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<blockquote data-quote="RangerWickett" data-source="post: 4937837" data-attributes="member: 63"><p>Okay, first the boring stuff: the Hero class. It's just a workhorse to let you design interesting things, so don't expect razzle dazzle.</p><p></p><p> <strong>Hero</strong></p><p> </p><p> <strong>Key Abilities: </strong>All</p><p> <strong>Armor Proficiencies: </strong>Cloth</p><p> <strong>Weapon Proficiencies: </strong>Simple melee, simple ranged</p><p> <strong>Bonus to Defense: </strong>+2 divided as you choose among Fortitude, Reflex, or Will</p><p> </p><p> <strong>Hit Points: </strong>7 + Constitution + 5 per level</p><p> <strong>Healing Surges: </strong>6 + Constitution modifier</p><p> </p><p> <strong>Trained Skills: </strong>Choose any four.</p><p> <strong>Class Abilities: </strong>Starting Talents</p><p> </p><p></p><p><strong>Starting Talents</strong></p><p> Eventually there will be options for mages and warrior-mages, but right now there's just the warrior.</p><p></p><p> </p><p><strong>Warrior. </strong>Arms and Armor (four options), Battle Surge, Fighting Style (two styles).</p><p> </p><p> </p><p> <strong>Arms & Armor</strong></p><p> Choose any four of the following options. You are proficient in all the chosen weapons and armors if you meet the prerequisites. </p><p> </p><ul> <li data-xf-list-type="ul">Armor I. Leather armor (no prerequisite), hide armor (Str 13, Con 13), and light shields (Str 13).</li> <li data-xf-list-type="ul">Armor II. Chain armor (Str 13, Con 13), scale armor (Str 15, Con 15), and heavy shields (Str 15). You cannot select this unless you have Armor I.</li> <li data-xf-list-type="ul">Armor III. Plate armor (Str 15, Con 15). You cannot select this unless you have Armor II.</li> <li data-xf-list-type="ul">Military melee weapons.</li> <li data-xf-list-type="ul">Military ranged weapons.</li> <li data-xf-list-type="ul">Any one superior weapon.</li> </ul><p> </p><p> </p><p> <strong>Battle Surge</strong></p><p> You can psych yourself up, channel your rage, find your focus, or otherwise improve your combat skills momentarily. The first time you use a battle surge in a given encounter, it takes a minor action. The second time in the same encounter it takes a move action. The third time and thereafter it takes a standard action to use battle surge.</p><p> </p><p> When you battle surge, for a single maneuver that you make before the end of your next turn, your PR is considered 2 higher for the purposes of fighting style options (not magic options). </p><p></p><p> </p><p></p><p> </p><p> <strong>Fighting Style</strong></p><p> You gain Heroic Combat and two fighting style feat of your choice as a bonus feats. </p><p></p><p> </p><p> </p><p> <strong>Heroic Combat</strong></p><p> You have a Power Rating of 3 for fighting style options. You can select maneuver options from the ‘Basic Combat’ list and from the lists of any fighting style feats you possess.</p><p> </p><p> </p><p> <strong>Paragon Combat</strong></p><p> You have a Power Rating of 6 for fighting style options. Prereq: level 11.</p><p></p><p> </p><p> </p><p> <strong>Epic Combat</strong></p><p> You have a Power Rating of 8 for fighting style options. Prereq: level 21.</p><p> </p><p></p><p> </p><p>So at 1st level, you'll have PR 3, which means you can choose a total of 3 PR worth of options (which will be detailed in the next post). You can do a combat surge to get up to PR 5. I figure there'll be some way to get an additional +1 PR, perhaps a feat that gives you +1 in certain circumstance (while bloodied, or when one of your allies is down, or something else depending on personality), or just +1 PR that can only apply to options from a particular style. </p><p></p><p> </p><p> Now I'm designing maneuver options. The six core character styles I'm trying to make viable are:</p><p> Str – Heavy weapons. Hard hitter.</p><p> Dex – Light weapons. Nimble, canny warrior.</p><p> Con – Grappling unarmed.</p><p></p><p> Int – Illusions and Charms (manipulating your foes). Illusionist + enchanter.</p><p> Wis – Wise Man (healing, seeing). Healer + seer.</p><p> Cha – Evoker (controlling energy). Pyromancer + telekinetic.</p><p> </p><p> </p><p> <strong>Styles Include:</strong></p><p> Basic Combat</p><p> Anything Goes (unorthodox techniques)</p><p>Assassin (striking from stealth)</p><p>Cavalier (mounted combat)</p><p>Clincher (rapid attacks in close combat)</p><p>Commander (granting allies bonuses, healing)</p><p>Defender (keeping enemies occupied)</p><p>Duelist (one-on-one)</p><p>Formation (group tactics)</p><p>Hard Style (unarmed attack, striking)</p><p> Heavy Hitter (knock your foes around)</p><p>Internal Style (healing, inner power)</p><p>Skirmisher (movement)</p><p>Slayer (fighting large, monstrous foes)</p><p>Soft Style (unarmed defense, redirection)</p><p> Two Weapon (fairly obvious)</p><p>Wrestling (grabbing, pinning, locking)</p><p></p><p>Details to follow.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 4937837, member: 63"] Okay, first the boring stuff: the Hero class. It's just a workhorse to let you design interesting things, so don't expect razzle dazzle. [B]Hero[/B] [B]Key Abilities: [/B]All [B]Armor Proficiencies: [/B]Cloth [B]Weapon Proficiencies: [/B]Simple melee, simple ranged [B]Bonus to Defense: [/B]+2 divided as you choose among Fortitude, Reflex, or Will [B]Hit Points: [/B]7 + Constitution + 5 per level [B]Healing Surges: [/B]6 + Constitution modifier [B]Trained Skills: [/B]Choose any four. [B]Class Abilities: [/B]Starting Talents [B]Starting Talents[/B] Eventually there will be options for mages and warrior-mages, but right now there's just the warrior. [B]Warrior. [/B]Arms and Armor (four options), Battle Surge, Fighting Style (two styles). [B]Arms & Armor[/B] Choose any four of the following options. You are proficient in all the chosen weapons and armors if you meet the prerequisites. [LIST] [*]Armor I. Leather armor (no prerequisite), hide armor (Str 13, Con 13), and light shields (Str 13). [*]Armor II. Chain armor (Str 13, Con 13), scale armor (Str 15, Con 15), and heavy shields (Str 15). You cannot select this unless you have Armor I. [*]Armor III. Plate armor (Str 15, Con 15). You cannot select this unless you have Armor II. [*]Military melee weapons. [*]Military ranged weapons. [*]Any one superior weapon. [/LIST] [B]Battle Surge[/B] You can psych yourself up, channel your rage, find your focus, or otherwise improve your combat skills momentarily. The first time you use a battle surge in a given encounter, it takes a minor action. The second time in the same encounter it takes a move action. The third time and thereafter it takes a standard action to use battle surge. When you battle surge, for a single maneuver that you make before the end of your next turn, your PR is considered 2 higher for the purposes of fighting style options (not magic options). [B]Fighting Style[/B] You gain Heroic Combat and two fighting style feat of your choice as a bonus feats. [B]Heroic Combat[/B] You have a Power Rating of 3 for fighting style options. You can select maneuver options from the ‘Basic Combat’ list and from the lists of any fighting style feats you possess. [B]Paragon Combat[/B] You have a Power Rating of 6 for fighting style options. Prereq: level 11. [B]Epic Combat[/B] You have a Power Rating of 8 for fighting style options. Prereq: level 21. So at 1st level, you'll have PR 3, which means you can choose a total of 3 PR worth of options (which will be detailed in the next post). You can do a combat surge to get up to PR 5. I figure there'll be some way to get an additional +1 PR, perhaps a feat that gives you +1 in certain circumstance (while bloodied, or when one of your allies is down, or something else depending on personality), or just +1 PR that can only apply to options from a particular style. Now I'm designing maneuver options. The six core character styles I'm trying to make viable are: Str – Heavy weapons. Hard hitter. Dex – Light weapons. Nimble, canny warrior. Con – Grappling unarmed. Int – Illusions and Charms (manipulating your foes). Illusionist + enchanter. Wis – Wise Man (healing, seeing). Healer + seer. Cha – Evoker (controlling energy). Pyromancer + telekinetic. [B]Styles Include:[/B] Basic Combat Anything Goes (unorthodox techniques) Assassin (striking from stealth) Cavalier (mounted combat) Clincher (rapid attacks in close combat) Commander (granting allies bonuses, healing) Defender (keeping enemies occupied) Duelist (one-on-one) Formation (group tactics) Hard Style (unarmed attack, striking) Heavy Hitter (knock your foes around) Internal Style (healing, inner power) Skirmisher (movement) Slayer (fighting large, monstrous foes) Soft Style (unarmed defense, redirection) Two Weapon (fairly obvious) Wrestling (grabbing, pinning, locking) Details to follow. [/QUOTE]
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