Lycan class (now PEACH)

Post/Author/DateTimePost
#1

ifritus

Jan 24, 2009 11:37:32
here the Lccan class folks.

DO NOT UNDER ANY CIRCUMSTANCES POST A REPLY WHICH ONLY CRITICISES THE IDEA OF A WEREWOLF CLASS.

well. here goes

info + stats

LYCAN
“A swift death will fall on those who think they can get away with attacking my friends!”

CLASS TRAITS

Role: Striker, you fight close up excelling at dual weapon fighting, dealing heavy amounts of damage then darting out of the way of any retaliation, however, should there be any call for it you can strike from a distance using a bow, with skill almost matching that of the elves. Your attacks rely on mobility and strength.
Power source: Primal, you have gained your skill from accepting and honing your gift, as well as countless hours of training to perfect your fighting style.
Key abilities: Dexterity, Strength, Constitution
Armor proficiencies: Cloth, Leather, Hide, Chainmail
Weapon proficiencies: Simple melee, Military melee, Simple ranged, Military ranged
Bonus to defense: +2 Reflex
Hit points at 1st level: 15 + Constitution score
Hit points per level gained: 6
Healing surges per day: 8 + Constitution modifier
Trained skills: Acrobatics, Endurance. Choose from this list, three more skills. Insight, Heal, Athletics, Nature, Stealth
Build options: Wolf Lycan, Two-Bladed Lycan
Class features: wolf form, howl, Lycan reflexes, Weapon preference, Lycan Weapon proficiency.


Lycans are respectful warriors who trust only but those regarded as friends. They excel at melee combat, but can use a bow accurately. They see wolves as kin, communicating with them through your own language.
As a Lycan, you possess the ability to transform into a formidable wolf-beast, capable of disposing of foes with great efficiency. You also have enhanced senses, on par with those of the elf. In battle, will you take to the fray as wolf, or wielding dual swords

CREATING A LYCAN

Lycans rely on Strength, Wisdom and Dexterity for their powers. The two builds are Wolf Lycan, Two-Bladed Lycan

Wolf Lycan
You prefer fighting in wolf form, and have honed your skills as a wolf to the extent that you rarely battle outside this form. Strength is your staple Ability, with Wisdom being the second highest. It is a good idea to have a decent Dexterity score, as a few skills require decent Dexterity to work effectively.

Suggested feat: Hide Thickness
Suggested skills: Acrobatics, Endurance, Heal, Nature, Athletics
Suggested At-will powers: Ferocious Swipe, Piercing Bite
Suggested encounter power: Flurry of Claws
Suggested Daily power: Devastating Maul

Two-bladed Lycan

You prefer to fight in Humanoid form; you strive to be the best at wielding your preferred weapon, be it from afar with the bow, or up close with dual blades, or a flail.

Suggested feat: Two-Weapon fighting
Suggested skills: Acrobatics, Endurance, Stealth, Heal, Nature
Suggested At-will powers: Retaliating Thrust, Crippling Lunge
Suggested encounter power: Avenging Slash
Suggested Daily power: Lycan Tempest


LYCAN CLASS FEATURES

wolf form
encounter [] primal, polymorph
standard action personal
effect; you transform into your wolf-beast form, Darkvision, +2 to perception checks
special: you cannot transform while wearing humanoid armour, takes 1 round (6 seconds) to transform.
Secondary special: in wolf form you are automatically equipped with werewolf claws, a pair of werewolf teeth and werewolf hide. These cannot be changed so long as you remain in this form.

Howl
Leasing a blood curdling howl shakes an enemy to their core
Encounter [] primal
Minor action close burst 3
Target: one creature
Effect: one enemy within range takes a permanent -3/tier penalty to their AC until the end of their next turn

Lycan reflexes

You gain a +2 power bonus to reflex defense

Lycan weapon proficiency
you become proficient with the weapons used in wolf form. You are able to Dual wield the Werewolf Claws without penalty.

Overview

Characteristics: You combine brute strength and speed, dashing at the enemy to make you blow, then retreating out of harm’s way. You prefer to fight up close, but can attack at range if needed. Enemies will want to get rid of you first, giving your friends the opportunity to flank or surround your foes.
Religion: Lycans favour deities of change and nature, so Avandra, the Raven Queen, Moradrin, Sehanine, evil Lycans worship Gruumsh and Zehir are good matches
Races: the Elves, humans, eladrin, Half-Elf and Halfing all suit the path of the Lycan



Wolf form equipment

Weapon: Werewolf Claws(2)
Prof.: +3
Damage: 1D6
Range: -
Price: -
Weight: -
Group; Light Blade
Properties: Off-hand

Weapon: Werewolf Teeth (two-Handed)
Prof.: +3
Damage: 1D10
Range: -
Price: -
Weight: -
Group; Heavy Blade
Properties: High Crit

Name: Werewolf Hide (Light)
Armor bonus: +3/5/7/tier
Minimum Enhancement Bonus: -
Check: -1
Speed: -
Price: Special
Weight: -

Lycan only feats

The Lycan can
obviously use the other feats available to all classes. These are just the ones that only the Lycan can obtain.
---------------
heroic

Pack alertness
Prerequisites: Lycan
Effect: you and all allies within 5 squares gain a +2 power bonus to perception checks.

Strength of the beast
Prerequisite: strength 15, Lycan
Effect: you gain a +2 bonus to melee damage rolls

Hide thickness
Prerequisites: Lycan
Effect: you gain a +1 bonus to your AC when in wolf form.
Special; this feat can be chosen up to 2 times.

Paragon

Healing transformation
Prerequisite: Lycan
Effect: when shifting form wolf form to humanoid form, you can spend a healing surge as a free action to regain hit points equal to your surge value +1d6

beast meditation
Prerequisite: con 12
Effect: after meditating for at least 1 hour, your next use of the Wolf Form power, you may do so with humanoid armour equipped. its bonuses However, are not applied to the new form

Meditation aura
Prerequisites: beast meditation , Lycan
Effect: when using beast Meditation in conjunction with the wolf form power. You gain a bonus to your AC equal to the Armor bonus of your Humanoid Armor
#2

ifritus

Jan 24, 2009 11:39:23
heroic powers


Level 1 at-will exploits


Ferocious Swipe Lycan Attack 1
You take a swipe at your foe with a ferocious claw
At-Will [] Primal, Weapon
Standard Action Melee weapon
Requirement: You must be in wolf form and must use Werewolf claws for this power
Target: One creature
Attack: Strength + 1 vs. AC
Hit: 1 [w] + Strength modifier damage. Increase to 2 [w] at 21st level

Crippling Lunge Lycan Attack 1
You lunge at the foe, aiming for the weak spot in their armour
At-Will [] Martial, weapon
Standard Action Ranged 2
Target: One creature
Attack: Dexterity +2 vs. AC
Hit: 1[w] + Wisdom modifier damage Increase to 2 [w] at 21st level. the foe is slowed until the end of their next turn

Retaliating Thrust Lycan Attack 1
As you block the foes strike, you retaliate with a quick thrust of your blade
At-Will [] Martial, Weapon
Standard Action Melee weapon
Requirement: An enemy attacks you from an adjacent square
Target: The attacking creature
Attack: Dexterity + 2 vs. strength
Hit: 1 [w] + dexterity modifier damage. The enemy is dazed (save ends)

Piercing Bite Lycan Attack 1
Armour and Flesh are no match for a Lycan’s Bite
At-Will [] Primal, Weapon
Standard Action Melee weapon
Requirement: You must be in wolf form and must use Werewolf teeth for this power
Target: One creature
Attack: Strength vs. AC
Hit: 2 [w] + Strength modifier damage

Level 1 encounter powers


Flurry of Claws
A quick burst of swipes from a Lycan’s claws
can cripple even the toughest of foes
Encounter [] Primal, Weapon
Standard Action Melee Weapon
Target: One creature
requirement: You must be in wolf form, and must use Werewolf claws for this power
Attack: Strength + 2 vs. AC, two attacks
Hit: 2 [w] + strength modifier damage, if both attacks hit, you gain a power bonus to damage rolls equal to your wisdom modifier.

Avenging Slash
as the foe strikes, you dart to the side, and behind the foe, ready to strike at their
Unprotected backs
Encounter [] Martial, Weapon
standard Action Melee Weapon
Trigger; an enemy makes a melee attack
against you, or an adjacent ally
Special: you may shift up to 3 squares before you attack
Attack: Dexterity vs. AC
Hit: 1 [w] + Strength modifier,
Special: if the target creature has it’s back to you, you gain a power bonus to melee
Damage rolls equal to 1d4 + your wisdom modifier.

Distracting Swipe
you fake a swipe at the foes eyes, causing them to drop
their guard for protection, this is when you strike
Encounter [] Primal, Weapon
Standard Action Melee Weapon
Requirement: You must be in wolf form and must use Werewolf claws for this power
Target: one creature
Attack: Strength vs. AC -2
Hit: 1 [w] + Strength modifier damage.

Rising Twin Slash
You Crouch down, only to jump, slashing the foe
and landing nimbly to let a second flash of steel
hinder the foe, sending them stumbling back.
Encounter [] Martial, weapon
Standard Action melee Weapon
Target: One creature
Attack: Dexterity vs. AC, two attacks
Hit: 1 [w] + strength modifier damage, increase to 2 [w] at 21st
Level.
Effect: if both attacks hit, the enemy is pushed back 1 square and is knocked prone.

Level 1 Daily Exploits

Lycan Tempest
You overwhelm surrounding foes by spinning On your feet, blades outstretched, causing foes To be knocked back with gaping wounds
Daily [] Martial, Weapon
Standard Action close burst 1
Target: each enemy in burst you can see
Attack: Strength vs. AC
Hit: 1 [w] + Strength modifier damage per attack
Effect: each foe that is struck is pushed back 1 square

Devastating Maul
you knock the enemy to the ground, and tear at them with your claws and teeth, leaving gaping holes in their armour.
Daily [] Primal, weapon
Standard Action melee weapon
Target: one creature
Requirement: you must be in wolf form
Attack: Strength vs. AC, two attacks
Hit: 2 [w] damage, the enemy takes a permanent – 3 penalty To their AC rolls until the end of the encounter. And is knocked prone
miss: half damage, the enemy is knocked prone.

Sweeping Plunge
You sweep your feet, tripping up your foe, As he lands flat on his back you leap up and Plunge your blades into a weak spot, leaving a wound form which blood flows freely
Daily [] martial, weapon
Standard Action melee weapon
Target: one creature
Attack: Strength vs. AC -2
Hit: 2 [w] + strength modifier damage. The enemy is knocked prone, and takes ongoing 5 damage (save ends).
Miss: the target is knocked prone

Deadly Swipe
You put all your might into this one deadly swipe,
From which even the toughest of armours have trouble
Withstanding
Daily [] Primal, weapon
Standard Action melee weapon
Target: one creature
Requirement: you must be in wolf form and you must use Werewolf Claws with this power
Attack: Strength vs. AC
Hit; 3 [w] + strength modifier damage

Level 2 utility powers

Lycan Endurance
your experience in battle hones your
defenses
Encounter [] Primal, stance
minor action personal
Effect; you gain a +2 bonus to AC and reflex defense. The effect lasts for 5 minutes or until the end of the encounter.

Howl of Pack Lycan
an inspiring howl, or shout gives your allies the
will to strike with greater strength
Encounter [] Primal
minor action ranged 10
effect: all allies gain a + 2 bonus to their melee or ranged
attack rolls until the end of the encounter


Berserker Lycan
you fill with rage and attack enemies without
Regard for your own, or allies wellbeing
Encounter [] Primal, stance
immediate reaction personal, stance
trigger: you become bloodied as a result
of an enemy’s attack
effect: you gain a + 3 bonus to attack Rolls, and take a – 2 penalty to AC. This effect lasts until the end of your next turn.

Moonlight hunt
you envision the battle as if it were occurring in the light of a full moon.
Now in your element you strike with fierceness which frightens even the hardiest of
foes
Encounter [] Primal
immediate reaction personal
effect: you gain a +2 bonus to melee attack and damage rolls. This effect lasts until the end of the encounter

Level 3 Encounter Exploits

Preventing Strikes
You aim a timely blow at the foes hands, causing them to drop their weapon and allowing you to Strike at an unarmed enemy.
Encounter [] Martial, weapon
Standard action melee or ranged
Target: one creature
Attack: Strength vs. AC(melee), Dexterity vs. AC( ranged)
Hit: 2 [w] + strength modifier damage(melee), 2 [w] + Dexterity modifier damage(ranged).two attacks.
Special: The foe is unarmed and must spend a minor action during their turn to reacquire their weapon.

Calculated Maul
You spend a few moments playing out the attack in your head, and when you
Find the outcome you were looking for. You leap at the foe and take swipes at
Their weakest spots.
Encounter [] Primal, Weapon
Standard Action Melee
Requirement: you must be in wolf form
Target: one creature
Special: before you attack, you may shift up to 2 squares + your wisdom modifier.
You may only do this if you finish adjacent to an enemy.
Attack: Dexterity + 2 vs. AC, two attacks.
Hit: 1 [w] + Dexterity modifier damage. If one attack hit’s the target takes a permanent -1 penalty to their AC. If both attacks hit the penalty becomes -3.

Hilt Uppercut
You launch an uppercut attack against a worthy foe, and then you turn the tide
To your favor by landing a second blow with the hilt of your blade, sending a dazed foe stumbling back
Encounter [] Martial, weapon
Standard action melee
Target: one creature
Attack: Strength vs. AC, two attacks
Hit: 1 [w] + strength modifier damage. If both attacks hit, the target is dazed and is pushed back 1 square.

Feigned Assault
The feigning blow you struck on an enemy is nothing compared to when the second enemy realises he was the real target.
Encounter [] Primal, weapon
Standard Action Melee
Target 2 creatures within two squares of each other
Attack: you may make a basic melee attack against the first enemy, if it hits, you
May shift up to 2 squares to make another attack against a second foe.
Attack: (secondary): Strength vs. AC
Hit: 1 [w] + strength modifier damage
Special: all allies gain combat advantage over the second foe until the end of it’s next turn.
Special: reliable


Level 5 Daily Exploits

Deadly Strike
Striking the enemy with all your might, nearby foes watch in terror as their ally is struck with deadly force
Daily [] Martial, Weapon
Standard Action Melee or ranged weapon
Target: one creature
Attack: Strength vs. AC (melee) Dexterity vs. AC (ranged)
Hit: 3 [w] + Strength modifier damage(melee) 3 [w] + Dexterity Modifier damage(ranged). The enemy takes a permanent -2 penalty to AC

Blinding Aura Strike
If they can’t see, they can’t attack
Daily [] Primal, weapon
Standard Action Close Burst 5
Target: one adjacent creature
Attack: Strength vs. AC
Hit: 2 [w] + Strength modifier damage. The target creature and those within range are blinded until the start of their next turn.

Primal Aiding Strike
You attack a foe, backed by a primal force so strong, a nearby ally is energized by it’s immense power.
Daily [] Primal, Weapon
Standard Action Melee
Target: One creature
Attack: Strength +2 vs. AC
Hit: 2 [w] + Strength modifier damage.
Special: Choose 1 ally within 2 squares + your wisdom modifier. The chosen ally gains a power bonus equal to 1D4 + your wisdom modifier to any power that has the Radiant keyword

Berserk Maul
You launch youself at the enemy, intent only on dealing maximum damage to the enemy.
Daily [] Primal, Weapon
Standard Action melee
Target: one creature
Special: if the chosen creature is not adjacent to you, you may shift up to squares equal to your wisdom modifier to end up in an adjacent square
Attack: Dexterity vs. Reflex, two attacks
Hit: 2 [w] + strength modifier damage per attack


Level 6 utility exploits

Primal Healing
The primal forces at work on your blood, set to work healing your wounds at
Surprising speed
Daily [] Healing, Primal, Stance
Minor action Personal
Effect: you gain regeneration 5 + 1D6 when you become bloodied

Nature’s gift
Your connections to the natural world benefit your allies when important
Information is needed to progress
Encounter [] Primal
Immediate reaction ranged 5
Trigger: you or an ally within makes a nature skill check and dislike the result
Effect: you or the target ally may reroll skill check and gain a power bonus equal to your wisdom modifier + 1D6

Wolf’s howl
You howl fiercely, it reverberating through stone and forest, and
Shaking your foes to the very core
Encounter [] primal
Minor action ranged 5
Effect: each enemy in range is intimidated and takes a penalty to their AC equal to your wisdom modifier + 1D4

Level 7 encounter exploits

Strike of Rage
A strike of unparalleled rage against the foe who struck you will make them think twice when attacking you
Encounter [] martial, weapon
Standard action melee weapon
Target: one creature
Attack: Strength vs. AC.
Hit: 3 [w] + strength modifier damage. If you are bloodied add damage equal to 1d6

Bone Crunch
With great strength you clamp you jaws down on the foe’s leg, hearing the satisfying
Crack of bone
Encounter [] primal, weapon
Standard action melee weapon
Requirement: you must be in wolf form. You must use Werewolf Teeth with this power
Target: one creature
Attack: strength +1 vs. AC
Hit: 2 [w] + strength modifier damage. The foe is slowed until the end of their next turn.

Claw onslaught
No foe will forget the onslaught of lethal razor sharp claws you unleash
Encounter [] primal, weapon
Standard action melee weapon
Requirement: you must be in wolf form. You must use Werewolf Claws for this power
Target: one creature
Attack: strength vs. AC, three attacks
Hit: 1 [w] + strength modifier damage per attack.

Primal Arrow
You channel your physical strength into the tip of your blade, until it reaches the point where you are able to launch a bright blue orb of phenomenal energy at the foe
Encounter [] primal
Standard action ranged 10
Target: one creature
Attack: dexterity vs. AC
Hit: 2D8 + dexterity modifier damage

Level 9 daily exploits

Lightning Strike
You speed towards the foe with incredible speed, using the added momentum to
Pierce even the toughest armor
Daily [] Martial, weapon
Standard action melee weapon
Target: one creature
Special: you may charge the target creature as normal. All charge bonuses apply
Attack: Strength vs. Reflex
Hit: 2 [w] + strength modifier damage. The target takes a penalty to their AC equal to your wisdom modifier +1D4

Infecting Swipes
Coating your claws in dirt, or saliva means a bitter wound for the unfortunate foe you choose to strike
Daily [] Primal, weapon
Standard action melee weapon
Requirement: you must be in wolf form. You must also use Werwolf Claws for this power.
Target: one creature
Attack: strength vs. AC, two attacks
Hit: 2 [w] + strength modifier damage. The target takes ongoing 5 damage(save ends)

Alpha’s tactical manouvre
Your wisdom in tactical movement rivals that of a warlord. You order and ally into
Flanking position, and you strike in unison, leaving the unfortunate foe heavily wounded.
Daily [] martial, weapon
Standard Aciton melee weapon
Requirement: you must be adjacent to an enemy.
Target: one creature
Effect: an ally can move up to sqaures equal to that of your wisdom modifer + 1D4. That ally may move and occupy any sqaure that will grant the ally flanking bonus.
After which you both may maker a basic melee attack against the enemy.
Special: flanking bonus is applied to both you and the participating ally.
#3

ifritus

Jan 24, 2009 11:39:56
reserved for paragon powers
#4

ifritus

Jan 24, 2009 11:40:30
reserved for epic powrs
#5

dalorbloodmane

Jan 24, 2009 15:57:11
Piercing Bite Lycan Attack 1
Armour and Flesh are no match for a Lycan’s Bite
At-Will [] Primal, Weapon
Standard Action Melee weapon
Requirement: You must be in wolf form and must use Werewolf teeth for this power
Target: One creature
Attack: Strength vs. AC
Hit: 2 [w] + Strength modifier damage

2[W] seems too powerful for an at-will power, especially since werewolf teeth is 1d10.
#6

lord_tirian

Jan 24, 2009 16:23:19
2[W] seems too powerful for an at-will power, especially since werewolf teeth is 1d10.

Furthermore, since you're essentially "embedding" a race into the class with unique weapons (claws and so on), wouldn't it be easier to put the damage of the natural weapons directly into the powers?

I mean you can only bite by using the "bite weapon", so why not make it easy and pack it together into a single package instead of going through the trouble of having "integrated weapons".

If you are worried about OAs, just make these basic attack powers (similar to the way magic missile is a basic ranged attack).

Cheers, LT.