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.
WARCHIEF
[FONT="]Savage and tactical rarely go hand-in-hand, but to the primal warlord, they seem almost perfect. Barking orders in between brutal attacks is common for any warlord, but the warchief doesn't mind stepping into the fray either.
[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the warlord Class Traits in the PHB with the following.
Power Source: [FONT="]Primal. Savage threats and promises coerce allies to action, while you prepare to enter combat as well.[/FONT]
Armor Proficiency: Cloth, Leather, Hide
Trained Skills: Nature. From the warlord class skill list, choose 3 more trained skills at 1st level.
Class Features: [FONT="]Feral Leader, Savage Presence, harsh encouragement[/FONT][/sblock]
[sblock=PRIMAL WARLORD CLASS FEATURES] [FONT="]Too often, enemies learn the hard way not to ignore the warchief; who's able to take advantage of such a slight as easily as he may direct others to. As a primal warlord, you lose out on heavy armor, but you gain more personal options for attack.[/FONT]
[FONT="]Feral Leader[/FONT]
[FONT="]This class feature is identical to the Combat Leader class feature. In addition, [/FONT]While you are not wearing heavy armor, you gain a +1 bonus to AC. The bonus increases to +2 at 11th level and +3 at 21st level. While you are not using a shield, this bonus also applies to your Reflex defense.
[FONT="]Savage Presence[/FONT]
[FONT="]Choose Bravura presence or Inspiring presence. you gain that class feature. In addition, when you use a warlord power, you may choose yourself as a target instead of an ally.[/FONT]
Harsh Encouragement
This feature is identical to Inspiring Word, but reduce the extra hit points healed by 1d6.[/sblock][sblock=PRIMAL WARLORD POWERS] [FONT="]Warchiefs have access to all warlord powers. In addition, you can choose the following powers to better represent yourself as a primal class.[/FONT]
Directed Strike Warchief Attack 1
As you strike into your enemy, you can direct an ally to move.
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee [/FONT][FONT="]weapon[/FONT]
[FONT="]Effect:[/FONT][FONT="] Before the attack, you or an ally within 5 squares of you can shift 2 squares. This shift can be through an enemy's space, but cannot end there.[/FONT]
[FONT="]Target:[/FONT][FONT="] One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modfiier damage, and you push the target 1 square.
[/FONT][FONT="]Effect:[/FONT][FONT="] Slide the target 1 square. It is slowed and cannot shift until the end of its turn.
Level 21: 2[W] + Strength modifier damage
[/FONT] Commanding Howl Warchief Attack 1
[FONT="]You bark at an ally and encourage them to charge an enemy head on.[/FONT]
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee [/FONT][FONT="]weapon[/FONT]
[FONT="]Target: One creature you or an ally can charge
Effect: You or an ally charges the target. On a hit, the attack deals extra damage equal to 1d6 + your Charisma modifier.
Level 21: 2d6 + your charisma modifier damage.
[/FONT]
Incite Savagery Warchief Attack 1
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.
[FONT="]
[/FONT] Rejuvenating Ferocity Warchief Utility 2
[FONT="]As an ally devastates an opponent, you excite their blood-letting into stronger morale.[/FONT]
[FONT="]Daily * Healing, Primal
Free Action Personal or Close [/FONT][FONT="]burst 5
[/FONT] [FONT="]Trigger:[/FONT][FONT="] You or an ally damages an enemy
Target: The triggering character
Effect: The target can spend a healing surge. If the triggering attack reduced the enemy to 0 hit points, the target regains additional hit points equal to one-half your level + your Charisma modifier.
[/FONT]
Improved Incite Savagery Warchief Attack 13
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.
Greater Incite Savagery Warchief Attack 27
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 2d6 + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.[/sblock]
Here is the List of other APS Classes, along with some other works I've posted.
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.
WARCHIEF
[FONT="]Savage and tactical rarely go hand-in-hand, but to the primal warlord, they seem almost perfect. Barking orders in between brutal attacks is common for any warlord, but the warchief doesn't mind stepping into the fray either.
[/FONT]
[sblock=MODIFIED CLASS TRAITS]Replace the appropriate text from the warlord Class Traits in the PHB with the following.
Power Source: [FONT="]Primal. Savage threats and promises coerce allies to action, while you prepare to enter combat as well.[/FONT]
Armor Proficiency: Cloth, Leather, Hide
Trained Skills: Nature. From the warlord class skill list, choose 3 more trained skills at 1st level.
Class Features: [FONT="]Feral Leader, Savage Presence, harsh encouragement[/FONT][/sblock]
[sblock=PRIMAL WARLORD CLASS FEATURES] [FONT="]Too often, enemies learn the hard way not to ignore the warchief; who's able to take advantage of such a slight as easily as he may direct others to. As a primal warlord, you lose out on heavy armor, but you gain more personal options for attack.[/FONT]
[FONT="]Feral Leader[/FONT]
[FONT="]This class feature is identical to the Combat Leader class feature. In addition, [/FONT]While you are not wearing heavy armor, you gain a +1 bonus to AC. The bonus increases to +2 at 11th level and +3 at 21st level. While you are not using a shield, this bonus also applies to your Reflex defense.
[FONT="]Savage Presence[/FONT]
[FONT="]Choose Bravura presence or Inspiring presence. you gain that class feature. In addition, when you use a warlord power, you may choose yourself as a target instead of an ally.[/FONT]
Harsh Encouragement
This feature is identical to Inspiring Word, but reduce the extra hit points healed by 1d6.[/sblock][sblock=PRIMAL WARLORD POWERS] [FONT="]Warchiefs have access to all warlord powers. In addition, you can choose the following powers to better represent yourself as a primal class.[/FONT]
Directed Strike Warchief Attack 1
As you strike into your enemy, you can direct an ally to move.
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee [/FONT][FONT="]weapon[/FONT]
[FONT="]Effect:[/FONT][FONT="] Before the attack, you or an ally within 5 squares of you can shift 2 squares. This shift can be through an enemy's space, but cannot end there.[/FONT]
[FONT="]Target:[/FONT][FONT="] One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modfiier damage, and you push the target 1 square.
[/FONT][FONT="]Effect:[/FONT][FONT="] Slide the target 1 square. It is slowed and cannot shift until the end of its turn.
Level 21: 2[W] + Strength modifier damage
[/FONT] Commanding Howl Warchief Attack 1
[FONT="]You bark at an ally and encourage them to charge an enemy head on.[/FONT]
[FONT="]At-will * Primal, Weapon[/FONT]
[FONT="]Standard Action Melee [/FONT][FONT="]weapon[/FONT]
[FONT="]Target: One creature you or an ally can charge
Effect: You or an ally charges the target. On a hit, the attack deals extra damage equal to 1d6 + your Charisma modifier.
Level 21: 2d6 + your charisma modifier damage.
[/FONT]
Incite Savagery Warchief Attack 1
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.
[FONT="]
[/FONT] Rejuvenating Ferocity Warchief Utility 2
[FONT="]As an ally devastates an opponent, you excite their blood-letting into stronger morale.[/FONT]
[FONT="]Daily * Healing, Primal
Free Action Personal or Close [/FONT][FONT="]burst 5
[/FONT] [FONT="]Trigger:[/FONT][FONT="] You or an ally damages an enemy
Target: The triggering character
Effect: The target can spend a healing surge. If the triggering attack reduced the enemy to 0 hit points, the target regains additional hit points equal to one-half your level + your Charisma modifier.
[/FONT]
Improved Incite Savagery Warchief Attack 13
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1[W] + 1d6 + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.
Greater Incite Savagery Warchief Attack 27
Your example encourages an ally to rend his enemy as well.
Encounter *Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + 2d6 + Strength modifier damage.
Effect: An ally within a number of squares equal to your Charisma modifier can repeat the above attack against a creature other than your target. If the attack hits, your ally deals 1d6 extra damage. Do this only once.[/sblock]
Here is the List of other APS Classes, along with some other works I've posted.
Last edited: