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.
SAVANT
[FONT="]Savants are martial sorcerers. They are inherently good with weapons and most receive little to no formal training in martial combat. Although many savants can still cast spells, they often prefer to augment their weapon attacks instead.[/FONT]
[FONT="] Like other sorcerers, savants come with a variety of choices in how they express their talents. You could focus on your Strength along with Charisma and take the path of the weapon master. This opens up more consistent damage when you strike out with your close-range powers.[/FONT]
[FONT="] You could also choose the path of the opportunist and build on your Dexterity in lieu of Strength. Using this build grants you a better opportunity to hit creatures more frequently, and if you do particularly well, you can empower your attack and score a critical hit.[/FONT]
[FONT="] You can push the limits of a martial class a bit, since you still use magic to enhance your powers. To avert this, most savants augment their basic attacks into martial strikes instead of openly casting magic around others who may find their style of combat frightening.[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Sorcerer Class Traits in the PH2 with the following.
Power Source: Martial. Rather than build on the magical aspect of your gift, you turn to weapons and swordplay as an outlet for your power.
Armor Training: Cloth, leather
Bonus to Defenses: +1 Reflex, +1 Will
Trained Skills: Stealth. From the sorcerer class skills list, choose three more trained skills at 1st level.
Class Features: Martial Strike, Sorcerer Weapon Talent
[/sblock]
[sblock=SAVANT CLASS FEATURES] [FONT="]As a martial sorcerer, you have an innate understanding of weapons and their use. Instead of gaining a spell source, you learn a weapon talent and gain the martial strike class feature.
[/FONT][FONT="]Martial Strike[/FONT]
When you make a melee basic attack using a weapon with which you are proficient, you can use your Dexterity modifier instead of Strength for the attack roll.
When you have combat advantage and hit a creature with a melee basic attack, you can expend an unused encounter or daily sorcerer attack as a free action. If you do, apply the damage and any effects as though you had attacked the target with that power instead of a basic attack.
If the power you expend targets multiple creatures, add your Charisma modifier to the damage.
[FONT="]Sorcerer Weapon Talent[/FONT]
Choose a sorcerer spell source. This class feature counts as that spell source when a power would benefit from it.
When you use a ranged sorcerer power, you can attack an adjacent creature without drawing an opportunity attack. You still draw opportunity attacks as normal from using the power at range.
You also gain one of the following benefits, based on the spell source you chose.
Opportunist (Dexterity): While wielding a dagger, you get a +1 bonus to your AC and attacks made against adjacent creatures.
When you use your martial strike or a sorcerer power and roll a natural 18 or 19, roll again. If you hit the target with the second roll, the attack is a critical hit. If you miss, it’s a normal hit.
Weapon Master (Strength): While wielding a staff, you deal an extra 1d8 damage when you hit a creature with your martial strike or a close sorcerer power. Increase the extra damage to 2d8 at 11th level and 3d8 at 21st level.
While you are not wearing heavy armor, you can use your Strength modifier instead of your Dexterity or Intelligence modifier to determine your AC.
[/sblock][sblock=SAVANT POWERS] The martial sorcerer has access to all sorcerer powers. You can also choose the following powers which give you a more distinct identity as a martial class. Because of your martial strike class feature, you lose no versatility in your choice of powers.
[FONT="]Augment Strike [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You channel some of your raw power into your blade.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Martial, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Charisma modifier + Dexterity modifier damage.[/FONT]
[FONT="] Level 21: 2[W] + Charisma modifier + Dexterity modifier damage.[/FONT]
[FONT="]Counterstrike [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You strike at your opponent. The magic filtered through your weapon punishes it for hitting you back.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Martial, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d6 + Charisma modifier damage. If the target attacks you before the start of your next turn, you make a counterstrike against the target as an immediate interrupt: A Strength vs. AC attack that deals 1d6 + Strength modifier damage.[/FONT]
[FONT="] Level 21: 2d6 + Charisma modifier modifier damage and the counterstrike deals 2d6 + Strength modifier damage.[/FONT]
[FONT="]Advantaged Slide [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Lasting Pain [/FONT] [FONT="]Savant Attack 1[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage and the target is slowed and grants combat advantage to you (save ends).
[FONT="]Bend the Light [/FONT][FONT="]Savant Utility 2[/FONT]
[FONT="]You quickly move around the field of battle while giving yourself a chance to hide.[/FONT]
[FONT="]At-Will [/FONT][FONT="]•[/FONT][FONT="] Martial[/FONT]
[FONT="]Move Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] Move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.[/FONT]
[FONT="]Brilliant Distraction [/FONT] [FONT="]Savant Utility 2[/FONT]
[FONT="]You fool the enemy into believing your ally is more of a threat than you.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Martial[/FONT]
[FONT="]Minor Action Personal[/FONT]
[FONT="]Target:[/FONT][FONT="] One enemy adjacent to both you and your ally[/FONT]
[FONT="]Effect:[/FONT][FONT="] You gain combat advantage against the target until the start of your next turn.[/FONT]
[FONT="]Improved Advantaged Slide [/FONT][FONT="]Savant Attack 17[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Improved Lasting Pain [/FONT] [FONT="]Savant Attack 19[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier damage and the target is immobilized and grants combat advantage to you (save ends).
Miss: Half damage and the target suffers the hit effect, but only until the end of your next turn.
[FONT="]Greater Advantaged Slide [/FONT][FONT="]Savant Attack 27[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Greater Lasting Pain [/FONT] [FONT="]Savant Attack 29[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier damage and the target is stunned (save ends).
Miss: Half damage and the target suffers the hit effect, but only until the end of your next turn.[/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.
SAVANT
[FONT="]Savants are martial sorcerers. They are inherently good with weapons and most receive little to no formal training in martial combat. Although many savants can still cast spells, they often prefer to augment their weapon attacks instead.[/FONT]
[FONT="] Like other sorcerers, savants come with a variety of choices in how they express their talents. You could focus on your Strength along with Charisma and take the path of the weapon master. This opens up more consistent damage when you strike out with your close-range powers.[/FONT]
[FONT="] You could also choose the path of the opportunist and build on your Dexterity in lieu of Strength. Using this build grants you a better opportunity to hit creatures more frequently, and if you do particularly well, you can empower your attack and score a critical hit.[/FONT]
[FONT="] You can push the limits of a martial class a bit, since you still use magic to enhance your powers. To avert this, most savants augment their basic attacks into martial strikes instead of openly casting magic around others who may find their style of combat frightening.[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Sorcerer Class Traits in the PH2 with the following.
Power Source: Martial. Rather than build on the magical aspect of your gift, you turn to weapons and swordplay as an outlet for your power.
Armor Training: Cloth, leather
Bonus to Defenses: +1 Reflex, +1 Will
Trained Skills: Stealth. From the sorcerer class skills list, choose three more trained skills at 1st level.
Class Features: Martial Strike, Sorcerer Weapon Talent
[/sblock]
[sblock=SAVANT CLASS FEATURES] [FONT="]As a martial sorcerer, you have an innate understanding of weapons and their use. Instead of gaining a spell source, you learn a weapon talent and gain the martial strike class feature.
[/FONT][FONT="]Martial Strike[/FONT]
When you make a melee basic attack using a weapon with which you are proficient, you can use your Dexterity modifier instead of Strength for the attack roll.
When you have combat advantage and hit a creature with a melee basic attack, you can expend an unused encounter or daily sorcerer attack as a free action. If you do, apply the damage and any effects as though you had attacked the target with that power instead of a basic attack.
If the power you expend targets multiple creatures, add your Charisma modifier to the damage.
[FONT="]Sorcerer Weapon Talent[/FONT]
Choose a sorcerer spell source. This class feature counts as that spell source when a power would benefit from it.
When you use a ranged sorcerer power, you can attack an adjacent creature without drawing an opportunity attack. You still draw opportunity attacks as normal from using the power at range.
You also gain one of the following benefits, based on the spell source you chose.
Opportunist (Dexterity): While wielding a dagger, you get a +1 bonus to your AC and attacks made against adjacent creatures.
When you use your martial strike or a sorcerer power and roll a natural 18 or 19, roll again. If you hit the target with the second roll, the attack is a critical hit. If you miss, it’s a normal hit.
Weapon Master (Strength): While wielding a staff, you deal an extra 1d8 damage when you hit a creature with your martial strike or a close sorcerer power. Increase the extra damage to 2d8 at 11th level and 3d8 at 21st level.
While you are not wearing heavy armor, you can use your Strength modifier instead of your Dexterity or Intelligence modifier to determine your AC.
[/sblock][sblock=SAVANT POWERS] The martial sorcerer has access to all sorcerer powers. You can also choose the following powers which give you a more distinct identity as a martial class. Because of your martial strike class feature, you lose no versatility in your choice of powers.
[FONT="]Augment Strike [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You channel some of your raw power into your blade.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Martial, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1[W] + Charisma modifier + Dexterity modifier damage.[/FONT]
[FONT="] Level 21: 2[W] + Charisma modifier + Dexterity modifier damage.[/FONT]
[FONT="]Counterstrike [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You strike at your opponent. The magic filtered through your weapon punishes it for hitting you back.[/FONT]
[FONT="]At-will [/FONT][FONT="]•[/FONT][FONT="] Martial, Weapon[/FONT]
[FONT="]Standard Action Melee[/FONT][FONT="] weapon[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. AC[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d6 + Charisma modifier damage. If the target attacks you before the start of your next turn, you make a counterstrike against the target as an immediate interrupt: A Strength vs. AC attack that deals 1d6 + Strength modifier damage.[/FONT]
[FONT="] Level 21: 2d6 + Charisma modifier modifier damage and the counterstrike deals 2d6 + Strength modifier damage.[/FONT]
[FONT="]Advantaged Slide [/FONT][FONT="]Savant Attack 1[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Lasting Pain [/FONT] [FONT="]Savant Attack 1[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage and the target is slowed and grants combat advantage to you (save ends).
[FONT="]Bend the Light [/FONT][FONT="]Savant Utility 2[/FONT]
[FONT="]You quickly move around the field of battle while giving yourself a chance to hide.[/FONT]
[FONT="]At-Will [/FONT][FONT="]•[/FONT][FONT="] Martial[/FONT]
[FONT="]Move Action Personal[/FONT]
[FONT="]Effect:[/FONT][FONT="] Move your speed and make a Stealth check. You do not take the normal penalty from movement on this check.[/FONT]
[FONT="]Brilliant Distraction [/FONT] [FONT="]Savant Utility 2[/FONT]
[FONT="]You fool the enemy into believing your ally is more of a threat than you.[/FONT]
[FONT="]Encounter [/FONT][FONT="]•[/FONT][FONT="] Martial[/FONT]
[FONT="]Minor Action Personal[/FONT]
[FONT="]Target:[/FONT][FONT="] One enemy adjacent to both you and your ally[/FONT]
[FONT="]Effect:[/FONT][FONT="] You gain combat advantage against the target until the start of your next turn.[/FONT]
[FONT="]Improved Advantaged Slide [/FONT][FONT="]Savant Attack 17[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 2d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Improved Lasting Pain [/FONT] [FONT="]Savant Attack 19[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d8 + Charisma modifier damage and the target is immobilized and grants combat advantage to you (save ends).
Miss: Half damage and the target suffers the hit effect, but only until the end of your next turn.
[FONT="]Greater Advantaged Slide [/FONT][FONT="]Savant Attack 27[/FONT]
[FONT="]You slam into the enemy with a heavy force of power and move it to a more advantageous position.[/FONT]
Encounter [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 4d6 + Charisma modifier damage and slide the target 1 square.
Opportunist: Slide the target a number of squares equal to your Dexterity modifier instead.
[FONT="]Greater Lasting Pain [/FONT] [FONT="]Savant Attack 29[/FONT]
[FONT="]You drive your weapon into the foe’s gut and leave a lingering pain that it must shake off.[/FONT]
Daily [FONT="]• [/FONT]Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier damage and the target is stunned (save ends).
Miss: Half damage and the target suffers the hit effect, but only until the end of your next turn.[/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.
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