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8 months ago  ::  Nov 09, 2012 - 8:06PM #1
CyberWyld
Date Joined: May 23, 2006
Posts: 2
This is my first time playing 4e. I know VERY LITTLE about it. Was proficient with 3.5 and at the end of our final campagin (about 5 years ago now) I wanted to try and run this cool character concept I had found. I would REALLY appreciate ANYONE that would be willing to help me update this character to work (fairly) within the rules of 4e. So far our group is new (Some new to D&D altogether) and all we really have are the DM guide and the players handbooks. Any and all assistance is very much appreciated. This was a fantastic community that helped me with several custom characters about 5 years ago, I'm hoping it still is. :D



___________The Quasi Knight






Four Hundred Years ago a man by the name of Sterling Ruz found a way to channel Energy from the Quasi Elemental Plane of Energy, thus the Quasi Knight was born.  Though he was only able to harness a small amount of the power at first, it began to grow over time.  His powers were limited but effective when utilized at the right moment in battle.  He was killed Forty Years later when his Keep was stormed by a war band of ogres.  Years earlier he had passed his knowledge to his Apprentice Occam Adan.  When he heard about the untimely death of his master Adan was enraged.  With the help of his apprentice they tracked down the ogres and killed the entire tribe.  In the remembrance of their master, a temple was erected.  It was called the Temple of Ruz.  This would become the training grounds for the Knights to come.  Years pasted and their numbers rose, but in recent years the Quasi Knight ranks have fallen to where they are few and far between out from the protection of the temple walls. 


For training, an apprentice must venture to the Temple of Ruz.  The first year she will study exclusively in the Great Library of the temple.  Then after she has gained the Knowledge of the Quasi Elemental Plane of Energy and learned the ways of the Quasi Knight may she then continue her training.  She will then train for another year learning to fight with a Quasi Sword and casting the right spell at the right time.


Alignment: Any Lawful


Hit Dice: d8


 


Requirements:


To qualify to become a Quasi Knight, the character must fulfill all the following criteria.


Ability Scores: Int 13+, Wis 13+


Base Attack Bonus: +5


Knowledge (The Planes):  4 ranks


Feats: Power Attack, Cleave, Dodge, Combat Reflexes


Special: The character must find a Quasi Knight to take them as their apprentice; otherwise it is impossible to partake in such training.


 


Class Skills:


The Quasi Knight’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Move Silently (Dex), Intimidate (Cha), Jump (Str), Knowledge (Int), Listen (Wis), Search (Int), Sense Motive (Wis) Speak Language, Spot (Wis), Survival (Wis), Tumble (Dex), Use Magic Device (Cha)


 


Skill Points at Each Level: 4+ Int Modifier


 


 






 



Table 1-1: The Quasi Knight


 


Level


Base Attack


 Bonus


Fort


Save


Refl


Save


Will


Save


 


Special


Power Pts/Day


 


0


 


1


 


2


 


3


 


4


 


5


 


6


1


+1


+2


+1


+0


Create Quasi Dagger/ Sword Feat, Quasi Defense


2


2


 


 


 


 


 


 


2


+2


+3


+2


+0


Study Opponent +2


3


3


1


 


 


 


 


 


3


+3


+3


+2


+1


Deflect Attack 1/day, Quasi Mind


4


3


2


 


 


 


 


 


4


+4


+4


+2


+1


Weapon Specialization


5


3


2


1


 


 


 


 


5


+5


+4


+3


+1


Quasi Body


8


4


3


2


 


 


 


 


6


+6/+1


+5


+3


+2


Deflect Attack 2/day, Mobility


11


4


3


2


1


 


 


 


7


+7/+2


+5


+4


+2


Quasi Critical


16


4


3


3


1


 


 


 


8


+8/+3


+6


+4


+2


Quasi Leap


21


4


4


3


2


1


 


 


9


+9/+4


+6


+4


+3


Deflect Attack 3/day


26


4


4


3


2


1


 


 


10


+10/+5


+7


+5


+3


Quasi Iron Will, Study Opponent +4


33


4


4


4


3


2


1


 


11


+11/+6/+1


+7


+5


+3


 


40


4


4


4


3


2


1


 


12


+12/+7+2


+8


+6


+4


Deflect Attack 4/day


47


4


4


4


3


3


2


1


13


+13/+8/+3


+8


+6


+4


Quasi Reaction


56


4


4


4


4


3


2


1


14


+14/+9/+4


+9


+6


+4


 


65


4


4


4


4


3


3


2


15


+15/+10/+5


+9


+7


+5


Deflect Attack 5/day


74


4


4


4


4


4


3


2


16


+16/+11/+6/+1


+10


+7


+5


 


85


4


4


4


4


4


3


3


17


+17/+12/+7/+2


+10


+8


+5


 


96


4


4


4


4


4


4


3


18


+18/+13/+8/+3


+11


+8


+6


Deflect Attack 6/day, The Quasi Timeless Body


107


4


4


4


4


4


4


3


19


+19/+14/+9/+4


+11


+8


+6


 


118


4


4


4


4


4


4


4


20


+20/+15/+10/+5


+12


+9


+6


The Quasi Perfect Self


129


4


4


4


4


4


4


4



 






 


 


 


 


Class Features:


All of the following are class features of the Quasi-Knight prestige class.


Create Quasi Dagger/ Sword Feat:  The Knight can now channel enough energy to create her very own Quasi Dagger or Sword.  The Dagger/Sword takes a week to create, the handle of the Dagger/Sword can be of any make and fashion.  For the Color of the blade, the creator must have a gem of the color wished and it must be of at least 1000gp worth.  Also the Knight must spend 3000 XP for the creation of the Dagger/Sword.  See description below.


Psionic Powers: Beginning at 1st level the Quasi Knight is able to use a limited amount of psionic powers.  These powers are granted to him and are forever in his memory.  


Meditation:  The Knight must meditate for at least one hour each day to use her powers.  The meditation allows her to channel the power of the Quasi Elemental Plane into Psionic Energy, thus allowing her to use her powers.


Weapon and Armor Proficiency:  The Quasi Knight’s weapon training focuses on a very small list of weapons.  The Knight is proficient with the following weapons: Long sword, Quarterstaff, Dagger, Quasi Dagger, and Quasi  Sword.  The Quasi Knights do not partake in the using of ranged weapons; they prefer swords to bows as the best form of combat.  Quasi Knights are not proficient with any kind of armor nor with the using of shields.  Doing so will hinder them so they cannot channel the power of the Quasi Elemental Plane. 


Quasi Defense: When not wearing armor, Quasi Knights add their Intelligence bonus along with their Dexterity bonus to modify Armor Class.  If the Knight is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.


Study Opponent: At 2nd level, and again at 10th, the Knight is adept at spotting weaknesses in her foes’ fighting styles.  If she takes an all-out defensive action, she gains a dodge bonus to her AC against any opponent who attacks her in melee combat that round.  The dodge bonus begins the round after that opponent attacks her and lasts for the duration of the fight.


Deflect attack:  Beginning at 3rd level and every three levels after, the Quasi Knight can attempt to parry melee attacks against her.  She must be within 5 feet and holding a melee weapon or shield to deflect the attack. Once per day, when she would normally be hit with a melee weapon, she may make a Reflex saving throw against DC 20. (If the melee weapon has a magical bonus to attack, the DC increases by that amount.)  If she succeeds, she deflects the blow as a free action.  She must be aware of the attack before hand and not flat-footed.


The Quasi Mind:  At 3rd  level the Knight gains a +2 bonus to saving throws against spells and effects from the Enchantment school, since her meditation and training enable her to better resist mind affecting attacks.


Weapon Specialization:  On achieving 4th level or higher, the Knight my take the Weapon Specialization feat.  The Knight must have Weapon Focus with that weapon to take this feat.


The Quasi Body:  At 5th level, the Knight gains control over her body’s immune system.  She gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.


Quasi Critical: At 7th level, the Knight gains a +2 advantage on critical threat ranges.  This ability does not stack with the Improved Critical Feat.


The Quasi Leap:  At 8th level or higher, the Knight’s jumping distance (vertical or horizontal) is doubled.


Quasi Iron Will:  At 10th level, the Knight gains an additional +2 bonus to Will saves.  This bonus stacks with the Iron Will Feat.


Quasi Reaction:  At 13th level, the Knight gains a +2 to initiative rolls.  This ability stacks with Improved Initiative Feat.


The Quasi Timeless Body:  After achieving 18th level, the Knight no longer suffers ability penalties for aging and cannot be magically aged. (Any penalties she may have already suffered remain in place.) Bonuses still accrue, and the Knight still dies of age when her time is up.


The Quasi Perfect Self:  Upon reaching 20th level, the Knight has tuned her body with the Quasi Elemental Plane to the point that she becomes an extraplanar creature.  She is forevermore treated as an outsider rather than as a humanoid.  Additionally, the Quasi-Knight gains damage reduction 20/ +2.  This means that the Knight ignores the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +2 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.).  As an outsider, a 20th level Knight is subject to spells that repel enchanted creatures, such as Protection from Law.


 


The Quasi Dagger/Sword


The Quasi Dagger/Sword has a Metal handle with a blade of Energy about 15 inches long (dagger)/40 inches long (sword).  To create a Quasi weapon the creator must have the Create Quasi Dagger/Sword feat (exclusive to the Quasi Knight only). The blade will activate and deactivate at the will of the caster.  The weapon must be in the Knight’s hand for it to activate which means if the weapon is activated and is dropped, it will automatically deactivate.  A Knight can only channel enough energy to use one Quasi Dagger/Sword at a time due the amount of channeled energy need to form the blade.  If anyone other than the creator of the weapon attempts to wield it, it will not function.  The Dagger/Sword also develops its own special abilities.







Table 1-2: The Quasi Weapon


Wielder


   Level


Dagger/Sword


Damage


 


Critical


 


Wt


 


Special


1


1d4/1d8


19-20 x2


1lb


+1 Magical ability, Grants extra attack


2


1d4/1d8


19-20 x2


1lb


 


3


1d4/1d8


19-20 x2


1lb


+2 Magical ability


4


1d4/1d8


19-20 x2


1lb


 


5


1d4/1d8


19-20 x2


1lb


 


6


1d4/1d8


19-20 x2


1lb


+3 Magical ability


7


1d6/2d6


17-20 x2


1lb


 


8


1d6/2d6


17-20 x2


1lb


 


9


1d6/2d6


17-20 x2


1lb


 


10


1d6/2d6


17-20 x3


1lb


+4 Magical ability, Grants extra attack


11


1d6/2d6


17-20 x3


1lb


 


12


1d6/2d6


17-20 x3


1lb


Defending special ability


13


2d4/2d8


17-20 x3


1lb


 


14


2d4/2d8


17-20 x3


1lb


 


15


2d4/2d8


17-20 x3


1lb


+5 Magical ability, Grants extra attack, Brilliant Energy special ability


16


2d4/2d8


17-20 x3


1lb


 


17


2d4/2d8


17-20 x3


1lb


 


18


2d4/2d8


17-20 x3


1lb


 


19


2d4/2d8


17-20 x3


1lb


 


20


2d4/2d8


17-20 x3


1lb


Grants extra attack



 






_____Quasi Knight Power List:


0-LEVEL POWERS


Far Hand. Minor Telekinesis


Elfsight. You have low-light vision


Lesser Natural Armor. You gain +1 natural Armor Bonus


Verve. You gain 1 temporary hit point


Burst. Subject speed improves by 10 ft. for 1 round


Daze. Creature loses next action


Telempathic Projection. You modify subject’s emotions


 


1st-LEVEL POWERS:


Combat Precognition. You gain a +1 insight bonus to AC


Control Object. You telekinetically animate a small object


Lesser Concussion. Pummel foe for 1d6 damage


Empathic Transfer. You absorb others’ hurts


Lesser Body Adjustment. You heal 1d8 hp, or gain a +1 bonus on your next Fortitude save to resist poison or disease, or heal 1 point of temporary ability damage


Charm Person. Makes one person your friend


Empathy. You know the subject’s surface emotions


Feel Light. You use tactile sensation to see


Create Sound. You create the sound you desire


Feather Fall. Objects or creatures fall slowly


Object Reading. You know about an object’s past


Biofeedback. Self-control allows you to take some damage as subdual damage


 


2nd-LEVEL POWERS:


Combat Prescience. You gain a +2 insight bonus to your attack roll


Augury. Learn if an intended action will be good or bad


Sensitivity to Psychic Impressions. You can find out about an area’s past


Concussion. Pummel foe for 3d6 damage


Body Adjustment. You heal 3d6 damage, or gain a bonus to your next Fortitude save to resist poison or disease, or heal 2 temporary ability points


Chameleon. You gain a +10 enhancement bonus on Hide checks


Sustenance. You can go without food and water


Detect Thoughts. You detect subject’s surface thoughts


Suggestion. Compels subject to follow suggested action


 


3rd-LEVEL POWERS:


Danger Sense. You gain a +4 bonus against traps


Control Sound. You can create very specific sounds


Greater Concussion. Pummel foe for 5d6 damage


Displacement. Attacks miss you 50% of the time


Improved Biofeedback. You take charge of your body’s damage


Rejuvenation. You heal 1 point of temporary ability damage/hour


Charm Monster. Makes monster believe it is your ally


Lesser Domination. Forces subject to obey your will


Prowess. You may make one extra attack of opportunity (Wis)


Nondetection. Hides subject from Clairsentience powers and remote viewing


False Sensory Input. You falsify one of the subject’s senses


 


4th-LEVEL POWERS:


Aura Sight. You can read things in other’s auras


Fate of One. You can reroll a bad roll


Mass Concussion. Foes take 7d4 damage in 20-ft radius


Telekinesis. Lift or move 25 lb./level at long range


Psychofeedback. You can use power points to boost your Str, Con, and/or Dex ability modifiers


Natural Armor. You gain +4 natural armor bonus


Domination. Subject obeys your will


Mindwipe. Subject’s recent experiences wiped away


Tailor Memory. False memory implanted in subject


Steadfast Perception. You gain +4 bonus against illusions, +2 bonus on Spot and Search checks (Wis)


 


 


5th-LEVEL POWERS:


Adapt Body. You adapt your body to hostile encironments


Mind Probe. You discover the subject’s secret thoughts


Energy Barrier. You convert energy attacks to harmless light


Greater Domination. Subject obeys your will


Sending. Delivers short message anywhere instantly


Incarnate. You make some psionic effects permanent


Clairtangency. You can use Far Hand at any distance


Ectoplasmic Armor. Subject gains +10 armor bonus


 


6th-LEVEL POWERS:


Precognition. More in-depth than divination


Shield of Prudence. You gain a +6 insight bonus to AC


Improved Vigor. You gain 13 temporary hit points


Suspend Life. Your life functions slow to imperceptibility


Ethereal Jaunt. You become ethereal for 1 round/level


Retrieve. You teleport to your hand an item you can see


True Concussion. Pummels foe for 13d6 damage


Improved Telekinesis. Lift or move 100 lb./level at long range





 


 


Table 1-3: Quasi Knight Bonus Power Points


Intelligence Score


Bonus Power Points (by Quasi Knight Level)


1-2


3-4


5-6


7-8


9-10


11-12


13-14


15-16


17-18


19-20


1-9


----------Can’t manifest powers with this key ability----------


10-11


 


 


 


 


 


 


 


 


 


 


12-13


1


 


 


 


 


 


 


 


 


 


14-15


1


3


 


 


 


 


 


 


 


 


16-17


1


3


5


 


 


 


 


 


 


 


18-19


1


3


5


7


 


 


 


 


 


 


20-21


3


3


5


7


9


 


 


 


 


 


22-23


3


5


5


7


9


11


 


 


 


 


24-25


3


5


7


7


9


11


13


 


 


 


26-27


3


5


7


9


9


11


13


15


 


 


28-29


5


5


7


9


11


11


13


15


17


 


30-31


5


7


7


9


11


13


13


15


17


19


32-33


5


7


9


9


11


13


15


15


17


19


34-35


5


7


9


11


11


13


15


17


17


19


36-37


7


7


9


11


13


13


15


17


19


19


38-39


7


9


9


11


13


15


15


17


19


21


40-41


7


9


11


11


13


15


17


17


19


21


 

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8 months ago  ::  Nov 09, 2012 - 8:10PM #2
Tech-Priest
Date Joined: Apr 27, 2010
Posts: 2,145
This belongs in Homebrew, not CharOp.

And seriously, Spoiler Block it.
RIP George! 4-21-11
RIP Abie! 1-2-13


Funny Forum Quotes Show

May 9, 2013 -- 12:18PM, Tech-Priest wrote:

May 9, 2013 -- 12:12PM, CorranHornIsAwesome wrote:


"You notice a large piece of mold clinging to your toothbrush. What do you do?"

"I cast Fireball."

"I run like hell!




Apr 20, 2013 -- 3:26PM, DaBugbear wrote:


The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.




Jan 24, 2013 -- 12:25AM, TheeEnthusiast wrote:

Jan 23, 2013 -- 10:31PM, RedSiegfried wrote:

My wife asked me if her pants made her look fat.  What do you think I said?



Wife: Do these pants make me look fat?

RedSiegfried: I just killed a bunch of orc women and children.

Jun 12, 2013 -- 3:59PM, DaBugbear wrote:

Jun 12, 2013 -- 2:06PM, Tech-Priest wrote:

28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.



29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..




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8 months ago  ::  Nov 09, 2012 - 8:12PM #3
Salla
Date Joined: Apr 3, 2003
Posts: 23,557
1. You want the House Rules and Homebrew section of the forum.
2. This is ... absolutely NOTHING like a 4e character.  Hit dice do not exist.  Classes do not have requirements of any sort; not ability scores, not skills, nothing.  Knowledge: the Planes doesn't exist.  Cleave is not a feat.  Combat Reflexes doesn't exist.  Most of those skills don't exist.

You really need to learn the 4e ruleset before you start trying to homebrew.  This is just ... no.
Another day, another three or four entries to my Ignore List.
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8 months ago  ::  Nov 09, 2012 - 8:20PM #4
Tech-Priest
Date Joined: Apr 27, 2010
Posts: 2,145

Nov 9, 2012 -- 8:12PM, Salla wrote:

1. You want the House Rules and Homebrew section of the forum.
...
You really need to learn the 4e ruleset before you start trying to homebrew.  This is just ... no.




This, even more so.

RIP George! 4-21-11
RIP Abie! 1-2-13


Funny Forum Quotes Show

May 9, 2013 -- 12:18PM, Tech-Priest wrote:

May 9, 2013 -- 12:12PM, CorranHornIsAwesome wrote:


"You notice a large piece of mold clinging to your toothbrush. What do you do?"

"I cast Fireball."

"I run like hell!




Apr 20, 2013 -- 3:26PM, DaBugbear wrote:


The standard d4 is somewhat (SOMEWHAT) rounded on the top, the older models are even flat. The Lego is shaped in such a way that in an emergency, you can use one as a makeshift surgical knife.




Jan 24, 2013 -- 12:25AM, TheeEnthusiast wrote:

Jan 23, 2013 -- 10:31PM, RedSiegfried wrote:

My wife asked me if her pants made her look fat.  What do you think I said?



Wife: Do these pants make me look fat?

RedSiegfried: I just killed a bunch of orc women and children.

Jun 12, 2013 -- 3:59PM, DaBugbear wrote:

Jun 12, 2013 -- 2:06PM, Tech-Priest wrote:

28.) Making a "Drunken Master" style character (Monk or otherwise) does not require my character to be completely shitfaced, no matter what the name (and fun interpretation) implies.



29.) Making a "Drunken Master" style character does not require ME to be completely tanked, no matter how "in-character" I want to be..




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8 months ago  ::  Nov 09, 2012 - 8:44PM #5
blueduke
Date Joined: Sep 1, 2009
Posts: 8
I...extra attacks...13d6 attack power at level 6...+10 armor bonus at level 5...subdual damage...daze at level 0?! 3.5 or 4e it's broken. The other guys already mentioned moving it to the proper thread. If you want a jedi within the structure of 4e there is the Vader build and I know there used to be a Jedi Knight build floating around but that was almost two years ago. If you want a Mary Sue then by all means try to transfer what you have into 4e rules when you understand them.
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8 months ago  ::  Nov 09, 2012 - 8:57PM #6
windgate
Date Joined: May 7, 2011
Posts: 294
Ive got a build resembling a jedi as well... but this looks like a 3.5 edition homebrew.completely the wrong forumn
My Builds
Luke Skywalker : Swordmage-Warlord
http://community.wizards.com/go/thread … revisions
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8 months ago  ::  Nov 09, 2012 - 9:54PM #7
kilpatds
Date Joined: Nov 23, 2003
Posts: 5,025
Jedi Knight: Swordmage has the relevant powers.  Give the swordmage the "pact Blade Manifestation" feat that used to exist, and should still be findable somewhere.  (So MC Warlock, take PBM).  I think you're just about done...  If you want a more striker feature, homebrew a striker swordmage build by trading the Aegis for a Warlock's curse and putting on some facepaint.
"Nice assumptions. Completely wrong assumptions, but by jove if being incorrect stopped people from making idiotic statements, we wouldn't have modern internet subculture." Kerrus

Practical gameplay runs by neither RAW or RAI, but rather "A Compromise Between The Gist Of The Rule As I Recall Getting The Impression Of It That One Time I Read It And What Jerry Says He Remembers, Whatever, We'll Look It Up Later If Any Of Us Still Give A Damn." Erachima
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8 months ago  ::  Nov 10, 2012 - 6:24AM #8
Mommy_was_an_Orc
Date Joined: Apr 25, 2002
Posts: 5,125
While that homebrew class is an absolute mess, I'd look at either of the following options, depending on how complicated you wanted to get...
Monk(or Monk|Invoker)
Avenger(or Avenger|Controller Role)
Swordmage(or Swordmage|Controller Role)

And get a Lightsaber, aka Radiant Weapon, Sunblade, or a couple of other options.

 
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8 months ago  ::  Nov 10, 2012 - 9:27AM #9
CyberWyld
Date Joined: May 23, 2006
Posts: 2
Thank you guys for all the great feedback! Sorry this ended up in the wrong place.
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8 months ago  ::  Nov 10, 2012 - 9:41AM #10
awaken_D_M_golem
Date Joined: Dec 22, 2006
Posts: 2,673
Yeah, the boards have been re-org'd a few times ...
community.wizards.com/go/forum/view/7588...


Power sources for 4e go like Divine or Primal.
You can get Elemental tags going on.  There
is not a Positive Element Plane in 4e.  Lots of
Healing is available, even in non-healy 3/3.5e
classes ported over.  Healing doesn't have any
-thing to do specifically with Divine or Positive
energies anymore.

Halfling with a refluff = Yoda. 
MwaO's suggestions work ; perhaps a little elemental
or divine based stuff, to fit with your descriptive text(s).
Hush kitty avatar ... there'll be more Younglings soon.
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