Core D&D Themes

Sounds much more like a defender.
I envisioned someone not standing still when a more tactical position was available and relying on others a bit more. But yeah, it has some defender-ish leanings. Could even be applied to a leader class character that's always where he needs to be. Non-strikers are often more interesting, IMO.
 

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Taunting Lure - Swashbuckler Feature
After a debonair strike and a few swift steps, you smily wryly, making your target enraged at your defiance.
Encounter * Martial, Weapon
Standard Action - Melee or Ranged weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 2[W] + ability modifier damage, and you mark the target. You then shift 2 squares.
- Level 11: 3[W] + ability modifier damage.
- Level 21: 4[W] + ability modifier damage.

I like how the ability works, but its more powerful than most of the theme powers. Themes are supposed to offer power in between an at-will and an encounter .
 
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A reflavoring of a current theme:

GOD GIFTED
- Secondary Role: Controller
- Power Source: Divine
- Granted Power: You gain the divine intervention power (and possibly training in Religion).

Divine Intervention - God Gifted Feature
Your god watches over you more closely than most, even the priests and paladins.
Encounter * Divine
Free Action - Close burst 5
Trigger: You or an ally in burst makes an attack roll, saving throw, or skill check.
Effect: You add 1d4 + 1 to the triggering roll.

And an original one for an occupational background.

BLACKSMITH
- Secondary Role: Defender
- Power Source: Martial
- Granted Power: You gain the anvil strike power (and possibly training in Endurance).

Anvil Strike - Blacksmith Feature
Your foe is like your anvil, and its attacks are like the heat of the forge that you've learned to resist.
Encounter * Martial, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: Primary ability vs. AC
Hit: 1[W] + ability modifier damage, and you gain a +4 power bonus to all defenses until the start of your next turn.
- Level 11: 2[W] + ability modifier damage.
- Level 21: 3[W] + ability modifier damage.
 

I've thought that themes would be an excellent way to reintroduce things like wizard specialization (independent of what Essentials is doing), specialty "priests" (having a deity-specific power that doesn't require a feat, channel divinity, or even a divine class), and good ole 2e kits.

It could also be a good way to create things like 4e Oriental Adventures, by having themes for samurai, ninja, sohei, etc., without creating new classes.
I completely agree and that is what I have suggested on other boards. I'm trying to come up with themes for my own campaign in fact.
 

This one's a little rough around the edges; it might be a bit too powerful, but might be just right. What do you think?

EMPATH
- Secondary Role: Leader
- Power Source: Psionic
- Granted Power: You add the Insight skill to your class skills list and gain the understanding power.

Understanding - Empath Feature
You peer into your enemy's mind and glean information about its inner workings.
Encounter * Healing, Implement, Psionic, Psychic
Standard Action - Close burst 10
Target: One creature in burst
Attack: Primary ability vs. Will
Hit: 1d8 + ability modifier psychic damage, and the target takes a -2 penalty to defenses until the end of your next turn.
- Level 11: 2d8 + ability modifier psychic damage.
- Level 21: 3d8 + ability modifier psychic damage.
Effect: The next ally to hit the target before the end of your next turn regains 5 hit points.
- Level 11: 10 hit points.
- Level 21: 15 hit points.
 


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