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 New 4th Edition Templates

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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: New 4th Edition Templates   Sat Nov 08, 2008 10:45 pm

Under certain situations, players may be allowed to add a template to their character. Usually these templates represent something that the character has attained, such as a profession. Templates can be found in the DM Guide, and are only usable with DM permission.

We have created some new templates as well, listed below.

AMdG

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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: Fey Knight   Sat Nov 08, 2008 10:47 pm

“FEY KNIGHT” TEMPLATE

Special: You must be a fey creature
Defenses: +2 AC, +2 Fortitude, +2 Reflex
Saving Throws: +2

Feywild Challenge (Level 11)
Encounter, Range: 10
The target is marked until the end of the encounter or the Fey Knight dies, taking 4 damage each round it does not attack the Fey Knight.

Harvest’s Sorrow (Level 14)
At-Will (Immediate reaction, when an ally within 5 squares of the Fey Knight is damaged)
Half the attacker’s damage is negated, and the Fey Knight takes the other half.

Undeniable Beauty (Level 17)
At-Will (Immediate interrupt, when the Fey Knight is targeted by a melee attack)
Charisma + 4 vs. Will against the attacker; the attacker must target a different creature or end its attack. Increase to +6 bonus at 21st level.

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Last edited by Arius on Tue Feb 24, 2009 3:21 pm; edited 2 times in total
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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: Priest / Priestess   Sat Nov 08, 2008 10:48 pm

“PRIEST / PRIESTESS” TEMPLATE

Special: You must worship a deity
Defenses: +1 AC, +2 Fortitude, +2 Will
Resist: 5 (choose one type) at 1st level; 10 (choose 2 types) at 11th level; 15 (choose 3 types) at 21st level
Saving Throws: +2

Channel Divinity (Level 11)
You gain the “Channel Divinity” power for your specific deity (you do not need the “Channel Divinity” class feature and you do not need to take the deity-specific feat). If you already have the “Channel Divinity” feat for your deity, you gain an additional usage of that feat’s power.

Divine Shield (Level 14)
Aura 5
Allies within the aura share the Priest/Priestess’ resistances.

Divine Might (Level 17)
Encounter, Minor Action, Personal, Divine
You gain a +4 power bonus to the next attack roll you perform.

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Last edited by Arius on Tue Feb 24, 2009 3:18 pm; edited 3 times in total
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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: Re: New 4th Edition Templates   Tue Feb 24, 2009 3:13 pm

"HOLY WARRIOR" TEMPLATE

Special: You must worship a deity
Defenses: +2 AC, +2 Fortitude, +2 Will
Resist: 5 (choose one type) at 1st level; 10 (choose 2 types) at 11th level; 15 (choose 3 types) at 21st level
Saving Throws: +2

Student of Religion (Level 11)
You gain training in Religion. If you already have training in this skill, you gain a +3 bonus to Religion checks.

Channel Divinity (Level 14)
You gain the “Channel Divinity” power for your specific deity (you do not need the “Channel Divinity” class feature and you do not need to take the deity-specific feat). If you already have the “Channel Divinity” feat for your deity, you gain an additional usage of that feat’s power.

Divine Strike (Level 17)
Encounter, Minor Action, Personal, Divine
You gain a +5 bonus to your next attack roll and a -2 penalty to your next damage roll.

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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: Re: New 4th Edition Templates   Sat Jul 11, 2009 9:25 pm

“CORSAIR” TEMPLATE

Defenses: +2 AC, +2 Fortitude, +1 Reflex, +1 Will
Saving Throws: +2

Expert Mariner (Level 11)
You gain a +2 bonus to initiative checks while aboard a ship, and you are considered trained for any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship. If you are already trained in the skill, you gain a +2 bonus to such checks. Examples include:
Acrobatics checks to balance on a yardarm or a wildly rolling deck.
Athletics checks to climb a ship’s hull or scale a mast.
Perception checks to spot approaching enemies or hazards.
Intelligence checks to determine your position or chart a course.
Dexterity checks to steer through dangerous waters.
If you are in command of the vessel, you provide these bonuses to all crew members who can see or hear you.

If you have chosen the “Sword Coast Corsair” Paragon Path then you already have this feature. Instead, increase the check bonuses from +2 to +4

Wind and Stars (Level 14)
You receive a +4 bonus when making a Perception check to track someone or something outdoors, or when making a Nature or Streetwise check to determine your whereabouts outdoors.

Sailor's Stability (Level 17)
At-will (Immediate interrupt, when the Corsair would be knocked prone)
Roll a saving throw. If you succeed the throw, you are not knocked prone.

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Last edited by Arius on Sat Jul 11, 2009 9:32 pm; edited 2 times in total
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Arius
The Evil DM



Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
189/189  (189/189)

PostSubject: Re: New 4th Edition Templates   Sat Jul 11, 2009 9:26 pm

“INEBRIATED WARRIOR” TEMPLATE

Defenses: +4 Fortitude, +2 Will
Saving Throws: +2

Aura of Drunkenness (Level 11)
Aura 1, only while drunk
All enemies in the aura take a -2 penalty to their attack rolls and a -4 penalty to Perception checks.

Drunken Defenses (Level 14)
While drunk, you can add your Constitution modifier to your AC, Fortitude, Reflex, and Will defenses.

Timely Stumble (Level 17)
At-will (Immediate interrupt, when the Inebriated Warrior is targeted by an attack)
Usable only while drunk. Roll a saving throw. If you succeed the throw, you may shift a number of squares equal to your Constitution modifier as a free action. At the end of the shift, you fall prone. If you are no longer within the attack’s range, the attack misses.

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