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| #1dragoon1Nov 28, 2009 3:57:59 | Name: Huntsman Role: Defender Powersource: Martial Key Atributes: Strength, Dexterity, Constitution HP at level 1: 15+con HP per level: 6 Surges per day: 9 + con modifier Skills: Nature, plus three of the folowing: Acrobatics, Athletics, Endurance, Heal, Dungeonearing, Intimidate Armor Proficiences: Cloth, leather, hide, heavy shield, light shield Weapon proficiencies: All simple and military melee and ranged Bonus to defense: +1 fortitude, +1 reflex The huntsman is much like a wilderness ranger. They spend much time in the wilds, honing their skills against the wilderness, fighting alongside their bestial companion. Their is no mysticism to their combat, though many do worship dieties or the spirits of the land. They are often found in the frontier, defending outposts, towns, and sometimes just themselves from the dangers of the widlerness. Their motives differ greatly from defense of their home, to survival, to in the most extream cases simply the joy of killing something up close. Class features: Companion: All huntsmen have a beast companion much like a beastmaster ranger. They chose from the same list but make the following changes: Defenses: Add +3 to AC and +2 to all other defenses Healing surges: Your pet has 5 healing surges +1 per tier Rituals: You have the raise beast companion ritual Fierce Presence: As a free action once per turn you may mark any enemies adjacent to you and your beast companion. Marked enemies take a -2 to attack rolls if they make an attack that includes neither you nor your beast companion as a target. If a marked enemy makes an attack that includes neither you nor your beast companion then one of you adjacent to it may make a melee basic attack as an imediate interupt. Simple weapon specialist: Weapons are often not easy to come by on the frontier. Add +1 to attack and damage rolls if wielding a simple weapon. You also have a +1 proficiency bonus with improvised weapons. Powers: Level 1 at will powers: Note: All at wills increase to 2W or 2B at level 21 Syncronised Strike You and your beast strike in unison Martial Beast Weapon Standard Melee Weapon Beast Melee1 Target: one or two creatures Attack: Strength vs AC and Beast Attack vs AC Hit: 1W to target you attacked, 1B to target beast attacked Timed Strike Power is sacrificed to save the attack for the proper moment Martial Beast or Weapon Standard Melee Weapon or Beast Melee1 Target: one creature adjacent to you or your pet Attack: Strength +2 vs AC or Beast Attack +2 vs AC Hit: 1W or 1B as per who attacked Pull Away Your pet drags its prey away Martial Beast Standard Beast Melee1 Target: one creature adjacent to your pet Attack: Pet Attack vs AC Hit: 1B + Strength modifier and your pet may slide one square then pull the enemy to an adjacent square Tide of Iron (as per fighter) Level 1 Encounter Vicious Smash You strike your oppent hard with your shield, pushing them down and away Martial Standard Melee1 Special: You must be wielding a shield, if you are weilding a spiked shield add it's weapon damage Target: one adjacent creature Attack: Strength vs Reflex Hit: 1d4 damge then you may push your target one square and the target is knocked prone Latch on Your companion latches firmly onto your foe, hindering movement Martial Beast Standard Beast Melee1 Target: One enemy adjacent to your beast Attack: Beast Attack vs AV Hit: 1B + Beast Strength and your target is slowed and can not shift untill the end of your next turn. Aditionally if your target moves your beast may slide with it to stay adjacent to it untill the end of your next turn. Move Aside You less than gently move your allie out the way then strike Martial Weapon Standard Melee Weapon Effect: Slide one willing adjacent allie a number of squares equal to your strength modifier and then shift into one of the squares he or she moved through then attack Target: One Creature Attack: Strength vs AC Hit: 2W + strength modifier Level 1 daily: Feral Assault You and your pet attack in powerful unison Martial Beast Weapon Standard Melee Weapon Beast melee1 Target: One enemy adjacent to you and your pet Two Attacks: Beast attack vs AC and Strength vs AC Hit: 1B + Beast Strength or Dexterity and 1W+ Strength Special: If the target is flanked and both attacks hit add an aditional 1B and 1W Feral Threat Your beast shows how dangerous it truely is Martial Beast Standard Beast Melee1 Target: One enemy adjacent to your beast Attack: Beast Attack vs AC Hit: 2B + Beast strength or dexterity Effect: The target is marked to your beast for the remainder of the encounter Reckless Fury You mimic feral fury as you attack with wild abandon Martial Weapon Reliable Standard Melee Weapon Target: One enemy Attack: Strength +2 vs AC Hit: 3W + Strength Modifier Effect: You have a -2 to AC untill the end of your next turn. Level 2 Utility Rapid Recuperation with a quick breath you ar refreshed and ready to stay in the fray Daily Martial Healing Free Action Personal Effect: You take a second wind at an action below what it normally would be and gain aditional hitpoints equal to your constitution modifier. Nowhere to run There is no escaping you or your beast Encounter Martial Immediate interupt Trigger: An enemy who began its turn adjacent to you or your beast companion is no longer adjacent to you or your beast companion Effect: You and/or your beast may shift up to twice speed to stay adjacent to the enemy triggering this power. Just a little further! You move with a burst of spead to get to where you need to be Encounter Marial Move Action Effect: You and your beast move up to speed +2 Lick your wounds It hurts, but with a moment to wrap it you'll be able to keep going Daily Healing Marial Standard Action Special: You may only use this power when you or your pet is bloodied Effect: You and your pet may spend a healing surge. Level Three encounter Tendon Rip You make sure your enemy isn't moving from the pain Martial Weapon Standard Melee Weapon Target: One enemy Attack: Strength vs AC Hit: 1W + strength damage, if you are wielding a dagger or sickle add your dexterity modifer. Your target is imobilized (save ends) Pounce Your beast uses its momentum to send your foe to the ground Martial Beast Standard Beast Melee1 Target: One enemy Attack: Beast Attack vs AC Hit: 1B and the target is knocked down and dazed untill the end of your next turn Special: Your beast must have moved at least three squares Obvious Distraction Between your beasts calls and your strikes the enmy can't focus on attacking Martial Weapon Standard Melee Weapon Target: One enemy Attack: Strength vs AC Hit: 2W + strength modifier Effect: Your target has a -2 to all attacks untill the end of your next turn Special: Your beast must be adjacent to you or your target Nimble Taunt You strike and move, beckoning your enemy to follow Martial Weapon Standard Melee Weapon Target: One enemy Attack: Strength vs AC Hit: 2W + strength modifier damage and you may shift a number of squares equal to 1 plus your dexterity modifier. If your target makes an attack that does not include you it takes a -1 to all attack rolls untill the end of your next turn Level 5 daily attacks Iron-Jawed latch Your beast latches on, and is not lettign go any time soon Martial Beast Standard Beast Melee1 Target: one enemy Attack: Beast attack vs AC Hit: 2B + beast strength modifier and the beast slides with the target whenever it moves and takes a -2 penalty to AC (save ends both) To the ground! You take you foe to the ground, and make sure they stay there. Martial Weapon Stance Standard Melee Weapon Target: one enemy Attack: Strength vs Reflex Hit: 1W + strength modfier and your oppent is knocked down and can not get up as long as you sustain this power Sustain: move, if you are not adjacent to the target you can not sustain this power Flurry of fangs Your pet lashes out against all enemies around Martial Beast Standard Beast burst1 Target: each enemy in burst Attack: Beast attack vs AC Hit: 2B + beast's strength or dexterity and the target takes an ongoing 2 damage (save ends) Level 6 Utility Shield Wall You take extra effort to make sure you provide cover to all allies around you. Daily Martial Stance Minor Action Effect: Untill the end of the encounter all allies adjace to you gain a power bonus to AC and reflex equal to the bonus to ac and reflex your shield provides Paired Senses What you may miss your pet picks up Encounter Martial No Action Effect: Reroll a failed perception or nature check being used to track, add 2 to that roll or 5 if your pet is trained in the relevant skill Close Call That almost hit! Encounter Martial Imediate Interupt Trigger: You would be hit by an attack that attacks AC Effect: Add your dexterity to your AC, if the attack would not hit the new AC the attack misses. Level 7 Encounter Where are you going? You aren't letting your foe move Martial Weapon Imediate interupt Melee weapon Trigger: An enemy adjacent to you shifts, moves, is pushed, is pulled, or is slid away from you Target: One enemy Attack: Strength vs AC Hit: 2W + strength damage and the target stops Ping Pong You shove your foe to your pet who is waiting to strike Martial Standard Melee1 Target: One enemy Attack: Strength vs Reflex Hit: Strength damage and you may slide the target a number of squares equal to your strength modifier (minimum one) Secondary Attack : Beast attack vs AC Hit: 2B+ beast strength or dexterity modifier Turtle Formation side by side you and your pet defend eachother Martial Beast Weapon Close Burst 1 from you and your beast Special: you and your beast must be adjacent to eachther Target: All enemies in burst Attack: beast attack vs reflex Hit: 1B + beast strength or dexterity Effect: Untill the end of your next turn you and your pet have a +2 power bonus to AC Level 9 daily attacks Bowl over You knock your foes to the ground in a flurry of strikes Martial Weapon Standard action Close burst 1 Target: each enemy in burst Attack: Strength vs AC Hit: 2W + strength modifier damage and the target is knocked prone Miss: Half damage and the target is not knocked prone Rip and tear Your pet tears a bloody mess into your foe Martial Beast Reliable Target: One enemy Attack: Beast Attack vs AC Hit: 4B + beast strength or dexterity modifer and the target takes an ongoing 5 damage (save ends) Level 10 utility Paired Healing Your pet and you share a strong bond, and seeing one recover helps the other Daily Martial Healing Immediate interupt Trigger: You or your pet recover HP Effect: You and your pet regain HP as though you spent a healing surge Frenzied Feading Flesh, delicious flesh... Encounter Martial Healing Beast Free Action Special: Your pet must be adjacent to or have been adjacent to a dead or unconcious enemy Effect: Your pet may spend a healing surge Mutual protection Your pet and you know you must protect eachother when things look grim. Encounter Martial Beast Immediate interupt Special: You and your pet must be adjacent to eachother Trigger: you or your pet is attacked Effect: Change the target to you or your pet. Note: I typed this up between 2 and 5AM, so please forgive any dumb errors. |