Philosophy:
This is a rough draft of the Templar class. The Templar is a warrior in the service of his deity. He is neither quite as durable or deadly as the Warrior, but his auras and prayers bolster his allies and strike the fear of the gods into his opponents. The Templar is similar to the Cleric in D&D, but nearly all of his bolstering abilities are passive, allowing him to focus on smiting his foes while his allies reap the benefit of his powers. Multiple allied Templar's auras would not stack, however, they would, of course, be able to maintain different auras and give their allies a greater variety of boons.
The Templar:
The Templar is a reasonably well armed character who serves as inspiration in combat, the divine inspiration in problem-solving and the moral compass in role-playing.
Attributes:
The Templar values Personality most highly. The Templar's auras and chants are helped dramatically by having a high Personality score. The Templar's personality allows him to encourage and lead the faithful, and convict the hearts of the wicked.
The Templar also values Health as it adds to his Hit Point pool which isn't quite as large as his Warrior friends'.
Finally, the Templar values Strength. Templar will often find themselves on the front line with the Warriors, and will be well served by an accurate attack.
Equipment:
A Templar may wear leather armor, chain armor and any shield and may wield any standard weapon. Templar are also able to wield rare magical holy symbols crafted by the gods and their servants in the ancient past.
Auras:
Auras are divine glows that emanate from a Templar, serving as witness to the power of his faith. When you first build a Templar character, select two auras that he may use. An aura is activated by a minor action and may only be activated during the Ranged phase. Only one aura may be activated per turn.
Aura of Blessing
Radius: 1 + Personality
During each ranged phase, designate one ally in aura. He or she is +1 on to-hit rolls for that round. If the ally is an NPC, his or her morale gains a bonus equal to your Personality.
Aura of Healing
Radius: 1
You or any ally who activates their second wind in the aura regains an extra 5 hit points + your Personality score + your Healing Bonus.
Aura of Insight
Radius: 6 + Personality
Identifies as summoned or conjured any such visible creature in the aura.
Aura of Protection
Radius: 0 (Personal)
You gain a +2 bonus to AC against summoned or conjured creatures.
Aura of Courage
Radius: 1 + Personality
You and all allies in the aura gain a bonus to AC and Will equal to your personality score against Fear attacks. If your or an ally is already under the effect of a fear affect when this aura is activated or upon entering the aura, he or she may make a saving throw to eliminate the effect. Only one saving throw may be gained in this manner per character per encounter.
Aura of Cold Resistance
Radius: 6 + Personality
You and all allies in the aura gain Cold Resistance equal to your Personality Score + Healing Bonus.
Aura of Sanctuary
Radius: 0 (Personal)
Attacks against the Templar take a penalty equal to the Templar's Personality score. The Templar takes a -5 penalty on to-hit rolls.
Chants:
Chants are mystical powers granted by a Templar's deity. When you first create your Templar character, choose an Encounter Chant and a Daily Chant that he may use.
Song of Healing
Encounter Chant
Close Burst 1
Action: Minor
Targets either you or an ally in the burst. Target spends a healing surge and regains HP equal to 5 + Personality + Healing Bonus
Song of Life
Encounter Chant
Close Burst 10
Action: Standard
Type: Fear
Attack: Personality vs. Will
Targets all Undead in the burst. On a hit, the target is pushed a number of squares equal to the Templar's personality, takes 5 + Personality + Healing Bonus damage and is immobilized. This effect lasts until the beginning of the Templar's next engagement phase.
Sustain: Standard, make another attack against all Undead within Close Burst 10.
Song of Command
Daily Chant
Close Burst 2
Action: Standard
Attack: Personality vs. Will
Targets an enemy in the burst. If you hit, impose one of the following effects:
Die: stunned for one round.
Surrender: drops all items held in hand, all enemies that can see the target take a -2 penalty to morale.
Flee: Target moves its speed at the next available opportunity and leaves by the safest possible route. All enemies that can see the target take a -2 penalty to morale.
Hop: Shift target one square.
Class Features:
Supplication: At the beginning of each day, a Templar may pray to his deity for new powers. At dawn each day, after a short rest spent in prayer, you may replace one of your auras or chants with another which your deity grants.
Modifiers:
The Templar gains a bonus equal to his level when making to-hit rolls made with any standard weapon, or with his chants. The Templar gains a Healing Bonus equal to 1/2 his level. This is referred to in certain auras and chants. The Templar also gains a bonus to damage with standard weapons equal to 1/2 his level.
Hit Points:
A Templar starts with 27 Hit Points plus his Health Score. He gains 2 Hit Points every even level, and 3 Hit Points every odd level. At level 5, the Templar adds his Health score to his Hit Points again.
Will Bonus:
A Templar gains a +2 bonus to his Will when being attacked by Fear effects.
Showing posts with label class. Show all posts
Showing posts with label class. Show all posts
Sunday, February 22, 2009
The Warrior
Philosophy: This is a rough draft of the Warrior class, the meat and potatoes melee character. The Warrior should be an attractive and effective class, but relatively simple to play.
My goal is to have each class find three attributes relatively desirable.
I will post more later on to-hit and damage by level. The to-hit roll is made on a d20, modified by appropriate attribute (Strength for the Warrior). On a hit, a flat amount of damage is dealt, equal to the weapon's value, plus an appropriate attribute (again, Strength for the Warrior). For now, let me say: what you see is what you get. There are no damage or to-hit modifiers from magic items, feats, etc. Situational bonuses and penalties will apply, but will be no greater than +/- 2.
The Warrior:
The Warrior is a heavily armored character who serves as the front line in combat, the brute force in problem-solving and the "face" in roleplaying.
Attributes:
The Warrior values strength most highly, as it directly affects his chance to-hit and damage. Damage is important to a warrior because he must present a threat to his enemies in order keep their focus on him and away from his more vulnerable allies. The Warrior deals the most consistent damage to his opponents.
The Warrior also values Health as it adds to his Hit Point pool. Hit Points are more valuable to a warrior than to any other class, due to his high Armor.
Finally, the Warrior values Personality. Warriors are stereotypically considered to be loyal and honorable. Your character's personality score will help you to back up this reputation in social challenges. Furthermore, the Warrior relies on Personality to intimidate his opponents.
Equipment:
A Warrior may wear any standard armor and wield any standard weapon.
Maneuvers:
A Warrior has four special maneuvers. A maneuver modifies an attack, and must be chosen before the attack is made. Only one maneuver may be used per round.
Shove: When a Warrior hits with an attack, he may push the target one square.
Cleave: When a Warrior hits with an attack, he may deal damage equal to his Health score to one adjacent enemy.
Rattle: The target is marked as the Warrior's opponent. Any attack that does not include the Warrior as a target suffers a penalty to the to-hit roll equal to the Warrior's Personality score.
Charge: This maneuver may only be used once per encounter. The Warrior may make his attack during the movement phase.
Class Features:
Pinning: When a warrior hits with an Opportunity Attack granted by a moving opponent, the opponent's movement is ended.
Modifiers:
The Warrior gains a bonus equal to his level when making to-hit rolls made with any standard weapon. He gains a bonus equal to half his level, rounded-down, when making damage rolls with any standard weapon. Furthermore, the Warrior adds his Strength score as a bonus to damage when hitting with a melee weapon. The Warrior is the only character who gains this benefit.
Hit Points:
A Warrior starts with 32 Hit Points plus his Health Score. He gains 2 Hit Points every even level, and 3 Hit Points every odd level. At level 5, the Warrior adds his Health score to his Hit Points again.
Will Bonus:
A Templar gains a +2 bonus to his Will when he is the target of an attack which forces him to move against his will.
My goal is to have each class find three attributes relatively desirable.
I will post more later on to-hit and damage by level. The to-hit roll is made on a d20, modified by appropriate attribute (Strength for the Warrior). On a hit, a flat amount of damage is dealt, equal to the weapon's value, plus an appropriate attribute (again, Strength for the Warrior). For now, let me say: what you see is what you get. There are no damage or to-hit modifiers from magic items, feats, etc. Situational bonuses and penalties will apply, but will be no greater than +/- 2.
The Warrior:
The Warrior is a heavily armored character who serves as the front line in combat, the brute force in problem-solving and the "face" in roleplaying.
Attributes:
The Warrior values strength most highly, as it directly affects his chance to-hit and damage. Damage is important to a warrior because he must present a threat to his enemies in order keep their focus on him and away from his more vulnerable allies. The Warrior deals the most consistent damage to his opponents.
The Warrior also values Health as it adds to his Hit Point pool. Hit Points are more valuable to a warrior than to any other class, due to his high Armor.
Finally, the Warrior values Personality. Warriors are stereotypically considered to be loyal and honorable. Your character's personality score will help you to back up this reputation in social challenges. Furthermore, the Warrior relies on Personality to intimidate his opponents.
Equipment:
A Warrior may wear any standard armor and wield any standard weapon.
Maneuvers:
A Warrior has four special maneuvers. A maneuver modifies an attack, and must be chosen before the attack is made. Only one maneuver may be used per round.
Shove: When a Warrior hits with an attack, he may push the target one square.
Cleave: When a Warrior hits with an attack, he may deal damage equal to his Health score to one adjacent enemy.
Rattle: The target is marked as the Warrior's opponent. Any attack that does not include the Warrior as a target suffers a penalty to the to-hit roll equal to the Warrior's Personality score.
Charge: This maneuver may only be used once per encounter. The Warrior may make his attack during the movement phase.
Class Features:
Pinning: When a warrior hits with an Opportunity Attack granted by a moving opponent, the opponent's movement is ended.
Modifiers:
The Warrior gains a bonus equal to his level when making to-hit rolls made with any standard weapon. He gains a bonus equal to half his level, rounded-down, when making damage rolls with any standard weapon. Furthermore, the Warrior adds his Strength score as a bonus to damage when hitting with a melee weapon. The Warrior is the only character who gains this benefit.
Hit Points:
A Warrior starts with 32 Hit Points plus his Health Score. He gains 2 Hit Points every even level, and 3 Hit Points every odd level. At level 5, the Warrior adds his Health score to his Hit Points again.
Will Bonus:
A Templar gains a +2 bonus to his Will when he is the target of an attack which forces him to move against his will.
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