Classes 4e PHB 1

Started by Kazamatta, April 21, 2012, 10:26:55 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Kazamatta

Classes
Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Warlord
Wizard

Cleric
[spoiler]?Have courage, my friends! Pelor favors us today!?
CLASS TRAITS
Role: Leader. You lead by shielding allies with your
prayers, healing, and using powers that improve your
allies? attacks.
Power Source: Divine. You have been invested with the
authority to wield divine power on behalf of a deity,
faith, or philosophy.
Key Abilities: Wisdom, Strength, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, simple ranged
Implement: Holy symbol
Bonus to Defense: +2 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Heal
(Wis), History (Int), Insight (Wis), Religion (Int)
Build Options: Battle cleric, devoted cleric
Class Features: Channel Divinity, Healer?s Lore, healing
word, Ritual Casting
Clerics are battle leaders who are invested with divine
power. They blast foes with magical prayers, bolster
and heal companions, and lead the way to victory with
a mace in one hand and a holy symbol in the other.
Clerics run the gamut from humble servants of the
common folk to ruthless enforcers of evil gods.
As a cleric, the deity (or deities) you choose to
revere goes a long way toward defining you, or at least
how other people in the world see you. You could be
a platinum-garbed envoy of Bahamut seeking justice
throughout the land, a shadowy follower of Sehanine
with a roguish streak, a burly disciple of Kord who
believes the virtue of strength is sufficient for all challenges,
or a dwarf cleric of Moradin bringing honor to
the denizens of your mountain home.
Will you protect what is sacred to your god, quest
for legendary holy artifacts, pursue a life of evangelical
adventuring, or attempt all these deeds and more?[/spoiler]

Fighter
[spoiler]?You?ll have to deal with me first, dragon!?
CLASS TRAITS
Role: Defender. You are very tough and have the exceptional
ability to contain enemies in melee.
Power Source: Martial. You have become a master of
combat through endless hours of practice, determination,
and your own sheer physical toughness.
Key Abilities: Strength, Dexterity, Wisdom,
Constitution
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged, military ranged
Bonus to Defense: +2 Fortitude
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 9 + Constitution modifier
Trained Skills: From the class skills list below, choose
three trained skills at 1st level.
Class Skills: Athletics (Str), Endurance (Con), Heal
(Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: Great weapon fighter, guardian fighter
Class Features: Combat Challenge, Combat Superiority,
Fighter Weapon Talent
Fighters are determined combat adepts trained to protect
the other members of their adventuring groups.
Fighters define the front line by bashing and slicing
foes into submission while reflecting enemy attacks
through the use of heavy armor. Fighters draw weapons
for gold, for glory, for duty, and for the mere joy of
unrestrained martial exercise.
Regardless of your level of skill and the specific
weapons you eventually master, your motivations
determine who you defend and who you slay. You
could be a noble champion who pledges your blade
to gallant causes, a calculating mercenary who cares
more for the clink of gold than praise, a homeless
prince on the run from assassins, or a blood-loving
thug looking for the next good fight.
Your future is yours. When you unsheathe your
weapon, what battle cry flies from your lips?[/spoiler]

Paladin
[spoiler]?I am the righteous shield of Moradin and a sword
in his mighty hand! I fear no evil!?
CLASS TRAITS
Role: Defender. You are extremely durable, with high
hit points and the ability to wear the heaviest armor.
You can issue bold challenges to foes and compel
them to fight you rather than your allies.
Power Source: Divine. You are a divine warrior, a crusader
and protector of your faith.
Key Abilities: Strength, Charisma, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail,
scale, plate; light shield, heavy shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged
Implements: Holy symbol
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will
Hit Points at 1st Level: 15 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: Religion. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Diplomacy (Cha), Endurance (Con), Heal
(Wis), History (Int), Insight (Wis), Intimidate (Cha),
Religion (Int)
Build Options: Avenging paladin, protecting paladin
Class Features: Channel Divinity, Divine Challenge, lay
on hands
Paladins are indomitable warriors who?ve pledged
their prowess to something greater than themselves.
Paladins smite enemies with divine authority, bolster
the courage of nearby companions, and radiate as if a
beacon of inextinguishable hope. Paladins are transfigured
on the field of battle, exemplars of divine ethos
in action.
To you is given the responsibility to unflinchingly
stand before an enemy?s charge, smiting them with
your sword while protecting your allies with your
sacrifice. Where others waver and wonder, your motivation
is pure and simple, and your devotion is your
strength. Where others scheme and steal, you take the
high road, refusing to allow the illusions of temptation
to dissuade you from your obligations.
Take up your blessed sword and sanctified shield,
brave warrior, and charge forward to hallowed glory![/spoiler]

Ranger
[spoiler]?I?ll get the one in the back. That?s one hobgoblin
who?ll regret ever lifting a bow.?
CLASS TRAITS
Role: Striker. You concentrate on either ranged attacks
or two-weapon melee fighting to deal a lot of
damage to one enemy at a time. Your attacks rely on
speed and mobility, since you prefer to use hit-andrun
tactics whenever possible.
Power Source: Martial. Your talents depend on extensive
training and practice, inner confidence, and
natural proficiency.
Key Abilities: Strength, Dexterity, Wisdom
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee,
simple ranged, military ranged
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Dungeoneering or Nature (your choice).
From the class skills list below, choose four more
trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Dungeoneering
(Wis), Endurance (Con), Heal (Wis),
Nature (Wis), Perception (Wis), Stealth (Dex)
Build Options: Archer ranger, two-blade ranger
Class Features: Fighting Style, Hunter?s Quarry,
Prime Shot
Rangers are watchful warriors who roam past the
horizon to safeguard a region, a principle, or a way of
life. Masters of bow and blade, rangers excel at hit-andrun
assaults and can quickly and silently eliminate
foes. Rangers lay superb ambushes and excel at avoiding
danger.
As a ranger, you possess almost supernaturally keen
senses and a deep appreciation for untamed wilderness.
With your knowledge of the natural world, you
are able to track enemies through nearly any landscape,
using the smallest clue to set your course, even
sometimes the calls and songs of beasts and birds.
Your severe demeanor promises a deadly conclusion to
any enemy you hunt.
When you catch sight of your quarry, will the transgressor
perish by swift bow shots from a distance, or
by the twofold blades that glint and glitter in each of
your battle-scarred hands?[/spoiler]

Rogue
[spoiler]?You look surprised to see me. If you?d been paying
attention, you might still be alive.?
CLASS TRAITS
Role: Striker. You dart in to attack, do massive damage,
and then retreat to safety. You do best when teamed
with a defender to flank enemies.
Power Source: Martial. Your talents depend on extensive
training and constant practice, innate skill, and
natural coordination.
Key Abilities: Dexterity, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Dagger, hand crossbow,
shuriken, sling, short sword
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Stealth and Thievery. From the class
skills list below, choose four more trained skills at
1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff
(Cha), Dungeoneering (Wis), Insight (Wis), Intimidate
(Cha), Perception (Wis), Stealth (Dex), Streetwise
(Cha), Thievery (Dex)
Build Options: Brawny rogue, trickster rogue
Class Features: First Strike, Rogue Tactics, Rogue
Weapon Talent, Sneak Attack
Rogues are cunning and elusive adversaries. Rogues
slip into and out of shadows on a whim, pass anywhere
across the field of battle without fear of reprisal, and
appear suddenly only to drive home a lethal blade.
As a rogue, you might face others? preconceptions
regarding your motivations, but your nature is your
own to mold. You could be an agent fresh from the
deposed king?s shattered intelligence network, an
accused criminal on the lam seeking to clear your
name, a wiry performer whose goals transcend the
theatrical stage, a kid trying to turn around your hardluck
story, or a daredevil thrill-seeker who can?t get
enough of the adrenaline rush of conflict. Or perhaps
you are merely in it for the gold, after all.
With a blade up your sleeve and a concealing cloak
across your shoulders, you stride forth, eyes alight with
anticipation. What worldly wonders and rewards are
yours for the taking?[/spoiler]

Warlock
[spoiler]?The darkness holds no terror for me, demon!
I curse you now under the Sign of Ill Omen!?
CLASS TRAITS
Role: Striker. Your attack powers are highly damaging
and often weaken or hamper the target in some way.
You can elude attacks by flying, teleporting, or turning
invisible.
Power Source: Arcane. You gain your magical power
from a pact you forge with a powerful, supernatural
force or an unnamed entity.
Key Abilities: Charisma, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, simple ranged
Implements: Rods, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Arcana (Int), Bluff (Cha), History (Int),
Insight (Wis), Intimidate (Cha), Religion (Int), Streetwise
(Cha), Thievery (Dex)
Build Options: Deceptive warlock, scourge warlock
Class Features: Eldritch blast, Eldritch Pact, Prime Shot,
Shadow Walk, Warlock?s Curse
Warlocks channel arcane might wrested from primeval
entities. They commune with infernal intelligences
and fey spirits, scour enemies with potent blasts of
eldritch power, and bedevil foes with hexing curses.
Armed with esoteric secrets and dangerous lore, warlocks
are clever and resourceful foes.
However you came to your arcane knowledge, you
need not accept the poor reputation warlocks sometimes
endure. You could be a libram-toting scholar
captivated by ominous lore, a foot-loose wanderer
searching for elusive ultimate truths, a devil-touched
hunter using infernal spells to eliminate evil, or even
a black-clad mercenary who uses sinister trappings to
discourage prying strangers and unwanted attention.
On the other hand, you could be a true diabolist using
your gifts to tyrannize the weak?some warlocks unfortunately
are exactly that.
The pacts are complete. The rites have concluded.
The signs are drawn in blood, and the seals are
broken. Your destiny beckons.[/spoiler]

Warlord
[spoiler]?Onward to victory! They cannot stand before us!?
CLASS TRAITS
Role: Leader. You are an inspiring commander and a
master of battle tactics.
Power Source: Martial. You have become an expert
in tactics through endless hours of training and
practice, personal determination, and your own
sheer physical toughness.
Key Abilities: Strength, Intelligence, Charisma
Armor Proficiencies: Cloth, leather, hide, chainmail;
light shield
Weapon Proficiencies: Simple melee, military melee,
simple ranged
Bonus to Defense: +1 Fortitude, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance
(Con), Heal (Wis), History (Int), Intimidate (Cha)
Build Options: Inspiring warlord, tactical warlord
Class Features: Combat Leader, Commanding
Presence, inspiring word
Warlords are accomplished and competent battle
leaders. Warlords stand on the front line issuing commands
and bolstering their allies while leading the
battle with weapon in hand. Warlords know how to
rally a team to win a fight.
Your ability to lead others to victory is a direct
result of your history. You could be a minor warchief
looking to make a name for yourself, a pious knightcommander
on leave from your militant order, a
youthful noble eager to apply years of training to life
outside the castle walls, a calculating mercenary captain,
or a courageous marshal of the borderlands who
fights to protect the frontier. Regardless of your background,
you are a skillful warrior with an uncanny gift
for leadership.
The weight of your armor is not a hindrance; it is a
familiar comfort. The worn weapon grip molds to your
hand as if it were a natural extension of your arm. It?s
time to fight and to lead.[/spoiler]

Wizard
[spoiler]?I am the fire that burns, the choking fog,
the storm that rains devastation on our foes.?
CLASS TRAITS
Role: Controller. You exert control through magical
effects that cover large areas?sometimes hindering
foes, sometimes consuming them with fire.
Power Source: Arcane. You channel arcane forces
through extensive study, hidden knowledge, and
intricate preparation. To you, magic is an art form, an
expressive and powerful method by which you seek
to control the world around you.
Key Abilities: Intelligence, Wisdom, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, quarterstaff
Implements: Orbs, staffs, wands
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana. From the class skills list below,
choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering
(Wis), History (Int), Insight (Wis), Nature
(Int), Religion (Int)
Build Options: Control wizard, war wizard
Class Features: Arcane Implement Mastery, cantrips,
Ritual Casting, spellbook
Wizards are scions of arcane magic. Wizards tap the
true power that permeates the cosmos, research esoteric
rituals that can alter time and space, and hurl
balls of fire that incinerate massed foes. Wizards wield
spells the way warriors brandish swords.
Magic lured you into its grasp, and now you seek
to master it in turn. You could be a bespectacled sage
searching for dusty tomes in forgotten sepulchers, a
scarred war mage plying foes with fireballs and foul
language in equal measure, a disgruntled apprentice
who absconded with your master?s spellbooks, an
eladrin upholding the magical tradition of your race,
or even a power-hungry student of magic who might
do anything to learn a new spell.
A cloak of spells enfolds you, ancient rituals bolster
your senses, and runed implements of your craft
hang from your belt. Effervescing arcane lore pulses
through your consciousness, a constant pressure
craving release. When will you know enough magic to
storm the ramparts of reality itself?[/spoiler]