CHARACTER CLASSES
4 posters
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Re: CHARACTER CLASSES
Gunslinger feats
Level 2
GunRun:
AT WILL
fire 3 bullets and move simultaneously. Each bullet has a -1 to hit
Level 4
Impeccable Accuracy:
PERMANENT
+5 to hit bonus permanently
Fury of Chakra:
ENCOUNTER
defend against one attack without rolling for it when it is your turn
Level 5
BOOM HEADSHOT:
PERMANENT
You only need to roll a 17 or higher (impeccable accuracy mod counts for this) to get a critical hit
Level 6
This looks weak:
PERMANENT
add +2 to a gun be increasing the caliber permanently
use on as many guns as you want, if you roll a 5 or lower on a d20 the gun breaks
Level 7
Dodge THIS:
ENCOUNTER
with a successful roll (10 or lower) player appears beside target and gets +5 compounded to hit bonus
level 8
I'll handle this:
DAILY POWER
+15 to hit for the rest of the encounter, fire 2 bullets per turn
Level 2
GunRun:
AT WILL
fire 3 bullets and move simultaneously. Each bullet has a -1 to hit
Level 4
Impeccable Accuracy:
PERMANENT
+5 to hit bonus permanently
Fury of Chakra:
ENCOUNTER
defend against one attack without rolling for it when it is your turn
Level 5
BOOM HEADSHOT:
PERMANENT
You only need to roll a 17 or higher (impeccable accuracy mod counts for this) to get a critical hit
Level 6
This looks weak:
PERMANENT
add +2 to a gun be increasing the caliber permanently
use on as many guns as you want, if you roll a 5 or lower on a d20 the gun breaks
Level 7
Dodge THIS:
ENCOUNTER
with a successful roll (10 or lower) player appears beside target and gets +5 compounded to hit bonus
level 8
I'll handle this:
DAILY POWER
+15 to hit for the rest of the encounter, fire 2 bullets per turn
Re: CHARACTER CLASSES
Hmmm How many? How soon?
devilslayer- Lieutenant
- Number of posts : 894
Age : 28
Location : chetwynd B.C.
Reputation : -6
Registration date : 2011-06-15
Re: CHARACTER CLASSES
WHERE'S THAT BADASS CLASS DAWG!?!?
Nut_Column- Commander
- Number of posts : 1115
Age : 30
Location : Over there! *points*
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Registration date : 2010-12-18
Re: CHARACTER CLASSES
Death knight of the horde
"Death is a terribly painful thing to go through... I know from experience... And soon, so will you..."
Class role: Controller. You specialize in causing status effects to your opponents, summoning undead minions to entangle your foes, and increasing your allies abilities
Power source: Shadow. Using both the necromantic powers of the necrolyte's with their former skills as warlocks, as well as the energies of death coming from their own rotting bodies, the death knights use a variery of shadow attacks
Key abilities: Intelligence, wisdom
Armor proficiencies: Cloth
Weapon proficiencies: Warhammer, mace
Implements: Staffs, rods, wands, orbs
bonus to defense: +2 will, +2 fortitude
hit points at first level: 11 + constitution score
Hit points per level gained: 4
Healing surges per day: 5 + constitution modifier
Class skills: Arcana. Choose 2 more from this list at 1st level:
Intimidate(Cha), enduranc(Con)e, history(Int), Religion(Int) or Insight(Int)
The death knights of the horde were formerly warlocks of the shadow council. After being slain by doomhammer, they were called back from the underworld and made to inhabit the bodies of the fallen knights of stormwind, with the sacrifice of the orcish necrolytes. This has given them arcane and necromantic power beyond the normal means, and increased their arcane magical strength further than even the strongest of them had dreamed.
Death knights were normally orcs in their former life, though rarely, ogres and even more rarely, goblins can have been death knights as well. Other races can also be created as death knights, by other members of the order of this group, but are normally reanimated in a human body regardless.
Death knights normally worship no god, their experience with death seeming to prove to them that none are interested in their lives, but some worship Vecna, and Asmodeus. A few worship Lolth, but this is uncommon.
Class Features:
Rotting corpse: As a result of their fearsome appearance, Death knights gain a +4 to intimidate checks, and a -4 to diplomacy rolls
Fueled by dark energy: Death knights feel no need to eat, or sleep, as their dark energy keeps them sustained. However, as a result, it's impossible for them to truly eat food, and healing potions only have half the effect on them.
Death knights cannot be healed or gain bonuses from divine power
originating from a good alignment god. this includes a paladin's prayers.
Death Coil: all death knights can use death coil
Death coil Death knight class feature:
You fire a green blast of coiled energy at the insignificant whelp before you. In doing so, you put his life force to work fueling the strength of a worthier creature.
Encounter: Shadow, necrotic, attack
Standard action Ranged 10
Attack: Intelligence vs. Will
Hit: 2d10 + INT modifier necrotic damage. Half the damage is added to the death knights health points
Miss: 1d6 necrotic damage
Raise Dead: All death knights can use raise dead:
Raise dead Death knight class feature
The goblin that just fell to your magics gets back up despite his wounds. He serves the side of true power now, willingly or not
Encounter: Shadow, summoning, necrotic
Effect: you raise one corpse as a skeleton, acting as a controlled summon. the skeleton has 1/2 the death knight's level' hp, with a minimum of 1, and has 12 + WIS modifier in all defenses. You may have one skeletal servant at level 1, 2 at level 11, and 3 at level 21, maximum. the skeleton can choose to move or attack in combat, but cannot do both in the same turn. The skeleton gets 1 + the death knight's level bonus to hit, and does 1D6 damage on hit(Increased to 2D6 at level 21).
Death knight's powers:
A death knight's powers are called spells. they shall be listed in this section:
Level 1 at-will:
Touch of darkness Death knight at-will 1
By enveloping their truncheons with the dark essence of Hel, the Death Knights are able to deplete vital energies from those they lash out against
Standard action shadow ranged 8
Attack: Int vs. reflex
Hit: 1d8 + Int
Increase to 1d10 at level 11, and to 2d8 at level 21
shadow spear Death knight at-will 2
Literally a spear of pure evil, this attack wreaks havoc and destruction amongst one's enemies
Standard action, shadow area burst 2
Attack: Wis vs. Reflex
Hit: 1d6 + Wis
increase to 1d8 at level 11, and 1d10 at level 21
Deathly whisper Death knight encounter 1
Your enemies hear whispers in their mind that torment them terribly. Feeling their sanity slip away, they have no defense.
Standard action, shadow ranged 4
Encounter
Hit: Wis vs. Will
Effect: Target is psionically stunned for one turn
Special: This power is not a psionic attack, but is treated like one for effects and feats. It is treated as both psionic and shadow by spell effects
Flame spout death knight encounter 2
The death knight focuses his energy for a few seconds, and a small pillar of flame appears directly under the enemy
standard action, fire, shadow Ranged 12
Attack: Int vs. reflex
Hit: 2d8 fire damage
Special: This attack ignores cover, and does not require direct line of sight, so long as the death knight knows his opponent's location in some way
Darkness cloud Death knight daily 1
Your enemies lose their sight, and soon, lose their ability to breathe too, choking on the darkness they are wrapped in
Standard action, shadow Area burst 3
Attack: Intelligence vs. Fortitude
Hit: 2d10 damage on everyone in burst, and targets are blinded for one turn
Miss: Targets are blinded for one turn
Dark flame Death knight daily 2
Flames of darkness erupt around your enemies, burning their flesh while feeling as cold as the grave...
Standard action, shadow Ranged 20
Attack: Intelligence vs. reflex
Hit: 3d8 damage, and 1 ongoing fire damage(save ends)
"Death is a terribly painful thing to go through... I know from experience... And soon, so will you..."
Class role: Controller. You specialize in causing status effects to your opponents, summoning undead minions to entangle your foes, and increasing your allies abilities
Power source: Shadow. Using both the necromantic powers of the necrolyte's with their former skills as warlocks, as well as the energies of death coming from their own rotting bodies, the death knights use a variery of shadow attacks
Key abilities: Intelligence, wisdom
Armor proficiencies: Cloth
Weapon proficiencies: Warhammer, mace
Implements: Staffs, rods, wands, orbs
bonus to defense: +2 will, +2 fortitude
hit points at first level: 11 + constitution score
Hit points per level gained: 4
Healing surges per day: 5 + constitution modifier
Class skills: Arcana. Choose 2 more from this list at 1st level:
Intimidate(Cha), enduranc(Con)e, history(Int), Religion(Int) or Insight(Int)
The death knights of the horde were formerly warlocks of the shadow council. After being slain by doomhammer, they were called back from the underworld and made to inhabit the bodies of the fallen knights of stormwind, with the sacrifice of the orcish necrolytes. This has given them arcane and necromantic power beyond the normal means, and increased their arcane magical strength further than even the strongest of them had dreamed.
Death knights were normally orcs in their former life, though rarely, ogres and even more rarely, goblins can have been death knights as well. Other races can also be created as death knights, by other members of the order of this group, but are normally reanimated in a human body regardless.
Death knights normally worship no god, their experience with death seeming to prove to them that none are interested in their lives, but some worship Vecna, and Asmodeus. A few worship Lolth, but this is uncommon.
Class Features:
Rotting corpse: As a result of their fearsome appearance, Death knights gain a +4 to intimidate checks, and a -4 to diplomacy rolls
Fueled by dark energy: Death knights feel no need to eat, or sleep, as their dark energy keeps them sustained. However, as a result, it's impossible for them to truly eat food, and healing potions only have half the effect on them.
Death knights cannot be healed or gain bonuses from divine power
originating from a good alignment god. this includes a paladin's prayers.
Death Coil: all death knights can use death coil
Death coil Death knight class feature:
You fire a green blast of coiled energy at the insignificant whelp before you. In doing so, you put his life force to work fueling the strength of a worthier creature.
Encounter: Shadow, necrotic, attack
Standard action Ranged 10
Attack: Intelligence vs. Will
Hit: 2d10 + INT modifier necrotic damage. Half the damage is added to the death knights health points
Miss: 1d6 necrotic damage
Raise Dead: All death knights can use raise dead:
Raise dead Death knight class feature
The goblin that just fell to your magics gets back up despite his wounds. He serves the side of true power now, willingly or not
Encounter: Shadow, summoning, necrotic
Effect: you raise one corpse as a skeleton, acting as a controlled summon. the skeleton has 1/2 the death knight's level' hp, with a minimum of 1, and has 12 + WIS modifier in all defenses. You may have one skeletal servant at level 1, 2 at level 11, and 3 at level 21, maximum. the skeleton can choose to move or attack in combat, but cannot do both in the same turn. The skeleton gets 1 + the death knight's level bonus to hit, and does 1D6 damage on hit(Increased to 2D6 at level 21).
Death knight's powers:
A death knight's powers are called spells. they shall be listed in this section:
Level 1 at-will:
Touch of darkness Death knight at-will 1
By enveloping their truncheons with the dark essence of Hel, the Death Knights are able to deplete vital energies from those they lash out against
Standard action shadow ranged 8
Attack: Int vs. reflex
Hit: 1d8 + Int
Increase to 1d10 at level 11, and to 2d8 at level 21
shadow spear Death knight at-will 2
Literally a spear of pure evil, this attack wreaks havoc and destruction amongst one's enemies
Standard action, shadow area burst 2
Attack: Wis vs. Reflex
Hit: 1d6 + Wis
increase to 1d8 at level 11, and 1d10 at level 21
Deathly whisper Death knight encounter 1
Your enemies hear whispers in their mind that torment them terribly. Feeling their sanity slip away, they have no defense.
Standard action, shadow ranged 4
Encounter
Hit: Wis vs. Will
Effect: Target is psionically stunned for one turn
Special: This power is not a psionic attack, but is treated like one for effects and feats. It is treated as both psionic and shadow by spell effects
Flame spout death knight encounter 2
The death knight focuses his energy for a few seconds, and a small pillar of flame appears directly under the enemy
standard action, fire, shadow Ranged 12
Attack: Int vs. reflex
Hit: 2d8 fire damage
Special: This attack ignores cover, and does not require direct line of sight, so long as the death knight knows his opponent's location in some way
Darkness cloud Death knight daily 1
Your enemies lose their sight, and soon, lose their ability to breathe too, choking on the darkness they are wrapped in
Standard action, shadow Area burst 3
Attack: Intelligence vs. Fortitude
Hit: 2d10 damage on everyone in burst, and targets are blinded for one turn
Miss: Targets are blinded for one turn
Dark flame Death knight daily 2
Flames of darkness erupt around your enemies, burning their flesh while feeling as cold as the grave...
Standard action, shadow Ranged 20
Attack: Intelligence vs. reflex
Hit: 3d8 damage, and 1 ongoing fire damage(save ends)
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