malcolm_n
Adventurer
Design Goal: Create an alternative power source option for each source/class combination. These will maintain the feel of the original class while giving them an exotic appeal with a few changed abilities/features. Each class gives tips and suggestions on how to make the character feel more like the alternate power source without sacrificing (too much) power. Take the psionic barbarian, for example. It suggests that the barbarian character wield a staff to take advantage of it as an implement with the provided powers (which also allow other weapons at a cost). A staff is not usually an optimal weapon for a barbarian, but it functions as one just fine. With the option, you can also use it to greater effect as an implement, which ties in nicely if you multiclass into something like monk, or even wizard.
Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.
Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.
HIEROPHANT
Arcane druids are hermitic and studious. They often adventure only as a means to an end; such as the discovery of a new spell or ritual. Most still revere nature so that they can learn its secrets and manipulate the creatures therein.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Druid Class Traits in the PH2 with the following.
Power Source: Arcane. You study nature and plumb its resources for greater knowledge and understanding of the ties it holds with the arcane.
Armor Training: Cloth, leather
Implements: staffs, see implement mastery below
Starting HP: 10 + Constitution Score
HP per level gained: 4 HP/level
Healing Surges: 6 + Constitution modifier
Trained Skills: Arcana. From the druid class skills list, choose three more trained skills at 1st level.
Class Features: Balance of Power, Implement Mastery, Ritual Casting
[/sblock]
[sblock=HIEROPHANT CLASS FEATURES] [FONT="]Arcane druids give up their natural ties to the world, such as their wild shape, in exchange for more arcane teachings.[/FONT]
[FONT="]Balance of Power[/FONT]
You gain two first level at-will druid attacks. These attacks cannot have the beast form keyword unless you gain the wild shape class feature from another source.
This class feature functions like the wizard spellbook class feature, but with druid daily and utility powers without the beast form keyword. You do not gain any extra rituals from this feature.
[FONT="]Implement Mastery (primal guardian)[/FONT]
This class feature functions as the primal guardian druid class feature when a power would benefit from it. Choose one of the following options.
Staff of Defense: You gain the wizard’s staff implement mastery class feature.
Summoning Implement Mastery: If you are able to summon creatures, you can use summoner implements when doing so. You also gain the related wizard implement mastery class feature for your druid powers.[/sblock][sblock=HIEROPHANT POWERS] The arcane druid has access to all druid powers without the beast form keyword. You can also choose the following powers which give you a more distinct identity as an arcane class.
Powers with different energy keywords will make optimal choices for a hierophant, as do conjurations and summons.
[FONT="]Thunderous Power [/FONT][FONT="]Hierophant Attack 1[/FONT]
[FONT="]Energy crackles over your body and pushes out from you into friend and foe alike.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Arcane, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Attack:[/FONT][FONT="] Wisdom vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d6 + Wisdom modifier thunder damage and you push the target a number of squares equal to your Constitution modifier.[/FONT]
[FONT="] Level 21: 2d6 + Wisdom modifier thunder damage[/FONT]
[FONT="]Caustic Staff [/FONT][FONT="]Hierophant Attack 1[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.
[FONT="]Leap [/FONT][FONT="]Hierophant Utility 2[/FONT]
[FONT="]You gift yourself or another with amazing athleticism.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane[/FONT]
[FONT="]Move Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] You or one ally within 10 squares of you[/FONT]
[FONT="]Effect:[/FONT][FONT="] The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the jump allows and is considered to have a running start.[/FONT]
[FONT="]Improved Caustic Staff [/FONT][FONT="]Hierophant Attack 13[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.
[FONT="]Improved Caustic Staff [/FONT][FONT="]Hierophant Attack 27[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.[/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.
Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.
Why?: Better story tie-ins for some characters. Alternate Power Sources allows better blending into multiclass or hybrid. Alternatively, it gives the character a way to act like a class of a different power source without actually multiclassing/using hybrid.
Rules Clarification: The only way to gain the features/powers explained are half-elf Dilletante or choose the alternate power source class. The class features and traits are balanced against each other. Ultimately, such classes will have their own hybrid and multiclass options which would open up the original class powers while granting the reflavored power/feature.
Example: Because you are still a barbarian, you cannot multiclass into psionic barbarian to get the weakened Indomitable Will class feature. Similarly a hybrid barbarian cannot also hybrid psionic barbarian or choose Indomitable Will (hybrid) as a hybrid talent option.
HIEROPHANT
Arcane druids are hermitic and studious. They often adventure only as a means to an end; such as the discovery of a new spell or ritual. Most still revere nature so that they can learn its secrets and manipulate the creatures therein.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Druid Class Traits in the PH2 with the following.
Power Source: Arcane. You study nature and plumb its resources for greater knowledge and understanding of the ties it holds with the arcane.
Armor Training: Cloth, leather
Implements: staffs, see implement mastery below
Starting HP: 10 + Constitution Score
HP per level gained: 4 HP/level
Healing Surges: 6 + Constitution modifier
Trained Skills: Arcana. From the druid class skills list, choose three more trained skills at 1st level.
Class Features: Balance of Power, Implement Mastery, Ritual Casting
[/sblock]
[sblock=HIEROPHANT CLASS FEATURES] [FONT="]Arcane druids give up their natural ties to the world, such as their wild shape, in exchange for more arcane teachings.[/FONT]
[FONT="]Balance of Power[/FONT]
You gain two first level at-will druid attacks. These attacks cannot have the beast form keyword unless you gain the wild shape class feature from another source.
This class feature functions like the wizard spellbook class feature, but with druid daily and utility powers without the beast form keyword. You do not gain any extra rituals from this feature.
[FONT="]Implement Mastery (primal guardian)[/FONT]
This class feature functions as the primal guardian druid class feature when a power would benefit from it. Choose one of the following options.
Staff of Defense: You gain the wizard’s staff implement mastery class feature.
Summoning Implement Mastery: If you are able to summon creatures, you can use summoner implements when doing so. You also gain the related wizard implement mastery class feature for your druid powers.[/sblock][sblock=HIEROPHANT POWERS] The arcane druid has access to all druid powers without the beast form keyword. You can also choose the following powers which give you a more distinct identity as an arcane class.
Powers with different energy keywords will make optimal choices for a hierophant, as do conjurations and summons.
[FONT="]Thunderous Power [/FONT][FONT="]Hierophant Attack 1[/FONT]
[FONT="]Energy crackles over your body and pushes out from you into friend and foe alike.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Arcane, Implement, Thunder[/FONT]
[FONT="]Standard Action Close [/FONT][FONT="]blast 3[/FONT]
[FONT="]Target:[/FONT][FONT="] Each creature in blast[/FONT]
[FONT="]Attack:[/FONT][FONT="] Wisdom vs. Fortitude[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d6 + Wisdom modifier thunder damage and you push the target a number of squares equal to your Constitution modifier.[/FONT]
[FONT="] Level 21: 2d6 + Wisdom modifier thunder damage[/FONT]
[FONT="]Caustic Staff [/FONT][FONT="]Hierophant Attack 1[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.
[FONT="]Leap [/FONT][FONT="]Hierophant Utility 2[/FONT]
[FONT="]You gift yourself or another with amazing athleticism.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Arcane[/FONT]
[FONT="]Move Action Ranged [/FONT][FONT="]10[/FONT]
[FONT="]Target:[/FONT][FONT="] You or one ally within 10 squares of you[/FONT]
[FONT="]Effect:[/FONT][FONT="] The target makes an Athletics check as a free action to jump with a +10 power bonus. The target can move as many squares as the jump allows and is considered to have a running start.[/FONT]
[FONT="]Improved Caustic Staff [/FONT][FONT="]Hierophant Attack 13[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.
[FONT="]Improved Caustic Staff [/FONT][FONT="]Hierophant Attack 27[/FONT]
[FONT="]Your staff disappears in a haze of acid which spreads quickly before dissipating and returning to you.[/FONT]
Encounter [FONT="]• [/FONT]Acid, Arcane, Implement
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 4d6 + Wisdom modifier acid damage and creatures more than 5 squares away from the target have concealment from it until the end of your next turn.
Staff of Defense: The next time you use the Staff of Defense class feature before the end of the encounter, the target takes acid damage equal to your Constitution modifier.[/sblock]As always, I appreciate any thoughts/feelings on these. I'll post another one tomorrow after I finish formatting. Gonna work through each available power source/class, and I'm willing to take requests.
Here is the List of other Alternate Power Sources and other works I've completed so far for my campaign setting.