Showing posts with label Defender. Show all posts
Showing posts with label Defender. Show all posts

Tuesday, January 12, 2016

New Maneuvers; Defender Sub-Archetype (D&D 5e)

The following maneuvers are available to the Battle Master archetype of the fighter class;

Castle. When an enemy moves, regardless of whether they would normally provoke an attack of opportunity, if they are within reach of your weapon you may spend a superiority die to make a melee weapon attack against them as a reaction. If you hit with this attack, add the roll of the superiority die to the damage.

Gate. When you make an attack against an enemy that is moving you may expend a superiority die. If you hit with the attack add the roll of the superiority die to the damage roll and their movement immediately ends.

Press. When you make an attack against a moving enemy you may expend a superiority dice. If you hit with the attack you add the superiority die to the damage roll, then you may move 5'.

Toll. When you make an attack of opportunity against an enemy which is moving you may expend a superiority dice. You also may add your superiority die roll to both the attack and damage roll.

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Thursday, October 29, 2015

New Class; Scout (D&D 4e)

“There will be an open way, even if I have to use some arrows to find it...”
Role; Controller. You manage the battlefield, denying enemies access to areas and punishing them for taking specific actions. Your ability to deal damage to enemies accurately and repeatedly allows you to act as a striker as a secondary roll, however you are most effective at dealing with larger numbers of enemies.
Power Source; Martial. Your talents depend on extensive training and constant practice, personal determination, and natural coordination.
Key Abilities; Dexterity, Intelligence, Wisdom
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple ranged, military ranged.
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Perception or Stealth. From the class skills list below, choose four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Int), Heal (Wis), Insight (Wis), Nature (Wis), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex),
Build Options:
Class Features:

Scouts wander the far byways of the wilds and run the back streets of cities. Their personalities are as varied as the weapons they use, but they know the nooks and crannies wherever they are found, having ferreted out the secret ways and best places with unerring instincts. As water finds the cracks in a cobblestone road, Scouts find what they need to remain prepared.
As a Scout, you will be a guide. Whether you are a nimble pathfinder that leads the way into danger with blade ready or a battle wizened sage providing less physical direction. This attitude extends into the way you view combat- it is a maze through which you can shepherd your allies safely and where your foes can be drawn into blind alleys that promise only death.
With your weapon at the ready you have no fear of the unknown. The next horizon is not a goal to be reached, but a milestone on a journey. Will you come back to show others the way, or is your path ever onward?