GPuzzle
2015-08-05, 06:43 PM
"Onwards! The fight is ours!"
HP at level 1: 12+Constitution score
HP per level: 5
Healing Surges/Day: 7+Constitution modifier
Bonus to Defenses:
Armor Proficiencies: Cloth, Leather, Hide, Chain, Light Shield, Heavy Shield
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee, Military Ranged
Class Skills: Choose 4 of them at Level 1: Athletics, Bluff, Diplomacy, Endurance, Heal, History, Intimidate, Streetwise
As for the Class Features, I'm working on them. A few highlights:
- General's Aura. Much like the Skald's Aura, the General's Aura has less healing, but provides when a healing surge is used, whoever is the recipient of the healing gains +2 to hit until the end of the next turn.
- Tactical Strike. A No Action bonus, like the Power Strike. Its damage increase is heavily reduced, however, thanks to a few other bonuses in another section.
- Weapon Tactics. The ability to make Basic Attacks with either Charisma or Intelligence, your choice.
- Schools of Thought. Available in Tactical, Inspiring, Bravura or Skirmishing, it carries a different focus for each, including the bonuses your Basic Attacks give. Tactical revolves around bonuses to-hit, Inspiring revolves around healing and damage, Bravura revolves around being offensive, with a slight Strikery bend, and Skirmishing is all about movement. It also affects your Tactical Strike.
HP at level 1: 12+Constitution score
HP per level: 5
Healing Surges/Day: 7+Constitution modifier
Bonus to Defenses:
Armor Proficiencies: Cloth, Leather, Hide, Chain, Light Shield, Heavy Shield
Weapon Proficiencies: Simple Melee, Simple Ranged, Military Melee, Military Ranged
Class Skills: Choose 4 of them at Level 1: Athletics, Bluff, Diplomacy, Endurance, Heal, History, Intimidate, Streetwise
As for the Class Features, I'm working on them. A few highlights:
- General's Aura. Much like the Skald's Aura, the General's Aura has less healing, but provides when a healing surge is used, whoever is the recipient of the healing gains +2 to hit until the end of the next turn.
- Tactical Strike. A No Action bonus, like the Power Strike. Its damage increase is heavily reduced, however, thanks to a few other bonuses in another section.
- Weapon Tactics. The ability to make Basic Attacks with either Charisma or Intelligence, your choice.
- Schools of Thought. Available in Tactical, Inspiring, Bravura or Skirmishing, it carries a different focus for each, including the bonuses your Basic Attacks give. Tactical revolves around bonuses to-hit, Inspiring revolves around healing and damage, Bravura revolves around being offensive, with a slight Strikery bend, and Skirmishing is all about movement. It also affects your Tactical Strike.