Difference between revisions of "User:Aelaris/sandbox3"

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(Writing up some things to shove in there somewhere.)
 
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{{author
 
{{author
 
|author_name=Aelaris
 
|author_name=Aelaris
|date_created=January 7th, 2011
+
|date_created=9/2/11
|status=In Progress
+
|status=Exploring Viability
|editing=Yes, but ask first, please.
+
|editing=Help me with formatting?
|balance=Rogue
+
|img=
 
}}
 
}}
<div class="blank">
+
<noinclude>{{4e Class Semantic
{{#set:Summary=Savage Maulers eschew manufactured weapons in preference of the tools nature gave them, fighting with all the ferocity of animals and more.
+
|role=Striker
|Length=20
+
|description=A mounted warrior who prefers to ride down his foes from astride his steed.
|Base Attack Bonus Progression=Good
+
}}</noinclude>
|Fortitude Save Progression=Good
 
|Reflex Save Progression=Good
 
|Will Save Progression=Poor
 
}}
 
<!-- Delete any of the following alignments if they are not allowed in the class -->
 
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
 
</div>
 
  
<!-- If your page should contain a picture, replace this line with [[File:Picturename.jpg|thumb|right|150px|Insert the caption here.]] -->
+
==<!--Class Name-->==
 +
<center>
 +
{{quote|''Light Brigade!  Charge!''|}}
 +
</center>
  
==Savage Mauler==
+
===Class Traits===
  
Weapons are a crutch.  Magic is a crutch.  Nature gave you arms and legs and fingers and teeth - use them.  Why do warriors wrap themselves in steel?  Because they are too soft.  Why do druids use magic to turn themselves into animals?  Because they are too weak.
+
{{4e Class Traits
 
+
|role=Striker
Savage Maulers fight with all the fury and might of the animal world.  Their unarmed fighting style is not a compilation of secret martial techniques, but rather a brutal willingness to do whatever is necessary to survive.  Adaptation, instinct, and opportunism rule over discipline and understanding.  A Savage Mauler knows that the answers lie within his own body, and that civilization is but a trap for the weak.
+
|power_source=Martial
 
+
|abilities=Strength, Wisdom or Charisma
===Making a Savage Mauler===
+
|armor=Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields.
 
+
|weapons=Simple melee, military melee, simple ranged.
Savage Maulers tend to be fairly tough, and deal a good deal of damage.  Their weaknesses are situations where hitting the enemy in melee is not possible, as they lack any ranged ability.
+
|defense=Fortitude +1, Will +1
 
+
|level_1_hp=15+ Constitution Score.
'''Abilities:''' Strength and Constitution are key for this class, improving both attack power and defense, along with a number of special abilities.  Dexterity can be useful, and Wisdom will shore up a weak Will save, but a Mauler is neither an intellectual nor a socialite.
+
|hp_per_level=6
 
+
|healing_per_day=9+ Constitution Modifier.
'''Races:''' Any race can unlearn civilization and unleash their natural potency, but obviously this path caters more to brawny characters than wimpy ones.
+
|auto_skills=Athletics?
 
+
|#_of_skills=<!--# of trained skills-->
'''Alignment:''' Any.
+
|skills=Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha).
 
+
|builds=Horseman, Herald
'''Starting Gold:''' 2d4&times;10 gp.
+
|features=Heedless Charge, Mounted Mastery
 +
}}
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Simple"
+
<!--Description-->
  
{| class="zebra d20"
+
{| class="messagebox protected" align=center border=0 cellpadding=4 cellspacing=4 style="border:1px solid #000000; padding:0px; text-align: center; width: 100%;"
|+
 
<div>{{Anchor|Table: The Savage Mauler}}</div>
 
Hit Die: d12
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | [[#Superior Movement|Superior Movement Bonus]]
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-
 
|1st||class="left" | +1 || +2 || +2 || +0
 
| class="left" | [[#Naturally Armored|Naturally Armored]], [[#Naturally Armed|Naturally Armed]], [[#Superior Movement|Superior Movement]] || +10'
 
|-
 
|2nd||class="left" | +2 || +3 || +3 || +0
 
| class="left" | [[#Pounce|Pounce]], [[#Predator's Advantage|Predator's Advantage]], [[#Uncanny Dodge|Uncanny Dodge]] || +10'
 
|-
 
|3rd||class="left" | +3 || +3 || +3 || +1
 
| class="left" | [[#Wild Vigor|Wild Vigor]], [[#Rend|Rend]], [[#Endurance|Endurance]] || +10'
 
|-
 
|4th||class="left" | +4 || +4 || +4 || +1
 
| class="left" | [[#Improved Grab|Improved Grab]], [[#Rake|Rake]], [[#Instinctive Skills|Instinctive Skills]] || +20'
 
|-
 
|5th||class="left" | +5 || +4 || +4 || +1
 
| class="left" | || +20'
 
|-
 
|6th||class="left" | +6/+1 || +5 || +5 || +2
 
| class="left" | [[#Wild Vigor|Wild Vigor]] || +20'
 
|-
 
|7th||class="left" | +7/+2 || +5 || +5 || +2
 
| class="left" | || +30'
 
|-
 
|8th||class="left" | +8/+3 || +6 || +6 || +2
 
| class="left" | [[#Predator's Advantage|Predator's Advantage]] || +30'
 
|-
 
|9th||class="left" | +9/+4 || +6 || +6 || +3
 
| class="left" | [[#Wild Vigor|Wild Vigor]] || +30'
 
|-
 
|10th||class="left" | +10/+5 || +7 || +7 || +3
 
| class="left" | || +40'
 
|-
 
|11th||class="left" | +11/+6/+1 || +7 || +7 || +3
 
| class="left" | || +40'
 
|-
 
|12th||class="left" | +12/+7/+2 || +8 || +8 || +4
 
| class="left" | [[#Wild Vigor|Wild Vigor]] || +40'
 
|-
 
|13th||class="left" | +13/+8/+3 || +8 || +8 || +4
 
| class="left" | || +50'
 
|-
 
|14th||class="left" | +14/+9/+4 || +9 || +9 || +4
 
| class="left" | [[#Predator's Advantage|Predator's Advantage]] || +50'
 
|-
 
|15th||class="left" | +15/+10/+5 || +9 || +9 || +5
 
| class="left" | [[#Wild Vigor|Wild Vigor]] || +50'
 
|-
 
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +5
 
| class="left" | || +60'
 
|-
 
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +5
 
| class="left" | || +60'
 
|-
 
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +6
 
| class="left" | [[#Wild Vigor|Wild Vigor]] || +60'
 
|-
 
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +6
 
| class="left" | || +70'
 
 
|-
 
|-
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +6
+
| class="left" |
| class="left" | [[#Predator's Advantage|Predator's Advantage]] || +70'
+
=====<!--Class Name--> OVERVIEW=====
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
{{Property Link|Skill|SRD:Balance Skill|Balance}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Escape Artist Skill|Escape Artist}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Heal Skill|Heal}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Listen Skill|Listen}} ([[SRD:Wisdom|Wis]])
 
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Ride Skill|Ride}} ([[SRD:Dexterity|Dex]]),
 
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spot Skill|Spot}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Survival Skill|Survival}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Swim Skill|Swim}} ([[SRD:Strength|Str]]),
 
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 
|}
 
 
 
====Class Features====
 
 
 
All of the following are class features of the Savage Mauler.
 
 
 
'''Weapon and Armor Proficiency:''' The Savage Mauler is not proficient with any weapons or armor, save for her natural weapons.
 
 
 
'''{{Anchor|Naturally Armored}} {{Ex}}:''' The Savage Mauler's hide rivals steel plate, acting as natural armor for the Mauler and providing an [[SRD:Armor_Bonus#Armor.2FShield_Bonus|Armor Bonus]] to AC equal to his [[Constitution]] modifier.  If the Mauler is permitting, the Mauler's skin can be enchanted just as well as any enchanted armor.  This bonus to AC does not stack with the bonus to AC granted by any other ability score, apart from the normal one granted by [[Dexterity]], or if another ability score instead replaces [[Dexterity]].
 
 
 
'''{{Anchor|Naturally Armed}} {{Ex}}:''' A Savage Mauler eschews manufactured weapons for the natural abilities of her body.  Her primary natural weapons are two claw attacks, both dealing 1d8 damage (with full strength modifier, being primary natural weapons).  A Savage Mauler also gains a 1d6 bite attack as a secondary natural weapon.  These numbers are for medium Maulers, and may be modified by size category.  If the Mauler is wearing armor, even if she is proficient in that armor, she still applies the armor's armor check penalty to attack rolls for her natural attacks.  A Mauler cannot make a claw attack if she is carrying something in one hand, and cannot make both claw attacks if she has both hands full.
 
 
 
'''{{Anchor|Superior Movement}} {{Ex}}:''' A Savage Mauler learns to bound through the terrain of the wilderness, using his hands just as much as his feet, like any wild animal.  As such, a Savage Mauler gets +10 to his base movement speed at first level and every three levels after that (4th, 7th, 10th, etc.).  Additionally, the Mauler ignores difficult terrain.  Both the extra quickness and the ability to scramble through difficult terrain are lost if the Mauler wears armor, or is carrying any objects in his hands.
 
 
 
 
 
'''{{Anchor|[[SRD:Pounce|Pounce]]}} {{Ex}}:''' From 2nd level onwards, whenever a Savage Mauler makes a charge, it can follow with a full attack, including rake attacks if the creature also has the rake ability.
 
 
 
'''{{Anchor|Predator's Advantage}} {{Ex}}:''' Starting at 2nd level, whenever a Savage Mauler makes an opposed roll or other rolls that are compared to each other, he is able to add +2 to his roll.  This includes rolls for initiative, rolls for tripping, bull-rushing, some skill checks, grapple checks, etc.  The Savage Mauler's instinctive edge over his competition even helps him in some social situations, to a degree. This bonus increases to +4 at level 8, and +6 at level 14, and +8 at level 20.
 
 
 
'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 2nd level, a Mauler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Mauler already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
 
 
 
 
 
'''{{Anchor|Wild Vigor}} {{Ex}}:''' The life lead by a Mauler is strenuous and brutal.  Even more than other classes, the path of a Savage Mauler forces them to grow stronger, faster, and tougher.  At 3rd level, 6th, and every multiple of three thereafter, the Savage Mauler increases their Strength, Dexterity, and/or Constitution by a total of three points, distributed as desired.
 
 
 
'''{{Anchor|Rend}} {{Ex}}:''' Starting at 3rd level, whenever a Savage Mauler hits with two consecutive claw attacks in a round, she may automatically rend the opponent for extra damage.  The rend damage is equal to a claw attack, but with 1 and 1/2 times your Strength Modifier (E.g. A medium-sized level 3 Mauler with strength 18 would rend for 1d8+6).
 
 
 
'''{{Anchor|[[SRD:Endurance|Endurance]]}} {{Ex}}:''' Toughened to endure more than soft, civilized folks, the Savage Mauler gains the [[SRD:Endurance|Endurance]] feat as a bonus feat at third level.
 
 
 
 
 
'''{{Anchor|Improved Grab}} {{Ex}}:''' To use this ability, the Mauler must hit with a bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, he establishes a hold and can make two rake attacks (see below).  The Mauler can use this against targets of any size, but otherwise ability is the same as [[SRD:Improved Grab]].
 
 
 
'''{{Anchor|[[SRD:Rake|Rake]]}} {{Ex}}:''' When grappling (including a newly started grapple as part of a full attack), the Mauler may make two free claw attacks each round.  Note that the Mauler can only use its rake attacks the same turn as starting a grapple when starting the grapple as part of a full attack (including pounces).
 
 
 
'''{{Anchor|Instinctive Skills}} {{Ex}}:''' By 4th level, the Mauler learns to trust her instincts over her knowledge when attempting skill checks.  Whenever the Mauler rolls for a skill check, she may chose not to apply her skill points, but instead apply a bonus equal to half her Mauler level for class skills, and a quarter of her Mauler level for cross-class skills.  When using her instincts this way, the Mauler may class skills as trained, even if she has not put skill points into them.
 
 
 
 
 
==Things to put in==
 
 
 
'''{{Anchor|Leaping Pounce}} {{Ex}}:''' Without requiring a jump check, the Mauler can jump her base movement speed any direction.  As part of a charge, the Mauler can jump to her target if it is within twice her base movement speed.  A Mauler wearing armor is not capable of this ability.
 
  
'''{{Anchor|Resistant Hide}} {{Ex}}:''' The mauler gains damage resistance (DR/-) equal to half of his Constitution modifier.
+
'''Characteristics:''' You combine the speed of your mount with the durability of heavy armor, allowing you to charge recklessly into your foes.
  
'''{{Anchor|Mundane Being}} {{Ex}}:''' The mauler ignores damage equal to her Constitution modifier from any magical effect that deal damage.
+
'''Religion:''' Many lancers worship Kord for the strength to kill their enemies, though some worship Avandra, to grant them the luck to survive their clashes.  Smaller numbers follow Pelor and Bahamut, while some of the crueler lancers worship Hextor or Bane.
  
'''{{Anchor|Fearsome Roar}} {{Ex}}:''' The mauler can produce a terrifying roar as a swift action. This ability is sonic, mind-affecting, and is a fear effect.  The roar affects anyone within 20 feet plus 5' per level who believes the Mauler is hostile towards them.  Those affected must make a Will save of DC equal to 10+(level/2)+(Constitution Modifier), or suffer its effects.  Affected creatures of HD equal to or greater than the Mauler are [[SRD:Shaken|Shaken]] for 2 rounds.  Affected creatures with HD less than the Mauler are Shaken for a number of rounds equal to the Mauler's HD, and those with less than half the HD of the Mauler are [[SRD:Frightened|Frightened]] for a number of rounds equal to the Mauler's HD.  The Mauler may roar as frequently as he desires, but once a creature masters its fear, it will not be affected again.
+
'''Races:''' Anyone physical.
 
 
'''{{Anchor|Predator's Strike}} {{Ex}}:''' The Mauler is particularly adept at attacking foes taken by surprise.  Any attacks that hit a flat-footed opponent are automatically critical threats, and may be confirmed into critical hits.
 
 
 
'''{{Anchor|Grievous Wounds}} {{Ex}}:''' A mauler is easily capable of ripping into flesh, shredding muscles, crushing windpipes, flaying the skin... Whenever a mauler deals a critical hit, he may also deal 1d6 points of ability damage to the target's Strength, Dexterity, Consitution, or Charisma scores.
 
 
 
 
 
 
 
'''{{Anchor|[[SRD:Multiattack|Multiattack]]}} {{Ex}}:''' At <-level-> a Mauler becomes more proficient with his bite, gaining the [[SRD:Multiattack|Multiattack]] feat.  If the Mauler already has the [[SRD:Multiattack|Multiattack]] feat, then instead he gains the [[SRD:Improved Multiattack|Improved Multiattack]] feat.
 
 
 
'''{{Anchor|[[SRD:Evasion and Improved Evasion#Evasion|Evasion]]}} {{Ex}}:''' A Mauler can avoid even magical and unusual attacks with great agility. If she makes a successful [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion cannot be used if the Mauler is armor. A [[SRD:Helpless|helpless]] Mauler does not gain the benefit of evasion.
 
 
 
'''{{Anchor|Mettle}} {{Ex}}: A <-level-> Mauler who succeeds at a Fortitude Partial or Willpower Partial save takes no effect as if she had immunity.
 
 
 
'''{{Anchor|Predatory Focus}} {{Ex}}:''' The Mauler is able to focus on its current target with single-minded viciousness, and take it down quickly.  Once per round a free action, the Mauler can designate one creature he can see as his prey.  He gains +2 to hit and to damage against his prey, and his critical threat range increases by one when attacking that creature, but takes a -2 to AC against all other attackers. Additionally, the ranger gains a +2 bonus on Hide, Move Silently, Spot, and Survival checks when using these skills against his prey.  When the prey dies, the Mauler may immediately designate a new target.  These bonuses increase to +3 at <<Level>>, +4 at level, and +5 at level.
 
 
 
'''{{Anchor|Shake It Off}} {{Ex}}:'''  With their inordinate toughness, there comes a point where Maulers have too much vitality to be more than winded by their wounds.  Whenever a Mauler would take damage, instead she takes non-lethal damage.  A mauler can still die to a Coup De Grace, as usual.
 
 
 
'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' A mauler retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.
 
 
 
'''{{Anchor|Destructive Blows}} {{Ex}}:''' At level???, a Mauler's blows hit hard enough to shatter stone and claw through steel.  All of her natural attacks are treated as adamantine weapons, bypassing hardness and some forms of damage reduction.  Additionally, her attacks ignore damage reduction as if they were magical weapons.
 
 
 
 
 
'''{{Anchor|}} {{Ex}}:'''
 
 
 
'''{{Anchor|}} {{Ex}}:'''
 
 
 
'''{{Anchor|}} {{Ex}}:'''
 
 
 
 
 
<!--
 
 
 
'''''{{Anchor|<-psi-like class feature->}}'' {{Ps}}:''' <-class feature game rule information->
 
 
 
'''''{{Anchor|<-spell-like class feature->}}'' {{Sp}}:''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-supernatural class feature->}} {{Su}}:''' <-class feature game rule information->
 
 
 
'''{{Anchor|<-class feature->}}:''' <-class feature game rule information->
 
 
 
''{{Anchor|<-subclass feature->}} <-"{{Ex}}", "{{Su}}", "{{Sp}}", or "{{Ps}}" if applicable.->:'' <-subclass feature game rule information->
 
 
 
<-Lather, rinse...->
 
 
 
<-... repeat as necessary.->
 
 
 
====Ex-<-pluralized class name->====
 
 
 
<-Describe what happens when a character violates the alignment restrictions of any other class restrictions.  If there are no behavior or alignment restrictions delete this section->.
 
 
 
====Epic <-class name->====
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic <-class name->}}</div>
 
Hit Die: d<-Die size for Hit Die->
 
 
|-
 
|-
! Level !! Special
 
|-
 
| 21st || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 22nd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 23rd || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 24th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 25th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 26th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|-
 
| 27th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 28th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class
 
| 29th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class=
 
| 30th || class="left" | <-any improvements to class features gained at this level, including any bonus feats->
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
<-number of skill points-> + [[SRD:Intelligence|Int]] modifier skill points per level.
 
 
|}
 
|}
  
'''<-existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
===Creating a <!--Class Name-->===
  
'''<-another existing class feature->:''' <-how this class feature increases or accumulates at epic levels->
+
<!--details on builds-->
  
<-Lather, rinse...->
 
  
<-... repeat.->
+
===<!--your class--> Class Features===
 +
All <!--your class--> share these class features.
  
'''{{Anchor|Bonus Feats }}:''' The epic <-class name-> gains a bonus feat (selected from the list of epic <-class name-> bonus feats) every <-number of feats per level-> levels after 20th.
+
====Heedless Charge====
 +
While charging, or attacking during an action that counts as a charge, the lancer eschews defense to gain a +2 bonus to hit and uses his momentum to add his strength modifier a second time to damage.  The disadvantage to this tactic, the lancer grants combat advantage to all enemies during his charge.
  
''Epic <-class name-> Bonus Feat List:'' <-list of bonus epic feats->.
+
====<!--Class Feature Name-->====
 +
<!--Game rules-->
  
====<-Sample race of your choice-> <-class name-> Starting Package====
+
<!--repeat as necessary-->
  
'''Weapons:''' <-Weapon selection for starting at 1st level with this class.->.
+
===<!--your class--> Powers===
  
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
+
<!--description of powers-->
  
{| class="zebra d20"
+
Full power list [[<!--your class--> Powers (4e Power List)|here]].
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor. If innapplicable put "&mdash;"->
 
|- class=
 
| class="left" | <-Skill name-> || <-4 for class skills and 2 for cross-class skills-> || <-Abbrieviated key ability-> || <-armor check penalty based on starting armor.  If innapplicable put "&mdash;"->
 
<-copy and paste the rows as necessary.->
 
|}
 
  
'''Feat:''' <-1st-level feat selection->.
 
  
'''Bonus Feats:''' <-1st-level feat bonus feats due to class or sample race.  remove this section if this sample doesn't get any bonus feats at 1st level. ->.
+
----
 +
{{4e Classes Breadcrumb}}
  
'''Gear:''' <-Starting armor and other equipment outside of weapons.->.
+
[[Category:4e]]
 
 
'''Gold:''' <-Starting gold using this package.->.
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW
 
===Campaign Information===
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED AT LEAST ONE OF THE SECTIONS BELOW -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION
 
====Playing a <-class name->====
 
 
 
'''Religion:''' <-description of how this class typically (but no exclusively) approaches religion including likely portfolios it would worship->.
 
 
 
'''Other Classes:''' <-How this class typically interacts with other classes and how characters of this class interact with characters of other classes->.
 
 
 
'''Combat:''' <-Typical role in combat->.
 
 
 
'''Advancement:''' <-Typical advancement options for characters with this class.  Include desirable multiclass options->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "PLAYING A..." SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION
 
====<-pluralized class name-> in the World====
 
 
 
{{quote|<-Some quote from a character of this class->|orig=<-NPC name->, <-race-> <-class->}}
 
 
 
<-Where characters of this class fit in a d20 world.->
 
 
 
'''Daily Life:''' <-day in the life of a character of this class->.
 
 
 
'''Notables:''' <-notable NPCs of this class->.
 
 
 
'''Organizations:''' <-info on what, where, when, and how characters of this class congregate and assemble->.
 
 
 
'''NPC Reactions:''' <-How NPCs react to PCs of this class->.
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... IN THE WORLD" SECTION -->
 
 
 
<!-- REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION
 
====<-class name-> Lore====
 
 
 
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="zebra d20"
 
|+ <-the appropriate skills->
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | <-common knowledge->.
 
|-
 
| 10 || class="left" | <-not so common knowledge->.
 
|-
 
| 15 || class="left" | <-rare information->.
 
|-
 
| 20 || class="left" | <-very rare information->.
 
|}
 
REMOVE THIS LINE WHEN YOU HAVE COMPLETED THE "... LORE" SECTION -->
 
 
 
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Latest revision as of 07:58, 3 September 2011

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Author: Aelaris (talk)
Date Created: 9/2/11
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[edit]

Light Brigade! Charge!

Class Traits[edit]

Class Traits
Role: Striker.
Power Source: Martial.
Key Abilities: Strength, Wisdom or Charisma
 
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, plate; heavy shields, light shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Bonus to Defense: Fortitude +1, Will +1
 
Hit Points at 1st Level: 15+ Constitution Score. + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9+ Constitution Modifier. + Constitution modifier
 
Trained Skills: Athletics?. From the class skills list below, choose more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha).
 
Build Options: Horseman, Herald
Class Features: Heedless Charge, Mounted Mastery


OVERVIEW[edit]

Characteristics: You combine the speed of your mount with the durability of heavy armor, allowing you to charge recklessly into your foes.

Religion: Many lancers worship Kord for the strength to kill their enemies, though some worship Avandra, to grant them the luck to survive their clashes. Smaller numbers follow Pelor and Bahamut, while some of the crueler lancers worship Hextor or Bane.

Races: Anyone physical.

Creating a[edit]

Class Features[edit]

All share these class features.

Heedless Charge[edit]

While charging, or attacking during an action that counts as a charge, the lancer eschews defense to gain a +2 bonus to hit and uses his momentum to add his strength modifier a second time to damage. The disadvantage to this tactic, the lancer grants combat advantage to all enemies during his charge.

[edit]

Powers[edit]

Full power list here.



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