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View Full Version : [4.5E] If I were writing the next edition (Whole System - PEACH) - Now with Google!



Ialdabaoth
2012-03-16, 09:44 PM
Hey, I know! Let's do a Google Doc! (https://docs.google.com/document/d/13_AiaqcXhIbYQXFsTImSp_WlwSESnJVSqxZH9lA-kSc/edit)

(Old stuff is old:)

The Basics

Abilities
All characters in Dungeons and Dragons have six core abilities, which determine or influence all their other statistics. Player characters' Ability scores can conceivably range from 3 to 20, averaging at around 10. Each Ability also has a modifier, which is equal to half the Ability score (round down), minus 5. Thus, an Ability score of 3 has an Ability modifier of -4, while an Ability score of 20 has an Ability modifier of +5. Many traits (such as attack damage and untrained skill use) use your modifier as a bonus or penalty to a particular roll or value. Trained traits which are added to a D20 check roll, however, use your check value, which adds your Class Level to your Ability score before dividing by two and subtracting 5.

Strength is a measure of your character’s muscle and raw physical power. It determines your ability to hit and deal damage with melee attacks, the total weight of equipment that you can carry, and how well you perform in the Athletics skill.

Dexterity is a measure of your character’s speed and agility. It determines your ability to hit and deal damage with ranged weapons, how quickly you react, and how well you can avoid being hit, and how well you perform in the Acrobatics, Stealth and Thievery skills.

Constitution is a measure of your character’s stamina, vitality and health. It determines your ability to withstand damage, your ability to resist poison and disease, and how well you perform in the Endurance skill.

Charisma is a measure of your character’s attractiveness, social grace and force of personality. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Bluff, Diplomacy, Intimidate, Perform, and Streetwise skills.

Intelligence is a measure of your character’s wits, reasoning ability and memory. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Arcana, Craft, History, and Religion skills.

Wisdom is a measure of your character’s awareness, intuition and understanding. It determines your persuasiveness, the effectiveness of certain magical powers, and how well you perform in the Heal, Insight, Nature, and Perception skills.

Initiative
Initiative determines the order in which characters get their turn in combat. A character’s base Initiative bonus is equal to the higher of their Dexterity or Intelligence check value.

At the beginning of each encounter, each character rolls a D20 and adds their Initiative bonus. This determines the order that characters will act in for the remainder of the encounter, unless some power or effect modifies a character's Initiative result later in the encounter.


Hit Points
Hit points represent a character’s ability to withstand damage and keep fighting. A character’s base hit points are equal to their Constitution score, plus any points gained from their character class. A character gains a certain number of hit points per level (including first level); these are added to their base hit points to determine their total hit points.

Attacks which would harm your character are normally subtracted from your hit points. A character who has lost half their total hit points is bloodied; certain actions and effects only affect a bloodied character. Once your hit points are depleted, you are dying - a dying character must make a Fortitude save each turn to stabilize.

Vitality
While hit points represents a character’s ability to withstand damage, vitality is a measure of a character’s actual health and survivability. Your character has a Vitality score equal to 5 + his Constitution modifier. Critical hits, the dying condition, and certain particularly grievous attacks cause damage to your Vitality.

Healing Surges
Each point of vitality also provides you with one Healing Surge, which is an expendable resource that represents your ability to push through pain and reinvigorate yourself to keep fighting. Various feats allow you to spend a healing surge; when you do, you regain hit points equal to your Surge Value, which is equal to your Constitution modifier plus your level. When you take Vitality damage, you also automatically lose any healing surges in excess of your new Vitality, which you cannot recover until the Vitality damage heals.

Whenever you take a Short Rest, you may choose to spend any number of healing surges, regaining hit points equal to your surge value for each surge that you spend.

Whenever you take an Extended Rest, you regain all your hit points and healing surges, and also regain 1 point of lost Vitality if you have taken any Vitality damage.

Defenses
A character has three Defense values, which are the difficulty for other characters to affect you with attacks. These Defense values are called Reflex, Fortitude, and Will.

Your Reflex defense is equal to 10 + your Dexterity check value, and determines your ability to dodge out of the way of attacks. Many magical attacks target your Reflex.

Your Fortitude defense is equal to 10 + your Constitution check value, and determines your ability to withstand heavy blows, poisons, diseases, and magics that directly affect your life-force. While fewer attacks target your Fortitude than your Reflex, those that do can be much more dire.

Your Will defense is equal to 10 + your Wisdom check value, and determines your ability to withstand mental control, illusions, and psychic and morale attacks. Attacks that target Will tend to manipulate your behavior and perception, causing you to do things that you may not otherwise wish to do or forcing you to make choices that place you in great peril.

Your AC defense is equal to your Reflex defense + your armor’s defensive value. Most physical attacks, including basic melee and ranged attacks, target your AC.

Finally, your Spot defense is equal to 10 + your Perception skill check value, and your Sense defense is equal to 10 + your Insight skill check value.

Skills
Skills are more specific abilities that your character can learn. All characters in Dungeons and Dragons share 18 skills, which determine your success at most actions outside of combat, and many actions within combat. Each skill is based on an ability; if you are untrained in that skill, your check value for that skill is equal to your base ability modifier for that ability. If you are trained, your check value for that skill is equal to 5 + your ability check, plus any other modifiers. Certain actions may be performed by any character (trained or no), while other actions may only be performed by trained characters.

Acrobatics is used when tumbling, balancing, performing feats of agility, or escaping from bonds. If you are not trained in Acrobatics, your Acrobatics check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Acrobatics skill incurs an armor check penalty if you are wearing armor or a shield.

Balance
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the conditions when attempting to cross a rope, ledge or other narrow or unstable surface. On a success, you may move half your speed across the surface; on a failure you do not make any progress. On a critical failure, you lose your footing and fall.

Break Fall
At-will immediate reaction * trained skill utility
Effect: If you are trained in Acrobatics, you may make an Acrobatics check when falling, and reduce your falling damage by half the check result (round down).

Escape from Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the restraint, or vs. the target’s Grapple proficiency if attempting to break a grapple. If you succeed, you are no longer grappled or restrained.

Feat of Agility
At-will move action * basic skill utility
Effect: Make an Acrobatics check vs. a DC determined by the DM. On a success, you successfully pull off the stunt; on a failure you may fall or suffer some other effect determined by the DM.

Arcana is used to understand the laws and principles that govern the world. All magics, whether ultimately divine, arcane, or primal, follow certain arcane rules; the Arcana skill may thus be used to identify and explain them. Arcane spellcasters use the Arcana skill in conjunction with their access to an arcane power source to perform their magics. Because armor tends to interfere with the gestures and innate sensitivity necessary to interact with magical energy, the Arcana skill incurs an armor check penalty to all non-knowledge checks if you are wearing armor or a shield.

Arcane Lore
At-will free action * trained skill utility (knowledge)
Effect: Make an Arcana knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of arcane trivia that is applicable to the situation at hand.

Detect Magic
Extended action (1 minute) * trained skill utility
Effect: Make an Arcana check vs. a DC determined by the DM. On a success, you become aware of any magical effects or auras, and their likely power source (primal, arcane, or divine). You may make this roll for a particular effect or aura once per encounter or short rest.

Athletics is used when running, jumping, climbing, swimming, or performing feats of strength. If you are not trained in Athletics, your Athletics check value is simply equal to your base Strength modifier; training allows you to use your full Strength check +3. The Athletics skill incurs an armor check penalty if you are wearing armor or a shield.

Climb
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions. On a success, you move half your speed; on a failure you do not make any progress. On a critical failure, you lose your grip and fall.

Jump
At-will move action * basic skill utility
Target: One square within your movement
Effect: Choose your destination square, then make an Athletics check vs. a DC of 10 + 5 per square that you wish to leap over (do not count your destination square). On a success, you land in the targeted square; on a failure you may choose to jump a smaller distance or abort the jump. On a critical failure, you misjudge the distance and jump into the wrong square.

Swim
At-will move action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the conditions (usually 10 in calm water). On a success, you move half your speed; on a failure you do not move or are swept by the current. On a critical failure, you suffer 1D6 damage as you begin to drown. Trained characters may opt to take 10 on this roll.

Break Grapple or Restraints
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the restraint, or the target’s Grapple proficiency if grappled. If you succeed, you break the grapple.

Feat of Strength
At-will standard action * basic skill utility
Effect: Make an Athletics check vs. a DC determined by the DM. On a success, you succeed at the desired action; on a failure you do not accomplish anything noticeable.

Bluff is used to fast-talk, lie, cheat, or seduce. If you are not trained in Bluff, your Bluff check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.

Attempt to Deceive
At-will standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into believing what you say.

Create Diversion
Per-encounter standard action * basic skill utility
Effect: Make a Bluff check vs. the target’s Sense defense. If you succeed, you manage to trick the opponent into paying attention to something else. You may immediately choose to either gain combat advantage against that enemy until the end of your next turn, cause the target to become marked by you or an ally until the end of your next turn, or immediately use the Stealth skill to attempt to hide.

Craft is used to construct or appraise items, weapons, armor, and architecture. If you are not trained in Craft, your Craft check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3.

Appraise
At-will free action * trained skill utility (knowledge)
Effect: Make a Craft knowledge check vs. a DC determined by the DM. On a success, you notice some particularly useful bit of crafting detail that is applicable to the situation at hand.

Craft Item
Extended action (8 hours) * trained skill utility
Effect: Make an Craft check vs. a DC determined by the DM. On a success, you may craft a mundane item, weapon or armor from raw materials. On a failure, the results are flawed and the materials used are wasted.

Diplomacy is used to influence others with tact, etiquette, and social grace. You may make a Diplomacy check to change people’s opinions, to negotiate a deal in good faith, to inspire goodwill, or to haggle with a patron, or to comport yourself with etiquette and tact If you are not trained in Diplomacy, your Diplomacy check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.

Haggle
Extended action (1 minute) * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may adjust the cost of one good you are selling or purchasing by a percentage equal to the check result.

Surrender
per-encounter minor action * basic skill utility
Effect: Make a Diplomacy check vs. the target’s Sense. On a success, you may attempt to halt combat and negotiate the surrender of your allies. You may only perform this action vs. opponents who are intelligent and willing to accept a surrender.

Endurance is used when braving pain, weather, extremes of temperature or environment, performing feats of endurance, staving off hunger or thirst, or holding your breath. If you are not trained in Endurance, your Endurance check value is simply equal to your base Constitution modifier; training allows you to use your full Constitution check +3. The Enurance skill incurs an armor check penalty if you are wearing armor or a shield.

Maintain Concentration
At-will free action * basic skill utility
Effect: Make an Endurance check each time you take damage when focusing on a critical task, to determine whether you maintain your concentration. The DC is equal to 10 + the amount of damage you have taken. On a success, you may continue with the task. On a failure, you lose focus on the task and must start over.

Heal is used when tending to the sick or injured. If you are not trained in Heal, your Heal check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.

Stabilize
At-will standard action * trained skill utility
Effect: Make a Heal check vs. a DC of 10 to attempt to stabilize a dying character. The target gains the +2 teamwork bonus to all Fortitude saving throws until the beginning of your next turn, as if you had performed the aid another action. The target may immediately make one Fortitude saving throw to stabilize, and does not suffer Constitution damage if they fail (but will suffer damage as normal if they fail the standard saving throw to stabilize on their own turn). On a critical success, the target automatically stabilizes and regains 1D6 hit points.

First Aid
Extended action (5 minutes) * trained skill utility
Effect: Make a Heal check vs. a DC of 20 during a short rest to attempt to patch up your allies’ wounds. If you succeed, you and your allies regain a total number of hit points equal to the check result, distributed as you choose. On a critical success, you or one ally may regain a single point of Constitution damage.

Treat Disease or Poison
Daily extended action (1 hour) * trained skill utility
Effect: Make a Heal check vs. a DC of 10 + the disease’s level during a short rest to attempt to diagnose and treat an affliction-based disease or poison. On a success, the affliction’s progression is halted for one day, and the target gains an additional Fortitude saving throw to shake off the affliction with a +2 teamwork bonus. On a critical success, treat the affliction as if the target had automatically succeeded at an additional Fortitude saving throw.

History is used to remember historical facts and useful information. If you are not trained in History, your History check value is simply equal to your base Intelligence modifier; training allows you to use your full Intelligence check +3. When you perform any Knowledge check, you may substitute History for any other knowledge skill at a -10 penalty.

Ancient Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a History knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or historical detail that is applicable to the situation at hand.

Insight is used to read moods, sense motives, and gauge the truthfulness of statements. Your Insight check also determines your Sense defense value; your Sense is equal to your Insight check + 10. If you are not trained in Insight, your Insight check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.

Sense Motive
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 10 + the target’s Bluff check. If you succeed, you gain an accurate read of the target’s current motives and attitude.

Sense Influence
Per-encounter minor action * basic skill utility
Effect: Make an Insight check vs. a DC of 15 + twice the Rank of the influencing effect. If you succeed, you notice that something about the target is ‘off’, and may use an Arcana, Religion or Nature check to determine the source of the influence.

Detect Illusion
At-will minor action * basic skill utility
Effect: You may actively roll Insight to attempt to pierce what you believe to be an illusion. Success allows you to accurately gauge whether what you are experiencing is real; critical success allows you to pierce the illusion and briefly glimpse what is underneath.

Intimidate is used to bully, frighten, or coerce others into doing your bidding. If you are not trained in Intimidate, your Intimidate check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.

Intimidate
At-will minor action * basic skill utility
Effect: Make an Intimidate check vs. the target’s Will defense. If you succeed, you may mark the target, force the target to surrender if bloodied, or coerce the target into taking some other action. On a critical success, the target becomes Dominated until the beginning of your next round if it is your level or lower.

Nature is used to gather food and resources in the wilderness, identify and track animals, navigate the wilds and avoid natural hazards. Primal spellcasters use the Nature skill in conjunction with their access to a primal power source to perform their magics.

Nature Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Nature knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or natural detail that is applicable to the situation at hand.

Forage
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Nature check vs. a DC determined by the environment during a short rest. On a success, you gather enough food, water and other resources for one person to eat well for one day. On an exceptional success, you find enough for five people.

Perception is used to examine your surroundings, spot hidden things, and detect unusual sounds, odors or tastes. Your Perception check also determines your Spot defense value; your Spot is equal to your Perception check + 10. If you are not trained in Perception, your Perception check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.

Search Area
At-will minor action * basic skill utility
Effect: Make a Perception check, targeting a specific square within a distance of twice your Wisdom modifier that you can see. You notice any hidden creature, item or detail within a number of squares around the target square equal to your Wisdom modifier for which your check result exceeds the DC.

Perform is used to sing, dance, act, or woo a crowd. If you are not trained in Performance, your Perception check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. The Perform skill may incur an armor check penalty if you are wearing armor or a shield, unless the performance requires little or no full-body movement.

Perform
Extended action or at-will standard action * basic skill utility
Effect: Make a Performance check vs. the highest Will defense in the crowd. On a success, you influence the crowd’s mood favorably towards you and your allies.

Religion is used to understand the nature of gods, religious ceremonies and rituals, and ethical standards. If you are not trained in Religion, your Religion check value is simply equal to your base Wisdom modifier; training allows you to use your full Wisdom check +3.

Divine Lore
At-will free action * trained skill utility (knowledge)
Effect: Make a Religion knowledge check vs. a DC determined by the DM. On a success, you remember some particularly useful bit of lore or religious fact that is applicable to the situation at hand.

Sense Alignment
Per-encounter free action * basic skill utility
Effect: Make an Religion check vs. a DC of 10 + the target’s Bluff check, after succeeding on a Sense Motive check against the target. If you succeed, you gain an reasonably accurate read of the target’s probable alignment.

Stealth is used to hide, move silently, and remain unseen. If you are not trained in Stealth, your Stealth check value is simply equal to your base Dexterity modifier; training allows you to use your full Dexterity check +3. The Stealth skill incurs an armor check penalty if you are wearing armor or a shield.

Hide
At-will move action * trained skill utility
Effect: Make your normal move action, then make a Stealth check vs. the Spot defense of anyone who might notice you. You suffer a -5 penalty if you move more than 2 squares during this movement, or -10 if you run. You become hidden to anyone whose Spot defense is less than your Stealth check result until the next time you move or until something happens to reveal you.

Streetwise is used to find out social details about an location, including who’s important, what areas are dangerous, and where to acquire goods or services. If you are not trained in Streetwise, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3.

Street Lore
Extended action (5 minutes) * trained skill utility (knowledge)
Effect: Make a Streetwise knowledge check while interacting with the locals, vs. a DC determined by the DM. On a success, you find out some particularly useful bit of lore or social detail that is applicable to the situation at hand.

Thievery is used to pick locks, pick pockets, disable traps, and perform sleight-of-hand feats. If you are not trained in Thievery, your Stealth check value is simply equal to your base Charisma modifier; training allows you to use your full Charisma check +3. . The Thievery skill may incur an armor check penalty if you are wearing armor or a shield, unless the action requires little or no full-body movement.

Delay Trap
At-will minor action * trained skill utility
Effect: Make a Thievery check with a +5 bonus vs. the trap’s DC. On a success, the trap becomes disabled until the end of your next turn. On a failure, the trap is still active. On a critical failure, you trigger the trap.

Disable Trap
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the trap’s DC. On a success, the trap becomes disabled until it resets. On a failure, the trap is still active. On a critical failure, you trigger the trap.

Pick Lock
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the lock’s DC. On a success, the lock is opened. On a failure, the lock is still closed. On a critical failure, you break the lock, which cannot be opened until destroyed or repaired.

Sleight of Hand
At-will standard action * trained skill utility
Effect: Make a Thievery check vs. the higher of the target’s Spot or Sense. On a success, you may pick the target’s pocket, palm an item near the target, or perform some other act of legerdemain. On a failure, the target notices you. On a critical failure, you provoke an atack of opportunity while performing the action.


Armor and Armor Proficiencies
In addition to defenses, which help you avoid attacks altogether, characters may wear armor. Armor tends to be effective against physical blows, which include most weapon attacks, many environmental effects, and certain magical assaults, but it tends to be worthless against elemental and non-physical magics. Armor adds to your AC defense, and reduces the damage of attacks that target your AC even if they hit. Each type of shield or armor other than cloth requires proficiency to properly wear; without the proper proficiency, your character suffers a -3 penalty to all attacks and defenses.

Unarmored (Cloth)
Cloth isn’t technically armor at all, but is simply clothing woven from light fabrics. While cloth provides no mundane protection, all characters are capable of wearing it without penalty. When you wear cloth, your AC is equal to your Reflex defense.

Light Armor
Light armor tends to be flexible, soft, and relatively silent. When you wear light armor, you add your armor's bonus to your Reflex defense to determine your AC. There are two basic kinds of light armor.

Leather armor is heavier than cloth, adding +1 to AC and reducing all incoming physical damage by 1. Leather armor is not encumbering to those who are used to it, and incurs no reflex or skill penalty.

Hide armor is heavier than leather, adding +2 to AC and reducing all incoming physical damage by 2. Hide is slightly encumbering, applying a -1 penalty to your reflex defense, and to all skill checks that are affected by armor.

Heavy Armor
Heavy armor is made of metal, and tends to be heavy, encumbering, and somewhat loud when moving about. All heavy armor reduces your character’s speed by 1, and provides a static AC regardless of your Reflex. There are three basic kinds of heavy armor.

Chainmail consists of interwoven links of metal chains which deflect incoming blows. Chainmail provides an AC of 15 + half your level and reduces all incoming physical damage by 5, but incurs a -1 penalty to reflex and to to relevant skill checks.

Scale armor consists of bands of metal scales placed strategically over a chainmail base. Scale armor provides an AC of 16 + half your level and reduces all incoming physical damage by 6, and incurs no reflex or skill penalty.

Plate armor is a fully sculpted and articulated shell of steel that surrounds your character. Plate armor provides an AC of 18 + half your level and reduces all incoming physical damage by 8, but incurs a -2 penalty to reflex and to relevant skill checks.

Shields
Shields may be worn with armor to further defend against attacks. Shields add their bonus as a cover bonus to AC and reflex, but do not reduce damage. There are two basic kinds of shields.

Light Shields leave the hand free for non-weapon tasks, and grant a +1 cover bonus to AC and reflex, while incurring a -1 penalty to relevant skill checks.

Heavy Shields require the use of the shield hand to support and direct the shield, but grant a +2 cover bonus to AC and reflex, while incurring a -2 penalty to relevant skill checks.

As effective as armor is, it does not make your character impervious. Magical and elemental attacks ignore armor, unless the armor is enchanted specifically to repel them. Even some physical attacks can get through - a critical hit bypasses armor completely, ignoring its damage reduction and applying the maximum possible attack damage, as well as dealing damage to your Constitution score. Additionally, some weapons have the Piercing property, which causes them to ignore your armor’s damage reduction when dealing damage. These weapons must still defeat your armor’s AC, however.

Armor may be enchanted to increase its basic protection, and to give it additional magical properties. Additionally, masterwork armor may be purchased, which provides the same enhancements as magical armor through mundane but highly advanced metallurgy and crafting techniques.

Superior Armor and Shields
Superior armor or shields require dedicated training to use. Each Superior armor or shield design is unique, requiring its own Advantage (Superior Armor Proficiency or Superior Shield Proficiency) to allow you to wear that armor without penalty. You must be proficient in the basic armor or shield type of a particular superior armor or shield to gain Proficiency in the superior form of that armor or shield.

Weapons and Weapon Proficiencies
Unless your character has access to magical powers, weapons are how you deal damage. There are many different kinds of melee and ranged weapons, which fall into three broad categories: Simple weapons, Martial weapons, and Superior weapons. Simple weapons are easier to use than martial weapons, and hence always use your full proficiency bonus. Martial weapons require special training; unless you are martially trained with weapons in a particular weapon category, you may not apply your proficiency bonus to martial weapons in that category, and may not learn to use superior weapons in that category.

Unarmed Attacks
Unarmed attacks deal damage at close range. All characters have a basic proficiency with unarmed and grappling attacks, using their base Strength check value as their attack modifier.

An Unarmed character uses their bare fists to deal damage. Some weapons, such as fighting gauntlets, use the same essential proficiency as unarmed attacks.

Unarmed characters may also attempt to grab and hold other creatures, which uses the Grapple proficiency. Some weapons, such as razor harnesses, use the same essential proficiency as grapple attacks.


Melee Weapons
Melee weapons deal damage at close range. Unless otherwise specified, melee weapon Proficiency bonuses are based on your character’s Strength check value.

Light Blades are small, one-handed melee weapons with a cutting edge. They are better suited for finesse than brute strength; if you are not proficient in Light Blades, your Light Blades attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check. Some Light Blades can also be used as Light Thrown weapons.

Flails are flexible melee weapons, typically consisting of a weighted tip connected to a handle by a rope or chain. If you are not proficient in Flails, your Flails attack modifier is simply equal to your base Strength modifier, while training allows you to use 3 + the higher of your Strength or Dexterity check.

Axes are wide, cleaving bladed melee weapons designed for making large and deep wounds. If you are not proficient in Axes, your Axe attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.

Heavy Blades are long, sharp bladed melee weapons such as heavy or two-handed swords. If you are not proficient in Heavy Blades, your Heavy Blade attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.

Maces are weighted melee weapons that deal damage through blunt crushing force rather than sharp edges. Some Maces can also be used as Heavy Thrown weapons. If you are not proficient in Maces, your Mace attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.

Staves are long poles strengthened for melee fighting. If you are not proficient in Staves, your Staff attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.

Spears are essentially light blades affixed to the ends of staves, giving them a longer reach and better leverage for piercing armor. If you are not proficient in Spears, your Spear attack modifier is simply equal to your base Strength modifier, while training allows you to use your full Strength check value +3.

Polearms are essentially heavy blades, axes or maces affixed to the ends of staves, giving heavy weapons a longer reach and more momentum. If you are not proficient in Polearms, your suffer a -3 penalty when attempting to use a weapon with the Polearm property.

Ranged Weapons

Light Thrown weapons are anything small enough to be easily picked up and thrown at an enemy. Some light melee weapons are also balanced to be used as light thrown weapons.

Heavy Thrown weapons are anything heavier than a Light Thrown weapon that can be thrown at an enemy with sufficient force to deal damage. Some light melee weapons are also balanced to be used as heavy thrown weapons.

Slings are ranged weapons which use tension or twirling force to accelerate a small pellet or rock to high speed, flinging it at a target far harder and faster than a bare arm could manage.

Bows are ranged weapons that use a flexing wooden shaft and taut string to fire arrows into a target at great speed. Bows are martial weapons, and hence take a reasonable amount of training to master. If you are not martially proficient in Bows, your Bow attack modifier is simply equal to your base Dexterity modifier, while martial training allows you to use your full Dexterity check value +3.

Crossbows are ranged weapons that use tension to fire a small sharpened bolt into a target at great speed. Crossbows are simpler to learn to use than bows, but typically take more effort to reload and deliver their projectiles with slightly less force and accuracy. If you are not proficient in Crossbows, your Crossbow attack modifier is simply equal to your base Dexterity modifier, while training allows you to use your full Dexterity check value +3.

Weapon Properties
Weapons have several properties, which adjust how they operate in combat.

Simple weapons require very little training to use. Most characters begin play with at least one Simple weapon group proficiency. Without a proficiency in Simple weapons of a particular group, your proficiency bonus for all weapons in that weapon group is limited to your base Ability modifier. If you have a weapon proficiency with Simple weapons in a group, your proficiency bonus for those weapons is equal to 2 + your Ability check value.

Martial weapons require dedicated training to use, and hence are more difficult to master. Each weapon group has an Advantage (Martial Weapon Proficiency) that grants your Proficiency bonus to attacks with any martial weapon in that weapon group.

Superior weapons require dedicated training to use. Each Superior weapon is unique, requiring its own Advantage (Superior Weapon Proficiency) to allow you to apply your Proficiency bonus to attacks with that specific type of weapon.

One-handed weapons may be wielded in one hand, leaving the other hand free to hold another weapon, a shield, or other items.

Off-hand weapons may be wielded in your off hand while your main hand wields another one-handed weapon.

Versatile weapons are one-handed weapons that may optionally be wielded in two hands. When wielded in two hands, they gain a +1 bonus to damage, and gain all the benefits of two-handed weapons. Small characters must wield versatile weapons in both hands, and gain no bonus for doing so.

Two-handed weapons require both hands to use, but typically do more damage than one-handed weapons. Two-handed weapons may not be wielded by small characters.

Small weapons are two-handed weapons that may be wielded by small characters. They must be wielded in both hands regardless of the character’s size.

Piercing weapons more easily penetrate armor, ignoring the armor's damage reduction if they hit.

Accuracy is how easy it is to hit with the weapon. Some weapons, such as daggers and swords, grant a +1 accuracy bonus to all attack rolls made with that weapon.

Damage is the amount and type of dice to roll to determine the weapon’s damage if it hits. Melee weapons typically add your base Strength modifier to this value to determine total damage, while ranged weapons typically add your base Dexterity modifier to this value to determine total damage.

Range is how far the weapon can successfully deal damage. Melee weapons either have no range, or have a “reach” value, which is the number of squares away that you can attack when wielding the weapon. Ranged weapons have two values, a short range and a maximum range. Within short range, you may attack without penalty; attacking past short range but within maximum range incurs a -2 penalty to your attack roll.

Weapons Table


Simple One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Club Mace +0 1D6 - -
Dagger Light Blade +1 1D4 5/10 Off-Hand, Light Thrown
Javelin Spear +0 1D6 10/20 Heavy Thrown
Mace Mace +0 1D8 - Versatile
Shortspear Spear +0 1D8 - Versatile, Piercing
Sickle Light Blade +0 1D4 - Off-Hand

Simple Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Greatclub Mace +0 2D4 - -
Morningstar Mace +0 1D10 - -
Quarterstaff Staff +0 1D8 - -
Scythe Heavy Blade +0 2D4 - -

Martial One-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Battleaxe Axe +0 1D10 - Versatile
Flail Flail +0 1D10 - Versatile
Hand Axe Axe +0 1D6 5/10 Off-Hand, Heavy Thrown
Longsword Heavy Blade +1 1D8 - Versatile
Scimitar Heavy Blade +0 1D8 - -
Shortsword Light Blade +1 1D6 - Off-Hand
Hand Hammer Mace +0 1D6 5/10 Off-Hand, Heavy Thrown
Warhammer Mace +0 1D10 - Versatile
War Pick Mace +0 1D8 - Versatile, Piercing

Martial Two-Handed Melee Weapons
Weapon Group Accuracy Damage Range Properties
Falchion Heavy Blade +1 2D4 - -
Glaive Heavy Blade +0 1D10 Reach +1 Polearm
Greataxe Axe +0 1D12 - -
Greatsword Heavy Blade +1 1D10 - -
Halberd Axe +0 1D10 Reach +1 Polearm
Heavy Flail Flail +0 2D6 - -
Longspear Spear +1 1D10 Reach +1 Polearm, Piercing
Maul Mace +0 2D6 - -

Simple One-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Improvised Light Thrown +0 1D4 5/10 -
Improvised Heavy Thrown +0 1D8 2/5 -
Sling Light Thrown +1 1D4 10/20 Load free
Hand Crossbow Crossbow +0 1D6 10/20 Load free, Piercing

Simple Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Crossbow Crossbow +0 1D8 15/30 Load minor, Piercing

Military Two-Handed Ranged Weapons
Weapon Group Accuracy Damage Range Properties
Shortbow Bow +0 1D8 15/30 Load free, small, piercing
Longbow Bow +0 1D10 20/40 Load free, piercing
Hvy Crossbow Crossbow +0 1D10 20/40 Load minor, piercing


Advantages
Advantages are specific areas of expertise that you may learn as you advance in level. At first level, each character may choose one Advantage that they qualify for. At each even level thereafter, they may choose an additional Advantage.

Skill Training
Prerequisite: None
You gain Training in one skill of your choice. Your check value for that skill is equal to the check value of the ability the skill is based on + 3.

Expert Training
Prerequisite: Trained in a skill.
You gain Expert training in one skill that you are Trained in, and gain a +2 advantage bonus to all skill checks with that skill.

Weapon Proficiency
Prerequisite: None
You gain Proficiency in one weapon group of your choice. Your check value for attacks with weapons in that group is equal to the check value of the ability the proficiency is based on + 3.

Martial Proficiency
Prerequisite: Basic proficiency in a weapon group
You gain Martial proficiency in one weapon group that you are Proficient in.

Weapon Expertise
Prerequisite: Martial proficiency in a weapon group
You gain a +2 advantage bonus to all attack checks with weapons in one weapon group that you are Proficient in.

Superior Proficiency
Prerequisite: Martial proficiency in a weapon group
You gain proficiency with a single superior weapon. You must have martial proficiency with that weapon’s group to take this advantage.

Class Feature
Prerequisite: None
Effect: You gain one class feature from any class role within your class.

Martial Technique Training
Prerequisite: “Perform Martial Technique” per-encounter feat
Effect: You learn two additional martial techniques that you qualify for.

Cunning Exploit Training
Prerequisite: “Perform Cunning Exploit” per-encounter feat
Effect: You learn two additional cunning exploits that you qualify for.

Bardsong Training
Prerequisite: “Perform Bardsong” per-encounter feat
Effect: You learn two additional Bard songs that you qualify for.

Primal Rite Training
Prerequisite: “Perform Primal Rite” per-encounter feat
Effect: You learn two additional primal rites that you qualify for.

Arcane Spell Training
Prerequisite: “Cast Arcane Spell”, “Cast Spellbook Spell” or “Meditative Focus” per-encounter feat
Effect: You learn two additional arcane spells that you qualify for.

Divine Prayer Training
Prerequisite: must know at least one “Perform Divine Prayer” per-encounter feat
Effect: You learn two additional divine prayers that you qualify for.

Multi-Class: Martial
Prerequisite: Non-Martial, Training in Endurance and Athletics.
You gain one class feature from any Martial class role, and replace one of your at-will or per-encounter feats with a Martial at-will or per-encounter feat of the same rank. You now count as a Martial hero, in addition to your original Class.

Multi-Class: Cunning
Prerequisite: Non-Cunning, Training in Bluff and Stealth.
You gain one class feature from any Cunning class role, and replace one of your at-will or per-encounter feats with a Cunning at-will or per-encounter feat of the same rank. You now count as a Cunning hero, in addition to your original class.

Multi-Class: Primal
Prerequisite: Non-Primal, Training in Nature and Perception.
You gain one class feature from any Primal class role, and replace one of your at-will or per-encounter feats with a Primal at-will or per-encounter feat of the same rank. You now count as a Primal hero, in addition to your original Class.

Multi-Class: Arcane
Prerequisite: Non-Arcane, Training in Arcana and Craft.
You gain one class feature from any Arcane class role, and replace one of your at-will or per-encounter feats with an Arcane at-will or per-encounter feat of the same rank. You now count as an Arcane hero, in addition to your original Class.

Multi-Class: Divine
Prerequisite: Non-Arcane, Training in Religion and Insight.
You gain one class feature from any Divine class role, and replace one of your at-will or per-encounter feats with a Divine at-will or per-encounter feat of the same rank. You now count as a Divine hero, in addition to your original Class.

Feats
Player characters get various feats that they may use to help them survive adventures. Feats come in three categories, determined by how often you can use them.

At-Will Feats may be used as many times as you wish, so long as you fulfill all the criteria necessary for using them. All characters gain two class-based At-Will feats at level 1, and then gain an additional At-Will feat at every even level.

Per-Encounter Feats are somewhat draining to use, and thus may typically only be used once per encounter. A character gains a new per-encounter feat at every odd level. All characters gain one or two class-based per-encounter feats at level 1, and then gain an additional per-encounter feat at every odd level. Characters additionally gain one racial per-encounter feat, depending on their race, or may exchange that for a third class-based per-encounter feat if they choose one of their race’s favored classes.

Feat Ranks
Per-encounter feats are organized into Ranks, which are a tier-based ranking of their power or versatility. At first level, you may only choose Rank 1 per-encounter feats, unless a specific Class Feature or Advantage allows you to take a higher-ranked feat. At each odd level, the maximum Rank of feats that you may learn and perform goes up by one.

Exclusive Feats
Most per-encounter feats represent some kind of power (whether it be fatigue, mana, or spiritual energy) that you can expend to fuel your more impressive actions. As you expend your per-encounter feats, that power empties. Since most per-encounter feats use the same “power bar”, you may typically expend a per-encounter feat to perform that feat’s action, or the action of any other same- or lower-rank feat that you know. Other per-encounter feats have the ‘Exclusive’ keyword, which means that that feat power may only be used to perform that specific feat’s action. Most ‘Exclusive’ per-encounter feats have some added perk that makes it worth taking them over the more flexible and versatile non-exclusive feats.

Whenever your character has the ability to take a Short Rest (a break from battle lasting at least 5 minutes), you regain the use of all per-encounter feats.

Daily Powers are even more draining to use, taking several hours of preparation or recuperation before they are available. Many magic-based character classes gain a daily power at level 1, in lieu of a second per-encounter feat, and then gain an additional daily power at level 5 and at level 9. Unlike per-encounter feats, all daily powers must be prepared exclusively, since they typically require some specific material or magical component that was prepared the night before. In exchange, daily powers typically allow you to access feats of one rank higher than encounter powers - a level 1 daily power will typically allow you to perform Rank 2 magic, while a level 5 daily power will allow you to perform Rank 4 magic, and a level 9 daily power will allow you to learn and perform Rank 6 magic.

Whenever your character has the ability to take an Extended Rest (a break from battle lasting at least 8 hours), you regain the use of all daily powers and per-encounter feats.

Ialdabaoth
2012-03-16, 09:55 PM
(Old stuff is old)

Character Creation

Step 1: Choose your Race and Abilities
The first step in creating a Dungeons and Dragons character is choosing your ability scores and race.

Determining Ability Scores
There are two methods to determine ability scores: random and point-buy.

Random Generation
Random generation can lead to very fun, but occasionally broken, characters. To generate your ability scores randomly, roll 3D6 for each ability score in order, then modify them based on your chosen race. More lenient DMs might allow you to arrange your scores as you see fit, or even roll 4D6 and add the best highest 3 dice for each score.

Point-Buy
Point-buy of character scores allows for a more balanced and predictable approach, but can take some of the spontaneous creativity out of character generation. To purchase your abilities using point-buy, begin with a score of 50 ‘build points’, and each ability score at 7. Raising an ability from 7 to 13 costs 1 build point per +1 ability score increase. Raising a score from 13 to 14 or from 14 to 15 costs 2 build points per +1 increase. Raising a score from 15 to 16 or from 16 to 17 costs 3 build points, while raising a score to 18 costs 4 build points. Thus, the total point costs for a given ability are as follows:



Ability Score Modifier Point Cost
7 -2 0
8 -1 1
9 -1 2
10 +0 3
11 +0 4
12 +1 5
13 +1 6
14 +2 8
15 +2 10
16 +3 13
17 +3 16
18 +4 20

Essential Array
If you wish to get going quickly, simply assign the following ability scores as you see fit before choosing your race, then choose your class and begin play:



Ability Score Modifier Point Cost
18 +4 20
16 +3 13
14 +2 8
12 +0 5
10 +0 3
8 +0 1


Races

Human
Size: Medium
Speed: 6
Ability Bonuses: +2 to any one
Skill Bonuses: You gain one additional trained skill or martial proficiency of your choice.
Language: Common
Favored Class: Any, or you may choose one of the following racial per-encounter feats:


Heroic Effort
Per-encounter Free Reaction * Basic Human Racial Utility
Trigger: You miss with a Skill check, attack roll, or saving throw.
Effect: You gain a +4 bonus to the roll.


Human Teamwork
Per-encounter Minor Action * Basic Human Racial Utility
Target: You or one ally within 5 squares.
Effect: Choose one: The target may make a saving throw, shift 2 squares as a free action, or gain a +2 power bonus to his next attack roll or skill check before the end of his next turn.

Dwarf
Size: Medium
Speed: 5. You all ignore armor penalties to speed.
Ability Bonuses: +2 Constitution, +2 Strength or Wisdom
Skill Bonuses: +2 Craft, +2 Endurance. You gain martial proficiency with maces.
Language: Dwarven
Favored Class: Martial , or you may choose one of the following racial per-encounter feats:


Dwarven Resilience
Per-encounter Minor Action * Martial Dwarven Racial Utility
Effect: You gain a +2 bonus to all defenses until the end of your next turn, and regain hit points equal to your level plus your Constitution modifier. If you are affected by a poison or disease effect that a save could end or that would end at the end of your next turn, that effect ends immediately.


Stone’s Endurance
Per-encounter Minor Action * Martial Dwarven Racial Utility
Effect: You gain resistance to all damage equal to your Constitution modifier until the end of your next turn. If you are affected by a poison or disease effect that a save could end or that would end at the end of your next turn, that effect ends immediately.

Halfling
Size: Small
Speed: 6
Ability Bonus: +2 Dexterity, +2 Charisma or Constitution
Skill Bonuses: +2 Acrobatics, +2 Thievery. You gain proficiency with light and heavy thrown weapons.
Language: Common
Favored Class: Cunning, or you may choose one of the following racial per-encounter feats:


Quick Dodge
Per-encounter Free Reaction * Cunning Halfling Racial Utility
Trigger: You are hit by an attack.
Effect: The attacker must re-roll the attack and take the lower result.


Innocent Guile
Per-encounter Free Reaction * Cunning Halfling Racial Utility
Trigger: You make a Bluff, Diplomacy, Perform, or Insight skill check or Will saving throw and dislike the result.
Effect: Re-roll the skill check or saving throw and choose the higher result.

Elf
Size: Medium
Speed: 7. You ignore difficult terrain when shifting.
Ability Bonus: +2 Dexterity, +2 Wisdom or Intelligence
Skill Bonuses: +2 Nature, +2 Perception. You gain martial proficiency with bows.
Language: Sylvan
Favored Class: Primal, or you may choose one of the following racial per-encounter feats:


Elven Accuracy
Per-encounter Free Action * Primal Elven Racial Utility
Trigger: You make an attack roll and dislike the result.
Effect: You may re-roll the attack and choose the higher roll.


Break Enchantment
Per-encounter Immediate Reaction * Primal Elven Racial Utility
Trigger: You are hit by a charm or sleep effect.
Effect: You gain +5 to all defenses against sleep and charm effects until the end of the encounter. The attacker must re-roll the attack roll and take the lower result.

Gnome
Size: Small
Speed: 5.
Ability Bonus: +2 Intelligence, +2 Charisma or Dexterity
Skill Bonuses: +2 Arcana, +2 Stealth. You gain a +2 racial bonus to your Will defense.
Language: Sylvan
Favored Class: Arcane, or you may choose one of the following racial per-encounter feats:


Fade Away
Per-encounter Minor Action * Arcane Gnome Racial Utility
Effect: You become invisible until the end of your next turn or you make an attack.


Fey Step
Per-encounter Move Action * Arcane Gnome Racial Utility
Effect: You teleport 5 squares.



Ability Score Advantages

Next, check your Ability Scores. If any of your scores are 15 or higher, you may choose one of the following options:

If your Dexterity score is 15 or higher, you may choose one weapon group to gain simple and martial proficiency in. If your Intelligence score is 15 or higher, you may choose one Skill to gain training in. Even if you qualify for both of these options, you may only choose a single Skill or Proficiency. This Skill or Proficiency is in addition to the Skill and Proficiency training that you gain from your character class.

Languages
Each character knows one native language based on their race, and an additional number of languages equal to their Intelligence modifier (minimum 1). It is a good idea for the players to get together before play begins and agree upon a single language that every character in their party will know.


Step 2: Choose your Class and Alignment
There are five base character classes to choose from. If this seems like a small number, don’t worry - each class represents a wide range of options, and can be further customized in hundreds of different directions. At core, there are five general character classes:

The Martial Hero (the Fighter)
Choose a Role: Striker (Warrior) / Defender (Guard) / Controller (Scout) / Leader (Marshal)
Chose a Fighting Style

The Cunning Hero (the Rogue)
Choose a Role: Striker (Assassin) / Defender (Acrobat) / Controller (Thief) / Leader (Minstrel)
Chose a Versatility

The Primal Hero (the Barbarian)
Choose a Role: Striker (Berserker) / Defender (Warden) / Controller (Hunter) / Leader (Shaman)
Chose a Totem

The Arcane Hero (the Wizard)
Choose a Role: Striker (Sorcerer) / Defender (Sage) / Controller (Mage) / Leader (Alchemist)
Chose a Spell Source

The Divine Hero (the Priest)
Choose a Role: Striker (Avenger) / Defender (Templar) / Controller (Thaumaturge) / Leader (Cleric)
Chose a Faith

Beyond these five, there are ten possible “hybrid” or “multiclass” characters:

Duelist (Martial/Cunning Hybrid)
Choose a Role, Fighting Style and Versatility

Ranger (Martial/Primal Hybrid)
Choose a Role, Fighting Style and Totem

Monk (Martial/Arcane Hybrid)
Choose a Role, Fighting Style and Spell Source

Paladin (Martial/Divine Hybrid)
Choose a Role, Fighting Style and Faith

Explorer (Cunning/Primal Hybrid)
Choose a Role, Versatility and Totem

Charlatan (Cunning/Arcane Hybrid)
Choose a Role, Versatility and Spell Source

Inquisitor (Cunning/Divine Hybrid)
Choose a Role, Versatility and Faith

Witch (Primal/Arcane Hybrid)
Choose a Role, Totem and Spell Source

Druid (Primal/Divine Hybrid)
Choose a Role, Totem and Faith

Theurge (Arcane/Divine Hybrid)
Choose a Role, Spell Source and Faith


Alignment

Finally, there are nine possible alignments, divided into two axes.

First Choice - Good vs. Evil
Good characters tend to look out for others whenever they can, and are concerned first with helping others and ensuring that everyone has a chance at a happy life.

Neutral characters are ultimately self-centered or uninterested in the affairs of others, but will not go out of their way to harm others and will tend to find less-harmful ways of getting what they want if the option is available to them.

Evil characters are ultimately selfish and cruel, and enjoy opportunities to dominate others or cause them to suffer. At the very least, they show a callous disregard for the welfare of others.

Second Choice - Law vs. Chaos
Lawful characters tend to have a rigid code of conduct or system of ethics that they follow, and believe that rules and guidelines exist to provide for an ordered society.

Unaligned characters see laws as fundamentally neutral, and will generally follow them if they believe that the laws are inherently fair or that they stand to be punished for disobedience.

Chaotic characters see laws as restrictive of freedom, and tend to chafe under the rule of authority.

Gaining Levels

As your character gains experience, they will reach certain milestones that allow them to gain a class level. At each new class level, you will gain new class features, class feats, and advantages. These rules cover play from level 1 to level 10.


Total Experience Character Level Class Features
1 - 1,000 1 Three class features, two at-will feats,
two Rank 1 per-encounter feats or
one Rank 1 per-encounter and one Rank 2 daily feat.
1,001 - 3,000 2 One at-will feat and one class feature or advantage.
3,001 - 6,000 3 One Rank 2 per-encounter feat.
6,001 - 10,000 4 One at-will feat and one class feature or advantage,
+1 each to two different attributes.
10,001 - 15,000 5 One Rank 3 per-encounter feat or Rank 4 daily feat.
15,001 - 21,000 6 One at-will feat and one class feature or advantage.
21,001 - 28,000 7 One Rank 4 per-encounter feat
28,001 - 36,000 8 One at-will feat and one class feature or advantage,
+1 each to two different attributes.
36,001 - 45,000 9 One Rank 5 per-encounter feat or Rank 6 daily feat.
45,001 - 55,000 10 One at-will feat and one class feature or advantage.
55,001 - 66,000 11 Increase the Rank of all encounter and daily feats by 1.
66,001 - 78,000 12 One paragon at-will feat and one class feature or advantage.
78,001 - 91,000 13 Increase the Rank of all encounter and daily feats by 1.
91,001 - 105,000 14 One paragon at-will feat and one class feature or advantage.
105,001 - 120,000 15 Increase the Rank of all encounter and daily feats by 1.
120,001 - 136,000 16 One paragon at-will feat and one class feature or advantage.
136,001 - 153,000 17 Increase the Rank of all encounter and daily feats by 1.
153,001 - 171,000 18 One paragon at-will feat and one class feature or advantage.
171,001 - 190,000 19 Increase the Rank of all encounter feats by 1,
all daily feats become encounter feats.
190,001+ 20 One paragon at-will feat and one class feature or advantage.

Apalala
2012-03-16, 10:33 PM
Why would you get rid of healing surges? They were one of the best innovations in 4e.

Ialdabaoth
2012-03-16, 10:41 PM
Why would you get rid of healing surges? They were one of the best innovations in 4e.

They're still there, they're just handled differently. I'm using a UA-style 'vitality system'; healing surges could easily be done as an alternate rule. You still have a "surge value" equal to your Constitution modifier + your level; each class gets a per-encounter feat that lets them regain that many hit points as a standard action.

For example, martial characters still get a per-encounter ability called 'Second Wind', that reads 'take the full defense action and regain hit points equal to your constitution modifier + level". Primal and Divine characters gain a similar power; still working out how the Cunning and Arcane classes do it.

Basically, I'm not getting rid of surge healing; I'm just getting rid of 'surges per day' in favor of a vitality system.

Ialdabaoth
2012-03-17, 01:08 AM
(old stuff is old)

The Martial Hero
The martial hero relies on the strength of his arm and the sharpness of his blade to survive. He is the warrior, the guard, the scout, the marshal: the ultimate fighting man.

This chapter presents many different options for creating a Martial Hero, also known as a Fighter. Many of these options can seem daunting, so the following builds have been distilled down into the essential necessities.

Essential Fighter: The Weaponmaster
Do you imagine your fighter charging through the battlefield, slashing at enemies with a great two-handed sword, axe or hammer? Then choose the following options:


Warrior (Striker)
HP / Level: 5
Defenses: Fortitude +1, Reflex +1
Weapon Proficiencies: All Simple and Martial Melee, all Martial Melee, All Simple Ranged, one superior two-handed weapon (fullblade, greatmaul or greataxe).
Armor Proficiencies: Leather, Hide, Chain
Trained Skills: Athletics, Endurance, Intimidate, Streetwise

Class Features
Two Weapon Fighting Style, Weapon Master, Martial Prowess.

Class Feats
At-Will Feats: Power Stance, Brutal Charge.
Per-Encounter Feats: Second Wind, Power Strike, Whirlwind Strike. You may perform up to two per-encounter feats per encounter; you may perform the same technique twice or perform two different techniques.

Ability Score Priorities
Human: Strength(18), Dexterity(18), Constitution(16), Wisdom(12)
Dwarf: Strength(20), Dexterity(16), Constitution(16), Wisdom(12)
Elf: Strength(18), Dexterity(18), Constitution(14), Wisdom(14)

Equipment
Fullblade, Greatmaul or Greataxe
Chainmail

What’s Cool about the Weaponmaster?
When you activate your Power Stance, your basic weapon attack is either +8 to hit and deals 2D6+16 damage, or +9 to hit and deals 1D12+16 damage. Up to three times per combat, you can either swing your weapon in a whirlwind strike to perform a 2D6 or 1D12 damage attack against everyone unlucky enough to be within reach of the business end, or add an additional 2D6 or 1D12 damage to an attack that you’ve already landed.

What Next?
As you gain levels, you’ll want to choose additional fighting styles, and feat options and advantages that maximize your damage potential. The bare-handed fighting style means you’re never without a means of dealing hideous amounts of damage, while the polearm fighting style and ranged weapon fighting style let you deal devastation at further than arm’s reach. Combat Superiority and Tracker’s Quarry each allow you to increase your damage-dealing options, while branching out into the Primal classes to gain access to Barbarian rages is always a solid option, as is picking up some Cunning ‘dirty fighting’ tricks.


Essential Fighter: The Knight Defender
Do you imagine your fighter wading through enemies like an unstoppable juggernaut, impervious to all damage? Then choose the following options:


Guard (Defender)
HP / Level: 6
Defenses: Fortitude +2
Weapon Proficiencies: All Simple and Martial Melee, all Martial Melee, All Simple Ranged.
Armor Proficiencies: All Basic Armor and Shield Proficiencies, Tower Shield
Trained Skills: Athletics, Endurance, Intimidate, Streetwise

Class Features
Shield Fighting Style, Combat Challenge, Combat Superiority

Class Feats
At-Will Feats: Careful Strike, Rooted Stance.
Per-Encounter Feats: Second Wind, Take the Hit, Covering Strike. You may perform up to two per-encounter feats per encounter; you may perform the same technique twice or perform two different techniques.

Ability Score Priorities
Dwarf: Constitution(20), Strength(18), Wisdom(14), Dexterity(12)
Human: Constitution(18), Strength(18), Wisdom(16), Dexterity(12)

Equipment
Platemail, Tower Shield, Flail

What’s Cool about the Knight Defender?
When you activate your Careful Strike and Rooted Stance, you’re going nowhere unless you decide to. Your AC becomes 22, or 27 against whoever you’re squaring off against at the moment. Anyone who wants to get to your friends has to get through you first, and you ignore up to 8 points of damage from each attack that hits you. If anyone within reach of your Combat Challenge tries to sneak past you or hit your allies instead of you, you can immediately attack them, and if you hit you stop them in their tracks.

What Next?
As you gain levels, you’ll want to pick up the Marshal’s Combat Leader class feature, to gain access to Covering Block. Gaining the Polearm Fighting Style or Chain Weapon Fighting Style opens up whole new vistas of defensive tactics, and the Scout’s Battle Awareness ensures that you are never caught unawares. Branching out into the Divine classes allows you access to the Templar’s superior marking capabilities and blessings, evolving you from a knight into a full-fledged paladin.

Essential Fighter: The Sniper
Do you imagine your fighter running swiftly across the battlefield, firing well-placed arrows into the enemy’s ranks with unerring accuracy? Then choose the following options:

Scout (Controller)
HP / Level: 4
Defenses: Reflex +2
Weapon Proficiencies: All Simple and Military Melee, all Simple and Military Ranged, Greatbow
Armor Proficiencies: Leather, Hide, Chain
Trained Skills: Athletics, Endurance, Perception, Stealth

Class Features
Ranged Weapon Fighting Style, Battle Awareness, Tracker’s Quarry

Class Feats
At-Will Feats: Take Aim, Hobbling Shot.
Per-Encounter Feats: Second Wind, Disrupting Strike, Scout Ahead. You may perform up to two per-encounter feats per encounter; you may perform the same technique twice or perform two different techniques.

Ability Score Priorities
Elf: Dexterity(20), Wisdom(18), Constitution(14), Intelligence(12)
Human: Dexterity(18), Wisdom(18), Constitution(16), Intelligence(12)

Equipment
Leather Armor, Greatbow

What’s Cool about the Sniper?
When you designate your Tracker’s Quarry and then Take Aim against them, you can fire a shot with an attack bonus of +10 that automatically gets a critical hit if it hits, dealing 1D12+7 base damage, slowing the target, and knocking them prone. Up to three times per encounter, you can cause them to be dazed and immobilized for several turns. Or, at any point in the battle, you can scout out a 50-foot circle around you, becoming acutely aware of every nook, cranny and potential hiding space in the area, and how to shoot anyone there even if they try to hide from you.

What Next?
The Assassin’s class features are begging to be added to this class. By dipping into the Cunning power set, you can cause brutal devastation to anyone within range of your greatbow. You should continue to fill out the available at-will feats and per-encounter feat options available to you from your Ranged Weapon Fighting Style, since they will give you more versatile ranged combat options on the battlefield.

Essential Fighter: The Warlord
Do you imagine your fighter shouting orders to his allies, setting up attacks and leading his teammates to victory? Then choose the following options:

Marshal (Leader)
HP / Level: 5
Defenses: Fortitude +1, Will + 1
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged, Greatspear
Armor Proficiencies: Leather, Hide, Chain, Light Shield
Trained Skills: Athletics, Endurance, Diplomacy, Insight

Class Features
Polearm Fighting Style, Combat Leader, Inspiring Presence

Class Feats
At-Will Feats: Call the Shot, Dragging Sweep.
Per-Encounter Feats: Second Wind, Covering Block, Inspiring Shout. You may perform up to two per-encounter feats per encounter; you may perform the same technique twice or perform two different techniques.

Ability Score Priorities
Human: Intelligence(18), Strength(18), Charisma(16), Wisdom(12)
Gnome: Intelligence(20), Strength(16), Charisma(16), Wisdom(12)

Equipment
Greatspear, Chainmail, Trumpet

What’s Cool about the Warlord?
Let your allies wield weapons against your enemies; you wield your allies. Your feats grant your allies additional attacks and capabilities on the battlefield that they would not otherwise possess, and keep them alive and fighting long past the time when lesser men would have fallen. You grant yourself and your allies a +4 class bonus to their Initiative checks, and let one of them make an additional attack per round with a +4 bonus to their damage. If a nearby ally is threatened, you may interfere with the attack to give them a chance to escape, or may give them a revitalizing encouragement that restores their hit points.

What Next?
While the Priest’s healing and blessing abilities seem like a logical progression from the Warlord, you might be better off continuing to fill out your training as a Martial hero. The Scout’s Battle Awareness option and the Guard’s Combat Superiority and Combat Challenge options all provide solid answers to enemies that threaten your allies. Picking up the Ranged Fighting Style after branching out into the Scout’s class features lets you aid your allies’ ranged attacks as well. Strangely enough, branching out into the Arcane powerset to gain access to the Alchemist’s toolkit is a viable option - the ability to forge magical armor and weapons for your allies expands your repertoire substantially.


Essential Fighter: The Martial Artist
Do you imagine your fighter wandering the battlefield bare-handed, striking at enemies with his lightning fists? Then choose the following options:

Fighter (No Role)
HP / Level: 4
Defenses: Fortitude +1, Reflex + 1
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged, Superior Unarmed
Armor Proficiencies: Leather, Hide, Chain
Trained Skills: Athletics, Endurance, Intimidate, Perception

Class Features
Unarmed Fighting Style, Martial Prowess, Battle Awareness

Class Feats
At-Will Feats: Improved Unarmed Strike, Flurry of Blows
Per-Encounter Feats: Second Wind, Power Strike, Disrupting Strike. You may perform up to two per-encounter feats per encounter; you may perform the same technique twice or perform two different techniques.

Ability Score Priorities
Elf: Dexterity(20), Strength(16), Wisdom(16), Intelligence(12)
Human: Dexterity(18), Strength(18), Wisdom(16), Intelligence(12)

Equipment
Leather armor

What Cool about the Martial Artist?
Your bare-handed attacks have an attack roll of +8 and deal 1D6+8 damage. When surrounded, you can lash out at everyone nearby at a +8 to attack, dealing 1D4 damage and knocking each of them prone, pushing them up to 2 squares away from you, or grabbing them. What’s more, your burst attacks are nimble enough to distinguish friend from foe. Your Battle Awareness means you’re almost never surprised, and your Disrupting Strike allows you to deliver a brutal stunning attack to particularly troublesome enemies up to three times per encounter.

What Next?
As you gain levels, you will want to expand your Bare-Handed Fighting Style repertoire before expanding out into other Fighting Styles. Both the Chain Weapon Fighting Style and the Polearm Fighting Style are well-suited to your particular tactical preferences, while the Light Weapon Fighting Style also opens up some intriguing options. The Guard’s Combat Challenge and Combat Superiority class features are virtually must-haves, but you must be careful not to overwhelm yourself with more enemies than your light armor and meager hit points can fend off.

The Compleat Fighter
If you want to build a more unique character, there are a multitude of different modular options that you may combine into your fighter. After choosing a race and ability scores, proceed to step 3 as follows.

Step 3: Choose a Role
To further focus your character, you can choose one of four combat roles to fulfill for your team:

Striker (the Warrior)
Defender (the Guard)
Controller (the Scout)
Leader (the Marshal)
Generalist (the Fighter)

Your choice will determine your HP per level, your starting defense bonuses, your weapon and armor proficiencies, and your starting skills. All Martial heroes share certain skills and proficiencies.

The Martial Striker - the Warrior
The Warrior focuses her martial prowess into raw, brutal combat, striving to be the best weapons-master the world has seen. Any opponent, any weapon, in any situation; none can match the Warrior for raw prowess with a blade or bow.

Class Proficiencies
HP / Level: 5
Defenses: Fortitude +1, Reflex +1
Weapon Proficiencies: All Simple and Martial Melee, all Martial Melee, All Simple Ranged
Armor Proficiencies: Leather, Hide, Chain
Trained Skills: Athletics, Endurance, Intimidate, Streetwise

Class Features
Fighting Style: Choose any one Fighting Style to specialize in at level 1.

Weapon Master: (Athletics) You automatically gain the Weapon Expertise Advantage for each weapon group you are proficient in. Whenever you gain a new weapon proficiency, you automatically gain that Weapon Expertise Advantage for free.

Martial Prowess: (Intimidate) Whenever you perform a melee weapon attack that allows you to add your Strength modifier to damage, you gain a class bonus to damage equal to your Dexterity modifier. Whenever you perform a ranged weapon attack that allows you to add your Dexterity modifier to damage, you gain a class bonus to damage equal to your Wisdom modifier. You gain a bonus to Intimidate equal to your Strength modifier.

Class Feats
At-Will Feats: You gain two Martial At-Will Feats; your choices are limited by your Class Features.

Martial Techniques: You gain the Second Wind Martial Technique. You gain two uses of the Perform Rank 1 Martial Technique feat, and thus may choose two other first-rank Martial Techniques that you know how to perform; your choices are limited by your Class Features.

Perform Rank 1 Martial Technique
Per-Encounter * Martial Technique
Special: When you learn this per-encounter feat, choose one first-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this feat to perform one first-rank Martial Technique that you know.


The Martial Defender - the Guard
The Guard focuses his martial prowess into defending others, standing fast against enemies that would slay a lesser man in a single blow. Frequently wearing heavy armor and a shield, the Guard's duty is to protect his charges.

Class Proficiencies
HP / Level: 6
Defenses: Fortitude +2
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged
Armor Proficiencies: Leather, Hide, Chain, Scale, Plate, Light Shield
Trained Skills: Athletics, Endurance, Intimidate, Perception

Class Features
Fighting Style: Choose any one Fighting Style to specialize in at level 1.

Combat Challenge: (Intimidate) When you make a melee weapon attack against an enemy, you Mark that enemy whether the attack hits or misses. Whenever an enemy Marked by you shifts or makes an attack that does not include you, you may make a melee basic against it as an immediate interrupt.

Combat Superiority: (Perception) You gain a class bonus to Opportunity Attack rolls equal to your Wisdom modifier. If an enemy struck by your opportunity attack was moving, their movement stops. If they have actions remaining, they may resume moving as normal.

Class Feats
At-Will Maneuvers: You gain two Martial At-Will Maneuvers; your choices are limited by your Class Features.

Martial Techniques: You gain the Second Wind Martial Technique. You gain two uses of the Perform Rank 1 Martial Technique maneuver, and thus may choose two other first-rank Martial Techniques that you know how to perform; your choices are limited by your Class Features.

Perform Rank 1 Martial Technique
Per-Encounter * Cunning Exploit
Special: When you learn this per-encounter feat, choose one first-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this ability to perform one first-rank Martial Technique that you know.


The Martial Controller - the Scout
The Scout focuses his martial prowess into an unparalleled tactical acumen, knowing where to direct traps and ranged volleys where they will be the most disruptive to the enemy's plans. Most often wielding bows or other long-ranged weapons, the Scout is also trained to infiltrate the enemy's lines, gathering information and reporting back without being seen.

Class Proficiencies
HP / Level: 4
Defenses: Reflex +2
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged
Armor Proficiencies: Leather, Hide, Chain
Trained Skills: Athletics, Endurance, Perception, Stealth

Class Features
Fighting Style: Choose any one Fighting Style to specialize in at level 1.

Battle Awareness: (Perception) You gain a bonus to Initiative equal to your Wisdom modifier. During the first turn of any encounter or against any Surprised enemy, you gain a class bonus to attack and damage rolls equal to your Wisdom modifier. Additionally, when you take an Extended Rest, you and your allies do not suffer the -5 penalty to Perception checks for sleeping.

Tracker’s Quarry: (Stealth) Once per turn as a minor action, you may designate a target that you may see as your Quarry. Until the end of the encounter or until you designate a new Quarry, you ignore all penalties from that target due to partial cover or partial concealment, and all penalties due to total cover or total concealment are reduced to a maximum of -2.

Class Feats
At-Will Feats: You gain two Martial At-Will Feats; your choices are limited by your Class Features.

Martial Techniques: You gain the Second Wind Martial Technique. You gain two uses of the Perform Rank 1 Martial Technique Feat, and thus may choose two other first-rank Martial Techniques that you know how to perform; your choices are limited by your Class Features.

Perform Rank 1 Martial Technique
Per-Encounter * Martial Technique
Special: When you learn this per-encounter feat, choose one first-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this ability to perform one first-rank Martial Technique that you know.


The Martial Leader - the Marshal
The Marshal focuses her martial prowess into teamwork and leadership, guiding and protecting her allies with keen insight and encouragement. The Marshal does not neglect her own combat abilities, however - she is equally at home on foot or in the saddle, wielding bow or blade, wearing leather or maille.

Class Proficiencies
HP / Level: 5
Defenses: Fortitude +1, Will + 1
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged
Armor Proficiencies: Leather, Hide, Chain, Light Shield
Trained Skills: Athletics, Endurance, Diplomacy, Insight

Class Features
Fighting Style: Choose any one Fighting Style to specialize in at level 1.

Combat Leader: (Diplomacy) You and all allies who can see you gain a class bonus to Initiative equal to your Intelligence modifier.

Inspiring Presence: (Insight) When an ally that can see you spends a healing surge to regain hit points, they gain a class bonus to the number of hit points regained equal to your Charisma modifier.

Class Feats
At-Will Feats: You gain two Martial At-Will Feats; your choices are limited by your Class Features.

Martial Techniques: You gain the Second Wind Martial Technique. You gain two uses of the Perform Rank 1 Martial Technique Feat, and thus may choose two other first-rank Martial Techniques that you know how to perform; your choices are limited by your Class Features.

Perform Rank 1 Martial Technique
Per-Encounter * Martial Technique
Special: When you learn this per-encounter feat, choose one first-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this ability to perform one first-rank Martial Technique that you know.


The Martial Generalist - the Fighter
The Fighter learns to lead, to follow, to attack, to defend, to protect and to destroy. They can learn the Class Features of any of the four Martial classes as Multi-Class Features.

Class Proficiencies
HP / Level: 4
Defenses: Fortitude +1, Reflex +1
Weapon Proficiencies: All Simple Melee, all Martial Melee, All Simple Ranged
Armor Proficiencies: Leather, Hide, Scale, Chain
Trained Skills: Athletics, Endurance.

Class Features
Choice One: Choose one Fighting Style or Class Feature from any other Martial class. You gain that Class Feature and its associated skill or proficiency (if any).

Choice Two: Choose one Class Feature from any other Martial class. You gain that Class Feature and its associated skill (if any).

Choice Three: Choose one Class Feature from any other Martial class. You gain that Class Feature and its associated skill (if any).

Class Feats
At-Will Feats: You gain two Martial At-Will Feats; your choices are limited by your Class Features.

Martial Techniques: You gain the Second Wind Martial Technique. You gain two uses of the Perform Rank 1 Martial Technique Feat, and thus may choose two other first-rank Martial Techniques that you know how to perform; your choices are limited by your Class Features.

Perform Rank 1 Martial Technique
Per-Encounter * Martial Technique
Special: When you learn this per-encounter feat, choose one first-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this ability to perform one first-rank Martial Technique that you know.



Fighting Styles

Each Martial class chooses one Fighting Style to specialize in at level one, as one of their three Class Features. Each Fighting Style provides you with proficiency in one Superior weapon of your choice, as well as specific advantages when fighting with weapons that fall within the fighting style’s weapon groups. You must be proficient with the simple and martial versions of your chosen weapon before you can choose a fighting style for that weapon.

Bare-Handed Fighting Style
Your bare fists and feet count as off-hand superior melee weapons, gaining all the bonuses that apply to weapon attacks. You gain martial proficiency in unarmed and grappling attacks, gain a proficiency bonus to all unarmed attacks equal to your Dexterity modifier, and a proficiency bonus to grapple attacks equal to your Constitution modifier.

Light Weapon Fighting Style
You gain proficiency in one off-hand or one-handed Superior Melee or Light Thrown Weapon of your choice. You gain a +1 bonus to your weapon damage when wielding an off-hand or one-handed melee or light thrown weapon in your main hand.

Heavy Weapon Fighting Style
You gain proficiency in one two-handed Superior mace, axe, heavy blade or spear of your choice. You gain a bonus to damage equal to your Strength modifier when wielding a versatile or two-handed mace, axe, heavy blade, or spear in both hands.

Two-Weapon Fighting Style
You gain proficiency in one off-hand, one-handed, or versatile Superior Melee Weapon of your choice. You can wield a one-handed melee weapon in your off hand as if it was an off-hand weapon.

Ranged Weapon Fighting Style
You gain proficiency in all Military Ranged Weapons, and in one Superior Ranged Weapon of your choice. You gain a +2 bonus to your defense against opportunity attacks that you provoke when making a ranged weapon attack.

Shield Fighting Style
You gain proficiency in Light and Heavy Shields, and gain proficiency in Tower shields (which are a superior shield). When wearing a shield, you gain a +2 bonus to your defense against opportunity attacks, and ignore the shield’s Check penalty for Athletics and Endurance checks.

Polearm Fighting Style
You gain proficiency in one Superior polearm, spear or staff weapon of your choice. When you wield a polearm, spear or staff weapon that you are proficient in, that weapon gains the reach property if it did not already have it.

Chain Weapon Fighting Style
You gain proficiency in one Superior flail weapon of your choice. You may use a spiked chain as if it was a double weapon and may treat it as a flail or a light blade. As a double weapon, the spiked chain deals 2d4/2d4 damage and gains the off-hand property, and may use the higher of your Strength or Dexterity modifier to determine your Proficiency bonus.


Step 5: Choose two At-Will Feats

You may now choose two separate At-Will Feats from the list below. Each At-Will Feat has either a Fighting Style or another Class Feature as its prerequisite. You may choose two Fighting Style At-Will Feats, two other Class Feature At-Will Feats, or one of each.

Certain Feats are listed more than once; these Feats may be chosen if you meet either set of criteria that they are listed under, but work identically in either case. For example, the Nimble Stance Feat appears in both the Light Weapon Fighting Style list and the Ranged Weapon Fighting Style list, which means that you may choose that At-Will Feat if you know either of these fighting styles. The Feat works with both melee and ranged attacks, so you can use it with a melee weapon even if you gained it through the Ranged Weapon Fighting Style.


Combat Challenge
Each of these Feats require that you have taken the Combat Challenge Class Feature.

Threatening Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, unmarked enemies who are adjacent to you suffer all the penalties of your Combat Challenge as if they were Marked by you.

Combat Superiority
Each of these Feats require that you have taken the Combat Superiority Class Feature.

Defend the Line
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, whenever you hit a target with a melee weapon attack, that target is slowed until the end of your next turn.

Tracker’s Quarry
Each of these Feats require that you have taken the Tracker’s Quarry Class Feature.

Harassing Strike
At-Will Standard Action * Martial Melee or Ranged Weapon Attack
Target: Your quarry
Effect: Your quarry may allow you to slide them a number of squares equal to your Wisdom modifier. If they don’t, you make a basic attack against the target, with a bonus to your attack roll equal to your Wisdom modifier.

Pursuing Strike
At-Will Immediate Reaction * Martial Melee or Ranged Weapon Attack
Target: Your quarry
Effect: You may shift a number of squares equal to your Wisdom modifier towards your quarry, then perform a basic attack against them. If you hit, your quarry may not shift until the start of your next turn.

Battle Awareness
Each of these Feats require that you have taken the Battle Awareness Class Feature.

Distracting Shot
At-Will Standard Action * Martial Melee or Ranged Weapon Attack
Target: One creature (Proficiency vs. AC)
Hit: [1W] damage, and the target grants combat advantage to you and your allies until the end of your next turn.

Hit and Run
At-Will Standard Action * Martial Melee or Ranged Weapon Attack
Effect: Perform a melee or ranged basic attack. You may shift one square before or after the attack.

Combat Leader
Each of these Feats require that you have taken the Combat Leader Class Feature.

Call the Shot
At-Will Standard Action * Martial Granted Attack
Target: One creature that you can see
Effect: One ally that can hear you makes a basic melee or ranged attack against the target. The attack gains a bonus to damage equal to your Intelligence modifier.

Opening Shove
At-Will Standard Action * Martial Melee Weapon Attack
Target: One creature (Strength check vs. Fortitude)
Hit: You push the target one square, and one you can see may either shift a number of squares equal to your Intelligence modifier, or make a melee basic attack against that target.

Wolf Pack Advance
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Choose an adjacent target. One ally adjacent to you or the target may shift one square as a free action. Then, perform a melee basic attack against the target. If you hit, the target may not shift until the start of your next turn.

Inspiring Presence Feats
Each of these Feats require that you have taken the Inspiring Presence Class Feature.

Brash Assault
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Choose an adjacent target, then make a melee basic attack against it as a free action. The target may then make a melee basic attack against you as a free action, and gains combat advantage for that attack. If they do, one ally that can see you can make a melee or ranged basic attack against that target as a free action, and gains combat advantage for that attack.

Set-Up Blow
At-Will Standard Action * Martial Melee Weapon Attack
Target: One creature (Strength check vs. Fortitude)
Hit: Strength modifier damage, and the next ally to attack the target adds your Charisma modifier as a bonus to their attack and damage roll.
Light Weapon Fighting Style
Each of these Feats require that you have taken the Light Weapon Fighting Style, and that you be wielding a one-handed melee or thrown weapon.

Nimble Strike
At-Will Standard Action * Martial Melee or Ranged Weapon Attack
Effect: You make a melee or ranged basic attack, then move a number of squares up to your Dexterity modifier.

Rapid Strike
At-Will Minor Action * Martial Melee or Ranged Weapon Attack
Target: One creature
Hit: [1W] damage.

Slashing Strike
At-Will Standard Action * Martial Melee Weapon Attack
Target: Each adjacent creature
Hit: Half your Strength modifier damage (round up).

Mobile Stance
At-Will Minor Action * Martial Stance
Effect: If you are not wearing heavy armor, a shield, or a two-handed weapon, you gain a +1 stance bonus to speed. You gain a +2 stance bonus to speed, attack rolls and damage when performing a charge attack.

Heavy Weapon Fighting Style
Each of these Feats require that you have taken the Heavy Weapon Fighting Style, and that you be wielding a two-handed weapon.

Brash Strike
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Make a melee basic attack with a +2 attack bonus and a damage bonus equal to your Constitution modifier. You grant combat advantage to the target until the beginning of your next turn.

Brutal Charge
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Make a charge attack with a +2 stance bonus to speed and a +2 bonus to the attack roll.

Cleave
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Make a melee basic attack. If you hit, one enemy adjacent to the target takes damage equal to your Strength modifier. All damage resistance against this attack from either target is halved.

Reaping Strike
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Make a melee basic attack. If you miss, the target still takes damage equal to your Strength modifier.

Power Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, you suffer a -2 penalty to attack rolls and gain a +4 stance bonus to damage for all two-handed melee weapon attacks.

Ranged Fighting Style
Each of these Feats require that you have taken the Ranged Fighting Style, and that you be wielding a ranged weapon.

Arrow Burst
At-Will Standard Action * Martial Ranged Weapon Attack
Area: Area Burst 1 within range of your Ranged Weapon
Target: Each creature in burst (-2 vs. AC)
Hit: [1W] damage.

Hobbling Shot
At-Will Standard Action * Martial Ranged Weapon Attack
Standard Action * Ranged Weapon
Effect: Make a basic ranged attack against a single target. If you hit, the target falls prone and is slowed until the end of your next turn.

Take Aim
At-Will Minor Action * Martial Stance
Target: One creature within range of your weapon
Effect: Until the stance ends, you gain a stance bonus to your next attack and damage roll against the target equal to your Wisdom modifier. This bonus increases by +1 for each turn that you maintain the stance, to a maximum of twice your Wisdom modifier. If the target is your Quarry, the attack is automatically a critical hit if it hits. This stance ends when you lose sight of the target or when you perform an attack against any target.

Nimble Strike
At-Will Standard Action * Martial Weapon Attack
Effect: You make a melee or ranged basic attack, then move a number of squares up to your Dexterity modifier.

Sniper’s Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, you double all defense and stealth bonuses granted by cover or concealment. You may perform a ranged basic attack as a move action. The stance ends if you are moved from your square for any reason.

Shield Fighting Style
Each of these Feats require that you have taken the Shield Fighting Style, and that you be wearing a shield.

Careful Strike
At-Will Standard Action * Martial Melee Weapon Attack
Effect: Make a basic melee attack. Until the end of your next turn, you gain a stance bonus to all defenses against the target’s attacks equal to your Constitution modifier, plus your shield’s Enhancement bonus.

Shield Bash
At-Will Standard Action * Martial Melee Weapon Attack
Standard Action * Melee Weapon
Target: One creature (Strength check vs. Fortitude)
Hit: Constitution modifier damage, and you push the target 1 square unless it is 2 size categories or more larger than you. You may shift into an adjacent space that the target occupied.

Rooted Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, whenever an attack would push, pull or slide you, you may reduce the number of squares moved by up to your Constitution modifier. You may end this stance as an immediate interrupt during or immediately after a forced movement to make a single melee basic attack against one adjacent enemy.

Unarmed Fighting Style
Each of these Feats require that you have taken the Unarmed Fighting Style, and that you have at least one hand free.

Improved Unarmed Strike
At-Will Standard Action * Martial Melee Unarmed Attack
Special: You may use this Feat as a melee basic attack.
Target: One adjacent enemy (Proficiency vs. AC)
Hit: 1D6 + Strength modifier damage.

Flowing Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, when you hit with an unarmed attack, you may choose for the target to be grabbed, knocked prone, or pushed two squares. If you achieve a critical hit, you knock the target prone, and may choose to grab them or push them two squares.

Flurry of Blows
At-Will Standard Action * Martial Melee Unarmed Attack
Target: Each adjacent enemy (Proficiency vs. AC)
Hit: 1D4 damage.

Crushing Clinch
At-Will Move Action * Martial Melee Grapple Attack
Special: You must have a creature grabbed.
Target: the grabbed creature (Proficiency vs. Fortitude)
Hit: The target takes damage equal to your Strength modifier, and is dazed until the end of your next turn. You may shift one square, pulling the target one square into an adjacent square as you do so.

Clinched Throw
At-Will Standard Action * Martial Melee Grapple Attack
Special: You must have a creature grabbed.
Target: the grabbed creature (Proficiency vs. Fortitude)
Hit: The target is pushed a number of squares equal to your Constitution modifier. If you end the target adjacent to a wall or other obstacle, the target takes 1D4 damage. If the you end the target adjacent to another creature, both creatures take 1D4 damage and are knocked prone.

Mobile Stance
At-Will Minor Action * Martial Stance
Minor Action * Personal
Effect: If you are not wearing heavy armor, a shield, or a two-handed weapon, you gain a +1 stance bonus to speed. You gain a +2 stance bonus to speed, attack rolls and damage when performing a charge attack.

Two-Weapon Fighting Style
Each of these Feats require that you have taken the Two-Weapon Fighting Style, and that you be wielding a melee weapon in each hand.

Parrying Stance
At-Will Minor Action * Martial Stance
Minor Action * Personal
Effect: Until the stance ends, you gain a stance bonus to reflex and AC equal to 2 + your off-hand weapon’s Enhancement bonus. When an adjacent enemy misses you with a melee action, you may immediately end this stance as an immediate reaction to make a melee basic attack against that opponent with your off-hand weapon. This stance ends if you make any attack with your off-hand weapon.

Dual Blade Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, whenever you make a basic melee attack with your primary weapon, you may immediately make a basic melee attack with your off-hand weapon against the same target as a minor action. If an adjacent enemy performs an action that would provoke an opportunity attack, you may end this stance as an immediate reaction to make a basic weapon attack against it with your off-hand weapon. This does not count as your opportunity action for the turn.

Flowing Strike
At-Will Immediate Reaction * Martial Melee Weapon Attack
Special: You may only use this power once per round.
Trigger: You hit with a melee basic attack with your primary weapon.
Effect: You may move a number of squares up to your Dexterity modifier as a move action, then make a basic melee attack with your off-hand weapon against another target as a minor action. You gain a +2 bonus to your defenses vs. opportunity attacks during the move.

Polearm Fighting Style
Each of these Feats require that you have taken the Polearm Fighting Style, and that you be wielding a polearm or staff weapon.

Dragging Sweep
At-Will Minor Action * Martial Melee Weapon Attack
Effect: Make a melee basic attack. If you hit, you may choose to either slide the target one square, or knock the target prone. If you achieve a critical hit, you may do both.

Twirling Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, if you are wielding a polearm or staff, you threaten all squares within your reach. When you hit with an opportunity attack, you may end this stance as an immediate interrupt to slide the target one square and knock the opponent prone.

Plant and Brace
At-Will Minor Action * Martial Stance
Minor Action * Personal
Special: You must be wielding a polearm or a spear.
Effect: Until the stance ends, you are Immobilized. If an enemy charges you, you may end this stance as an immediate interrupt to make an opportunity attack with an attack bonus equal to your Constitution score. If you hit, the attack is automatically a critical hit and deals an additional [2W] damage.

Arcing Slash
At-Will Standard Action * Martial Melee Weapon Attack
Special: This action provokes attacks of opportunity from adjacent enemies.
Target: Each creature within reach of your weapon (- 2 vs. AC.)
Hit: [1W] damage.

Chain Weapon Fighting Style
Each of these Feats require that you have taken the Chain Weapon Fighting Style, and that you be wielding a flail.

Dragging Sweep
At-Will Minor Action * Martial Melee Weapon Attack
Effect: Make a melee basic attack. If you hit, you may choose to either slide the target one square, or knock the target prone. If you achieve a critical hit, you may do both.

Whirling Stance
At-Will Minor Action * Martial Stance
Effect: Until the stance ends, if you are wielding a weapon with the reach property, you threaten all squares within your reach. When you hit with an opportunity attack, you may end this stance as an immediate interrupt to slide the target one square and knock the opponent prone, or to grab the opponent with your flail. While the target remains grabbed, you cannot use your flail (or that end of your flail if it is a double weapon), but may sustain the grab as long as the target is within the flail’s reach. While the target remains grabbed, you can pull the target one square as a minor action.

Whirling Sweep
At-Will Standard Action * Martial Melee Weapon Attack
Target: Each creature within reach of your weapon
Hit: Half your Dexterity modifier damage (round up).


Step 6: Choose Two Rank 1 Martial Techniques
You gain the Second Wind Martial Technique, and may may choose two more of the following Martial Techniques at level 1.

Second Wind
Rank 1 Technique * Martial Healing Utility
Prerequisite: Trained in Endurance. All Martial Heroes automatically learn this technique at level 1.
Standard Action * Personal
Effect: You take the full defense action, and may spend a healing surge.

Power Strike
Rank 1 Technique (Free Action) * Martial Melee or Ranged Weapon Attack
Prerequisite: Martial Prowess
Trigger: You hit a target with a weapon attack for a weapon that you are proficient in.
Effect: Add [1W] to the attack’s damage against that target, and halve the target’s damage resistance against this attack.

Whirlwind Strike
Rank 1 Technique (Standard Action) * Martial Melee Weapon Attack
Prerequisite: Weapon Master
Target: Each adjacent enemy
Effect: [1W] damage

Take the Hit
Rank 1 Technique (Immediate Interrupt) * Martial Melee Weapon Attack
Prerequisite: Combat Challenge
Trigger: An adjacent enemy hits an ally with an attack.
Effect: The attack targets you instead, comparing the original attack roll to your defense. Make a basic melee attack against the triggering enemy. If you hit, the target is knocked prone.

Covering Strike
Rank 1 Technique (Standard Action) * Martial Melee Weapon Attack
Prerequisite: Combat Superiority
Effect: Make a basic melee attack. If you hit, each ally adjacent to you or the target may shift a number of squares equal to your Wisdom modifier.

Disrupting Strike
Rank 1 Technique (Immediate Interrupt) * Martial Weapon Attack
Prerequisite: Battle Awareness
Immediate Interrupt * Melee or Ranged Weapon
Trigger: You hit a target with a weapon attack.
Effect: Choose one: the target becomes dazed (save ends) or immobilized (save ends). The target suffers both effects if you achieve a critical hit.

Scout Ahead
Rank 1 Technique (Standard Action) * Martial Utility
Prerequisite: Tracker’s Quarry
Target: Zone (Close Burst 10)
Effect: Make a Perception skill check with a DC determined by the DM. If your check succeeds, you determine the number and nature of all creatures that have moved through the burst area within the past 24 hours. You ascertain when and where they entered the area, and when and where they left. Until the end of the encounter, enemies within the burst gain a penalty to all Stealth checks equal to your Wisdom modifier, and your allies may ignore half the total penalties due to those enemies’ concealment or cover.

Covering Block
Rank 1 Technique (Immediate Interrupt) * Martial Melee Weapon Attack
Prerequisite: Combat Leader
Trigger: An enemy hits an adjacent ally with an attack.
Effect: The attack suffers a penalty equal to your Intelligence modifier. If the enemy is within reach of your melee weapon, you may make the following attack:

Target: The triggering enemy (Intelligence check vs. Reflex)
Hit: [1W] damage, and the ally can shift a number of squares equal to your Intelligence modifier.

Inspiring Shout
Rank 1 Technique (Minor Action) * Martial Healing Utility
Prerequisite: Inspiring Presence, Second Wind
Target: You or one ally within 5 squares that can see or hear you
Effect: The target may spend a healing surge and regain 1D6 additional hit points.


Gaining Levels

At level 2, 4, 6, and 8, you gain one additional at-will Feat that you qualify for, and may choose one feat. If you choose to gain a new Fighting Style or Martial Class Feature as a feat, the new at-will Feat may be from the new Fighting Style or Martial Class Feature that you have chosen.

At level 3, 5, 7 and 9, you gain an additional per-encounter feat.

Perform Rank 2 Martial Technique
Per-Encounter * Martial Technique
Prerequisites: Level 3, Perform Rank 1 Martial Technique
Special: When you learn this per-encounter feat, choose one first- or second-rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this per-encounter feat to perform one second or lower rank Martial Technique that you know.

Perform Rank 3 Martial Technique
Per-Encounter * Martial Technique
Prerequisites: Level 5, Perform Rank 2 Martial Technique
Special: When you learn this per-encounter feat, choose one third or lower rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this per-encounter feat to perform one third or lower rank Martial Technique that you know.

Perform Rank 4 Martial Technique
Per-Encounter * Martial Technique
Prerequisites: Level 7, Perform Rank 3 Martial Technique
Special: When you learn this per-encounter feat, choose one fourth or lower rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this per-encounter feat to perform one third or lower rank Martial Technique that you know.

Perform Rank 5 Martial Technique
Per-Encounter * Martial Technique
Prerequisites: Level 9, Perform Rank 4 Martial Technique
Special: When you learn this per-encounter feat, choose one fifth or lower rank Martial technique to learn; your choices are limited by your Class Features.
Effect: You may expend this per-encounter feat to perform one third or lower rank Martial Technique that you know.

vasharanpaladin
2012-03-17, 03:44 PM
Gnomes are playable, this idea sucks. :smallfurious:

Ialdabaoth
2012-03-17, 04:29 PM
Gnomes are playable, this idea sucks. :smallfurious:

man, I never got the gnome-hate.

Ialdabaoth
2012-03-17, 06:22 PM
Why would you get rid of healing surges? They were one of the best innovations in 4e.

addendum: after further well-spoken criticism, I'm working on putting surges back in.

EDIT: Old stuff is old

EDIT: And now I've got them figured out! How does this sound:

Woo, I have healing surges figured out now!

Hit Points
Hit points represent a character’s ability to withstand damage and keep fighting. A character’s base hit points are equal to their Constitution score, plus any points gained from their character class. A character gains a certain number of hit points per level (including first level); these are added to their base hit points to determine their total hit points.

Attacks which would harm your character are normally subtracted from your hit points. A character who has lost half their total hit points is bloodied; certain actions and effects only affect a bloodied character. Once your hit points are depleted, you are dying - a dying character must make a Fortitude save each turn to stabilize.

Vitality
While hit points represents a character’s ability to withstand damage, vitality is a measure of a character’s actual health and survivability. Your character has a Vitality score equal to 5 + his Constitution modifier. Critical hits, the dying condition, and certain particularly grievous attacks cause damage to your Vitality.

Healing Surges
Each point of vitality also provides you with one Healing Surge, which is an expendable resource that represents your ability to push through pain and reinvigorate yourself to keep fighting. Various feats allow you to spend a healing surge; when you do, you regain hit points equal to your Surge Value, which is equal to your Constitution modifier plus your level. When you take Vitality damage, you also automatically lose any healing surges in excess of your new Vitality, which you cannot recover until the Vitality damage heals.

Whenever you take a Short Rest, you may choose to spend any number of healing surges, regaining hit points equal to your surge value for each surge that you spend.

Whenever you take an Extended Rest, you regain all your hit points and healing surges, and also regain 1 point of lost Vitality if you have taken any Vitality damage.

OP has been edited to reflect the reintroduction of Healing Surges.

Apalala
2012-03-18, 02:19 AM
I still think you're going in the wrong direction with healing surges. Let's look at how it'd go in play. First, PC ability scores average at around 10--3d6 is the default method? Oh wait, that's for random generation, pointbuy gives you something ridiculous on the other end of the spectrum--so a fighter with exceptional con could have 14, for a +2 mod. At level 1, he would have 19 hit points and a surge value of 3, as well as 7 healing surges.

So, in combat, you get bloodied by the first hit, so you...spend a standard action taking a second wind, for 3 hp. After nearly dying in combat, you spend 6 more healing surges to bring yourself up from 1 to 19 hp. It doesn't look much better at higher levels either. At level 10, you'll have 64 hp, with a healing surge value of 12, meaning it'll take 5 surges to bring you back from the brink and that healing in the middle of combat is going to be a hassle, except that it looks like damage really doesn't scale either.

The other thing is vitality, and all crits going to it. So a wizard with 12 con is going to die half the time if he's crit at level 1, and definitely die any higher than that?

So...why not just keep healing surges as 1/4th of hp? What does a vitality system add to the game besides a massive leap in lethality?

Ialdabaoth
2012-03-18, 11:38 AM
I still think you're going in the wrong direction with healing surges. Let's look at how it'd go in play. First, PC ability scores average at around 10--3d6 is the default method? Oh wait, that's for random generation, pointbuy gives you something ridiculous on the other end of the spectrum--so a fighter with exceptional con could have 14, for a +2 mod. At level 1, he would have 19 hit points and a surge value of 3, as well as 7 healing surges.

So, in combat, you get bloodied by the first hit, so you...spend a standard action taking a second wind, for 3 hp. After nearly dying in combat, you spend 6 more healing surges to bring yourself up from 1 to 19 hp. It doesn't look much better at higher levels either. At level 10, you'll have 64 hp, with a healing surge value of 12, meaning it'll take 5 surges to bring you back from the brink and that healing in the middle of combat is going to be a hassle, except that it looks like damage really doesn't scale either.

The other thing is vitality, and all crits going to it. So a wizard with 12 con is going to die half the time if he's crit at level 1, and definitely die any higher than that?

So...why not just keep healing surges as 1/4th of hp? What does a vitality system add to the game besides a massive leap in lethality?

hmm. this is a fair point; I'm returning surge value to 1/4 HP. I'm still going to play with vitality as a mechanic, but tone down crit damage and such - the idea is to introduce consequences that don't just get wiped after an 8-hour rest.

Apalala
2012-03-18, 11:47 AM
It's always bothered me too how in 4e, you could be knocked to -20, then bounce right back on your feet several times in the same fight, no harm done. If you're looking for lasting consequences, why not add in something like FATE's consequence system?

You could have it so that, every time a PC went past 0 hp, in addition to gaining the dying condition, they also took a consequence. This consequence could take the form of some sort of penalty, chosen by the GM, usually a -2 to one defense, attack, or damage, a -2 square penalty to speed, etc. The consequence would last until they took a short rest, and multiple consequences could stack.

So, if an archer took the Fighter out, you could say he took the arrow in his knee, so that even if he gets back on his feet, he's going to have a limp for while, as an example.

Ialdabaoth
2012-03-18, 12:17 PM
It's always bothered me too how in 4e, you could be knocked to -20, then bounce right back on your feet several times in the same fight, no harm done. If you're looking for lasting consequences, why not add in something like FATE's consequence system?

You could have it so that, every time a PC went past 0 hp, in addition to gaining the dying condition, they also took a consequence. This consequence could take the form of some sort of penalty, chosen by the GM, usually a -2 to one defense, attack, or damage, a -2 square penalty to speed, etc. The consequence would last until they took a short rest, and multiple consequences could stack.

So, if an archer took the Fighter out, you could say he took the arrow in his knee, so that even if he gets back on his feet, he's going to have a limp for while, as an example.

*nod* that's a great idea, and something I've been pondering myself; I may ditch vitality for this. (If I do, critical hits will also impart consequences).

Apalala
2012-03-18, 02:02 PM
A few other things:

1. Why does heavy armor scale with your level while light armor doesn't?

2. "Magical and elemental attacks ignore armor, unless the armor is enchanted specifically to repel them." What does this even mean? Generally, a fireball "ignores" armor by targeting the reflex defense, charm person "ignores" armor by targeting the will defense. Is this what you're saying here?

Ialdabaoth
2012-03-18, 02:25 PM
A few other things:

1. Why does heavy armor scale with your level while light armor doesn't?

Light armor is based on Reflex, which scales with level.


2. "Magical and elemental attacks ignore armor, unless the armor is enchanted specifically to repel them." What does this even mean? Generally, a fireball "ignores" armor by targeting the reflex defense, charm person "ignores" armor by targeting the will defense. Is this what you're saying here?

Yes. I'll work on a better phrasing.

weso12
2012-03-18, 05:42 PM
A few minor things
I think the Bard should be the Cunning/Arcane Combo (Try to avoid making new classes unless necessary)
I like the Half-Elf, and Half-Orc, why do they need to be cut out?

Apalala
2012-03-18, 10:21 PM
Light armor is based on Reflex, which scales with level.

Where does it say that Reflex scales with level? In the Defenses section, it only says that your reflex is 10+dex. In the gaining levels section, it mentions nothing about your defense (or attack) scaling.

Ialdabaoth
2012-03-18, 10:52 PM
A few minor things
I think the Bard should be the Cunning/Arcane Combo (Try to avoid making new classes unless necessary)

I agree. Classes fixed; I'll update once I've finished formatting.


I like the Half-Elf, and Half-Orc, why do they need to be cut out?

They don't; I'm still working on races.

Ialdabaoth
2012-03-18, 10:54 PM
Where does it say that Reflex scales with level? In the Defenses section, it only says that your reflex is 10+dex. In the gaining levels section, it mentions nothing about your defense (or attack) scaling.

From Defenses: "Your Reflex defense is equal to 10 + your Dexterity check value."

From Attributes: "Trained traits which are added to a D20 check roll, however, use your check value, which adds your Class Level to your Ability score before dividing by two and subtracting 5."

That said, good catch.

I'm beginning to think that using forum-post to organize this is woefully inadequate for the amount of editing and proofreeding that this requires.

Ialdabaoth
2012-03-21, 05:23 PM
I'm beginning to think that using forum-post to organize this is woefully inadequate for the amount of editing and proofreeding that this requires.

So... yeah.

I've set this up in Google Docs (https://docs.google.com/document/d/13_AiaqcXhIbYQXFsTImSp_WlwSESnJVSqxZH9lA-kSc/edit) so that anyone can comment.

PEACH, TYVM, HAND, etc.