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Rediscovery of the World - 4e (OOC)
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<blockquote data-quote="Walking Dad" data-source="post: 4581505" data-attributes="member: 59043"><p>[sblock=DM only!]</p><p>Hi Ata, I know, this is maybe to late, but I think the group (espicially Malek) suffers from 3 strikers, one leader and no contoller or defender.</p><p></p><p>Playing a ranged only Striker in confined space feels like dodging behind the other charas, who move then away, to be in a better striking position.</p><p>And then, he sucks again <img src="http://www.enworld.org/forum/images/smilies/cry.png" class="smilie" loading="lazy" alt=":.-(" title="Cry :.-(" data-shortname=":.-(" /></p><p></p><p>Would it be possible to change and playtest a homebrewed class?</p><p>My rationale would be, that the next strike hits Malek, he disappears stangely in a radiant flash and the other hear the hustled steps of the last group member.</p><p></p><p>Here is my homebrew. If you think it unbalanced beyond rescue, I would pledge you to change my character to a swordmage.</p><p></p><p><strong>Student of the Gentle Way</strong> (Martial controller, Monk-like)</p><p>Role: Controller</p><p>Power Source: Martial</p><p>Key Abilities: Dex, Wis, Con</p><p></p><p>Armor Proficiencies: Cloth, leather</p><p>Weapon Proficiencies: Simple melee, simple ranged, shuriken</p><p>Implements: Quarterstaff, ki-straps, ?</p><p></p><p>Bonus to Defenses: +1 Fort, +1 Ref, +1 Will (like paladin)</p><p>Hit Points at 1st Level: 12 + Constitution score (like rogue, better than standard controller, because he is melee range (see barbarian for other example)</p><p>Hit Points per Level Gained: 5</p><p>Healing Surges per Day: 6 + Constitution modifier</p><p>Trained Skills: Acrobatics. From the</p><p>class skills list below, choose four</p><p>more trained skills at 1st level.</p><p>Class Skills: Athletics (Str), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Perception (Wis)</p><p></p><p>Build Option: ?</p><p>Class Features: Weapon Implements, Nimble Warrior</p><p>(Weapons used as implements confer only their magix bonusses, not their proficiency bonus, damage die, etc.)</p><p></p><p><strong>Weapon Implement Mastery</strong></p><p>You specialize in the use of one kind of weapon implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery. You can only use this benefits, if you wear no, cloth- or leather armor.</p><p></p><p>Ki-Strap of Imposition: Once per encounter as a free action, you can use your Ki-Straps to gain one of the following two effects.</p><p>You can designate one creature you have used a GW power upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier.</p><p>Alternatively, you can choose to extend the duration of an effect created by a GW at-will exploit that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.</p><p>You must wield Ki-Straps to use this ability.</p><p></p><p>Quarterstaff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to</p><p>defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features.</p><p></p><p>? of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Strength modifier. You must wield your ? to benefit from this feature.</p><p></p><p><strong>Nimble Warrior:</strong></p><p>If you wear no armor or cloth armor, you get an extra +1 to both AC and Reflex.</p><p></p><p></p><p><span style="color: Lime">At-Will Exploits</span></p><p><span style="color: Lime">Gentle Blow GW Attack 1</span></p><p><span style="color: Lime"><em>With nothing more than a touch, you can inflict griveous wounds.</em></span></p><p><span style="color: Lime">At-Will ✦ Martial, Implement</span></p><p><span style="color: Lime">Standard Action Melee</span></p><p><span style="color: Lime">Target: One creature</span></p><p><span style="color: Lime">Attack: Dexterity vs. Reflex</span></p><p><span style="color: Lime">Hit: 1d8 + Dexterity modifier damage.</span></p><p><span style="color: Lime">Increase damage to 2d8 + Dexterity modifier at 21st level.</span></p><p><span style="color: Lime">Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power.</span></p><p><span style="color: Lime"></span></p><p><span style="color: Lime">Sweeping Push GW Attack 1</span></p><p><span style="color: Lime"><em>You make a sweeping move, pushing your opponents away.</em></span></p><p><span style="color: Lime">At-Will ✦ Martial, Implement</span></p><p><span style="color: Lime">Standard Action Close burst 1</span></p><p><span style="color: Lime">Target: Each enemy in burst</span></p><p><span style="color: Lime">Attack: Dexterity vs. Fortitude</span></p><p><span style="color: Lime">Hit: 1d6 + Dexterity modifier damage, and you push the target a number of squares equal to your Wisdom modifier.</span></p><p><span style="color: Lime">Increase damage to 2d6 + Dexterity modifier at 21st level.</span></p><p></p><p><span style="color: Red">Dazing Strike GW Attack 1</span></p><p><span style="color: Red"><em>You strike a nerve point of your opponent, dazing him.</em></span></p><p><span style="color: Red">Encounter ✦ Martial, Psychic, Implement</span></p><p><span style="color: Red">Standard Action Melee</span></p><p><span style="color: Red">Target: One creature</span></p><p><span style="color: Red">Attack: Dexterity vs. Fortitude</span></p><p><span style="color: Red">Hit: 2d8 + Dexterity modifier psychic damage, and the target is dazed until the end of your next turn.</span></p><p></p><p><span style="color: Gray">Stunning Fist GW Attack 1</span></p><p><span style="color: Gray">You use the famous Stunning Fist of the Gentle Way.</span></p><p><span style="color: Gray">Daily ✦ Implement, Psychic, Sleep</span></p><p><span style="color: Gray">Standard Action melee</span></p><p><span style="color: Gray">Target: one creature</span></p><p><span style="color: Gray">Attack: Dexterity vs. Will</span></p><p><span style="color: Gray">Hit: 3d4 + Dexterity modifier psychic damage and the target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends).</span></p><p><span style="color: Gray">Miss: No damage and the target is slowed (save ends).</span></p><p></p><p>Abundant Step GW Utility 2</p><p>Your form blurs as you hastily withdraw from the battlefield.</p><p>Daily ✦ Martial</p><p>Move Action Personal</p><p>Effect: Shift up to twice your speed.</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4581505, member: 59043"] [sblock=DM only!] Hi Ata, I know, this is maybe to late, but I think the group (espicially Malek) suffers from 3 strikers, one leader and no contoller or defender. Playing a ranged only Striker in confined space feels like dodging behind the other charas, who move then away, to be in a better striking position. And then, he sucks again :.-( Would it be possible to change and playtest a homebrewed class? My rationale would be, that the next strike hits Malek, he disappears stangely in a radiant flash and the other hear the hustled steps of the last group member. Here is my homebrew. If you think it unbalanced beyond rescue, I would pledge you to change my character to a swordmage. [B]Student of the Gentle Way[/B] (Martial controller, Monk-like) Role: Controller Power Source: Martial Key Abilities: Dex, Wis, Con Armor Proficiencies: Cloth, leather Weapon Proficiencies: Simple melee, simple ranged, shuriken Implements: Quarterstaff, ki-straps, ? Bonus to Defenses: +1 Fort, +1 Ref, +1 Will (like paladin) Hit Points at 1st Level: 12 + Constitution score (like rogue, better than standard controller, because he is melee range (see barbarian for other example) Hit Points per Level Gained: 5 Healing Surges per Day: 6 + Constitution modifier Trained Skills: Acrobatics. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Heal (Wis), History (Int), Insight (Wis), Perception (Wis) Build Option: ? Class Features: Weapon Implements, Nimble Warrior (Weapons used as implements confer only their magix bonusses, not their proficiency bonus, damage die, etc.) [B]Weapon Implement Mastery[/B] You specialize in the use of one kind of weapon implement to gain additional abilities when you wield it. Choose one of the following forms of implement mastery. You can only use this benefits, if you wear no, cloth- or leather armor. Ki-Strap of Imposition: Once per encounter as a free action, you can use your Ki-Straps to gain one of the following two effects. You can designate one creature you have used a GW power upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a penalty to its saving throws against that effect equal to your Wisdom modifier. Alternatively, you can choose to extend the duration of an effect created by a GW at-will exploit that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. You must wield Ki-Straps to use this ability. Quarterstaff of Defense: A staff of defense grants you a +1 bonus to AC. In addition, once per encounter as an immediate interrupt, you gain a bonus to defense against one attack equal to your Constitution modifier. You can declare the bonus after the Dungeon Master has already told you the damage total. You must wield your staff to benefit from these features. ? of Accuracy: Once per encounter as a free action, you gain a bonus to a single attack roll equal to your Strength modifier. You must wield your ? to benefit from this feature. [B]Nimble Warrior:[/B] If you wear no armor or cloth armor, you get an extra +1 to both AC and Reflex. [COLOR=Lime]At-Will Exploits Gentle Blow GW Attack 1 [I]With nothing more than a touch, you can inflict griveous wounds.[/I] At-Will ✦ Martial, Implement Standard Action Melee Target: One creature Attack: Dexterity vs. Reflex Hit: 1d8 + Dexterity modifier damage. Increase damage to 2d8 + Dexterity modifier at 21st level. Special: This power counts as a melee basic attack. When a power allows you to make a melee basic attack, you can use this power. Sweeping Push GW Attack 1 [I]You make a sweeping move, pushing your opponents away.[/I] At-Will ✦ Martial, Implement Standard Action Close burst 1 Target: Each enemy in burst Attack: Dexterity vs. Fortitude Hit: 1d6 + Dexterity modifier damage, and you push the target a number of squares equal to your Wisdom modifier. Increase damage to 2d6 + Dexterity modifier at 21st level.[/COLOR] [COLOR=Red]Dazing Strike GW Attack 1 [I]You strike a nerve point of your opponent, dazing him.[/I] Encounter ✦ Martial, Psychic, Implement Standard Action Melee Target: One creature Attack: Dexterity vs. Fortitude Hit: 2d8 + Dexterity modifier psychic damage, and the target is dazed until the end of your next turn.[/COLOR] [COLOR=Gray]Stunning Fist GW Attack 1 You use the famous Stunning Fist of the Gentle Way. Daily ✦ Implement, Psychic, Sleep Standard Action melee Target: one creature Attack: Dexterity vs. Will Hit: 3d4 + Dexterity modifier psychic damage and the target is slowed (save ends). If the target fails its first saving throw against this power, the target becomes unconscious (save ends). Miss: No damage and the target is slowed (save ends).[/COLOR] Abundant Step GW Utility 2 Your form blurs as you hastily withdraw from the battlefield. Daily ✦ Martial Move Action Personal Effect: Shift up to twice your speed. [/sblock] [/QUOTE]
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