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<blockquote data-quote="Khuxan" data-source="post: 4534285" data-attributes="member: 38801"><p>There is no reason why classes in 4E have to have powers, so as a <strong>thought experiment</strong> I knocked up the warrior. I'd like to hear your opinions on whether the class is balanced and what options could be included to spice it up. Obviously the warrior will be more effective the longer encounters are and the more encounters there are each day (since it gets no daily or encounter powers). </p><p></p><p>WARRIOR</p><p><strong>Armor Proficiency: </strong>Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield.</p><p><strong>Weapon Proficiency: </strong>Simple melee, military melee, simple ranged, military ranged.</p><p><strong>Bonus to Defence: </strong>+2 Fortitude.</p><p></p><p><strong>Hit Points at First Level:</strong> 15 + Constitution score.</p><p><strong>Hit Points per Level Gained:</strong> 6.</p><p><strong>Healing Surges per Day:</strong> 9 + Constitution modifier.</p><p></p><p><strong>Trained Skills:</strong> Choose three trained skills.</p><p></p><p><strong>Warrior Level Class Features</strong></p><p>1st Attack Options</p><p>4th Weapon Mastery</p><p>8th Man-at-Arms</p><p>14th Faithful Mount</p><p>18th Additional Man</p><p>24th Rank</p><p>28th Destroyer of the Weak</p><p></p><p><strong>Attack Options:</strong> Each round, you may make an attack with a melee or ranged weapon (including an unarmed attack or an improvised weapon). Unless otherwise mentioned, this is a standard action requiring a successful Strength attack (for a melee weapon) or Dexterity attack (for a ranged weapon) against the target’s Armor Class. If you hit, you do [W] + Strength damage (for a melee weapon) or [W] + Dexterity damage (for a ranged weapon). At 11th level, the damage increases to 2[W], and at 21st level it increases to 3[W].</p><p><em>Cleave (melee only):</em> If you hit your target, you do [W] damage to an adjacent target.</p><p><em>Winding Strike:</em> If you miss your target, you do [W] damage to it. </p><p><em>Shield Bash (must have a shield):</em> As a minor action, once per round, you make a melee attack that does 1d4 damage (2d4 at 11th-level and 3d4 at 21st-level). </p><p><em>Present Kill (must have knocked an enemy unconscious in the previous round):</em> As a minor action, you may make an Intimidate check against all allies of the creature you dispatched. </p><p><em>Stunning Blow (unarmed only):</em> If you hit your target, it is dazed (save ends).</p><p><em>Deep Strike:</em> If you hit your target, it takes ongoing 3 damage (save ends). At 11th-level, this damage increases to 5, and at 21st-level it increases to 7.</p><p><em>Disarm (melee only):</em> You do no damage with this attack. Instead, your enemy is disarmed.</p><p><em>Sunder (melee only):</em> You do no damage with this attack. Instead, for every 5 points of damage your attack would have done, your target takes a –1 penalty to attacks or Armor Class (your choice) (save ends). </p><p><em>Grapple (unarmed only):</em> You do no damage with this attack. Instead, you make a grab attack that leaves the target restrained.</p><p><em>Issue Command:</em> You make no attack roll and do no damage. An ally within 6 squares may make a basic melee attack.</p><p><em>Shove (melee only):</em> If you hit the target, it is pushed a number of squares equal to your Strength modifier.</p><p></p><p><strong>Weapon Mastery:</strong> At 4th-level, you can spend an action point to make two attacks (see Attack Options) instead of gaining a bonus action.</p><p></p><p><strong>Man-at-Arms:</strong> As an 8th-level fighter, are accompanied by a man-at-arms. Each morning, you lose one healing surge. Each morning, your man-at-arms begins with hit points equal to your healing surge value, but if it receives healing it can go as high as hit points equal to your bloodied value. Your man-at-arms acts on your initiative, and each action it takes costs you a minor action (you must order it to take action). It cannot exceed its usual allotment of one minor, one move and one standard action. If you do not spend an action, it remains motionless. Whenever a man-at-arms has the option to spend a healing surge, it must spend one of yours instead. You can refuse to grant it the healing surge if you wish, in which case the effect – if it depends on a healing surge expenditure – fails. </p><p>If a man-at-arms dies, you must replace it – a task that should not be too difficult but depends on where you are and what sort of master you are.</p><p></p><p>(H) is a number equal to half your warrior level.</p><p></p><p><strong>Man-at-Arms</strong></p><p>Medium natural humanoid, human.</p><p><strong>Initiative</strong> as master <strong>Senses</strong> Perception + (H).</p><p><strong>HP</strong> as master’s bloodied value; <strong>Bloodied</strong> half master’s bloodied value</p><p><strong>AC</strong> 14 + (H); <strong>Fort</strong> 10 + (H), <strong>Reflex</strong> 10 + (H), <strong>Will</strong> 10 + (H)</p><p><strong>Speed</strong> 6</p><p></p><p><strong>Sword Thrust</strong> (standard; at will – this is a basic melee attack)</p><p>+2 + (H) vs. AC; 1d8 + 2 (+2 at 11th-level, +2 more at 21st-level)</p><p><strong>Crossbow Bolt</strong> (standard; at will – this is a basic ranged attack)</p><p>+2 + (H) vs. AC; 1d6 + 1 (+2 at 11th-level, +2 more at 21st-level)</p><p></p><p><strong>Alignment</strong> as master <strong>Language Common</strong></p><p><strong><strong>Skills</strong> Choose one skill. This skill is at + (H) (+2 if Strength-based or Dexterity-based, +1 if Constitution-based)</strong></p><p><strong><strong>Str</strong> 14 (+2 + (H)) <strong>Dex</strong> 14 (+2 + (H)) <strong>Wis</strong> 10 (+ (H)) </strong></p><p><strong><strong>Con</strong> 12 (+1 + (H)) <strong>Int</strong> 10 (+ (H)) <strong>Cha</strong> 10 (+ (H))</strong></p><p><strong></strong></p><p><strong>These statistics are for a human man-at-arms. For a man-at-arms of another race, add the racial traits of that race (not bonuses to skills or ability scores) and subtract 2 from the man-at-arm’s Strength (this also results in –1 to the man-at-arm’s melee attack and damage). You may also change the man-at-arms’ weapons, remembering this will affect the attack and damage.</strong></p><p><strong></strong></p><p><strong><strong>Faithful Mount:</strong> At 14th-level, you acquire a faithful mount you can ride into battle. As with the man-at-arms, you may command the mount by spending a minor action. Unlike the man-at-arms, this mount does not cost you a healing surge every morning, and the mount begins with hit points equal to its maximum hit points (that is, your bloodied value). </strong></p><p><strong></strong></p><p><strong><strong>Horse</strong></strong></p><p><strong>Large natural beast.</strong></p><p><strong><strong>Initiative</strong> as master <strong>Senses</strong> Perception + (H).</strong></p><p><strong><strong>HP</strong> as master’s bloodied value; <strong>Bloodied</strong> half master’s bloodied value</strong></p><p><strong><strong>AC</strong> 14 + (H); <strong>Fort</strong> 10 + (H), <strong>Reflex</strong> 10 + (H), <strong>Will</strong> 10 + (H).</strong></p><p><strong><strong>Speed</strong> 10</strong></p><p><strong></strong></p><p><strong><strong>Hoof</strong> (standard; at will – this is a basic melee attack)</strong></p><p><strong>+2 + (H) vs. AC; 1d6 + 2 (+2 at 21st-level)</strong></p><p><strong></strong></p><p><strong><strong>Alignment as master <strong>Language None</strong></strong></strong></p><p><strong><strong><strong><strong>Str</strong> 14 (+2 + (H)) <strong>Dex</strong> 14 (+2 + (H)) <strong>Wis</strong> 10 (+ (H)) </strong></strong></strong></p><p><strong><strong><strong><strong>Con</strong> 12 (+1 + (H)) <strong>Int</strong> 2 (-4 + (H)) <strong>Cha</strong> 10 (+ (H))</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong><strong>Additional Man:</strong> At 18th-level, you gain an additional man-at-arms (this does not cost you an extra healing surge each morning). For every minor action you spend, two of your three followers (one horse, two men-at-arms) may take a single action. They still may not exceed their total of one minor, one move and one standard action.</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong><strong>Rank:</strong> ?</strong></strong></strong></p><p><strong><strong><strong></strong></strong></strong></p><p><strong><strong><strong><strong>Destroyer of the Weak:</strong> At 28th-level, you gain the following attack option:</strong></strong></strong></p><p><strong><strong><strong>Destroyer of the Weak: Instead of making one attack, you make two. Both attacks must be directed towards two different minions or standard monsters (neither attack may target an elite or a solo).</strong></strong></strong></p></blockquote><p></p>
[QUOTE="Khuxan, post: 4534285, member: 38801"] There is no reason why classes in 4E have to have powers, so as a [b]thought experiment[/b] I knocked up the warrior. I'd like to hear your opinions on whether the class is balanced and what options could be included to spice it up. Obviously the warrior will be more effective the longer encounters are and the more encounters there are each day (since it gets no daily or encounter powers). WARRIOR [b]Armor Proficiency: [/b]Cloth, leather, hide, chainmail, scale, plate; light shield, heavy shield. [b]Weapon Proficiency: [/b]Simple melee, military melee, simple ranged, military ranged. [b]Bonus to Defence: [/b]+2 Fortitude. [b]Hit Points at First Level:[/b] 15 + Constitution score. [b]Hit Points per Level Gained:[/b] 6. [b]Healing Surges per Day:[/b] 9 + Constitution modifier. [b]Trained Skills:[/b] Choose three trained skills. [b]Warrior Level Class Features[/b] 1st Attack Options 4th Weapon Mastery 8th Man-at-Arms 14th Faithful Mount 18th Additional Man 24th Rank 28th Destroyer of the Weak [b]Attack Options:[/b] Each round, you may make an attack with a melee or ranged weapon (including an unarmed attack or an improvised weapon). Unless otherwise mentioned, this is a standard action requiring a successful Strength attack (for a melee weapon) or Dexterity attack (for a ranged weapon) against the target’s Armor Class. If you hit, you do [W] + Strength damage (for a melee weapon) or [W] + Dexterity damage (for a ranged weapon). At 11th level, the damage increases to 2[W], and at 21st level it increases to 3[W]. [i]Cleave (melee only):[/i] If you hit your target, you do [W] damage to an adjacent target. [i]Winding Strike:[/i] If you miss your target, you do [W] damage to it. [i]Shield Bash (must have a shield):[/i] As a minor action, once per round, you make a melee attack that does 1d4 damage (2d4 at 11th-level and 3d4 at 21st-level). [i]Present Kill (must have knocked an enemy unconscious in the previous round):[/i] As a minor action, you may make an Intimidate check against all allies of the creature you dispatched. [i]Stunning Blow (unarmed only):[/i] If you hit your target, it is dazed (save ends). [i]Deep Strike:[/i] If you hit your target, it takes ongoing 3 damage (save ends). At 11th-level, this damage increases to 5, and at 21st-level it increases to 7. [i]Disarm (melee only):[/i] You do no damage with this attack. Instead, your enemy is disarmed. [i]Sunder (melee only):[/i] You do no damage with this attack. Instead, for every 5 points of damage your attack would have done, your target takes a –1 penalty to attacks or Armor Class (your choice) (save ends). [i]Grapple (unarmed only):[/i] You do no damage with this attack. Instead, you make a grab attack that leaves the target restrained. [i]Issue Command:[/i] You make no attack roll and do no damage. An ally within 6 squares may make a basic melee attack. [i]Shove (melee only):[/i] If you hit the target, it is pushed a number of squares equal to your Strength modifier. [b]Weapon Mastery:[/b] At 4th-level, you can spend an action point to make two attacks (see Attack Options) instead of gaining a bonus action. [b]Man-at-Arms:[/b] As an 8th-level fighter, are accompanied by a man-at-arms. Each morning, you lose one healing surge. Each morning, your man-at-arms begins with hit points equal to your healing surge value, but if it receives healing it can go as high as hit points equal to your bloodied value. Your man-at-arms acts on your initiative, and each action it takes costs you a minor action (you must order it to take action). It cannot exceed its usual allotment of one minor, one move and one standard action. If you do not spend an action, it remains motionless. Whenever a man-at-arms has the option to spend a healing surge, it must spend one of yours instead. You can refuse to grant it the healing surge if you wish, in which case the effect – if it depends on a healing surge expenditure – fails. If a man-at-arms dies, you must replace it – a task that should not be too difficult but depends on where you are and what sort of master you are. (H) is a number equal to half your warrior level. [b]Man-at-Arms[/b] Medium natural humanoid, human. [b]Initiative[/b] as master [b]Senses[/b] Perception + (H). [b]HP[/b] as master’s bloodied value; [b]Bloodied[/b] half master’s bloodied value [b]AC[/b] 14 + (H); [b]Fort[/b] 10 + (H), [b]Reflex[/b] 10 + (H), [b]Will[/b] 10 + (H) [b]Speed[/b] 6 [b]Sword Thrust[/b] (standard; at will – this is a basic melee attack) +2 + (H) vs. AC; 1d8 + 2 (+2 at 11th-level, +2 more at 21st-level) [b]Crossbow Bolt[/b] (standard; at will – this is a basic ranged attack) +2 + (H) vs. AC; 1d6 + 1 (+2 at 11th-level, +2 more at 21st-level) [b]Alignment[/b] as master [b]Language Common [b]Skills[/b] Choose one skill. This skill is at + (H) (+2 if Strength-based or Dexterity-based, +1 if Constitution-based) [b]Str[/b] 14 (+2 + (H)) [b]Dex[/b] 14 (+2 + (H)) [b]Wis[/b] 10 (+ (H)) [b]Con[/b] 12 (+1 + (H)) [b]Int[/b] 10 (+ (H)) [b]Cha[/b] 10 (+ (H)) These statistics are for a human man-at-arms. For a man-at-arms of another race, add the racial traits of that race (not bonuses to skills or ability scores) and subtract 2 from the man-at-arm’s Strength (this also results in –1 to the man-at-arm’s melee attack and damage). You may also change the man-at-arms’ weapons, remembering this will affect the attack and damage. [b]Faithful Mount:[/b] At 14th-level, you acquire a faithful mount you can ride into battle. As with the man-at-arms, you may command the mount by spending a minor action. Unlike the man-at-arms, this mount does not cost you a healing surge every morning, and the mount begins with hit points equal to its maximum hit points (that is, your bloodied value). [b]Horse[/b] Large natural beast. [b]Initiative[/b] as master [b]Senses[/b] Perception + (H). [b]HP[/b] as master’s bloodied value; [b]Bloodied[/b] half master’s bloodied value [b]AC[/b] 14 + (H); [b]Fort[/b] 10 + (H), [b]Reflex[/b] 10 + (H), [b]Will[/b] 10 + (H). [b]Speed[/b] 10 [b]Hoof[/b] (standard; at will – this is a basic melee attack) +2 + (H) vs. AC; 1d6 + 2 (+2 at 21st-level) [b]Alignment as master [b]Language None [b]Str[/b] 14 (+2 + (H)) [b]Dex[/b] 14 (+2 + (H)) [b]Wis[/b] 10 (+ (H)) [b]Con[/b] 12 (+1 + (H)) [b]Int[/b] 2 (-4 + (H)) [b]Cha[/b] 10 (+ (H)) [b]Additional Man:[/b] At 18th-level, you gain an additional man-at-arms (this does not cost you an extra healing surge each morning). For every minor action you spend, two of your three followers (one horse, two men-at-arms) may take a single action. They still may not exceed their total of one minor, one move and one standard action. [b]Rank:[/b] ? [b]Destroyer of the Weak:[/b] At 28th-level, you gain the following attack option: Destroyer of the Weak: Instead of making one attack, you make two. Both attacks must be directed towards two different minions or standard monsters (neither attack may target an elite or a solo).[/b][/b][/b] [/QUOTE]
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