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| #1moogleflakesFeb 27, 2010 17:58:19 | Okay, first shot at creating my own 4th edition class. Critique, tell me what's broken, tell me what's awesome. Planning to add more 1st level powers, and maybe a few 2nd level utilities to demonstrate how I want the class to flow a little better. Protector "Get behind me. Better yet, stay behind me. You'll be fine." -Class Traits Role: Defender. You protect allies from harm by warding them from enemies. You lean toward either controller or leader as a secondary role. Power Source: Psionic. You make use of arms, but your core abilities come from within your mind and body. Key Abilities: Constitution, Strength, Charisma Armor Proficiencies: Cloth, Leather, Hide, Chain, Scale, Plate Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee Implements: Ki Focus Bonus to Defense: +1 Fortitude, +1 Will Hit Points at level 1: 15 + constitution score Hit Points gained per level: 6 Healing Surges per day: 10 + constitution modifier Trained Skills: Endurance. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) Build Options: Strength of Body Protector, Heart and Mind Protector Class Features: Protector's Ward, Protector's Mark, Protector's Presence -Creating a Protector Strength of Body Protector You are at the center of battle. Through sheer force, you make your opponents focus on you while your allies unleash devastating attacks. Your body's physical might and hardiness are key to defending your allies, so your highest ability score should be constitution, followed by strength. Make charisma the third highest, to branch into other paths offered by the protector. Some of your powers have secondary effects that allow you to function as a controller. Choose the Ward of Redirection class feature. Suggested Feat: Suggested Skills: Suggested At-will Powers: Suggested Encounter Power: Suggested Daily Power: Heart and Mind Protector You leap across the battlefield, giving aid where it's needed. Your allies depend on your force of character to protect and lead them through encounters. As a protector, your ability to absorb damage is at the core of combat, so make constitution your highest ability score. You also need high charisma to power your metaphysical abilities. Make strength your third highest score, to make your opportunity attacks more damaging. Your powers have effects that allow you to fill the role of leader. Choose the Ward of Absorbtion class feature. Suggested Feat: Suggested Skills: Suggested At-will Powers: Suggested Encounter Power: Suggested Daily Power: -Protector Class Features Protector's Ward You ward your allies from harm in one of two ways. Ward of Redirection: You gain the Ward of Redirection power. In addition, while your off-hand is free, you gain resistance equal to your strength modifier to all damage. This resistance stacks with your highest source of resistance. Ward of Absorbtion: You gain the Ward of Absorbtion power. In addition, while not using a shield, your armor check penalty from plate is reduced to 0. Also, the defense bonus granted by your protector's presence affects yourself and all allies within 5 squares. Ward of Redirection Protector Feature You create a ward around an enemy, causing its hostile actions to veer toward you. At-will * Psionic Free Action Trigger: You hit with a protector at-will, encounter, or daily power. Target: One creature hit by the power you used to trigger this. Effect: If the target attacks before the end of your next turn, the target of that attack changes to you regardless of distance. If it uses a power that would target more than one creature, that power targets only you. If it uses a power that only targets itself or allies, Ward of Redirection has no effect. Special: This ability can be used only once per round. Ward of Absorbtion Protector Feature You create a ward around an ally, absorbing some of the damage they take. At-will * Psionic Immediate Reaction Close Burst 5 Trigger: An ally within range is hit by an attack. Target: The triggering ally. Effect: An amount of damage dealt by the triggering attack not exceeding 5 + your charisma modifier is deducted from your hit points instead of the target's. Increase the amount absorbed to 10 + your charisma modifier at 11th level, and 15 + your charisma modifier at 21st level. Special: This ability can be used only once per round. Protector's Mark Once during each of your turns, you can mark one adjacent enemy as a free action. This mark lasts until the end of your next turn. Protector's Presence The first time you become bloodied in an encounter, you may immediately spend a healing surge. If you do, you also gain a +1 bonus to all defenses until the end of the encounter. This bonus increases to +2 at 11th level, and +3 at 21st level. Ki Focus You can use any weapon that you are proficient with and are currently wielding as a ki focus with Protector powers that have the Implement keyword. While doing this, you do not gain the weapon's proficiency bonus, but you still gain the weapon's enhancement bonus to damage and attack rolls. -Powers Level 1 At-will Disciplines Shocking Smash Protector Attack 1 You charge your weapon with inner energy to create an arcing blast of electricity. At-will * Psionic, Lightning, Weapon Standard Action Melee Weapon Target: One creature Attack: Constitution vs AC Hit: 1[W] + consitution modifier damage. One creature adjacent to the target takes lightning damage equal to your strength modifier. Increase damage to 2[W} + constitution modifier at 21st level. Hindering Strike Protector Attack 1 You slam down on your foe with enough force to cripple their movement momentarily. At-will * Psionic, Weapon Standard Action Melee Weapon Target: One Creature Attack: Constitution vs AC Hit: 1[W] + constitution modifier damage, and the target is slowed until the end of your next turn. Increase damage to 2[W} + constitution modifier at 21st level. Special: This attack can be used as a basic melee attack. Wave Fist Protector Attack 1 A psionic fist flies out of your body to strike a foe from afar, and strike them again if they advance. At-will * Psionic, Psychic, Implement Standard Action Range 5 Target: One Creature Attack: Constitution vs Reflex Hit: 1d8 + constitution modifier psychic damage. If the target moves toward you before the end of your next turn, it takes psychic damage equal to your strength modifier. Increase damage to 2d8 + constitution modifier at 21st level. Guardian Strike Protector Attack 1 While assaulting your foe, you remember that protecting your allies is your main goal. At-will * Psionic, Weapon Standard Action Melee Weapon Target: One Creature Attack: Constitution vs AC Hit: 1[W] + constitution modifier damage, and one ally within 5 squares gains temporary hit points equal to your charisma modifier. Increase damage to 2[W} + constitution modifier at 21st level. Special: This attack can be used as a basic melee attack. Penetrating Gaze Locking eyes with your foe, you command him not to attack your allies. At-will * Psionic, Psychic, Weapon Standard Action Melee Weapon Target: One Creature Attack: Constitution vs Will Hit: 1[W] damage, and the target is marked. It also takes a -2 penalty to all defenses until the end of your next turn. If the target makes an attack that doesn't include you as a target, it takes damage equal to your charisma modifier +2. Increase damage to charisma modifier +4 at 11th level, and 2[W] and charisma modifier +6 at 21st level. Level 1 Encounter Disciplines Psychic Leash Protector Attack 1 A psionic fist flies into a distant enemy and pulls it toward you. Encounter * Psionic, Psychic, Implement Standard Action Range 5 Target: One creature Attack: Constitution vs Reflex Hit: 1d10 + constitution modifier force damage, and the target is pulled to a square adjacent to you. If there are no unoccupied squares adjacent to you, the target is pulled to the nearest unoccupied square possible. Degenerative Blast Protector Attack 1 You unleash a blast of force across the battlefield. Encounter * Psionic, Force, Implement Standard Action Close blast 3 Target: All creatures in blast Attack: Constitution vs Fortitude Hit: 1d6 force damage. Ward of Redirection: All targets take a penalty to attack rolls equal to your strength modifier until the end of your next turn. Exemplar Strike Protector Attack 1 Your persona shines brightly for one instant when your weapon connects. Encounter * Psionic, Weapon Standard Action Melee Weapon Target: One creature Attack: Constitution vs AC Hit: 1[W] + constitution modifier damage, and the target is marked. Ward of Absorbtion: All allies within a number of squares equal to your charisma modifier gain a +1 to the next attack roll they make before the end of your next turn. Special: You can use this power in place of a melee basic attack when charging. Force Blow Protector Attack 1 Gathering your thoughts on striking your target, you unleash a blow before reaching him. Encounter * Psionic, Force, Weapon Standard Action Melee Weapon +2 Target: One creature Attack: Constitution vs AC 1[W] + constitution modifier + charisma modifier force damage. Level 1 Daily Disciplines Spinning Blast Protector Attack 1 Pulses of psionic energy fly from your body, destroying everything they come into contact with. Daily * Psionic, Force, Implement, Zone Standard Action Close burst 5 Target: All creatures in burst. Attack: Constitution vs Fortitude Hit: 2d6 + constitution modifier damage. Effect: This power creates a zone in the burst that lasts until the end of your next turn. Any creature that moves into or starts its turn in the zone stops immediately and is pushed 1 square, starting from the origin square. Sustain Standard: Repeat the attack. The zone persists, but its origin square moves to where the attack was repeated from. Psychic Lock Protector Attack 1 Wracking your foe's brain, you enrage him and open his defenses. Daily * Psionic, Psychic, Implement Standard Action Range 5 Target: One creature Attack: Consitution vs Will Hit: 2d6 + constitution modifier damage, and the target is marked (save ends). This mark cannot be superseded by any other mark, and the target takes a penalty to all attack rolls equal to your charisma modifier. Effect: One ally adjacent to the target can make a melee basic attack against it. |