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| #1SundraconApr 20, 2009 11:18:43 | Disciple Overview Role: Leader. Using Ki, you bolster you allies and strike down your foes. You are at the heart of melee combat executing special maneuvers to release the power of your Ki. You lean toward either striker or defender as a secondary role. Key Abilities: Wisdom, Strength, Constitution Armor Proficiencies: Cloth Weapon Proficiencies*: Longspear, Longsword, Shuriken, Sling, Spear, Unarmed(Special), Quarterstaff Implements: Handwraps, Vestments Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will *Longspear, Longsword, Shuriken, Sling, Spear, Spiked Gauntlet, Unarmed, and Quarterstaff are considered to be Ki Weapons Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 9 Trained Skills: From the class list below, choose four trained skills at 1st level. Class Skills: Acrobatics(Dex), Arcana(Int), Athletics(Str), Endurance(Con), Diplomacy(Cha), Heal(Wis), History(Int), Nature(Wis), Perception(Wis), Religion(Int) Some powers will have the Unarmed Keyword instead of Weapon. These powers usually have a range of melee touch and use the attributes of the Disciples unarmed strikes enhanced by their implements. Note: Disciples do not use their unarmed proficiency bonus for unarmed implement attacks. Just as weapon damage is noted as [W], unarmed damage is denoted as [u]. Fighting styles can be assumed by using certain Disciple powers. Once you assume a fightings style, it last until the end of the encounter, or until you assume a different fighting style. Fighting styles can only be used while not wearing leather armor, hide armor, heavy armor nor a shield. Disciple Class Features Disciples have the following class features. Combat Awareness: While you not wearing leather armor, hide armor, heavy armor nor a shield, you gain a +1 bonus to AC and a +1 bonus to Reflex. These bonuses to increases to +2 at 11th level and +3 at 21st level. Monastic Training: You treat unarmed strikes as +3 proficiency weapons that deal 1d6 damage. Choose one of the following options. The choice you make gives you the benefit described below and also provides bonuses to certain disciple powers, as described in those powers. Way of the Celestial Tiger: While using a fighting style, you gain a +1 bonus to attack rolls and a +2 bonus to damage rolls with Ki Weapons. Way of the Immortal Dragon: While using a fighting style, you gain +2 bonus to AC and +1 bonus to Fortitude, Reflex and Will while only wielding Ki Weapons. Inner Strength: The Disciples mastery of Ki allows you to heal allies. You gain the Inner Strength power and a Power of the Soul. Power of the Soul: Choose a 1st level Disciple Encounter Attack Power with the healing keyword, this is your power of the Soul. You can spend an hour of meditation retrain your power of the soul to a different Disciple encounter attack power with the healing keyword of your level or lower. This power cannot be one you already know. You cannot use this power unless you use inner strength to gain its use. Disciple Powers Class Features: Each Disciple has the Inner Strength power. Inner Strength Even those without your mastery of Ki have this soul energy locked away inside. You extend your Ki outward, reaching into those reserves, to give them the strength to endure while you gain some insight from delving into their soul energy. Encounter(Special) – Healing, Ki Minor Action Close Burst 5(10 at 11th level, 15 at 21st level) Target: You or one ally in burst Effect: The target can spend a healing surge and you can lose a healing surge to gain the use of your Power of the Soul encounter attack power. Level 6: The target also regains an additional 1d6 hit points. Level 11: The target also regains an additional 2d6 hit points. Level 16: The target also regains an additional 3d6 hit points. Level 21: The target also regains an additional 4d6 hit points. Level 26: The target also regains an additional 5d6 hit points. 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, but only once per round. |
| #2SundraconApr 20, 2009 11:28:57 | Lvl 1 At-Will powers Blessed Wind Strike You strike with the grace of the wind using to carry your attack while the soothing breeze bolsters a nearby ally. At-Will – Ki, Weapon Standard Action Melee Weapon Effect: You can assume the Blessed Wind fighting style. Once per round while using this fighting style, you grant temporary hit points equal to your 1 + half your Constitution modifier to one ally within 5 squares when you hit an enemy. Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. _____Level 21: 2[W] + Wisdom modifier damage. Special: When charging, you can use this power as a melee basic attack. Disorienting Tempest Strike With a flurry of attacks, you disorient your foe leaving it wondering where and when the next attack will come. At-Will – Implement, Ki, Unarmed Standard Action Melee Touch Effect: You can assume the Disorienting Tempest fighting style. While using this fighting style, any enemy you hit takes a -1 penalty to the same defense the attack targeted until the end of you next turn. Target: One Creature Attack: Wisdom -2 vs. Reflex, two attacks Hit: Wisdom modifier damage. Special: If both attacks hit, you deal an extra 1[u] damage. _____Level 21: You deal an extra 2[u] damage if both attacks hit. Empty Void Strike Practitioners of the Void style are capable of seemingly impossible strikes. Attacks that seem to hit nothing but air still somehow manage to connect. At-Will – Ki, Weapon Standard Action Melee Weapon + 1 Effect: You can assume the Empty Void fighting style. While using this fighting style, any enemy you hit with an attack takes half your Strength modifier in damage whenever missed by an attack until the end of your next turn. Target: One Creature Attack: Wisdom vs. AC Hit: 1[W] + Wisdom modifier damage. _____Level 21: 2[W] + Wisdom modifier damage. Strike of Karmic Imposition You attune yourself with a foe and follow its movements At-Will – Implement, Ki, Unarmed Standard Action Melee Touch Effect: You can assume the Karmic Imposition fighting style. While using this fighting style, whenever you hit an enemy, you can shift a number of squares equal to 1 plus half your wisdom modifier in response to any move that enemy makes an immediate reaction. You must end this shift closer to that enemy. Target: One Creature Attack: Wisdom vs. Reflex Hit: 1[u] + Wisdom modifier damage. _____Level 21: 2[u] + Wisdom modifier damage. Special: You can one 1 square before making this attack. |
| #3SundraconApr 22, 2009 6:03:54 | reserved |