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<blockquote data-quote="Obly99" data-source="post: 9555364" data-attributes="member: 7035194"><p>An archetype for the fighter based on the character of <a href="https://marvel.fandom.com/wiki/Sebastian_Shaw_(Earth-616)" target="_blank">Sebastian Shaw</a>, the Black King of the Hellfire Club of the Marvel</p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">Energized Lord (Fighter Archetype)</span></strong></p><p></p><p><strong>Alters</strong> class skills; <strong>Replaces</strong> proficiency with medium and heavy armors, bonus feat of 1st level, armor training, bravery, weapon training option of 5th level, armor, mastery, weapon master</p><p></p><p>The Energized Lord is a formidable warrior who uses his unique connection to kinetic and magical energy to strengthen his body. Instead of wearing armor, he absorbs the damage inflicted by his enemies and converts it into devastating power. This combination of passive defense and enhanced attacks makes him an unpredictable and dangerous opponent.</p><p></p><p><strong>Class Skills:</strong> The Energized Lord gains 4 + Intelligence skill points per level. He also gains Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Perception, and Sense Motive as class skills.</p><p>This alters the fighter class skills.</p><p></p><p><strong>AC Bonus (Ex):</strong> When unarmored and unencumbered, the Energized Lord adds his Charisma bonus (if any) to his AC and his CMD. In addition, an Energized Lord gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four fighter levels thereafter, up to a maximum of +5 at 20th level.</p><p>These bonuses to AC apply even against touch attacks or when the Energized Lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.</p><p>This replaces the fighter proficiency with medium and heavy armors.</p><p></p><p><strong>Absorb Energy (Ex):</strong> Whenever the Energized Lord takes damage, he can absorb some of that energy to enhance his attacks or improve his resistance. When suffering at least 5 damage to his hit points from a single source, the Energized Lord gains 1 point of Stored Energy (SE). These points can be spent later to activate special powers. He can store up to a maximum of Stored Energy equal to his fighter level + his Constitution modifier. Stored SE decay at the rate of one every day, so an Energized Lord that want his pool constantly full must suffer 5 damage every day.</p><p>The Energized Lord gains a bonus on Strength and Constitution checks and on Strength-based skill checks equal to ½ the number of SE stored, and adds the number of SE stored to his Strength score for the purpose of determine his carrying capacity.</p><p></p><p><strong>Made to Last (Ex):</strong> The Energized Lord gains Toughness as a bonus feat but instead of the usual benefits he gain +9 hit points. If he has more than 3 Hit Dice, he gains +3 hit points whenever he gains a Hit Die. If the Energized Lord rolls the half or less for his fighter Hit Die (5 or less for a d10), he gains instead the half +1 for that level.</p><p>This replaces the fighter bonus feat of 1st level.</p><p></p><p><strong>Kinetic Rebound (Ex):</strong> At 2nd level, when the Energized Lord is hit by a melee attack, he can immediately release some of his stored energy to damage the attacker. As an immediate action, he can spend 1 point of SE to deal 1d8 plus his Constitution modifier damage to the attacker. The Energized Lord reduce the damage suffered by the melee attack by the damage he inflicted with this ability. If he reduced the damage suffered to 0, he also negate any additional affect that accompanies the attack (like energy drain, grab, or poison). This damage increases by 1d8 for every 3 fighter levels thereafter.</p><p>This replaces bravery.</p><p></p><p><strong>Feel the Air (Ex):</strong> At 3rd level, the Energized Lord can sense the shift of kinetic energy in the air, giving him a supernatural-like sixth sense. He gains the uncanny dodge ability of a rogue and the Blind-Fight feat as a bonus feat. If the Energized Lord already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.</p><p>This replaces the armor training option of 3rd level.</p><p></p><p><strong>Empowered Strikes (Ex):</strong> At 5th level, the Energized Lord can channel his energy into his attacks to strike with superhuman strength. He can spend a number of SE up to ¼ his fighter level to add +1 to attack and 1d6 extra points of damage per point spent to his melee and throw weapon attacks until the start of his next turn.</p><p>This replaces the weapon training option of 5th level.</p><p></p><p><strong>Resilient Physique (Ex):</strong> The Energized Lord's body grows stronger as he continues to consume energy. Starting at 7th level, for every 3 points of SE accumulated, the Energized Lord gains a +1 insight bonus on Fortitude saving throws and a +1 bonus to his natural armor bonus to AC. He also gains the improved uncanny dodge ability of a rogue, using his fighter level as his rogue level.</p><p>This particular natural armor bonus also apply to his touch AC against firearms attacks and other physical projectiles that resolve against AC touch.</p><p>This replaces the armor training option of 7th level.</p><p></p><p><strong>Overload (Ex):</strong> Starting at 11th level, the Energized Lord can unleash a devastating blast of stored energy, damaging all nearby opponents. As a standard action, he can spend a number of Stored Energy up to ½ his fighter level to deal 2d6 points of damage per point spent to all creatures and unattended objects within 30 feet. Creatures can make a Reflex save (DC 10 + ½ fighter level + his Constitution modifier) to take half the damage.</p><p>This replaces the armor training option of 11th level.</p><p></p><p><strong>Limitless Resilience (Ex):</strong> Starting at 15th level, the Energized Lord's body is now virtually indestructible. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to nonlethal damage.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Damage reduction DR 5/—.</p> </li> </ul><p>Also, the maximum number of SE points that can be stored increases by +5.</p><p>This replaces the armor training option of 15th level.</p><p></p><p><strong>Perfect Kinetic Flow (Ex):</strong> At 19th level, the Energized Lord has achieved perfect control of his kinetic energy, reducing damage taken and reflecting it back at his enemies. A number of times per day equal to his Constitution modifier, when he takes damage, he can spend 3 SE as an immediate action for make a special Fortitude saving throw, with a DC equal to</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">attack roll for an attack originated by a creature</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">saving throw for an effect originated by a creature with a saving throw for reduce</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">10 + ½ source HD + source Constitution modifier for an effect originated by a creature with no saving throw for reduce</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">DC 15 for damage not originated by a creature, like a trap</p> </li> </ul><p>On a success, the attack is negated and he reflect half of the theoretical damage (the damage that he would have suffered without using this feature) taken back at the source. On a failure the attack damage is still reduced by half and he reflect half of the damage suffered (at the effective ¼ of the rolled damage) back at the source.</p><p>This replaces armor mastery.</p><p></p><p><strong>Invincible King (Ex):</strong> At 20th level, the Stored energy makes the Energized Lord an unstoppable force. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits:</p><ul> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to precision damage (like sneak attacks) and critical hits.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Immunity to ability damage and drain, dazed, energy drain, exhaustion, fatigue, nausea, paralysis, petrification, staggered, and stun.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Regeneration 10 (epic).</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">+4 to all saving throws.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left">Damage reduction 10/—.</p> </li> </ul><p>Once per day, the Energized Lord can spend 5 SE as a free or immediate action to become completely immune to damage to hit points until the start of his next turn.</p><p>This replaces weapon master.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9555364, member: 7035194"] An archetype for the fighter based on the character of [URL='https://marvel.fandom.com/wiki/Sebastian_Shaw_(Earth-616)']Sebastian Shaw[/URL], the Black King of the Hellfire Club of the Marvel [CENTER][B][SIZE=7]Energized Lord (Fighter Archetype)[/SIZE][/B][/CENTER] [B]Alters[/B] class skills; [B]Replaces[/B] proficiency with medium and heavy armors, bonus feat of 1st level, armor training, bravery, weapon training option of 5th level, armor, mastery, weapon master The Energized Lord is a formidable warrior who uses his unique connection to kinetic and magical energy to strengthen his body. Instead of wearing armor, he absorbs the damage inflicted by his enemies and converts it into devastating power. This combination of passive defense and enhanced attacks makes him an unpredictable and dangerous opponent. [B]Class Skills:[/B] The Energized Lord gains 4 + Intelligence skill points per level. He also gains Appraise, Bluff, Diplomacy, Intimidate, Knowledge (nobility), Perception, and Sense Motive as class skills. This alters the fighter class skills. [B]AC Bonus (Ex):[/B] When unarmored and unencumbered, the Energized Lord adds his Charisma bonus (if any) to his AC and his CMD. In addition, an Energized Lord gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four fighter levels thereafter, up to a maximum of +5 at 20th level. These bonuses to AC apply even against touch attacks or when the Energized Lord is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. This replaces the fighter proficiency with medium and heavy armors. [B]Absorb Energy (Ex):[/B] Whenever the Energized Lord takes damage, he can absorb some of that energy to enhance his attacks or improve his resistance. When suffering at least 5 damage to his hit points from a single source, the Energized Lord gains 1 point of Stored Energy (SE). These points can be spent later to activate special powers. He can store up to a maximum of Stored Energy equal to his fighter level + his Constitution modifier. Stored SE decay at the rate of one every day, so an Energized Lord that want his pool constantly full must suffer 5 damage every day. The Energized Lord gains a bonus on Strength and Constitution checks and on Strength-based skill checks equal to ½ the number of SE stored, and adds the number of SE stored to his Strength score for the purpose of determine his carrying capacity. [B]Made to Last (Ex):[/B] The Energized Lord gains Toughness as a bonus feat but instead of the usual benefits he gain +9 hit points. If he has more than 3 Hit Dice, he gains +3 hit points whenever he gains a Hit Die. If the Energized Lord rolls the half or less for his fighter Hit Die (5 or less for a d10), he gains instead the half +1 for that level. This replaces the fighter bonus feat of 1st level. [B]Kinetic Rebound (Ex):[/B] At 2nd level, when the Energized Lord is hit by a melee attack, he can immediately release some of his stored energy to damage the attacker. As an immediate action, he can spend 1 point of SE to deal 1d8 plus his Constitution modifier damage to the attacker. The Energized Lord reduce the damage suffered by the melee attack by the damage he inflicted with this ability. If he reduced the damage suffered to 0, he also negate any additional affect that accompanies the attack (like energy drain, grab, or poison). This damage increases by 1d8 for every 3 fighter levels thereafter. This replaces bravery. [B]Feel the Air (Ex):[/B] At 3rd level, the Energized Lord can sense the shift of kinetic energy in the air, giving him a supernatural-like sixth sense. He gains the uncanny dodge ability of a rogue and the Blind-Fight feat as a bonus feat. If the Energized Lord already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead. This replaces the armor training option of 3rd level. [B]Empowered Strikes (Ex):[/B] At 5th level, the Energized Lord can channel his energy into his attacks to strike with superhuman strength. He can spend a number of SE up to ¼ his fighter level to add +1 to attack and 1d6 extra points of damage per point spent to his melee and throw weapon attacks until the start of his next turn. This replaces the weapon training option of 5th level. [B]Resilient Physique (Ex):[/B] The Energized Lord's body grows stronger as he continues to consume energy. Starting at 7th level, for every 3 points of SE accumulated, the Energized Lord gains a +1 insight bonus on Fortitude saving throws and a +1 bonus to his natural armor bonus to AC. He also gains the improved uncanny dodge ability of a rogue, using his fighter level as his rogue level. This particular natural armor bonus also apply to his touch AC against firearms attacks and other physical projectiles that resolve against AC touch. This replaces the armor training option of 7th level. [B]Overload (Ex):[/B] Starting at 11th level, the Energized Lord can unleash a devastating blast of stored energy, damaging all nearby opponents. As a standard action, he can spend a number of Stored Energy up to ½ his fighter level to deal 2d6 points of damage per point spent to all creatures and unattended objects within 30 feet. Creatures can make a Reflex save (DC 10 + ½ fighter level + his Constitution modifier) to take half the damage. This replaces the armor training option of 11th level. [B]Limitless Resilience (Ex):[/B] Starting at 15th level, the Energized Lord's body is now virtually indestructible. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits: [LIST] [*][LEFT]Immunity to nonlethal damage.[/LEFT] [*][LEFT]Damage reduction DR 5/—.[/LEFT] [/LIST] Also, the maximum number of SE points that can be stored increases by +5. This replaces the armor training option of 15th level. [B]Perfect Kinetic Flow (Ex):[/B] At 19th level, the Energized Lord has achieved perfect control of his kinetic energy, reducing damage taken and reflecting it back at his enemies. A number of times per day equal to his Constitution modifier, when he takes damage, he can spend 3 SE as an immediate action for make a special Fortitude saving throw, with a DC equal to [LIST] [*][LEFT]attack roll for an attack originated by a creature[/LEFT] [*][LEFT]saving throw for an effect originated by a creature with a saving throw for reduce[/LEFT] [*][LEFT]10 + ½ source HD + source Constitution modifier for an effect originated by a creature with no saving throw for reduce[/LEFT] [*][LEFT]DC 15 for damage not originated by a creature, like a trap[/LEFT] [/LIST] On a success, the attack is negated and he reflect half of the theoretical damage (the damage that he would have suffered without using this feature) taken back at the source. On a failure the attack damage is still reduced by half and he reflect half of the damage suffered (at the effective ¼ of the rolled damage) back at the source. This replaces armor mastery. [B]Invincible King (Ex):[/B] At 20th level, the Stored energy makes the Energized Lord an unstoppable force. When the Energized Lord has at least 5 points of SE stored, he gains the following benefits: [LIST] [*][LEFT]Immunity to precision damage (like sneak attacks) and critical hits.[/LEFT] [*][LEFT]Immunity to ability damage and drain, dazed, energy drain, exhaustion, fatigue, nausea, paralysis, petrification, staggered, and stun.[/LEFT] [*][LEFT]Regeneration 10 (epic).[/LEFT] [*][LEFT]+4 to all saving throws.[/LEFT] [*][LEFT]Damage reduction 10/—.[/LEFT] [/LIST] Once per day, the Energized Lord can spend 5 SE as a free or immediate action to become completely immune to damage to hit points until the start of his next turn. This replaces weapon master. [/QUOTE]
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