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APS - Primal Fighter
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<blockquote data-quote="malcolm_n" data-source="post: 4995943" data-attributes="member: 63154"><p><strong>[FONT=&quot]Design Goal: [/FONT]</strong>[FONT=&quot]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.</p><p></p><p><strong>Why?: </strong>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.</p><p></p><p><strong>Rules Clarification: </strong>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.</p><p><strong>Example:</strong> 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.</p><p></p><p><strong>HIGHLANDER</strong></p><p>Trust only yourself and your blade. This is the credo of the highlander. Of late, these primal fighters, often known as lone mountain warriors, have come down from their mountain homes to combat the growing dangers of the world.</p><p></p><p>Replace the appropriate text from the Fighter Class Traits in the PHB with the following.</p><p></p><p><strong>Power Source: </strong>Primal. You call upon powerful aspects of nature to strengthen your body and resolve.</p><p></p><p><strong>Armor Proficiencies:</strong> Cloth, leather, hide; light shields[/FONT]</p><p> <strong>[FONT=&quot]Bonus to Defenses:[/FONT]</strong>[FONT=&quot] +2 Fortitude[/FONT]</p><p> <strong>[FONT=&quot]Hit Points at 1st Level:[/FONT]</strong>[FONT=&quot] Twice Constitution score</p><p></p><p><strong>Trained Skills:</strong> Nature. From the fighter class skills list, choose three more trained skills at 1st level.</p><p></p><p><strong>Class Features:</strong> Combat Challenge, Combat Superiority, Mountain Spirit</p><p></p><p>HIGHLANDER POWERS</p><p>As a primal fighter, you sacrifice heavier armor and shields for a tougher exterior and the blessings of a mountain spirit.</p><p></p><p><strong>Mountain Spirit (fighter weapon talent)</strong></p><p>Choose a fighter weapon talent. This feature acts as that talent in all ways. In addition, you can add your weapon’s preferred ability score to your Armor Class and Reflex defense instead of your Dexterity or Intelligence modifier. For example, if you wield a flail or a heavy blade, you would still add your Dexterity modifier; but if you wield an axe or hammer, you add your Constitution modifier instead.[/FONT][FONT=&quot]</p><p>The primal fighter has access to all fighter powers. You can also choose the following powers which give you a more distinct identity as a primal class.</p><p></p><p><strong><span style="color: darkgreen">Earth Rend </span></strong><span style="color: darkgreen">Highlander Attack 1</span></p><p><em>You deliver a powerful strike to your opponent which leaves you both reeling.</em></p><p><strong>At-will • Primal, Weapon</strong></p><p><strong>Standard Action Melee</strong> weapon</p><p><strong>Target:</strong> One creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p><strong>Hit:</strong> 1[W] + 1d6 + Strength modifier damage[/FONT]</p><p> <strong>[FONT=&quot]Level 11:[/FONT]</strong>[FONT=&quot] 1[W] + 2d6 + Strength modifier damage </p><p><strong>Level 21:</strong> 2[W] + 3d6 + Strength modifier damage</p><p><strong>Effect:</strong> You and the target grant combat advantage to all other creatures, but not each other, until the start of your next turn.[/FONT][FONT=&quot]</p><p>[/FONT][FONT=&quot]</p><p><strong><span style="color: dimgray">Gift of the Mountain Spirit </span></strong><span style="color: dimgray">Highlander</span><span style="color: dimgray"> Attack 1</span><span style="color: #404040"></span></p><p><span style="color: #404040"></span><em>You strike at your enemy and the power of your mountain spirit passes into it for a time.</em></p><p><strong>Daily • Primal, Weapon</strong></p><p><strong>Standard Action</strong> <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Strength vs. AC[/FONT]</p><p> <strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 2[W] + Strength modifier damage.[/FONT]</p><p> <strong>[FONT=&quot]Effect:[/FONT]</strong>[FONT=&quot] Until the end of the encounter, the target takes 2[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT]</p><p> [FONT=&quot]</p><p>[/FONT]<strong><span style="color: dimgray">[FONT=&quot]Tribal Visions [/FONT]</span></strong><span style="color: dimgray">[FONT=&quot]Highlander Utility 2[/FONT]</span></p><p> <em>[FONT=&quot]You gaze into the wind and see portents of what is to come.[/FONT]</em>[FONT=&quot]</p><p><strong>Daily • Primal</strong></p><p><strong>Standard Action</strong> Personal</p><p><strong>Effect:</strong> You get a passing vision of the next five minutes. This vision reveals potential traps, hazards, or attacks. If used in combat, until the end of the encounter, creatures cannot score a critical hit on you.[/FONT]</p><p> [FONT=&quot]</p><p><strong><span style="color: dimgray">Improved Cliff’s Edge </span></strong><span style="color: dimgray">Highlander</span><span style="color: dimgray"> Attack 15</span><span style="color: #404040"></span></p><p><span style="color: #404040"></span><em>You strike at your enemy and the power of your mountain spirit passes into it for a time.</em></p><p><strong>Daily • Primal, Weapon</strong></p><p><strong>Standard Action</strong> <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Strength vs. AC[/FONT]</p><p> <strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 3[W] + Strength modifier damage.[/FONT]</p><p> <strong>[FONT=&quot]Effect:[/FONT]</strong>[FONT=&quot] Until the end of the encounter, the target takes 3[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT]</p><p> [FONT=&quot]</p><p><strong><span style="color: dimgray">Greater Cliff’s Edge </span></strong><span style="color: dimgray">Highlander</span><span style="color: dimgray"> Attack 29</span><span style="color: #404040"></span></p><p><span style="color: #404040"></span><em>You strike at your enemy and the power of your mountain spirit passes into it for a time.</em></p><p><strong>Daily • Primal, Weapon</strong></p><p><strong>Standard Action</strong> <strong>Melee</strong> weapon</p><p><strong>Target:</strong> One creature[/FONT]</p><p> <strong>[FONT=&quot]Attack:[/FONT]</strong>[FONT=&quot] Strength vs. AC[/FONT]</p><p> <strong>[FONT=&quot]Hit:[/FONT]</strong>[FONT=&quot] 5[W] + Strength modifier damage.[/FONT]</p><p> <strong>[FONT=&quot]Effect:[/FONT]</strong>[FONT=&quot] Until the end of the encounter, the target takes 3[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT]</p><p> [FONT=&quot]</p><p>Here is the [/FONT]<a href="http://www.enworld.org/forum/blogs/malcolm_n/1613-links-pnumadesi-work.html" target="_blank">[FONT=&quot]List of other Alternate Power Sources[/FONT]</a>[FONT=&quot] and other works I've completed so far for my campaign setting.[/FONT]</p></blockquote><p></p>
[QUOTE="malcolm_n, post: 4995943, member: 63154"] [B][FONT="]Design Goal: [/FONT][/B][FONT="]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. [B]Why?: [/B]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. [B]Rules Clarification: [/B]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. [B]Example:[/B] 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. [B]HIGHLANDER[/B] Trust only yourself and your blade. This is the credo of the highlander. Of late, these primal fighters, often known as lone mountain warriors, have come down from their mountain homes to combat the growing dangers of the world. Replace the appropriate text from the Fighter Class Traits in the PHB with the following. [B]Power Source: [/B]Primal. You call upon powerful aspects of nature to strengthen your body and resolve. [B]Armor Proficiencies:[/B] Cloth, leather, hide; light shields[/FONT] [B][FONT="]Bonus to Defenses:[/FONT][/B][FONT="] +2 Fortitude[/FONT] [B][FONT="]Hit Points at 1st Level:[/FONT][/B][FONT="] Twice Constitution score [B]Trained Skills:[/B] Nature. From the fighter class skills list, choose three more trained skills at 1st level. [B]Class Features:[/B] Combat Challenge, Combat Superiority, Mountain Spirit HIGHLANDER POWERS As a primal fighter, you sacrifice heavier armor and shields for a tougher exterior and the blessings of a mountain spirit. [B]Mountain Spirit (fighter weapon talent)[/B] Choose a fighter weapon talent. This feature acts as that talent in all ways. In addition, you can add your weapon’s preferred ability score to your Armor Class and Reflex defense instead of your Dexterity or Intelligence modifier. For example, if you wield a flail or a heavy blade, you would still add your Dexterity modifier; but if you wield an axe or hammer, you add your Constitution modifier instead.[/FONT][FONT="] The primal fighter has access to all fighter powers. You can also choose the following powers which give you a more distinct identity as a primal class. [B][COLOR=darkgreen]Earth Rend [/COLOR][/B][COLOR=darkgreen]Highlander Attack 1[/COLOR] [I]You deliver a powerful strike to your opponent which leaves you both reeling.[/I] [B]At-will • Primal, Weapon[/B] [B]Standard Action Melee[/B] weapon [B]Target:[/B] One creature [B]Attack:[/B] Strength vs. AC [B]Hit:[/B] 1[W] + 1d6 + Strength modifier damage[/FONT] [B][FONT="]Level 11:[/FONT][/B][FONT="] 1[W] + 2d6 + Strength modifier damage [B]Level 21:[/B] 2[W] + 3d6 + Strength modifier damage [B]Effect:[/B] You and the target grant combat advantage to all other creatures, but not each other, until the start of your next turn.[/FONT][FONT="] [/FONT][FONT="] [B][COLOR=dimgray]Gift of the Mountain Spirit [/COLOR][/B][COLOR=dimgray]Highlander[/COLOR][COLOR=dimgray] Attack 1[/COLOR][COLOR=#404040] [/COLOR][I]You strike at your enemy and the power of your mountain spirit passes into it for a time.[/I] [B]Daily • Primal, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Target:[/B] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Strength vs. AC[/FONT] [B][FONT="]Hit:[/FONT][/B][FONT="] 2[W] + Strength modifier damage.[/FONT] [B][FONT="]Effect:[/FONT][/B][FONT="] Until the end of the encounter, the target takes 2[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT] [FONT="] [/FONT][B][COLOR=dimgray][FONT="]Tribal Visions [/FONT][/COLOR][/B][COLOR=dimgray][FONT="]Highlander Utility 2[/FONT][/COLOR] [I][FONT="]You gaze into the wind and see portents of what is to come.[/FONT][/I][FONT="] [B]Daily • Primal[/B] [B]Standard Action[/B] Personal [B]Effect:[/B] You get a passing vision of the next five minutes. This vision reveals potential traps, hazards, or attacks. If used in combat, until the end of the encounter, creatures cannot score a critical hit on you.[/FONT] [FONT="] [B][COLOR=dimgray]Improved Cliff’s Edge [/COLOR][/B][COLOR=dimgray]Highlander[/COLOR][COLOR=dimgray] Attack 15[/COLOR][COLOR=#404040] [/COLOR][I]You strike at your enemy and the power of your mountain spirit passes into it for a time.[/I] [B]Daily • Primal, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Target:[/B] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Strength vs. AC[/FONT] [B][FONT="]Hit:[/FONT][/B][FONT="] 3[W] + Strength modifier damage.[/FONT] [B][FONT="]Effect:[/FONT][/B][FONT="] Until the end of the encounter, the target takes 3[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT] [FONT="] [B][COLOR=dimgray]Greater Cliff’s Edge [/COLOR][/B][COLOR=dimgray]Highlander[/COLOR][COLOR=dimgray] Attack 29[/COLOR][COLOR=#404040] [/COLOR][I]You strike at your enemy and the power of your mountain spirit passes into it for a time.[/I] [B]Daily • Primal, Weapon[/B] [B]Standard Action[/B] [B]Melee[/B] weapon [B]Target:[/B] One creature[/FONT] [B][FONT="]Attack:[/FONT][/B][FONT="] Strength vs. AC[/FONT] [B][FONT="]Hit:[/FONT][/B][FONT="] 5[W] + Strength modifier damage.[/FONT] [B][FONT="]Effect:[/FONT][/B][FONT="] Until the end of the encounter, the target takes 3[W] + Strength modifier damage on any round in which it moves more than 2 squares away from you.[/FONT] [FONT="] Here is the [/FONT][URL="http://www.enworld.org/forum/blogs/malcolm_n/1613-links-pnumadesi-work.html"][FONT="]List of other Alternate Power Sources[/FONT][/URL][FONT="] and other works I've completed so far for my campaign setting.[/FONT] [/QUOTE]
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