Author Topic: [4e] Theme-Based Class System  (Read 2201 times)

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Krika

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[4e] Theme-Based Class System
« on: October 30, 2011, 05:21:19 AM »
So, after themes got widely released in the Dragon magazine, and in the Neverwinter book, I toyed with the idea of making a class system almost entirely using themes to build the character thus providing much more flexibility in terms of what features you get, and improving the story integration in the character. To that matter, I provide what I have below. It's not the best organized sheet, but it has everything on there (I believe). Be sure to read through it all the way, because some parts might not make much sense until you finish it. It's also not the best written in terms of clarity in general, but it should be clear enough. And I'm apologizing for the same thing way to much already.

[spoiler]
Special Consideration: All skills are class skills. Multiclassing into other base classes is forbidden (So Bravo would be legal, but Avenger would not be). Humans cannot take the Extra At-Will feature, and Half-Elves cannot take the Dilettante feature. Inherent Bonuses are strongly recommended. Boosted experience gain (by a factor of about 2x to 3x) is also strongly recommended.

THIS IS NOT MEANT TO BE PLAYED ALONGSIDE NORMAL 4E CHARACTERS! DOING SO WILL RESULT IN THE CHARACTER BUILT USING THIS SYSTEM BEING OVERSHADOWED BY THE COMPARATIVELY HIGHER POWER OF THE NORMAL CHARACTERS!

(level) : (benefits)
Level 1: Feat, Theme level 1 feature, Role Kit (basic), Use Your Strengths
Level 2: Feat, Utility
Level 3: Theme level 1 feature
Level 4: Feat, Role Kit (Encounter)
Level 5: Theme level 5 feature, Math Fix
Level 6: Feat, Utility
Level 7: Theme level 5 feature
Level 8: Feat, Role Kit (Daily)
Level 9: Theme level 1 feature
Level 10: Feat, Utility, Theme level 10 feature

You can only select the level 5 feature of a theme that you have the level 1 feature for, and can only select the level 10 feature for a theme that you have the level 5 feature for. For DS themes, the base feature is the level 1 feature, for the level 5 feature you may select an available theme encounter power (or augmentable at-will) of your level or lower, and for the level 10 feature you may select a theme daily power of your level or lower. These powers automatically scale with level.

Power Source: You may select your power source, but if you have powers that have a power source keyword attached to it, you must pick one of them. Your Role Kit powers all gain that keyword.

Math Fix: At level 5, you gain the feat Improved Defenses and may select one Expertise feat.

Use Your Strengths: At level 1, you can use your highest ability score instead of Strength when making a basic attack, and instead of Dexterity and Intelligence when determining AC in light armor.

Proficiencies: You select one of the following choices:
   You gain proficiency in all Simple and Military weapons.
   You gain proficiency in Simple weapons, and may select 2 of them to be proficient in as implements.
   You gain proficiency in Simple Weapons, and may select 3 Implement types to be proficient in.

Role Kits:
Defender:
Base:
Starting HP: 16 + Con score
HP per level: 6
Number of Surges: 9 + Con Mod.
Number of Skills Trained: 4
Armor Proficiency: Plate, All Shields

Basic:
Divert Attention
No Action - On hit - At-Will - Personal
Effect: You mark the target you hit until the end of your next turn.

Shield Ally
Opportunity Action - A marked enemy hits an ally - At-Will - Personal
Special: You must be adjacent to either the triggering enemy or the attacked ally to use this power.
Effect: The enemy's damage is reduced by up to your highest ability modifier + 1/2 your level. The enemy also takes damage equal to the damage that was reduced.

Encounter:
Take Attack
Opportunity Action - A marked enemy attacks an ally - Encounter - Personal
Special: You must be adjacent to either the triggering enemy or the attacked ally to use this power. In addition, you must be a valid target for the triggering attack.
Effect: You become the target for the attack. You gain your highest ability modifier as a power bonus to defenses against the attack, and you only take half damage from that attack.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Force Focus
No Action - You hit an enemy - Daily - Personal
Effect: The enemy is marked by you until the end of the encounter. The marked penalty is -4 instead of -2, and applies as a penalty to both attack and damage rolls.
Special: You gain an additional use of this power when you reach a milestone.

Striker:
Base:
Starting HP: 12 + Con score
HP per level: 4
Number of Surges: 6 + Con Mod
Number of Skills Trained: 5
Armor Proficiency: Chain

Basic:
Second Strike
No Action - You hit an enemy - At-Will - Personal
Effect: After you resolve the triggering attack, make a basic attack against the same target.
Special: This power can only be used once per round.

Encounter:
Meditative Aim
Minor Action - Encounter - Personal
Effect: On the next attack you make before the end of  your next turn, you can roll twice for attack and pick whichever result you want.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Perfect Storm
No Action - You hit an enemy - Daily - Personal
Effect: You make 2 more basic attacks against the target. These two attacks have +2 to their attack rolls, and deal addition damage equal to 1([W] or ) + your highest ability modifier.
Special: You gain an additional use of this power when you reach a milestone.

Leader:
Base:
Starting HP: 14 + Con score
HP per level: 4
Number of Surges: 7 + Con Mod
Number of Skills Trained: 5
Armor Proficiency: Chain, Light Shields

Basic:
Heal the Injured
Minor Action - Encounter - Close Burst 10
Effect: One ally within range can spend a healing surge, and regains additional hit points equal to your highest ability modifier.
Level 6: Highest ability modifier + 1d8 additional hit points.
Special: This power can be used twice per encounter.

Lead the Battle
No Action - On hit - At-Will - Personal
Effect: Select one ally adjacent to you or the hit enemy. That ally gains the benefit of one of the following options: They gain temporary hit points equal to your highest ability modifier, They gain a power bonus to damage equal to your highest ability modifier until the end of your next turn, or they can shift a number of squares equal to half your highest ability modifier, rounded down.

Encounter:
Inspire Excellence
Minor Action - Encounter - Close burst 10
Effect: One ally within range gains a +1 power bonus to attack, damage, defense, saving throws and speed until the end of your next turn.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Aura of Restfulness
Minor Action - Daily - Personal
Effect: You gain an aura 2 until the end of the encounter. Bloodied allies that start their turn in the aura regain HP equal to your highest ability modifier.
Special: You gain an additional use of this power when you reach a milestone.

Controller:
Base:
Starting HP: 10 + Con score
HP per level: 5
Number of Surges: 5 + Con Mod
Number of Skills Trained: 6
Armor Proficiency: Chain

Basic:
Tricky Attack
No Action - On hit - At-Will - Personal
Effect: Select one of the following choices, which affect the enemy you hit and all enemies adjacent to it: Grants CA until the end of your next turn, Cannot take opportunity actions until the end of your next turn, Is slowed until the end of your next turn.

Encounter:
Spread Condition
No Action - A condition you inflicted on an enemy ends - Encounter
Effect: All enemies adjacent to the enemy are affected by the condition that ended on the enemy that triggered this power.
Special: When you spend an action point, you gain an additional use of this power.

Daily:
Extend Condition
No Action - You affect a condition on an enemy that lasts until the end of your next turn - Daily - Personal
Effect: The condition now lasts (save ends), and the enemy has a -2 penalty to saves against it.
Special: You gain an additional use of this power when you reach a milestone.


IMPLEMENT BASIC ATTACKS:

Implement Basic Attack
At-Will - Standard Action - Range 10
Target: One Creature
Attack: Highest Ability Score vs. NAD
Damage: 1 + highest ability score modifier.
Special: This is a basic attack. Everything that applies to a basic attack applies to this, because it's a basic attack. for this power is 1d8, unless the implement over-rides that with another value (see below). If a power or ability would increase the damage of this attack by #[W], increase it by # instead (so the Half-Orc's Furious Assault racial power used on a successful hit with the power would increase the damage by 1, not 1d8).

This power is modified slightly depending on which implement you use it against. The implement used also determines the NAD that is targetted.

Wand: Reflex, Range is 20
Staff: Fortitude, +2 to defenses against oppurtunity attacks incurred by making a implement basic attack
Orb: Will, High Crit
Totem: Fortitude, Brutal 1
Holy Symbol: Will, Range is close Burst 5
Ki Focus: Reflex, Range is Melee 2
Rod: Fortitude, is 1d10
Tome: Will, is 2d4
Weapon (only if you can use a weapon as an implement): Reflex, Range is weapon's reach+1 (or normal range increment), if the damage dice of the weapon is over 1d8, the power's is that.
[/spoiler]

So, PEACH?