Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Essentials Modern
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="dirklancer" data-source="post: 5409500" data-attributes="member: 61013"><p>Here are my notes on the Core classes, incomplete but maybe it will give you an idea where I am going and what I should change or modify. The vague power descriptions in order of Basic, Utility, and Expert.</p><p></p><p>CORE</p><p></p><p>STRONG</p><p>Key Attribute: Strength</p><p>Hit Points: 15 + Constitution at 1st level, 6 at each additional level</p><p>Healing Surges: 8 + Constitution Modifier</p><p>Skill Bonus: +2 to Athletics, +4 at second Core Path</p><p>Defense Bonus: +1 to Fortitude</p><p>Special Ability: Indomitable: Any forced movement is reduced by 1 square, to a minimum of 0. Improved: Forced movement is reduced by 2 squares.</p><p> </p><p>Powers</p><p>Brutal Strike increased damage</p><p>Forceful Strike push</p><p></p><p>Adrenaline Surge bonus to strength related task or damage</p><p>Don't Make Me Mad after hit by attack, gain bonus to next attack and damage against target</p><p></p><p>Massive Smash high damage melee attack</p><p>Hurl Foe moderate damage and target pushed and knocked prone</p><p></p><p></p><p>FAST</p><p>Key Attribute: Dexterity</p><p>Hit Points: 12 + Constitution at 1st level, 5 at each additional level</p><p>Healing Surges: 6 + Constitution Modifier</p><p>Skill Bonus: +2 to Acrobatics, Stealth, or Thievery, +4 to chosen skill at Core Path or +2 to other skill</p><p>Defense Bonus: +1 to Reflexes</p><p>Special Ability: Nimble: +2 to AC if wearing no armor and unencumbered. This bonus is negated if the character is surprised or if unable to move due to a condition. Improved: +4 to AC if wearing no armor.</p><p> </p><p>Powers</p><p>Quick Strike Dex damage, minor action</p><p>Dashing Strike shift 2 before or after attack</p><p></p><p>Speed Burst speed is increased by 4 until end of next turn</p><p>Unhindered Movement ignore difficult terrain</p><p></p><p>Move-by Strike moderate damage, move before and after attack</p><p>Rapid Strike multiple weaker strikes</p><p></p><p>TOUGH</p><p>Key Attribute: Constitution</p><p>Hit Points: 15 + Constitution at 1st level, 6 at each additional level</p><p>Healing Surges: 9 + Constitution Modifier</p><p>Skill Bonus: +2 to Endurance, +4 at Core Path</p><p>Defense Bonus:</p><p>Special Ability: use Second Wind as minor action, Improved: may spend 2 healing surges with Second Wind</p><p> </p><p>Powers</p><p>Defensive Strike damage and bonus to one defense</p><p>Forceful Charge Con damage and target pushed and knocked prone</p><p></p><p>Hard to Kill: Gain back HP when reduced to 0</p><p>Tough as Nails: Immediate Interrupt that grants resist 10 against attack</p><p></p><p>Back Off! close burst and targets are pushed 1 square</p><p>Ready for You damage and gain resist against foe's next attack</p><p></p><p>SMART</p><p>Key Attribute: Intelligence</p><p>Hit Points: 10 + Constitution at 1st level, 4 at each additional level</p><p>Healing Surges: 6 + Constitution Modifier</p><p>Skill Bonus: +2 to Conspiracy, History, Mechanics or Science, +4 to chosen skill at Core Path or +2 to other skill</p><p>Defense Bonus: +1 to Reflexes</p><p>Special Ability: Savant: Pick one Intelligence skill. The difficulty for skill checks using this skill are reduced by one difficulty class (i.e. Hard to Moderate) and Easy skill checks automatically succeed with this skill. Improved: Pick a second Intelligence skill.</p><p> </p><p>Powers</p><p>Clever Maneuvering move foe to get them right where you want them</p><p>Anticipate Attack read foe to get bonus to defenses against them</p><p></p><p>Flash of Insight skill bonus</p><p>Up to the Challenge when involved with a skill challenge, next successful skill use counts as 2 successes</p><p></p><p>Smart Strategy enemies in burst have lowered defenses</p><p>Right Where I Want You targets grant combat advantage </p><p></p><p>DEDICATED</p><p>Key Attribute: Wisdom </p><p>Hit Points: 12 + Constitution at 1st level, 5 at each additional level</p><p>Healing Surges: 7 + Constitution Modifier</p><p>Skill Bonus: +2 to Heal, Insight, or Perception, +4 to chosen skill at Core Path or +2 to other skill</p><p>Defense Bonus: +1 to Will</p><p>Special Ability: Supreme Resolve: +2 to one save per Encounter, Improved: may use this ability twice per encounter.</p><p> </p><p>Powers</p><p>Bolstering Strike attack and you or ally gains temporary hit points equal to Wisdom </p><p>Guiding Strike attack and ally gains bonus to hit foe</p><p></p><p>Moral Encouragement ally gains bonus to skill check</p><p>Strengthening Sacrifice spend a healing surge so an ally can heal</p><p></p><p>Pacifying Presence creates zone where no one can attack</p><p>Inspiring Attack moderate damage and allies can spend a healing surge</p><p></p><p>CHARISMATIC</p><p>Key Attribute: Charisma </p><p>Hit Points: 10 + Constitution at 1st level, 4 at each additional level</p><p>Healing Surges: 6 + Constitution Modifier</p><p>Skill Bonus: +2 to Bluff, Diplomacy, or Intimidation, +4 to chosen skill at Core Path or +2 to other skill</p><p>Defense Bonus: +1 to Will</p><p>Special Ability: Free Spirit: Once per encounter when targeted by a Will-based attack, the character can force the enemy to reroll the attack. Improved: may use this ability twice per encounter.</p><p> </p><p>Powers</p><p>Subtle Manipulation Cha psychic damage and slide target 2 squares</p><p>Quick Trick throws foe off balance and penalty to attack and defense</p><p></p><p>Natural Charm bonus to interaction skill use</p><p>Got your Back if ally fails an interaction check, you can immediately make an interaction check</p><p></p><p>Crowd Control close blast, targets dazed (save ends)</p><p>Confusing Trick target is disoriented and attacks impaired</p></blockquote><p></p>
[QUOTE="dirklancer, post: 5409500, member: 61013"] Here are my notes on the Core classes, incomplete but maybe it will give you an idea where I am going and what I should change or modify. The vague power descriptions in order of Basic, Utility, and Expert. CORE STRONG Key Attribute: Strength Hit Points: 15 + Constitution at 1st level, 6 at each additional level Healing Surges: 8 + Constitution Modifier Skill Bonus: +2 to Athletics, +4 at second Core Path Defense Bonus: +1 to Fortitude Special Ability: Indomitable: Any forced movement is reduced by 1 square, to a minimum of 0. Improved: Forced movement is reduced by 2 squares. Powers Brutal Strike increased damage Forceful Strike push Adrenaline Surge bonus to strength related task or damage Don't Make Me Mad after hit by attack, gain bonus to next attack and damage against target Massive Smash high damage melee attack Hurl Foe moderate damage and target pushed and knocked prone FAST Key Attribute: Dexterity Hit Points: 12 + Constitution at 1st level, 5 at each additional level Healing Surges: 6 + Constitution Modifier Skill Bonus: +2 to Acrobatics, Stealth, or Thievery, +4 to chosen skill at Core Path or +2 to other skill Defense Bonus: +1 to Reflexes Special Ability: Nimble: +2 to AC if wearing no armor and unencumbered. This bonus is negated if the character is surprised or if unable to move due to a condition. Improved: +4 to AC if wearing no armor. Powers Quick Strike Dex damage, minor action Dashing Strike shift 2 before or after attack Speed Burst speed is increased by 4 until end of next turn Unhindered Movement ignore difficult terrain Move-by Strike moderate damage, move before and after attack Rapid Strike multiple weaker strikes TOUGH Key Attribute: Constitution Hit Points: 15 + Constitution at 1st level, 6 at each additional level Healing Surges: 9 + Constitution Modifier Skill Bonus: +2 to Endurance, +4 at Core Path Defense Bonus: Special Ability: use Second Wind as minor action, Improved: may spend 2 healing surges with Second Wind Powers Defensive Strike damage and bonus to one defense Forceful Charge Con damage and target pushed and knocked prone Hard to Kill: Gain back HP when reduced to 0 Tough as Nails: Immediate Interrupt that grants resist 10 against attack Back Off! close burst and targets are pushed 1 square Ready for You damage and gain resist against foe's next attack SMART Key Attribute: Intelligence Hit Points: 10 + Constitution at 1st level, 4 at each additional level Healing Surges: 6 + Constitution Modifier Skill Bonus: +2 to Conspiracy, History, Mechanics or Science, +4 to chosen skill at Core Path or +2 to other skill Defense Bonus: +1 to Reflexes Special Ability: Savant: Pick one Intelligence skill. The difficulty for skill checks using this skill are reduced by one difficulty class (i.e. Hard to Moderate) and Easy skill checks automatically succeed with this skill. Improved: Pick a second Intelligence skill. Powers Clever Maneuvering move foe to get them right where you want them Anticipate Attack read foe to get bonus to defenses against them Flash of Insight skill bonus Up to the Challenge when involved with a skill challenge, next successful skill use counts as 2 successes Smart Strategy enemies in burst have lowered defenses Right Where I Want You targets grant combat advantage DEDICATED Key Attribute: Wisdom Hit Points: 12 + Constitution at 1st level, 5 at each additional level Healing Surges: 7 + Constitution Modifier Skill Bonus: +2 to Heal, Insight, or Perception, +4 to chosen skill at Core Path or +2 to other skill Defense Bonus: +1 to Will Special Ability: Supreme Resolve: +2 to one save per Encounter, Improved: may use this ability twice per encounter. Powers Bolstering Strike attack and you or ally gains temporary hit points equal to Wisdom Guiding Strike attack and ally gains bonus to hit foe Moral Encouragement ally gains bonus to skill check Strengthening Sacrifice spend a healing surge so an ally can heal Pacifying Presence creates zone where no one can attack Inspiring Attack moderate damage and allies can spend a healing surge CHARISMATIC Key Attribute: Charisma Hit Points: 10 + Constitution at 1st level, 4 at each additional level Healing Surges: 6 + Constitution Modifier Skill Bonus: +2 to Bluff, Diplomacy, or Intimidation, +4 to chosen skill at Core Path or +2 to other skill Defense Bonus: +1 to Will Special Ability: Free Spirit: Once per encounter when targeted by a Will-based attack, the character can force the enemy to reroll the attack. Improved: may use this ability twice per encounter. Powers Subtle Manipulation Cha psychic damage and slide target 2 squares Quick Trick throws foe off balance and penalty to attack and defense Natural Charm bonus to interaction skill use Got your Back if ally fails an interaction check, you can immediately make an interaction check Crowd Control close blast, targets dazed (save ends) Confusing Trick target is disoriented and attacks impaired [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E Essentials Modern
Top