OSR [4e] OSR Clone

GreyLord

Legend
Characters can gain another level every 150,000 Experience up to level 40, and every 250,000 Experience for each level there after.

Ability scores increase as follows…gain +1 to 2 ability scores every 4+10 levels and 8+10 levels (so after level 30 it would be 34, 38, 44, 48, 54, 58, etc and so on). Gain +1 to every ability score (or all of them) ever 1+10 levels (so after level 30 it would be at levels 31, 41, 51, etc and so on).

The numbers under encounter/daily/Situational are the maximum number of that type of CAS per day a character can use, NOT the maximum number of CAS a character can KNOW). They can know more powers than that.

A character can use the SAME CAS several times a day up to the maximum number of those CAS a character can use. Each CAS recharges depending on the type of CAS (for example Encounter CAS uses recharge after each encounter and can be used again in the next encounter, whereas the Daily CAS only recharge AFTER another day has passed (or an 8 hour rest).

For example, if a character learned a Combat Action called Run the Blade as an Encounter CAS, they could use Run the Blade once per Encounter. However, if, according to the table above they could use an Encounter CAS up to two times an encounter, they could choose among the Encounter CAS’s they know. This means they could use two Encounter CAS during an encounter, OR USE THE SAME Encounter CAS TWICE in the encounter. This would be the maximum number of Encounter CAS they could use if their level indicated this. This means that a character can choose to use more powerful Encounter CAS (As they level) more than once per encounter, up to the maximum number of Encounter CAS’s they could use each encounter as per the table above. The same idea applies to daily uses as well as Utility uses.

Characters that go above level 30 gain the following.
They gain another usage of a Daily CAS at level 31 and every 5 levels thereafter. They also may learn an additional Daily CAS from their class levels at that time if they so desire.
They gain another Encounter CAS at level 33 and every 4 levels thereafter. They also may learn an additional Encounter CAS from their class levels at that time if they so desires.
They gain an additional Situational CAS at level 32 and every 7 levels thereafter. They may also learn an additional Situational CAS at that time if they so desire.

Wizards may learn double that number, but only gain the same amount of uses that every other class also obtains.
Characters may learn an additional Anytime CAS at level 30 if they have other additional CAS’s available, and a fourth Anytime CAS (if their class has that many available) at level 50 and every 20 levels thereafter provided their class has that many available.

Note on Abbreviations - When you see an ability score abbreviated, it typically will indicate that it means for one to use the ability score MODIFIER, not the ability score itself. Thus if one had a Strength of 14, and you saw STR, it would mean to use a +2 modifier, not +14.
 

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GreyLord

Legend
Dragonforged​
A warrior race evolved from the same genetic line as Dragons, but along a different evolutionary path where they stand more as humans and demihumans in size and form than the Dragons. Though they may start at a lower level of power than their kin, they have the ability to surpass even the dragons in ability.

Ability Scores = +2 Strength, +2 Charisma
Size – Medium
Speed – 6 (30 Feet)
Languages – Common, Draconiac
Skill Bonuses = +2 (Knowledge) History, +2 Intimidate
Dragonforged Rage – When in the injured state get +1 to Attack rolls
Dragonforged Constitution – Your Healing Reaction Value is equal to ¼ HP + CON

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Dragonforged Breath – You can use a Dragonforged Breath as an encounter CAS. At character creation a Player must choose whether this breath is composed of Acid, Frost/Ice, Fire, Electrical/Lightning, or Poison

Encounter CAS – Dragonforged Breath – Minor Action – Close Explosive [3]
Attack – STR+2 vs Ref.

Target – All creatures in blast

Hit = 1d6 +STR damage.

Increase this by +2 to attack and +1d6 additional damage every 10 levels (so +4 to attack and 2d6 damage at 11th level)
Alternative choices – Dragonforged are typically RED or Gold. However, there are two other variations, those that are Blue/Green in coloration and those that are White/Black in coloration. Those that are Blue or Green or a combination of them may instead have a +2 to Constitution instead of Strength, and use CON as the ability to Attack (instead of STR) for your Dragonforged Breath. CON also is the modifier (instead of STR) for damage.

If you choose a White or Black (or a Silver) Dragonforged you can use DEX as your ability to Attack. However it does not replace any other additional items except the character may choose whether they wish to use CON or STR as the modifier for their Dragonforged breath damage when they hit.

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Dwarf​

Ability Scores = +2 Constitution, +2 Wisdom
Size – Medium Bonus – Infravision
Speed – 5 (25 Feet)
Languages – Common, Dwarfen
Skill Bonuses = +2 (Knowledge) Dungeoneering, +2 Endurance

Dwarven Constitution – Use a Healing Reaction as a minor action instead of a standard action
Dwarven Digestion – Gain a +5 Bonus to saves against Poison
Dwarven willpower – When encumbered, move at your normal speed
Dwarven stubbornness – When forced to move by another Combat Action, or otherwise, move 1 square less.
Dwarven Weapons – Gain proficiency with all hammers (throwing hammers, warhammers, etc).

Alternative – Mountain Dwarf – A player can choose to be a Hill Dwarf instead of the standard Mountain Dwarf. If they choose this option they lose their Dwarven Constitution and Dwarven Willpower features. They instead may move 2 squares less due to their Dwarven Stubbornness. And feature, but instead may add +2 to Strength instead of Wisdom.


Descendant​
Related to the heavenly hosts of the outer planes, these are the exact opposite of the Half-Demons (Terroth) that are related to the hosts of the Hells. They tend to radiate a sort of Holy Presence to those who see these rare individuals.

Ability Scores = +2 Intelligence, +2 Wisdom
Size – Medium Bonus - Infravision
Speed – 6 (30 Feet)
Languages – Common, Choice of two others
Skill Bonuses = +2 (Knowledge) History, +2 Knowledge (Religion)
Angelic Presence – You have a +1 to all defenses against attacks made by injured creatures.
Angelic Will – You resists any necrotic or radiant damage equal to 5+1/2 your level
Angelic Foresight - You can use the Angelic Foresight CAS.

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Angelic Foresight – You can use Angelic Foresight as an encounter CAS.
Encounter CAS – No action – Personal
Trigger – You make an attack, save, a skill or ability roll and think it is too low
Effect – You can add 1d6 to the roll.

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Elf​
There are two types of Elves as shown below. A character can choose between the two.

High Elf/Mage Elf – A Player choosing one of these must choose whether to be a Grey Elf or a High Elf.
Ability Scores = +2 Dexterity, +2 Charisma (Mage Elf will add +2 Intelligence instead of Charisma)
Size – Medium Bonus - Infravision
Speed – 6 (30 Feet)
Languages – Common, Elfin
Skill Bonuses = +2 Spellcraft, +2 Knowledge (History)
Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow
High Elf Lore – Gain one additional skill that you know
Elf Willpower – Get +1 to Will saves, Get +5 to save against charms.
High Elf Mystical Door – Can use Mystical Door Encounter CAS listed below.


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Mystical Door– You can use Mystical Door as an encounter CAS.
Encounter CAS – Move Action – Personal
Teleportation
Effect – You disappear and reappear up to 5 squares away
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Forest Elf – These are the barbaric Elves that typically shun other races. Occasionally they may be exiled or an adventurous soul comes out of hiding to join the other races.
Ability Scores = +2 Dexterity, + Wisdom
Size – Medium Bonus - Infravision
Speed – 6 (30 Feet)
Languages – Common, Elfin
Skill Bonuses = +2 Perception, +2 Knowledge (Nature)
Elf Weapon Proficiency – Gain proficiency with longsword, longbow, and shortbow
Elf Perception – You note various items you perceive to those around you. All friends within 5 squares of you gain a +1 to their perception checks
Graceful in Nature – You ignore difficult terrain when you move through it
Elf Combat – You can use this as an Encounter CAS.

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Elf Combat– You can use Elf Combat as an encounter CAS.
Encounter CAS – Free Action – Personal
Effect – You can roll twice when you attack. You can use either of the rolls to determine your attack roll.
Alternative – You can play an even more barbaric and wild elf as a WILD ELF. If you choose this, you lose the ability of Elf Perception as you do not share easily with friends. You also do not get a +2 WIS and instead gain a +2 STR.
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Gnome​
Ability Scores = +2 Intelligence, + 2 Charisma
Size – Small
Speed – 5 (25 Feet)
Languages – Common, Elfin
Skill Bonuses = +2 Spellcraft, +2 Stealth
Quick Hiding – If you are in cover or concealed you can make a stealth check when you roll for initiative.
Natural Illusionist – You get +5 to saving throws against Illusions
Gnome Sneak – You gain the Gnome Sneak encounter power below
Throw Sound – You gain the Throw Sound encounter power below.

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Throw Sound – Illusion
Encounter CAS – Throw Sound – Standard Action – Range 10
Target – A free square or an item or object
Effect = You cause a sound to occur from that object or the area which you cast it on. The sound can be anything from swords clashing together to something heavy being dragged across a wood floor. It can also be as quiet as a whisper if you so desire so that you can toss your voice as a whisper that only someone next to that square or object can hear what you are saying.
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Gnome Sneak – You can become invisible
Encounter CAS – Gnome Sneak – Reaction – Personal
Trigger – You lose hitpoints or take damage
Effect = You become invisible and stay invisible unless you attack someone or something. This lasts for one round.
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Azzy

ᚳᚣᚾᛖᚹᚢᛚᚠ
If someone knows where we could have a d/l spot (that has no spyware with it) that would also do in a pinch, especially for people to see the full document and evaluate what is being done as it progresses.

Google Drive would be the most obvious choice. DropBox and OneDrive work, too. If you want more anonymity, you could try Mega or 4shared.
 

GreyLord

Legend
Half-Elf​

Ability Scores = +2 Constitution, + 2 Charisma or +2 Wisdom
Size – Medium Bonus - Infravision
Speed – 6 (30 Feet)
Languages – Common, Elfin, Choice of one other
Skill Bonuses = +2 Diplomacy, +2 Insight

Vagabond Experience – At Character creation when you choose a class, you can choose a third anytime CAS. This comes from another class other than your primary class that you have chosen. You can use this CAS as an encounter CAS.
Half-Elf Blood – You can choose Feats which have Human or Elf as a pre-requisite
Wanderer’s Diplomatic Envoy – Grant friends within 10 squares of you a +1 to their Diplomacy Checks
Half-Elf Inspiration – Gain the Half-Elf Inspiration Encounter Power below.
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Half Elf Inspiration– You can use Half Elf Inspiration as an encounter CAS. At character creation a Player must choose whether this breath is composed of Acid, Frost/Ice, Fire, Electrical/Lightning, or Poison
Encounter CAS – Half Elf Inspiration – Minor Action –Explosive 5
Target – You or a friend in the Blast
Effect – You or the friend can gain one of the following effects
-make a saving throw, +2 to their next attack roll, move up to 2 squares, or +4 on their next skill check. All effects must be resolved within the next round.
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Half-Ogre​

Ability Scores = +2 Strength, +2 Constitution
Size – Medium
Speed – 6 (30 Feet)
Languages – Common, Dwarfen or Giant
Skill Bonuses = +2 Athletics, +2 Knowledge (Nature)

Half-Ogre’s Wild Living – Gain +1 Bonus to Will Saving Throws
Half-Ogre Outcast Physique – Roll twice when you make an Athletics choice and choose which result to use.
Giantish Heritage – Use the Giantish Heritage encounter Power below.
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Giantish Heritage– You can use Giantish Heritage as an encounter CAS.
Encounter CAS – Giantish Heritage – Minor Action –Personal
Effect – You gain DR 5 to all damage for one round.
Increase DR by +5 (so DR 10 at 11th level) every 10 levels.
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Half-Orc​

Ability Scores = +2 Strength, +2 Dexterity
Size – Medium Bonus - Infravision
Speed – 6 (30 Feet)
Languages – Common, Orcish
Skill Bonuses = +Endurance, +2 Intimidate

Half-Orc Constitution – When you are first injured (lose over ½ HP) during an encounter gain 5 temporary Hitpoints. This increases by 5 every 10 levels (so regain 10 HP at 11th level, etc).
Half-Orc Charge - +2 to speed when charging
Savage the Wound – Gain the Savage the Wound Encounter CAS listed below.
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Savage the Wound– You can use Savage the Wound as an encounter CAS.
Encounter CAS – Savage the Wound – Free Action –Personal
Target – You Hit another creature in combat
Effect – You deal 1 [W] more damage from a weapon, or if it is not from a weapon an extra 1d8 damage.
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Alternative – A Player may choose to be a full on Orc. If so, this character is shunned by most of the populace and disliked by most of the people. This should have an obvious effect on roleplaying. If a Player chooses this option, they do not get +2 Dexterity and instead gain a +2 Constitution. In addition they do not gain the Savage the wound Encounter power, do not gain Half-Orc Constitution or Half-Orc Charge. Instead they gain
Orc Warrior Reaction – Once per encounter, when hit in combat they can make an immediate reactionary attack by making one free melee attack on the thing that hit them.

Halfling​

Ability Scores = +2 Dexterity, +2 Charisma
Size – Small
Speed – 5 (25 Feet)
Languages – Common, Choice of one more
Skill Bonuses = +2 Acrobatics, +2 Stealth, +2 Open Locks, +2 Disable Device, +2 Perception, +2 Sleight of Hand

Fearless - +5 to Fear Saving Throws
Slipping Through -+2 AC when an opportunity attack is made against you
Halfling’s Luck – gain the Halfling’s Luck Encounter Power listed below.
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Halfling’s Luck– You can use Halfling’s Luck as an encounter CAS.
Encounter CAS – Halfling’s Luck – Immediate Reaction –Personal
Effect – When you are hit by an attack you can force the thing or enemy that hit you to reroll. They must use this reroll to recalculate whether they actually hit you.
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Human​

Ability Scores = +2 to one ability score of the player’s choice
Size – Medium
Speed – 6 (30 Feet)
Languages – Common, Choice of one more
Gain a Bonus Skill and a Bonus Feat.
Gain a +1 Bonus to your Fortitude, Reflex and Will Saves.

Gain a bonus Anytime CAS from your primary class OR gain the Human resiliency Encounter CAS.
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Human REsiliency– You can use Human Resiliency as an encounter CAS.
Encounter CAS – Human Resiliency – Immediate Reaction –Personal
Trigger – When you fail a save or miss with an attack.
Effect – add +4 to that attack or save and recalculate to see if you actually made the saving throw or hit with the attack.
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Terroth (Dark Descendants)​

Known as Half-Demons and the like, these poor souls are thought to be the descendants of a pairing of some demi-human or human creature and the beings of darkness. The opposite of Descendants, they are known by many slang terms. Terroth is just one of many various slang words used in reference to this race, but officially they are Descendants of Planar creatures, but unlike the Descendants (listed above), their ancestors come from a more dark and sinister origin.

Ability Scores = +2 Intelligence, +2 Charisma
Size – Medium Bonus Infravision
Speed – 6 (30 Feet)
Languages – Common, Choice of one more
Skill Bonuses = +2 Bluff, +2 Stealth,

Dark Bloodlust- +1 to attack rolls against an injured opponent
Burning Desires – Gain DR 5+1/2 level to Fire damage
Dark Vengeance – Gain the Dark Vengeance Encounter Power listed below.

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Dark Vengeance– You can use Dark Vengeance as an encounter CAS.
Encounter CAS – Dark Vengeance – Minor Action – Personal
Trigger – You are hit by an enemy.
Effect – Gain +1 to hit that enemy on your next attack. If you hit you add your CHA to the damage.
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WereKin​

Ability Scores = +2 Strength, +2 Wisdom
Size – Medium Bonus Infravision
Speed – 6 (30 Feet)
Languages – Common, Choice of one more
Skill Bonuses = +2 Athletics, +2 Endurance

Wolf Hybrid – Use the Wolf Hybrid Power listed below
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Wolf Hybrid– You can use Wolf Hybrid as an encounter CAS. This changes your appearance from a human with wolflike features to a complete humanoid cross between a werewolf/wolf and human
Encounter CAS – Wolf Hybrid – Minor Action – Personal
Requirement – You are Injured (have lost ½ of your Hitpoints).
Effect – +2 to your damage rolls and regenerate 2 Hitpoints each round. This lasts until the end of the encounter or combat
Gain +2 HP to regeneration every 10 levels (so regenerate 4 HP/round at 11th level…etc).
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Alternative…instead of being a descendant of werewolves, may be a descendant of Weretigers with the following abilities.
Ability Scores = +2 Dexterity, +2 Wisdom
Size – Medium Bonus Infravision
Speed – 6 (30 Feet)
Languages – Common, Choice of one more
Skill Bonuses = +2 Acrobatics, +2 Stealth

Tiger Hybrid – Use the Tiger Hybrid Power listed below
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Tiger Hybrid– You can use Tiger Hybrid as an encounter CAS. This changes your appearance from a human with Catlike features to a complete humanoid cross between a weretiger/tiger and human
Encounter CAS – Tiger Hybrid – Minor Action – Personal
Requirement – You are Injured (have lost ½ of your Hitpoints).
Effect – You gain +2 speed and get a +1 to your Reflex Saving throws. You also gain +1 to your Armor Class. This lasts until the end of the combat or the encounter.
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Dark Elf​

Ability Scores = +2 Dexterity, +2 Wisdom or Charisma
Size – Medium Bonus Infravision
Speed – 6 (30 Feet)
Languages – Common, Choice of Elfin or Dark Speech
Skill Bonuses = +2 Intimidate, +2 Stealth

Sphere of Darkness – Gain the ability to cast a sphere of Darkness as an Encounter ability
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Sphere of Darkness– You can use Sphere of Darkness as an encounter CAS.
Encounter CAS – Sphere of Darkness – Minor Action – Close Explosive 1
Effect – All creatures in the sphere are blinded until they leave it. This sphere lasts for the rest of the encounter or combat. You are immune to this effect.
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GreyLord

Legend
Skill List –
Acrobatics (DEX)
Knowledge (Arcana) (INT)
Athletics (STR)
Bluff (CHA)
Diplomacy (CHA)
Knowledge (Dungeoneering) (INT)
Endurance (CON)
Healing (WIS)
Knowledge (History) (INT)
Insight (WIS)
Intimidation (CHA)
Knowledge (Nature) (INT)
Perception
Knowledge (Religion) (INT)
Stealth (DEX)
Streetwise
Survival (WIS)
Open Locks (DEX)
Disable Device (DEX)
Spellcraft (INT or WIS depending on which is Higher)
Sleight of Hand (DEX)
 

GreyLord

Legend
Google Drive would be the most obvious choice. DropBox and OneDrive work, too. If you want more anonymity, you could try Mega or 4shared.

I could probably do Google Drive...as I have google accounts. Never done it that way. How do I make it so people can access Google Docs?

Pretend I am your ignorant Grandpa on this (probably not too far off the mark for some of the younger people here) who is pretty ignorant on how technology works...so step by step could be useful.
 

GreyLord

Legend
Classes
All Classes can use the following abilities.
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Basic Melee Attack – Basic attack all characters can make
At Will CAS – Weapon –Standard Action
Attack – STR vs. AC
Target – One Creature
Hit = 1[W]+STR
Increase this to 2[W]+STR at 21st level.
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You use this to make a charge attack or an opportunity attack (opportunity attacks occur when someone attempts to make a ranged attack next to a character, or steps more than 5 steps in a turn while passing next to a foe.
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Basic Ranged Attack – Basic range attack all characters can make
At Will CAS – Ranged Weapon –Standard Action
Attack – DEX vs. AC
Target – One Creature
Hit = 1[W]+STR
Increase this to 2[W]+STR at 21st level.
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Ranged attacks can only occur if one has a ranged weapon.



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Shove Past – Basic attack all characters can make
At Will CAS – Melee 1 –Standard Action
Attack – STR vs. Fortitude
Target – One Creature
Hit = You move a creature one square out of the way and then move into the square it occupied
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You use this to move past enemies or objects in the way (Note, though there is Bull Rush, not sure if it could work in this context as it is feat vs. move everyone can do???)


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Grab – Basic attack all characters can make
At Will CAS – Melee Touch –Standard Action
Required – You must be able to grab the opponent
Attack – STR vs. Reflex
Target – One Creature that is less than one category in size larger than you at maximum
Hit = You grab the enemy or object. It last until the end of your next turn
Sustain – Minor Action – You keep the hold up and it remains until the end of your next turn
You can utilize this to…obviously, grab someone or something.

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Opportunity Attack – Basic action all characters can make
At Will CAS – Melee 1 –Free Action (Opportunity)
Trigger – An enemy makes a ranged attack or leaves the square that is adjacent to you or uses a ranged or Block CAS while next to you.
Target – One Triggering Creature
Hit = Make a Melee Basic attack against the triggering offender.
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GreyLord

Legend
Choose 3 of the following Class CAS’s to use
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Boost – Faith adds to your ability
Encounter CAS – Boost CAS –Free Action - Personal
Effect – Get a +1 to your next Attack or Saving Throw
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Turn Undead – Turning Undead
Encounter CAS – Turn Undead –Standard Action-Close Explosive 2
Attack – WIS vs. WILL
Target – Every undead creature in the Explosion
Hit = 1d10+WIS and move targets 3+CHA squares. Target is immobilized until the end of your next turn.
Increase to Explosive 5 at 11th level and Explosive 8 at 21st level. Increase damage to 2d10+WIS at 5th level, 3d10+WIS at 11th level, 4d10+WIS at 15th level, 5d10+WIS at 21st level, 6d10+WIS at 25th level and +1d10 dmg every 5 levels thereafter.
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Destroy Undead –
Encounter – Melee Weapon –Standard Action
Attack – WIS vs. Will
Target – One Undead Creature
Hit = 2[W]+STR and move target 3+CON squares. Target cannot move and is immobilized until the end of your next turn.
Miss – Half Damage
Increase this to 3[W]+WIS at 11th level and 4[W]+WIS at 21st level. Increase by 1[W] every 10 levels.
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Divine Words of Healing – Speaking a Divine Word a Cleric can heal friends
Encounter – Divine Word of Healing – Minor Action – Close Burst 5
Special – You can use this two times in an encounter. This increases to three times when you are 16th level.
Target – You or an ally
Effect = Target gains 1d6 Hitpoints and can spend a Healing surge
Increase the range to Close burst 10 at 11th level and Close Burst 15 at 21st level. This increases by 5 every 10 levels. Increase amount healed to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th, 5d6 at 21st, and 6d6 at 26th level. Increase amount healed by 1d6 every 5 levels thereafter.
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After you have chosen, choose two of the level 1 Anytime CAS’s

Level 1 Clerical Anytime CAS​
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Faith Ray – Spear of light lances out to smite your enemies
At Will CAS – Faith Ray-Holy Symbol –Standard Action-Range 5
Attack – WIS vs. Reflex
Target – One Creature
Hit = 1d8+WIS and one ally gets +2 to their next attack against the same target
Increase this to 2d8+WIS at 21st level.

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Cleric’s Shield – Attack to add to your defense
At Will CAS – Weapon –Standard Action
Attack – STR vs. AC
Target – One Creature
Hit = 1[W]+STR and you or an ally get +1 to your AC until the end of your next turn.
Increase this to 2[W]+STR at 21st level.
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Clerical Brand – Mark an enemy
At Will CAS – Weapon –Standard Action
Attack – STR vs. AC
Target – One Creature
Hit = 1[W]+STR and within 5 squares of you an ally gains a bonus equal to your STR to their melee attack rolls against the same target until the end of your next turn.
Increase this to 2[W]+STR at 21st level.
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Clerical Flame Lance – Basic attack all characters can make
At Will CAS – Holy Symbol –Standard Action-Range 5
Attack – WIS vs. Reflex
Target – One Creature
Hit = 1d6+WIS and one ally gains temporary Hitpoints that are equal to half your level+CHA OR can instead choose to try to make a Saving Throw.
Increase this to 2[W]+STR at 21st level.
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Cleric of the STorms – Choose this if you want a weather worshipper
At Will CAS – Weapon –Standard Action
Attack –WIS vs. AC
Target – One Creature
Hit = 1[W]+WIS and you or an ally that is within 5 squares of you gain a bonus equal to your CON to the damage of their next damage roll to that same target.
Increase this to 2[W]+WIS at 21st level.
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Furious Fighting Clerical Brand –
At Will CAS – Weapon –Standard Action
Attack – WIS vs. AC
Target – One Creature
Hit = 1[W]+WIS and you or an ally can make a saving throw
Increase this to 2[W]+WIS at 21st level.
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Clerical Light Spell – Light up an area
At Will CAS – Situational CAS –Minor Action-Melee 1
Target – An object or an unoccupied square
Hit = Light emits from the target that fills every square (and it) within 4 squares of it (explosive 4) with a very bright light that illuminates the area. You can end the light as a free action. It lasts for one hour or until you cast it again.
Increase this to 2[W]+STR at 21st level.
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GreyLord

Legend
You can pick ONE CAS from each category as you level up (So one encounter and one Daily CAS at character creation, and then one CAS each time it is offered to you on leveling up).

Clerical Level 1 Encounter CAS​
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Cause Fear –
Encounter CAS – Holy Symbol –Standard Action-Range 10
Attack – WIS vs. Will
Target – One Creature
Hit = Target movies it’s speed + your CHA away from you. Opportunity attacks can be made against it in this move. It avoids unsafe squares and difficult terrain if possible
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Radiant Glow –
Encounter CAS – Holy Symbol –Standard Action-Close Explosive [3]
Attack – WIS vs. Reflex
Target – Every enemy in the explosion
Hit = 1d8+WOS and allies in it gain +2 to attack rolls until the end of your next turn.
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Thundering Hit –
Encounter CAS – Weapon –Standard Action
Attack – STR vs. AC
Target – One Creature
Hit = 1[W]+STR and target is dazed until the end of your next turn.
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Healing Attack –
Encounter CAS – Weapon –Standard Action
Attack – STR vs. AC
Target – One Creature
Hit = 2[W]+STR and target marked until end o fyour next turn
Effect – Range 5 – One ally can spend a healing surge
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Exploding Sun –
Encounter CAS – Weapon –Standard Action
Attack – WIS vs. AC
Target – One Creature
Hit = 1[W]+WIS
Effect – Range 5 – One ally can make a saving throw and gains 5 temporary Hitpoints
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Sunlight Boon –
Encounter CAS – Holy Symbol –Standard Action- Close Explosive 2
Attack – WIS vs. Will
Target – You or an ally in the burst
Effect = Can make a saving thrown with a +2 bonus
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Storming Steel –
Encounter CAS – Weapon –Standard Action-Range 10
Attack – WIS vs. AC
Target – One Creature
Hit = 2[W]+WIS
Effect – Next hit against that target deals 3 extra damage if from you or an ally
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Create Water –
Encounter CAS – Holy Symbol –Standard Action-Melee 1
Target – Empty container up to a gallon in size
Effect = Fill container with water.
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Cleric Level 1 Daily CAS​
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Flaming Vengeance –
Daily CAS – Weapon –Standard Action-Melee
Attack – STR vs. AC
Target – One Creature
Hit = 2[W]+STR and target takes an ongoing 5 damage (save ends)
Miss – Half Damage
Special – If target attacks it can try to make a saving throw to stop the ongoing damage
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Healing Hope –
Daily CAS – Holy Symbol –Standard Action-Close Explosive 3
Attack – WIS vs. Will
Target – Every enemy in Explosion
Hit = Targets are weakened until the end of its next turn
Effect – You and any allies in the burst can heal 5 hitpoints and gain 5 temporary hitpoints.
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Light Cascade –
Daily CAS – Holy Symbol –Standard Action-Range 10
Attack – WIS vs. Will
Target – One Creature
Hit = 3d8+WIS and target is vulnerable 5 to all your attacks (can end it by making a save)
Miss – Half damage
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Divinity Guardian –
Daily CAS – Holy Symbol –Standard Action-Range 5
Effect = This creates a Guardian within 1 square of the range. It is a Guardian of that space. It last until the end of the encounter. Any one that ends it’s turn adjacent to the Guardian is attacked. The Guardian makes a WIS vs. Fortitude attack (using your WIS) and deals 1d8+WIS if it hits it’s intended target.
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Holy Shield –
Daily CAS – Weapon –Standard Action-Close Explosive 1
Attack – WIS vs. Will
Target – One Creature
Hit = 1[W]+WIS
Effect = +2 Bonus to all defenses to you and any ally within 2 squares of you for the rest of the encounter
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Aspect of War –
Daily CAS – Weapon –Standard Action
Attack – WIS vs. Will
Target – One Creature
Hit = 1[W]+WIS
Effect – You gain 10 Temporary Hitpoints. You also get +1 to your attack rolls. This lasts until the end of the encounter. Any enemy that ends up adjacent to you takes your CON in Angelic Damage.
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Balance Scales of Judgement –
Daily CAS – Weapon –Standard Action
Attack – WIS vs. AC
Target – One Creature
Hit = 2[W]+WIS and when an ally misses the target you can use a free action to enable a reroll
Miss – Half Damage
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GreyLord

Legend
The Cleric is mostly done at this point, but to post the entire class would take a lot more time and space (formatting doesn't translate well from Word to here, so I have to reformat every time I post from the document).

What I've posted above should give you somewhat of a taste of how similar, and yet the changes that I had to make to it thus far.

As I mentioned above, and will remention, is that I can do google docs pretty easy, just need to know how I would go about sharing such documents with all of you?

I could do drop box I suppose, but I need someone to talk me through how to put the document there.

Open to suggestions and other things.

Thanks, hope there is still interest in this project as it looks like it may take a HUGE chunk of time.
 

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