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Baron Corm
2008-07-21, 08:23 PM
I will first stat out the 7 classes, then some monsters. I'm basically doing this just to get myself familiar with 4e.

In Diablo II, the in-game "classes" are based upon "races" of humans who live in different areas and have different cultures. The two are basically the same thing. I've chosen to do them out as "classes", D&D speaking, but their "racial" background will be mentioned in their flavor.

The skills of Diablo II ("powers" in 4e language) are few in number compared to those in 4e, yet you can put 20 points in each of them. Therefore, a line will be added to each power, naming the benefits of taking the power more than once, instead of choosing a new power. All powers are available at any level.

Passives are powers which do not have to be initially chosen; the option is simply open to sacrifice other powers known for a listed benefit. I'm not sure if something like this currently exists within 4e but, I will explore, the purpose of this is to learn.

For the purpose of saving my typing time and your reading time, I'm introducing a new term to mimic mana steal/mana regain. A mana surge is the ability to regain a used encounter power, or gain the ability to use an encounter power more than once during that day. They are used instantaneously and are generally only given out by daily powers.

For example, if you were given two mana surges by a power, you immediately select either one encounter power to be used three times during that day, or two encounter powers to be used twice during that day.

Also creating "line" areas because clarifying that the wall must be straight is weird and everyone knows what "line" means and there a lot of line attacks in Diablo II. It really gets hairy when you want to specify the thickness of the "line" in 4e terms. Yeah, we'll stick with line.

New Level-Up Table:

{table=head]Level|Power Learned
1|At-Will
2|At-Will
3|Encounter
4|At-Will
5|At-Will
6|Encounter
7|Daily
8|At-Will
9|Encounter
10|At-Will
11|At-Will
12|Encounter
13|At-Will
14|Daily
15|Encounter
16|At-Will
17|At-Will
18|Encounter
19|At-Will
20|At-Will
21|Daily[/table]

Baron Corm
2008-07-21, 08:24 PM
Barbarian

Class Traits

Role: Defender/Leader. You have the ability to dish out large amounts of physical and force damage, but only every so often, when conditions are perfect. The rest of the time you will be commanding your allies, and standing in between them and the bad guys.
Power Source: Martial. You have gained your abilities through watching your elders in action and simply adapting to life out in the harsh wilderness.
Key Abilities: Strength, Constitution, Charisma, Intelligence.

Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +2 Fortitude

Hit Points at 1st Level: 16 + Constitution score
Hit Points per Level Gained: 8
Healing Surges per Day: 12 + Constitution modifier

Trained Skills: Choose 3: Athletics, Endurance, Heal, History, Intimidate, Nature, Perception

Class Features

Weapon Mastery

A barbarian is better with a certain type of weapon depending on his tribe's preference. He gets a +1 to all attack rolls with that type of weapon. Any time the barbarian gets to choose a new power, he may instead upgrade Weapon Mastery to increase proficiency with that weapon type.

Sacrificing an at-will known increases the attack bonus by +1
Sacrificing an encounter power known increases all damage with that weapon type by 1[W] if it would deal at least 1[W] damage
Sacrificing a daily power known increases critical threat range with that weapon type by 1

The weapon type choices are:

Axe/Pick
Mace/Flail/Hammer
Polearm
Spear
Heavy Blade/Light Blade
Throwing

Grim Ward

A barbarian can create a totem out of the corpse of one of his slain enemies as a standard action. Once erected, any enemies within a 20 foot radius of the grim ward take a -2 on all attack rolls if the barbarian is not included in the attack. The barbarian can sacrifice a power known to improve this class feature.

At-Will Sacrifice: Increase radius by 5 feet
Encounter Sacrifice: Increase penalty by -1
Daily Sacrifice: Affected monsters take a -1 penalty to all defenses per daily sacrificed
Sacrificial Synergy: Powers sacrificed for Grim Ward, Howl, or Taunt also improve the others.

Tribal Lore

Barbarians use Intelligence instead of Wisdom on Heal, Nature, and Perception checks.

Powers

Warcries

Howl - Encounter
Standard Action
Close burst 1
Target: Each enemy in burst
Attack: Charisma vs. Will
Hit: Forced to take the most direct route away from the barbarian, attacking nothing on its way unless the thing happens to be in its way and easily removable (save ends). Effect is ended once target moves its speed.
At-Will Sacrifice: Distance before effect ending increased by creature's speed
Encounter Sacrifice: Distance before effect ending increased by twice creature's speed
Daily Sacrifice: Burst radius increased by 1 square
Sacrificial Synergy: Powers sacrificed for Grim Ward, Howl, or Taunt also improve the others.

Taunt - Encounter
Minor Action
Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: Target is forced to include the barbarian as a target in the next attack it makes. It cannot make any attacks until either it does, or the encounter ends, whichever comes first.
At-Will Sacrifice: Lasts for an additional attack
Encounter Sacrifice: Lasts for two additional attacks
Daily Sacrifice: Target may include an additional creature
Sacrificial Synergy: Powers sacrificed for Grim Ward, Howl, or Taunt also improve the others.

Shout - Encounter
Your superior knowledge of battle puts your allies into superior positions.
Immediate Reaction
Close burst 3
Trigger: An ally within range is attacked
Target: Each ally in burst
Effect: Each ally may shift 1 square and receives a bonus to all defenses equal to your Intelligence modifier until they are attacked or the encounter ends.
At-Will Sacrifice: Each ally may shift an additional square
Encounter Sacrifice: Burst radius increased by 1 square
Daily Sacrifice: Each ally may shift an additional square and burst radius increased by 1 square
Sacrificial Synergy: Powers sacrificed for Shout, Battle Orders, or Battle Command also improve the others.

Battle Orders - Daily
The flow of combat is channeled through you to others.
Standard Action
Close burst 4
Target: Each ally in burst
Effect: Each ally receives temporary hit points equal to the result of your rolled Heal check which last until the end of the encounter. In addition, each ally receives 1 mana surge
At-Will Sacrifice: Burst radius increased by 1 square
Encounter Sacrifice: +1 mana surge per 2 encounter powers sacrificed
Daily Sacrifice: Burst radius increased by 1 square and +1 mana surge
Sacrificial Synergy: Powers sacrificed for Shout, Battle Orders, or Battle Command also improve the others.

Battle Command - Daily
Standard Action
Close burst 4
Target: Each ally in burst
Effect: Each ally chooses one power they know. That power is improved as if the ally had sacrificed an at-will, an encounter, and a daily. This lasts until the next time it is used, or the encounter ends, whichever comes first.
At-Will Sacrifice: Burst radius increased by 1 square
Encounter Sacrifice: Each ally regains the use of 1 healing surge per encounter power sacrificed
Daily Sacrifice: Burst radius increased by 1 square and each ally regains the use of 1 healing surge (per daily sacrificed)
Sacrificial Synergy: Powers sacrificed for Shout, Battle Orders, or Battle Command also improve the others.

War Cry - At-Will
"Summoning the ancient powers known to his people, a Barbarian warrior can call on his spirit animal and lash out at his enemies with a cry that halts them in their tracks-a powerful anguish rising to burn the depths of their being. It is this skill that gives rise to the legends of Barbarians being able to sap the life from a creature with a single word."
Standard Action
Close Burst 2
Target: Each enemy in burst
Attack: Constitution vs. Fortitude
Hit: 1d8 + Constitution modifier force damage.
At-Will Sacrifice: +1d8 force damage
Encounter Sacrifice: +2d8 force damage
Daily Sacrifice: +4d8 force damage
Sacrificial Synergy: Powers sacrificed for War Cry, Frenzy, or Whirlwind also improve the others.

Combat Skills

Bash - At-Will
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and target is pushed 1 square.
At-Will Sacrifice: Target is pushed an additional square
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: Target is slowed for 1 round per daily sacrificed
Sacrificial Synergy: Powers sacrificed for Bash or Berserk also improve the other.

Concentrate - At-Will
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: The barbarian receives his Intelligence modifier as a bonus to one chosen defense for 1 round. He may choose to grant this bonus to one of an adjacent ally's defenses instead. Concentrate cannot be responded to with an Immediate Reaction power.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: The defense bonus lasts an additional round
Daily Sacrifice: Choose an additional defense
Sacrificial Synergy: Powers sacrificed for Concentrate or Leap Attack also improve the other.

Frenzy - Daily
Standard Action
Melee or Ranged Weapon
Requirement: Must be holding two melee weapons or two throwing weapons
Target: One or two creatures
Attack: Constitution vs. AC, two attacks
Hit: 1[W] + Constitution modifier damage per attack. If both attacks hit, the barbarian shifts 1 square, and then attacks a different target or two targets for the same damage. The frenzy then stops. If no enemies are nearby for the second two attacks, allies must be attacked.
At-Will Sacrifice: You may shift an additional square
Encounter Sacrifice: +1[W] damage on all attacks during the frenzy
Daily Sacrifice: If you hit with both follow-up attacks, you may attack an additional two times
Sacrificial Synergy: Powers sacrificed for War Cry, Frenzy, or Whirlwind also improve the others.

Leap Attack - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: Phase up to 2 squares in a straight line towards the creature before making your attack.
At-Will Sacrifice: +1[W] damage, +1 square phased
Encounter Sacrifice: +2[W] damage, +2 squares phased
Daily Sacrifice: +4[W] damage, +4 squares phased
Sacrificial Synergy: Powers sacrificed for Concentrate or Leap Attack also improve the other.

Whirlwind - Encounter
Standard Action
Melee Weapon
Target: One creature per healing surge spent (do not heal)
Requirement: Targets must all be reachable by your melee weapon(s) when you move as per the Hit section
Attack: Constitution vs. Reflex; if wielding two weapons, attack with both
Hit: Shift as far as your normal movement speed towards the farthest target in a straight line, and deal 1[W] + Constitution modifier damage to all targets hit.
At-Will Sacrifice: Add an additional square to your effective movement speed
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: You may add one turn in your movement per daily sacrificed
Sacrificial Synergy: Powers sacrificed for War Cry, Frenzy, or Whirlwind also improve the others.

Berserk - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Strength + 2 vs. AC
Hit: 2[W] + Strength modifier force damage.
Miss: 1[W] force damage.
Effect: Take a -2 penalty to all defenses for 1 round.
At-Will Sacrifice: +2 to attack roll, -2 to all defenses
Encounter Sacrifice: +2[W] force damage on a hit, +1[W] force damage on a miss
Daily Sacrifice: +4[W] force damage on a hit, +2[W] force damage on a miss
Sacrificial Synergy: Powers sacrificed for Bash or Berserk also improve the other.

Masteries

Natural Endurance - Passive
Effect: Improves your natural endurance through training and exposure to the elements.
At-Will Sacrifice: +2 square base movement speed.
Encounter Sacrifice: +5 resist electricity, fire, cold, and poison.
Daily Sacrifice: +2 square base movement speed and +5 resist electricity, fire, cold, and poison.

Find Potion - Daily
Full-Round Action
Target: Corpse which was created no longer than 1 hour after the last encounter
Effect: Regain 2 healing surges and gain 1 mana surge
At-Will Sacrifice: Regain an additional healing surge and gain 1 mana surge per 2 At-Wills sacrificed
Encounter Sacrifice: Regain an additional 2 healing surges and gain an additional mana surge
Daily Sacrifice: Regain an additional 4 healing surges and gain an additional 2 mana surges
Sacrificial Synergy: Powers sacrificed for Find Potion or Find Item also improve the other.

Find Item - Passive
Full-Round Action
Effect: Grants bonuses on Perception checks made to search for items or locate secret objects.
At-Will Sacrifice: +5 bonus
Encounter Sacrifice: +10 bonus
Daily Sacrifice: Time spent searching decreased by 1 minute
Sacrificial Synergy: Powers sacrificed for Find Potion or Find Item also improve the other.

Baron Corm
2008-07-21, 08:26 PM
Necromancer

Class Traits

Role: Controller. You aid your allies and minions by throwing debilitating curses at your enemies and hindering them with bone barriers.
Power Source: Divine. You learned the art of necromancy by studying the teachings of Rathma.
Key Abilities: Wisdom, Intelligence, Dexterity

Armor Proficiencies: Cloth, leather, hide; light shield
Weapon Proficiencies: Dagger, crossbow
Implements: Wands, shrunken heads (equivalent to a light shield)
Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 4 + Constitution modifier

Trained Skills: Choose 4: Bluff, Dungeoneering, Heal, Religion, Stealth, Streetwise

Class Features

Raise Minion

As a full-round action, a necromancer can use the latent necromantic energies of a corpse of a creature who has died during the encounter to create a minion for himself. He may create any undead or golem which is level 1. A common choice is the decrepit skeleton (MM pg 234). The minion stays with the necromancer for 1 hour per level, unless it is killed. There are rare and costly occult rituals which may allow a necromancer to keep a particularly powerful minion permanently.

At-Will Sacrifice: Upgrade minion to an undead or golem of 1 level higher
Encounter Sacrifice: Upgrade minion to an undead or golem of 2 levels higher
Daily Sacrifice: Upgrade minion to an undead or golem of 3 levels higher, and minion lasts 1 hour longer
Sacrificial Synergy: Powers sacrificed for Raise Minion or Revive also improve the other.

For example, you could sacrifice a daily and an at-will to be able to summon blazing skeletons, but they would be minions, instead of artillery.

Powers

Poison and Bone Spells

Teeth - At-Will
Implement
Standard Action
Close blast 4
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d4 necrotic damage
At-Will Sacrifice: +1d4 necrotic damage
Encounter Sacrifice: +2d4 necrotic damage
Daily Sacrifice: Blast radius increased by 1 square
Sacrificial Synergy: Powers sacrificed for Teeth, or Bone Spear, or Bone Spirit also improve the other.

Bone Spear - Encounter
Implement
Standard Action
Close Line 8 within 1 square
Target: Each enemy in line
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier necrotic damage
Miss: Wisdom modifier necrotic damage
At-Will Sacrifice: +1d8 necrotic damage
Encounter Sacrifice: +2d8 necrotic damage
Daily Sacrifice: Range increased by 2 squares
Sacrificial Synergy: Powers sacrificed for Teeth, or Bone Spear, or Bone Spirit also improve the other.

Bone Spirit - Daily
Implement
Standard Action
Ranged 6
Target: One creature
Effect: Creature takes 1d12 necrotic damage
At-Will Sacrifice: +1d12 necrotic damage
Encounter Sacrifice: +2d12 necrotic damage
Daily Sacrifice: +4d12 necrotic damage
Sacrificial Synergy: Powers sacrificed for Teeth, or Bone Spear, or Bone Spirit also improve the other.

Bone Armor - Encounter
Minor Action
Personal
Effect: You receive damage resistance 5. The damage resistance is reduced by any damage done to you equal to the damage done. The bone armor disappears if any damage passes through the damage resistance or the encounter ends, whichever comes first.
At-Will Sacrifice: Damage resistance increased by 2.5
Encounter Sacrifice: Damage resistance increased by 5
Daily Sacrifice: Damage resistance increased by 10
Sacrificial Synergy: Powers sacrificed for Bone Armor or Bone Wall also improve the other.

Bone Wall - Daily
Standard Action
Area wall 5
Effect: A wall made of bones from long-buried creatures rises to the surface. The wall is 2 squares high and up to 5 squares long. No wall segments may be created in occupied squares. The wall has 1 hp, but is protected as if your bone armor was used on it, if you have the bone armor power.
Sustain standard: Keeps the wall standing.
At-Will Sacrifice: The wall is up to 1 square longer
Encounter Sacrifice: Bone armor is effectively used on it an additional time
Daily Sacrifice: The wall is up to 1 square higher, and bone armor is effectively used on it two additional times
Sacrificial Synergy: Powers sacrificed for Bone Armor or Bone Wall also improve the other.

Bone Prison - Daily
Minor Action
Ranged 4
Target: One creature
Effect: Creature is restrained within a bone prison, having 1 hp, and half of the damage resistance of your bone wall, if you have that power.

Poison Weapon - At-Will
Just as all necromancers must have a basic understanding of the Great Cycle of life in order to work their trade, so too must they have empirical knowledge of certain dangerous chemicals. It is their interest in biology which makes necromancers such prolific poisoners.
Minor Action
Personal
Target: A dagger or crossbow wielded by the necromancer
Effect: The next attack with that weapon deals 1[W] poison damage, in addition to any other damage it would do. The poison wears off after 10 minutes, even if it is not used. Any attack with the weapon uses Intelligence.
At-Will Sacrifice: Poison lasts for another attack and another 10 minutes
Encounter Sacrifice: +3[W] poison damage
Daily Sacrifice: +4[W] poison damage and poison lasts for another two attacks and another 30 minutes
Sacrificial Synergy: Powers sacrificed for Poison Dagger, Corpse Explosion, or Poison Nova also improve the others.

Corpse Explosion - At-Will
Implement
Standard Action
Area burst 4 within 3 squares
Primary Target: All creatures adjacent to a corpse created during the encounter
Attack: Intelligence vs. Reflex
Hit: 1d4 poison damage and 1d4 fire damage per level of the creature
Miss: Half poison and fire damage
Secondary Target: All other creatures in burst
Secondary Attack: Intelligence vs. Reflex
Hit: 1 poison damage and 1 fire damage per level of the creature
Special: Halve all damage if creature was a minion.
At-Will Sacrifice: +1d4/1 damage
Encounter Sacrifice: +2d4/2 damage
Daily Sacrifice: +4d4/4 damage
Sacrificial Synergy: Powers sacrificed for Poison Dagger, Corpse Explosion, or Poison Nova also improve the others.

Poison Nova - Daily
Implement
Standard Action
Close burst 4
Target: Each enemy within burst
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier poison damage.
At-Will Sacrifice: +1d10 poison damage
Encounter Sacrifice: +2d10 poison damage
Daily Sacrifice: +4d10 poison damage
Sacrificial Synergy: Powers sacrificed for Poison Dagger, Corpse Explosion, or Poison Nova also improve the others.

Curses - Powers sacrificed for any curse improve every curse. Only one curse may be active on a creature at a time. A new curse overrides an old one. Curses last until the end of the encounter, however there are rituals which can increase the duration to years.

Amplify Damage - Encounter
Minor Action
Area burst 6 within 2 squares
Target: Each enemy within burst
Effect: Vulnerability 2 to all damage.
At-Will Sacrifice: +1 vulnerability
Encounter Sacrifice: +2 vulnerability
Daily Sacrifice: +3 vulnerability and burst radius increased by 1 square

Dim Vision - Encounter
Minor Action
Area burst 6 within 2 squares
Target: Each enemy within burst
Effect: -2 penalty on Perception checks, -1 penalty on attack rolls.
At-Will Sacrifice: -1 Perception, -.5 attack
Encounter Sacrifice: -2 Perception, -1 attack
Daily Sacrifice: -3 Perception, -1.5 attack, and burst radius increased by 1 square

Decrepify - Daily
Minor Action
Area burst 6 within 2 squares
Target: Each enemy within burst
Effect: Weakened, slowed, and half the effect of Amplify Damage, if you have it.
Daily Sacrifice: Burst radius increased by 1 square

Iron Maiden - Encounter
Minor Action
Area burst 6 within 2 squares
Target: Each enemy within burst
Effect: 1 necrotic damage dealt to target each time he attacks per damage dice of the attack, if the dice is d6 or smaller. Dice of d8 or bigger deal 2 necrotic damage to the creature per dice. Static damage deals 1 necrotic damage to the creature per 2 damage dealt.
At-Will Sacrifice: +1 necrotic damage per dice
Encounter Sacrifice: +2 necrotic damage per dice
Daily Sacrifice: +3 necrotic damage per dice, and burst radius increased by 1 square

Life Tap - Encounter
Minor Action
Area burst 6 within 2 squares
Target: Each enemy within burst
Effect: 1 temporary hit point given to any creature that successfully damages the target per dice of the damage roll, if the dice is d6 or smaller. Dice of d8 or bigger grant 2 temporary hit points per dice. Static damage grants 1 temporary hit point per 2 damage dealt.
At-Will Sacrifice: +1 temporary hit point per dice
Encounter Sacrifice: +2 temporary hit points per dice
Daily Sacrifice: +3 temporary hit points per dice, and burst radius increased by 1 square

Summoning Spells

Revive - At-Will
Full-Round Action
Ranged 1
Target: One corpse killed within this encounter
Attack: Wisdom + 2 vs. Will
Effect: Treat the creature as if it was alive and dominated (save ends, -2 on the saving throw) at bloodied health (though it can now be damaged). It becomes undead. Only one creature can be revived at a time.
At-Will Sacrifice: Creature must wait an additional round between saves
Encounter Sacrifice: +1 revived creature at a time, +1 attack/-1 save
Daily Sacrifice: +2 revived creatures at a time, +2 attack/-2 save
Sacrificial Synergy: Powers sacrificed for Raise Minion or Revive also improve the other.

Baron Corm
2008-07-21, 08:27 PM
Assassin

Class Traits

Role: Striker. You have the choice of either pummeling foes with martial arts, or pummeling them with traps and explosive devices. Or both.
Power Source: Martial. You craft ingenious traps and even manipulate the shadows and elements without the use of any magic. Your order, a dedicated group of mage-killers, bans you from using it, to keep your mind clean while hunting your magical prey.
Key Abilities: Dexterity, Intelligence

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Wrist (katars and claw weapons, might stat them out later, might not), dagger, shuriken
Bonus to Defense: +1 Reflex, +1 Will, +1 Fortitude

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Choose 4: Bluff, Dungeoneering, Heal, Religion, Stealth, Streetwise

Class Features

Claw Mastery

When you wield a wrist weapon, your critical threat range increases by 1.

Infiltration

You receive a +1 bonus on Thievery checks per Assassin level. This replaces the +1 bonus per 2 levels you would normally get.

Powers

Martial Arts - Charges from charge powers do nothing until you use a finish power, though their hits take effect immediately. Each attack with a charge power creates one charge. All current charges (even from different powers) PLUS the effect of the finishing move power are applied to the first attack made in that finishing move power. You can have up to three charges at a time from a single power. Charges last for 1 minute. Daily or Encounter charge powers may be used 3x per day or encounter (6x with a mana surge, etc.). Sacrifices for charge powers apply only to the charges. Finishing moves may be used without any charges, unless written otherwise.

tl;dr - if you played Diablo II you know how it works.

Sacrificial Synergy may be applied between any one charge power and any one finishing move power, at the Assassin's choice. This may be done for multiple powers but not the same powers.

Tiger Strike - At-Will
Standard Action
Charge - Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
Charge 1: 2[W] damage
Charge 2: x2 Charge 1 damage
Charge 3: x3 Charge 1 damage
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage

Dragon Talon - At-Will
Standard Action
Finishing Move - Melee Kick
Target: One creature
Attack: Dexterity vs. AC
Hit: Dexterity modifier damage.
At-Will Sacrifice: Attack an additional time for every other At-Will power sacrificed.
Encounter Sacrifice: Attack an additional time for every Encounter power sacrificed.
Daily Sacrifice: Attack an additional two times for every Daily power sacrificed.

Dragon Claw - At-Will
Standard Action
Finishing Move - Melee Weapon
Requirement: Must be wielding two weapons
Target: One creature
Attack: Dexterity vs. AC, twice
Hit: 1[W] + Dexterity modifier damage. Apply charges to the second attack as well as the first.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage

Fists of Fire - At-Will
Standard Action
Charge - Melee Weapon
Requirement: Must be wielding two wrist weapons
Target: One creature
Attack: Dexterity vs. AC, twice
Hit: 1[W] + Dexterity modifier damage.
Charge 1: 1d6 + Dexterity modifier fire damage.
Charge 2: Change Target to "Each creature within blast" and make power Close Blast 2.
Charge 3: Deal charge 1 damage to any creature who enters the blast radius for 1 minute.
At-Will Sacrifice: +1d6 fire damage
Encounter Sacrifice: +2d6 fire damage
Daily Sacrifice: +4d6 fire damage

Cobra Strike - Daily
Standard Action
Charge - Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Charge 1: Spend 1 healing surge.
Charge 2: Spend 2 healing surges and gain 1 mana surge
Charge 3: Spend 3 healing surges and gain 2 mana surges
At-Will Sacrifice: +1 healing surge spent
Encounter Sacrifice: +1 mana surge gained per 2 encounter powers sacrificed
Daily Sacrifice: +2 healing surges spent and +1 mana surge gained

Dragon Tail - At-Will
Standard Action
Finishing Move - Close Blast 2
Requirement: May only be used with charge powers which deal damage
Target: Each creature within blast
Attack: Dexterity vs. AC
Hit: Deal charge damage x1d3, and convert all damage to fire damage
At-Will Sacrifice: Increase die size by 1 per 2 at-wills sacrificed
Encounter Sacrifice: Increase die size by 1
Daily Sacrifice: Increase die size by 2

Claws of Thunder - At-Will
Standard Action
Charge - Melee Weapon
Requirement: Must be wielding two wrist weapons
Target: One creature
Attack: Dexterity vs. AC, twice
Hit: 1[W] + Dexterity modifier damage.
Charge 1: 1d8 + Dexterity modifier electric damage to each creature in a 5 square line.
Charge 2: 1d8 + Dexterity modifier electric damage to each creature in a 3 square close burst, plus charge 1.
Charge 3: 1d8 + Dexterity modifier electric damage to each creature in a 4 square close blast, plus charges 1 and 2.
At-Will Sacrifice: +1d8 electric damage
Encounter Sacrifice: +2d8 electric damage
Daily Sacrifice: +4d8 electric damage

Blades of Ice - At-Will
Standard Action
Charge - Melee Weapon
Requirement: Must be wielding two wrist weapons
Target: One creature
Attack: Dexterity vs. AC, twice
Hit: 1[W] + Dexterity modifier damage.
Charge 1: 1d4 + Dexterity modifier cold damage.
Charge 2: Change Target to "Each creature within blast" and make power Close Blast 2.
Charge 3: Any creature who took cold damage is slowed and weakened (save ends).
At-Will Sacrifice: +1d4 cold damage
Encounter Sacrifice: +2d4 cold damage
Daily Sacrifice: +4d4 cold damage

Dragon Flight - At-Will
Standard Action
Finishing Move - Melee Unarmed
Target: One creature
Attack: Dexterity vs. AC
Effect: Teleport up to 3 squares towards target.
Hit: 1[W] + Dexterity modifier damage
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage

Phoenix Strike - Encounter
Standard Action
Charge - Melee Weapon
Requirement: Must be wielding two wrist weapons
Target: One creature
Attack: Dexterity vs. AC, twice
Hit: 1[W] + Dexterity modifier damage.
Effect: You may choose which charge is gained first. All current charges are added to finishing move.
Charge X: 1d6 + Dexterity modifier fire damage and 1d6 fire damage per round to any in close blast 3 for 1 minute.
Charge X: 1d8 + Dexterity modifier electric damage, twice, to all creatures within close burst 5
Charge X: 1d4 + Dexterity modifier cold damage and slowed and weakened (save ends) to all creatures within close blast 3
At-Will Sacrifice: +1dx element damage
Encounter Sacrifice: +2dx element damage
Daily Sacrifice: +4dx element damage

Shadow Disciplines

[WIP]

Traps - you may only have 5 At-Will traps in effect at a time.

Fire Blast - At-Will
Standard Action
Area Blast 4 within 1 square
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage
Miss: Half fire damage
At-Will Sacrifice: +1d6 fire damage
Encounter Sacrifice: +2d6 fire damage
Daily Sacrifice: +3d6 fire damage and +1 square blast radius
Sacrificial Synergy: Powers sacrificed to improve Fire Blast, Wake of Fire Sentry, or Wake of Inferno Sentry also improve the others.

Shock Web - At-Will
Standard Action
Area Blast 3 within 2 squares
Target: Each creature in blast
Attack: Intelligence vs. Reflex, twice
Hit: 1d4 + Intelligence modifier electric damage
At-Will Sacrifice: +1d4 electric damage
Encounter Sacrifice: +2d4 electric damage
Daily Sacrifice: +2d4 electric damage and +1 attack
Sacrificial Synergy: Powers sacrificed to improve any Shock Web, Charged Bolt Sentry, or Lightning Sentry also improve the others.

Blade Sentinel - Encounter
Minor Action
Area Line 4 within 2 squares
Target: Each creature in line
Attack: Intelligence vs. Reflex
Hit: 1d10 + Intelligence modifier damage. Blade Sentinel remains in effect for 1 additional round, attacking the same place without actions on the Assassin's part.
At-Will Sacrifice: +1d10 damage
Encounter Sacrifice: +2d10 damage
Daily Sacrifice: +3d10 damage and +1 round duration
Sacrificial Synergy: Powers sacrificed to improve Blade Sentinel, Blade Fury, or Blade Shield also improve the others.

Charged Bolt Sentry - At-Will
Minor Action
Ranged 8
Effect: Creates a charged bolt sentry which uses the following power on its turn (which begins the round after it is created) and can take no other actions. The sentry takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the sentry's power, not this one. The sentry uses the Assassin's current modifiers for attacks and initiative order.
Charged Bolt - At-Will
Full-Round Action
Close Blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier electric damage.
Effect: After attacking 5 times, the charged bolt sentry self-destructs.
At-Will Sacrifice: +1d4 electric damage
Encounter Sacrifice: +2d4 electric damage
Daily Sacrifice: +3d4 electric damage and +1 attack before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any Shock Web, Charged Bolt Sentry, or Lightning Sentry also improve the others.

Wake of Fire Sentry - At-Will
Minor Action
Ranged 8
Effect: Creates a wake of fire sentry which uses the following power on its turn (which begins the round after it is created) and can take no other actions. The sentry takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the sentry's power, not this one. The sentry uses the assassin's current modifiers for attacks and initiative order.
Wake of Fire - At-Will
Full-Round Action
Close Burst 3 within 2 squares
Target: Each creature in burst
Attack: Intelligence vs. Reflex
Hit: 1d3 + Intelligence modifier fire damage and push 2 squares.
Miss: Half fire damage and push 1 square.
Effect: After attacking 5 times, the wake of fire sentry self-destructs.
At-Will Sacrifice: +1d3 fire damage
Encounter Sacrifice: +2d3 fire damage
Daily Sacrifice: +3d3 fire damage and +1 attack before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any Fire Blast, Wake of Fire Sentry, or Wake of Inferno Sentry also improve the others.

Blade Fury - At-Will
Standard Action
Ranged Weapon
Requirement: Must be wielding shurikens
Target: One creature
Attack: Intelligence vs. Reflex, twice
Hit: 1[W] + Intelligence modifier damage.
At-Will Sacrifice: +1 attack
Encounter Sacrifice: +2 attacks
Daily Sacrifice: +2 attacks and +1[W] damage
Sacrificial Synergy: Powers sacrificed to improve Blade Sentinel, Blade Fury, or Blade Shield also improve the others.

Lightning Sentry - Encounter
Minor Action
Ranged 8
Effect: Creates a lightning sentry which uses the following power on its turn (which begins the round after it is created) and can take no other actions. The sentry takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the sentry's power, not this one. The sentry uses the assassin's current modifiers for attacks and initiative order.
Lightning - At-Will
Full-Round Action
Close Line 6 within 1 square
Target: Each creature in line
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier electric damage.
Effect: After attacking 5 times, the lightning sentry self-destructs.
At-Will Sacrifice: +1d8 electric damage
Encounter Sacrifice: +2d8 electric damage
Daily Sacrifice: +3d8 electric damage and +1 attack before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any Shock Web, Charged Bolt Sentry, or Lightning Sentry also improve the others.

Wake of Inferno Sentry - Encounter
Minor Action
Ranged 8
Effect: Creates a wake of inferno sentry which uses the following power on its turn (which begins the round after it is created) and can take no other actions. The sentry takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the sentry's power, not this one. The sentry uses the assassin's current modifiers for attacks and initiative order.
Wake of Inferno - At-Will
Full-Round Action
Close Line 3 within 1 square
Target: Each creature in line
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Miss: Half fire damage.
Effect: After attacking 5 times, the wake of inferno sentry self-destructs.
At-Will Sacrifice: +1d6 fire damage
Encounter Sacrifice: +2d6 fire damage
Daily Sacrifice: +3d6 fire damage and +1 attack before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any Fire Blast, Wake of Fire Sentry, or Wake of Inferno Sentry also improve the others.

Death Sentry - Daily
Minor Action
Ranged 8
Effect: Creates a death sentry which uses one of the two following powers on its turn (which begins the round after it is created) and can take no other actions. The power chosen is at the assassin's option. The sentry takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the sentry's power, not this one. The sentry uses the assassin's current modifiers for attacks and initiative order.
Electric Death - At-Will
Full-Round Action
Close Line 6 within 1 square
Target: Each creature in line
Attack: Intelligence vs. Reflex
Hit: 1d8 + Intelligence modifier electric damage.
Effect: After attacking 10 times (with either Death attack or a combination), the death sentry self-destructs.
At-Will Sacrifice: +1d8 electric damage
Encounter Sacrifice: +2d8 electric damage
Daily Sacrifice: +3d8 electric damage and +2 attacks before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any trap also improve Death Sentry, and vice versa.

Fire Death - At-Will
Full-Round Action
Area Blast 6 within 3 squares
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage
Miss: Half fire damage
Effect: After attacking 10 times (with either Death attack or a combination), the death sentry self-destructs.
At-Will Sacrifice: +1d6 fire damage
Encounter Sacrifice: +2d6 fire damage
Daily Sacrifice: +3d6 fire damage and +2 attacks before self-destruct
Sacrificial Synergy: Powers sacrificed to improve any trap also improve Death Sentry, and vice versa.

Blade Shield - Encounter
Immediate Reaction
Melee Weapon
Requirement: Must be wielding shurikens
Target: Attacking creature(s)
Attack: Intelligence vs. AC, as many times as you have shurikens, which become unusable for the duration, up to 3 shurikens
Hit: 1[W] damage.
Sustain Minor: Keep the shield up, spending no actions to have it attack.
At-Will Sacrifice: +1 shuriken can be used
Encounter Sacrifice: +2 shurikens can be used
Daily Sacrifice: +4 shurikens can be used
Sacrificial Synergy: Powers sacrificed to improve Blade Sentinel, Blade Fury, or Blade Shield also improve the others.

Baron Corm
2008-07-21, 08:28 PM
Amazon

Class Traits

Role: Striker. You are somewhat fragile, but pack quite a punch, even at long ranges. They don't call you "glass cannon" for nothing.
Power Source: Varied. Many of your abilities, such as Fend and Plague Javelin, are gained through naturally honing your agility and natural knowledge (Martial), but many also are granted as gifts from your gods, such as Valkyrie and Lightning Fury (Divine). Some, such as Guided Arrow and Decoy, are even gained through opening up your personal magical talent (Arcane).
Key Abilities: Dexterity, Wisdom.

Armor Proficiencies: Cloth, leather, hide, chainmail, scale
Weapon Proficiencies: Simple melee, simple ranged, military ranged
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Choose 4: Athletics, Endurance, Heal, Intimidate, Religion, Perception, Stealth, Nature

Class Features

Inner Sight
Your forays through the forest have given you an uncanny knack for detection.
Effect: Amazons are constantly making Perception checks to spot creatures and may search for items or secret objects as a free action each round. In addition, they receive a +1 bonus to attack rolls against a creature if they succeed on a Perception check against it, with a DC of 10 + the creature's level.
At-Will Sacrifice: +.5 attack
Encounter Sacrifice: +1 attack
Daily Sacrifice: +2 attack
Sacrificial Synergy: Powers sacrificed for Inner Sight or Plague Javelin also improve the other.

Dodge

Amazons do not take effects from powers which have effects on a miss, if the attack misses. This only applies to attacks which target AC or Reflex.

Pierce
Effect: Whenever an attack with the Ranged Weapon descriptor hits its target, the Amazon may make a Perception check against DC = (creature's current hp, after the attack is made) to effectively make the primary attack again, from that creature's position. However, the projectile must continue in the direction it was going.
At-Will Sacrifice: +5 on Perception check
Encounter Sacrifice: +10 on Perception check
Daily Sacrifice: Projectile can change direction by 1 square
Sacrificial Synergy: Powers sacrificed for Pierce, Critical Strike, or Penetrate also benefit the others.

Powers

Javelin and Spear Skills - All javelin and spear skills require that the amazon have a javelin or spear (or similar weapon) equipped. Ranged skills require a thrown javelin or spear.

Jab - At-Will
Minor Action
Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Jab cannot be responded to with an Immediate Reaction power.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage
Sacrificial Synergy: Powers sacrificed for Jab, Impale, or Fend also improve the others.

Impale - Daily
Full-Round Action
Melee Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 4[W] + Dexterity modifier damage.
At-Will Sacrifice: +2[W] damage
Encounter Sacrifice: +4[W] damage
Daily Sacrifice: +8[W] damage
Sacrificial Synergy: Powers sacrificed for Jab, Impale, or Fend also improve the others.

Fend - Encounter
Standard Action
Melee Weapon
Target: All creatures in range
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage
Sacrificial Synergy: Powers sacrificed for Jab, Impale, or Fend also improve the others.

Charged Strike - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Secondary Area: Close Blast 2
Secondary Target: Each creature in blast
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 1d8 + Wisdom modifier electricity damage.
At-Will Sacrifice: +1[W] damage, +1d8 electricity damage
Encounter Sacrifice: +2[W] damage, +2d8 electricity damage
Daily Sacrifice: +4[W] damage, +4d8 electricity damage
Sacrificial Synergy: Powers sacrificed for Charged Strike or Lightning Fury also improve the other.

Lightning Fury - Encounter
Standard Action
Ranged Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier electricity damage.
Secondary Area: Close Burst (range equal to weapon) centered on creature hit
Secondary Target: Each enemy within burst
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 1[W] + Wisdom modifier electricity damage.
At-Will Sacrifice: +1[W] electricity damage
Encounter Sacrifice: +2[W] electricity damage
Daily Sacrifice: +4[W] electricity damage
Sacrificial Synergy: Powers sacrificed for Charged Strike or Lightning Fury also improve the other.

Plague Javelin - Encounter
You load a sack of carefully selected poisonous plants onto your javelin, which will create a toxic cloud when it bursts.
Standard Action
Ranged Weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Secondary Area: Close Burst 4 centered on creature hit
Secondary Target: Each enemy within burst
Secondary Attack: Dexterity vs. Reflex
Secondary Hit: 1[W] + Dexterity modifier poison damage.
At-Will Sacrifice: +1[W] poison damage
Encounter Sacrifice: +2[W] poison damage
Daily Sacrifice: +4[W] poison damage
Sacrificial Synergy: Powers sacrificed for Inner Sight or Plague Javelin also improve the other.

Passive and Magic Skills

Critical Strike - Passive
Effect: Any bow, javelin, or spear has its critical threat range increased when wielded by the amazon.
At-Will Sacrifice: Threat range increased by 1/2
Encounter Sacrifice: Threat range increased by 1
Daily Sacrifice: Critical multiplier increased by 1
Sacrificial Synergy: Powers sacrificed for Pierce, Critical Strike, or Penetrate also benefit the others.

Penetrate - Passive
Effect: The amazon increases her attack when wielding a bow, javelin, or spear.
At-Will Sacrifice: Attack increased by 1/2
Encounter Sacrifice: Attack increased by 1
Daily Sacrifice: Attack increased by 2
Sacrificial Synergy: Powers sacrificed for Pierce, Critical Strike, or Penetrate also benefit the others.

Decoy - At-Will
Full-Round Action
Ranged 10
Effect: Summons an image of the amazon to a square within range. The decoy will act as the amazon if hurt, but will not move from its square. Any interaction with the decoy allows an Insight check with a DC of 15 + the amazon's level to disbelieve it. A decoy will take damage equal to the amazon's bloodied HP before fading, or it will automatically disappear after 5 minutes, whichever comes first. The decoy has effective stats and equipment equal to the amazon's own at the time of summoning, but will never take any actions.
At-Will Sacrifice: Additional HP equal to half the amazon's bloodied HP; last another 2.5 minutes
Encounter Sacrifice: Additional HP equal to the amazon's bloodied HP; last another 5 minutes
Daily Sacrifice: Additional HP equal to twice the amazon's bloodied HP; last another 10 minutes
Sacrificial Synergy: Powers sacrificed for Decoy or Valkyrie also benefit the other.

Valkyrie - Encounter
Full-Round Action
Effect: Summons a valkyrie to a square adjacent to the amazon, under the amazon's control. The amazon may only have one valkyrie at a time; any uses of this power while a valkyrie is being controlled will unsummon the current valkyrie and send a new one. The valkyrie disappears at the end of the encounter.
At-Will Sacrifice: Valkyrie level increased by 1
Encounter Sacrifice: Valkyrie level increased by 2
Daily Sacrifice: Valkyrie level increased by 4
Sacrificial Synergy: Powers sacrificed for Decoy or Valkyrie also benefit the other.

Bow and Crossbow Skills - All bow and crossbow skills require a bow or crossbow of any kind.

Guided Arrow - Encounter
Standard Action
Ranged Weapon
Target: One creature
Attack: Dexterity + Wisdom vs. AC
Hit: 1[W] + Dexterity modifier damage and 1[W] + Wisdom modifier arcane damage.
Effect: Does not require arrows or bolts. Can fire in any projectile path required, but range (i.e. total number of squares traveled) remains the same. Does not require line of sight or line of effect.
At-Will Sacrifice: +1[W] (total) damage
Encounter Sacrifice: +2[W] (total) damage
Daily Sacrifice: +4[W] (total) damage
Sacrificial Synergy: Powers sacrificed for Guided Arrow, Multishot, Freezing Arrow, or Immolation Arrow also improve the others.

Multishot - At-Will
Standard Action
Ranged Weapon Blast
Target: Two creatures in blast
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +1 creature as a target
Sacrificial Synergy: Powers sacrificed for Guided Arrow, Multishot, Freezing Arrow, or Immolation Arrow also improve the others.

Freezing Arrow - Daily
Standard Action
Ranged Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage
Secondary Area: Close burst 3 centered on creature hit
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 2d4 + Wisdom modifier cold damage and restrained for 1 round and slowed and weakened (save ends)
At-Will Sacrifice: +1/2[W] damage; +1d4 cold damage
Encounter Sacrifice: +1[W] damage; +2d4 cold damage
Daily Sacrifice: +2[W] damage; +4d4 cold damage
Sacrificial Synergy: Powers sacrificed for Guided Arrow, Multishot, Freezing Arrow, or Immolation Arrow also improve the others.

Immolation Arrow - Daily
Standard Action
Ranged Weapon
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage
Secondary Area: Close burst 3 centered on creature hit
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 2d6 + Wisdom modifier fire damage and ongoing 1d6 + Wisdom modifier fire damage (save ends)
Secondary Miss: Ongoing Wisdom modifier fire damage (save ends)
At-Will Sacrifice: +1/2[W] damage; +1d6 fire damage, +1/2d6 ongoing fire damage
Encounter Sacrifice: +1[W] damage; +2d6 fire damage, +1d6 ongoing fire damage
Daily Sacrifice: +2[W] damage; +4d6 fire damage, +2d6 ongoing fire damage
Sacrificial Synergy: Powers sacrificed for Guided Arrow, Multishot, Freezing Arrow, or Immolation Arrow also improve the others.

Baron Corm
2008-07-21, 08:29 PM
Druid

Class Traits

Role: Varied. Of all the classes, the druid has the most versatility. You can summon nature spirits to give aid to yourself and your allies (Leader/Defender), you can bring down nature's fury whenever need be (Striker), or you can choose powers which put large groups of enemies in their place (Controller). It is all a matter of where you want to direct your primal wrath.
Power Source: Divine. All of your abilities are drawn from nature itself.
Key Abilities: Wisdom, Constitution

Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, simple ranged
Implements: Pelts
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 5 + Constitution modifier

Trained Skills: Choose 3: Endurance, Heal, Diplomacy, Perception, Nature

Class Features

Druidic Path

Every druid has a mission. It is up to him to decide how he wishes to go about using the gifts that nature gives him. Choose one of the following paths at first level.

Nature's Vengeance Druid

A druid who takes upon himself the task of avenging nature's grievances tends towards the damaging elemental druid powers. He receives special bonuses on certain powers which cause them to deliver even more of nature's wrath.

Peacekeeper Druid

Peacekeeper druids seek only for there to be a balance between nations, and for a oneness with nature. They lean towards powers which allow them to turn into or summon animals, and receive bonuses on some powers which aid in their crusade of pacifism.

Powers

Elemental

Firestorm - At-Will
Standard Action
Implement
Close Blast 3
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier fire damage.
At-Will Sacrifice: +1d6/2 damage
Encounter Sacrifice: +1d6 damage
Daily Sacrifice: +2d6 damage
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others.

Molten Boulder - Encounter
Standard Action
Implement
Close Line 8 within 2 squares
Target: Each creature in line
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage and 2d6 + Wisdom modifier damage.
At-Will Sacrifice: +1d6 damage and fire damage
Encounter Sacrifice: +2d6 damage and fire damage
Daily Sacrifice: +4d6 damage and fire damage
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others.

Volcano - Encounter
Standard Action
Implement
Ranged 8
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage and 2d6 + Wisdom modifier damage.
Miss: Half damage
Secondary Area: Close burst 4 centered on volcano
Secondary Target: Each creature in area
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 1d6 fire damage and 1d6 damage.
Effect: Volcano remains for 1 additional round, making its secondary attack. Primary attack is made against any creature who stands in its origin square.
At-Will Sacrifice: Increase burst area 1 square
Encounter Sacrifice: +2d6 fire damage and +2d6 damage primary; +1d6 damage and +1d6 fire damage secondary
Daily Sacrifice: Remains for an additional round
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others.

Fissure - Encounter
Standard Action
Implement
Area Blast 8 within 4 squares
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage.
Miss: Half damage
At-Will Sacrifice: +1d6 damage
Encounter Sacrifice: +2d6 damage
Daily Sacrifice: +4d6 damage
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others.

Armageddon - Daily
Full-round Action
Implement
Close Burst 6
Target: Each enemy in burst
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier fire damage and 2d6 + Wisdom modifier damage.
Sustain standard: Armaggedon continues.
Nature's Vengeance: A volcano of equal power to your own is created at one unoccupied square of your choice within range of the armageddon. Volcanoes continue to be made if the power is sustained.
Peacekeeper: Armageddon can be used in wereform. It can be sustained with a minor action and uses your Constitution modifier instead of your Wisdom modifier to attack, if in wereform.
At-Will Sacrifice: +1d6 damage and +1d6 fire damage
Encounter Sacrifice: +2d6 damage and +2d6 fire damage
Daily Sacrifice: +4d6 damage and +4d6 fire damage
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others.

Arctic Blast - At-Will
Standard Action
Implement
Close Line 4 within 1 square
Target: Each creature in blast
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier cold damage, and target is slowed.
At-Will Sacrifice: +1d4/2 damage
Encounter Sacrifice: +1d4 damage
Daily Sacrifice: +2d4 damage
Sacrificial Synergy: Powers sacrificed for Arctic Blast, Cyclone Armor, Twister, Tornado, or Hurricane also improve the others.

Cyclone Armor - Encounter
Minor Action
Personal
Effect: You receive resistance 5 against cold, fire, electric, and thunder damage. The damage resistance is reduced by any damage done to you equal to the damage done. The cyclone armor disappears if any damage passes through the damage resistance or the encounter ends, whichever comes first.
At-Will Sacrifice: Damage resistance increased by 2.5
Encounter Sacrifice: Damage resistance increased by 5
Daily Sacrifice: Damage resistance increased by 10
Sacrificial Synergy: Powers sacrificed for Arctic Blast, Cyclone Armor, Twister, Tornado, or Hurricane also improve the others.

Twister - At-Will
Standard Action
Implement
Close Blast 2
Target: Each creature in blast
Attack: Wisdom vs. Fortitude
Hit: Target is dazed for 1 round.
At-Will Sacrifice: Dazed for 1/2 additional round
Encounter Sacrifice: Dazed for 1 additional round
Daily Sacrifice: Dazed for 2 additional rounds
Sacrificial Synergy: Powers sacrificed for Arctic Blast, Cyclone Armor, Twister, Tornado, or Hurricane also improve the others.

Tornado - Encounter
Standard Action
Implement
Close Wall 6
Target: Each creature in wall
Attack: Wisdom vs. Reflex
Hit: 2d4 + Wisdom modifier damage and 2d4 + Wisdom modifier cold damage
At-Will Sacrifice: +1d4 damage and +1d4 cold damage
Encounter Sacrifice: +2d4 damage and +2d4 cold damage
Daily Sacrifice: +4d4 damage and +4d4 cold damage
Sacrificial Synergy: Powers sacrificed for Arctic Blast, Cyclone Armor, Twister, Tornado, or Hurricane also improve the others.

Hurricane - Daily
Full-round Action
Implement
Close Burst 4
Target: Each enemy in burst
Attack: Wisdom vs. Fortitude
Hit: 2d4 + Wisdom modifier cold damage and 2d4 + Wisdom modifier damage and target is slowed (save ends).
Miss: Half damage.
Sustain minor: Hurricane continues.
Nature's Vengeance: On a hit, the hurricane also weakens the target (save ends).
Peacekeeper: Hurricane can be used in wereform. It uses your Constitution modifier to attack instead of your Wisdom modifier, if in wereform.
At-Will Sacrifice: +1d4 damage and +1d4 cold damage
Encounter Sacrifice: +2d4 damage and +2d4 cold damage
Daily Sacrifice: +4d4 damage and +4d4 cold damage
Sacrificial Synergy: Powers sacrificed for Arctic Blast, Cyclone Armor, Twister, Tornado, or Hurricane also improve the others.

Shape Shifting - Powers with the Werewolf or Werebear descriptor only function while in the respective form. Druids in wereforms cannot use powers from the Elemental tree, but they can use powers from the Summoning tree.

Powers sacrificed for powers with the Werewolf or Werebear descriptor improve all other powers with the Werewolf or Werebear descriptor.

Werewolf - Encounter
Minor Action
Werewolf
Personal
Effect: Become a werewolf, increasing your move speed by 2 squares. When in werewolf form, all of your equipment melds into the form, functioning mechanically just as it did, except that nothing can be disarmed from you, and ranged weapons become melee.
At-Will Sacrifice: +1 square
Encounter Sacrifice: +2 squares
Daily Sacrifice: +4 squares

Werebear - Encounter
Minor Action
Werebear
Personal
Effect: Become a werebear, granting you a +1[W] bonus to all damage rolls. Werebears also receive double the normal bonus from Lycanthropy. When in werebear form, all of your equipment melds into the form, functioning mechanically just as it did, except that nothing can be disarmed from you, and ranged weapons become melee.
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +2[W] damage

Lycanthropy - Passive
Werewolf - Werebear
Effect: Increases the durability of your wereforms. The temporary hit points are granted when the wereform is entered, and last until the wereform ends.
At-Will Sacrifice: +1 temporary hit point
Encounter Sacrifice: +2 temporary hit points
Daily Sacrifice: +4 temporary hit points

Feral Rage - At-Will
Minor Action
Werewolf
Melee Weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier damage.
Effect: Each successive hit within 1 round of the last hit adds 1[W] damage to the next hit. This stacks once, and resets if no hits are made for 2 rounds.
Special: If the druid is bloodied, Feral Rage grants 1 temporary hit point on a hit. This is increased by 1 with successive hits.
At-Will Sacrifice: +1/2[W] damage, +1/2 temporary hit point
Encounter Sacrifice: +1[W] damage, +1 temporary hit point
Daily Sacrifice: Stack an additional hit

Maul - At-Will
Standard Action
Werebear
Melee Weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 2[W] + Constitution modifier damage. Daze target for 1 round.
Effect: Each successive hit within 1 round of the last hit adds 2[W] damage to the next hit. This stacks once, and resets if no hits are made for 2 rounds.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: Stack an additional hit

Fire Claws - At-Will
Standard Action
Werewolf - Werebear
Melee Weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier fire damage.
Miss: Half damage.
Nature's Vengeance: Additional damage equal to Wisdom modifier. Attack uses Wisdom instead of Constitution.
Peacekeeper: Fire Claws takes a minor action to use if in werewolf form, and deals double [W] damage if in werebear form.
At-Will Sacrifice: +1/2[W] fire damage
Encounter Sacrifice: +1[W] fire damage
Daily Sacrifice: +2[W] fire damage
Sacrificial Synergy: Powers sacrificed for Firestorm, Molten Boulder, Volcano, Fissure, Armageddon, or Fire Claws also improve the others. Though Fire Claws has the Werewolf and Werebear descriptors, it does not synergize with other Werewolf or Werebear powers.

Fury - At-Will
Minor Action
Werewolf
Melee Weapon
Target: One or two creatures within range
Attack: Constitution vs. AC, twice if one creature is targeted
Hit: 2[W] + Constitution modifier damage.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: One additional attack may be made
Daily Sacrifice: Two additional attacks may be made

Rabies - Encounter
Minor Action
Werewolf
Melee Weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + Constitution modifier ongoing poison damage (save ends).
Secondary Target: Creatures adjacent to the original target
Secondary Attack: Constitution vs. Fortitude
Secondary Hit: 1[W] + Constitution modifier ongoing poison damage (save ends)
Effect: Any creature who doesn't make their save can continue to spread rabies until they do. Creatures who currently have rabies cannot get it again, but they can get it once they make their save.
At-Will Sacrifice: Rabies may spread to creatures an additional square away
Encounter Sacrifice: +1[W] poison damage
Daily Sacrifice: +2[W] poison damage

Shockwave - At-Will
Standard Action
Werebear
Close Blast 2
Target: Each creature in blast
Attack: Constitution vs. Fortitude
Hit: Target is dazed for 1 round.
At-Will Sacrifice: Dazed for 1/2 additional round
Encounter Sacrifice: Dazed for 1 additional round
Daily Sacrifice: Dazed for 2 additional rounds

Hunger - Daily
Standard Action
Werewolf - Werebear
Melee Weapon
Target: One creature
Attack: Constitution vs. Fortitude
Hit: Target loses 2 health surges and the use of 1 encounter power, while the druid gains back the use of 2 health surges and gains 1 mana surge.
At-Will Sacrifice: Additional 1 health surge and 1/2 mana surge
Encounter Sacrifice: Additional 2 health surges and 1 mana surge
Daily Sacrifice: Additional 4 health surges and 2 mana surges

Summoning

Spirit Sage - Encounter
Minor Action
Effect: Summons a nature spirit depending on your chosen path. Nature spirits are immune to damage, but disappear at the end of the encounter. They tend to stay adjacent to or within a few squares of the druid, instinctively going towards the direction they are most needed. Their movements are controlled by the DM. They have no attacks and rarely communicate with the druid. They act on the druid's turn.
Nature's Vengeance: Summons a Heart of Wolverine which grants your Wisdom modifier to the damage rolls of allies within 4 squares.
Peacekeeper: Summons an Oak Sage which grants your Constitution modifier as additional hit points whenever an ally within 4 squares spends a healing surge.
At-Will Sacrifice: +1 square radius
Encounter Sacrifice: +2 square radius
Daily Sacrifice: +4 square radius
Sacrificial Synergy: Powers sacrificed for Spirit Sage, Spirit Wolves, Spirit Vine, or Spirit Bear also benefit the others.

Spirit Wolves - At-Will
Minor Action
Effect: Summons a spirit wolf which acts on your turn. You may only have 3 spirit wolves active at any time. Using this power while you have 3 spirit wolves will unsummon the least recently summoned one, and summon a new one.
At-Will Sacrifice: +1 spirit wolf level
Encounter Sacrifice: +2 spirit wolf level
Daily Sacrifice: +1 spirit wolf allowed at a time
Sacrificial Synergy: Powers sacrificed for Spirit Sage, Spirit Wolves, Spirit Vine, or Spirit Bear also benefit the others.

Spirit Bear - Daily
Minor Action
Effect: Summons a spirit bear which acts on your turn. The spirit bear disappears at the end of the encounter.
At-Will Sacrifice: +1 spirit bear level
Encounter Sacrifice: +2 spirit bear level
Daily Sacrifice: +4 spirit bear level
Sacrificial Synergy: Powers sacrificed for Spirit Sage, Spirit Wolves, Spirit Vine, or Spirit Bear also benefit the others.

Spirit Vine - Encounter
Minor Action
Effect: Summons a spirit vine depending on your chosen path. Spirit vines are immune to damage, but disappear at the end of the encounter. They tend to stay adjacent to or within a few squares of the druid, instinctively going towards the direction they are most needed. Their movements are controlled by the DM. They have no attacks and rarely communicate with the druid. They act on the druid's turn, and can eat 1 corpse per round.
Nature's Vengeance: Summons a Solar Creeper which can eat 5 corpses to grant the druid 1 mana surge.
Peacekeeper: Summons a Carrion Vine which can eat 5 corpses to restore the use of 2 healing surges to the druid.
At-Will Sacrifice: +1 mana surge per 2 at-wills sacrificed, or +1 healing surge per at-will sacrificed
Encounter Sacrifice: 1/2 less corpse required
Daily Sacrifice: 1 less corpse required
Sacrificial Synergy: Powers sacrificed for Spirit Sage, Spirit Wolves, Spirit Vine, or Spirit Bear also benefit the others.

Baron Corm
2008-07-21, 08:30 PM
Sorceress

Class Traits

Role: Controller/Striker. You have many abilities which hinder or destroy large groups of foes, and your buffs are mostly personal.
Power Source: Arcane. Your powers are gained through natural talent, and honed through years of study and exploration.
Key Abilities: Intelligence, Charisma

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Staves, orbs
Bonus to Defense: +2 Will

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 5 + Constitution modifier

Trained Skills: Choose 3: Arcana, Diplomacy, Dungeoneering, History, Insight

Class Features

Telekinesis

A sorceress can manipulate objects from 2 squares away as if using her hands (things she's holding are not used), even if her hands are currently full. Telekinesis stops working whenever the sorceress is affected by a continuous negative status condition.

Ritual Casting

You receive the Ritual Casting feat as a bonus feat, and learn any one ritual you meet the requirements for every 5 levels.

Energy Shield

Any time the sorceress is hit by an attack, she may expend the use of an encounter power to negate the attack. Attacks which deal her bloodied hp or more in one hit require the expenditure of a daily power.

Enchant

A sorceress may, instead of using an encounter or daily power, cast that power on a melee weapon. The next strike with that melee weapon has the effect of that power, in addition to any other effects. More than one power may be stacked on a single weapon. Any enchantments' attack rolls are based off of the sorceress's abilities at the time of enchanting.

The sorceress cannot regain the power until it is used by the weapon.

Elemental Mastery

Choose either fire, lightning, or cold. All spells of that type gain double the normal numerical bonuses from implements.

Powers

Cold Spells

Glacial Spike - At-Will
Standard Action
Implement
Area Blast 5 within 2 squares
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d4 + Intelligence modifier cold damage and target is restrained (save ends).
Miss: Half damage, and no restraining.
At-Will Sacrifice: +1d4/2 cold damage
Encounter Sacrifice: +1d4 cold damage
Daily Sacrifice: +2d4 cold damage
Sacrificial Synergy: Powers sacrificed for Glacial Spike, Blizzard, Frozen Orb, or Shiver Armor also improve the others.

Blizzard - Encounter
Standard Action
Implement
Area Blast 5 within 5 squares
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 2d4 + Intelligence modifier cold damage and target is slowed and weakened (save ends).
Miss: Half damage, and slowing and weakness last 1 round.
At-Will Sacrifice: +1d4 cold damage
Encounter Sacrifice: +2d4 cold damage
Daily Sacrifice: +4d4 cold damage
Sacrificial Synergy: Powers sacrificed for Glacial Spike, Blizzard, Frozen Orb, or Shiver Armor also improve the others.

Frozen Orb - Daily
Standard Action
Implement
Close Blast 8
Target: Each creature in blast
Attack: Intelligence vs. Fortitude
Hit: 4d4 + Intelligence modifier cold damage and target is slowed and weakened (save ends).
Miss: Half damage, and slowing and weakness last 1 round.
At-Will Sacrifice: +2d4 cold damage
Encounter Sacrifice: +4d4 cold damage
Daily Sacrifice: +8d4 cold damage
Sacrificial Synergy: Powers sacrificed for Glacial Spike, Blizzard, Frozen Orb, or Shiver Armor also improve the others.

Shiver Armor - Encounter
Immediate Reaction
Personal
Effect: Grants a +2 bonus to AC and Fortitude. Creatures who strike the sorceress with a melee weapon take 1d4 + Intelligence modifier cold damage. They are slowed for 1 round if they fail a (Intelligence vs. Fortitude) save. The shiver armor lasts for 1 round.
At-Will Sacrifice: +1 AC and Fortitude, +1/2d4 cold damage
Encounter Sacrifice: +2 AC and Fortitude, +1d4 cold damage
Daily Sacrifice: Lasts an additional round
Sacrificial Synergy: Powers sacrificed for Glacial Spike, Blizzard, Frozen Orb, or Shiver Armor also improve the others.

Lightning Spells - Most lightning spells allow you to choose whether you wish to use Intelligence or Charisma to attack with. This is the player's choice, and may be changed each time the attack is made. "Intelligence or Charisma" will be abbreviated "IoC" for this section.

Charged Bolt - At-Will
Standard Action
Implement
Close Blast 4
Target: Each enemy in blast
Attack: IoC vs. Reflex
Hit: 1d8 + IoC modifier electric damage.
At-Will Sacrifice: +1d8/2 electric damage
Encounter Sacrifice: +1d8 electric damage
Daily Sacrifice: +2d8 electric damage
Sacrificial Synergy: Powers sacrificed for Charged Bolt, Lightning, Chain Lightning, Nova, or Thunder Storm also improve the others.

Lightning - Encounter
Standard Action
Implement
Close Line 8 within 2 squares
Target: Each creature in line
Attack: IoC vs. Reflex
Hit: 2d8 + IoC modifier electric damage.
At-Will Sacrifice: +1d8 electric damage
Encounter Sacrifice: +2d8 electric damage
Daily Sacrifice: +4d8 electric damage
Sacrificial Synergy: Powers sacrificed for Charged Bolt, Lightning, Chain Lightning, Nova, or Thunder Storm also improve the others.

Chain Lightning - Encounter
Standard Action
Implement
Ranged 8
Target: One creature
Attack: IoC vs. Reflex
Hit: 1d8 + IoC modifier electric damage.
Secondary Area: Close Burst 8
Secondary Target: Each enemy in burst
Secondary Attack: IoC vs. Reflex
Secondary Hit: 1d8 + IoC modifier electric damage.
At-Will Sacrifice: +1/2d8 electric damage
Encounter Sacrifice: +1d8 electric damage
Daily Sacrifice: +2d8 electric damage
Sacrificial Synergy: Powers sacrificed for Charged Bolt, Lightning, Chain Lightning, Nova, or Thunder Storm also improve the others.

Nova - At-Will
Minor Action
Implement
Close Burst 2
Target: Each creature in burst
Attack: IoC vs. Reflex
Hit: 1d8 + IoC modifier electric damage.
At-Will Sacrifice: +1/2d8 electric damage
Encounter Sacrifice: +1d8 electric damage
Daily Sacrifice: +2d8 electric damage
Sacrificial Synergy: Powers sacrificed for Charged Bolt, Lightning, Chain Lightning, Nova, or Thunder Storm also improve the others.

Thunder Storm - Encounter
Standard Action
Implement
Ranged 6
Target: One creature
Effect: 1d8 + IoC modifier electric damage.
Sustain Minor: Attack again.
At-Will Sacrifice: +1/2d8 electric damage
Encounter Sacrifice: +1d8 electric damage
Daily Sacrifice: +2d8 electric damage
Sacrificial Synergy: Powers sacrificed for Charged Bolt, Lightning, Chain Lightning, Nova, or Thunder Storm also improve the others.

Fire Spells

Fireball - At-Will
Standard Action
Implement
Area Blast 5 within 3 squares
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage.
Miss: Half damage.
At-Will Sacrifice: +1d6/2 fire damage
Encounter Sacrifice: +1d6 fire damage
Daily Sacrifice: +2d6 fire damage
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Inferno - Encounter
Full-Round Action
Implement
Close Line 4 within 1 square
Target: Each creature in line
Attack: Charisma vs. Reflex
Hit: 2d6 + Charisma modifier fire damage.
Miss: Half damage.
Sustain move: Inferno continues.
At-Will Sacrifice: +1d6 fire damage
Encounter Sacrifice: +2d6 fire damage
Daily Sacrifice: +4d6 fire damage
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Blaze - Encounter
Standard Action
Implement
Wall Special
Target: Each creature in wall
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage.
Miss: Half damage.
Effect: A square of fire is created in any square you move out of, unless you are pushed, or you shift, phase, or teleport. The fire is snuffed out after 1 round.
Sustain standard: Blaze continues.
At-Will Sacrifice: +1/2d6 fire damage
Encounter Sacrifice: +1d6 fire damage
Daily Sacrifice: +2d6 fire damage
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Fire Wall - Encounter
Standard Action
Implement
Area wall 10
Target: Each creature in wall
Attack: Charisma vs. Reflex
Hit: 1d6 + Charisma modifier fire damage and ongoing Charisma modifier fire damage.
Miss: Half damage and no ongoing damage.
Sustain Minor: Fire Wall continues.
At-Will Sacrifice: +1/2d6 fire damage
Encounter Sacrifice: +1d6 fire damage
Daily Sacrifice: +2d6 fire damage
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Meteor - Daily
Standard Action
Implement
Area Blast 6 within 3 squares
Target: Each creature in blast
Attack: Charisma vs. Reflex
Hit: 4d6 + Charisma modifier fire damage and ongoing Charisma modifier fire damage.
Miss: Half damage and no ongoing damage.
Effect: First, the meteor area is chosen, and the standard action is spent. Then, the following round, the meteor arrives.
At-Will Sacrifice: +2d6 fire damage
Encounter Sacrifice: +4d6 fire damage
Daily Sacrifice: +8d6 fire damage
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Hydra - Daily
Minor Action
Ranged 8
Effect: Creates a hydra which uses the following power on its turn (which begins the round after it is created) and can take no other actions. The hydra takes no actions if no enemies are near enough to attack. Sacrificial Synergies apply to the hydra's power, not this one. The hydra uses the sorceress's current modifiers for attacks and initiative order.

Hydra may be used 3 times per day.
Hydrabolt - At-Will
Full-Round Action
Ranged 5
Target: Three enemies within range
Attack: Charisma vs. Reflex
Hit: 1d6 + Intelligence modifier fire damage.
Effect: After attacking 5 times, the hydra returns to its home plane.
At-Will Sacrifice: +1/2d6 fire damage
Encounter Sacrifice: +1d6 fire damage
Daily Sacrifice: +2d6 fire damage and +1 attack before returning
Sacrificial Synergy: Powers sacrificed for Fireball, Inferno, Blaze, Fire Wall, Meteor, or Hydra also improve the others.

Baron Corm
2008-07-21, 08:31 PM
Paladin

Class Traits

Role: Leader/Defender. Many of your powers are simply auras which aid yourself and allies. The remaining are attack powers which show off your place as a shiny general of justice, often dealing extra damage to evil elementals and undead. You also have the rare ability to wear plate armor, and gain extra bonuses from using magical shields.
Power Source: Divine. You are granted holy powers by being a member of the Church of Zakarum.
Key Abilities: Charisma, Strength, Constitution

Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee
Implements: Scepters
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 12 + Constitution modifier

Trained Skills: Choose 3: Diplomacy, Endurance, Heal, Religion, Insight

Class Features

Holy Shield

A paladin receives double the normal bonus from any numerical magical enhancements to a shield he wields.

Conversion

After dealing any amount of radiant damage to an enemy creature, the paladin may make a Diplomacy check against it to lower its hostility by an amount decided by the DM. The paladin gets a bonus on the check equal to half the radiant damage dealt.

Powers

Defensive Auras - A paladin may only have one aura of any kind active at any time. Auras all have a target of the paladin and all allies within 5 squares.

Cleansing - At-Will
Full-Round Action
Ally Aura
Effect: Grants regeneration 2, a +2 bonus to Fortitude saves against poisons and diseases, and a +2 bonus to Endurance checks against poisons and diseases for 1 round.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1 regeneration, +1 saves vs. poison and disease
Encounter Sacrifice: +2 regeneration, +2 saves vs. poison and disease
Daily Sacrifice: +4 regeneration, +4 saves vs. poison and disease
Sacrificial Synergy: Powers sacrificed for Sanctuary, Cleansing, Holy Bolt, or Fist of the Heavens also improve the others.

Vigor - At-Will
Full-Round Action
Ally Aura
Effect: Increases move speed by 2 squares for 1 round.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1 square
Encounter Sacrifice: +2 squares
Daily Sacrifice: +4 squares
Sacrificial Synergy: Powers sacrificed for Vigor or Charge also improve the other.

Salvation - At-Will
Full-Round Action
Ally Aura
Effect: Grants resistance 5 to fire, cold, and electric damage for 1 round.
Sustain Minor: Aura remains.
At-Will Sacrifice: +2.5 resistance
Encounter Sacrifice: +5 resistance
Daily Sacrifice: +10 resistance
Sacrificial Synergy: Powers sacrificed for Holy Shock, Conviction, Salvation, or Vengeance also improve the others.

Redemption - Daily
Full-Round Action
Close Burst 5
Target: All corpses of evil creatures within burst
Effect: Redeems the creatures' souls, giving the paladin 2 mana surges, and allowing him to use 2 health surges without spending any of his own, as long as the total level of the corpses is equal to twice the paladin's own.
At-Will Sacrifice: +1 mana surge, +1 health surges
Encounter Sacrifice: +2 mana surges, +2 health surges
Daily Sacrifice: +4 mana surges, +4 health surges
Sacrificial Synergy: Powers sacrificed for Fanaticism, Redemption, Defiance, Sacrifice, or Zeal also improve the others.

Defiance - At-Will
Full-Round Action
Ally Aura
Effect: Increases AC by 1
Sustain Minor: Aura remains.
At-Will Sacrifice: +1/2 AC
Encounter Sacrifice: +1 AC
Daily Sacrifice: +2 AC
Sacrificial Synergy: Powers sacrificed for Fanaticism, Redemption, Defiance, Sacrifice, or Zeal also improve the others.

Offensive Auras- A paladin may only have one aura of any kind active at any time. Auras with the [Ally Aura] descriptor have a target of the paladin and all allies within 5 squares. Auras which target enemies within 5 squares instead have the [Enemy Aura] descriptor. All auras can have their effects sustained as a minor action.

Concentration - At-Will
Full-Round Action
Ally Aura
Effect: Grants +1[W] damage to any attack made during the next round (based off the attacker's weapon). No attacks made under the effect of Concentration can be responded to with an Immediate Reaction power.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +2[W] damage
Sacrificial Synergy: Powers sacrificed for Concentration, Smite, Blessed Aim, or Blessed Weapon also improve the others.

Blessed Aim - At-Will
Full-Round Action
Ally Aura
Effect: Increases attack by 1.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1/2 attack
Encounter Sacrifice: +1 attack
Daily Sacrifice: +2 attack
Sacrificial Synergy: Powers sacrificed for Concentration, Smite, Blessed Aim, or Blessed Weapon also improve the others.

Fanaticism - At-Will
Full-Round Action
Ally Aura
Effect: Grants +2[W] damage to any attack made during the next round (based off the attacker's weapon).
Sustain Minor: Aura remains.
At-Will Sacrifice: +1[W] damage
Encounter Sacrifice: +2[W] damage
Daily Sacrifice: +4[W] damage
Sacrificial Synergy: Powers sacrificed for Fanaticism, Redemption, Defiance, Sacrifice, or Zeal also improve the others.

Conviction - At-Will
Full-Round Action
Enemy Aura
Effect: Bestows vulnerability 2 against fire, cold, and electricity attacks and lowers AC by 2 for 1 round.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1 vulnerability, AC -1
Encounter Sacrifice: +2 vulnerability, AC -2
Daily Sacrifice: +4 vulnerability, AC -4
Sacrificial Synergy: Powers sacrificed for Holy Shock, Conviction, Salvation, or Vengeance also improve the others.

Sanctuary - At-Will
Full-Round Action
Ally Aura
Effect: Grants +1[W] damage to any attack made during the next round (based off the attacker's weapon). Attacks made under the effect of Sanctuary ignore the resistances of evil elementals or undead.
Sustain Minor: Aura remains.
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +2[W] damage
Sacrificial Synergy: Powers sacrificed for Sanctuary, Cleansing, Holy Bolt, or Fist of the Heavens also improve the others.

Holy Shock - At-Will
Full-Round Action
Enemy Aura
Attack: Strength vs. Fortitude
Hit: Deals either 1d4 + Strength modifier cold damage (and weakened (save ends)), 1d6 + Strength modifier fire damage, or 1d8 + Strength modifier electric damage.
Miss (fire only): Half damage.
Effect: Adds 1[W] elemental damage to the paladin's (and not his allies') attacks, of the same type.
Sustain Minor: Aura remains. Element may not be changed unless a full-round action is used again.
At-Will Sacrifice: +1/2d4 cold/1/2d6 fire/1/2d8 electric damage, +1/2[W] elemental damage
Encounter Sacrifice: +1d4 cold/1d6 fire/1d8 electric damage, +1[W] elemental damage
Daily Sacrifice: +2d4 cold/2d6 fire/2d8 electric damage, +2[W] elemental damage
Sacrificial Synergy: Powers sacrificed for Holy Shock, Conviction, Salvation, or Vengeance also improve the others.

Combat Skills

Fist of the Heavens - Daily
Full-Round Action
Implement
Ranged 10
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d8 + Charisma modifier radiant electric damage.
Secondary Area: Close Burst 10 centered on primary target.
Secondary Target: Each creature in burst.
Secondary Attack: Charisma vs. Reflex
Secondary Hit: Equivalent to a hit with your own Holy Bolt power.
At-Will Sacrifice: +1d8 damage
Encounter Sacrifice: +2d8 damage
Daily Sacrifice: +4d8 damage
Sacrificial Synergy: Powers sacrificed for Sanctuary, Cleansing, Holy Bolt, or Fist of the Heavens also improve the others.

Holy Bolt - Encounter
Standard Action
Implement
Ranged 10
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1d10 + Charisma modifier radiant damage, if creature is an evil elemental or undead, or allow the creature to use a healing surge if it is not.
Miss: Half damage.
At-Will Sacrifice: +1/2d10 radiant damage, +1/2 healing surge
Encounter Sacrifice: +1d10 radiant damage, +1 healing surge
Daily Sacrifice: +2d10 radiant damage, +2 healing surges
Sacrificial Synergy: Powers sacrificed for Sanctuary, Cleansing, Holy Bolt, or Fist of the Heavens also improve the others.

Sacrifice - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Constitution vs. AC
Hit: 1[W] + 1/2 Constitution modifier damage and 1[W] + 1/2 Constitution modifier radiant damage.
Miss: 1/2 Constitution modifier damage and 1/2 Constitution modifier radiant damage.
Effect: You take half the damage dealt.
At-Will Sacrifice: +1/2[W] damage and +1/2[W] radiant damage
Encounter Sacrifice: +1[W] damage and +1[W] radiant damage
Daily Sacrifice: +2[W] damage and +2[W] radiant damage
Sacrificial Synergy: Powers sacrificed for Fanaticism, Redemption, Defiance, Sacrifice, or Zeal also improve the others.

Zeal - At-Will
Standard Action
Melee Weapon
Target: One or two creatures within range
Attack: Constitution vs. AC, twice if one creature is targeted
Hit: 1[W] + Constitution modifier damage.
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: One additional attack may be made
Daily Sacrifice: Two additional attacks may be made
Sacrificial Synergy: Powers sacrificed for Fanaticism, Redemption, Defiance, Sacrifice, or Zeal also improve the others.

Charge - Encounter
Standard Action
Melee Weapon
Target: One creature within range
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Effect: You may move up to your speed before making your attack as a free action.
At-Will Sacrifice: +2[W] damage
Encounter Sacrifice: +4[W] damage
Daily Sacrifice: +8[W] damage
Sacrificial Synergy: Powers sacrificed for Vigor or Charge also improve the other.

Vengeance - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1/3 Strength modifier cold damage and 1[W] + 1/3 Strength modifier fire damage and 1[W] + 1/3 Strength modifier electric damage.
At-Will Sacrifice: +3/2[W] elemental damage
Encounter Sacrifice: +3[W] elemental damage
Daily Sacrifice: +6[W] elemental damage
Sacrificial Synergy: Powers sacrificed for Holy Shock, Conviction, Salvation, or Vengeance also improve the others.

Smite - Encounter
Standard Action
Melee Weapon
Target: One creature
Attack: Charisma vs. AC
Effect: 1[W] + Charisma modifier damage and target is stunned (save ends).
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +2[W] damage
Sacrificial Synergy: Powers sacrificed for Concentration, Smite, Blessed Aim, or Blessed Weapon also improve the others.

Blessed Weapon - At-Will
Standard Action
Implement
Close Burst 6
Target: One creature within burst
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier damage.
At-Will Sacrifice: +1/2[W] damage
Encounter Sacrifice: +1[W] damage
Daily Sacrifice: +2[W] damage
Sacrificial Synergy: Powers sacrificed for Concentration, Smite, Blessed Aim, or Blessed Weapon also improve the others.

Baron Corm
2008-07-21, 08:35 PM
And finish it off with the monsters.

- Fallen/Carvers/etc and their shamans
- Flesh Spawners
- Gloams/Burning Souls
- Venom Lords/Megademons
- Frenzytaurs
- Claw Vipers
- Leapers
- Reanimated Horde
- Succubi
- Sand Maggots
- All act bosses
- Possibly others

DracoDei
2008-07-24, 12:43 PM
I am not the most knowledgeable about 4E but so far it looks good... the concept of non-Evil undead creation (and nothing like Deathless...) is a bit setting specific, but other than that...

MIGHT want to model the "Find Item", and "Find Potion" abilities by giving the barbarians the 4E equivalent of "Search" as a class skill, AND/OR maybe an At-Will that lets them quickly mix up a potion on a successful skill check from a corpse that must be drunk immediately and restores 1 healing surge to the drinker...

KillianHawkeye
2008-07-24, 09:51 PM
I don't understand how the "power sacrifice" thing works. Are you sacrificing a "use" of one of your powers? If so, how do you actually sacrifice an At-Will power? Or are you permanently sacrificing a power? Please explain. Also, since some of the powers have different effects with different sacrifices while others have similar effects to differing degrees, can you please explain whether or not sacrificing stacks? Can you also clarify the Sacrificial Synergy?

Seems like a pretty good start here.

Starsinger
2008-07-25, 01:21 AM
I don't understand how the "power sacrifice" thing works. Are you sacrificing a "use" of one of your powers? If so, how do you actually sacrifice an At-Will power? Or are you permanently sacrificing a power? Please explain. Also, since some of the powers have different effects with different sacrifices while others have similar effects to differing degrees, can you please explain whether or not sacrificing stacks? Can you also clarify the Sacrificial Synergy?

Seems like a pretty good start here.

Of this, the only one I can comment on is sacrificial synergy. I'm under the impression that if you say, sacrifice a power to enhance, say, Teeth, it also enhances Bone Spear and Bone Spirit.

Baron Corm
2008-07-25, 01:52 AM
I don't understand how the "power sacrifice" thing works. Are you sacrificing a "use" of one of your powers? If so, how do you actually sacrifice an At-Will power? Or are you permanently sacrificing a power? Please explain.

Say you level up, and you have the ability to learn a new At-Will power. You can choose to NOT learn an At-Will, and instead improve an existing power.


Also, since some of the powers have different effects with different sacrifices while others have similar effects to differing degrees, can you please explain whether or not sacrificing stacks? Can you also clarify the Sacrificial Synergy?

Sacrificing always stacks. I'll clarify that somewhere up top... and Starsinger has Sacrificial Synergies down. If you sacrifice an At-Will to give Teeth +1d4 necrotic damage, Bone Spear gains +1d8 necrotic damage and Bone Spirit gains +1d12 necrotic damage automatically at no extra cost.

@Draco, I wasn't quite sure how to balance just finding items from corpses where it didn't previously exist, not to mention the flavor explanation, but I think I'll do something not-quite-true-to-the-skill like that, thanks.

I'll do another class (the Assassin) tomorrow methinks.

AslanCross
2008-07-25, 04:51 AM
Any particular reason why the Barbarian uses Intelligence instead of Wisdom? I know it's just a flavor thing, but living out in the wild involves developing instinct, which is reflected by Wisdom.

DracoDei
2008-07-25, 07:01 AM
@Draco, I wasn't quite sure how to balance just finding items from corpses where it didn't previously exist, not to mention the flavor explanation, but I think I'll do something not-quite-true-to-the-skill like that, thanks.
The potion making from organ thing to regain healing surges matches pretty exactly fluff wise, and adding the 4E equivalent of Search to the skill list would match the fluff for "Find Item".

Starsinger
2008-07-25, 07:03 AM
Say you level up, and you have the ability to learn a new At-Will power. You can choose to NOT learn an At-Will, and instead improve an existing power.
Minor nitpick, unless you change how powers work as you level, you never learn new at wills in 4e.


and Starsinger has Sacrificial Synergies down.

:smallcool:

Baron Corm
2008-07-25, 11:31 AM
Any particular reason why the Barbarian uses Intelligence instead of Wisdom? I know it's just a flavor thing, but living out in the wild involves developing instinct, which is reflected by Wisdom.

It's anyone's call, really. I made it Intelligence, because the barbarians are actually taught these things by their elders, and Intelligence fits better than Wisdom for things like Shout where you're using superior knowledge of battle. I can see how you could use Wisdom though. I might have split it up between the two, but there's no way around using Strength/Constitution and Charisma, so that would lead to MAD.


The potion making from organ thing to regain healing surges matches pretty exactly fluff wise, and adding the 4E equivalent of Search to the skill list would match the fluff for "Find Item".

Yeah, I was thinking of the actual skill effect instead of the description. I've read all of those things like 1000 times but somehow those slipped my mind.


Minor nitpick, unless you change how powers work as you level, you never learn new at wills in 4e.

And the system comes crumbling down... well, chalk one up to learning... yeah, will have to draw up a new powers learned table for this

Baron Corm
2008-08-13, 11:07 PM
Bump for completion of classes.

Two things I know to be issues:

1. The benefits of sacrifices drop or vary from class to class. They are meant to be equal, but I changed my mind about how much they should affect the base power as I went on. They should add the same benefit again if you sacrifice an encounter, half that if you sacrifice an at-will, and double that if you sacrifice a daily. I will go back and fix this in the earlier classes when I have the time.

2. Assassin shadow disciplines not actually done. Those will be hard and I don't wanna. Monsters will get done first.

Dark-Penance
2008-08-14, 06:25 PM
Okay, I just did a quick scan of the Paladin and looked at Charge and Zeal since those were fairly powerful in Diablo. Now, admittedly, I'm not very familiar at all with 4th edition, so my conception of power levels might be wrong, in which case you can dismiss this entirely.

With charge, by taking Vigor as your first At-Will power, sacrificing your level 2 at-will, and then taking Charge at 3, and then sacrificing all other powers, your charge deals 70[W]+Strength Modifier damage. Of course, this is per encounter, so I wasn't actually too impressed, which made me want to check Zeal.

Now, as Zeal is at-will, you can take it at level 1, and then sink every single power into sacrificial synergy. By doing so, Zeal eventually deals 6.5[W]+Con Damage on 14 attacks for a total of 91[W]+14xCon damage. This just seems ridiculous for an at-will power (especially since this is by level 21, which means there are still 9 more levels to go if the game goes "epic").

Baron Corm
2008-08-17, 11:01 PM
Hmm never really did the math on the things. I guess I should make synergies for at-wills half as effective as encounters or something similar... but first calculate and compare some more at-wills and encounters and dailies. That will take a lot of work so.... I will do it later! Or maybe not at all! Thanks for pointing it out though, I'm trying to learn 4e as well.

Edit: Of course, I clicked "Submit Post" too early and continued to think about it. Yeah, so if your numbers are correct, switching one of those at-will sacrifices to Fanaticism will boost Zeal's damage by way too large of an amount.

However, maybe the system should just adapt so that monsters have more health in general (and make Zeal a Daily)? This is the way it is in Diablo II; the monsters have much, much more health than the players, but deal less damage than them. If all powers I wrote are equally unbalanced towards high damage, then the system still works :smallcool:. But yeah, will have to maybe go over it later.