Scalable
Standard Action, Burst 2 within 20 squares
Target: All creatures in burst
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier Necrotic damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 13 Encounter power, damage increases from 2d6 to 4d6. If you take this power as a Level 23 Encounter power the area effect becomes burst 4, damage increases from 2d6 to 5d6.

Restraining Ray
"A shock, a web of force, a blow, freezing cold or a cut to the mind. All of which can stop you in your tracks"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Ranged 20
Target: One or two creatures
Attack: Charisma vs Reflex, one attack per target
Hit: 1d10 + Charisma modifier Lightning damage and target is immobilized until the end of your next turn
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the thunder or cold energy types for damage in place of the lightning type. The power loses the Lightning keyword and gains the Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you select this power as a level 13 encounter power, you may affect one, two or three creatures and damage increases to 2d6. If you select only one target, you gain a +2 bonus to the attack roll. If you select this power as a level 23 encounter power, you may affect one, two or three creatures and damage increases to 3d6. If you select only one target, you gain a +2 bonus to the attack roll. Level 5 DailyEnergy Flower
"My discipline is a source of victory"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Burst 3 Within 20 squares
Target: One Creature
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier Force damage
Miss: Half Damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder, necrotic or cold energy types for damage in place of the force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder, Necrotic or Cold keywords. If you select the Necrotic or Cold energy type, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic or Necrotic energy type for damage in place of the Force type. The power loses the Force keyword and gains the Necrotic or Psychic keyword. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a level 15 daily power, damage increases to 5d6, area of effect increases to Burst 4 within 20 squares. If you take this power as a level 25 daily power, damage increases to 7d6, area of effect increases to Burst 5 within 20 squares.

Energy Web
"You conjure a web of force, ice or illusion"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Burst 2 Within 20 Squares
Target: Each creature in burst
Attack: Constitution-1 vs Reflex
Hit: The target is immobilized (save ends) and takes 1d4 points of Force damage
Effect: The burst creates a zone of obstructions that fill the area until the end of the encounter or for 5 minutes. The zone is difficult terrain. Any creature that ends its turn there is immobilized (save ends).
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the cold energy types for damage in place of the force type. The power loses the Force keyword and gains the Cold keyword. If you are able to use the Mattermind domain when you first gain this power, you may choose the Psychic energy type for damage in place of the Force type. The power loses the Force keyword, and gains the Psychic and Illusion keywords. If you select the Psychic energy type, the attack is resolved against Will. These choices can only be changed by retraining the power. If you take this as a level 9 daily power, damage increases to 3d6. If you take this power as a level 15 daily power, damage increases to 3d6, the area of effect is burst 3 and any creature that starts its turn in the zone takes 3d6 damage of the selected energy type. If you take this power as a level 25 daily power, damage increases to 4d6, the area of effect is burst 3 and any creature that starts its turn in the zone takes 4d6 damage of the selected energy type.

Diversionary Pattern
"Light, shadow and the mind can distract, confuse or paralyze"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Radiant, Scalable
Standard Action, Burst 1 Within 20 Squares
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: 2d6 + Charisma modifier radiant damage and the target is dazed until the end of its next turn. If this power targets only one creature, the target is dazed (save ends)
Miss: Half Damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the necrotic energy types for damage in place of the radiant type. The power loses the Radiant keyword and gains the Necrotic keyword. If you select the Necrotic keyword, the attack is resolved against Fortitude. If you are able to use the Mattermind domain when you first gain this power, you may choose the Necrotic or Psychic energy type for damage in place of the Radiant type. The power loses the Radiant keyword, gains the Necrotic or Psychic keyword. If you select the Necrotic keyword, the attack is resolved against Fortitude. These choices can only be changed by retraining the power. If you take this as a level 9 daily power, damage increases to 3d6. If you take this power as a level 15 Daily power, damage increases to 3d8 and the area of effect is Burst 2. If you take this power as a level 19 daily power, damage increases to 4d8 and the area of effect is Burst 2. If you take this power as a level 25 daily power, damage increases to 4d10 and the area of effect is Burst 2.

Level 6 UtilityIgnore The Enigma
"These aren't the dudes you are looking for"
Daily, Arcane/Psionic, Varpower, Domain<Mattermind>, Scalable
Minor Action, Close Burst 5
Target: You and 1 ally in burst
Effect: You can make a Bluff, Intimidate or Diplomacy check opposed by an insight check with a +5 bonus to persuade enemies to ignore the targets of this power or take some other course of action. If you are successful and are persuading persons to ignore you, the persons who are persuaded do not think about or refer to the incident for 5 minutes per level unless specifically reminded of the issue.
Special: If you are trained in Bluff or Diplomacy, you may take damage equal to half the hit points you gain when spending a healing surge to use this power without losing your daily use of this power.
If you take this power as a level 10 utility power, you can affect 2 additional allies when persuading the target to ignore you. If you take this power as a level 16 utility power you can affect yourself and all allies in the burst when persuading the target to ignore you. If you take this power as a level 22 utility power you can affect yourself and all allies in the burst and the range of the power becomes Close Burst 10 when persuading the target to ignore you.

Rebuking Energy
"These aren't the dudes you are looking for"
Daily, Arcane/Psionic, Varpower, Domain<Energy>
Minor Action, Personal
Effect: Until the end of the encounter, when an enemy hits you with a melee attack, he takes damage equal to the greater of your Charisma or Constitution modifier.

Stabilize Reality
"I am an anchor for reality"
Daily, Arcane/Psychic, Varpower
Standard Action, Ranged 20
Target: One conjuration or zone
Attack: Charisma vs. Will defense of the creator of the conjuration or zone
Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves. Level 7 EncounterEnergy Ball
"The ball strikes then explodes"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Necrotic, Scalable
Standard Action, Burst 2 within 20 squares
Target: All creatures in burst
Attack: Charisma vs Reflex
Hit: 3d6 + Charisma modifier Necrotic damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the necrotic type. The power loses the Necrotic keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 17 Encounter power, damage increases from 2d6 to 5d6. If you take this power as a Level 27 Encounter power the area effect becomes burst 4, damage increases from 2d6 to 6d6.

Forking Strike
"First this way than that way, my anger makes it go further"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Scalable
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma vs Reflex
Hit: 2d6 + Charisma modifier Force damage
Secondary Targets: Two creatures within 10 squares of the primary target, other than the primary target.
Attack: Constitution vs Reflex
Hit: 1d6 + Constitution modifier Force damage
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, lightning, thunder or cold energy types for damage in place of the Force type. The power loses the Force keyword and gains the Fire, Radiant, Lightning, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attacks are resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Necrotic or Psychic energy type for damage in place of the Force type. The power loses the Force keyword and gains the Necrotic or Psychic keyword. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a Level 13 Encounter power, your primary attack damage increases to 3d6 from 2d6, your secondary attack damage increases to 1d10 from 1d6 and you may affect up to 3 targets with your secondary attack. If you take this power as a Level 23 Encounter power, your primary attack damage increases to 4d6 from 2d6, your secondary attack damage increases to 2d6 from 1d6 and you may affect up to 4 targets with your secondary attack.

gnownek
2010-02-27, 11:30 PM
Level 9 DailyEnigmatic Barrier
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Conjuration, Fire, Scalable
"You form a wall of energy"
Standard Action, Area Wall 4 Within 20 Squares
Effect: You conjure a wall of contiguous squares filled with energy. The wall can be 5 squares long and 2 squares high. The spaces are difficult terrain. If a creature enters the barrier's space or starts its turn there, it takes 3d6 + Charisma modifier damage plus ongoing 5 damage (save ends).
Sustain Minor: The barrier persists
Special: If you take this power as a Level 15 Daily Exploit, the area is Wall 5. If you take this power as a Level 19 Daily Exploit, the area is Wall 6 and 4 squares high. If you take this power as a Level 19 Daily Exploit, the area is Wall 6 and 4 squares high and ongoing damage increases to 7 (save ends). If you take this power as a Level 25 Daily Exploit, the area is Wall 6 and 4 squares high and ongoing damage increases to 10 (save ends). If you take this power as a Level 29 Daily Exploit, the area is Wall 8 and 5 squares high and ongoing damage increases to 10 (save ends). If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the lightning, radiant, thunder, necrotic or cold energy types for damage in place of the fire type. The power loses the fire keyword and gains the Lightning, Radiant, Thunder, Necrotic or Cold keywords.

Halo Of Stinging Power
"Energy surrounds me, nutures me and punishes you"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable
Standard Action, Close Burst 2
Target: Each creature in burst
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier Lightning damage
Miss: Half Damage
Effect: Until the end of the encounter, any enemy that enters a square adjacent to you or starts its turn there takes Lightning damage equal to your Constitution modifier (minimum 3).
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the fire, radiant, necrotic, thunder or cold energy types for damage in place of the lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Necrotic, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you select the Necrotic energy type the attack is resolved against Will instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Radiant, Force, Psychic or Necrotic energy type for damage in place of the Lightning type. The power loses the Lightning keyword, gains the Radiant, Force, Psychic or Necrotic keyword. If you select the Force energy type the attack is resolved against Fortitude. If you select the Necrotic or Psychic energy type the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. If you take this power as a level 15 power, the target of the attack is each enemy in the area of affect instead of each creature in the area of effect. If you take this power as a level 19 power, the area of effect is Close Burst 3, damage increases to 3d10 and the target of the attack is each enemy in the area of effect instead of each creature in the area of effect.

Seeking Mote
"This little creature will hunt you down"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Scalable, Summoning
Standard Action, Ranged 20
Effect: You summon a Medium animated energy creature in an unoccupied square within range. The creature has speed fly 8(hover). It has a +4 bonus to AC against opportunity attacks. You can give the creature the following special command. On the turn you summon the creature, you give that command as part of using this power.
Standard Action: The creature moves it speed and attacks at one point during the movement: melee 1, targets 1 creature, Constitution versus Reflex, 2d6 + Constitution modifier damage, and the target grants combat advantage until the end of your next turn.
Instinctive Effect: If you haven't given the creature a special command this round, it attacks an adjacent enemy if it can. If not, it moves its speed to a square adjacent to the enemy and the enemy grants combat advantage until the end of your next turn.
Special: If you take this power as a Level 19 power, damage increases to 2d8 from 2d6. If you take this power as a Level 25 power, damage increases to 2d10. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force, Necrotic or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power.Level 10 UtilityGreater Telekinetic Catch
Daily, Psionic/Arcane, Varpower, Ranged 10, Domain<Mattermind>
Trigger: You or another creature in range falls
Effect: You or one other creature in range takes no damage from the fall, regardless of distance and does not fall prone at the end of the fall. If you target yourself and are trained in Acrobatics, you may prevent one other creature within 1 square and falling at the same time from taking damage from a fall.
Special: If you use this power to prevent damage to yourself from a fall of less than 30' + your level in feet in height, you may take 1d6 damage to regain the use of this power when you use it.

Little Stars
Daily, Psionic/Arcane, Varpower, Healing, Scalable
Minor Action, Personal
Effect: You create four small stars that last until the end of your next extended rest if unused. A creature can use a minor action to crush a star to regain 5 hit points, gain 5 temporary hit points or make a saving throw.
Special: If you take this power as a level 16 power, the hit points healed or temporary hitpoints gained increases to 8 hit points. If you take this power as a level 22 power, the hit points healed or temporary hitpoints gained increased to 11 hit points.

Greater Supercharged
Daily, Psionic/Arcane, Varpower, Domain <Mattermind>, Domain <Energy>
Minor Action, Personal, Scalable
Effect: You boost your metabolism with electricity or by psychic means. Until the end of the encounter you gain a bonus to your speed equal to your Constitution modifier and a +1 bonus to all defenses.
Special: You may use this power as a minor action, take other actions, and then dismiss the effect at the end of your turn as a free action. If you do so, you gain no bonus to defenses, regain the daily use of this power and take 1d4 points of damage. If you take this power as a level 16 Utility power the bonus to all defenses increases to a +2 bonus and damage from using this power and dismissing the effect at the end of your turn is reduced from 1d4 to 1d3 points of damage. If you take this power as a level 22 Utility power the bonus to all defenses increases to a +3 bonus and damage from using this power and dismissing the effect at the end of your turn is reduced from 1d4 to 1d2 points of damage. Level 13 EncounterPhoenix Burst
"The phoenix has two claws"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning
Standard Action, Close Burst 1
Primary Attack: Wisdom vs Reflex
Hit: 2d6 + Charisma modifier damage
Effect: You shift your speed. If you end this move 4 squares or more from where you started you can make a secondary Close Burst 1 attack.
Secondary Attack: Charisma vs Reflex
Secondary Hit: 2d6 + Charisma modifier damage
Special: If you hit at least one target with the primary attack, the secondary attack deals extra damage equal to your Constitution modifier. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire or radiant for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Fire or Radiant keywords. you are able to use the Mattermind domain when you first gain this power, you may choose the Necrotic energy type for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Necrotic keywords. These choices can only be changed by retraining.

Three Snakes or The Ram
"One, two, three or just one big one"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Thunder, Scalable
Standard Action, Ranged 20
Target: One, two or three creatures
Attack: Charisma vs Fortitude, one attack per target
Hit: 2d8 + Charisma modifier Thunder damage
Special: If you select a single target, the target is knocked prone and any enemies providing cover against this attack are also knocked prone. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, lightning, radiant, necrotic or cold energy types for damage in place of the Thunder type. The power loses the Thunder keyword and gains the Fire, Lightning, Radiant, Necrotic or Cold keywords. If you select the Lightning or Radiant energy types, the attack is resolved against Reflex instead of Fortitude. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage in place of the Thunder type. The power loses the Thunder keyword and gains the Force, Necrotic or Psychic keywords. If you select the Force energy type, the attack is resolved versus Reflex. If you select the Psychic energy type, the attack is resolved versus Will. These choices can only be changed by retraining. If you take this power as a Level 23 Encounter power damage increases to 3d8. Level 15 DailyElemental Blaster
"A little artillery never goes wrong"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Summoning, Scalable
Standard Action, Ranged 20
Effect: You summon a Medium animated energy creature in an unoccupied square within range. The creature has speed fly 6(hover). You can give the creature the following special command. On the turn you summon the creature, you give that command as part of using this power.
Standard Action: Ranged 20, targets 1 creature, Constitution versus Reflex, 1d8 + Constitution modifier Lightning damage
Standard Action: Area Burst 1, within 20 squares, targets each creature in burst, Constitution versus Reflex, 2d6 + Constitution modifier Lightning damage
Instinctive Effect: If you haven't given the creature any commands by the end of your turn it shifts one square and uses its area burst attack, targeting as many creatures as possible including you and your allies.
Special: If you take this power as a Level 29 power, the creature becomes large size. Its standard action command to attack a single target becomes Melee 2 and damage increases from 1d8 to 3d10. Its standard action command to attack an area, has the area of effect increase to burst 2 and damage increase from 2d6 to 2d8. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force, Necrotic or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power.

Sparking Horror
"Better than an explosion is many explosions"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Conjuration, Scalable
Standard Action, Ranged 20
Effect: You conjure a Medium animated energy ball in an unoccupied square within range and the creature makes the attack below which is a close burst 1 attack. Each creature adjacent to the ball is slowed until the end of your next turn. Once per round as a minor action, you can have the ball repeat its attack. As a move action, you can move the ball up to 10 squares. It can fly and hover. The ball lasts until the end of the encounter or until you dismiss it with a fee action.
Target: Each creature in burst
Attack: Intelligence vs Reflex
Hit: 3d6 + Charisma modifier Lightning damage.
Special: If you take this power as a Level 29 power, you may choose for the ball to attack a single creature within the area of effect instead of each creature in the burst. If you do so, the target is knocked prone on a hit as well as taking damage. If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire or thunder energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire or Thunder keywords. If you select the Fire or Thunder energy type, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power.Level 16 UtilityGreater Boosted Leap
Encounter, Psionic/Arcane, Varpower, Domain<Mattermind>, Domain<Energy>, Scalable
Move Action, Ranged 10
Target: You or one creature
Effect: You assist a leap with telekinesis, an explosive blast of energy or a push of concussive force. The target makes an athletics check to jump with a +10 power bonus and the target does not have to move to make a running jump. The target also gains a +2 bonus to AC against opportunity attacks until the end of of its next turn.
Special: You take 1d6 points of damage when you use this power, if so you regain the use of this encounter power. You may take this power as a level 22 utility power, if you need only take 1d3 points of damage when you use this power to regain the use of this power.

gnownek
2010-02-27, 11:32 PM
Level 17 EncounterEnergy Dust
"Dust settles that rapidly ignited on movement"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning
Standard Action, Close Burst 3
Target: Every creature in the area.
Attack: Charisma vs Reflex
Hit: 2d10 + Charisma modifier Lightning damage. The first time the target moves before the start of your next turn, it takes 5 Lightning damage.
Effect: You take 5 Lightning damage.
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, necrotic or cold energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Necrotic or Cold keywords. If you select the Necrotic or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain, you may choose the Force or Psychic energy type for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex and the power also gains the Illusion keyword. These choices can only be changed by retraining the power. If you select this power as a level 27 power, you do not take 5 damage from using this power. The area of effect changes to Close Burst 4 if you choose to target every creature in the area instead of every enemy in the area. The effect of a hit changes to you take 3d8 + Charisma modifier Lightning damage and the target is immobilized until the end of your next turn. Level 19 DailyHypnosis
"You use light to hypnotise, manipulate electrical impulses in the brain or play with the mind itself"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Radiant, Charm, Reliable, Scalable
Standard Action, Ranged 20
Target: One Creature
Attack: Charisma+1 vs Will
Hit: 2d10 + Charisma modifier radiant damage and the target is dominated (save ends). Until this domination ends you grant combat advantage.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the lightning energy type for damage in place of the radiant type. The power loses the Radiant keyword and gains the Lightning keyword. If you select the Lightning keyword, the attack is resolved against Fortitude. If you are able to use the Mattermind domain when you first gain this power, you must choose the Psychic energy type for damage in place of the Radiant type. The power loses the Radiant keyword, and gains the Psychic keyword. These choices can only be changed by retraining the power. If you take this as a level 25 Daily power, damage increases to 2d12 from 2d10 and you do not grant combat advantage while the target is dominated. Level 22 UtilityRenewal
Daily, Healing, Varpower, Arcane/Psychic
Minor Action, Personal
Effect: You spend a healing surge, in addition you regain an encounter attack power that you have already used this encounter.Level 23 EncounterEnergy Is Life
"Energy is life"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning
Standard Action, Ranged 20 or Melee Touch
Target: One creature
Attack: Constitution vs Reflex
Hit: 3d10 + Constitution modifier damage (Ranged) and you can spend a healing surge, 3d10 + Constitution modifier damage (Melee) and you can spend a healing surge.
Effect: If you hit with a melee attack, an ally within 5 squares of you can also spend a healing surge.
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant or necrotic energy types for damage in place of the Lightning type. The power loses the Lightning keyword and gains the fire, radiant or necrotic keywords. If you select the Necrotic energy type, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Lightning type. The power loses the Lightning keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. Level 25 DailyElemental Brute
"Hunting, seeking, smashing. I form you now"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Force, Summoning
Standard Action, Ranged 20
Effect: You summon a Large animated energy creature in an unoccupied square within range. The creature has speed 7. It has a +4 bonus to hit against creatures it size or larger. You can give the creature the following special command. On the turn you summon the creature, you give that command as part of using this power.
Standard Action: Melee 2, targets 1 creature, Charisma versus Fortitude, 3d6 + Charisma modifier damage and the target is knocked prone.
Instinctive Effect: If you haven't given the creature a special command this round, it attacks an adjacent enemy if it can. If not, it moves its speed to a square adjacent to the enemy and the enemy grants combat advantage until the end of your next turn.
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder, lightning, necrotic or cold energy types for damage inflicted by the creature in place of the Force type. The power loses the Force keyword and gains the Fire, Radiant, Thunder, Lightning, Necrotic or Cold keywords. If you select the Radiant or Lightning energy types, the attack is resolved against Reflex instead of Fortitude. If you are able to use the Mattermind domain when you first gain this power, you may choose the Necrotic or Psychic energy type for damage inflicted by the creature in place of the Force type. The power loses the Force keyword and gains the Necrotic or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex and the power also gains the Illusion keyword. These choices can only be changed by retraining the power.Level 27 EncounterEnergy Claw
"Energy lashes ripping and shedding like a claw"
Encounter, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Necrotic, Scalable
Standard Action, Ranged 20 or Melee Touch
Target: One Creature
Attack: Charisma vs Reflex
Hit: 4d12 + Wisdom modifier damage (Ranged), 4d12 + Constitution modifier damage (Melee)
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the force, fire, radiant, thunder, lightning or cold energy types for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force, Fire, Radiant, Thunder, Lightning or Cold keywords. If you select the Cold energy type, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force or Psychic energy type for damage in place of the Necrotic type. The power loses the Necrotic keyword and gains the Force or Psychic keywords. If you select the Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power. Level 29 DailyGreater Animate Energy
"This creature will do more than distract"
Daily, Psionic/Arcane, Varpower, Implement, Domain<Energy>, Domain<Mattermind>, Lightning, Summoning
Minor Action, Ranged 20
Effect: You summon a Medium animated energy creature in an unoccupied square within range. The creature has speed fly 8 (hover). It has a +4 bonus to AC and a +2 bonus to all defenses. You may give the creature any of the following special commands.
Minor Action: Melee 1: targets one creature. Charisma vs Reflex. 2d10 + Charisma modifier lightning damage and the target takes a -2 penalty to all defenses until end of turn.
Standard Action: Close Burst 2; targets each enemy in burst. Charisma vs Reflex. Each target takes 1d6 lightning damage.
Opportunity Attack: Melee 1; targets one creature. Charisma vs Reflex. 2d10 + Charisma modifier lightning damage.
Special: If you are able to use the Energy Manipulation when you first gain this power, you may choose the fire, radiant, thunder or cold energy types for damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Fire, Radiant, Thunder or Cold keywords. If you select the Fire, Thunder or Cold energy types, the attack is resolved against Fortitude instead of Reflex. If you are able to use the Mattermind domain when you first gain this power, you may choose the Force, Necrotic or Psychic energy type for damage damage inflicted by the creature in place of the Lightning type. The power loses the Lightning keyword and gains the Force, Necrotic or Psychic keywords. If you select the Necrotic or Psychic energy type, the attack is resolved versus Will instead of Reflex. These choices can only be changed by retraining the power.

gnownek
2010-03-19, 04:55 PM
Enigma Paragon Classes

Magus At Arms
"I have found the martial arts, to be a complement to my powers, rather than a distraction"
You blend close combat with your unusual powers mixing power with a practised violence.
Prerequisite: Proficiency with one military weapon, one superior weapon or proficiency with one of the following feats; (streetfighting, judo, defensive martial arts, martial arts, brawling, weapon focus)Martial Implement, 11th Level
Pick a melee weapon (not an unarmed attack) and another implement you can use. You can use a melee weapon as that kind of implement when using arcane or psychic powers.

Centered Breath Of Power 11th Level
You can spend an action point to regain one Enigma encounter power you have already used instead of taking an extra action.

Mental Wall Of Thorns, 16th Level
Whenever an enemy attacks your Will defense, the enemy takes psychic damage equal to the higher of your Charisma, Intelligence, Wisdom or Constitution modifier.

Exploits
The Hidden Palm, Attack 11
"A blow can be the conduit for more than force"
Encounter, Arcane/Psychic, Varpower, Weapon
Standard Action, Melee Weapon
Target: One Creature
Attack: Charisma versus Reflex.
Hit: 2[W] + Charisma modifier damage. Make a secondary attack against the target
Secondary Attack: Charisma versus Will
Attack: Charisma versus Will
Hit:The target is dazed until the end of the turn and this power is not expended.

Bend Time, Utility 12
"I was never hurt"
Daily, Arcane/Psychic, Varpower, Implement
Immediate Interrupt, Personal
Trigger: You are hit by an attack against your Will defense
Effect: The attack does not occur, as if the creature that attacked you, chose to do nothing with its action

Pattern Of Strikes, Attack 20
"Many years of practice, lead to ease in battle"
Daily, Arcane/Psychic, Varpower, Weapon
Standard Action, Close Burst 1
Target: Each enemy in burst you can see
Attack: Intelligence +4 versus Will
Hit: 3[W] + Charisma damage
Miss: Half damage
Effect: Roll 1d20 after you use this power. If the result is 8 or higher, you do not expend your daily use of this power.
Master Of Thought
"Your mind, how empty"
Your powers play on the mind. You may use hypnotism with light, subliminal sounds, shadowy illusions, deceiving images or psychic energy to manipulate.Telepathic Manipulation, 11th Level
You may use your Intelligence or Constitution modifier instead of your Charisma modifier when making Diplomacy checks. If you use your Charisma modifier and are trained in Diplomacy, you gain an additional +1 bonus to skill checks.

Fear Is The Mindkiller, 11th Level
You gain a +2 to all defenses and a +1 to all saving throws against Fear effects.

Power Of Overreach, 16th Level
Whenever you use an Enigma attack power, you may choose to overreach. If you do so, you score a critical hit on a 19 or 20 and enemies take a -2 penalty to saving throws against the attack's effects. However you are dazed until the end of your next turn.

Exploits
Smite The Soul, Attack 11
"Fear being alone?"
Encounter, Arcane/Psychic, Varpower, Implement, Fear, Psychic
Standard Action, Range Burst 2 Within 20 squares
Target: Each enemy in burst
Attack: Charisma versus Will
Effect: 2d6 + Charisma modifier psychic damage. Until the end of your next turn, the target is slowed and takes a -2 to all defenses when not adjacent to another enemy.
Special: : When you first gain this power, you may choose the radiant, necrotic or thunder energy types for damage in place of the psychic type. The power loses the Psychic keyword and gains the Radiant, Necrotic or Thunder keywords. If you select the Radiant or Necrotic energy types, the attack also gains the Illusion keyword. This choice may be changed on retraining the power.

Personal Space, Utility 12
"You radiate fear"
Daily, Arcane/Psychic, Varpower, Fear, Zone
Minor Action, Close burst 5
Effect: The burst creates a zone of fear that lasts until the end of your next turn. When you move, the zone moves with you remaining centered on you. If willingly entering a square in the zone would bring an enemy closer to you, entering that square costs 1 extra movement.
Sustain Minor: The zone persists
Special: When you first take this power, you may choose to have it create frightening illusions instead of a zone of fear. The power becomes Close burst 6 and gains the illusion keyword as well as the fear keyword. This choice may be changed by retraining the power.

Up Close And Mental, Attack 20
"How dare you lay a hand on me?"
Daily, Arcane/Psychic, Varpower, Implement, Fear, Psychic
Standard Action, Close blast 5
Target: Each enemy in burst
Attack: Charisma versus Will
Effect: 2d8 + Charisma modifier psychic damage and the target is knocked prone and dazed (save ends). The target takes a penalty to saving throws against this effect equal to your Constitution modifier (minimum 2).
Miss: Half damage, and target is knocked prone
Special: : When you first gain this power, you may choose the radiant, necrotic or thunder energy types for damage in place of the psychic type. The power loses the Psychic keyword and gains the Radiant, Necrotic or Thunder keywords. If you select the Radiant or Necrotic energy types, the attack also gains the Illusion keyword. This choice may be changed on retraining the power.
Living Energy
"I have chosen a path. Too bad for you"
Energy twirls at your finger tips, spinning into your enemies.Energy Riposte, 11th Level
You may make opportunity attacks with your arcane powers. When a creature provokes an opportunity attack from you, you may make an opportunity attack with a flare of energy (Constitution vs AC). Choose fire, cold, lightning, necrotic or the force energy type. You deal 1d8 plus the higher of your Charisma or Wisdom modifier with that attack.

Living Energy Action 11th Level
When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls until the start of your turn.

Focused Mastery, 16th Level
Pick up to three energy types. You gain a +1 bonus to damage whenever you use a power with that keyword. If you decide to select just one energy type, you gain a +2 bonus to damage.

Exploits
Energized Retort, Attack 11
"Up and over, down you go"
Encounter, Arcane/Psychic, Varpower, Implement, Fire, Domain<Mattermind>, Domain <Energy>
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Charisma versus Fortitude
Hit: 3d6 + Charisma fire damage, and you push the target one square and knock it prone.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the lightning, necrotic or cold energy types for damage in place of the fire type. The power loses the fire keyword and gains the Lightning, Necrotic or Cold keyword. If you are able to use the Mattermind domain when you first gain this power, you may choose the force, radiant, thunder or lightning energy type for damage in place of the fire type. The power loses the fire keyword and gains the Force, Radiant, Thunder or Lightning keyword. This choice may be changed by retraining.

Energy Rebirth, Utility 12
"You cannot interrupt a flow"
Daily, Arcane/Psychic, Varpower, Healing
Immediate Interrupt, Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You regain hit points equal to your level plus your Charisma modifier.

Closing Trick, Attack 20
"The final act is your best act"
Encounter, Arcane/Psychic, Varpower, Implement, Fire, Domain<Mattermind>, Domain <Energy>
Standard Action, Burst 5 within 20 squares
Target: Each enemy in burst
Attack: Charisma versus Reflex
Hit: 3d10 + Charisma fire damage. Add 5d10 of the same damage type if you have no daily powers remaining and take 1d8 damage when you use this power.
Special: If you are able to use the Energy Manipulation domain when you first gain this power, you may choose the lightning, necrotic or cold energy types for damage in place of the fire type. The power loses the fire keyword and gains the Lightning, Necrotic or Cold keyword. If you are able to use the Mattermind domain when you first gain this power, you may choose the force, radiant, thunder or lightning energy type for damage in place of the fire type. The power loses the fire keyword and gains the Force, Radiant, Thunder or Lightning keyword. This choice may be changed by retraining.

gnownek
2010-03-21, 08:55 PM
Skill Powers (PH 3)

These fit very well with 4e modern. They should all be included. If you are trained in a skill as a result of being trained in another skill, you are considered to be trained for the purpose of Skill Powers.

gnownek
2010-04-03, 02:23 PM
Finished another class. Gunner to go, then some vehicles, a few sample characters, creatures and possibly an adventure.

Comments much appreciated!

gnownek
2010-04-03, 03:37 PM
Class: Gunner <Not Complete, This is gonna look a bit like a Seeker>
Role: Controller. You suppress large groups with the use of heavy firepower from modern firearms or explosive weapons. You tend towards Striker as a secondary role.
Power Source: Martial
Key Abilities: Constitution and Strength. Your fitness allows you to fire rapidly without throwing off your fire. The well-practised shooter feat is strongly recommended as one of your Gunner Feats.
Hp at 1st Level: 12 + Constitution score
Armor Proficiencies: Cloth
Weapon Proficiencies: Simple Melee, Simple Ranged, Firearms.
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Bonus To Defense: +2 Fortitude
Class Features: Gunner Feats I, Gunner Feats II, Gunner Feats III, Ammo Carrier, Athleticism
Skills: In addition to class skills suggested by your Profession; Athletics, Repair, Endurance and Intimidate are class skills. You may select three skills from your class skills list as trained skills.
Designers Note
Unlike the Muscle, Companion and Inspiration class. This class is not designed for multiple settings. While the Enigma makes a great controller class for any setting with magic or psionics. The Gunner is designed for settings where players have access to grenades, automatic weapons and ammo in large quantities. In settings without these features, the Gunner tends to participate less than other characters. The Gunner can also be used as a multi-class option for other classes, adding some Martial controller capability to the party as a whole. A special feat has been added in the multi-classing section to allow a Muscle multiclass Gunner character to get an at will Gunner power without paragon multiclassing into the Gunner class. Gunner Feats I: Basic Defense OptionsPick 1 feats from the following list, pre-requisites apply
Armor Proficiency (Leather), Armor Proficiency (Modern Armor)*, Durable, Toughness, Modern Unarmored Training*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyGunner Feats II: Secondary Defense OptionsPick 1 from the following list, pre-requisites do not apply; Shield Proficiency (Light)**, Two-weapon Defense**, Keep Close*, Armor Proficiency (Energy Fields)*, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*, Toughness
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyGunner Feats III: Offensive And Advanced Defensive Options. Pick 4 from the following list, pre-requisites apply; Armor Proficiency (Modern Armor)*, Armor Proficiency (Power Armor)*, Brawling*, Martial Arts*, Defensive Martial Arts*, Judo*, Streetfighting*, Martial Melee Mastery*, Heavy Weapons*, Power Attack**, Snap shot*, Well-practised shooter*, Double Tap*, Burst Fire*, Far Throw**, Sniper Training*, Armor Proficiency (Energy Fields)*
* These are new feats, ** Str, Con, Dex or Int pre-requisites do not applyGunner Feats can be retrained but the new feat must come from the appropriate Gunner Feat list.

Ammo Carrier:You may ignore 20lbs of ammunition or grenades when calculating your normal load and heavy load weight.

Athleticism: You are gain one of the following benefits.
-Get Around The Battlefield: You are trained in Endurance or Athletics.
-Fit Defense: You do not depend solely on your quick reflexes to avoid attacks, you use your overall fitness to dodge attacks. You may use the average of your Strength and Constitution modifiers, rounded down, in place of your Dexterity or Intelligence modifier to determine your armor class when wearing no armor or light armor.
-HorsePower: You gain 3 additional hit points at first level and 1 additional hit point everytime you gain a level.

gnownek
2010-04-04, 03:49 PM
Level 1 At Will PowersTsunami Offensive
'I'm a force of nature, makes me hard to resist'
At Will, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) and the target and any enemy adjacent to the target take a -2 penalty to attack rolls until the start of your next turn or 1[W] + Dexterity modifier damage and the target and any enemy adjacent to the target take a -2 penalty to attack rolls until the start of your next turn.
Increase damage die to 2[W] at 21st level.
Special: You may use this power as a ranged basic attack when firing double taps with a weapon loaded with buck shot, firing a burst or firing wildly.

Feint
'You deceive with an attack, you only knick the target by set it up for more'
At Will, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon.
Target: One Creature
Attack: Strength+2 vs Will (melee) or Dexterity+2 vs Will (ranged)
Hit: Until the end of your next turn, the target takes a -2 penalty to all defenses. The next target who hits it before the end of your next turn takes 2 + your Strength modifier (melee) or 2 + Dexterity modifier (ranged).
At 21st level, damage increases to 6 + your Strength modifier (melee) or 6 + Dexterity modifier (ranged).

No Getting Away
'I don't let them off the hook'
At Will, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon.
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + Strength modifier damage (melee) and the target is slowed and can't shift until the end of next turn or 1[W] + Dexterity modifier damage and the target is slowed and can't shift until the end of next turn.
Increase damage die to 2[W] at 21st level.
Special: You may use this power as a ranged basic attack when firing double taps with a weapon loaded with buck shot, firing a burst or firing wildly.

One Man Artillery
'More boom now?'
At Will, Martial
Standard Action, Personal
Target: You make a ranged basic attack. You may make this attack with a thrown grenade type weapon, a firearm firing wildly, a firearm firing a burst, a a firearm firing double taps while loaded with buckshot, a firearm firing a 25 round burst, a firearm firing a 50 round burst or a firearm firing focused fire. You receive a +2 bonus to hit with the ranged basic attack.

Reactive Covering
'Don't Go There'
At Will, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing a burst with 5 or more shots when using this power.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage.
Effect: The attack creates a zone burst 1 centered on the target. The zone lasts until the start of your next turn and cannot be ended by an enemy power (e.g. dispel magic). You may make an opportunity attack with a firearm on the first enemy that ends its turn in the zone. The opportunity attack is a ranged basic attack.
Increase damage die to 2[W] at 21st level.

Total Concentration
'You neglect your defenses so you can aim for weak spots in armor'
At Will, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W]
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity versus Reflex
Hit: Double your Dexterity modifier in damage
Effect: You grant combat advantage until the start of your turn
Increase damage die to 2[W] at 21st level.

Make Him Weak
'Shake him up to set up the finisher'
At Will, Martial, Weapon
Standard Action, Melee Weapon/Modern Ranged Weapon.
Requirement: You must be using a melee attack, firing double taps while loaded with buckshot, firing wildly, firing a burst or firing focused fire when using this power.
Target: One Creature
Attack: Strength vs AC (Melee), Dexterity vs AC (Ranged)
Hit: 1[W] (Melee) or 1[W] (Ranged)
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Strength vs Fortitude (Melee), Dexterity vs Fortitude (Ranged)
Hit: Target gains vulnerable 2 to all damage until the end of your next turn and takes damage equal to double your Strength modifier (if you used a melee attack) or Dexterity modifier (if you used a ranged attack) from the next successful attack against it.
Increase damage die to 2[W] at 21st level.

Rat A Tat Tat
'Line em up and knock em down'
At Will, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing double taps while loaded with buckshot, firing wildly or firing a burst when using this power.
Target: One or Two Creatures within 3 squares of each other.
Attack: Dexterity vs AC
Hit: 1[W] damage. If you target a single target, you gain a +2 bonus to hit
Increase damage die to 2[W] at 21st level.Level 1 Encounter PowersPush Them Back
'I'm a force of nature, remember?'
Encounter, Martial, Weapon, Scalable
Standard Action, Melee or Modern Ranged Weapon.
Requirement: You must wielding a melee weapon, unarmed attack or firearm firing muliple rounds per attack (double taps, bursts, focused fire).
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 1[W] + 1d6 + Strength modifier damage (melee) and you slide the target 2 squares or 1[W] + 1d6 + Dexterity modifier damage (ranged) and you slide the target and each enemy adjacent to it 1 square.
Special: If you take this power as a level 13 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 23 Encounter power, you do an additional 2[W] damage with this power.

Artillery Veteran
'Big boom now?'
Encounter, Martial, Scalable
Standard Action, Personal
Target: You make a ranged basic attack. You may make this attack with a thrown grenade type weapon, a grenade launcher, a firearm firing wildly, a firearm firing a burst, a a firearm firing double taps while loaded with buckshot, a firearm firing a 25 round burst, a firearm firing a 50 round burst or a firearm firing focused fire. You receive a +2 bonus to hit and a +4 bonus to damage with the attack.
Special: If you take this power as a level 13 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 23 Encounter power, you do an additional 1[W] damage with this power and the damage bonus increases to +5.

Disrupt Movement
'Footing is everything'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Reflex
Hit: 1d6 + Dexterity modifier damage and if the target moves on its next turn, it falls prone.
Special: If you take this power as a Level 13 power, damage from the secondary attack increases to 2d6 and you may use this power as a basic ranged attack. If you take this power as a Level 23 power, damage from the secondary attack increases to 2d6, damage from the primary attack increases to 2[W] and you may use this power as a basic ranged attack.

Disrupt Morale
'No heart, no fight'
Encounter, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Will
Hit: 1d8 + Dexterity modifier damage and the target is slowed and takes a -2 penalty to all defenses until the end of your next turn.Level 1 At Daily PowersRapid Fire
'Firing Frequently Is My Speciality'
Daily, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to 3 enemies in Burst 1 area of effect.
Attack: Dexterity vs AC
Hit: 1[W]+ 2d6 + Dexterity modifier damage.
Miss: Half damage
Special: After you make this attack, roll a d6. On a roll of 5 or 6 this power has not been expended. If you take this as a level 15 Daily power, all creatures in the area of effect adjacent to the targets of the primary attack take your 1d10 + your Dexterity modifier in damage on a hit or a miss. If you take this as a level 25 Daily power, you may target up to 3 enemies in a burst 2 area of effect and all other creatures in the area of effect adjacent to the targets of the primary attack take your 1d10 + your Dexterity modifier in damage on a hit or a miss. Damage from the primary attack also increases to 2[W] +1d6 + Dexterity modifier damage.

Stunning Agression
'No chance to breathe'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] modifier damage
Miss: Half Damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 2 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Will
Hit: Targets are slowed (save ends). If they fail their first save against this power, they become stunned (save ends).
Miss: Targets are slowed (save ends).

Greater Disrupt Movement
'Lots of fire tends to reorder the battlespace'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Miss: Half damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 3 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Reflex
Hit: Slide every target 1 square, targets cannot shift and have a -2 penalty to attacks until the end of your next turn.
Miss: Slide every target 1 square, targets have a -1 penalty to attacks until the end of your next turn. Level 2 Utility PowersFeel Nothing
Encounter, Martial
Minor Action, Personal
Effect: Until the end of your next turn, you gain resistance to all damage equal to your Constitution modifier

Close Up
Encounter, Martial
Free Action, Personal
Effect: Until the end of your turn, whenever you make a ranged attack against any creature within 10 squares, you score a critical hit on 19 or 20.

gnownek
2010-04-05, 04:48 PM
Level 3 Encounter PowersPinning Volley
'Dance little rabbit'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity+1 vs Fortitude
Hit: Dexterity modifier damage and the target is immobilized until the end of its next turn
Special: You can use this power as a ranged basic attack. If you take this power as a level 13 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 23 Encounter power, you do an additional 2[W] damage with this power.

Dazing Volley
'You got the shakes'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Will
Hit: Dexterity modifier damage and the target is dazed until the end of your next turn
Effect: You shift a number of squares equal to your Constitution modifier
Special: Making this attack does not provoke an opportunity attack from the target. If you take this power as a level 13 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 23 Encounter power, you do an additional 2[W] damage with this power.

Stampede The Herd
'Run, run, run!'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W]
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Reflex
Hit: 1d6+Dexterity modifier damage and you push the target a number of squares equal to your Constitution modifier and push each enemy adjacent to it 2 squares.
Special: If you take this power as a level 17 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 27 Encounter power, you do an additional 1[W] damage with this power and damage from the secondary attack increases to 2d6 +Dexterity modifier damage. Level 5 Daily PowersRapid Knock Down
'Lets knock all 3 down'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to 3 enemies in Burst 1 area of effect.
Attack: Dexterity vs AC
Hit: 1[W] damage
Miss: Half damage
Effect: Make a secondary attack against the same 3 targets. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Attack: Dexterity vs Fortitude
Hit: 1d6 + Dexterity modifier in damage and you push the target 2 squares and knock it prone.
Miss: Half damage and you push the target 1 square.
Special: After you make this attack, roll a d6. On a roll of 5 or 6 this power has not been expended.

Greater Dazing Volley
'You got more than the usual trouble'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to 3 enemies in Burst 1 area of effect.
Attack: Dexterity vs AC
Hit: 1[W] damage
Miss: Half Damage
Effect: Make a secondary attack against targets of the first attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Will
Hit: Dexterity modifier damage and the target is dazed until the end of your next turn. You can choose to attack a single target with this attack in which case the target is dazed (save ends)
Miss: Dexterity modifier damage.
Special: If you attack multiple targets, roll a d6 after the attack. On a roll of 5 or 6 this power has not been expended. Level 6 Utility PowersLethal Weapon
'You loosen up your neck then fire a deadly shot'
Encounter, Martial
Minor Action, Personal
Effect: Until the end of your next turn, you take no penalty to attack rolls for attacking at long range.

gnownek
2010-04-09, 11:15 PM
Level 7 Encounter PowersMaster of Artillery
'Who says heavy firepower can't be accurate'
Encounter, Martial, Scalable
Standard Action, Personal
Target: You make a ranged basic attack. You may make this attack with a thrown grenade type weapon, a grenade launcher, a firearm firing wildly, a firearm firing a burst, a a firearm firing double taps while loaded with buckshot, a firearm firing a 25 round burst, a firearm firing a 50 round burst or a firearm firing focused fire. You receive a +3 bonus to hit and a +2 bonus to damage with the attack.
Special: If you take this power as a level 17 Encounter power, you do an additional 1[W] damage with this power. If you take this power as a level 27 Encounter power, you do an additional 1[W] damage with this power and the damage bonus increases to +3.

Disruptive Fire
'Spread it around'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] + 1d8 + Dexterity modifier damage. Make a secondary attack that is area burst 1 centered on the primary target. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Target: Each enemy in burst other than the primary target.
Secondary Attack: Dexterity vs Will.
Hit: You slide the secondary targets 1 square and it grants combat advantage until the end of its next turn.
Special: If you take power as a level 23 Encounter power, damage increases to 2[W]+1d8 + Dexterity modifier and the secondary attack is Burst 2. If you take power as a level 27 Encounter power, damage increases to 2[W]+2d6 + Dexterity modifier and the secondary attack is Burst 3.

Covering The Enemy
'You are covered'
Encounter, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing a burst with 5 or more shots when using this power.
Target: One Creature
Attack: Dexterity vs Reflex
Hit: 1[W] + 1d4 + Dexterity modifier damage. The attack creates a zone burst 1 centered on the target. The zone lasts until the start of your next turn and cannot be ended by an enemy power (e.g. dispel magic). You may make an opportunity attack with a firearm on any enemy that enters or ends its turn in the zone. The opportunity attack is a ranged basic attack. You can only make one such attack per use of this power. Level 9 Daily PowersHailstorm Of Fire
'You got more than the usual trouble'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps with buckshot, firing bursts or focused fire.
Target: One creature
Attack: Dexterity+3 vs AC
Hit: 2[W] + Dexterity modifier damage and each target adjacent to the target takes 5 damage.
Miss: Half Damage

Master Of The Battlespace
'You wouldn't think the guy with a big gun has a plan'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon, Scalable
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to three creatures in a burst 3 area
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Miss: Half damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets in the burst 3 area containing the primary targets
Secondary Attack: Dexterity vs Reflex
Hit: Slide every target 1 square, targets cannot shift and have a penalty to attacks equal to the Dexterity modifier until the end of your next turn.
Miss: Slide every target 1 square, targets have a -2 penalty to attacks until the end of your next turn.
Special: If you take this power as a Level 15 Daily power, roll a d6 after the attack. On a roll of 5 or 6 this power has not been expended. You also do an additional 1d6 damage to the primary targets. Level 10 Utility PowersGunner's Recovery
'You bounce back from harm'
Encounter, Martial
Minor Action, Personal
Requirement: You must be bloodied or weakened.
Effect: You gain temporary hit points equal to three times your Constitution modifier. If you are weakened, you can also make a saving throw against a single effect that is weakening you

gnownek
2010-04-11, 09:33 PM
Level 13 Encounter PowersProvocative Fire
'Do you dare to stand still'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Will
Hit: 1d8 + Dexterity modifier damage and if the target doesn't end its turn 2 squares away from its starting position, it gains vulnerability 3 to all attacks.
Special: You can use this power as a ranged basic attack. If you take this power as a Level 23 Encounter power, damage from the secondary attack increases to 2d8 and the target now gains vulnerability 4 to all attacks unless it ends its turn 3 squares away from its current position.

Quickened Disrupt Movement
'Quick fire will mess them up too'
Encounter, Martial, Weapon, Special
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 2 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Reflex
Hit: Slide every target 1 square, targets cannot shift and have a -2 penalty to attacks until the end of your next turn.
Special: If you take this power as a Level 23 Encounter power, damage increases to 3[W]. If you take this power as a Level 27 Encounter power, damage increases to 3[W] and secondary attack affects all targets within 3 squares of the primary target including the primary target.

Quick Draw Knock Down
'Lets knock all 3 down so fast they don't know it happened'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to 3 enemies in Burst 1 area of effect.
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack against the same 3 targets. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Attack: Dexterity vs Fortitude
Hit: 1d6 + Dexterity modifier in damage and you push the target 2 squares and knock it prone.
Special: If you take this power as a level 23 Encounter power, you may attack up to 5 targets in a burst 2 area of effect, damage from the secondary attack increases to 2d6 and damage from the primary attack increases to 2[W]. Level 15 Daily Powers
Stunning Triumph
'You will all regret this, if you have time to feel regret'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] modifier damage
Miss: Half Damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 2 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Will
Hit: Targets are dazed (save ends). If they fail their first save against this power, they become stunned (save ends).
Miss: Targets are dazed (save ends).

Slam To The Gut
'Winded really hurts'
Daily, Martial, Weapon, Reliable
Standard Action, Modern Ranged Weapon.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Attack: Dexterity vs Fortitude
Hit: 1d10 + Dexterity modifier damage. In addition, the target is immobilized and takes ongoing 5 damage (save ends both).

Multiple Bleeding Wounds
'You got more than the usual trouble'
Daily, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Target: One creature
Attack: Dexterity vs AC. Make the attack three times.
Hit: 1[W] + Dexterity modifier damage
Miss: Half damage
Special: If you take this power as a level 29 Daily power, the target also takes 10 damage when it moves on its turn (save ends) if you hit with the first attack and takes 5 damage when it moves on its turn (save ends) if you miss with the first attack Level 16 Utility PowersCall To Battle
'Your cry invigorates your allies'
Daily, Martial, Healing
Minor Action, Close Burst 5
Target: You and each ally in burst
Effect: You spend a healing surge and each target regains 2d6 hit points.
Level 21: Each target regains 3d6 hit points
Level 26: Each target regains 4d6 hit points

gnownek
2010-04-12, 08:58 PM
Level 17 Encounter Powers Convocation Of Bullets
'You and you'
Encounter, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Target: One or two creatures
Attack: Dexterity vs AC.
Hit: 1[W] + 1d8 + Dexterity modifier damage
Special: You can use this power as a ranged basic attack. If you take this power as a level 27 Encounter power, you can target one, two or three creatures and damage increases to 2[W] + 1d8 + Dexterity modifier damage.Level 19 Daily PowersHailstorm Of Death
'You got death bearing down on you'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon
Requirement: You must be firing wildly, firing double taps with buckshot, firing bursts or focused fire.
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W] +2d8 + Dexterity modifier damage and ongoing 10 damage (save ends).
Miss: Half Damage
Effect: Each enemy adjacent to the target takes 10 damage.

Greater Covering
'Nobody moves'
Daily, Martial, Weapon, Scalable
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing a burst with 5 or more shots when using this power.
Target: One Creature
Attack: Dexterity vs Reflex
Hit: 3[W] + Dexterity modifier damage.
Effect: The attack creates a zone burst 1 centered on the target. The zone lasts until the start of your next turn and cannot be ended by an enemy power (e.g. dispel magic). You and two other allies within 10 squares may make an opportunity attack with a firearm on any enemy that enters or ends its turn in the zone. The opportunity attack is a ranged basic attack. Only one opportunity attack can be made per creature, and only three attacks may be made in total.
Special: If you take this power as a Level 25 Daily Power, damage increases to 4[W] and targets adjacent to the subject of the primary attack take 5 damage. In addition, you or your allies gain a +4 bonus to damage with any opportunity attacks granted as a result of this power. You may also roll 1d6 when you use this power. If you roll a 5 or 6, it is not expended.
Level 22 Utility PowersGuiding Instinct
"Fire from the gut"
Encounter, Martial
Minor Action Personal
You gain a +5 power bonus to the next ranged attack roll, you make before the end of your turn.Level 23 Encounter PowerWell Covered
'You are covered by us'
Encounter, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing a burst with 5 or more shots when using this power.
Target: One Creature
Attack: Dexterity vs Reflex
Hit: 3[W] Dexterity modifier damage. The attack creates a zone burst 1 centered on the target. The zone lasts until the start of your next turn and cannot be ended by an enemy power (e.g. dispel magic). You and two other allies within 10 squares may make an opportunity attack with a firearm on any enemy that enters or ends its turn in the zone. The opportunity attack is a ranged basic attack. Only one opportunity attack can be made per creature, and only three attacks may be made in total.

Stunning Trick
'Suprise'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 2 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Will
Hit: Targets are stunned until the end of your next turn.
Level 25 Daily PowerStunning Victory
'No more time for you all'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W] + Dexterity modifier damage
Miss: Half Damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 2 squares of the primary target, including the primary target
Secondary Attack: Dexterity vs Will
Hit: Targets are stunned (save ends).
Miss: Targets are dazed (save ends).

Forking Death
'Each fork kills'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon
Requirement: You must be firing wildly, firing double taps with buckshot, firing bursts or focused fire.
Target: One or two creatures.
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage.
Miss: Half Damage
Make a secondary attack for each primary target. Each attack is an area burst 1 centered on a different primary target.
Secondary target: Each creature in burst other than the primary targets
Secondary attack: Dexterity vs AC
Hit 1d10 + Dexterity modifier damage

Overwhelming Firepower
'No more time for you all'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing double taps while loaded with buckshot, a 5 shot burst or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 2[W] + Dexterity modifier damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: All targets within 1 square of the primary target, including the primary target
Secondary Attack: Dexterity vs Reflex
Hit: 10 damage and the target is dazed and slowed (save ends both).

Greater Rapid Knock Down
'You smash your targets to the ground and weaken them to the inevitable'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: Up to 3 enemies in Burst 2 area of effect.
Attack: Dexterity vs AC
Hit: 1[W] damage
Miss: Half damage
Effect: Make a secondary attack against the same 3 targets. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Attack: Dexterity vs Fortitude
Hit: 3d8 + Dexterity modifier damage and the target is dazed and takes 10 damage whenever it is hit by a melee attack (save ends both).
Miss: Half damage and the target is dazed (save ends).
Special: After you make this attack, roll a d6. On a roll of 5 or 6 this power has not been expended. Level 27 Encounter PowerPush Them Back Now
'Too late to stop a force of nature'
Encounter, Martial, Weapon
Standard Action, Melee or Modern Ranged Weapon.
Requirement: You must wielding a melee weapon, unarmed attack or firearm firing muliple rounds per attack (double taps, bursts, focused fire).
Target: One Creature
Attack: Strength vs AC (melee) or Dexterity vs AC (ranged)
Hit: 4[W] + Strength modifier damage (melee) and you slide the target 2 squares and knock it prone or 4[W] + Dexterity modifier damage (ranged) and you slide the target and each enemy adjacent to it 1 square and knock it prone. Level 29 Daily PowerBleeding Horror
'Lets see you cheer up the troops now'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One Creature
Attack: Dexterity vs AC
Hit: 1[W]
Miss: Half Damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: Primary Target
Secondary Attack: Dexterity vs Fortitude
Hit: 4d6 + Dexterity modifier damage and the target is stunned (save ends)
Miss: Half damage and the target is dazed (save ends)
Effect: Any enemy that can see the target and isn't immune to fear takes a -2 penalty to attack rolls and AC until the start of you next turn

Stopped In Your Tracks
'You stop someone in their tracks, rendering them vulnerable'
Daily, Martial, Weapon
Standard Action, Modern Ranged Weapon.
Requirement: You must be firing wildly, firing double taps, bursts or focused fire.
Target: One creature
Attack: Dexterity vs AC
Hit: 1[W]
Miss: Half Damage
Effect: Make a secondary attack. Additional damage from magic weapons applies to the first attack and not the second. Modifier to the attack roll and additional damage from fire options like firing wildly, firing bursts, focused fire or double taps do not apply to the secondary attack.
Secondary Targets: Primary Target
Secondary Attack: Dexterity vs Reflex
Hit: 4d6 + Dexterity modifier damage and target is immobilized and gains vulnerable 10 to all damage (save ends both). In addition, each enemy adjacent to the target takes 5 damage and is slowed until the start of its next turn.
Miss: Half Damage and target is slowed (save ends)

gnownek
2011-04-13, 04:39 PM
Any think this was useful? I stopped working on it when I got worried that 5e would thrash everything anyway.