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.
BARD, PRIMAL
The Satyrs of the forests play their pipes while the dryads keep rhythm from their trees. The primal bard is in tune with all of these; he is nature's story teller and myth-maker.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Bard Class Traits in the PH2 with the following.
Power Source: Primal. Your magic is a gift from nature. You can pick up a tune and hum with the wind, or listen to the sounds around you while crossing a stream and perfect a beautiful sonnet.
Armor Training: Cloth, leather, hide; light shields (virtue of constitution)
Weapon Proficiencies: Simple melee, scimitar, simple ranged, military ranged
Implements: Instruments, songblades, totems
Hit Points at 1st level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Nature. From the bard class skills list, choose four more trained skills at 1st level.
Class Features: Bardic Training, majestic word, Multiclass Versatility, Primal Virtue, Song of Rest
[/sblock]
[sblock=PRIMAL BARD CLASS FEATURES] [FONT="]Primal bards are tougher than their city-travelling counterparts. They lose out on their diplomatic skills and some versatility in skill training, but are better able to survive up close and personal.[/FONT]
[FONT="]Primal Virtue[/FONT]
Choose a bardic virtue. This class feature counts as that virtue when a power would benefit from it. You also gain the following.
Virtue of Intellect: You gain the benefit of a bardic virtue that relies on Intelligence and a +1 bonus to your AC and Reflex defense when not wearing heavy armor.
Virtue of Constitution: You gain the benefit of a bardic virtue that relies on Constitution, proficiency in light shields, and a +2 bonus to your AC when not wearing heavy armor.
Virtue of Wisdom: You gain the benefit of a bardic virtue that relies on Wisdom and a +3 bonus to your AC when not wearing heavy armor.
[/sblock][sblock=PRIMAL BARD POWERS] The primal bard has access to all bard powers. You can also choose the following powers which give you a more distinct identity as a primal class. Powers with keywords like lightning and thunder are preferred by primal bards to help attain the feel of the class.
Call Lightning Primal Bard Attack 1
[FONT="]You channel a strong soprano into powerful forks of lightning which force the enemy to move or suffer.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Implement, Lightning, Primal[/FONT]
[FONT="]Standard Action Ranged[/FONT][FONT="] 10[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d8 + Charisma modifier lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Charisma modifier.[/FONT]
[FONT="]Level 21: 2d8 + Charisma modifier psychic damage[/FONT]
Chant of Survival Primal Bard Attack 1
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Spirit Bond Primal Bard Utility 2
[FONT="]You weave threads of magic between two allies.[/FONT]
[FONT="]Encounter [/FONT][FONT="]*[/FONT][FONT="] Primal[/FONT]
[FONT="]Immediate Interrupt Close [/FONT][FONT="]burst 5[/FONT]
[FONT="]Trigger:[/FONT][FONT="] An ally within the burst takes damage[/FONT]
[FONT="]Target:[/FONT][FONT="] The triggering ally and another ally within the burst.[/FONT]
[FONT="]Effect:[/FONT][FONT="] The targets each take half of the damage.[/FONT]
Improved Chant of Survival Primal Bard Attack 15
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 3 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 15 hit points.
Greater Chant of Survival Primal Bard Attack 29
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 4 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 20 hit points.[/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.
BARD, PRIMAL
The Satyrs of the forests play their pipes while the dryads keep rhythm from their trees. The primal bard is in tune with all of these; he is nature's story teller and myth-maker.
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the Bard Class Traits in the PH2 with the following.
Power Source: Primal. Your magic is a gift from nature. You can pick up a tune and hum with the wind, or listen to the sounds around you while crossing a stream and perfect a beautiful sonnet.
Armor Training: Cloth, leather, hide; light shields (virtue of constitution)
Weapon Proficiencies: Simple melee, scimitar, simple ranged, military ranged
Implements: Instruments, songblades, totems
Hit Points at 1st level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Nature. From the bard class skills list, choose four more trained skills at 1st level.
Class Features: Bardic Training, majestic word, Multiclass Versatility, Primal Virtue, Song of Rest
[/sblock]
[sblock=PRIMAL BARD CLASS FEATURES] [FONT="]Primal bards are tougher than their city-travelling counterparts. They lose out on their diplomatic skills and some versatility in skill training, but are better able to survive up close and personal.[/FONT]
[FONT="]Primal Virtue[/FONT]
Choose a bardic virtue. This class feature counts as that virtue when a power would benefit from it. You also gain the following.
Virtue of Intellect: You gain the benefit of a bardic virtue that relies on Intelligence and a +1 bonus to your AC and Reflex defense when not wearing heavy armor.
Virtue of Constitution: You gain the benefit of a bardic virtue that relies on Constitution, proficiency in light shields, and a +2 bonus to your AC when not wearing heavy armor.
Virtue of Wisdom: You gain the benefit of a bardic virtue that relies on Wisdom and a +3 bonus to your AC when not wearing heavy armor.
[/sblock][sblock=PRIMAL BARD POWERS] The primal bard has access to all bard powers. You can also choose the following powers which give you a more distinct identity as a primal class. Powers with keywords like lightning and thunder are preferred by primal bards to help attain the feel of the class.
Call Lightning Primal Bard Attack 1
[FONT="]You channel a strong soprano into powerful forks of lightning which force the enemy to move or suffer.[/FONT]
[FONT="]At-will [/FONT][FONT="]*[/FONT][FONT="] Implement, Lightning, Primal[/FONT]
[FONT="]Standard Action Ranged[/FONT][FONT="] 10[/FONT]
[FONT="]Target:[/FONT][FONT="] One creature[/FONT]
[FONT="]Attack:[/FONT][FONT="] Charisma vs. Reflex[/FONT]
[FONT="]Hit:[/FONT][FONT="] 1d8 + Charisma modifier lightning damage. If the target doesn’t move at least 2 squares on its next turn, it takes lightning damage equal to your Charisma modifier.[/FONT]
[FONT="]Level 21: 2d8 + Charisma modifier psychic damage[/FONT]
Chant of Survival Primal Bard Attack 1
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 2 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 10 hit points.
Spirit Bond Primal Bard Utility 2
[FONT="]You weave threads of magic between two allies.[/FONT]
[FONT="]Encounter [/FONT][FONT="]*[/FONT][FONT="] Primal[/FONT]
[FONT="]Immediate Interrupt Close [/FONT][FONT="]burst 5[/FONT]
[FONT="]Trigger:[/FONT][FONT="] An ally within the burst takes damage[/FONT]
[FONT="]Target:[/FONT][FONT="] The triggering ally and another ally within the burst.[/FONT]
[FONT="]Effect:[/FONT][FONT="] The targets each take half of the damage.[/FONT]
Improved Chant of Survival Primal Bard Attack 15
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 3d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 3 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 15 hit points.
Greater Chant of Survival Primal Bard Attack 29
[FONT="]Your music heals wounds over time.[/FONT]
Daily * Healing, Implement, Primal
Standard Action Close burst 5
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 5d8 + Charisma modifier damage
Miss: Half damage.
Effect: Until the end of the encounter, you and each ally in the burst gain regeneration 4 while bloodied. As a minor action, a character can end this effect on himself or herself to regain 20 hit points.[/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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