Mystic Swordsman

Ok, this is my new class idea (well level 1-10)

It started out as an anime swordsman, but kinda took on a whole new life of it's own. I jokeingly say it is 1 part samari 1 part necromancer with optimus prime poping in every few levels.

anyway PEACH....and please be kind it is a work in progress...


[sblock=class write up]

Mystic Swordsmen
You do not just face me, but 200 years of my ancestors behind me

Class Traits

Role:
Leader. With inspiration and the spirits of those that came before you, you rally the troops, and maneuver the field of battle. You are a leader of men, and spirits at once.
Source: Primal. You channel the spirits of your ancestors to the point of your weapon.
Key Abilities: Wisdom, Intelligence and Dexterity

Armor Proficiencies: Cloth Armor, and Leather Armor
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee, Military Ranged plus katana,
Implement: Light blades, Heavy Blades, and Staff
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges: 7 + Constitution modifier

Trained Skills: History plus 3 others. From the class skills list below, choose more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Religion (Int)

Build Options: Injitsu Swordsman, Shielding Swordsman
Class Features: Mystic Focus, Spiritual Leader, Word of the ghost, Counsel of the Elders

You are one with the spirit world, and at the same time walk in ours. You have trained not only with the best swordsmen of your time, but the spirits of the best swordsmen ever

MYSTIC SWORDSMEN OVERVIEW

Characteristics:


Religion:

Races:

Creating a Mystic Swordsmen



Injitsu Swordsman
You minor in Striker; you focus your willpower to the point of your blade. You can out duel almost any swordsmen alive.

Suggested Feat: Focus Expertise (human: Weapon training Wisdom)
Suggested Skills: Athletics, Intimidate, Insight
Suggested At-Will Power: Injitsu Strike, Spirit Strike
Suggested Encounter Power: Strike like the wind
Suggested Daily Power: Spirit of War

Shielding Swordsman
you minor in defender; You focus your time not on slaying, but defending, each sword blow puts you instead of your allies in harms way.

Suggested Feat: Durable (human: Ritual Caster)
Suggested Skills: Diplomacy, Endurance, Heal
Suggested At-Will Power: Defensive Strike, Materialize Ancestor Spirit
Suggested Encounter Power: Saving Slash
Suggested Daily Power: Spirit of Speed

Mystic Swordsmen Class Features
Every Mystic Swordsmen shares these class features.

Mystic Focus
You channel your focus into one of the two options. You only gain these abilities in light or no armor.

Injitsu Focus
You add your Dexterity modifier to damage with all encounter and daily powers. You Also gain Quick Draw as a bonus feat

Shielding Focus
You gain Toughness as a bonus feat. You add a +1 per tier to your AC, Any adjacent Ally also gains this as a Power bonus to there AC

Spiritual Leader
You have a knack for empowering all of your allies

Iron Mind
You and each Ally within 10 squares gain a +2 power bonus to Insight and Perception.

Word of the ghost
Using this power, Mystic Swordsmen can bond their comrades with spirits of dead warriors adding resilience and Strength.

Counsel of the Elders
You may enter a trance like state that allows you to commune with your Ancestor spirits. You may do this once per day on an extended rest. It takes 1 hour. You ask a single question of mysterious, extraplanar presences about matters beyond your ken. Make a Wisdom check with a +10 bonus instead of an Arcana or a History check to uncover a clue, remember a bit of lore, or otherwise gain information about the world around you. The ritual grants you a single piece of information. That information can take the form of a word, a name, a phrase, or even a brief story, depending on what exactly you’re looking for. You can learn the name of the usurper who ended the Katerran Dynasty a thousand years ago, the burial rites of the Crimson Wolf clan, or the weaknesses of the shadow assassins who have been dogging your steps. The ritual can’t uncover information beyond the ken of the most learned sages. It’s of no use if you’re trying to find the magic word that unlocks the vampire’s crypt, because only the vampire knows the word. Nor can the power tell you definitively where great stores of treasure are, but the Ancestors could tell you where a specific empress kept her treasury in ancient times or whether the treasure was looted when her empire fell.

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[sblock=powers]

Mystic Swordsmen Powers

Class Features

Word of the Ghost Mystic Swordsmen Feature
With a word you send an Ancestor spirit into an ally to aid them
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Encounter ✦ Primal, Healing
Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter.
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or 1 Ally in Burst
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Effect: The target can spend a healing surge and gain a power bonus of +1 to attack or defenses (targets choice) until the end of there next turn. The amount of hit points regained is +1d6 at 6th level, 2d6 at 11th level, 3d6 at 16th level, 4d6 at 21st level, and 5d6 at 26th level. At 26th level the power bonus also increases to +2 to attack or defenses, or +1 to Attack AND Defenses (targets choice)



Powers

Defensive Strike Mystic Swordsmen Attack 1
You have been trained to focus your attacks to set the enemy off balance
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At-Will ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wis Vs AC
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Hit: 1[w]+ wis mod Increase to 2[w] at epic
Effect: Creature is marked by the mystic swordsman
Shielding Swordsman: IF the enemy attack does not include the swordsman then he takes psychic damage equal to the swordsman’s Int score (add +1d4 at 15th level and +2d4 at 25th)


Injitsu Strike Mystic Swordsmen Attack 1
You strike with blinding speed and accuracy
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At-Will ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wis Vs AC
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Hit: 1[w]+ wis mod +1d6 Increase to +2d6 at paragon, and 2[w]+3d6 at epic
Injitsu Swordsman: You may use this as an immediate interrupt in any surprise round, the trigger is an enemy attacks you with a close or melee attack.


Materialize Ancestor Spirit Mystic Swordsmen Attack 1
You call on your astral allies to aid the battle, and they harry an enemy
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At-Will ✦ Primal, Conjuration
Standard Action Ranged 5
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Effect: One enemy within range is flanked until the end of the Mystic swordsmen’s next turn

Spirit Strike Mystic Swordsmen Attack 1
You strike at the empty air, but the power of your cut travels to your enemy slashing him anyway.
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At-Will ✦ Primal, Implement, Psychic
Standard Action Ranged 5
Target: 1 creature
Attack: Wis Vs Will
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Hit: 1d8+Wis mod, Increase to 2d8 at epic level
Effect: Any allies adjacent to the target may shift 1 square as a free action


Inspiring strike Mystic Swordsmen Attack 1
You goad your friends on well striking a blow against the enemy
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Encounter ✦ Primal, weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 1 [W]+wis mod and 1 ally within 5 gains 10 temp hp


Reap the whirlwind Mystic Swordsmen Attack 1
You slash at every foe around you with blinding speed creating a blast of wind pushing an ally to safyt
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Encounter ✦ Primal, Weapon
Standard Action Close burst 1
Target: each enemy in burst
Attack: Wisdom vs. AC
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Hit: 1 [w]+wis mod
Effect: all adjacent allies may shift up to 3


Saving Slash Mystic Swordsmen Attack 1
You react to the threat to an ally with deadly force
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Encounter ✦ Primal, Weapon
Immediate Interrupt Melee
Trigger: A creature attacks an ally within 2 squares
Special: You may shift 1 square
Target: Triggering creature
Attack: Wis Vs Fort
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Hit: 2[w] and push 2 squares
Effect: Ally that was being attacked may shift 1 as a free action

Strike like the wind Mystic Swordsmen Attack 1
You move like the wind, and strike like a soldier.
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Encounter ✦ Primal, Weapon
Standard Action Melee
Attack: Wis Vs AC
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Hit: 2[w]+ wis mod
Effect: You may shift 2 and repeat the attack against a new target

Energize the spirit Mystic Swordsmen Attack 1
You strike an enemy and release a healing font
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Daily ✦ Primal, Healing, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 3 [w]+wis mod and 1 ally within 5 heals as if he spent a healing surge
Miss: 1/2 damage and one ally within 5 can spend a healing surge

Radiant Burst Mystic Swordsmen Attack 1
When you are struck instead of blood pure holy light erupts from your wounds
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Daily ✦ Primal, Implment, Radiant
Immediate Reaction Close blast 3
Trigger: You take daamage from an attack
Target: All creatures in burst
Attack: Wisdom vs. Reflex
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Hit: 1d12+wis mod radiant damage
Effect: All alies in blast gain a +5 radiant damage to all attacks until the end of the encounter.

Spirit of Speed Mystic Swordsmen Attack 1
You call forth a fast spirit, strike with his aid, then you or an ally allow him to ride along for the rest of the battle.
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Daily ✦ Primal, Spirit link, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wis Vs Ref
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Hit: 2[w]+ wis mod
Miss: repeat the attack, but if this one hits only 1/2 damage
Effect: You or an ally within 5 assumes the spirit of speed, until the end of the encounter they gain +2 to speed, and +1 to all defenses, along with the ability to as a minor action once per round shift 1 square.

Spirit of War Mystic Swordsmen Attack 1
You call forth a Ancestral Warrior, and she aids you or an ally in the way of the warrior.
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Daily ✦ Primal, Spirit link, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wis Vs Ref
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Hit: 2[w]+ wis mod
Effect: You or an ally within 5 assumes the spirit of War, until the end of the encounter they gain resist weapon 3, and resist all 1, along with the ability to as a minor action once per round make a melee basic attack.


Ancestral Skill Mystic Swordsmen Utility 2
by having the wisdom of the ages whispered in your ear you can appear to have mastered any skill
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Encounter ✦ Primal
Standard Action
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Effect: You gain a +3 bonus to one untrained class skill of your choice


Hold the Line Mystic Swordsmen Utility 2
You have learned from other long dead warriors what combat superiority really means
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Daily ✦ Primal, Stance
Standard Action Melee
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Effect: Until this stance ends if you hit with an opportunity attack your target is stopped.
Shielding Swordsman: You gain a bonus to opportunity attacks equal to your Int Mod

Spirit of Evasion Mystic Swordsmen Utility 2
You call forth a spirit of evasion to help an ally who is in over his head
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Encounter ✦ Primal
Move Action Ranged 5
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Effect: You or one ally in range remove the mark condition and shift 1 square as a free action


Style Analysis Mystic Swordsmen Utility 2
The wisdom of thousands of warriors allow you to find the weakness in any enemies attack style
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Daily ✦ Primal
Minor Action Close burst 3
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Effect: You and all allies within burst gain a +2 to attack and defenses Vs one creature you can see until the end of the encounter.



Assault Command Mystic Swordsmen Attack 3
With the help of your ancestors your allies strike true
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Encounter ✦ Primal
Standard Action Close burst 3
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Effect: 1 or 2 allies within burst may make a basic attack, if the attacks hit they add your wisdom modifier to damage


Blade of Blood Mystic Swordsmen Attack 3
Sensing weakness in your target you lash out with a fierce attack
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 bloodied creature
Attack: Wisdom vs. AC
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Hit: 3[W]
Miss: Make a melee basic attack

Closing Assault Mystic Swordsmen Attack 3
You press on toward your target
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 2[W]+Wis mod
Effect: if the target moves away from you before the end of your next turn you may as a minor action shift 2 closer to the target.
Injitsu Swordsman: You shift equal to your Dex mod+1.
Special: You shift 2 before the attack

Slash of a thousand cuts Mystic Swordsmen Attack 3
With one cut slice the defenses of your target
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 1 [w] + wis mod and target takes a -2 to all defenses until the end of the swordsman next turn.
Shielding Swordsman: The penalty to defenses is equal to Int modifier +1.

Spirit of Fire and Ice Mystic Swordsmen Attack 5
You call forth the spirits of both fire and ice to aid you and your allies.
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Daily ✦ Cold, Fire, Primal, Spirit Link, Implement
Standard Action Close burst 10
Target: 1 enemy in burst, and all allies in burst
Attack: Wisdom vs. Reflex
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Hit: enemy only: 3d6+Wis mod Fire and Cold
Miss: 1d6 Fire or Cold damage
Effect: Until the end of the encounter all of you and your allies attacks add the Fire and Cold keywords to them, and each ally gains resist variable (Special fire or cold only) equal to your wisdom modifier

Spirit of Mercy Mystic Swordsmen Attack 5
You call forth a spirit of mercy to aid the battlefield.
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Daily ✦ Primal, Spirit link, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. Will
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Hit: 1[w]+ wis mod
Effect: 1 bloodied ally assumes the spirit of mercy, he regens 1d6 hit points every round until he is not bloodied, for the remainder of the combat any ally (Limit one at a time) may assume the spirit of mercy when they are bloodied.
Shielding Swordsman: The regen of this power adds your Int modifier.

Spirit of Vengeance Mystic Swordsmen Attack 5
You call forth a spirit of Vengeance to avenge your allies
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Daily ✦ Primal, Spirit link, Weapon
Standard Action Melee
Trigger: AN ally is bloodied by an enemy
Target: Triggering enemy
Attack: Wisdom vs. Fortitude
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Hit: 3[W]+ wis mod
Miss: half damage
Effect: You assume the spirit of vengeance, until the end of the encounter you and your triggering ally gain a +2 to attack the triggering enemy
Injitsue Swordsman: Your ally gains +1d6 to all damage rolls Vs the target that triggered this power until the end of the encounter


Strike with the Ancestor’s skill Mystic Swordsmen Attack 5
You use a maneuver that has been lost to time by others
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Daily ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 3[W]+ wis mod
Miss: half damage
Effect: you may if the target is bloodied make a free intimidate check to force them to surrender


Assemble the Gaurd Mystic Swordsmen Utility 6
With a bit of spiritual help you reform the ranks of your force.
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Encounter ✦ Primal
Standard Action Close burst 5
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Effect: All alies in burst may shift up to there speed


Reinforce the Minds armor Mystic Swordsmen Utility 6
You dispatch a spirit to aid the mental defences of a target
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Encounter ✦ Primal, spirit-link
Minor Action Melee
Target: One ally
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Effect: Target gains +2 power bonus to Will defence, and saves Vs Charm, Stun, and Dommante


This battle is over Mystic Swordsmen Utility 6
With the power of your ancestor's behind you, you remind the enemy how inevatble there defet is.
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Daily ✦ Primal
Standard Action Close burst 5
Target: All alies in burst
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Effect: targets next attack roll against bloodied targets they can roll 2d20 and take the higher roll.


We're just getting started Mystic Swordsmen Utility 6
The battle is far from over, you just need to remind everyone of that fact.
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Daily ✦ Primal, Healing
Standard Action Close burst 5
Target: Yourself, One, two or three allies in burst
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Effect: upto 3 targets can spend upto three healing surges, 1 each or 2 for 1 and 1 another or all three 1 target. For every healing surge spent the target can make a saving throw.


Critical Attack Mystic Swordsmen Attack 7
You leave a small piece of your spirit weakening the defenses of the target
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 1[w]+wisdom modifier and secondary attack
Effect: this attack can crit on a 18+
Secondary Attack: Wisdom vs. Will
Hit: target takes -2 to AC, and all attacks against the target crit on 18+ until the end of the swordsman's next turn.


Injitsu Parry Mystic Swordsmen Attack 7
You respond to an attack with a quick counter attack
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Encounter ✦ Primal, Weapon
Immediate Interrupt Melee
Trigger: You are attacked by a melee or close attack
Target: Triggering attacker
Attack: Wisdom vs. AC
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Hit: 2[w] + wisdom mod
Effect: .
Injitsu Swordsman: If you miss you do half damage


Sacrifice of spirit Mystic Swordsmen Attack 7
You project a bit of your own spirit to protect a weakened ally.
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Encounter ✦ Primal, Implement
Immediate Interrupt Ranged 10
Trigger: An ally in range is attacked
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Effect: the attack auto hits you instead, even if you are out of range


spirit sapping slash Mystic Swordsmen Attack 7
Your blade cuts more then flesh, but the very soul of the target
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
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Hit: 1[w] psychic, and target is dazed until the end of the swordsmen’s next turn
Effect: All allies adjacent to the target gain +1 to there next melee attack against the target

He must be stopped no matter the cost Mystic Swordsmen Attack 9
You choose your target, and run towards him, not letting anyone stand in your way.
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Daily ✦ Primal, Weapon
Standard Action Melee
Target: 1 Creature up to twice your speed from you
Attack: Wisdom vs. AC
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Hit: 4[w]+ wis mod
Miss: half damage
Effect: You shift up to twice your speed toward the target, any enemy you pass you may make a melee basic attack against, if you hit you may knock that target prone instead of doing damage. The target gains a +2 to attack you until the end of the encounter
Shielding Swordsman: You gain a bonus to attack the target equal to your Int modifier until the end of the encounter.


Injitsu Multi slash Mystic Swordsmen Attack 9
You become a blur of motion, attacking without mercy
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Daily ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 2[W] +wisdom modifier
Effect: you may follow it up with 2 basic attacks
Injitsu Swordsman: The number of basic attacks is equal to 1+ half your dexterity modifier


Spirit of Light and Darkness Mystic Swordsmen Attack 9
You call forth the spirits of polar opposites, and still work them together to aid you and your allies
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Daily ✦ Primal, Implement, spirit Link
Standard Action Close burst 10
Target: All enemies in burst
Attack: Wisdom vs. Fort
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Hit: Blind and Daze (save ends) Aftereffect: Wis modfire necrotic damage
Effect: Until the end of the encounter you and all allies within burst assume the spirit of light and darkness, they do 1d8 extra radiant or necrotic (Chosen each turn) damage with all attacks. They also resist 10 necrotic and radiant.


Summon Warrior of Legend Mystic Swordsmen Attack 9
You call a spirit from the dead to fight oncemore with you
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Daily ✦ Primal, Implment, Summoning
Standard Action Ranged 10
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Effect: You summon a Medium Warrior of legend in an unoccupied square within range. The warrior has speed 6. It has a +2 bonus to AC. You can give the Warrior the following special commands.
Minor Action: Melee 1; targets one creature; Wisdom
vs. Fortitude; 1d8 + Wisdom modifier damage and push 1, the warrior then shifts one into the space the target just left.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d8 + Wisdom modifier damage, and the target is slowed until the end of its turn.
Injitsu Swordsman: the warrior has a +2 to all attacks
sheilding Swordsman: the warrior marks on every attack

My life for his Mystic Swordsmen Utility 10
You sacrifice a bit of your own spirit to rekindle the spirit of another
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Daily ✦ Primal
Immediate Interrupt Ranged 5
Trigger: An ally fails a death saving throw
Target: triggering ally
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Effect: The swordsman falls to -1 hitpoints and unconscious. The target regains hitpoints up to there bloodied total, and may stand as a free action.
If the target failed the 3rd death Save swordsman must make death saves as normal, if the target was on his 1st or 2nd death save then the swordsman counts as stable.



Spirit of Inspiration Mystic Swordsmen Utility 10
An ancestor of yours was once a inspirational general, he aids you when he can
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Encounter ✦ Primal
Immediate Reaction Close burst 5
Trigger: An ally within 5 spends an action point
Target: the triggering ally
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Effect: The ally regains a number of hitpoints equal to the swordsman’s Dex mod+ half of his level


Spirit of Tactics Mystic Swordsmen Utility 10
An ancestor of yours was once a tactical geniuses, he guides you when he can
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Encounter ✦ Primal
Immediate Interrupt Close burst 5
Trigger: An ally within 5 spends an action point to make an attack
Target: the triggering ally
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Effect: The ally gains a bonus to attack and damage equal to half the swordsman’s Int mod


Take my Strength Mystic Swordsmen Utility 10
Through your spirit links you grant an ally your vitality
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Encounter ✦ Primal
Minor Action Close burst 5
Trigger:
Target: One ally in burst
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Effect: The swordsman spends 2 healing surges and regains no hit points, the target regains as if he spent 2 healing surges, and gains a +2 power bonus to attack and damage until the end of the encounter

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[sblock=paragon paths]

Injitsue Master
I am one mind body and soul, I have learned from a thousand spirit mentors, this fight is over.

Prerequisites: Mystic Swordsman, Injutsue Swordsman



Injitsue Master Path Features

Presiise Insican (11th Level): You ad +1d4 damage whenever you have combat advantage, increase to 2d4 at level 21.

First Strike (11th Level): At the start of an encounter, you have combat advantage against any creatures that have not yet acted in that encounter.

Guide the careful hand (11th Level): You may spend an action point to change an allies normal hit into a critical strike against any target you are adjacent to. You do not gain the normal benfit of an extra action.

One Sword (16th Level): By spending 1 hour of meditation with a chosen light or heavy blade, you forge a special bond with the weapon. As a standard action, you can call your bonded weapon to your hand from up to 10 squares away.
You can forge a bond with a different blade using the same meditation process (for instance, if you acquire a new blade that has magical abilities). If you forge a bond with a different blade, the old bond dissipates.
If your bonded weapon is broken or damaged, you can spend 1 hour of meditation to recreate the weapon from a fragment. (This process automatically destroys any other fragments of the weapon in existence, so you can’t use it to create multiple copies of a broken weapon.)

Injitsue Master Attunements

Ending Strike Injitsue Master Attack 11
With a keen eye you and your allies move as one to end the battle
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 bloodied enemy
Attack: Wisdom vs. AC
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Hit: 4 [w]+ Wisdom modfire
Effect: any adjacent allies may make melee basic attacks againt the same target


Spirit of Pursuit Injitsue Master Utility 12
You channel a spirit to help you forge an oath against an enemy
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Daily ✦ Primal, Spirit Link
Minor Action Close burst 10
Target: 1 creature in burst
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Effect: Until the end of the encounter when you make melee attacks against the target you roll 2d20 and take the better one.


Vorpal Slash Injitsue Master Attack 20
With one blow you try to remove your enemies head
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Daily ✦ Primal, Weapon
Standard Action Melee
Prerequisites: You must have combat advantage
Target: 1 bloodied enemy
Attack: Wisdom vs. Reflex
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Hit: 5 [W]+wis mod and ongoing 10 (save ends)
Miss: half damage no ongoing
Effect: this attack crits on a 15+.


Ancestral Defender
I will not let you hurt them

Prerequisites: Mystic Swordsman, Shielding Swordsman



Ancestral Defender Path Features

Spirit Shield (11th Level): Your class bonus to AC and Adjacent Allies AC goes up by +1.

Spirit of Hope (11th Level): When an ally within 5 becomes bloodied they gain a +1 bonus to there next saving throw.

Armor of Spirits (11th Level): When you spend an action point all allies within 5 squares gain a +2 bonus to there AC until the end of your next turn.

Off balancing strike (16th Level): When you miss with an at will attack your allies gain a +2 bonus to y there attack rolls against the same enemy until the end of your next turn.

Ancestral Defender Attunements

Mark of the spirits Ancestral Defender Attack 11
You drive your attack into the enemy, then you and your spirit mentors pour on the attention locking the opponent down.
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Encounter ✦ Primal, Weapon
Standard Action Melee
Target: 1 creature
Attack: Wisdom vs. AC
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Hit: 2 [w]+wis mod
Effect: the target is marked until the end of the encounter


Spirit of protection Ancestral Defender Utility 12

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At-Will ✦ Primal
Immediate Interrupt Close burst 10
Trigger: An enemy marked by you attacks without including you as a target
Target: Triggering creature
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Effect: The target is weakened until the end of his current turn


Raise the fallen Ancestral Defender Attack 20
You strike true, and all of your allies feel a surge within there spirit
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Daily ✦ Primal, Healing, Weapon
Standard Action Melee
Target: 1 Marked enemy
Attack: Wisdom+2 vs. AC
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Hit: 2[W]+wis mod and Int mod
Miss: Wis mod damage
Effect: All allies within 10 heal as if they spent 2 healing surges, and can make an immediate save to end any 1 condition on them
Special: You must spend a healing Surge


Student of the Ages
I studied from many mentors, most dead longer then you have been alive

Prerequisites: Mystic Swordsman



Student of the Ages Path Features

Wise Adaption (11th Level): You may use your wisdom modifier for attack rolls with any power you received from another class, damage still remains the same

Open mind (11th Level): You are now only limited to 1 multi class feat per tier. So 2 class feats at 11th and up to 3 at 21st.

Spirit mentor (11th Level): You may spend an action point to take 20 on any 1 untrained skill check. This is instead of an extra action.

Adaptive learning (16th Level): You may exchange one of your at wills for that of another class.

Student of the Ages Attunements

At 11th level the student of the ages may choose any level 7 or lower encounter power from any class he would like
At 12th level the student of the ages may choose any level 10 or lower utility power from any class he would like
At 20th level the student of the ages may choose any level 15 or lower Daily power from any class he would like


Spirit Caller
The dead outnumber the living, and the dead answer my call

Prerequisites: Mystic Swordsman



Spirit Caller Path Features

Spirit healer (11th Level): when you use your word of the ghost class feature you also may heal all of your summons an amount equal to your level.

Incorporeal Spirits (11th Level): All of the summons you use add the insubstantial quality. So they take half damage from all attacks.

Summoning mastery (11th Level): You may spend an action point to recall a summoned creature, if you do then that daily power recharges at the end of your next short rest.

spirit medic (16th Level): Any time you make a death save and your result is below a 10, it is counted as a ten.

Spirit Caller Attunements

Spectral Defenders Spirit Caller Attack 11
Without you asking the spirits that love you intercept the incoming attack
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Encounter ✦ Primal
Free Action
Trigger: You are attacked with a melee or ranged attack
Target: Triggering attack
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Effect: The attack missed


Summon Pike man Spirit Caller Utility 12
You call up a small group of loyal footman
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Daily ✦ Primal, Implement, Summoning
Standard Action Close burst 5
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Effect: You summon a number of Medium footmen equal to your wisdom modfire in unoccupied squares within range. The Footmen have speed 6. It has a +2 bonus to AC. Each Footman is a minion with only 1hp but never takes damage on a miss. You can give the following special command to one footman at a time
Minor Action: Melee 2; Aid another to an ally Wis Vs 10
All the footman automatically take opportunity attacks when they are provoked.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1/2 Wisdom modifier damage



Summon Spirit Dragon Spirit Caller Attack 20
You talk to all spirits not just your ancestors, and this one has a nasty surprise for your enemies
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Daily ✦ Primal, Implement, Summoning
Action Ranged 10
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Effect: You summon a Large Spirit Dragon in an unoccupied square within range. The Dragon has speed 8, fly 10 hover. It has a +4 bonus to AC, and Fort, and a +2 to Ref. You can give the Dragon the following special commands.
Minor Action: Melee 3; targets one creature; Wisdom
vs. Reflex; 2d6 + Wisdom modifier damage.
Minor Action: Close blast 5; targets enemies only; Wisdom Vs Reflex; 2d12 + Wisdom modifier radiant damage, and weaken (save ends) only 1 time per summon and once for free when destroyed.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 2d6 + Wisdom modifier damage.

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ok so I am sure you want to knwo what is up with the new key word right...well Spirit link is like Rage for barbarians, only the leader way, it can apply to you or allies, or both depending ont he power. Unlike the barbarian I did not make all of the dailys spirit link, becue i felt you should have options.
 

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