DragonOfUndeath
2010-06-15, 05:14 AM
this is my first thread so here goes: v2.3 (or something)
this class does not fit any edition, it is for conversion into 4th ed when i get PHB 1
prerequisites etc:
Suggested Race: Goran (homebrew race I'll post soon)
Banned Race: Norag (homebrew race I'll post soon)
Suggested Settings: Gorania (more details here (http://www.giantitp.com/forums/showthread.php?p=8706023#post8706023))
Prerequisites: Not Thrall of Onegi class. (homebrew class I'll post soon)
Role, Key Abilities, Health, etc:
Role: TANK who can act as a small time Healer. good for boss-killing (Radiant Bash) and horde-killing (Radiant Bubble). this class is playable as a group of them with some tanking through everything, normal foot-soldiers cleaning up the mess and healers to stop a large amount of deaths.
Power source: Divine (Genoi).
Key Abilities: Constitution, Wisdom and Strength.
+2 Will, +1 Fortitude.
Armour+ Weapon Proficiency: See Paladin
Starting HP: 15+ CON modifier.
HP gained per level: 6.
Healing surges: 8+ CON modifier.
Favored Enemy Race: Norag (homebrew race I'll post soon
Favored Enemy Class: Thrall of Onegi (homebrew class I'll post soon)
Trained skills: Religion (+4), Insight (+2), Heal (+1).
Class skills: Diplomacy, Intimidate, Bluff, Endurance and Perception.
Fluff
Fluff-details: the Warriors of Genoi are like a God-specific Paladin (without anything to do with undead as there simply isn't any on Gorania) mixed with a soldier. Most of the citizens of Gorania have had training as Recruits. The Warriors all devoutly worship the only known god in the area: Genoi, the LG god of Duty and Sacrifice. the Warriors have been around for centuries though their jurisdiction and numbers have varied immensely, at one point in history it is rumored they were the entire army for the nation of Gorania and numbered less than 5,000.
Right now it acts as the police corps, extra healers in times of plague, the main infantry+cavalry in the army and the explorers/adventurers.
Most warriors join as young children (around 4-6 or racial equivalent) and stay for decades. the current record for youngest full Warrior is 40. when Recruits are inducted into the Order they must offer their left-hand. if Genoi believes the Recruit is ready to be a Warrior then the arm is replaced with a Radiant one. if they are not deemed worthy they must go on a quest (similar to the holy grail quest Arthurian knights went on). The arm is their most prominent feature. the Warriors don't have an official uniform as the arm pretty much does it for them. it acts as their holy symbol, focus of their abilities, reusable torch, defining symbol and still acts as a fully-functioning hand.
Religion/Alignment
Religion: S/He worships Genoi the lawful good god of sacrifice and duty.(more details in thread I'll post soon
Possible Alignments: Lawful Neutral, Lawful Good, Neutral Good.
levels 1-3
LVL1
LVL1:Gain Radiant arm: your off-hand arm acts as a normal torch that can be re-used. Gain either Radiant Bubble or Radiant Bash as an encounter power.
LVL2:
LVL2: Improved Radiant Arm: Torch reaches twice as far as normal torch. Radiant Experience: you can use the encounter power you didn't get in the first level or upgrade the power you did get as Enlarged/Enhanced. Gain either Enlarged Radiant Bubble or Enhanced Radiant Bash as a Daily Power (if you upgrade you existing power you can add 2D6 to the corresponding Daily power e.g you upgraded Radiant Bubble to Enlarged Radiant Bubble as an encounter power and add 2D6 and +10 feet to the Enlarged Radiant Bubble Daily power making it Maximized Radiant Bubble, the same goes for the Enhanced Radiant Bash become Mighty Radiant Bash).
LVL3:
LVL3: Bright-light vision: the Radiant light coming from the arm has warped your vision to accommodate it on a regular basis. Enlarged Divine Battery: you can ignore the effect of your Encounter Power/s once per encounter.
Encounter Powers
Powers: at level1 you get 1 of these Encounter Powers:
Radiant Bubble: This power hits every enemy within 10 feet of the Warrior.
Trigger: a free action if you are attacked or a minor action in your turn.
Wisdom Modifier vs Reflex.
Critical: Hit x2+4 (blind save DC +5)
Hit:1D6+ Wisdom modifier+ Religion skill Radiant damage and blinded (save ends).
Miss: Half-damage.
Effect: you lose your Radiant Arm until the end of the encounter and can't use this or Radiant Bash for the rest of the encounter.
Later levels: Add a D6 at 4th, 7th, 10th, etc.
Radiant Bash: this power hits one target adjacent to you.
Trigger: you are attacked or is a minor action in your turn.
Wisdom vs Reflex
Critical: Hit x2+4
Hit: 2D6+ Wisdom Modifier+ Religion skill. Does Radiant damage and blinds (save ends).
Miss: no damage, ignore Effect and blinds (save ends, DC=-5)
Effect: you lose you off-hand arm until the end of the encounter and can't use this or Radiant Bubble for the rest of the encounter.
Later levels: Add 2D6 at 4th, 7th, 10th, etc.
Daily LVL 2 Powers
Enlarged Radiant Bubble: This power hits every enemy within 20 feet of the Warrior.
Trigger: A free action when someone tries to attack you or a standard action in your turn.
Wisdom modifier +2 vs Reflex
Critical: Hit x2+4
Hit: 2D6+ Wisdom+ Religion skill. Radiant damage and Blinds (save ends. DC+5).
Miss: Half damage
Effect: you can't use this or Enhanced Radiant Bash for the rest of the day.
Later levels: add 2D6 at 5th, 8th, 11th, etc.
Enhanced Radiant Bash: this power hits one target adjacent to you.
Trigger: A free action if someone attacks you or a standard action in you turn.
Wisdom vs Reflex
Critical: Hit x2+4
Hit: 4D6+ Wisdom+ Religion skill. Radiant damage and Blinds (save ends. DC+5).
Miss: No damage, ignore Effect and Blinds (save ends. DC normal)
Effect: you can't use this or Enhanced Radiant Bubble for the rest of the day.
Later levels: add 2D6 at 5th, 8th, 11th, etc.
Divine spells:
Divine spells: Sense Beings (can sense anything that is alive, undead, deathless, or a construct within 3+ wisdom modifier X 10 feet) Cure Light Wounds, For The Greater Good (2D6 damage to yourself, 4D6 damage to any enemy within 30 feet).
i will probably expand divine spells in a week or so. (add levels, more spells etc)
please note that this is a work in progress. i will expand on this and try to incorporate ideas from anyone who posts in this thread
please remember I'm inexperienced at this stuff. :smallbiggrin:
this class does not fit any edition, it is for conversion into 4th ed when i get PHB 1
prerequisites etc:
Suggested Race: Goran (homebrew race I'll post soon)
Banned Race: Norag (homebrew race I'll post soon)
Suggested Settings: Gorania (more details here (http://www.giantitp.com/forums/showthread.php?p=8706023#post8706023))
Prerequisites: Not Thrall of Onegi class. (homebrew class I'll post soon)
Role, Key Abilities, Health, etc:
Role: TANK who can act as a small time Healer. good for boss-killing (Radiant Bash) and horde-killing (Radiant Bubble). this class is playable as a group of them with some tanking through everything, normal foot-soldiers cleaning up the mess and healers to stop a large amount of deaths.
Power source: Divine (Genoi).
Key Abilities: Constitution, Wisdom and Strength.
+2 Will, +1 Fortitude.
Armour+ Weapon Proficiency: See Paladin
Starting HP: 15+ CON modifier.
HP gained per level: 6.
Healing surges: 8+ CON modifier.
Favored Enemy Race: Norag (homebrew race I'll post soon
Favored Enemy Class: Thrall of Onegi (homebrew class I'll post soon)
Trained skills: Religion (+4), Insight (+2), Heal (+1).
Class skills: Diplomacy, Intimidate, Bluff, Endurance and Perception.
Fluff
Fluff-details: the Warriors of Genoi are like a God-specific Paladin (without anything to do with undead as there simply isn't any on Gorania) mixed with a soldier. Most of the citizens of Gorania have had training as Recruits. The Warriors all devoutly worship the only known god in the area: Genoi, the LG god of Duty and Sacrifice. the Warriors have been around for centuries though their jurisdiction and numbers have varied immensely, at one point in history it is rumored they were the entire army for the nation of Gorania and numbered less than 5,000.
Right now it acts as the police corps, extra healers in times of plague, the main infantry+cavalry in the army and the explorers/adventurers.
Most warriors join as young children (around 4-6 or racial equivalent) and stay for decades. the current record for youngest full Warrior is 40. when Recruits are inducted into the Order they must offer their left-hand. if Genoi believes the Recruit is ready to be a Warrior then the arm is replaced with a Radiant one. if they are not deemed worthy they must go on a quest (similar to the holy grail quest Arthurian knights went on). The arm is their most prominent feature. the Warriors don't have an official uniform as the arm pretty much does it for them. it acts as their holy symbol, focus of their abilities, reusable torch, defining symbol and still acts as a fully-functioning hand.
Religion/Alignment
Religion: S/He worships Genoi the lawful good god of sacrifice and duty.(more details in thread I'll post soon
Possible Alignments: Lawful Neutral, Lawful Good, Neutral Good.
levels 1-3
LVL1
LVL1:Gain Radiant arm: your off-hand arm acts as a normal torch that can be re-used. Gain either Radiant Bubble or Radiant Bash as an encounter power.
LVL2:
LVL2: Improved Radiant Arm: Torch reaches twice as far as normal torch. Radiant Experience: you can use the encounter power you didn't get in the first level or upgrade the power you did get as Enlarged/Enhanced. Gain either Enlarged Radiant Bubble or Enhanced Radiant Bash as a Daily Power (if you upgrade you existing power you can add 2D6 to the corresponding Daily power e.g you upgraded Radiant Bubble to Enlarged Radiant Bubble as an encounter power and add 2D6 and +10 feet to the Enlarged Radiant Bubble Daily power making it Maximized Radiant Bubble, the same goes for the Enhanced Radiant Bash become Mighty Radiant Bash).
LVL3:
LVL3: Bright-light vision: the Radiant light coming from the arm has warped your vision to accommodate it on a regular basis. Enlarged Divine Battery: you can ignore the effect of your Encounter Power/s once per encounter.
Encounter Powers
Powers: at level1 you get 1 of these Encounter Powers:
Radiant Bubble: This power hits every enemy within 10 feet of the Warrior.
Trigger: a free action if you are attacked or a minor action in your turn.
Wisdom Modifier vs Reflex.
Critical: Hit x2+4 (blind save DC +5)
Hit:1D6+ Wisdom modifier+ Religion skill Radiant damage and blinded (save ends).
Miss: Half-damage.
Effect: you lose your Radiant Arm until the end of the encounter and can't use this or Radiant Bash for the rest of the encounter.
Later levels: Add a D6 at 4th, 7th, 10th, etc.
Radiant Bash: this power hits one target adjacent to you.
Trigger: you are attacked or is a minor action in your turn.
Wisdom vs Reflex
Critical: Hit x2+4
Hit: 2D6+ Wisdom Modifier+ Religion skill. Does Radiant damage and blinds (save ends).
Miss: no damage, ignore Effect and blinds (save ends, DC=-5)
Effect: you lose you off-hand arm until the end of the encounter and can't use this or Radiant Bubble for the rest of the encounter.
Later levels: Add 2D6 at 4th, 7th, 10th, etc.
Daily LVL 2 Powers
Enlarged Radiant Bubble: This power hits every enemy within 20 feet of the Warrior.
Trigger: A free action when someone tries to attack you or a standard action in your turn.
Wisdom modifier +2 vs Reflex
Critical: Hit x2+4
Hit: 2D6+ Wisdom+ Religion skill. Radiant damage and Blinds (save ends. DC+5).
Miss: Half damage
Effect: you can't use this or Enhanced Radiant Bash for the rest of the day.
Later levels: add 2D6 at 5th, 8th, 11th, etc.
Enhanced Radiant Bash: this power hits one target adjacent to you.
Trigger: A free action if someone attacks you or a standard action in you turn.
Wisdom vs Reflex
Critical: Hit x2+4
Hit: 4D6+ Wisdom+ Religion skill. Radiant damage and Blinds (save ends. DC+5).
Miss: No damage, ignore Effect and Blinds (save ends. DC normal)
Effect: you can't use this or Enhanced Radiant Bubble for the rest of the day.
Later levels: add 2D6 at 5th, 8th, 11th, etc.
Divine spells:
Divine spells: Sense Beings (can sense anything that is alive, undead, deathless, or a construct within 3+ wisdom modifier X 10 feet) Cure Light Wounds, For The Greater Good (2D6 damage to yourself, 4D6 damage to any enemy within 30 feet).
i will probably expand divine spells in a week or so. (add levels, more spells etc)
please note that this is a work in progress. i will expand on this and try to incorporate ideas from anyone who posts in this thread
please remember I'm inexperienced at this stuff. :smallbiggrin: