Voda Vosa
First Post
Short setting description:
Basically, each deity has it's group of elite 'saints', whom are called different names according to the deity they belong. Athenian saints are Knights, Hades saints ade Specters, Poseidon's saints are Generals, and so on.
The gods often confront each other, struggling for power. Athena usually fights for the good of mankind and peace, which utterly confronts her with Hades or Poseidon, just to keep the example of before.
Gods of other mithyologies have saints too, and fight each other in the same way.
Think of Thor and Loki, Ra and Set.
Mythologically speaking, it resembles Age of Mythology, but in the modern age.
Other important thing is that each 200 years or so, the gods reincarnate in mortal beings. Usually, when these people get to adulthood, the gods possess them, and it's likely that they'll assemble their armies and march to war.
I was planning to set this particular game in the late 1400, in Europe, where most pantheons collide. The knights of Athena have three ranks, Gold, Silver and Bronze. The player will start as Athenian bronze knights. The bronze armors are magical suits of armor that represents the constellations: Pegasus, unicorn, Andromeda, Dragon, Wolf, Bear, Minor Lion, Hydra, Signus and Phoenix. The actual Zodiac constellations (aries, tauros, etc) are the Golden knights' armors and constellations.
I want to propose the next set of questions:
1) Do you like 4e?
2) Do you like Anime and or manga? (someone told me there's a difference, I think)
3) Are you familiar, or have you heard about the Knights of the Zodiac or Saint Seiya anime-manga?
4) Are you interested in playing a 4e game based on that series universe?
I'm waiting on your replies!
Some links:
Knights of the Zodiac fragments composition in youtube
New Lost Canvas opening, also in youtube
Knights already stated.
[sblock=Swan]
Role: Striker. Your attack powers are highly damaging
and often weaken or hamper the target in some way.
Power Source: Divine
Key Abilities: Intelligence, Constitution, Charisma
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Bonus to Defense: +1 Reflex, +1 Will
Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Bluff (Cha), History (Int),
Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise
(Cha), Perception (Wis)
Class Features:
Sign of the Swan: Once per turn as a minor action, you can place the sign of the Swan on the enemy nearest to you that youcan see.
A marked enemy is more vulnerable to your attacks. If you hit a marked enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt the sign of the Swan's damage since the start of your turn, you cannot deal it again until the start of your next turn. A sign of the Swan remains in effect until the end of the encounter or until the marked enemy drops to 0 hit points or fewer.
You can place the sign of the Swan on multiple targets over the course of an encounter; each sign requires the use of a minor action.
Gentle snow: As you move by, snow starts to fall around you, and the wind swirls the flakes around your body. If you move at least 3 squares away from
where you started your turn, you gain concealment until the end of your next turn.
Swan's dance: You add your Charisma modifier to any power with the Ice keyword.
Level 1 At will techniques
Chilling Storm
Making the pose of the swan, and stretching your arms, you send waves of savage icy wind towards your enemy, that buffet and freezes your foe.
At-Will ✦ Divine, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier cold damage. If the target
moves nearer to you on its next turn, it takes an extra
1d6 + Constitution modifier damage.
Diamond dust
You stretch your arms and join your hands over your head. After a brief moment, you lower your arms pointing at your enemy, unleashing hundreds of razor sharp ice crystals.
At-Will ✦ Divine, Ice
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier Ice damage. This counts as a standard ranged attack.
Icy Ring
Making a complicated stance that finish with you crouched with both arms extended like a resting swan, you summon a fierce circle of icy wind around your foe, that restricts it's movement.
At-Will ✦ Divine, Cold , Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 cold damage, and the squares adjacent to the
target become a cold zone that lasts until the end of
your next turn. Any enemy that enters the zone or
starts its turn there takes Cold damage equal to your
Intelligence modifier. Those squares are considered
difficult terrain.
Encounter Powers
Ice Punch
You deliver a mighty punch covered in ice, that starts freezing your foe once you hit it.
Encounter ✦ Ice
Standard Action Melee touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Ice damage, and the target gets a -2 to it's reflex save until the end of your next turn.
Aurora Thunder Attack
You clasps both of your hands together and expels snow and ice at your surprised foe in a .
Encounter ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature of size Large or smaller
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage, and you slide the
target 2 squares + your Int modifier
Daily Powers
Frozen Armour
Daily ✦ Divine, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your
Intelligence modifier. Until the end of the encounter, an
enemy that starts its turn adjacent to you takes 1d6 +
Constitution modifier cold damage.
Swan's armor: +4, no penalty Resist 5 Cold
Weapon: Fists, 1d6 high critic, +2 proficiency
[/sblock]
[sblock=Phoenix]
Role: Controller
Power Source: Divine
Key Abilities: Strength, Constitution
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 7
Healing Surges per Day: 8 + Constitution modifier
Bonus to Defense: +2 Will
Trained Skills: Athletics
Athletics, Intimidate, Endurance, Insight, Perception
Class Features:
Firepulse
As an enemy lands a blow, retributive fire ignites from your arms and fists.
Encounter Fire
Immediate Reaction Melee 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Strength +2 vs. Reflex
Hit: 1d6 + Strength modifier fire damage.
Feathers Shield
While you are conscious you can create a field of fiery phoenix feathers around you as a minor action. This field provides a +2 bonus to AC until the end of the encounter. If you become unconscious, your feathers banish. You can restore them by taking a short rest or an extended rest.
Fate of the Phoenix
You can place a magical warding upon a foe, allowing
you to respond to the foe’s attacks against your allies
with a counterassault, or deflect part of the damage.
You have two choices to take:
-Vengeful fate
At-Will ✦ Arcane, Teleportation
Minor Action Close Burst 2
Target: One creature in burst
You mark the target. The target remains marked
until you use this power against another target. If you
mark other creatures using other powers, the target is
still marked. A creature can be subject to only one mark
at a time. A new mark supersedes a mark that was already
in place.
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate reaction to teleport
to a square adjacent to the target and make a melee
basic attack against it. If no unoccupied space exists adjacent
to the target, you can’t use this immediate reaction.
-Sacrificed Fate
At-Will ✦ Arcane
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked
until you use this power against another target. If you
mark other creatures using other powers, the target is
still marked. A creature can be subject to only one mark
at a time. A new mark supersedes a mark that was already
in place.
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate interrupt to reduce
the damage dealt by that attack to any one creature
by an amount equal to 5 + your Constitution modifier.
At Will Powers
Fire Wings
With a wave of your hands, the fiery winds of the phoenix manifests and send fire spreading over clusters of enemies.
At-Will ✦ Arcane, Fire
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier fire damage, and you
deal fire damage equal to your Constitution modifier to all
enemies adjacent to the target.
Phoenix fury
Unleashing your anger, you explode in flames, catching any enemy near you in a fire hell.
At-Will ✦ Arcane, Fire
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier fire damage.
Feathers trap
Making the stance of the phoenix, you release magical feathers that surround and burn your opponent before striking it with a mighty punch
At-Will ✦ Arcane, Fire
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage, and if the target
is adjacent to you at the start of its turn and moves away,
it takes 1d6 + Constitution modifier fire damage.
Encounter powers
Rise of the Phoenix Attack 1
With an ascendant punch, you unleash your fiery cosmos in an explosion of flames that burns your enemies to ashes.
Encounter ✦ Arcane, Fire
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Strength modifier fire
damage + Constitution modifier.
Phoenix's Wings Rise
You lift your arms, gather forces of wind and heat into a concentrated point, then unleash it as a single mighty blow
Encounter ✦ Arcane, Fire
Standard Action Close
Target: One creature
Attack: Strength vs. AC
Hit: 2d10 + Strength modifier Firedamage, and you
push the target 3 squares.
Daily Powers
Illusion Demonic Fist
Daily ✦ Arcane, Implement, Sleep
Standard Action Range 5
Target: One creature
Attack: Constitution vs. Will
Hit: The target is slowed (save ends) and you teleport behind it, if an existing square exists. If the target fails its first saving throw against this power, the target becomes paralysed (save ends). If it fails a second save, it gains -2 to attack rolls until the end of the encounter.
Phoenix armor: +4 AC , no armor penalty. Resist 5 fire. This armor resurrects from it's ashes three days after being destroyed
Weapon: Fists 1d8 high critical +3 proficiency
[/sblock]
[sblock=Andromeda]
Role: Leader. You lead by shielding allies with your
prayers, healing, and using powers that improve your
allies’ attacks.
Power Source: Divine
Key Abilities: Wisdom, Strength, Charisma
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Bonus to Defense: +2 Will
Trained Skills: Heal. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Perception (Wis), Diplomacy (Cha), Heal
(Wis), History (Int), Insight (Wis), Religion (Int)
Class Features:
Will of Athena: Once per encounter you can invoke the divine power of Athena. With Athena's will on your side you can wield special powers, such as turn undead and divine fortune. Some Knights learn other uses for this feature.
Regardless of how many different uses for Will of Athena you know, you can use only one such ability per encounter. The special ability or power you invoke
works just like your other powers. At level one, the knight begins with Athena's Fortune, and another special power of choice.
Andromeda's charity:
Your deep emotional connection and empathy allows you to make the most of
your healing powers. When you grant healing with one of your knight powers that has the healing keyword, add your Wisdom modifier to the hit points the
recipient regains.
Athena's restoration:
Using Athena's restoration power, Andromeda's knights can grant their
comrades additional resilience with nothing more than a short prayer.
Will of Athena special options:
Athena's armour:
Athena protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally within
5 squares of you
Effect: Turn the critical hit into a normal hit.
Athena's blessing
Athena brings harmony of purpose to like-minded allies.
Encounter ✦ Divine
Minor Action Ranged 10
Target: One ally
Effect: If you have at least three allies within range, grant
one of those allies a +2 power bonus to the first attack roll
he or she makes before the start of your next turn.
Athena's clarity
Athena grants strength of will to those she favors.
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense
until the start of your next turn.
Athena's healing flow
Athena sends a tide of healing energy to aid you or a bloodied
friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the
encounter or until he or she is no longer bloodied.
Athena's fortune
In the face of peril, you hold true to Athena and receive a special
boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.
Level 1 At-Will techniques
Nebular Chain Attack 1
Both chains shoot straight-forward rapidly sliceing and wraping themselves around the enemy, making it an easy prey.
At-Will ✦ Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier physical damage, and one ally
you can see gains a +2 power bonus to his or her next attack
roll against the target.
Rolling Defense Attack 1
The Circular chain starts spinning around the Saint’s body, repealling any income attacks, and lashing any close opponent.
At-Will ✦ Weapon.
Standard Action Close Burst
Target: Each in burst
Attack: Strength vs. AC
Hit: 1d4 + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.
Great Capture Attack 1
The chains ensare and warp around the enemy, allowing you to move it where you want.
At-Will ✦ Weapon
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier damage, and you pull the
target 2 squares.
Encounter Powers
Thunder Wave Attack 1
The Traingular Chain darts forward, sending sparks and bolts of lightnling, until it reaches it’s target, discharging a full elecrtical attack. The sparks have the countrary effect on allyies, aiding them.
Encounter ✦ Divine, Electrical
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier electrical damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls
until the end of your next turn.
Nebula Stream Attack 1
A direct attack from your triangular chain lashes your enemy, as the circular chain creeps from behind and warps around your foe's body, leaving it completely helpless.
Encounter ✦ Divine
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the
target is immobilized until the end of your next turn.
Daily powers
Spider Net
Your chains spread and warp around the enemy deliver weakening bolts of electricity, while your fellow knights regain vitality.
Daily ✦ Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points,
and your healing powers
Andromeda's armor: +5, check -1. Resist 5 lightning
Weapon: Andromeda's chain: 2d4, reach +2 proficiency [/sblock]
[sblock=Dragon]
Dragon Knight Class
Role: Defender.
Power Source: Divine
Key Abilities: Strength, Constitution, Wisdom
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Bonus to Defense: +1 Fortitude, +1 Will
Trained Skills: From the class skills list below, choose
3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis)
Class Features:
Dragon’s Watchful eye.
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Dragon’s reflexes
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Dragon’s Shield
You can use the indestructible shield of the dragon and all your offensive power to avoid incoming blows. While sustaining the stance, you gain a +2 AC and +1 to Fort and Reflexes. Additionally you can attempt to parry any physical attack, either close or ranged. Roll a basic melee attack and reduce that amount to the attacker’s roll. You can use an action point to parry an additional attack. You can’t reflect magical attacks. While in Turtle’s Shelter Stance, you can’t perform offensive actions, and you move at half your speed. Take the Shield stance takes a minor action, and you must sustain it with a minor action each round you want to keep the stance
Dragon Bronze Armor:
+7, has shield. -2 checks and -1 to speed. It has a magical enhacement of +1, and as a Daily power, your armor grants you the energies of the Rozan Waterfalls, allowing you to use your second wind as a minor action and gaining and additional 1d6 hp.
Power :
Rozan Dragon’s Fury
Unleashing the fury of the Rozan Dragon makes anything that surrounds you target of a power that could divert the flow of the Rozan river.
At-Will ✦Divine
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage
Raising Dragon of Rozan
To master this technique it is necessary to be able to change the flow of the Rozan Waterfall with a mere strike of an open palm. Imagine what that kind of hit could make to someone.
At-Will ✦ Martial, Divine
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage, and you push the
target your WIS mod number of squares away from you.
Flight of the Dragon
Your foe will never think that you will fly like a real dragon before breaking his face with a rock-hard punch.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Shift a number of squares equal to your WIS modifier before attacking.
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage
Last Dragon
You unleash the secret and banned technique of the Last dragon, as a desperate resource. The demolishing strength of this stance might be enough to drop your enemy, but leaves you unprotected from incoming attacks.
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d8 + Strength modifier damage.
Effect: Until the start of your next turn, any attacker gains
a +4 bonus to attack rolls against you.
The thousand Dragons of Rozan
You concentrate in your stance, and with the arms stretched forward, you release the thousand dragons of the Rozan waterfall. Your cosmos warps around your foes like dragons and rips their flesh.
Daily ✦ Arcane, Implement, Lightning
Standard Action Close blast 4
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 2d8 + Wisdom modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy
attacks you with a melee attack, you push that enemy 1
square.
Sustain Minor: The effect persists.
[/sblock]
[sblock=Minor Lion]
Minor Lion Knight Class
Role: Striker
Power Source: Divine
Key Abilities: Strength, Constitution, Charisma
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Bonus to Defense: +2 Fortitude
Trained Skills: From the class skills list below, choose
3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature
(Wis)
Class Features:
Lion’s bloodlust
Whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier. Each time you use this class feature, the enemies in a close burst 5 are shaken to the core: Each target takes a –2 penalty to all defenses until the end of your next turn.
Savage Lion
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Cornered cat
If you drop to your bloodied value, you gain a +2 bonus to your damage rolls, and +1 to your attack rolls.
Minor Lion Armor:
+4, -1 checks and. It has a magical enhancement of +1 to AC and intimidate checks, and as a Daily power, your armor grants you the Feral prescence of the Lion, allowing you to push all adjacent enemies 1 square.
Powers:
At Will
Crouching Lion
You kneel, storing energy for a brief moment, and then sprint in a demolishing charge, that ends with a straight and devastating punch in your enemies chests.
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Requirement: You must be Charging
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + 1d6 + Strength modifier damage.
Special: When charging, you can use this power in place
of a melee basic attack. If raging you can move +2 squares
Lion’s Razor Claws
Spining around, your razor sharp hands cuts through all surrounding enemies.
At-Will ✦Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1d10 + Strength modifier damage
Bloodbath
With each punch, your foe's blood sprays over your body, and the bloodlust takes over you. Nothing can stop you now.
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + Strength modifier damage, and you gain
temporary hit points equal to your Constitution modifier.
If you are raging, add 5 hp.
Lion’s bloodhunt
Like a hungry lion, the smell of bloods guides your fists into the already battered enemy.
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2d10 + Strength modifier damage. If the target is
bloodied, the attack deals extra damage equal to your
Constitution modifier.
Final Claw
You'r fists sharpens as claws, and with a powerful jump, you spin in the air and land a terrible blow to your foe. This invigorates you for the rest of the battle.
Daily ✦ Divine Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d10 + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the Lion. Until the end of the encounter, you gain a bonus to melee damage rolls equal to your Constitution modifier.[/sblock]
Basically, each deity has it's group of elite 'saints', whom are called different names according to the deity they belong. Athenian saints are Knights, Hades saints ade Specters, Poseidon's saints are Generals, and so on.
The gods often confront each other, struggling for power. Athena usually fights for the good of mankind and peace, which utterly confronts her with Hades or Poseidon, just to keep the example of before.
Gods of other mithyologies have saints too, and fight each other in the same way.
Think of Thor and Loki, Ra and Set.
Mythologically speaking, it resembles Age of Mythology, but in the modern age.
Other important thing is that each 200 years or so, the gods reincarnate in mortal beings. Usually, when these people get to adulthood, the gods possess them, and it's likely that they'll assemble their armies and march to war.
I was planning to set this particular game in the late 1400, in Europe, where most pantheons collide. The knights of Athena have three ranks, Gold, Silver and Bronze. The player will start as Athenian bronze knights. The bronze armors are magical suits of armor that represents the constellations: Pegasus, unicorn, Andromeda, Dragon, Wolf, Bear, Minor Lion, Hydra, Signus and Phoenix. The actual Zodiac constellations (aries, tauros, etc) are the Golden knights' armors and constellations.
I want to propose the next set of questions:
1) Do you like 4e?
2) Do you like Anime and or manga? (someone told me there's a difference, I think)
3) Are you familiar, or have you heard about the Knights of the Zodiac or Saint Seiya anime-manga?
4) Are you interested in playing a 4e game based on that series universe?
I'm waiting on your replies!
Some links:
Knights of the Zodiac fragments composition in youtube
New Lost Canvas opening, also in youtube
Knights already stated.
[sblock=Swan]
Role: Striker. Your attack powers are highly damaging
and often weaken or hamper the target in some way.
Power Source: Divine
Key Abilities: Intelligence, Constitution, Charisma
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Bonus to Defense: +1 Reflex, +1 Will
Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Bluff (Cha), History (Int),
Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise
(Cha), Perception (Wis)
Class Features:
Sign of the Swan: Once per turn as a minor action, you can place the sign of the Swan on the enemy nearest to you that youcan see.
A marked enemy is more vulnerable to your attacks. If you hit a marked enemy with an attack, you deal extra damage. You decide whether to apply the extra damage after making the damage roll. You can deal this extra damage once per round, so if you have dealt the sign of the Swan's damage since the start of your turn, you cannot deal it again until the start of your next turn. A sign of the Swan remains in effect until the end of the encounter or until the marked enemy drops to 0 hit points or fewer.
You can place the sign of the Swan on multiple targets over the course of an encounter; each sign requires the use of a minor action.
Gentle snow: As you move by, snow starts to fall around you, and the wind swirls the flakes around your body. If you move at least 3 squares away from
where you started your turn, you gain concealment until the end of your next turn.
Swan's dance: You add your Charisma modifier to any power with the Ice keyword.
Level 1 At will techniques
Chilling Storm
Making the pose of the swan, and stretching your arms, you send waves of savage icy wind towards your enemy, that buffet and freezes your foe.
At-Will ✦ Divine, Cold
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 1d6 + Constitution modifier cold damage. If the target
moves nearer to you on its next turn, it takes an extra
1d6 + Constitution modifier damage.
Diamond dust
You stretch your arms and join your hands over your head. After a brief moment, you lower your arms pointing at your enemy, unleashing hundreds of razor sharp ice crystals.
At-Will ✦ Divine, Ice
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Fortitude
Hit: 1d10 + Intelligence modifier Ice damage. This counts as a standard ranged attack.
Icy Ring
Making a complicated stance that finish with you crouched with both arms extended like a resting swan, you summon a fierce circle of icy wind around your foe, that restricts it's movement.
At-Will ✦ Divine, Cold , Zone
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 1d6 cold damage, and the squares adjacent to the
target become a cold zone that lasts until the end of
your next turn. Any enemy that enters the zone or
starts its turn there takes Cold damage equal to your
Intelligence modifier. Those squares are considered
difficult terrain.
Encounter Powers
Ice Punch
You deliver a mighty punch covered in ice, that starts freezing your foe once you hit it.
Encounter ✦ Ice
Standard Action Melee touch
Target: One creature
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier Ice damage, and the target gets a -2 to it's reflex save until the end of your next turn.
Aurora Thunder Attack
You clasps both of your hands together and expels snow and ice at your surprised foe in a .
Encounter ✦ Arcane, Implement
Standard Action Ranged 10
Target: One creature of size Large or smaller
Attack: Constitution vs. Fortitude
Hit: 2d8 + Constitution modifier damage, and you slide the
target 2 squares + your Int modifier
Daily Powers
Frozen Armour
Daily ✦ Divine, Cold
Standard Action Personal
Effect: You gain temporary hit points equal to 10 + your
Intelligence modifier. Until the end of the encounter, an
enemy that starts its turn adjacent to you takes 1d6 +
Constitution modifier cold damage.
Swan's armor: +4, no penalty Resist 5 Cold
Weapon: Fists, 1d6 high critic, +2 proficiency
[/sblock]
[sblock=Phoenix]
Role: Controller
Power Source: Divine
Key Abilities: Strength, Constitution
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 7
Healing Surges per Day: 8 + Constitution modifier
Bonus to Defense: +2 Will
Trained Skills: Athletics
Athletics, Intimidate, Endurance, Insight, Perception
Class Features:
Firepulse
As an enemy lands a blow, retributive fire ignites from your arms and fists.
Encounter Fire
Immediate Reaction Melee 1
Trigger: An enemy hits you with a melee attack
Target: The triggering enemy
Attack: Strength +2 vs. Reflex
Hit: 1d6 + Strength modifier fire damage.
Feathers Shield
While you are conscious you can create a field of fiery phoenix feathers around you as a minor action. This field provides a +2 bonus to AC until the end of the encounter. If you become unconscious, your feathers banish. You can restore them by taking a short rest or an extended rest.
Fate of the Phoenix
You can place a magical warding upon a foe, allowing
you to respond to the foe’s attacks against your allies
with a counterassault, or deflect part of the damage.
You have two choices to take:
-Vengeful fate
At-Will ✦ Arcane, Teleportation
Minor Action Close Burst 2
Target: One creature in burst
You mark the target. The target remains marked
until you use this power against another target. If you
mark other creatures using other powers, the target is
still marked. A creature can be subject to only one mark
at a time. A new mark supersedes a mark that was already
in place.
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate reaction to teleport
to a square adjacent to the target and make a melee
basic attack against it. If no unoccupied space exists adjacent
to the target, you can’t use this immediate reaction.
-Sacrificed Fate
At-Will ✦ Arcane
Minor Action Close burst 2
Target: One creature in burst
Effect: You mark the target. The target remains marked
until you use this power against another target. If you
mark other creatures using other powers, the target is
still marked. A creature can be subject to only one mark
at a time. A new mark supersedes a mark that was already
in place.
If your marked target makes an attack that doesn’t
include you as a target, it takes a –2 penalty to attack
rolls. If that attack hits and the marked target is within 10
squares of you, you can use an immediate interrupt to reduce
the damage dealt by that attack to any one creature
by an amount equal to 5 + your Constitution modifier.
At Will Powers
Fire Wings
With a wave of your hands, the fiery winds of the phoenix manifests and send fire spreading over clusters of enemies.
At-Will ✦ Arcane, Fire
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier fire damage, and you
deal fire damage equal to your Constitution modifier to all
enemies adjacent to the target.
Phoenix fury
Unleashing your anger, you explode in flames, catching any enemy near you in a fire hell.
At-Will ✦ Arcane, Fire
Standard Action Close burst 1
Target: Each enemy in burst
Attack: Strength vs. Reflex
Hit: 1d6 + Strength modifier fire damage.
Feathers trap
Making the stance of the phoenix, you release magical feathers that surround and burn your opponent before striking it with a mighty punch
At-Will ✦ Arcane, Fire
Standard Action
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage, and if the target
is adjacent to you at the start of its turn and moves away,
it takes 1d6 + Constitution modifier fire damage.
Encounter powers
Rise of the Phoenix Attack 1
With an ascendant punch, you unleash your fiery cosmos in an explosion of flames that burns your enemies to ashes.
Encounter ✦ Arcane, Fire
Standard Action Close blast 3
Target: Each creature in blast
Attack: Intelligence vs. Reflex
Hit: 1d8 + Strength modifier fire
damage + Constitution modifier.
Phoenix's Wings Rise
You lift your arms, gather forces of wind and heat into a concentrated point, then unleash it as a single mighty blow
Encounter ✦ Arcane, Fire
Standard Action Close
Target: One creature
Attack: Strength vs. AC
Hit: 2d10 + Strength modifier Firedamage, and you
push the target 3 squares.
Daily Powers
Illusion Demonic Fist
Daily ✦ Arcane, Implement, Sleep
Standard Action Range 5
Target: One creature
Attack: Constitution vs. Will
Hit: The target is slowed (save ends) and you teleport behind it, if an existing square exists. If the target fails its first saving throw against this power, the target becomes paralysed (save ends). If it fails a second save, it gains -2 to attack rolls until the end of the encounter.
Phoenix armor: +4 AC , no armor penalty. Resist 5 fire. This armor resurrects from it's ashes three days after being destroyed
Weapon: Fists 1d8 high critical +3 proficiency
[/sblock]
[sblock=Andromeda]
Role: Leader. You lead by shielding allies with your
prayers, healing, and using powers that improve your
allies’ attacks.
Power Source: Divine
Key Abilities: Wisdom, Strength, Charisma
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Bonus to Defense: +2 Will
Trained Skills: Heal. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Perception (Wis), Diplomacy (Cha), Heal
(Wis), History (Int), Insight (Wis), Religion (Int)
Class Features:
Will of Athena: Once per encounter you can invoke the divine power of Athena. With Athena's will on your side you can wield special powers, such as turn undead and divine fortune. Some Knights learn other uses for this feature.
Regardless of how many different uses for Will of Athena you know, you can use only one such ability per encounter. The special ability or power you invoke
works just like your other powers. At level one, the knight begins with Athena's Fortune, and another special power of choice.
Andromeda's charity:
Your deep emotional connection and empathy allows you to make the most of
your healing powers. When you grant healing with one of your knight powers that has the healing keyword, add your Wisdom modifier to the hit points the
recipient regains.
Athena's restoration:
Using Athena's restoration power, Andromeda's knights can grant their
comrades additional resilience with nothing more than a short prayer.
Will of Athena special options:
Athena's armour:
Athena protects you or a friend from devastating harm.
Encounter ✦ Divine
Immediate Interrupt Ranged 5
Trigger: An enemy scores a critical hit on you or an ally within
5 squares of you
Effect: Turn the critical hit into a normal hit.
Athena's blessing
Athena brings harmony of purpose to like-minded allies.
Encounter ✦ Divine
Minor Action Ranged 10
Target: One ally
Effect: If you have at least three allies within range, grant
one of those allies a +2 power bonus to the first attack roll
he or she makes before the start of your next turn.
Athena's clarity
Athena grants strength of will to those she favors.
Encounter ✦ Divine
Minor Action Ranged 5
Target: You or one ally
Effect: The target gains a +5 power bonus to Will defense
until the start of your next turn.
Athena's healing flow
Athena sends a tide of healing energy to aid you or a bloodied
friend.
Encounter ✦ Divine, Healing
Minor Action Ranged 5
Target: You or one ally; bloodied target only
Effect: The target gains regeneration 2 until the end of the
encounter or until he or she is no longer bloodied.
Athena's fortune
In the face of peril, you hold true to Athena and receive a special
boon.
Encounter ✦ Divine
Free Action Personal
Effect: You gain a +1 bonus to your next attack roll or saving
throw before the end of your next turn.
Level 1 At-Will techniques
Nebular Chain Attack 1
Both chains shoot straight-forward rapidly sliceing and wraping themselves around the enemy, making it an easy prey.
At-Will ✦ Standard Action Ranged 5
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier physical damage, and one ally
you can see gains a +2 power bonus to his or her next attack
roll against the target.
Rolling Defense Attack 1
The Circular chain starts spinning around the Saint’s body, repealling any income attacks, and lashing any close opponent.
At-Will ✦ Weapon.
Standard Action Close Burst
Target: Each in burst
Attack: Strength vs. AC
Hit: 1d4 + Strength modifier damage, and you gain a +2 power bonus to AC until the end of your next turn.
Great Capture Attack 1
The chains ensare and warp around the enemy, allowing you to move it where you want.
At-Will ✦ Weapon
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. AC
Hit: 1d8 + Wisdom modifier damage, and you pull the
target 2 squares.
Encounter Powers
Thunder Wave Attack 1
The Traingular Chain darts forward, sending sparks and bolts of lightnling, until it reaches it’s target, discharging a full elecrtical attack. The sparks have the countrary effect on allyies, aiding them.
Encounter ✦ Divine, Electrical
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier electrical damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls
until the end of your next turn.
Nebula Stream Attack 1
A direct attack from your triangular chain lashes your enemy, as the circular chain creeps from behind and warps around your foe's body, leaving it completely helpless.
Encounter ✦ Divine
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage, and the
target is immobilized until the end of your next turn.
Daily powers
Spider Net
Your chains spread and warp around the enemy deliver weakening bolts of electricity, while your fellow knights regain vitality.
Daily ✦ Divine, Healing, Implement
Standard Action Close burst 3
Target: Each enemy in burst
Attack: Wisdom vs. Will
Hit: The target is weakened until the end of its next turn.
Effect: You and all your allies in the burst regain 5 hit points,
and your healing powers
Andromeda's armor: +5, check -1. Resist 5 lightning
Weapon: Andromeda's chain: 2d4, reach +2 proficiency [/sblock]
[sblock=Dragon]
Dragon Knight Class
Role: Defender.
Power Source: Divine
Key Abilities: Strength, Constitution, Wisdom
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Bonus to Defense: +1 Fortitude, +1 Will
Trained Skills: From the class skills list below, choose
3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis)
Class Features:
Dragon’s Watchful eye.
Every time you attack an enemy, whether the attack hits or misses, you can choose to mark that target. The mark lasts until the end of your next turn. While a target is marked, it takes a –2 penalty to attack rolls for any attack that doesn’t include you as a target. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. In addition, whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you, you can make a melee basic attack against that enemy as an immediate interrupt.
Dragon’s reflexes
You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving.
Dragon’s Shield
You can use the indestructible shield of the dragon and all your offensive power to avoid incoming blows. While sustaining the stance, you gain a +2 AC and +1 to Fort and Reflexes. Additionally you can attempt to parry any physical attack, either close or ranged. Roll a basic melee attack and reduce that amount to the attacker’s roll. You can use an action point to parry an additional attack. You can’t reflect magical attacks. While in Turtle’s Shelter Stance, you can’t perform offensive actions, and you move at half your speed. Take the Shield stance takes a minor action, and you must sustain it with a minor action each round you want to keep the stance
Dragon Bronze Armor:
+7, has shield. -2 checks and -1 to speed. It has a magical enhacement of +1, and as a Daily power, your armor grants you the energies of the Rozan Waterfalls, allowing you to use your second wind as a minor action and gaining and additional 1d6 hp.
Power :
Rozan Dragon’s Fury
Unleashing the fury of the Rozan Dragon makes anything that surrounds you target of a power that could divert the flow of the Rozan river.
At-Will ✦Divine
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage
Raising Dragon of Rozan
To master this technique it is necessary to be able to change the flow of the Rozan Waterfall with a mere strike of an open palm. Imagine what that kind of hit could make to someone.
At-Will ✦ Martial, Divine
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage, and you push the
target your WIS mod number of squares away from you.
Flight of the Dragon
Your foe will never think that you will fly like a real dragon before breaking his face with a rock-hard punch.
At-Will ✦ Martial, Weapon
Standard Action Melee weapon
Target: One creature
Effect: Shift a number of squares equal to your WIS modifier before attacking.
Attack: Strength vs. AC
Hit: 1d8 + Strength modifier damage
Last Dragon
You unleash the secret and banned technique of the Last dragon, as a desperate resource. The demolishing strength of this stance might be enough to drop your enemy, but leaves you unprotected from incoming attacks.
Encounter ✦ Primal, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d8 + Strength modifier damage.
Effect: Until the start of your next turn, any attacker gains
a +4 bonus to attack rolls against you.
The thousand Dragons of Rozan
You concentrate in your stance, and with the arms stretched forward, you release the thousand dragons of the Rozan waterfall. Your cosmos warps around your foes like dragons and rips their flesh.
Daily ✦ Arcane, Implement, Lightning
Standard Action Close blast 4
Target: Each creature in blast
Attack: Strength vs. Reflex
Hit: 2d8 + Wisdom modifier lightning damage.
Miss: Half damage.
Effect: Until the end of your next turn, whenever an enemy
attacks you with a melee attack, you push that enemy 1
square.
Sustain Minor: The effect persists.
[/sblock]
[sblock=Minor Lion]
Minor Lion Knight Class
Role: Striker
Power Source: Divine
Key Abilities: Strength, Constitution, Charisma
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Bonus to Defense: +2 Fortitude
Trained Skills: From the class skills list below, choose
3 trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature
(Wis)
Class Features:
Lion’s bloodlust
Whenever your attack reduces an enemy to 0 hit points, you gain temporary hit points equal to your Constitution modifier. The number of temporary hit points equals 5 + your Constitution modifier. Each time you use this class feature, the enemies in a close burst 5 are shaken to the core: Each target takes a –2 penalty to all defenses until the end of your next turn.
Savage Lion
Once per round, when you score a critical hit with a barbarian attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.
Cornered cat
If you drop to your bloodied value, you gain a +2 bonus to your damage rolls, and +1 to your attack rolls.
Minor Lion Armor:
+4, -1 checks and. It has a magical enhancement of +1 to AC and intimidate checks, and as a Daily power, your armor grants you the Feral prescence of the Lion, allowing you to push all adjacent enemies 1 square.
Powers:
At Will
Crouching Lion
You kneel, storing energy for a brief moment, and then sprint in a demolishing charge, that ends with a straight and devastating punch in your enemies chests.
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Requirement: You must be Charging
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + 1d6 + Strength modifier damage.
Special: When charging, you can use this power in place
of a melee basic attack. If raging you can move +2 squares
Lion’s Razor Claws
Spining around, your razor sharp hands cuts through all surrounding enemies.
At-Will ✦Divine, Weapon
Standard Action Close burst 1
Target: Each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1d10 + Strength modifier damage
Bloodbath
With each punch, your foe's blood sprays over your body, and the bloodlust takes over you. Nothing can stop you now.
At-Will ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 1d10 + Strength modifier damage, and you gain
temporary hit points equal to your Constitution modifier.
If you are raging, add 5 hp.
Lion’s bloodhunt
Like a hungry lion, the smell of bloods guides your fists into the already battered enemy.
Encounter ✦ Divine, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2d10 + Strength modifier damage. If the target is
bloodied, the attack deals extra damage equal to your
Constitution modifier.
Final Claw
You'r fists sharpens as claws, and with a powerful jump, you spin in the air and land a terrible blow to your foe. This invigorates you for the rest of the battle.
Daily ✦ Divine Weapon
Standard Action Melee weapon
Target: One creature
Attack: Strength vs. AC
Hit: 3d10 + Strength modifier damage.
Miss: Half damage.
Effect: You enter the rage of the Lion. Until the end of the encounter, you gain a bonus to melee damage rolls equal to your Constitution modifier.[/sblock]
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