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Knights of the Zodiac [4e](Recruiting, brainstorming)
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<blockquote data-quote="Voda Vosa" data-source="post: 4979239" data-attributes="member: 51271"><p>Ah, classes. I have twisted and warped 4e classes to fit into each character. Here you have, for example, the knight of the Swan (or Signus). As you can see, it's a fluffed up warlock:</p><p></p><p>Swan Knight Class</p><p>Role: Striker. Your attack powers are highly damaging</p><p>and often weaken or hamper the target in some way.</p><p>Power Source: Divine</p><p>Key Abilities: Intelligence, Constitution, Charisma</p><p>Hit Points at 1st Level: 12 + Constitution score</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 6 + Constitution modifier</p><p>Bonus to Defense: +1 Reflex, +1 Will</p><p>Trained Skills: From the class skills list below, choose</p><p>four trained skills at 1st level.</p><p>Class Skills: Bluff (Cha), History (Int),</p><p>Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise</p><p>(Cha), Perception (Wis)</p><p></p><p>Class Features:</p><p></p><p>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. </p><p>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. </p><p>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.</p><p></p><p>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</p><p>where you started your turn, you gain concealment until the end of your next turn.</p><p></p><p>Swan's dance: You add your Charisma modifier to any power with the Ice keyword. </p><p></p><p>Level 1 At will techniques</p><p></p><p>Chilling Storm</p><p>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. </p><p>At-Will ✦ Divine, Cold</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Constitution vs. Fortitude</p><p>Hit: 1d6 + Constitution modifier cold damage. If the target</p><p>moves nearer to you on its next turn, it takes an extra</p><p>1d6 + Constitution modifier damage.</p><p></p><p>Diamond dust</p><p>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.</p><p>At-Will ✦ Divine, Ice</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Intelligence vs. Fortitude</p><p>Hit: 1d10 + Intelligence modifier Ice damage. This counts as a standard ranged attack.</p><p></p><p>Icy Ring</p><p>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. </p><p>At-Will ✦ Divine, Cold , Zone</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 1d6 cold damage, and the squares adjacent to the</p><p>target become a cold zone that lasts until the end of</p><p>your next turn. Any enemy that enters the zone or</p><p>starts its turn there takes Cold damage equal to your</p><p>Intelligence modifier. Those squares are considered </p><p>difficult terrain.</p><p></p><p>Encounter Powers</p><p></p><p>Ice Punch</p><p>You deliver a mighty punch covered in ice, that starts freezing your foe once you hit it.</p><p>Encounter ✦ Ice</p><p>Standard Action Melee touch</p><p>Target: One creature</p><p>Attack: Intelligence vs. Reflex</p><p>Hit: 2d8 + Intelligence modifier Ice damage, and the target gets a -2 to it's reflex save until the end of your next turn.</p><p></p><p>Aurora Thunder Attack</p><p>You clasps both of your hands together and expels snow and ice at your surprised foe in a .</p><p>Encounter ✦ Arcane, Implement</p><p>Standard Action Ranged 10</p><p>Target: One creature of size Large or smaller</p><p>Attack: Constitution vs. Fortitude</p><p>Hit: 2d8 + Constitution modifier damage, and you slide the</p><p>target 2 squares + your Int modifier</p><p></p><p>Daily Powers</p><p></p><p>Frozen Armour</p><p>Daily ✦ Divine, Cold</p><p>Standard Action Personal</p><p>Effect: You gain temporary hit points equal to 10 + your</p><p>Intelligence modifier. Until the end of the encounter, an</p><p>enemy that starts its turn adjacent to you takes 1d6 +</p><p>Constitution modifier cold damage.</p><p></p><p></p><p>Each class (each knight consequently) will have a special magical set of armor that only he can use, and that doesn't interfere with any of their powers.</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 4979239, member: 51271"] Ah, classes. I have twisted and warped 4e classes to fit into each character. Here you have, for example, the knight of the Swan (or Signus). As you can see, it's a fluffed up warlock: Swan Knight Class 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. Each class (each knight consequently) will have a special magical set of armor that only he can use, and that doesn't interfere with any of their powers. [/QUOTE]
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