Post by Rainbow Rage on Sept 10, 2009 12:48:50 GMT -5
Diablo
I've been working on creating attributes/classes/stuff for Diablo, without a long introduction, here's the work so far:
Map
Classes
The Barbarian, Warrior, Rogue, Assassin, Druid, Sorcerer, Sorceress, and Paladin basically already have classes that fit them. However, the Amazon and Necromancer didn't seem to have an appropriate slot. I had envisioned them as Primal Strike and Divine Controller respectively.
The Necromancer
"It is unwise to challenge a priest of Rathma, you never know what you might become."
Class Traits
Role: Controller. You call upon the powers of Rathma to control the forces of the dead, to animate minions and to debilitate your enemies. For all intents and purposes, you are a controller.
Power Source: Divine. You are a priest of the cult of Rathma that hails from the far Eastern jungle. Through the teaching of Rathma and years of research, you understand and hold sacred the delicate balance of life and death and protect it with their life.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee
Implements: Daggers, 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: Religion. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha)
Class Features: Channel Divinity, Necromancer Path, Ritual Casting
As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all magical practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.
Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.
Necromancer Overview
Characteristics: Your powers are aimed at controlling and creating minions, as well as debilitating and hindering enemies. You can create a powerful golem that follows your every command, curse your enemies with powerful maladies and cause the dead to rise.
Religion: You worship Rathma, tough.
Races: Racism is bad, ya hear?
Necromancer Class Features
Necromancers have the following class features.
Channel Divinity
Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: command undead and bone armor. You can gain additional Channel Divinity powers by taking divinity feats.
Necromancer Path
Rathma controls many aspects of magic, but the Necromancers divide them into two distinct paths. The Path of Ash focuses on the idea that what was once entombed can be unearthed and used as a tool for your powers. The Path of Ash has a strong emphasis on bolstering animated minions and calling the dead. The Path of Blood on the other hand uses what can be made into tools to make them more appropriate to your art: dead. The Path of Blood has a secondary emphasis on bolstering one’s self with magic while hindering enemies.
Choose one of the options described below. The Necromancer Path you choose provides you with a passive ability that boosts your ability to hinder your enemies and the ability to summon either a blood golem or clay golem. Your choice also provides bonuses to certain necromancer powers, as detailed in those powers.
Golem
Summoning your golem is a minor action and you can place it in any unoccupied square within 10 squares of you. You cannot summon your golem on the same round you made him vanish and if your golem died for any reason and you are summoning him again, you lose a healing surge and the golem enters play with 0 healing surges. As a move action, you can move your golem 5 squares, or whenever you move or shift by using a move action, you can move your golem 5 squares. As a standard action, you can make it perform its basic attack. As a standard action, you can make your golem vanish. Over the period of an extended rest your Golem regains all of its hit points and has healing surges equal to your wisdom modifier. If your golem dies, you lose a healing surge, if you make your golem vanish, you do not lose a healing surge.
Golem - Level X Brute
Medium animate beast; Senses Perception -2; low-light vision
HP (Your Wisdom Score + [7 times your level])
AC 14 + One half your level; Fortitude 12 + One half your level, Reflex 10 + One half your level, Will 10 + One half your level
Speed 6
Slam (Standard, at-will) Weapon
2 + One half your level + your wisdom modifier vs Armor Class; 1d8 damage plus your wisdom modifier*
Loyal Bond
Whenever the Golem dies, the Necromancer loses a healing surge.
Ashen Grasp [Clay Golem Only]
Whenever the Clay Golem inflicts damage to an enemy with a melee attack, that enemy is slowed until the end of the controlling Necromancer’s turn.
Blood Leech [Blood Golem Only]
Whenever the Blood Golem inflicts damage to an enemy with a melee attack the controlling necromancer gains 5 temporary hit points (10 at paragon tier and 15 at epic tier).
Str 16 (+3) Dex 11 (+0) Wis 6 (-2)
Con 17 (+3) Int 2 (-4) Cha 10 (+0)
The Path of Ash
Earth to earth, ashes to ashes, dust to dust.
Rathma’s Blessing: Your golem and any undead you have control of via the use of necromancer powers receive a bonus to attack rolls equal to one half of your intelligence modifier.
Clay Golem: Your golem is a clay golem and uses the golem benefit with the following benefits: A bonus to AC and all defenses equal to your Intelligence modifier, can use your Wisdom modifier and implement bonus to attack and damage rolls and has the power Grasp of Ash, which allows it to inflict the slow status affect on any enemy it hits with an attack. This slow effect lasts until the end of your next turn.
The Path of Blood
The blood is the life... and it shall be mine.
Rathma’s Bane: Whenever you perform a necromancer attack without the Golem on Minion subtype against a bloodied enemy, you gain a bonus to the attack roll equal to half of your constitution modifier.
Blood Golem: Your golem is a blood golem and uses the golem benefit with the following benefits: A bonus to AC and all defenses equal to your Constitution modifier, can use your Wisdom modifier and implement bonus to attack and damage rolls and has the power blood leech, which grants you temporary hit points whenever your blood golem inflicts damage to an enemy (5 hit points at heroic tier, 10 at paragon tier and 15 at epic tier).
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook). You own a ritual book, and it contains two rituals of your choice that you have mastered: Gentle Repose and one 1st-level ritual.
Implements Necromancers use Wands and Daggers (note: Any attack with the implement subtype never receives a bonus to attack rolls from the Dagger’s proficiency bonus).
Creating a Necromancer
Necromancers rely on Wisdom which is required for the study of the powers of Rathma and your minions become more powerful and accurate with a higher wisdom score. Necromancers rely on other attributes as well, such as Intelligence and Constitution, depending on which path was selected at level one.
Necromancer Powers
Your necromancer powers are called spells, but they are closer to chants for divine power than they are actual arcane spells.
Class Features
Each necromancer has the Channel Divinity power command undead and bone armor.
Channel Divinity: Bone Armor -- Necromancer Feature
A swirling mass of bones absorbs damage from incoming blows.
Encounter ✦ Divine
Minor Action, Self
Effect: You gain 1d6 + Wisdom modifier temporary hit points. These temporary hit points add to your current temporary hit point total and do not overwrite the total if you have temporary hit points when you cast this spell.
Level 11: 2d6 + Wisdom modifier temporary hit points.
Level 21: 3d6 + Wisdom modifier temporary hit points.
Channel Divinity: Command Undead -- Necromancer Feature
Undead find themselves bending to your will.
Encounter ✦ Charm, Divine, Implement
Standard Action, Ranged 10
Target: One Undead Creature
Attack: Wisdom vs. Will
Hit: You slide the target 3 squares and it performs a basic attack of your choice at the target of your choice.
Miss: You slide the target 3 squares.
Level 1 At-Will Spells
Golem Strike -- Necromancer Attack 1
Your golem slams your enemies, drawing their attention with its crushing blows.
At-will ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One creature
Attack: Wisdom + 2 vs. AC
Hit: 1d10 + Wisdom modifier damage and target is marked by the golem until the end of your next turn.
Level 21: 2d10 + Wisdom modifier damage.
Grasping Strike -- Necromancer Attack 1
Your golem grabs your enemy, hampering his movement and ensuring he stays where you want him
At-will ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage and target is slowed until the end of your next turn.
Level 21: 2d6 + Wisdom modifier damage.
Path of Ash: The target also cannot shift while they are slowed by this attack.
Teeth -- Necromancer Attack 1
You summon shards of bones from the earth and hurl them at your enemies, piercing their armor and slicing their flesh.
At-will ✦ Divine, Implement, Necrotic
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier force damage, and the target receives a -2 penalty to AC until the end of your next turn.
Level 21: 2d4 + Wisdom modifier force damage.
Life Leech -- Necromancer Attack 1
From your implement shoots a bright beam of greenish light, your enemy feels pain as you channel life into your golem.
At-will ✦ Divine, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage, and your golem gains temporary hit points equal to your constitution modifier
Level 21: 2d8 + Wisdom modifier necrotic damage.
Path of Blood: You also gain the temporary hit points.
Level 1 Encounter Spells
Amplify Damage -- Necromancer Attack 1
Your utter a curse that sends channels of pain and agony through your enemy the next time their blood is drawn.
Encounter ✦ Divine, Implement, Psychic
Standard Action, Ranged 20
Target: One enemy creature
Attack: Wisdom vs. Will
Hit: The next time target takes damage from any source, they take an additional 2d12 + your Wisdom modifier psychic damage.
Minion Charge -- Necromancer Attack 1
You call one of your minions to charge an enemy of your choosing, knocking them astray.
Encounter ✦ Divine, Implement, Golem, Minion
Standard Action, Ranged 10
Target: Your golem or a Minion under your control within 10 squares of you.
Effect: Slide the target up to 5 squares and that target makes a primary attack against an enemy within melee 1 of that target.
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage and target is pushed one square and knocked prone.
Path of Ash: Your minion can move an additional amount of squares equal to your intelligence modifier and deals extra damage, if it hits, equal to your intelligence modifier.
Soul Leech -- Necromancer Attack 1
You utter a powerful word and with a quick gesture your enemy writhes in pain as his spirit is attacked directly.
Encounter ✦ Divine, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier necrotic damage and target receives a -3 penalty to all defenses until the end of your next turn.
Path of Ash: You and your Golem also gain a bonus to the defense of your c hoice equal to your constitution modifier until the end of your next turn.
Claws of the Underworld -- Necromancer Attack 1
From the earth, hands and claws of creatures grasp at your enemies, hindering their movement and clawing at their ankles.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 1 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Level 1 Daily Spells
Animate Skeletal Guardian -- Necromancer Attack 1
You raise a fallen sentinel that emerges from the earth to defend you.
Daily ✦ Divine, Implement, Summoning
Minor Action, Ranged 5
Effect: You summon a Medium Skeleton in an unoccupied square within range. The Skeleton has speed 6 and you can give the Skeleton the following special commands. The Skeleton has the same defenses as your Golem and the same amount of hit points.
Cleave : Standard Action: Close burst 1; targets each enemy in burst; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier damage.
Taunt : Minor Action: Close burst 1; targets each enemy in burst; Targets are marked by the Skeletal Guardian until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Wisdom +4 vs. Armor Class; 1d8 + 2 + Wisdom modifier.
Animate Zombie Watchers -- Necromancer Attack 1
Unearthing four zombies, you create an unholy gauntlet for your enemies and a safe haven for allies.
Daily ✦ Divine, Poison, Summoning
Minor Action, Close Burst 10
Effect: You create four Zombie Watchers in four separate unoccupied squares on the battlefield. Zombie watchers grant total cover to your allies and make opportunity attacks at enemies that pass by. As a move action, you can move up to two zombies up to two squares each. Any enemy that ends their turn adjacent to a zombie takes poison damage equal to your wisdom modifier. The zombies have the same defense as your golem and if they take 10 + one half your level damage from a single attack, they are destroyed.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier.
Brutal Golem Strike -- Necromancer Attack 1
With a quick chant your golem becomes empowered by Rathma and brutally batters your enemies.
Daily ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One Creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier damage and target is knocked prone.
Effect: Slide your golem 5 squares and perform a secondary attack against a different enemy.
Secondary Target: Golem Melee 1; One Creature
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 3d6 + Wisdom modifier damage and target is knocked prone.
Invocation of Pain -- Necromancer Attack 1
Focusing your gaze intently on your enemy, you send him reeling in pain.
Daily ✦ Divine, Fear, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Willpower
Hit: 2d8 + Wisdom modifier psychic damage, you can slide the target 3 squares, and ongoing 5 psychic damage (save ends). Until the target saves, whenever you or a minion under your control attack the enemy, you may slide the target one square.
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Level 2 Utility Spells
Alter Fate -- Necromancer Utility 2
Using your comprehension of fate, you attempt to prevent an impending misfortune.
Encounter ✦ Divine, Implement
Immediate Action, Ranged 10
Target: Self or an Ally
Trigger: You or an ally fails a saving throw.
Effect: The target re-rolls the saving throw, adding half your level plus your wisdom modifier to the new roll.
Channel Vigor -- Necromancer Utility 2
You channel your own energy to heal your minions.
Encounter ✦ Divine, Implement
Minor Action, Ranged 10
Target: One Minion within range
Effect: You lose a healing surge and one minion within range heals an amount of hit points equal to your surge value plus your wisdom modifier.
Omen -- Necromancer Utility 2
You listen to those in the afterlife to predict the future.
Daily ✦ Divine, Implement
Standard Action
Target: Self
Effect: You receive an omen when asking about a certain action you hypothetically will take. You discover the amount of fortune (good events that will occur to you) as well as woe (bad events that will happen to you). How much of each, and the comparison between the two, (it is still possible to gain much fortune and much woe from a single action) and whether the action will cause more woe than fortune, etc.
Wall of Bone -- Necromancer Utility 2
Creating a large wall of bones, you make a barrier that will be difficult to navigate.
Daily ✦ Divine, Conjuration
Standard Action; Area wall X within 10 squares
Effect: You create a wall made of bones in the area, this wall is one square high. These barriers last until the end of your next turn. An enemy who ends his turn adjacent to this wall takes damage equal to your wisdom modifier. Your Golem can move through this wall as if it were open terrain.
Sustain Minor: The wall persists.
Level 3 Encounter Spells
Animate Skeleton -- Necromancer Attack 3
You raise an undead warrior to fight for you, he's weak but so are your enemies!
Encounter ✦ Divine, Implement, Summoning
Minor Action, Ranged 5
Effect: Your create a Skeletal Warrior. He has the same base defenses as your Golem but does not have the intelligence or constitution to boost the defenses (Except Armor Class) and only half his hit points. He has a speed of 6 and can be issued the following attack:
Strike : Standard Action: Melee 1; One enemy; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier damage.
Opportunity Attack: Melee 1; targets one creature; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier.
Path of Ash: Your Skeleton's defenses are increased by your intelligence modifier.
Corpse Explosion -- Necromancer Attack 3
You release a burst of energy at a distance. Anyone caught in the blast finds themselves staggering and weak.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 2 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage and target gets a -1 penalty to all attack rolls until the end of your next turn.
Special: The center of the burst must be a destroyed minion of yours or an enemy at 0 or lower hit points. This attack instantly kills the target.
Path of Blood: You heal an amount of hit points equal to your constitution modifier, plus an additional five hit points for each enemy you bloody with this attack.
Golem Stomp -- Necromancer Attack 3
Your Golem swipes at nearby enemies and his strikes sunder the very ground upon which they stand.
Encounter ✦ Divine, Implement, Golem
Standard Action, Golem Close Burst 1
Target: All enemies within close burst 1 of your golem.
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage and target is knocked prone.
Necrotic Blast -- Necromancer Attack 3
You release a burst of energy at a distance. Anyone caught in the blast finds themselves staggering and weak.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 1 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage and target is dazed until the end of your next turn.
The Amazon
"Sisters! Let your arrows fly! Tonight we dance in the greatest battle."
Class Traits
Role: Striker. Your training with the bow, spear and javelin have an emphasis on felling foes in a quick and efficient manner.
Power Source: Primal. The Amazons are women warriors who hail from a group of islands in the Twin Seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands and draw their powers from sheer weapon training and the power of the elements that forged them.
Key Abilities: Strength, Dexterity, Intelligence
Armor Proficiencies: Cloth, leather, Hide
Weapon Proficiencies: Simple melee, Simple Ranged, Military Melee, 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: 7 + Constitution modifier
Trained Skills: Acrobatics. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex).
Class Features: Amazon Huntress Style, Quick Draw, Reflexive Mobility
The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazon people. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women can at long last take their rightful place in the universe, no longer merely playthings for the beings of the Outer Realms.
The Amazons are a seafaring people, one of the first to have made trade contact with both the Kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. They are much sought after as mercenaries, being both expert soldiers as well as extremely loyal - as long as the assignment does not conflict with their strict sense of ethics.
Their pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua who, with her consort, Kethryes, rules over the seasons and the weather. Under these Goddesses are a wide assortment of lesser deities, each responsible for his or her own sphere of influence among the Amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same names as these gods, although aspects of their personalities seem to have evolved over the centuries.
In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.
While more than competent in hand-to-hand combat, training in the jungles of her native islands has shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rivals are the Sisters of the Sightless Eye. But, unlike her sisters in arms, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.
Amazon Overview
Characteristics: Your abilities focus on dealing with enemies from afar, you have a few abilities that emphasize melee attacks, but the vast majority of your powers will bolster ranged attacks and use of weapons, such as thrown weapons or the bow. Some of your powers allow you to channel the supernatural forces of fire, lightning and poisons.
Religion: Athulua is pretty much your choice.
Races: Racism is bad, ya hear?
Amazon Class Features
Amazons have the following class features.
Amazon Huntress Style
Your Huntress style gives you an array of benefits, so whichever one you select can dramatically change how your character is played.
Athulua’s Aim
Should you select Athulua’s Aim as your Huntress style you gain the following benefits:
Your damage rolls with Amazon powers when wielding a bow or crossbow is increased by your intelligence modifier. Your attack rolls with bows and crossbows are increased by +1. Whenever you drop an enemy to 0 hit points, you gain a bonus to your next attack roll equal to your intelligence modifier.
In addition, you gain the ‘Defiant Shot’ Amazon power.
Athulua’s Might
Should you select Athulua’s Might as your Huntress style you gain the following benefits:
Your damage rolls with Amazon powers when wielding a thrown weapon or a melee weapon with the spear subtype is increased by your strength modifier. Your attack rolls with thrown weapons and spears are increased by +1. Whenever you drop an enemy to 0 hit points, you gain temporary hit points equal to your Strength modifier (this increases to your Strength modifier + 5 at paragon tier and equal to your strength modifier + 10 at epic tier).
In addition, you gain the ‘Hurling Charge’ Amazon power.
Quick Draw
You gain Quick Draw as a bonus feat.
Reflexive Mobility
Whenever you provoke an attack of opportunity caused by movement, you add your Dexterity modifier to all defenses against that attack. In addition, you may shift even while in difficult terrain.
Creating an Amazon
Amazons rely on Dexterity for most of their powers but your Huntress style uses either Strength or Intelligence as secondary choices. All Amazon melee powers use strength, but that is a small portion compared to the larger amount of ranged powers available.
Amazon Powers
Your Amazon powers are called invocations, many of which could be considered martial at first, but as you progress many of your powers become more supernatural.
Class Features
As an Amazon, you have either the Defiant Shot or Hurling Charge power.
Defiant Shot Amazon Feature
An enemy tries to close in on you, and you give him an excuse not to, in the form of an arrow.
Encounter ✦ Primal, Weapon
Immediate Interrupt, Ranged 5
Requirement: You must be wielding a bow or a crossbow.
Target: One Creature
Trigger: An enemy performs a move action and chooses to end his move adjacent to you that moved more than 3 squares during his turn, or an enemy charges you.
Attack: Dexterity + 2 vs. AC
Hit: 1[W] plus Dexterity modifier damage and target receives a penalty to the next attack roll they make against you this encounter equal to your intelligence modifier.
Special: If you drop an enemy to 0 hit points, you regain use of this power.
Hurling Charge Amazon Feature
You close in on your opponent hurling a weapon at them! As you do, you draw your spear and charge!
Encounter ✦ Primal, Weapon
Standard Action, Ranged 10
Requirement: You must be wielding a thrown weapon.
Target: One creature within charging range
Attack: Dexterity vs. AC
Hit: 1[W] plus Dexterity modifier damage.
Effect: Whether or not the attack hits or misses, you may draw a melee weapon with the spear subtype and perform a charge attack against that enemy with that spear.
Special: If you drop an enemy to 0 hit points, you regain use of this power.
Level 1 At-Will Invocations
Aimed Shot -- Amazon Attack 1
You fire a ranged attack at your enemy’s weak spot.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: One creature
Attack: Dexterity vs. AC, roll twice and take the highest result
Hit: 1[W] damage plus your dexterity modifier.
Special: Increase to 2[W] plus your dexterity modifier at 21st level.
Fierce Throw -- Amazon Attack 1
You throw your weapon at your foe with vicious force.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a throwing weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] plus 1d6 plus your dexterity modifier damage.
Special: Increase to 1[W] plus 2d6 plus your dexterity modifier at 11th level.
Increase to 2[W] plus 3d6 plus your dexterity modifier at 21st level.
Jab -- Amazon Attack 1
You slice twice at your enemy with rapid succession
At-will ✦ Primal, Weapon
Standard Action, Ranged 10
Requirement: You must be wielding a spear.
Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] damage.
Special: If your weapon has reach, you may shift as a free action after you hit an enemy with this attack. Increase to 2[W] at 21st level.
Piercing Shot -- Amazon Attack 1
Your arrow leaves your foe open as you aim for the kill shot.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage plus your dexterity modifier and the target receives a -2 penalty to defenses against the next attack you make against it until end of your next turn.
Special: Increase to 2[W] plus your dexterity modifier at 21st level.
Level 1 Encounter Invocations
Flaming arrow -- Amazon Attack 1
You ignite your arrow and fire at your enemy, literally.
Encounter ✦ Fire, Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage plus your dexterity fire damage and ongoing 5 fire damage (save ends).
Impaling Stab -- Amazon Attack 1
You give your opponent a deep gouge which they will not soon forget.
Encounter ✦ Primal, Weapon
Standard Action, Melee
Requirement: You must be wielding a spear.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] damage plus your Strength modifier and the target is slowed until the end of your next turn.
Athulua’s Might: You deal additional damage equal to your dexterity modifier and may shift one square after the attack as a free action if you hit.
Strafe Shot -- Amazon Attack 1
You move as swift as the wind while you deliver a powerful attack to your foe.
Encounter ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Effect: Move up to a number of squares equal to your speed.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage plus your dexterity modifier.
Steady Aim -- Amazon Attack 1
You stand still for a long moment to ensure your next attack is fatal.
Encounter ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or thrown weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] damage plus your dexterity modifier.
Athulua’s Aim: You gain a bonus to the attack roll equal to your intelligence modifier.
Special: You cannot move voluntarily until the start of your next turn, and you cannot perform this attack if you moved earlier during this turn. Your allies can not push, pull or slide you with friendly effects. You grant combat advantage to all enemies until the start of your next turn.
Level 1 Daily Invocations
Arrow of Storm’s Persistence -- Amazon Attack 1
Your arrow hits with the power of a storm.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon, Reliable
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 3[W] damage plus your dexterity damage.
Special: If you bloody an enemy or drop an enemy to 0 hit points with this power, you gain a +2 bonus to your next attack and damage roll.
Athulua’s Invigoration -- Amazon Attack 1
As you strike your foe, you feel Athulua’s blessing gives you the ability to overcome your wounds.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 2[W] damage plus your dexterity damage.
Effect: You may use a healing surge and roll a saving throw.
Dizzying Barrage -- Amazon Attack 1
You rapidly hurl weapons or shoot arrows in an attempt to befuddle nearby enemies.
Daily ✦ Primal, Weapon
Standard Action, Close Burst 3
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: All enemies in the burst
Attack: Dexterity vs. Reflex
Hit: 2[W] damage plus your dexterity damage and target is dazed until the end of your next turn.
Lance of the Blood Hunt -- Amazon Attack 1
You lift your javelin or throwing weapon of choice high in the air and shout Athulua’s name before throwing the deadly weapon at your enemies.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a throwing weapon.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] damage plus your dexterity damage and the target receives a -2 penalty to all defenses until the end of your next turn.
Miss: Half damage and the target receives a -1 penalty to all defenses until the end of your next turn.
Special: If you bloody an enemy with this attack, the penalty to defenses is increased by your dexterity modifier.
Level 2 Utility Invocations
Keen Deflection – Amazon Utility 2
Using your shield, you embarrass an opponent as you bat it away.
Encounter ✦ Primal
Immediate Interrupt, Melee 1
Requirement: You must be a shield.
Target: One Creature
Trigger: An enemy attacks you with a melee attack.
Attack: Strength + 2 vs. Reflex
Hit: Push the target one square.
Special: If this attack pushes the enemy out of range, their attack fizzles.
Sprint
You can outrun any land creature.
Encounter ✦ Primal
Move action
Effect: Move a number of squares equal to your speed plus four.
Monsters[/size]
UNFORMATTED, MAY NOT BE PRETTY.
Skeletons (Soldier, Skirmisher, Artillery)
Zombies (Brute)
Fallen Ones (Lurker, Minion, Controller, Skirmisher)
Scavengers (Artillery, Lurker)
Imps (Lurker)
Goatmen (Soldier, Skirmisher, Artillery)
Dark Cultists (Soldier, Skirmisher, Controller)
Overlords (Brute)
Vampire (Controller)
Fallen One Level 3 Minion
Small immortal humanoid (demon) XP 37
Initiative +8 Senses Perception +1; low-light vision
HP 1; Resist 5 fire
AC 16; Fortitude 13, Reflex 16, Will 12
Speed 6
Spear (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Tactics
Fallen One gets +1 to attack rolls against enemies for each Fallen One adjacent to himself and to his target.
Sneak Attack +1
Weak Willed
Whenever a Fallen One Demon is reduced to 0 hit points and this creature is within line of sight of that Fallen One, this creature must shift one square away from enemies as an immediate reaction, if possible, and gets a -2 to all attack rolls until the end of its next turn.
Alignment Evil Languages Common, Infernal
Skills Stealth +11, Thievery +9
Str 13 (+3) Dex 17 (+5) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 11 (+2)
Equipment: Spear, buckler
Fallen One Lurker Level 4 Lurker
Small immortal humanoid (demon) XP 175
Initiative +9 Senses Perception +2; low-light vision
HP 42; Bloodied 21 Resist 5 fire
AC 17; Fortitude 14, Reflex 17, Will 13
Speed 6
Spear (Standard, at-will) Weapon
+7 vs Armor Class; 1d8+3 damage.
Mob Tactics
Fallen One gets +1 to attack rolls against enemies for each Fallen One adjacent to himself and to his target.
Sneak Attack +1d6
Fallen Ones inflict an additional +1d6 damage against enemies they have combat advantage against.
Weak Willed
Whenever a Fallen One Demon is reduced to 0 hit points and this creature is within line of sight of that Fallen One, this creature must shift one square away from enemies as an immediate reaction, if possible, and gets a -2 to all attack rolls until the end of its next turn.
Alignment Evil Languages Common, Infernal
Skills Stealth +12, Thievery +10
Str 13 (+3) Dex 17 (+5) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 11 (+2)
Equipment: Spear, buckler
Fallen One Shaman Level 5 Controller (Leader)
Worse Than Death Aura 10 Any Fallen One that starts his turn in the Fallen One Shaman’s aura must engage a hostile creature assuming it is not the only creature adjacent to the Shaman. If it does, it gains a +2 bonus to attack rolls until the end of that turn.
Small immortal humanoid (demon) XP 200
Initiative +6 Senses Perception +5; low-light vision
HP 60; Bloodied 30 Resist 5 fire
AC 16; Fortitude 14, Reflex 15, Will 16
Speed 6
Spear (Standard, at-will) Weapon
+5 vs Armor Class; 1d8+1 damage.
Fire Bolt (Standard, at-will) Fire
Ranged 10; +7 vs Reflex; 1d10+3 fire damage.
Animate Minion (Standard, at-will) Healing
Close Burst 10; The Fallen One Shaman reanimates a Fallen One Minion at the spot where it fell. It resets his initiative at one higher than the Shaman’s initiative when he cast this spell. This can only be cast on minions.
Skittish (Minor Action, At-Will)
The Fallen One Shaman shifts one square. He may only use this if every enemy adjacent to him has a Fallen One Minion or Lurker adjacent to them, or if the Fallen One Shaman has a Fallen One Minion or Lurker adjacent to him.
Interpose (Immediate Interrupt; Recharge 5)
Whenever an attack would inflict damage to Fallen One Shaman, if it didn’t inflict psychic damage and the Fallen One Shaman had a minion adjacent to him, the Shaman can elect to kill that Minion and ignore all effects from that attack.
Alignment Evil Languages Common, Infernal
Skills Stealth +12, Thievery +10
Str 13 (+3) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 11 (+2) Cha 12 (+3)
Equipment: Staff, Leather Armor
Moon Clan Archer Level 6 Skirmisher
Medium immortal humanoid (demon) XP 250
Initiative +10 Senses Perception +4; darkvision
HP 71; Bloodied 35 Resist 5 poison
AC 18; Fortitude 17, Reflex 17, Will 15
Speed 7
Sword (Standard, at-will) Weapon
+10 vs Armor Class; 1d8+3 damage.
Longbow (Standard, at-will) Weapon
Ranged 20; +10 vs Armor Class; 1d10+3 damage.
Nimble Shot (Standard, recharge 4) Weapon
The Moon Clan Archer shifts one square and performs a Longbow attack.
Powerful Charge
Moon Clan Archers get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 17 (+6) Dex 16 (+6) Wis 13 (+4)
Con 15 (+5) Int 8 (+2) Cha 8 (+2)
Equipment: Longsword, Longbow, 10 arrows
Moon Clan Warrior Level 6 Soldier
Medium immortal humanoid (demon) XP 250
Initiative +7 Senses Perception +4; darkvision
HP 71; Bloodied 35 Resist 5 poison
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 7
Axe (Standard, at-will) Weapon
+11 vs Armor Class; 1d12+4 damage and target is marked until the this creature’s next turn.
Ram (Standard, at-will)
+9 vs Fortitude; 1d6+4 damage and target is marked until the this creature’s next turn, if the Moon Clan Warrior moved at least three squares in the same turn this attack was used he may knock the target prone and push him one square, if he does, he must shift into the square the enemy was pushed out of. This attack can be used on a charge.
Powerful Charge
Moon Clan Warriors get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 18 (+7) Dex 15 (+5) Wis 13 (+4)
Con 15 (+5) Int 8 (+2) Cha 8 (+2)
Equipment: Greataxe
Moon Clan Shaman Level 7 Controller [Leader]
Medium immortal humanoid (demon) XP 250
Initiative +7 Senses Perception +4; darkvision
HP 79; Bloodied 39 Resist 5 poison
AC 18; Fortitude 16, Reflex 15, Will 19
Speed 7
Ritual Mace (Standard, at-will) Weapon
+11 vs Armor Class; 1d8+3 damage and target is slowed (save ends).
Drain Life (Standard, at-will) Necrotic
Ranged 5; +9 versus Fortitude; 1d6+4 necrotic damage and Moon Clan Shaman or any ally within close burst 5 gains 4 temporary hit points.
Eye of Fear (Standard, recharge 5) Fear
Ranged 5; +9 versus Will; target is pushed a number of squares equal to his speed and then is stunned until the end of Moon Clan Shaman’s next turn.
Healing Word (Standard, encounter) Healing
Close Burst 5; Self or one Moon Clan in the burst; Target heals 20 hit points.
Powerful Charge
Moon Clan Shamans get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 17 (+6) Dex 12 (+4) Wis 18 (+7)
Con 15 (+5) Int 12 (+4) Cha 11 (+3)
Equipment: Mace
Moon Clan Champion Level 8 Elite Soldier [Leader]
Medium immortal humanoid (demon) XP ?
Initiative +8 Senses Perception +5; darkvision
HP 178; Bloodied 89 Resist 5 poison
AC 22; Fortitude 21, Reflex 19, Will 16
Speed 6
Axe (Standard, at-will) Weapon
+14 vs Armor Class; 1d12+4 damage and target is marked until the this creature’s next turn.
Cleave (Standard, at-will) Weapon
The Moon Clan Champion performs an Axe attack at two targets within range.
War Stomp (Standard, encounter) Thunder
Close Blast 3; +10 versus Fortitude; All enemies in burst; 2d8+3 thunder damage and target is stunned until the end of Moon Clan Champion’s next turn. Miss: Half damage and no stun.
Bellowing Roar (Standard, encounter) Fear
Close Burst 5; +10 versus Will; All enemies in burst; Target gets -2 to all attack rolls and is pushed 3 squares. Friendly Moon Clan get +2 to all attack and damage rolls until the end of Moon Clan Champion’s next turn.
Powerful Charge
Moon Clan Champions get +2 to attack rolls and speed when charging; can use Cleave on a charge.
Primal Fury
When immediately bloodied, the Moon Clan champion uses Bellowing Roar, even if it was already used this encounter, for the rest of the encounter the Moon Clan Champion gains a +2 bonus to all damage rolls.
Alignment Evil Languages Common, Infernal
Skills
Str 18 (+8) Dex 15 (+6) Wis 13 (+5)
Con 17 (+7) Int 8 (+3) Cha 8 (+3)
Equipment: Greataxe
I've been working on creating attributes/classes/stuff for Diablo, without a long introduction, here's the work so far:
Map
Classes
The Barbarian, Warrior, Rogue, Assassin, Druid, Sorcerer, Sorceress, and Paladin basically already have classes that fit them. However, the Amazon and Necromancer didn't seem to have an appropriate slot. I had envisioned them as Primal Strike and Divine Controller respectively.
The Necromancer
"It is unwise to challenge a priest of Rathma, you never know what you might become."
Class Traits
Role: Controller. You call upon the powers of Rathma to control the forces of the dead, to animate minions and to debilitate your enemies. For all intents and purposes, you are a controller.
Power Source: Divine. You are a priest of the cult of Rathma that hails from the far Eastern jungle. Through the teaching of Rathma and years of research, you understand and hold sacred the delicate balance of life and death and protect it with their life.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee
Implements: Daggers, 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: Religion. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Religion (Int), Stealth (Dex), Streetwise (Cha)
Class Features: Channel Divinity, Necromancer Path, Ritual Casting
As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all magical practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma.
As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being.
Their culture has subsisted in the shadow of the great mage clans from the earliest days, and in most ways their practice reaches back to a time before magic was formalized into strict disciplines.
Although their art is considered "dark," and the people of the outside world shun the priests who practice these arts, these mysterious cultists never suffered the epidemic of corruption that plagued the ancient Mage Clans. Pragmatists in the truest sense, they are above temptation. They see death merely as a natural part of life and do not seek to deny its arrival. Their singular knowledge of the unknown allows them to face death without fear. These ideals, coupled with an understanding of the natural balance between Order and Chaos, explain why they have not fallen prey to the influences of evil.
Their desire to uphold this balance has brought the Necromancers forth from the isolation of their remote, dank homeland to destroy Diablo and his brethren. For the mere presence of these Prime Evils on the mortal realm upsets the natural symmetry of not only the mortal realm, but also the Great Cycle of Being, itself. The followers of Rathma seek to right the balance by ridding the mortal realms of non-mortal intervention altogether. They resent any force that would treat humans as pawns in a cosmic game, though they are apparently willing to ally with the forces of Order but only until such time as the balance is restored.
Necromancer Overview
Characteristics: Your powers are aimed at controlling and creating minions, as well as debilitating and hindering enemies. You can create a powerful golem that follows your every command, curse your enemies with powerful maladies and cause the dead to rise.
Religion: You worship Rathma, tough.
Races: Racism is bad, ya hear?
Necromancer Class Features
Necromancers have the following class features.
Channel Divinity
Once per encounter, you can use a Channel Divinity power. You start with two Channel Divinity powers: command undead and bone armor. You can gain additional Channel Divinity powers by taking divinity feats.
Necromancer Path
Rathma controls many aspects of magic, but the Necromancers divide them into two distinct paths. The Path of Ash focuses on the idea that what was once entombed can be unearthed and used as a tool for your powers. The Path of Ash has a strong emphasis on bolstering animated minions and calling the dead. The Path of Blood on the other hand uses what can be made into tools to make them more appropriate to your art: dead. The Path of Blood has a secondary emphasis on bolstering one’s self with magic while hindering enemies.
Choose one of the options described below. The Necromancer Path you choose provides you with a passive ability that boosts your ability to hinder your enemies and the ability to summon either a blood golem or clay golem. Your choice also provides bonuses to certain necromancer powers, as detailed in those powers.
Golem
Summoning your golem is a minor action and you can place it in any unoccupied square within 10 squares of you. You cannot summon your golem on the same round you made him vanish and if your golem died for any reason and you are summoning him again, you lose a healing surge and the golem enters play with 0 healing surges. As a move action, you can move your golem 5 squares, or whenever you move or shift by using a move action, you can move your golem 5 squares. As a standard action, you can make it perform its basic attack. As a standard action, you can make your golem vanish. Over the period of an extended rest your Golem regains all of its hit points and has healing surges equal to your wisdom modifier. If your golem dies, you lose a healing surge, if you make your golem vanish, you do not lose a healing surge.
Golem - Level X Brute
Medium animate beast; Senses Perception -2; low-light vision
HP (Your Wisdom Score + [7 times your level])
AC 14 + One half your level; Fortitude 12 + One half your level, Reflex 10 + One half your level, Will 10 + One half your level
Speed 6
Slam (Standard, at-will) Weapon
2 + One half your level + your wisdom modifier vs Armor Class; 1d8 damage plus your wisdom modifier*
Loyal Bond
Whenever the Golem dies, the Necromancer loses a healing surge.
Ashen Grasp [Clay Golem Only]
Whenever the Clay Golem inflicts damage to an enemy with a melee attack, that enemy is slowed until the end of the controlling Necromancer’s turn.
Blood Leech [Blood Golem Only]
Whenever the Blood Golem inflicts damage to an enemy with a melee attack the controlling necromancer gains 5 temporary hit points (10 at paragon tier and 15 at epic tier).
Str 16 (+3) Dex 11 (+0) Wis 6 (-2)
Con 17 (+3) Int 2 (-4) Cha 10 (+0)
The Path of Ash
Earth to earth, ashes to ashes, dust to dust.
Rathma’s Blessing: Your golem and any undead you have control of via the use of necromancer powers receive a bonus to attack rolls equal to one half of your intelligence modifier.
Clay Golem: Your golem is a clay golem and uses the golem benefit with the following benefits: A bonus to AC and all defenses equal to your Intelligence modifier, can use your Wisdom modifier and implement bonus to attack and damage rolls and has the power Grasp of Ash, which allows it to inflict the slow status affect on any enemy it hits with an attack. This slow effect lasts until the end of your next turn.
The Path of Blood
The blood is the life... and it shall be mine.
Rathma’s Bane: Whenever you perform a necromancer attack without the Golem on Minion subtype against a bloodied enemy, you gain a bonus to the attack roll equal to half of your constitution modifier.
Blood Golem: Your golem is a blood golem and uses the golem benefit with the following benefits: A bonus to AC and all defenses equal to your Constitution modifier, can use your Wisdom modifier and implement bonus to attack and damage rolls and has the power blood leech, which grants you temporary hit points whenever your blood golem inflicts damage to an enemy (5 hit points at heroic tier, 10 at paragon tier and 15 at epic tier).
Ritual Casting
You gain the Ritual Caster feat as a bonus feat, allowing you to use magical rituals (see Chapter 10 of the Player's Handbook). You own a ritual book, and it contains two rituals of your choice that you have mastered: Gentle Repose and one 1st-level ritual.
Implements Necromancers use Wands and Daggers (note: Any attack with the implement subtype never receives a bonus to attack rolls from the Dagger’s proficiency bonus).
Creating a Necromancer
Necromancers rely on Wisdom which is required for the study of the powers of Rathma and your minions become more powerful and accurate with a higher wisdom score. Necromancers rely on other attributes as well, such as Intelligence and Constitution, depending on which path was selected at level one.
Necromancer Powers
Your necromancer powers are called spells, but they are closer to chants for divine power than they are actual arcane spells.
Class Features
Each necromancer has the Channel Divinity power command undead and bone armor.
Channel Divinity: Bone Armor -- Necromancer Feature
A swirling mass of bones absorbs damage from incoming blows.
Encounter ✦ Divine
Minor Action, Self
Effect: You gain 1d6 + Wisdom modifier temporary hit points. These temporary hit points add to your current temporary hit point total and do not overwrite the total if you have temporary hit points when you cast this spell.
Level 11: 2d6 + Wisdom modifier temporary hit points.
Level 21: 3d6 + Wisdom modifier temporary hit points.
Channel Divinity: Command Undead -- Necromancer Feature
Undead find themselves bending to your will.
Encounter ✦ Charm, Divine, Implement
Standard Action, Ranged 10
Target: One Undead Creature
Attack: Wisdom vs. Will
Hit: You slide the target 3 squares and it performs a basic attack of your choice at the target of your choice.
Miss: You slide the target 3 squares.
Level 1 At-Will Spells
Golem Strike -- Necromancer Attack 1
Your golem slams your enemies, drawing their attention with its crushing blows.
At-will ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One creature
Attack: Wisdom + 2 vs. AC
Hit: 1d10 + Wisdom modifier damage and target is marked by the golem until the end of your next turn.
Level 21: 2d10 + Wisdom modifier damage.
Grasping Strike -- Necromancer Attack 1
Your golem grabs your enemy, hampering his movement and ensuring he stays where you want him
At-will ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d6 + Wisdom modifier damage and target is slowed until the end of your next turn.
Level 21: 2d6 + Wisdom modifier damage.
Path of Ash: The target also cannot shift while they are slowed by this attack.
Teeth -- Necromancer Attack 1
You summon shards of bones from the earth and hurl them at your enemies, piercing their armor and slicing their flesh.
At-will ✦ Divine, Implement, Necrotic
Standard Action, Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Wisdom vs. Reflex
Hit: 1d4 + Wisdom modifier force damage, and the target receives a -2 penalty to AC until the end of your next turn.
Level 21: 2d4 + Wisdom modifier force damage.
Life Leech -- Necromancer Attack 1
From your implement shoots a bright beam of greenish light, your enemy feels pain as you channel life into your golem.
At-will ✦ Divine, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier necrotic damage, and your golem gains temporary hit points equal to your constitution modifier
Level 21: 2d8 + Wisdom modifier necrotic damage.
Path of Blood: You also gain the temporary hit points.
Level 1 Encounter Spells
Amplify Damage -- Necromancer Attack 1
Your utter a curse that sends channels of pain and agony through your enemy the next time their blood is drawn.
Encounter ✦ Divine, Implement, Psychic
Standard Action, Ranged 20
Target: One enemy creature
Attack: Wisdom vs. Will
Hit: The next time target takes damage from any source, they take an additional 2d12 + your Wisdom modifier psychic damage.
Minion Charge -- Necromancer Attack 1
You call one of your minions to charge an enemy of your choosing, knocking them astray.
Encounter ✦ Divine, Implement, Golem, Minion
Standard Action, Ranged 10
Target: Your golem or a Minion under your control within 10 squares of you.
Effect: Slide the target up to 5 squares and that target makes a primary attack against an enemy within melee 1 of that target.
Target: One enemy
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage and target is pushed one square and knocked prone.
Path of Ash: Your minion can move an additional amount of squares equal to your intelligence modifier and deals extra damage, if it hits, equal to your intelligence modifier.
Soul Leech -- Necromancer Attack 1
You utter a powerful word and with a quick gesture your enemy writhes in pain as his spirit is attacked directly.
Encounter ✦ Divine, Implement, Necrotic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Fortitude
Hit: 1d10 + Wisdom modifier necrotic damage and target receives a -3 penalty to all defenses until the end of your next turn.
Path of Ash: You and your Golem also gain a bonus to the defense of your c hoice equal to your constitution modifier until the end of your next turn.
Claws of the Underworld -- Necromancer Attack 1
From the earth, hands and claws of creatures grasp at your enemies, hindering their movement and clawing at their ankles.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 1 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier damage.
Effect: The power’s area is difficult terrain until the end of your next turn. You can end this effect as a minor action.
Level 1 Daily Spells
Animate Skeletal Guardian -- Necromancer Attack 1
You raise a fallen sentinel that emerges from the earth to defend you.
Daily ✦ Divine, Implement, Summoning
Minor Action, Ranged 5
Effect: You summon a Medium Skeleton in an unoccupied square within range. The Skeleton has speed 6 and you can give the Skeleton the following special commands. The Skeleton has the same defenses as your Golem and the same amount of hit points.
Cleave : Standard Action: Close burst 1; targets each enemy in burst; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier damage.
Taunt : Minor Action: Close burst 1; targets each enemy in burst; Targets are marked by the Skeletal Guardian until the end of your next turn.
Opportunity Attack: Melee 1; targets one creature; Wisdom +4 vs. Armor Class; 1d8 + 2 + Wisdom modifier.
Animate Zombie Watchers -- Necromancer Attack 1
Unearthing four zombies, you create an unholy gauntlet for your enemies and a safe haven for allies.
Daily ✦ Divine, Poison, Summoning
Minor Action, Close Burst 10
Effect: You create four Zombie Watchers in four separate unoccupied squares on the battlefield. Zombie watchers grant total cover to your allies and make opportunity attacks at enemies that pass by. As a move action, you can move up to two zombies up to two squares each. Any enemy that ends their turn adjacent to a zombie takes poison damage equal to your wisdom modifier. The zombies have the same defense as your golem and if they take 10 + one half your level damage from a single attack, they are destroyed.
Opportunity Attack: Melee 1; targets one creature; Wisdom vs. Reflex; 1d10 + Wisdom modifier.
Brutal Golem Strike -- Necromancer Attack 1
With a quick chant your golem becomes empowered by Rathma and brutally batters your enemies.
Daily ✦ Divine, Implement, Golem
Standard Action, Golem Melee 1
Target: One Creature
Attack: Wisdom vs. Reflex
Hit: 3d6 + Wisdom modifier damage and target is knocked prone.
Effect: Slide your golem 5 squares and perform a secondary attack against a different enemy.
Secondary Target: Golem Melee 1; One Creature
Secondary Attack: Wisdom vs. Reflex
Secondary Hit: 3d6 + Wisdom modifier damage and target is knocked prone.
Invocation of Pain -- Necromancer Attack 1
Focusing your gaze intently on your enemy, you send him reeling in pain.
Daily ✦ Divine, Fear, Implement, Psychic
Standard Action, Ranged 10
Target: One creature
Attack: Wisdom vs. Willpower
Hit: 2d8 + Wisdom modifier psychic damage, you can slide the target 3 squares, and ongoing 5 psychic damage (save ends). Until the target saves, whenever you or a minion under your control attack the enemy, you may slide the target one square.
Miss: Half damage, and ongoing 5 psychic damage (save ends).
Level 2 Utility Spells
Alter Fate -- Necromancer Utility 2
Using your comprehension of fate, you attempt to prevent an impending misfortune.
Encounter ✦ Divine, Implement
Immediate Action, Ranged 10
Target: Self or an Ally
Trigger: You or an ally fails a saving throw.
Effect: The target re-rolls the saving throw, adding half your level plus your wisdom modifier to the new roll.
Channel Vigor -- Necromancer Utility 2
You channel your own energy to heal your minions.
Encounter ✦ Divine, Implement
Minor Action, Ranged 10
Target: One Minion within range
Effect: You lose a healing surge and one minion within range heals an amount of hit points equal to your surge value plus your wisdom modifier.
Omen -- Necromancer Utility 2
You listen to those in the afterlife to predict the future.
Daily ✦ Divine, Implement
Standard Action
Target: Self
Effect: You receive an omen when asking about a certain action you hypothetically will take. You discover the amount of fortune (good events that will occur to you) as well as woe (bad events that will happen to you). How much of each, and the comparison between the two, (it is still possible to gain much fortune and much woe from a single action) and whether the action will cause more woe than fortune, etc.
Wall of Bone -- Necromancer Utility 2
Creating a large wall of bones, you make a barrier that will be difficult to navigate.
Daily ✦ Divine, Conjuration
Standard Action; Area wall X within 10 squares
Effect: You create a wall made of bones in the area, this wall is one square high. These barriers last until the end of your next turn. An enemy who ends his turn adjacent to this wall takes damage equal to your wisdom modifier. Your Golem can move through this wall as if it were open terrain.
Sustain Minor: The wall persists.
Level 3 Encounter Spells
Animate Skeleton -- Necromancer Attack 3
You raise an undead warrior to fight for you, he's weak but so are your enemies!
Encounter ✦ Divine, Implement, Summoning
Minor Action, Ranged 5
Effect: Your create a Skeletal Warrior. He has the same base defenses as your Golem but does not have the intelligence or constitution to boost the defenses (Except Armor Class) and only half his hit points. He has a speed of 6 and can be issued the following attack:
Strike : Standard Action: Melee 1; One enemy; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier damage.
Opportunity Attack: Melee 1; targets one creature; Wisdom + 2 vs. Armor Class; 1d8 + Wisdom modifier.
Path of Ash: Your Skeleton's defenses are increased by your intelligence modifier.
Corpse Explosion -- Necromancer Attack 3
You release a burst of energy at a distance. Anyone caught in the blast finds themselves staggering and weak.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 2 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Reflex
Hit: 2d8 + Wisdom modifier damage and target gets a -1 penalty to all attack rolls until the end of your next turn.
Special: The center of the burst must be a destroyed minion of yours or an enemy at 0 or lower hit points. This attack instantly kills the target.
Path of Blood: You heal an amount of hit points equal to your constitution modifier, plus an additional five hit points for each enemy you bloody with this attack.
Golem Stomp -- Necromancer Attack 3
Your Golem swipes at nearby enemies and his strikes sunder the very ground upon which they stand.
Encounter ✦ Divine, Implement, Golem
Standard Action, Golem Close Burst 1
Target: All enemies within close burst 1 of your golem.
Attack: Wisdom vs. Reflex
Hit: 1d10 + Wisdom modifier damage and target is knocked prone.
Necrotic Blast -- Necromancer Attack 3
You release a burst of energy at a distance. Anyone caught in the blast finds themselves staggering and weak.
Encounter ✦ Divine, Implement
Standard Action, Area Burst 1 at Range 10
Target: All creatures in burst
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier damage and target is dazed until the end of your next turn.
The Amazon
"Sisters! Let your arrows fly! Tonight we dance in the greatest battle."
Class Traits
Role: Striker. Your training with the bow, spear and javelin have an emphasis on felling foes in a quick and efficient manner.
Power Source: Primal. The Amazons are women warriors who hail from a group of islands in the Twin Seas, near the border of the Great Ocean. Only the permanently snow-covered peak of Mount Karcheus breaks the expanses of lush forests on the islands and draw their powers from sheer weapon training and the power of the elements that forged them.
Key Abilities: Strength, Dexterity, Intelligence
Armor Proficiencies: Cloth, leather, Hide
Weapon Proficiencies: Simple melee, Simple Ranged, Military Melee, 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: 7 + Constitution modifier
Trained Skills: Acrobatics. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex).
Class Features: Amazon Huntress Style, Quick Draw, Reflexive Mobility
The Amazon people are a relatively isolated culture. Adapting over the centuries to their tropical milieu, they have built magnificent cities in the forest canopy. These cities are an architectural phenomenon and a source of great pride to the Amazon people. They do not follow the teachings of the Zakarum, but instead practice a polytheistic religion that adheres to the strict principles of Order. Their oracles long ago predicted the Dark Exile, and they have been preparing to combat it ever since. Amazons regard the destruction of the Three Prime Evils as their destiny, ushering in a new era when mortal men and women can at long last take their rightful place in the universe, no longer merely playthings for the beings of the Outer Realms.
The Amazons are a seafaring people, one of the first to have made trade contact with both the Kingdoms of the West and with Kejhistan in the East. Their prominence in the world's trade establishment has afforded their warriors the reputation they currently enjoy as cunning strategists and skilled combatants. They are much sought after as mercenaries, being both expert soldiers as well as extremely loyal - as long as the assignment does not conflict with their strict sense of ethics.
Their pantheon of gods consists of a well-defined hierarchy, each member upholding some segment of the balance of Order. It is this strong sense of order that drives the Amazon people to achieve greatness in even the smallest of their endeavors. Their prime deity is Athulua who, with her consort, Kethryes, rules over the seasons and the weather. Under these Goddesses are a wide assortment of lesser deities, each responsible for his or her own sphere of influence among the Amazon people's daily life. The Amazons believe this pantheon is the remnant of the original inhabitants that settled the islands centuries ago. According to ancient records, they share the same names as these gods, although aspects of their personalities seem to have evolved over the centuries.
In the Amazon culture, only the women serve as warriors, their intrinsic superior dexterity and lithe body structures are better suited to combat in the dense rainforest environs of the islands. Their society is far from stratified, however, as men are responsible for any number of positions in the community, government, and clergy, as well as merchant and agricultural occupations.
While more than competent in hand-to-hand combat, training in the jungles of her native islands has shaped the Amazon's skill with the bow and missile weapons into one of unparalleled excellence. With the bow, her only rivals are the Sisters of the Sightless Eye. But, unlike her sisters in arms, the Amazon is also highly adept in the use of spears and other thrown weapons. The powers they possess are a combination of Prime magic, Holy magic and ingenious weapon construction.
Amazon Overview
Characteristics: Your abilities focus on dealing with enemies from afar, you have a few abilities that emphasize melee attacks, but the vast majority of your powers will bolster ranged attacks and use of weapons, such as thrown weapons or the bow. Some of your powers allow you to channel the supernatural forces of fire, lightning and poisons.
Religion: Athulua is pretty much your choice.
Races: Racism is bad, ya hear?
Amazon Class Features
Amazons have the following class features.
Amazon Huntress Style
Your Huntress style gives you an array of benefits, so whichever one you select can dramatically change how your character is played.
Athulua’s Aim
Should you select Athulua’s Aim as your Huntress style you gain the following benefits:
Your damage rolls with Amazon powers when wielding a bow or crossbow is increased by your intelligence modifier. Your attack rolls with bows and crossbows are increased by +1. Whenever you drop an enemy to 0 hit points, you gain a bonus to your next attack roll equal to your intelligence modifier.
In addition, you gain the ‘Defiant Shot’ Amazon power.
Athulua’s Might
Should you select Athulua’s Might as your Huntress style you gain the following benefits:
Your damage rolls with Amazon powers when wielding a thrown weapon or a melee weapon with the spear subtype is increased by your strength modifier. Your attack rolls with thrown weapons and spears are increased by +1. Whenever you drop an enemy to 0 hit points, you gain temporary hit points equal to your Strength modifier (this increases to your Strength modifier + 5 at paragon tier and equal to your strength modifier + 10 at epic tier).
In addition, you gain the ‘Hurling Charge’ Amazon power.
Quick Draw
You gain Quick Draw as a bonus feat.
Reflexive Mobility
Whenever you provoke an attack of opportunity caused by movement, you add your Dexterity modifier to all defenses against that attack. In addition, you may shift even while in difficult terrain.
Creating an Amazon
Amazons rely on Dexterity for most of their powers but your Huntress style uses either Strength or Intelligence as secondary choices. All Amazon melee powers use strength, but that is a small portion compared to the larger amount of ranged powers available.
Amazon Powers
Your Amazon powers are called invocations, many of which could be considered martial at first, but as you progress many of your powers become more supernatural.
Class Features
As an Amazon, you have either the Defiant Shot or Hurling Charge power.
Defiant Shot Amazon Feature
An enemy tries to close in on you, and you give him an excuse not to, in the form of an arrow.
Encounter ✦ Primal, Weapon
Immediate Interrupt, Ranged 5
Requirement: You must be wielding a bow or a crossbow.
Target: One Creature
Trigger: An enemy performs a move action and chooses to end his move adjacent to you that moved more than 3 squares during his turn, or an enemy charges you.
Attack: Dexterity + 2 vs. AC
Hit: 1[W] plus Dexterity modifier damage and target receives a penalty to the next attack roll they make against you this encounter equal to your intelligence modifier.
Special: If you drop an enemy to 0 hit points, you regain use of this power.
Hurling Charge Amazon Feature
You close in on your opponent hurling a weapon at them! As you do, you draw your spear and charge!
Encounter ✦ Primal, Weapon
Standard Action, Ranged 10
Requirement: You must be wielding a thrown weapon.
Target: One creature within charging range
Attack: Dexterity vs. AC
Hit: 1[W] plus Dexterity modifier damage.
Effect: Whether or not the attack hits or misses, you may draw a melee weapon with the spear subtype and perform a charge attack against that enemy with that spear.
Special: If you drop an enemy to 0 hit points, you regain use of this power.
Level 1 At-Will Invocations
Aimed Shot -- Amazon Attack 1
You fire a ranged attack at your enemy’s weak spot.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: One creature
Attack: Dexterity vs. AC, roll twice and take the highest result
Hit: 1[W] damage plus your dexterity modifier.
Special: Increase to 2[W] plus your dexterity modifier at 21st level.
Fierce Throw -- Amazon Attack 1
You throw your weapon at your foe with vicious force.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a throwing weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] plus 1d6 plus your dexterity modifier damage.
Special: Increase to 1[W] plus 2d6 plus your dexterity modifier at 11th level.
Increase to 2[W] plus 3d6 plus your dexterity modifier at 21st level.
Jab -- Amazon Attack 1
You slice twice at your enemy with rapid succession
At-will ✦ Primal, Weapon
Standard Action, Ranged 10
Requirement: You must be wielding a spear.
Target: One creature
Attack: Strength vs. AC, two attacks
Hit: 1[W] damage.
Special: If your weapon has reach, you may shift as a free action after you hit an enemy with this attack. Increase to 2[W] at 21st level.
Piercing Shot -- Amazon Attack 1
Your arrow leaves your foe open as you aim for the kill shot.
At-will ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage plus your dexterity modifier and the target receives a -2 penalty to defenses against the next attack you make against it until end of your next turn.
Special: Increase to 2[W] plus your dexterity modifier at 21st level.
Level 1 Encounter Invocations
Flaming arrow -- Amazon Attack 1
You ignite your arrow and fire at your enemy, literally.
Encounter ✦ Fire, Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Reflex
Hit: 1[W] damage plus your dexterity fire damage and ongoing 5 fire damage (save ends).
Impaling Stab -- Amazon Attack 1
You give your opponent a deep gouge which they will not soon forget.
Encounter ✦ Primal, Weapon
Standard Action, Melee
Requirement: You must be wielding a spear.
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] damage plus your Strength modifier and the target is slowed until the end of your next turn.
Athulua’s Might: You deal additional damage equal to your dexterity modifier and may shift one square after the attack as a free action if you hit.
Strafe Shot -- Amazon Attack 1
You move as swift as the wind while you deliver a powerful attack to your foe.
Encounter ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Effect: Move up to a number of squares equal to your speed.
Target: One creature
Attack: Dexterity vs. AC
Hit: 2[W] damage plus your dexterity modifier.
Steady Aim -- Amazon Attack 1
You stand still for a long moment to ensure your next attack is fatal.
Encounter ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or thrown weapon.
Target: One creature
Attack: Dexterity vs. AC
Hit: 3[W] damage plus your dexterity modifier.
Athulua’s Aim: You gain a bonus to the attack roll equal to your intelligence modifier.
Special: You cannot move voluntarily until the start of your next turn, and you cannot perform this attack if you moved earlier during this turn. Your allies can not push, pull or slide you with friendly effects. You grant combat advantage to all enemies until the start of your next turn.
Level 1 Daily Invocations
Arrow of Storm’s Persistence -- Amazon Attack 1
Your arrow hits with the power of a storm.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon, Reliable
Requirement: You must be wielding a bow or crossbow.
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 3[W] damage plus your dexterity damage.
Special: If you bloody an enemy or drop an enemy to 0 hit points with this power, you gain a +2 bonus to your next attack and damage roll.
Athulua’s Invigoration -- Amazon Attack 1
As you strike your foe, you feel Athulua’s blessing gives you the ability to overcome your wounds.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 2[W] damage plus your dexterity damage.
Effect: You may use a healing surge and roll a saving throw.
Dizzying Barrage -- Amazon Attack 1
You rapidly hurl weapons or shoot arrows in an attempt to befuddle nearby enemies.
Daily ✦ Primal, Weapon
Standard Action, Close Burst 3
Requirement: You must be wielding a bow, crossbow or throwing weapon.
Target: All enemies in the burst
Attack: Dexterity vs. Reflex
Hit: 2[W] damage plus your dexterity damage and target is dazed until the end of your next turn.
Lance of the Blood Hunt -- Amazon Attack 1
You lift your javelin or throwing weapon of choice high in the air and shout Athulua’s name before throwing the deadly weapon at your enemies.
Daily ✦ Primal, Weapon
Standard Action, Ranged Weapon
Requirement: You must be wielding a throwing weapon.
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: 2[W] damage plus your dexterity damage and the target receives a -2 penalty to all defenses until the end of your next turn.
Miss: Half damage and the target receives a -1 penalty to all defenses until the end of your next turn.
Special: If you bloody an enemy with this attack, the penalty to defenses is increased by your dexterity modifier.
Level 2 Utility Invocations
Keen Deflection – Amazon Utility 2
Using your shield, you embarrass an opponent as you bat it away.
Encounter ✦ Primal
Immediate Interrupt, Melee 1
Requirement: You must be a shield.
Target: One Creature
Trigger: An enemy attacks you with a melee attack.
Attack: Strength + 2 vs. Reflex
Hit: Push the target one square.
Special: If this attack pushes the enemy out of range, their attack fizzles.
Sprint
You can outrun any land creature.
Encounter ✦ Primal
Move action
Effect: Move a number of squares equal to your speed plus four.
Monsters[/size]
UNFORMATTED, MAY NOT BE PRETTY.
Skeletons (Soldier, Skirmisher, Artillery)
Zombies (Brute)
Fallen Ones (Lurker, Minion, Controller, Skirmisher)
Scavengers (Artillery, Lurker)
Imps (Lurker)
Goatmen (Soldier, Skirmisher, Artillery)
Dark Cultists (Soldier, Skirmisher, Controller)
Overlords (Brute)
Vampire (Controller)
Fallen One Level 3 Minion
Small immortal humanoid (demon) XP 37
Initiative +8 Senses Perception +1; low-light vision
HP 1; Resist 5 fire
AC 16; Fortitude 13, Reflex 16, Will 12
Speed 6
Spear (Standard, at-will) Weapon
+6 vs Armor Class; 4 damage.
Mob Tactics
Fallen One gets +1 to attack rolls against enemies for each Fallen One adjacent to himself and to his target.
Sneak Attack +1
Weak Willed
Whenever a Fallen One Demon is reduced to 0 hit points and this creature is within line of sight of that Fallen One, this creature must shift one square away from enemies as an immediate reaction, if possible, and gets a -2 to all attack rolls until the end of its next turn.
Alignment Evil Languages Common, Infernal
Skills Stealth +11, Thievery +9
Str 13 (+3) Dex 17 (+5) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 11 (+2)
Equipment: Spear, buckler
Fallen One Lurker Level 4 Lurker
Small immortal humanoid (demon) XP 175
Initiative +9 Senses Perception +2; low-light vision
HP 42; Bloodied 21 Resist 5 fire
AC 17; Fortitude 14, Reflex 17, Will 13
Speed 6
Spear (Standard, at-will) Weapon
+7 vs Armor Class; 1d8+3 damage.
Mob Tactics
Fallen One gets +1 to attack rolls against enemies for each Fallen One adjacent to himself and to his target.
Sneak Attack +1d6
Fallen Ones inflict an additional +1d6 damage against enemies they have combat advantage against.
Weak Willed
Whenever a Fallen One Demon is reduced to 0 hit points and this creature is within line of sight of that Fallen One, this creature must shift one square away from enemies as an immediate reaction, if possible, and gets a -2 to all attack rolls until the end of its next turn.
Alignment Evil Languages Common, Infernal
Skills Stealth +12, Thievery +10
Str 13 (+3) Dex 17 (+5) Wis 10 (+2)
Con 12 (+3) Int 8 (+1) Cha 11 (+2)
Equipment: Spear, buckler
Fallen One Shaman Level 5 Controller (Leader)
Worse Than Death Aura 10 Any Fallen One that starts his turn in the Fallen One Shaman’s aura must engage a hostile creature assuming it is not the only creature adjacent to the Shaman. If it does, it gains a +2 bonus to attack rolls until the end of that turn.
Small immortal humanoid (demon) XP 200
Initiative +6 Senses Perception +5; low-light vision
HP 60; Bloodied 30 Resist 5 fire
AC 16; Fortitude 14, Reflex 15, Will 16
Speed 6
Spear (Standard, at-will) Weapon
+5 vs Armor Class; 1d8+1 damage.
Fire Bolt (Standard, at-will) Fire
Ranged 10; +7 vs Reflex; 1d10+3 fire damage.
Animate Minion (Standard, at-will) Healing
Close Burst 10; The Fallen One Shaman reanimates a Fallen One Minion at the spot where it fell. It resets his initiative at one higher than the Shaman’s initiative when he cast this spell. This can only be cast on minions.
Skittish (Minor Action, At-Will)
The Fallen One Shaman shifts one square. He may only use this if every enemy adjacent to him has a Fallen One Minion or Lurker adjacent to them, or if the Fallen One Shaman has a Fallen One Minion or Lurker adjacent to him.
Interpose (Immediate Interrupt; Recharge 5)
Whenever an attack would inflict damage to Fallen One Shaman, if it didn’t inflict psychic damage and the Fallen One Shaman had a minion adjacent to him, the Shaman can elect to kill that Minion and ignore all effects from that attack.
Alignment Evil Languages Common, Infernal
Skills Stealth +12, Thievery +10
Str 13 (+3) Dex 14 (+4) Wis 17 (+5)
Con 12 (+3) Int 11 (+2) Cha 12 (+3)
Equipment: Staff, Leather Armor
Moon Clan Archer Level 6 Skirmisher
Medium immortal humanoid (demon) XP 250
Initiative +10 Senses Perception +4; darkvision
HP 71; Bloodied 35 Resist 5 poison
AC 18; Fortitude 17, Reflex 17, Will 15
Speed 7
Sword (Standard, at-will) Weapon
+10 vs Armor Class; 1d8+3 damage.
Longbow (Standard, at-will) Weapon
Ranged 20; +10 vs Armor Class; 1d10+3 damage.
Nimble Shot (Standard, recharge 4) Weapon
The Moon Clan Archer shifts one square and performs a Longbow attack.
Powerful Charge
Moon Clan Archers get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 17 (+6) Dex 16 (+6) Wis 13 (+4)
Con 15 (+5) Int 8 (+2) Cha 8 (+2)
Equipment: Longsword, Longbow, 10 arrows
Moon Clan Warrior Level 6 Soldier
Medium immortal humanoid (demon) XP 250
Initiative +7 Senses Perception +4; darkvision
HP 71; Bloodied 35 Resist 5 poison
AC 19; Fortitude 18, Reflex 16, Will 15
Speed 7
Axe (Standard, at-will) Weapon
+11 vs Armor Class; 1d12+4 damage and target is marked until the this creature’s next turn.
Ram (Standard, at-will)
+9 vs Fortitude; 1d6+4 damage and target is marked until the this creature’s next turn, if the Moon Clan Warrior moved at least three squares in the same turn this attack was used he may knock the target prone and push him one square, if he does, he must shift into the square the enemy was pushed out of. This attack can be used on a charge.
Powerful Charge
Moon Clan Warriors get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 18 (+7) Dex 15 (+5) Wis 13 (+4)
Con 15 (+5) Int 8 (+2) Cha 8 (+2)
Equipment: Greataxe
Moon Clan Shaman Level 7 Controller [Leader]
Medium immortal humanoid (demon) XP 250
Initiative +7 Senses Perception +4; darkvision
HP 79; Bloodied 39 Resist 5 poison
AC 18; Fortitude 16, Reflex 15, Will 19
Speed 7
Ritual Mace (Standard, at-will) Weapon
+11 vs Armor Class; 1d8+3 damage and target is slowed (save ends).
Drain Life (Standard, at-will) Necrotic
Ranged 5; +9 versus Fortitude; 1d6+4 necrotic damage and Moon Clan Shaman or any ally within close burst 5 gains 4 temporary hit points.
Eye of Fear (Standard, recharge 5) Fear
Ranged 5; +9 versus Will; target is pushed a number of squares equal to his speed and then is stunned until the end of Moon Clan Shaman’s next turn.
Healing Word (Standard, encounter) Healing
Close Burst 5; Self or one Moon Clan in the burst; Target heals 20 hit points.
Powerful Charge
Moon Clan Shamans get +2 to attack rolls and speed when charging.
Alignment Evil Languages Common, Infernal
Skills
Str 17 (+6) Dex 12 (+4) Wis 18 (+7)
Con 15 (+5) Int 12 (+4) Cha 11 (+3)
Equipment: Mace
Moon Clan Champion Level 8 Elite Soldier [Leader]
Medium immortal humanoid (demon) XP ?
Initiative +8 Senses Perception +5; darkvision
HP 178; Bloodied 89 Resist 5 poison
AC 22; Fortitude 21, Reflex 19, Will 16
Speed 6
Axe (Standard, at-will) Weapon
+14 vs Armor Class; 1d12+4 damage and target is marked until the this creature’s next turn.
Cleave (Standard, at-will) Weapon
The Moon Clan Champion performs an Axe attack at two targets within range.
War Stomp (Standard, encounter) Thunder
Close Blast 3; +10 versus Fortitude; All enemies in burst; 2d8+3 thunder damage and target is stunned until the end of Moon Clan Champion’s next turn. Miss: Half damage and no stun.
Bellowing Roar (Standard, encounter) Fear
Close Burst 5; +10 versus Will; All enemies in burst; Target gets -2 to all attack rolls and is pushed 3 squares. Friendly Moon Clan get +2 to all attack and damage rolls until the end of Moon Clan Champion’s next turn.
Powerful Charge
Moon Clan Champions get +2 to attack rolls and speed when charging; can use Cleave on a charge.
Primal Fury
When immediately bloodied, the Moon Clan champion uses Bellowing Roar, even if it was already used this encounter, for the rest of the encounter the Moon Clan Champion gains a +2 bonus to all damage rolls.
Alignment Evil Languages Common, Infernal
Skills
Str 18 (+8) Dex 15 (+6) Wis 13 (+5)
Con 17 (+7) Int 8 (+3) Cha 8 (+3)
Equipment: Greataxe