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Wednesday, November 14, 2012, 1:03 AM
Warlock
Thoughts: The flavor of the warlock was one of my absolute favorites of 4e, and unlike some of the other classes I have addressed here I thought that the mechanics captured the flavor quite well. My one grudge was that you had to choose your pact at level 1 and then it remained for the rest of the game. Luckily, stances are a perfect method for implementing stances.
- Class Traits
- Class Features
- Prime Shot
- Shadow Walk
- Dread Seizure
- Patronage
- Soul Debt
- Blood Debt
- Powers
- At-Will
- Curses
- Leveling
- Heroic
Class Traits
Role: Striker. Your attack powers are highly damaging and often weaken or hamper the target in some way. You can elude attacks by flying, teleporting, or turning invisible. Power Source: Varies. You gain your magical power from a pact you forge with a powerful, supernatural force or an unnamed entity. Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather. Weapon Proficiencies: Simple melee, simple ranged. Implement Proficiencies: Rods, wands, daggers
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: 6+ Constitution Modifier.
Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills:
- Arcana (Int)
- Bluff (Cha)
- History (Int)
- Insight (Wis)
- Intimidate (Cha)
- Religion (Int)
- Streetwise (Cha)
- Thievery (Dex).
Class Features
Prime Shot
If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Shadow Walk
On your turn, if you move at least 3 squares away from where you started your turn, you gain concealment until the end of your next turn.
Dread Seizure
You can incapacitate a target with a whisper.
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Flavor
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Encounter * Arcane, Implement
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Standard Action
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Melee 1 or Ranged 5 |
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Target: One creature
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Attack: MBA or RBA
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Hit: The target is dazed (save ends) or weakened (save ends).
Aftereffect: The target is dazed or weakened until the end of your next turn.
Level 11: You may choose to stun the target until the end of your next turn instead of dazing or weakening it.
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Miss: The target is dazed or weakened until the end of your next turn.
Level 21: You may choose for the target to be stunned until the end of your next turn or until it takes damage, whichever comes first, instead of dazing or weakening it.
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Patronage
Warlocks gain access to their powers by striking dangerous bargains with powerful forces. All warlocks must pay a price for that power. Choose one:
Soul Debt
The price you pay for power is your soul. The power of your spells is determined by your ability to negotiate with and please your eldritch masters. You gain training in diplomacy, and you can use your charisma modifier to determine the attack and damage modifiers of any powers with the implement keyword that you learned by multiclassing.
Blood Debt
You pay the price of your power in the physical realm. Each time you cast an arcane spell, your body is racked by physical agony. The power of your spells is determined by your ability to channel that pain. You gain training in endurance. When using a power with the implement keyword that you learned through multiclassing, you can use your constitution modifier to determine the attack and damage modifiers to the rolls.
Powers
At-Will
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Flavor
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At-Will * Implement, Arcane, Necrotic, Psychic
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Standard Action
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Ranged 10 |
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Target: One creature Level 11: You can choose to target two creatures. If you do so you take a -2 penalty to each attack roll.
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Attack: CHA vs Will
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Hit: 1d10 necrotic and psychic damage. Level 21: 2d10 necrotic and psychic damage.
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Flavor
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At-Will * Weapon, Arcane, Necrotic, Varies
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Standard Action
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Melee Weapon |
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Target: One creature
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Attack: CON vs Reflex Level 11: If you are also wielding a weapon in your offhand, you can attack with both weapons, but you take a -2 penalty to both attack rolls.
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Hit: 1[w]+CON necrotic and fire or necrotic and cold damage (your choice). Level 21: Increase to 2[w]+CON
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Curses
You can curse one enemy per round. When a creature cursed by you dies, its soul is consigned to the supernatural patron of your choice, granting you powerful abilities that vary depending on to whom you condemn the target’s soul.
If a creature under one of your curses has died since the beginning of the encounter or the last time you used that curse, you can use the boon associated with that curse. You cannot use a boon if you have not recently condemned a soul to that patron.
Once per round, when you hit a cursed target, you deal 1d6 extra damage per tier of the same types as the triggering damage.
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You curse the target in the name of the Queen of the Faeries.
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At-Will * Arcane, Hex
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Minor Action
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Melee Touch or Ranged 10 |
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Target: One creature
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Effect: Whenever you hit the target with a basic attack, you are invisible until you attack or until the beginning of your next turn.
If at least one creature has died while under this curse since the beginning of the encounter or the last time you used the boon associated with this curse, you can use the boon associated with this curse before the end of the encounter.
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Flavor
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At-Will * Arcane, Hex
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Free Action
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Personal |
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Effect: You teleport up to your INT modifier squares for each target who died while under the Faerie Queen’s curse since the beginning of the encounter or the last time you used this boon, whichever was more recent.
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You curse the target in the name of the Sorcerer King, the ageless king of magic.
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At-Will * Arcane, Hex
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Minor Action
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Melee Touch or Ranged 10 |
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Target: One creature
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Effect: Whenever you hit the target with a basic attack, the target gains vulnerable 5 to untyped damage until the beginning of your next turn.
If at least one creature has died while under this curse since the beginning of the encounter or the last time you used the boon associated with this curse, you can use the boon associated with this curse before the end of the encounter.
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Flavor
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At-Will * Arcane, Hex, Varies
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No Action
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Personal |
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Trigger: You hit an enemy who is cursed by you.
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Effect: You deal an extra +1d8 damage of the same type as the triggering damage for each creature who died while under the Sorcerer King’s curse since the beginning of the encounter or the last time you used this boon, whichever was most recent.
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Flavor
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At-Will * Arcane, Hex, Implement
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Minor Action
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Melee Touch or Ranged 10 |
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Target: One creature
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Effect: Whenever you hit the target, the target takes 1d6+INT radiant damage the first time it voluntarily moves closer to you before the start of your next turn.
If at least one creature has died while under this curse since the beginning of the encounter or the last time you used the boon associated with this curse, you can use the boon associated with this curse before the end of the encounter.
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Flavor
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At-Will * Arcane, Hex
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No Action
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Personal |
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Trigger: You make a 1d20 roll.
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Effect: You gain +1 to the triggering roll for each creature who died while under the Elder God’s curse since the beginning of the encounter or the last time you used this boon, whichever was most recent.
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Flavor
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At-Will * Arcane, Hex
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Minor Action
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Melee Touch or Ranged 10 |
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Target: One creature
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Effect: Whenever you hit the target, you gain temporary hitpoints equal to your intelligence modifier.
If at least one creature has died while under this curse since the beginning of the encounter or the last time you used the boon associated with this curse, you can use the boon associated with this curse before the end of the encounter.
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Flavor
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At-Will * Arcane, Hex, Implement, Fire
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Immediate Interrupt
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Melee Touch or Ranged 10 |
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Trigger: You are attacked by an enemy.
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Target: The triggering creature.
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Attack: CHA or CON vs Fortitude
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Hit: The triggering attack deals half damage.
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Effect: You deal 1d6+INT fire damage for each creature who died while under the Dark One’s curse since the beginning of the encounter or the last time you used this boon, whichever was most recent. Level 11: Increase to 1d8+INT for each creature. Level 21: Increase to 1d12+INT for each creature.
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Leveling
Heroic
Level 1
Gain class features, basic attacks, and one pact.
Level 3
Gain an additional pact.
Level 5
Gain an additional use of Dread Seizure.
Level 7
Gain an additional pact.
Level 9
Gain an additional use of Dread Seizure.
Saturday, November 10, 2012, 11:32 PM
Druid
Thoughts: The druid has always been a kind of mess to me. The problem with the class is that it is trying to be every nature guy at once. Animals, elements, and plants all fall under the druid's auspice. 4e started the necessary process of teasing out the druid's myriad concepts into distinct classes that were generally better at representing each archetype, but in my opinion it didn't go far enough. I've given what I call "environmental control" entirely over to the warden, meaning weather, plants, and firmament, leaving the druid free to specialize completely in the animal realm.
Unfortunately, the 4e druid utterly failed to capture the sense of a shapeshifter in my opinion. Whether in animal form or casting a spell, you just make an implement attack against a non-AC defense. The difference between beast form attacks and magic spells was nothing more than range. I have tried to remedy that by giving the druid actual weapons and making his attacks target AC.
The result is likely my most radical departure from the core 4e class. Stripped of non-animal-themed abilities, my druid's strengths come from coordination with his minions and savage attacks in his wildshape form. He is not a healer or a ranged caster. He is a feral melee monster.
- Class Traits
- Class Features
- Will of the Pack
- Wildshape
- Natural Weapons
- Primal Aspect
- Predator Druid
- Guardian Druid
- Summoning
- New Keywords
- Formations
- Creature
- Beast Form
- Powers
- At-Will Attacks
- Wild Shapes
- Summons
- Leveling
- Heroic
Class Traits
Role: Controller. Power Source: Primal. You have gained your powers through a careful study of and communion with the natural world. Key Abilities: Wisdom, Dexterity, Constitution
Armor Proficiencies: Cloth Weapon Proficiencies: Simple melee, simple ranged. Implement Proficiencies: Staff, Totem
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: 7+ Constitution Modifier.
Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills:
- Arcana (Int)
- Athletics (Str)
- Diplomacy (Cha)
- Endurance (Con)
- Heal (Wis)
- History (Int)
- Insight (Wis)
- Nature (Wis)
- Perception (Wis)
Class Features
Will of the Pack
The beast allies you summon are not random creatures from the forest, but specific individuals with whom you have forged a powerful bond. Because of their relationship with you, they stand ready to be teleported into battle at a moment’s notice.
You share a psychic link with your beast companions. Although you can sense strong emotions such as fear and anger from them at a great distance, you do not see through their eyes and they cannot communicate detailed or complex thoughts to you.
You use this psychic link to commune with the beasts’ primal spirit. The efficiency of this communication – and the effectiveness of your beast allies in combat – depends on patience, clarity, and focus. You use wisdom to determine the attack roll and damage modifier of any attacks made by your summoned allies.
Wildshape
You gain the wildshape power.
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Flavor
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At-Will * Primal, Polymorph, Implement
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Minor Action
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Personal |
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Effect: You change from your humanoid form to beast form or vice versa. When you change from beast form back to your humanoid form, you can shift 1 square. While you are in beast form, you are considered proficient in your natural weapons as both weapons for the purpose of weapon attacks, but you cannot use implement attacks.
You choose a specific form whenever you use wild shape to change into beast form. The beast form is an outward expression of the druid’s bestial soul, not a mimicry of natural beasts, and so is unlikely to trick anyone with even a passing familiarity with local fauna. However, some druids are able to master evocations that allow them to transform into more convincing natural or fey creatures.
You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.
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Special: You can use this ability only once per round.
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Natural Weapons
While you are in beast form, you gain a beast form weapon depending on your form. You can use this weapon to make melee attacks with the weapon keyword. Your creature weapons have the same properties as a druid implement you were wielding when you transformed.
Choose your natural weapon when you use wildshape to change into your beast form. If you wish to wield a different natural weapon, you will have to revert to your humanoid form and then use wildshape again.
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Claws, teeth
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Light Blade
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+3
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1d6
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Off Hand
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You may use this weapon to satisfy one handed weapon and dual-wielding requirements for powers and feats.
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Tusks, horns
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Heavy Blade
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+2
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1d8
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Brutal 1
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You may use this weapon to satisfy either one-handed or two-handed weapon requirements.
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Limbs, trunks, hooves
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Club
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+2
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2d4
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Reach 1
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You may use this weapon to satisfy two-handed weapon requirements.
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Primal Aspect
Choose one:
Predator Druid
You gain +1 speed and proficiency with leather and hide armors. In addition, you can use dexterity to determine your attack and damage when making melee attacks in beast form.
Guardian Druid
When wearing cloth or no armor, you can add your constitution modifier to your AC in addition to your dexterity. You gain the Summon Phoenix evocation:
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Flavor
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At-Will * Summon, Primal, Fire, Implement
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Minor Action
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Personal |
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Effect: You summon a tiny phoenix in a square adjacent to you.
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Special: You can only have one phoenix at a time. Summoning a second one destroys any previously summoned phoenixes.
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Speed: 1, Fly 7
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Normal Vision |
| Phoenix Talons, Beak |
Light Blade |
+2 |
1d6 |
-- |
Always deals fire damage |
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Flavor
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At-Will * Summon, Creature, Fire, Primal
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Standard Action
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Melee Weapon |
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Target: One creature
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Attack: MBA
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Hit: Slide the target 1 square.
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Flavor
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At-Will * Summon, Healing, Primal
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Immediate Interrupt
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Ranged 5 |
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Trigger: One of your summoned creatures is reduced to 0 hitpoints or fewer
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Target: The triggering creature
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Effect: You lose a healing surge and the Phoenix is destroyed. The target does not die and is healed to your surge value.
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Summoning
Druids can summon beast allies to the battlefield to assist them.
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Flavor
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Encounter * Summon, Primal
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Standard Action
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Personal |
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Effect: Summon a beast ally in a square or squares adjacent to you. The summoned creature may use its special attack as a free action.
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New Keywords
Formations
Some of your attacks have a range of Formation followed by a number. In order to use these attacks, you and one of your beast allies must be able to reach the target in the specified number of movement squares. In other words, the target must be in a close burst of that size of both you and your ally. Unless otherwise noted, only one of you makes the attack.
Creature
Powers with the Creature keyword require natural weapons to execute, either your own or those of your summoned beast allies. Natural weapons have the properties and enhancement bonus of the druid implement you currently wield (if performed by a summoned creature), or used to transform into your wildshape (if performed by yourself). Creature weapons contribute only their proficiency bonus, type, damage die, properties to the attack.
If an attack has the Beast Form keyword, it can only be executed by a druid in beast form. If an attack is part of a summoned creature's stat block, only that creature can execute the attack. Otherwise, creature attacks can be used by the druid while in beast form or given as a command to your beast allies. If the attack is given as a command, for the purposes of this attack text within the power block that refers to “you” instead refers to the beast ally executing the attack.
Beast Form
Powers with the Beast Form keyword can only be used by you in beast form.
Powers
At-Will Attacks
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Flavor
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At-Will * Creature, Primal, Beast Form
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Standard Action
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Melee Weapon |
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Target: One creature
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Attack: MBA
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Hit: Choose one of the following effects:
- The target is slowed until the end of your next turn.
- Push the target a number of squares equal to your constitution modifier.
- You grab the target. Shift a number of squares equal to your dexterity modifier, pulling the target with you.
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Flavor
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At-Will * Creature, Primal, Formation
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Standard Action
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Formation 1 |
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Target: One creature
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Attack: MBA
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Hit: You can choose to forego all damage. If you do so, the target falls prone.
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Effect: You and your ally each shift 1 square.
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Flavor
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At-Will * Creature, Primal, Formation
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Standard Action
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Personal |
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Effect: You can use the herding instinct attack before the end of your next turn
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Opportunity Action
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Formation 3 |
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Trigger: A creature in the formation moves without shifting
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Target: The triggering creature
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Effect: You or your beast ally shifts to the nearest square adjacent to the target.
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Attack: MBA
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Effect: The target is slowed until the end of your next turn.
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Flavor
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At-Will * Implement, Charm, Primal, Psychic
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Standard Action
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Area Burst 1 in 10 |
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Target: Each enemy in burst
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Attack: WIS vs Will
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Hit: 1d6 psychic damage and the target cannot gain combat advantage until the end of your next turn. In addition, it is marked by its nearest enemy until the end of your next turn. If the target makes any attack that does not include the creature marking it, or if the target does not attack the creature marking it on its next available opportunity, the target takes 1d6 + WIS psychic damage. If the creature takes this damage, the mark ends.
Level 21: 2d6 psychic damage, and 2d6 + WIS psychic damage if the target violates the mark.
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Wild Shapes
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Flavor
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At-Will * Primal, Polymorph, Beast Form, Implement
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Free Action
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Personal |
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Trigger: You transform into your beast form.
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Effect: You transform into a swarm of tiny creatures such as small birds or insects. While in this form:
- You reduce all damage dealt to you by melee or ranged weapon attacks by your Constitution modifier.
- Enemies adjacent to you grant combat advantage to you and all your allies.
- You can enter spaces occupied by your enemies, and remain there as long as you remain in this form.
- You gain a fly speed equal to half your speed, with an altitude limit of 1. Your walking speed is reduced to 1.
- You have a reach of 0 and can only use the creature weapon below.
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| Stingers, mandibles, beaks, talons |
Light Blade |
+2 |
1d6 |
The damage type of all weapon attacks you make yielding this weapon may be converted to poison damage. |
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Flavor
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At-Will * Primal, Polymorph, Beast Form, Implement
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Free Action
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Personal |
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Trigger: You transform into your beast form.
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Effect: While in this form:
- You gain a +5 bonus to stealth checks.
- You can move up to your speed without taking a penalty to stealth checks. Moving any farther incurs the normal penalty.
- You gain a +4 bonus to initiative.
- Melee attacks against enemies you flank with your allies deal an extra 1d8 damage.
Level 21: 2d8 damage.
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Flavor
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At-Will * Primal, Polymorph, Beast Form, Implement
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Free Action
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Personal |
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Trigger: You transform into your beast form.
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Effect: While in this form:
- You gain blindsense 5.
- You gain +5 to checks to track any creature or creature type you have previously encountered.
- You deal +2 damage per tier to prone targets.
- Increase the range of your formation attacks by 1.
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Flavor
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At-Will * Primal, Polymorph, Beast Form, Implement
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Free Action
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Personal |
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Trigger: You transform into your beast form.
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Effect: While in this form:
- You gain a +2 bonus to speed when charging.
- On a successful charge attack against a creature one size larger than you or smaller, you can continue your movement through the target’s square. If you do so, the target falls prone when you leave its square. You gain +4 to your defenses against the target’s opportunity attacks triggered by this movement.
- You gain +2 to your fortitude defense.
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Flavor
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At-Will * Primal, Polymorph, Beast Form, Implement
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Free Action
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Personal |
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Trigger: You transform into your beast form.
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Effect: While in this form:
- You gain +5 to athletics checks to climb or jump.
- You do not grant combat advantage while climbing.
- Targets grabbed by you are restrained instead of immobilized.
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Summons
You can summon the following creatures. Each creature has a special attack that only it can execute.
These creatures represent broad archetypes. Although they are named for families of animals, they may resemble any creature the player chooses.
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Speed: 7
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Low-Light Vision |
| Bite |
Light Blade |
+3 |
1d8 |
-- |
You can use this weapon to satisfy one handed weapon properties. |
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Flavor
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At-Will * Creature, Primal, Formation
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Move Action
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Personal |
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Effect: You and your wolf companion execute an at-will formation attack that you know.
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Speed: 6
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Low-Light Vision |
| Claws |
Light Blade |
+3 |
1d6 |
Off-hand |
You can use this weapon to satisfy one-handed weapon or dual wielding requirements |
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Flavor
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At-Will * Creature, Primal
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Standard Action
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Melee Weapon |
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Target: One creature
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Attack: MBA
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Hit: The target takes -2 to attacks until the end of your next turn.
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Effect: The attacker shifts two squares.
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Speed: 6
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Dark Vision |
| Tusks |
Heavy Blade |
+2 |
1d8 |
Brutal 1 |
You can use this weapon to satisfy one-handed weapon requirements. |
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Flavor
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At-Will * Creature, Primal
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Move Action
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Formation 1 |
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Target: One creature
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Effect: If the target moves more than two squares away from the attacker on its next turn, the attacker can charge the target as an immediate reaction.
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Speed:10
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Normal Vision |
| Hooves |
Club |
+2 |
1d10 |
-- |
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| Special: The horse may be ridden by the druid or any ally to whom the druid grants permission. The horse may not be ridden by any creature against the druid's will. If mounted against the druid's will, the horse can be unsummoned instantly with no action. |
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Flavor
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At-Will * Creature, Primal
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Move Action
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Formation 1 |
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Target: One creature
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Attack: MBA
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| Hit: If you are flanked, you may repeat the attack against a different target who is flanking you. |
Leveling
Heroic
Level 1
You gain class features, at-wills, and one wild shape.
Level 3
You gain an additional wildshape.
Level 5
You gain an additional use of Summon Beast Ally.
Level 7
You gain an additional wildshape.
You gain the Spirit Rend power:
| Flavor |
| Encounter * Primal |
| Special |
Personal |
| Effect: You or one of your summoned companions may make an attack with the Creature keyword. Make the attack roll against the target's lowest defense instead of AC. |
Level 9
You gain an additional use of Summon Beast Ally.
Saturday, November 10, 2012, 11:17 AM
Wizard
Thoughts: I wanted the wizard to emphasize that he is an interloper in the magical realms. The primal and divine classes are granted the ability to alter reality by the very powers that maintain that reality – they have permission to use their powers – but the wizard simply takes what he needs, and it doesn't come easily. Since the wizard doesn't have his power just poofed into him, he shouldn't be able to just poof it out. That's just symmetry. I tried to make the wizard's equipment more important to reflect the idea that his manipulation of the world requires the proper tools and instruments rather than being an inherent property of the character.
- Class Traits
- Class Features
- Supernatural Investigator
- Arcane Implement Proficiency
- Spellbook
- Leveling
- Heroic
Class Traits
Role: Controller. You command eldritch forces, shaping them into spells designed to blast your enemies, bring them under your thumb, twist their senses, and impede their movement. Power Source: Arcane. Key Abilities: Intelligence; Constitution, Dexterity, or Wisdom
Armor Proficiencies: Cloth. Weapon Proficiencies: Dagger, quarterstaff. Implement: Orbs, staffs, wands, tomes (spell book) Bonus to Defense: +2 Will.
Hit Points at 1st Level: 10+ Constitution Score. Hit Points per Level Gained: 4 Healing Surges per Day: 6+ Constitution Modifier.
Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills:
- Arcana (Int)
- Diplomacy (Cha)
- Dungeoneering (Wis)
- History (Int)
- Insight (Wis)
- Nature (Wis)
- Religion (Int).
Class Features
Supernatural Investigator
Wizards are able to cast spells due to extensive study and care. Each spell must be adjusted slightly just prior to casting in order to account for a wide range of local factors, from time of day and temperament of the caster to the ever shifting tangles of the weave and the geography of other dimensions. Only a fluid and highly adaptable mind can master and cast spells safely. You can use your intelligence modifier to determine that attack bonus and damage of implement spells you know.
Arcane Implement Proficiency
The effects of wizard spells vary somewhat depending on the implement they use to cast it. Before a spell can be cast through a wizard’s implement, it must be properly energized and attuned to the weave. As a minor action, a wizard can draw and tune an implement.
Staffs
Energize – When you tune a staff, choose a damage type. Spells cast with the staff that deal that damage type deal an extra +2/3/4 of that type damage. Shielding – When you hit with an offensive spell cast through a staff, you gain +1 bonus to AC and reflex defense until the end of your next turn.
Orbs
Forceful – When you push, pull, or slide a creature with a spell cast through an attuned orb, increase the push, pull, or slide by 1/2/3 squares. Undeniable – When you tune an orb, choose fortitude, reflex, or will. You gain a +1 bonus to attacks that target that defense with attuned orbs.
Wands
Empowered – When you score a critical hit with an attuned wand, it deals an extra 1d10 per tier damage. Distant – The range of area and ranged spells increases by 2 when cast with an attuned wand.
Tomes
Tomes are a special implement that represents your spell book. When you cast a spell, you can use either your tome or another implement to cast it. Tomes do not need to be wielded or attuned before use. When you hit an enemy with a spell cast through a tome, the target takes -2 to saving throws against that spell.
Spellbook
You gain a spellbook and the ability to cast spells from it. The spellbook is an artifact handcrafted by you or another mage who must have granted you personal permission to use it. It contains spells that are too complex for you to memorize. Instead, each detailed instruction of the spell is prefaced by a special sigil. Tracing the sigil on the page and speaking the proper incantation automatically executes the spell that follows. When you cast a spell, the spell book and that section of the book are both automatically energized and must be allowed to diffuse their power. Casting a single spell more than once per day destroys that spell permanently.
You may also cast your at-will spells using your spellbook. If you do so, the spell automatically hits but cannot score a critical hit, regardless of the result of your d20 roll.
To cast a daily spell, use the Wizard’s Spellbook action.
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Flavor
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Encounter * Implement, Arcane
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Special
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Personal |
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Effect: You cast a daily attack spell from your spell book, or you cast an at-will attack that automatically hits.
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Leveling
Heroic
Level 1
Gain 5 cantrips, 2 at-wills, and 2 wizard daily attack spells for your spellbook.
Level 3
Gain the arcanist class feature associated with one of your implements. Gain an additional daily attack power for your spell book.
Level 5
Gain a second use per encounter of the Wizard's Spellbook power.
Level 7
Once per encounter, you can attune one implement as a free action. Gain an additional daily attack spell for your spell book.
Level 9
Gain a third use per encounter of the Wizard's Spellbook power.
Friday, June 29, 2012, 2:56 PM
Warden
Thoughts: I wanted the warden to pick up the plant and elemental aspects of the druid. The traditional druid has always been animal-focused in my opinion, with the elemental and plant control elements tacked on. Sure they were some of his more powerful abilities in 3.x, but they were not really. I treat spirits as having several different representations. If you look at the primal classes based on the level of abstraction of the spirits they engage with, I wanted it to feel like druid -> warden -> barbarian -> -> seeker. The spirits that the druid interacts with are the most humanlike. They spend the most time materially corporant.
I wanted the warden to feel like a character whose primary benefits come from manipulating their local environment. Not by conjuring magical zones like a wizard, but by merging with the elements around them to hinder their enemies. That's why I turned their defender's zone (similar to the knight's) into a kind of attack, which is also why it takes an action to sustain.
- Class Traits
- Class Features
- Strength of the Land
- Font of Life
- Guardian Might
- Life Spirit
- Stormheart
- Self-Taught
- Warden’s Fury
- Warden’s Lunge
- Wrath of the Land
- Powers
- Forms
- Leveling
- Heroic
Class Traits
Role: Defender. You are sturdy and resilient, and you can assume bestial or treelike forms to destroy your foes. Depending on your choice of class features and powers, you lean toward either controller or striker as a secondary role. Power Source: Primal. You are a primal champion, a guardian of the natural world and custodian of all living things. Key Abilities: Strength, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide; heavy shields, light shields. Weapon Proficiencies: Simple melee, military melee, simple ranged. Bonus to Defense: +1 Fortitude, +1 Will.
Hit Points at 1st Level: 17+ Constitution Score. Hit Points per Level Gained: 7 Healing Surges per Day: 9+ Constitution Modifier.
Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills:
- Athletics (Str)
- Dungeoneering (Wis)
- Endurance (Con)
- Heal (Wis)
- Intimidate (Cha)
- Nature (Wis)
- Perception (Wis).
Class Features
Strength of the Land
You can add to your AC the highest of your wisdom or constitution instead of your intelligence or dexterity whenever you are not wearing heavy armor.
Font of Life
At the start of your turn, you can make a saving throw against one effect that a save can end. On a save, the effect immediately ends, preventing it from affecting you on your current turn. If you save against being stunned or dazed, you can act normally on your turn. If you save against ongoing damage, you avoid taking the damage.
If you fail the saving throw, you still make a saving throw against the effect at the end of your turn.
Guardian Might
Choose one:
Life Spirit
When you take the second wind action, one ally within your aura can spend a healing surge and make a saving throw.
Stormheart
When you take the second wind action, enemies within your aura are slowed until the end of your next turn, and you can slide each one 2 squares.
Self-Taught
You gain +1 to attacks with simple weapons, and +2 damage per tier with these weapons against enemies who are within your aura.
Warden’s Fury
You gain the Warden’s Fury and the Warden’s Grasp powers.
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Flavor
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At-Will * Martial, Weapon
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Immediate Interrupt
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Melee Weapon |
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Trigger: A creature marked by you makes an attack that does not include you as a target
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Target: The triggering creature
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Effect: The target grants combat advantage to you until the end of your next turn.
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Attack: MBA
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Hit: The target grants combat advantage to you and your allies until the end of your next turn.
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Flavor
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At-Will * Primal
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Opportunity Action
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Melee Touch + 3 |
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Trigger: A creature leaves your aura
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Target: The triggering creature
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Effect: The target is slowed until the beginning of its next turn.
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Warden’s Lunge
Whenever you charge an enemy, the target is marked by you until the end of your next turn.
In addition, you gain the Warden’s Lunge power.
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Flavor
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At-Will * Martial, Weapon
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Standard Action
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Melee Weapon |
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Target: One creature
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Attack: MBA
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Hit: The target is marked by you until the end of your next turn.
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Wrath of the Land
You gain the Wrath of the Land evocation
| Flavor. |
| Encounter * Primal, Form |
| Standard Action |
Personal |
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Effect: If you already have one form active, you immediately gain the benefit of a second form and a second aura until the end of your next turn. If you do not have a form active, you gain the benefits of two forms and their auras instantly. If you have a form active but not its aura, the aura is activated as part of this action.
This is an exception to the rule that you can only have one stance and one aura active at a time. You are considered to occupy both stances as if they are a single, more powerful stance. Allies and enemies with the auras suffer or benefit from the effects of both auras, as if they were a single aura.
Any effects from enemies or allies that cancel or negate the effects of stances or auras cancel or negate the effect of both stances or auras if they cancel or negate the effects of both. Any effects from enemies or allies that enhance the effects of one aura or stance enhance the effects of both. Until the end of your next turn, they are effectively a single, combined form. (For example, the form of the erupting volcano and the form of the primeval forest are now the form of the forest fire.)
At the end of your next turn, choose one of your two forms. The other form ends. You must sustain the aura of the chosen form normally, or it also ends.
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Powers
Forms
Wardens are chosen by the land to protect it, and accordingly they are imbued with the ability to merge with the environment around them and request its aid in their task. The warden usually takes a form reflective of their current surroundings. However, a powerful enough warden can bend the land to their own will, or even conjure bits of other natural environments, or even other dimensions, to temporarily displace their local environment. The side effects of this can be unpredictable, or even catastrophic.
Each form grants an aura. Some forms grant more than one aura that the warden can shift amongst at-will. However, only one aura can be active at a time. Creatures within the aura are marked by the warden.
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Flavor
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At-Will * Primal, Fire, Form
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Minor Action
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Personal |
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Effect: While in this form:
- You gain resist 5/10/15 to fire damage
- Whenever you are hit by a melee attack, the target takes fire damage equal to your wisdom modifier.
- Your touch produces heat, flames, and light as a torch. Your unarmed attacks deal fire damage.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Fire, Aura
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Move Action
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Aura 2 |
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Effect: Until the end of your next turn, any enemy who leaves a square of the aura without shifting takes fire damage equal to 1d6 + your wisdom modifier. Level 17: 2d6 + your wisdom modifier Level 27: 3d6 + your wisdom modifier
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Minor Action: You sustain the aura.
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Flavor
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At-Will * Primal, Healing, Form
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Minor Action
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Personal |
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Effect: While in this form:
- Your melee reach increases by 1.
- Allies to whom you would grant cover from any attack instead gain superior cover.
- Whenever you hit with a melee attack, one ally adjacent to you can regain hitpoints equal to your constitution modifier. If your aura is active, the ally can be anywhere in the aura.
- Your touch can revive dying plants or small animals, temporarily sustaining them. The effect lasts for 12 hours, after which the target dies.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Healing, Aura
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Move Action
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Aura 2 |
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Effect: Allies within the aura have concealment against melee and ranged attacks.
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Minor Action: You sustain the aura.
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Flavor
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At-Will * Primal, Cold
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Minor Action
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Personal |
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Effect: While in this form:
- You gain a +1 bonus to to AC. If you hit with a melee attack on this turn, the bonus increases to +2.
- You gain resist 5 cold.
- Your touch can freeze a small amount of water or similar liquid, up to approximately a gallon.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Cold, Aura
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Move Action
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Aura 2 |
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Effect: Any enemy who leaves a square of the aura without shifting falls prone.
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Minor Action: You sustain the aura.
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Flavor
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At-Will * Primal, Lightning
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Minor Action
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Personal |
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Effect: While in this form:
- You gain a fly speed equal to your speed, altitude limit 1.
- Whenever you hit with a melee attack, one creature adjacent to you takes lightning damage equal to your wisdom modifier. If your aura is active, the secondary target can be anywhere within your aura.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Thunder, Aura
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Move Action
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Aura 2 |
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Effect: Once per round when a creature enters the aura or starts its turn there, you can slide it 1 square as a free action.
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Minor Action: You sustain the aura and each enemy within it takes thunder damage equal to your wisdom modifier.
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Flavor
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At-Will * Primal
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Minor Action
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Personal |
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Effect: While in this form:
- You can walk on water and you are unhindered by difficult terrain caused by mud or slime.
- Whenever you hit with a melee attack, the target is slowed until the end of your next turn.
- Reduce all untyped damage dealt to you by your constitution modifier.
- You gain the following aura.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Aura
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Move Action
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Aura 2 |
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Effect: Each square in the aura is difficult terrain. If the square is already difficult terrain, it requires an additional square of movement to enter. Creatures or movement that are unaffected by difficult terrain are also unaffected by this penalty. You are unaffected by difficult terrain created by this aura.
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Minor Action: You sustain the aura and you can pull one creature within it one square.
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Flavor
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At-Will * Primal, Form
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Minor Action
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Personal |
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Effect: While in this form:
- You gain +2 to your fortitude defense.
- Whenever you hit with a melee attack, you gain temporary hitpoints equal to your constitution modifier.
- While bloodied, you gain regeneration equal to your wisdom modifier.
- You cannot be pushed, pulled, or slid.
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Special: You can only assume one form per turn.
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Flavor
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At-Will * Primal, Aura
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Move Action
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Aura 2 |
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Effect: If an enemy is pushed, pulled, or slid by one of your allies and ends the movement at least two squares from its starting position and within the aura, the enemy falls prone.
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Minor Action: You sustain the aura and you can change the elevation of one square in the aura by up to five feet. No square can be more than five feet higher or lower than its original position. All creatures in or adjacent to a square that has shifted in height must succeed at a saving throw or fall prone. You are immune to this effect.
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Leveling
Heroic
Level 1
You gain class features and two forms.
Level 3
You gain an additional use of Wrath of the Land.
Level 5
You gain a third form.
Level 7
You gain an additional use of Wrath of the Land.
Level 9
You gain a fourth form.
Thursday, June 14, 2012, 10:06 PM
What is this?
See other classes in the series.
Seeker
Thoughts: The 4e seeker suffers from no unifying theme, in my opinion. Aside from using ranged weapons to attack, his abilities are no different from those that might be possessed by a druid or wizard. OK, I thought, so let's make his weapons the focus of his mechanics. Clearly there should be a reason that the seeker uses this unique method of spell delivery. I also made him connect to the most basic of spirits. These are not the spirits of animals or plants, they are the spirits of those spirits' desires. The seeker consults spirits of hunger, fear, and desire in the same way that the druid can talk to a horse. However there is inherent danger in consulting with spirits so alien.
- Class Traits
- Class Features
- Powers
- Leveling
- Heroic
Class Traits
Role: Controller Power Source: Primal Key Abilities: Wisdom, Strength, Dexterity
Armor Proficiencies: Cloth, leather. Weapon Proficiencies: Simple melee, simple ranged, military ranged. Bonus to Defense: +1 Reflex, +1 Will.
Hit Points at 1st Level: 12+ Constitution Score. Hit Points per Level Gained: 5 Healing Surges: 7+ Constitution Modifier.
Trained Skills: Nature plus any 3 class skills.
Class skills:
- Acrobatics (Dex)
- Athletics (Str)
- Endurance (Con)
- Heal (Wis), Insight (Wis)
- Intimidate (Cha)
- Nature (Wis)
- Perception (Wis)
- Stealth (Dex)
Class Features
Inevitable Shot
You gain the Inevitable Shot evocation.
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Disobeying your hands, the spirit who animates your weapon leaps to the nearest target instead.
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At-Will * Primal, Weapon
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Free Action
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Area Burst 1 centered on target
Special: This attack never triggers opportunity attacks.
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Trigger: You miss with a basic attack on your turn, or you use a Seeker’s Bond
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Target: One creature in the burst who was not a target of the original attack, or one creature who triggered your Seeker’s Bond
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Effect: Make a ranged basic attack or use an attack with the Inevitable keyword against a creature adjacent to the target of that attack. Determine line of sight and line of effect from the target of the triggering attack.
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Speak With Spirits
You gain the Speak with Spirits evocation.
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You commune with the spirits, letting them guide your words and actions.
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Encounter * Primal
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Minor Action
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Personal |
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Effect: During this turn, you gain a bonus to skill checks equal to your Wisdom modifier.
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Seeker’s Bond
Choose one:
Blood Bond Seeker
You gain either the Bow Expertise or Crossbow Expertise feat.
You gain the Encaging Spirits power.
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Flavor
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At-Will * Primal
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Immediate Reaction
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Melee 1 |
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Trigger: You take damage from a melee attack
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Target: The triggering attacker
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Effect: Teleport a number of squares equal to your wisdom modifier, and you may use your inevitable shot power using the target’s square as the origin.
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Spirit Bond Seeker
You gain the Weapon Expertise feat.
You gain proficiency with hide armor. You also gain the Spirits’ Rebuke power.
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Flavor
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At-Will * Primal
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Immediate Reaction
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Melee Weapon |
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Trigger: You take damage from a melee attack
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Target: The triggering attacker
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Effect: Make a melee basic attack against the target or use your inevitable shot power against it and push the target one square.
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Powers
At-Will Attacks
Gain these at level 1
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Your spirit weapon transforms into a spectral hawk that attacks your enemy’s eyes, driving him away.
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At-Will * Primal, Weapon
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Standard Action
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Ranged or Melee Weapon |
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Target: One creature
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Attack: MBA or RBA
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Hit: Push the target a number of squares equal to your wisdom modifier.
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Flavor
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At-Will * Primal, Weapon
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Standard Action
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Ranged Weapon |
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Target: One creature
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Attack: RBA
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Hit: The target is slowed until the end of your next turn.
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Flavor
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At-Will * Primal, Weapon, Varies
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Standard Action
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Ranged Weapon |
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Target: One enemy in range
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Attack: RBA
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Hit: The target and all adjacent creatures take additional cold, lightning, fire, or acid damage equal to your wisdom modifier. The attack also gains that keyword.
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Flavor
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At-Will * Primal, Weapon, Poison, Zone
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Standard Action
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Area Burst 1 within weapon range |
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Target: Each target in range
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Attack: Wisdom vs. Fortitude
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Hit: 1[w]+WIS poison damage. Increase to 2[w]+WIS at 21st level
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Effect: The burst creates a zone that lasts until the end of your next turn. Any creature who enters or starts its turn in the burst takes -2 to attack rolls. Poison resistance higher than 5/10/15 prevents this effect.
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Spirit Infusions
Seekers conjure the spirits of primal forces and trap them within their weapons. A seeker's weapon is usually hand-crafted by himself or an ancestor, and requires blessings from a shaman and adornment with magical fetishes. Once properly complete, the weapon can be animated by a spirit and becomes a comfortable temporary home for that spirit as long as it is fed by blood sacrifice. The seeker who conjured the spirit can then activate special properties of the weapon. In a sense, seeker weapons are living creatures that the seeker is bonded to. However spirits are capricious, and may abandon their home to manifest physically on the battlefield and claim their own victims. The spirits usually turn on the seeker's enemies first, but they have been known to attack indiscriminately as well. Binding spirits is dangerous work.
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor
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Personal |
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Target: One ranged weapon
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Effect: Until you release the spirit, whenever you hit with a weapon attack with this weapon, teleport yourself and the target one square.
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| Flavor |
| Encounter * Primal, Weapon, Inevitable |
| Free Action |
Personal |
| Trigger: You use Inevitable Shot or a Spirit Bond power |
| Attack: WIS vs Will |
| Hit: The target is dazed (save ends). |
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Effect: The target becomes confused and paranoid. Until the end of the encounter:
- The target takes opportunity attacks against allies as well as enemies.
- The target cannot refuse to make any opportunity attack.
- Any burst or blast attacks that the target can use that normally targets all enemies or all allies in range instead target all creatures in range.
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| Standard Action: If the target is dazed (by any effect), it makes a basic attack against a target of your choice. |
| Move Action: Slide the target up to half its speed. |
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor Action
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Personal |
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Target: One ranged weapon
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Effect: Until you release the spirit, each time you hit a target with a weapon attack with this weapon the target grants combat advantage to your allies until the end of your next turn.
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Flavor
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Encounter * Primal, Weapon, Inevitable
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Free Action
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Close Burst 2 |
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Trigger: You use your inevitable shot power or a seeker’s bond power
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Effect: You create a zone of spectral swarming bats in a burst 1 centered on the target. The zone is difficult terrain for all creatures, including flying creatures. Your enemies grant combat advantage while within the zone. The zone lasts until the end of the encounter. If a creature within the zone performs any action that would trigger an opportunity attack from an adjacent creature, you may make a ranged basic attack against it as an opportunity action.
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Move Action: Move the zone 4 squares.
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor Action
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Personal |
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Target: One ranged weapon
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Effect: Until you release the spirit, each time you hit a target with a ranged basic attack with this weapon the target of the attack takes a penalty to damage equal to your wisdom modifier until the end of your next turn.
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Flavor
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Encounter * Primal, Weapon, Inevitable
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Free Action
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Close Burst 1 |
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Trigger: You use your inevitable shot power or a seeker’s bond power
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Effect: You create a zone of infectious disease that lasts until the end of the encounter. While within the zone, enemies are weakened and have vulnerable 5 to untyped damage.
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Move Action: Increase the size of the zone by 1.
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor Action
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Personal |
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Target: One melee weapon
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Effect: Until you release the spirit, each time you hit a target with a weapon attack with this weapon the target of the attack has difficulty concentrating. The target cannot make opportunity or immediate actions until the end of your next turn.
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Flavor
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Encounter * Primal, Weapon, Inevitable
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Free Action
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Close Burst 1 |
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Trigger: You use your inevitable shot power or a seeker’s bond power
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Effect: Until the end of the encounter, if the target voluntarily moves more than two spaces in a single action it falls prone at the end of its turn, or the beginning of its next turn if the movement occurred on another creature’s turn. The target cannot make more than one opportunity action per round.
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor Action
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Personal |
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Target: One melee weapon
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Effect: Until you release the spirit, each time you hit a target with a ranged basic attack with this weapon the target of the attack cannot benefit from partial cover or concealment until the end of your next turn. The benefit from superior cover or total concealment is unaffected.
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Flavor
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Encounter * Primal, Weapon, Inevitable
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Free Action
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Close Burst 1 |
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Trigger: You use your inevitable shot power or a seeker’s bond power
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Effect: You conjure a spectral spirit of the hunt in a square adjacent to you. The hunter can be either large size or medium size (your choice), but once summoned it remains the same size until the end of the encounter. At the time of summoning, the hunter makes its attack against the target as a free action. The target then becomes its quarry. The hunter always knows the location of the quarry. If the hunter has line of sight to the quarry, the quarry grants the hunter combat advantage. The quarry does not gain any benefits of cover or concealment from the hunter, although it does gain benefit from total concealment or superior cover. Enemies can attack the hunter. It uses your defenses. If the hunter takes damage equal to your healing surge value, it is destroyed.
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Move Action: Slide the hunter up to 10 squares.
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Minor Action: Designate a different creature as the hunter’s quarry. The hunter can have only one quarry at a time.
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Flavor
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At-Will * Primal, Weapon
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Opportunity Action
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Ranged 20 |
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Trigger: The hunter’s quarry voluntarily moves away from the hunter or makes an attack that does not include the hunter as a target while marked by the hunter
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Target: The hunter’s quarry
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Attack: Wisdom vs Reflex
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Hit: The target is immobilized and marked by the hunter until the end of your next turn.
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Miss: The target is marked by the hunter until the end of your next turn.
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| Flavor |
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At-Will * Primal
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Immediate Reaction
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Personal |
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Trigger: Your spirit of the hunt is dropped to 0 hit points or fewer
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Effect: You lose a healing surge. The hunter is not destroyed, and is fully healed.
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Flavor
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At-Will * Primal, Weapon, Inevitable
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Minor Action
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Personal |
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Target: One melee weapon
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Effect: Until you release the spirit, each time you hit a target with a ranged basic attack with this weapon the target of the attack cannot shift until the end of your next turn.
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Flavor
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Encounter * Primal, Weapon, Inevitable
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Free Action
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Close Burst 1 |
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Trigger: You use your inevitable shot power or a seeker’s bond power
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Effect: You conjure the spirit of hunger in an unoccupied square in the burst. The spirit makes the following attack as a free action. You can order the spirit to make the attack as a standard action.
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Move Action: If the spirit has no creatures swallowed, slide the it up to 5 squares. If it has at least one creature swallowed, slide it up to 2 squares.
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Flavor
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At-Will * Primal
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Standard Action
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Melee 1 |
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Attack: Wisdom + 2 vs. Fortitude Level 11: Increase to Wisdom + 4 Level 21: Increase to Wisdom + 6
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Hit: WIS acid damage and the target is swallowed (save ends). While swallowed:
- The target is pulled into a space the spirit occupies.
- The target is restrained.
- The spirit swells to one size category larger than the largest creature it has swallowed
- Wherever the spirit moves, the target also moves. If the spirit moves into a zone that deals damage, it is destroyed instantly and the target automatically succeeds a save against the swallowed effect.
- The target takes ongoing 5 acid damage.
Level 11: Increase to ongoing 10 acid damage. Level 21: Increase to ongoing 15 acid damage.
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Aftereffect: The target shifts to a square adjacent to the spirit and is slowed until the end of its next turn.
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Miss: 5+WIS acid damage.
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Leveling
Heroic
Level 1
Gain at-wills, features, and two spirit infusions.
Level 3
Gain an additional use of Inevitable Shot
Level 5
Once per round, you can shift one square as a minor action.
Level 7
Gain a third use of inevitable shot.
Level 9
Gain the ability to bind one more spirit per day.
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