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DiasExMachina 4ED Update
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<blockquote data-quote="Dias Ex Machina" data-source="post: 5490044" data-attributes="member: 58907"><p>Included in Amethyst Evolution, the new techan class, the vanguard. Presented in both tradition 4E and Essentials builds. Here is an exclusive preview:</p><p></p><p><img src="http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/188404_188878257814741_118810444821523_400010_1528274_n.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>VANGUARD</strong></p><p><strong>CLASS TRAITS</strong></p><p><strong>Role:</strong> Defender/Striker. You have been trained from an early age to take punishment and to inflict it upon an enemy. You can either weave through enemy lines to attack the most powerful target or anchor yourself and let enemies come to you. </p><p><strong>Key Abilities:</strong> Strength, Dexterity, Constitution</p><p></p><p><strong>Armor Proficiencies:</strong> All techan light armor, cloth, leather, and hide, chainmail, scale, plate. Select two techan heavy armor.</p><p><strong>Weapon Proficiencies:</strong> Simple one-handed melee, military one-handed melee, unarmed combat, one-handed small arms.</p><p><strong>Bonus to Defense:</strong> +1 Fortitude, +1 Reflex</p><p></p><p><strong>Hit Points at 1st 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> From the class skills list below, choose four trained skills at 1st level</p><p><strong>Class Skills: </strong> Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis) History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex)</p><p></p><p><strong>Class Features:</strong> Combat Stance, Fighting Form, Full Contact</p><p></p><p>You are specialized in the application of a craft that some people consider primitive. Despite any ranged combat skills you may have, you prefer it personal. You have practiced day and night in the perfection of the craft. There may be countless reasons why you prefer close combat over firearms. Your strengths rely on your lethality in every situation. You require no augmentation, no steel or explosives to articulate your skill. Your weapons cannot be removed. There is no scanner or sensor to identify you as a threat. You often lead a group through the door. You can suppress opponents without causing harm; remove a threat without making a sound. Firearms are a final, violent solution and most times a restrained hand is needed. </p><p></p><p>As a warrior, you've been trained from an early age by choice or by inheritance to take the role of a combatant. Your natural gifts were discovered and focused into a lifelong dedication. This is not to assume you're a warmonger, as such training comes early with the responsibility to know restraint. For many, having the skills is a means for self-discovery. This can apply in the application of hand-to-hand combat, the use of melee weapons, or in the proficiency of small-arms. You might have devoted your life to the implement of one craft or the broad use of many. </p><p></p><p><strong>CREATING A VANGUARD</strong></p><p>The vanguard can fill a vital role in a techan party. Being a close combat defender means the vanguard may be the only opposition from monsters wishing to close the distance to your ranged allies. Even if opponents attempt to move, you can keep with them and prevent your allies from coming to harm. In a fantasy party, the vanguard fills the same role as any other close combat defender. </p><p>With the selection of martial feats, you can specialize in a variety of different regional variations of melee and unarmed combat. This will radically alter how you apply the powers of the class. You can be a direct fist and kick fighter or a wrestler. You can specialize in flips, locks, or direct blunt force trauma. </p><p></p><p><strong>SENTINEL VANGUARD</strong></p><p>A sentinel does not hide. You stand brazenly in front of your allies, preventing enemies from passing you. In the middle of close combat, you are not easily evaded. You can track enemies that move out of combat, impede movement, and punish those that don't pay close attention to you. Your talent lies in bringing enemies toward you. For a sentinel, Strength should be your highest concern, as it will assist grappling powers. </p><p><strong>Protective Discipline</strong></p><p><strong>Suggested Feat:</strong> Improved Unarmed Attack</p><p><strong>Martial Power Feat:</strong> Evolution of Pankration </p><p><strong>Suggested Skills: </strong> Acrobatics, Athletics, Endurance, </p><p><strong>Suggested At-Will Powers:</strong> Bone Breaker, Ground & Pound</p><p><strong>Suggested Encounter Power:</strong> Sack the Mark</p><p><strong>Suggested Daily Power:</strong> Back Control</p><p></p><p><strong>INFILTRATION VANGUARD</strong></p><p>Unlike the sentinel, the infiltration vanguard doesn't immediately present himself as a target. You move in close and fast through cover, striking an enemy that is not immediately rushing into combat. Your talent lies in moving closer to your marked target, avoiding the lesser threats. This is especially useful when keeping larger targets away from your allies. For an infiltrator, Dexterity should be your primary attribute as it will aid in maneuverability. </p><p><strong>Mobile Discipline</strong></p><p><strong>Suggested Feat:</strong> Improved Unarmed Attack</p><p><strong>Suggested Skills: </strong> Acrobatics, Athletics, Stealth</p><p><strong>Martial Power Feat:</strong> Unarmed Expanded Profile </p><p><strong>Suggested At-Will Powers:</strong> Swift Strike, Fake Out</p><p><strong>Suggested Encounter Power:</strong> Sudden Leap</p><p><strong>Suggested Daily Power:</strong> C-C-Combo Breaker</p></blockquote><p></p>
[QUOTE="Dias Ex Machina, post: 5490044, member: 58907"] Included in Amethyst Evolution, the new techan class, the vanguard. Presented in both tradition 4E and Essentials builds. Here is an exclusive preview: [IMG]http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/188404_188878257814741_118810444821523_400010_1528274_n.jpg[/IMG] [B]VANGUARD CLASS TRAITS[/B] [B]Role:[/B] Defender/Striker. You have been trained from an early age to take punishment and to inflict it upon an enemy. You can either weave through enemy lines to attack the most powerful target or anchor yourself and let enemies come to you. [B]Key Abilities:[/B] Strength, Dexterity, Constitution [B]Armor Proficiencies:[/B] All techan light armor, cloth, leather, and hide, chainmail, scale, plate. Select two techan heavy armor. [B]Weapon Proficiencies:[/B] Simple one-handed melee, military one-handed melee, unarmed combat, one-handed small arms. [B]Bonus to Defense:[/B] +1 Fortitude, +1 Reflex [B]Hit Points at 1st 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] From the class skills list below, choose four trained skills at 1st level [B]Class Skills: [/B] Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis) History (Int), Intimidate (Cha), Perception (Wis), Stealth (Dex) [B]Class Features:[/B] Combat Stance, Fighting Form, Full Contact You are specialized in the application of a craft that some people consider primitive. Despite any ranged combat skills you may have, you prefer it personal. You have practiced day and night in the perfection of the craft. There may be countless reasons why you prefer close combat over firearms. Your strengths rely on your lethality in every situation. You require no augmentation, no steel or explosives to articulate your skill. Your weapons cannot be removed. There is no scanner or sensor to identify you as a threat. You often lead a group through the door. You can suppress opponents without causing harm; remove a threat without making a sound. Firearms are a final, violent solution and most times a restrained hand is needed. As a warrior, you've been trained from an early age by choice or by inheritance to take the role of a combatant. Your natural gifts were discovered and focused into a lifelong dedication. This is not to assume you're a warmonger, as such training comes early with the responsibility to know restraint. For many, having the skills is a means for self-discovery. This can apply in the application of hand-to-hand combat, the use of melee weapons, or in the proficiency of small-arms. You might have devoted your life to the implement of one craft or the broad use of many. [B]CREATING A VANGUARD[/B] The vanguard can fill a vital role in a techan party. Being a close combat defender means the vanguard may be the only opposition from monsters wishing to close the distance to your ranged allies. Even if opponents attempt to move, you can keep with them and prevent your allies from coming to harm. In a fantasy party, the vanguard fills the same role as any other close combat defender. With the selection of martial feats, you can specialize in a variety of different regional variations of melee and unarmed combat. This will radically alter how you apply the powers of the class. You can be a direct fist and kick fighter or a wrestler. You can specialize in flips, locks, or direct blunt force trauma. [B]SENTINEL VANGUARD[/B] A sentinel does not hide. You stand brazenly in front of your allies, preventing enemies from passing you. In the middle of close combat, you are not easily evaded. You can track enemies that move out of combat, impede movement, and punish those that don't pay close attention to you. Your talent lies in bringing enemies toward you. For a sentinel, Strength should be your highest concern, as it will assist grappling powers. [B]Protective Discipline Suggested Feat:[/B] Improved Unarmed Attack [B]Martial Power Feat:[/B] Evolution of Pankration [B]Suggested Skills: [/B] Acrobatics, Athletics, Endurance, [B]Suggested At-Will Powers:[/B] Bone Breaker, Ground & Pound [B]Suggested Encounter Power:[/B] Sack the Mark [B]Suggested Daily Power:[/B] Back Control [B]INFILTRATION VANGUARD[/B] Unlike the sentinel, the infiltration vanguard doesn't immediately present himself as a target. You move in close and fast through cover, striking an enemy that is not immediately rushing into combat. Your talent lies in moving closer to your marked target, avoiding the lesser threats. This is especially useful when keeping larger targets away from your allies. For an infiltrator, Dexterity should be your primary attribute as it will aid in maneuverability. [B]Mobile Discipline Suggested Feat:[/B] Improved Unarmed Attack [B]Suggested Skills: [/B] Acrobatics, Athletics, Stealth [B]Martial Power Feat:[/B] Unarmed Expanded Profile [B]Suggested At-Will Powers:[/B] Swift Strike, Fake Out [B]Suggested Encounter Power:[/B] Sudden Leap [B]Suggested Daily Power:[/B] C-C-Combo Breaker [/QUOTE]
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