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<blockquote data-quote="Dias Ex Machina" data-source="post: 5406980" data-attributes="member: 58907"><p>...In fact, let me see if I can dust off a current build of one of Amethyst's new Essential classes....</p><p></p><p></p><p></p><p>OFFICER MARSHAL</p><p>Key Abilities: Dexterity, Intelligence, and Charisma. </p><p></p><p>Armor Proficiencies: Light, heavy (except advanced armor)</p><p>Weapon Proficiencies: Small arms (one-handed and two-handed), simple melee</p><p>Bonus to Defense: +1 Reflex, +2 Will</p><p></p><p>Hit Points at 1st level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 7 + Constitution modifier </p><p></p><p>Trained Skills: From the class skills list below, pick four at 1st level. </p><p>Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Vehicle Operation (Dex)</p><p></p><p>LEVEL 1: CLASS FEATURES</p><p>Benefit: You gain the following class features: Encouraging Support and For the Good of the Team. </p><p></p><p>ENCOURAGING SUPPORT</p><p>Benefit: When you use second wind, one ally in an adjacent square can use an immediate reaction to spend a healing surge and gain the benefit from second wind without spending a standard action. The ally is not counted as having used second wind. </p><p></p><p>FOR THE GOOD OF THE TEAM</p><p>Benefit: On your turn, you can sacrifice your standard action to give another ally in line of sight a basic attack or a move action. Similarly, you can sacrifice your move action to give another ally a minor action. You can also sacrifice your action point to another ally on your turn. </p><p>Once per encounter, as an immediate interrupt, you can swap your initiative order for any other ally. </p><p></p><p>LEVEL 1: COMMAND PRESENCE</p><p>Benefit: You use words and actions to inspire those around you. These powers are not stances but auras, and once activated remain so until terminated by a minor action. Unlike stances, multiple auras can be in effect at once. Your auras are deactivated if you are stunned or rendered unconscious. </p><p>Select two of the following powers at 1st level: By Example, Field Advice, Intimidating Mug, Mask of Authority, Stand as One, Strategic Precision.</p><p></p><p>BY EXAMPLE Officer Marshal Utility</p><p>Your allies are proud to be near you. You set quite the act to follow.</p><p>At-Will * Martial</p><p>Minor Action Aura 2</p><p>Target: All allies </p><p>Effect: While this aura is in effect, affected allies gain either a +2 power bonus to Will or a +2 power bonus to Fortitude defense (pick one when activating this power). </p><p>Special: If you wish to change the bonus to defense, you must deactivate, then reactivate this power.</p><p></p><p>FIELD ADVICE Officer Marshal Utility</p><p>You offer counsel to help an ally recover from a dire circumstance.</p><p>At-Will * Martial</p><p>Minor Action Aura 2</p><p>Target: All allies </p><p>Effect: While this aura is in effect, affected allies gain a +1 power bonus to their saves. This bonus is for any condition except for saves against being unconscious or if making death saves.</p><p></p><p>INTIMIDATING MUG Officer Marshal Utility</p><p>As your enemies close in, they take one look at you and begin to rethink their approach.</p><p>At-Will * Fear, Martial</p><p>Minor Action Aura 2</p><p>Target: All enemies</p><p>Effect: While this aura is in effect, all enemies treat this area as difficult terrain.</p><p></p><p>MASK OF AUTHORITY Officer Marshal Utility</p><p>Allies are spurned by your very presence to perform better in the chaos of combat.</p><p>At-Will * Martial</p><p>Minor Action Aura 2</p><p>Target: All allies </p><p>Effect: While this aura is in effect, affected allies gain a +2 power bonus to damage rolls made with basic attacks. </p><p>Level 11: +3 damage.</p><p>Level 21: +4 damage.</p><p></p><p>STAND AS ONE Officer Marshal Utility</p><p>No one falls during your watch.</p><p>At-Will * Martial</p><p>Minor Action Aura 2</p><p>Target: All allies </p><p>Effect: While this aura is in effect, affected allies gain regeneration 1. </p><p>Level 11: Regeneration 2</p><p>Level 21: Regeneration 3</p><p>Special: This power can only be active during a combat encounter.</p><p></p><p>STRATEGIC PRECISION Officer Marshal Utility</p><p>You direct your allies to coordinate their fire with yours.</p><p>At-Will * Martial</p><p>Minor Action Aura 2</p><p>Target: All allies </p><p>Effect: While this aura is in effect, affected allies gain a +1 power bonus to attack rolls against any targets you attacked on your previous turn. Strategic Position has to still be in effect outside of your turn for your allies to gain the attack bonus.</p><p></p><p>LEVEL 1: THE BIG PICTURE</p><p>Benefit: You can now gain Team Priority and Opponent Priority as encounter powers. </p><p></p><p>TEAM PRIORITY Officer Marshal Class Power</p><p>Support and defend the group, above all other concerns.</p><p>Encounter * Martial</p><p>Minor Action Close burst 5</p><p>Target: Yourself or one ally</p><p>Effect: Target gains a basic attack and can shift three squares before or after the action. </p><p>Level 17: Select two allies instead of one.</p><p></p><p>OPPONENT PRIORITY Officer Marshal Class Power</p><p>There may be no "I" in team, but there is in "victory".</p><p>Encounter * Booster, Martial</p><p>Immediate Reaction Close burst 5</p><p>Target: One ally.</p><p>Trigger: Ally hits an opponent with a basic attack.</p><p>Effect: Add +5 damage to the hit and slide the target one square. </p><p>Level 17: +7 damage and slide the target two squares.</p><p>Level 27: +10 damage and slide the target three squares.</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 5406980, member: 58907"] ...In fact, let me see if I can dust off a current build of one of Amethyst's new Essential classes.... OFFICER MARSHAL Key Abilities: Dexterity, Intelligence, and Charisma. Armor Proficiencies: Light, heavy (except advanced armor) Weapon Proficiencies: Small arms (one-handed and two-handed), simple melee Bonus to Defense: +1 Reflex, +2 Will Hit Points at 1st level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: From the class skills list below, pick four at 1st level. Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Vehicle Operation (Dex) LEVEL 1: CLASS FEATURES Benefit: You gain the following class features: Encouraging Support and For the Good of the Team. ENCOURAGING SUPPORT Benefit: When you use second wind, one ally in an adjacent square can use an immediate reaction to spend a healing surge and gain the benefit from second wind without spending a standard action. The ally is not counted as having used second wind. FOR THE GOOD OF THE TEAM Benefit: On your turn, you can sacrifice your standard action to give another ally in line of sight a basic attack or a move action. Similarly, you can sacrifice your move action to give another ally a minor action. You can also sacrifice your action point to another ally on your turn. Once per encounter, as an immediate interrupt, you can swap your initiative order for any other ally. LEVEL 1: COMMAND PRESENCE Benefit: You use words and actions to inspire those around you. These powers are not stances but auras, and once activated remain so until terminated by a minor action. Unlike stances, multiple auras can be in effect at once. Your auras are deactivated if you are stunned or rendered unconscious. Select two of the following powers at 1st level: By Example, Field Advice, Intimidating Mug, Mask of Authority, Stand as One, Strategic Precision. BY EXAMPLE Officer Marshal Utility Your allies are proud to be near you. You set quite the act to follow. At-Will * Martial Minor Action Aura 2 Target: All allies Effect: While this aura is in effect, affected allies gain either a +2 power bonus to Will or a +2 power bonus to Fortitude defense (pick one when activating this power). Special: If you wish to change the bonus to defense, you must deactivate, then reactivate this power. FIELD ADVICE Officer Marshal Utility You offer counsel to help an ally recover from a dire circumstance. At-Will * Martial Minor Action Aura 2 Target: All allies Effect: While this aura is in effect, affected allies gain a +1 power bonus to their saves. This bonus is for any condition except for saves against being unconscious or if making death saves. INTIMIDATING MUG Officer Marshal Utility As your enemies close in, they take one look at you and begin to rethink their approach. At-Will * Fear, Martial Minor Action Aura 2 Target: All enemies Effect: While this aura is in effect, all enemies treat this area as difficult terrain. MASK OF AUTHORITY Officer Marshal Utility Allies are spurned by your very presence to perform better in the chaos of combat. At-Will * Martial Minor Action Aura 2 Target: All allies Effect: While this aura is in effect, affected allies gain a +2 power bonus to damage rolls made with basic attacks. Level 11: +3 damage. Level 21: +4 damage. STAND AS ONE Officer Marshal Utility No one falls during your watch. At-Will * Martial Minor Action Aura 2 Target: All allies Effect: While this aura is in effect, affected allies gain regeneration 1. Level 11: Regeneration 2 Level 21: Regeneration 3 Special: This power can only be active during a combat encounter. STRATEGIC PRECISION Officer Marshal Utility You direct your allies to coordinate their fire with yours. At-Will * Martial Minor Action Aura 2 Target: All allies Effect: While this aura is in effect, affected allies gain a +1 power bonus to attack rolls against any targets you attacked on your previous turn. Strategic Position has to still be in effect outside of your turn for your allies to gain the attack bonus. LEVEL 1: THE BIG PICTURE Benefit: You can now gain Team Priority and Opponent Priority as encounter powers. TEAM PRIORITY Officer Marshal Class Power Support and defend the group, above all other concerns. Encounter * Martial Minor Action Close burst 5 Target: Yourself or one ally Effect: Target gains a basic attack and can shift three squares before or after the action. Level 17: Select two allies instead of one. OPPONENT PRIORITY Officer Marshal Class Power There may be no "I" in team, but there is in "victory". Encounter * Booster, Martial Immediate Reaction Close burst 5 Target: One ally. Trigger: Ally hits an opponent with a basic attack. Effect: Add +5 damage to the hit and slide the target one square. Level 17: +7 damage and slide the target two squares. Level 27: +10 damage and slide the target three squares. [/QUOTE]
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