mandag den 29. februar 2016

Mellemspil: Lazamian - første indtryk


Tema-playlist:

Jeres skibe lander blødt i en lysning af hvidt sand. Omkring jer står høje, palmelignende træer, hvis blade svajer i en let brise. På himlen står solen højt, men temperaturen er behagelig. Et lille stykke væk, igennem nogle af træerne, kan i se en stor, azurblå oase, og på den anden side knejser en høj bjergkæde, der fortsætter til både højre og venstre. Uden for skoven, i den modsatte retning, er en stor, hvid ørken, der strækker sig ud til horisonten, indrammet af bjergkæden, der lader til at fortsætte i en cirkel omkring ørkenen. Stik modsat oasen kan et enkelt højt bjerg ses i horisonten, der selv på denne afstand tårner sig op over resten af bjergkæden, og som sandsynligvis er tættere på.

Skoven er dog ikke forladt - blandt træerne står bygninger, bygget af træ eller sten, uden nogen forenende form for arkitektur blandt dem. Nogle er bygget i hast, andre bygget ned i jorden, og de lader til at være alt fra nogle få uger til tusindvis af år gamle. Folk af utallige forskellige racer går rundt i landsbyen: Et par gnomer står med knive fremme og lader til at være i gang med at true eller afpresse en ork; en håndfuld øglemænd ledt an af en imp patruljerer målbevidst imellem bygningerne, på udkig efter nogen eller noget; og en bevidstløs dværg med en tomt ølkrus knuget til sig ligger på tværs af ryggen på en rød og sort trold, der er på vej ud af en stor træbygning. Bygningen bærer et skilt der forestiller et krumt sværd, der ligger oven på en rund overflade, og under skiltet er en plade, hvor der står stedets navn, tilsyneladende på dit eget modersmål: "DEN HVILENDE HUGGERT". Der høres et brøl fra bygningen, og trolden når lige at træde til side inden bygningens roterende døre svinges udad, og en magert udseende hyæneperson kommer flyvende ud af bygningen og lander i sandet udenfor. Der høres lidt latter fra bygningen, og gnoll'en rejser sig hurtigt og lusker væk blandt træerne og bygningerne.

søndag den 28. februar 2016

Opsummering for 27/2 2016

Opsummering

Kampen mod de elviske skibe fortsatte, og gradvist blev alle deres besætningsmedlemmer dræbt - indtil alt hvad der var tilbage var en enkelt urørt bueskytte, der teleporterede væk (angiveligvis om bord på Igthorod).

Efter kampen mødtes gruppen med Kaptajn Tarazir af skibet Savazio, og der blev fordelt skibe og handlet lidt. Det viste sig desuden, at Anthon Vishnod (som gruppen havde mødt i Ostopos) var blevet en del af besætningen på Savazio.

Tarazirs tema:

Kaptajn Tarazir
Rufino, tilsyneladende Tarazirs livvagt.
Efter forhandlingerne afslørede Tarazir, at dæmoniske skibe var på vej, og at han på det kraftigste anbefalede dem at følge med ham til et nærliggende skjulested. Gruppen fulgte med, og nåede lige at få et glimt af en vred balor om bord på et fjendtligt skib, omringet af flammer, inden de forsvandt igennem en portal... der viste sig at føre til Shom.

Meget vred balor.

De tre skibe dukkede op i en sandfyldt lysning i en lille jungleagtig skov, der omringede en oase. Blandt træerne lod der til at være bygninger, og skoven var omringet på alle sider af en ørken af hvidt sand, tilsyneladende afgrænset af bjerge i horisonten hele vejen rundt. Tarazir vendte sig mod gruppen og udbrød muntert "Velkommen til Lazamian!"

Nyt udstyr

Tilsammen har i fået skrabet følgende sammen:
  • 1 totalskadet elvisk Flitter-skrog
  • 1 lettere skadet elvisk Flitter-skrog
  • 3 uskadte elviske Flitter-skrog
  • 5 Symbiote Engines
  • 5 Mimetiske Ballistaer

Flitter-skrog

Størrelse
Level
Max last
Max personel
Dæk
HP
Defenses
Speed
Basis
1x2
1
0
2
1
25
15/13
6
Oprunding
1x4
2
0,5
4
1
40
16/14
6
Endelig
1x4
5
0,5
4
1
110
25/23
6

  • Size: 1x4
    • Effektivt level 2, med halv bonus (+25% hp, +1 defenses)
  • Bygget til at holde x3 (+150% hp, +9 defenses, +3 level)
  • Pris: 10 pp
  • Det totalskadede skrog er ubrugeligt indtil det bliver repareret.
  • Det lettere skadede skrog er på 75/110 hp, men kan godt bruges.
  • Til perspektivering: Mark 2 er på 448/700 hp, og Flodsangen er på 275/337 hp. Mark 2 regenererer 1d10 hp per 24 timer, men ellers skal man bruge ressourcer på at reparere et skib.

    Vingemønstret på skibene.
    Formen på skibene.


Symbiote Engines
Navn
Rejsefaktor
Ekstra effekter
Energiforbrug
Effektivt level
Symbiote Engine
n/a
Kan kun bruges på et skib med samme endeligt hull level som motoren, eller lavere. Kan laves med effektivt level 1-10.
Er tilkoblet en motor på et andet, større skib, og al equipment på dette skib bruger det større skibs energi i stedet for eget.
Så længe begge motorer er inden for 100 felter af hinanden, har dette skib altid samme hastighed og basale manøvredygtighed som det større skib, og samtlige systemers energiniveauer på dette skib svarer til aux-niveauet på det større skib.
-0,5 (carrier)
5 (Pris 10 pp)

Mimetiske Ballistaer
Navn
[+]
[ ]
[-]
[Ø]
Affyringsbue
Påvirkede angreb
Energiforbrug
Effektivt level
Mimetisk Ballista
10 x Range
10 x Range
5 x Range
Virker ikke
360°
Ranged/Area
-0,5
10 (Pris 50 pp)

søndag den 21. februar 2016

Opsummering for 20/2 2016

Opsummering

Gruppen samledes på Mark 2 og Flodsangen, og tog videre fra Hestavar.

Det viste sig at gruppens nye navigatør har et navn: Eva.

Efter 8 dages rejse (2 dage før Eva mente, at de ville støde på en farvetråd) stødte gruppen på en kamp mellem den Kejserlige Arvandoriske Flåde og et lidt mere skibslignende astralskib.

Det angrebne skib.
Det elviske skib, Igthorod, der kunne ses langt væk.
Vingemønstret på de mindre elviske skibe.
Formen på de mindre elviske skibe.

Flodsangen tog afsted med det samme for at hjælpe det løsgående skib, imens besætningen på Mark 2 først aftalte med det andet skibs kaptajn, Tarazir, at de ville dele rovet op fra de besejrede elverskibe 50-50. Et stort elvisk skib, Igthorod, kontaktede også Mark 2 og bad gruppen blande sig uden om, men det blev ignoreret.


Efter to runders kamp fik gruppen dræbt to af de små skibes piloter og en enkelt magiker. Der var i alt 7 af de mindre skibe, men det lod til, at Tarazirs skib i hvert fald havde tiltrukket sig et enkelt skibs opmærksomhed. Der var netop blevet slået fate dice for astrale vinde, escalation-terningen var blevet sat op på 2, skibene havde bevæget sig, og Tar og Thava gjorde sig klar til at angribe de skibe, som var på vej mod dem.

Lidt stats som i nåede at finde ud af:
  • Den højeste defense blandt fjenderne er 38 (43 med superior cover) og den laveste er 32 (37 med superior cover).
  • Piloterne er minions, og så længe de er i live, har alle angreb mod de mindre skibe eller deres besætninger disadvantage (slå 2d20 og tag den laveste; udlignes med advantage fra fx combat advantage eller Oath of Enmity).
  • Magikerne har max 84 hp.
  • Flodsangen er på 275/337 hp, og Mark 2 er på 626/700 hp.

Opsummerede stats for jeres skibe:


søndag den 14. februar 2016

Opsummering for 13/2 2016

Opsummering


Gruppen nåede endelig til Hestavar!



Tema:

Der blev shoppet, der blev undersøgt lig, og der blev fløjet på papegøje.

Logoet for Flyndrals Fabelagtige Fund.
Kaptajn Flyndral Helmsway, indehaver af Flyndrals Fabelagtige Fund.

Gray fandt en person, som lovede at kunne hjælpe som navigatør, og den eneste nødvendige betaling var transport væk fra Hestavar.

Næste gang har i stadig et par timer i Hestavar, hvis der er noget i mangler at ordne. Abraxus, Adran og Sapristi kan stadig nå at gøre hvad de vil i Hestavar næste gang.

søndag den 7. februar 2016

Opsummering + evaluering af 6/2 2016

Opsummering

Vi besluttede os for at afprøve de nye regler for resistance og advantage/disadvantage, som jeg foreslog.

Tema:


Derefter fik gruppen belønninger for at have hjulpet Zerlanna med ikke bare at finde hendes tabte drage, Nissir, men også med at redde verden fra en invasion af kuldevæsener, med den kolde tarrasque i spidsen.

Zerlanna vandt kontrol over domænet da Cedrim døde. Domænet hedder Nivalir, og Zerlanna er nu på vej til at gøre det til et mere lyst og behageligt sted. Hvis gruppen fremover har brug for et sted at hvile, har de altid mulighed for at tage til Nivalir.

Fælles belønninger:

5 Shinaelestra Chalices of Fellowship (inkl. de to som Podaboo fik lavet ekstra)

1 Blizzard Spire
I mangler stadig at finde ud af, hvordan spiret skal tilkobles jeres skib.

Jeres skib er nu udstyret med et laboratorium, som i kan bruge til at fremstille og ændre magiske genstande, og det blev allerede taget i brug i går, da i besluttede jer for at lave nogle figurines of wondrous power (linket fører til regler for tingene. TL;DR: De varer 8 timer og befales med minor actions).






Elveren Elamar (en ruesti fra Arvandor, der var blevet sendt ud af Corellon for at finde ud af, hvad der var under opsejling, og som nu er kontaktperson mellem Arvandor og Nivalir) informerede gruppen om, at de kunne anse sig selv som venner af lysets planer, og at de ville blive taget seriøst fremover, hvis de bad om hjælp i fx Hestavar eller Arvandor.

Evaluering

Efter at have afprøvet det, synes jeg ikke, at advantage/disadvantage fungerer så fantastisk godt sammen med skill checks. Jeg foreslår derfor, at man begrænser advantage/disadvantage til at ramme væsener i kamp (medmindre noget specifikt giver muligheden for at slå to gange, fx Guidance of the Past).

Derudover virker det for besværligt at holde styr på "defensiv" advantage, og bonusser til defenses varierer ofte for meget til at det giver mening. Et eksempel på dette er, at Mirror Images faktisk bliver dårligere end Blur med det nye system.

Derfor tænker jeg, at man udelukkende finder ud af advantage/disadvantage ud fra følgende to kriterier:
  1. Combat advantage.
  2. -2 eller mere til at ramme, med undtagelse af cover/superior cover.
På denne måde giver det stadig mening at bruge Mirror Images frem for Blur, usynlighed giver stadig disadvantage for fjender og advantage til én selv, og man behøver at lave mindre matematik for at finde ud af, om man har advantage eller ej, siden man kun behøver at spørge "Har du combat advantage? Har du minus til at ramme?"

Eksempler på ting, som i har adgang til nu, der vil give jer advantage på angreb:
  • Flanking
  • Dazed condition
  • Restrained condition
  • Phantasmal Assault
Eksempler på ting, som i har adgang til nu, der vil give jeres fjender disadvantage på angreb:
  • Restrained condition
  • Psychic Lock
  • Marked condition
Eksempler på ting, som i har adgang til nu, der giver jeres fjender advantage på angreb:
  • Brash Assault
Dette betyder også, at vi går væk fra forslaget om, at man har disadvantage i stedet for at provokere opportunity attacks, hvis man laver ranged/area attacks i nærkamp. Det vil gøre systemet meget mere simpelt, men bevare de vigtigste punkter, og de største fordele ved at tænke sig om i kamp.

lørdag den 6. februar 2016

Regler: Figurines of Wondrous Power

Figurine of Wondrous Power

These tiny animal statuettes are fashioned from a variety of materials and can be used to conjure the creatures they depict.

When you activate a figurine, the conjured creature appears in a space adjacent to you, provided the space is large enough to contain the creature without squeezing. The creature obeys only you, responding to commands spoken in any language. The creature remains for up to 8 hours or until you use a minor action to dismiss it. The conjured creature acts on the same initiative count as you. Every action it takes costs you a minor action (which you use to issue commands), and a conjured creature cannot exceed its normal allotment of actions (a standard, a move, and a minor action) during its turn. If you spend no minor actions on your turn to command the creature, it remains where it is without taking any actions on its turn.

A conjured creature has hit points, defenses, and attacks as indicated in its statistics block. It has no healing surges and cannot be healed, though it can still benefit from temporary hit points. When reduced to 0 hit points or fewer, the conjured creature disappears and cannot be conjured again until after you’ve taken an extended rest.

Conjured creatures lack basic attacks and therefore cannot make opportunity attacks.

Mount: If the conjured creature has the mount keyword, you can ride the creature and are considered to have the Mounted Combat feat while mounted on it. While mounted, you can command the creature using free actions, though the mount is still limited to its normal allotment of actions. You can choose to be mounted on the creature when it appears.

onsdag den 3. februar 2016

Forslag til houserules baseret på 5e: Resistances, Advantage og Critical Hits

Forord

Med så mange spillere som vi er, er man nødt til at implementere nogle houserules for at gøre alting lidt mere spændende, flydende, etc., og det kan være godt at "låne" fra andre regelsystemer, hvis de har regler, der kan bruges til dette. Escalation-terningen er allerede taget fra et 4e-baseret RPG, der hedder 13th Age, og i indlægget her præsenterer jeg 3 forslag til alternative regler, baseret på D&D 5th Edition, som vi kunne bruge for at løse nogle problemer og generelt gøre spillet sjovere og mere spændende. Kun de 1 og 2 mener jeg dog for alvor - nr. 3 er bare argumentation for, hvorfor vi bør lade den del af reglerne være som den er.

Skriv gerne jeres tanker om dette til mig - enten på mail eller på facebook. Jeg kommer nok også til at forklare dem kort på lørdag, selv om jeg tvivler på at de når rigtigt at blive relevante.

1. Resistances

Forslaget:

  • Alle resistances på 15 og højere halverer skade i stedet for at reducere den med et fast tal.
  • Alle resistances på 14 og lavere reducerer skade med 25% i stedet for med et fast tal.
  • Man er immun over for skade, der er 10 eller lavere, hvis man har bare 1 resistance over for det.
  • Insubstantial bliver til en del af resistance-systemet (så et spøgelse med resist 25 necrotic og insubstantial tager kun halv skade fra necrotic).

Begrundelse:

Efter jeg er begyndt med nye udregninger af skade og hp til monstre, har lavere resistances nærmest ingen betydning, og selv højere resistances har sjælden bemærkelsesværdig effekt (fx kan man få fire resist på over 30 som Tiefling, men det betyder jo ikke så meget hvis man får 100 fire damage).

Det bliver desuden meget lettere at udregne skade mod mere end et væsen ad gangen, da man kan nøjes med at sige fx "Alle uden resistance får 50 skade, alle med del-resistance får 37 skade, alle med fuld resistance får 25 skade".

Med den tredje klausul om immunitet over for mindre skade, bliver det desuden lettere at holde styr på, om man får skade eller ej fra fx statiske effekter (auras, zones, etc.).

Formelle regler:

  • True resistance: If you have resistance 5/10/15 (by tier) or higher to a certain kind of damage, you lose that resistance and instead take half that damage.
  • Insubstantial creatures have true resistance against damage that isn't certain types (most often force and psychic).
  • Partial resistance: If you have lower resistance than that, you lose that resistance and instead take 75% of such damage.
  • If you have any resistance to a certain kind of damage, and you would take 0/5/10 (by tier) or less damage of that kind, you ignore that damage instead.
  • If you would take damage from a type from which you have both resistance and vulnerability, subtract the vulnerability from the resistance and then determine whether you have true or partial resistance (if any).

Yderligere:

Man kan også udvide systemet til også at gælde vulnerability, men det kan hurtigt gå galt hvis en fjende giver 50 i skade med hvert angreb, og desuden har mulighed for at give jer vulnerable +25% til samme skade.

Uanset hvad vil i dog møde fjender, der har %-mæssige vulnerabilities (selv om de vil være mere sjældne end almindelige vulnerabilties).

2. Advantage/Disadvantage

Forslaget:

  • Advantage: Hvis man har combat advantage, slår man i stedet sin d20 to gange og tager det højeste slag. Hvis man har "forbedret" combat advantage (fx yderligere +1 til at ramme med combat advantage), får man stadig den bonus som normalt.
  • Disadvantage: Hvis man har minus til at ramme på grund af andet end cover eller superior cover, slår man i stedet sin d20 to gange og tager det laveste slag. Cover og superior cover giver -2/-5 som normalt.
  • Combat casting/shooting: Hvis man er i nærkamp og bruger et ranged eller area attack, provokerer man ikke et opportunity attack, men har i stedet disadvantage på slaget.
    • Hvis man er marked eller på anden måde trues exceptionelt af en fjende, provokerer man stadig dets "straffende" effekt eller angreb. Bevægelse provokerer opportunity attacks som normalt.
  • Hvis man har en power bonus på +2 eller højere til en defense, mister man den bonus, og angriberen har i stedet disadvantage på angreb imod den defense.
  • Hvis man har en midlertidig bonus på +5/-5 eller højere/lavere til et skill check, har man i stedet hhv. advantage eller disadvantage på slaget.
    • Dette betyder, at Aid Another giver advantage i stedet for +6 til et skill check, så længe 3 eller flere hjælper til.

Begrundelse:

Combat advantage føles virkelig ikke relevant på højere levels medmindre man er Rogue, og -2 til et angreb på grund af restrained, Psychic Lock eller lignende har heller ikke den store indflydelse på det endelige slag. Denne regelændring gør kampe mere spændende generelt, da conditions, flanking, etc. pludselig betyder en masse, og eftersom critical hits bliver mere sandsynlige.

Formelle regler:

  • Advantage
    • When you have combat advantage, instead of gaining a bonus to hit, you roll two times and take the higher result.
    • If your attack bonus for combat advantage would be increased, you gain the additional increase in attack bonus as normal.
    • Oath of Enmity and Guidance of the Past grant advantage.
    • Aid Attack grants advantage instead of +2 to hit.
  • Disadvantage
    • If you would take a penalty to hit for any reason other than cover or superior cover, you instead roll two times and take the lower result.
    • When you make a ranged or area attack that would provoke an attack of opportunity, you instead roll the attack roll twice and take the lower result, and you don't provoke the attack of opportunity.
      • You trigger attacks and effects due to marking, defender auras and similar powers and traits as normal.
  • Defenses
    • If you would gain a power bonus of +2 or more to a defense, instead the attacker rolls twice and takes the lower result. (If the target of the attack makes the defense roll, instead that creature rolls twice and takes the higher result.)
  • Skills
    • If you would gain a temporary bonus of +5 or more to a skill check or ability check, you instead roll twice and take the higher result.
    • If you would take a temporary penalty of -5 or more to a skill check or ability check, you instead roll twice and take the lower result.
  • Reminders
    • Neither advantage nor disadvantage stacks.
    • If you would roll twice and take both the higher and the lower result, you instead roll only once.
    • Whenever you reroll a roll that has been rolled twice, you pick only one of the dice and reroll that. (Oath of Enmity specifically states that you can reroll both dice, so it is exempt from this clause.)

3. Critical Hits

Forslaget:

I stedet for at maksimere skaden når man slår et critical hit, slår man alle normale skadeterninger som normalt, og fordobler resultatet (inkl. skade fra Power Attacl, Sneak Attack, Warlock's Curse, Hunter's Quarry, Assassin's Shroud, etc.) inden man lægger sin damage bonus oveni, og inden man lægger yderligere crit damage til fra fx feats eller magiske våben.

Begrundelse:

Dette er nok den mindst begrundede regel, og er nok ikke relevant for kampagnen - så her er min begrundelse for, hvorfor vi ikke skal bruge reglen:
  • Maksimering af skade på et critical hit har næste samme numeriske effekt som at fordoble hvad man slår. Hvis man maksimerer 2d6, giver man 12 skade. Hvis man fordobler gennemsnittet af 2d6, giver man 13 skade.
  • 3.5/Pathfinder/5e har ikke critical damage på alle magiske våben og implements, så hvis man maksimerede skaden dér, ville man slet ikke slå nogen terninger. I 4e slår man dog bonus crit damage - og der kan hurtigt blive uoverskueligt både at slå almindelig skade og bonus crit damage, særligt når man kun skal fordoble nogle af terningerne.

Formelle regler:

  • Whenever you score a critical hit, instead of maximizing the damage dice of the original damage roll, you roll the dice and double the result, before adding damage bonuses and penalties, and before adding additional damage from scoring a critical hit.
  • If you would be able to maximize the damage dice of an attack, you maximize the results of the dice before doubling them.

mandag den 1. februar 2016

Homebrew: Psionic Elemental Monk

CLASS TRAITS
Role: Striker.
Power Source: Psionic.
Key Abilities: Dexterity, Strength, Constitution, Wisdom, Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Club, dagger, monk unarmed strike, quarterstaff, shuriken, sling, spear.
Implement: Ki focuses, weapons with which you're proficient
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: From the class skills list below, choose 4 trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex).

Build Options: Air Monk, Earth Monk, Fire Monk, Water Monk.
Class features: Elemental Tradition, Psionic Augmentation, Unarmed Combatant, Unarmored Defense.

MONK CLASS FEATURES
ELEMENTAL TRADITION
Monks train in a number of traditional techniques, with each monastery focusing on a specific style. Choose one of the four elements as your tradition. The choice you make grants you a Flurry of Blows power, a defensive benefit and an encounter power.
  • Air
    • Flurry of Blows: You gain the centered flurry of blows power.
    • Mental Equilibrium: You gain a +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st level.
    • Elemental Escalation: You gain elemental escalation (air monk).
  • Earth
    • Flurry of Blows: You gain the stone fist flurry of blows power, except you use your Constitution modifier instead of your Strength modifier.
    • Mental Bastion: You gain a +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st level.
    • Elemental Escalation: You gain elemental escalation (earth monk).
  • Fire
    • Flurry of Blows: You gain the desert wind flurry of blows power.
    • Mental Crucible: You gain resist 5 fire. The resistance increases to 10 at 11th level and 15 at 21st level. If you already have fire resistance that is equal to or higher than this value, increase it by 2 (4 at 11th level and 6 at 21st level).
    • Elemental Escalation: You gain elemental escalation (fire monk).
  • Water
    • Flurry of Blows: You gain the eternal tide flurry of blows power.
    • Mental Balance: Whenever an enemy would pull, push, or slide you, you can reduce the forced movement by 1 square. After the forced movement is resolved, you can shift 1 square as a free action.
    • Elemental Escalation: You gain elemental escalation (water monk).

 


PSIONIC AUGMENTATION
At-Will Attack Powers: At 1st level, you choose two at-will attack powers and one daily attack power from your class, but you don’t start with any encounter attack powers from your class except for the elemental escalation power you gain as part of your tradition. You instead gain power points, which you can spend to use and augment your elemental escalation power, as well as augment certain powers from paragon paths and multiclassing. These powers have the augmentable keyword.

Master of Many Styles: You gain new at-will attack powers from this class, instead of new encounter attack powers, as you increase in level. At 3rd, 13rd and 23th level, you choose a new at-will attack power from this class, or from the sorcerer class. The at-will powers normally only available to an elementalist (sorcerer) are available at level 7. If you choose to gain a power from the sorcerer class this way, replace all Charisma modifiers with Dexterity modifiers, replace all Constitution modifiers with the ability score modifier you use for determining the damage of your flurry of blows power, and the power loses the arcane keyword and gains the psionic keyword. At 7th, 17th, and 27th level, you can replace one of your at-will attack powers with another one of your level or lower. Both the replaced power and its replacement must be from this class feature.

Power Points: You start with 2 power points. You gain 2 additional power points at 3rd and 7th level, 1 additional power point at 13th level, and 2 additional power points at 17th, 21st, 23rd, and 27th level. If you gain power points from another source (such as your paragon path), add them to your power point total. You can use your power points to augment any augmentable power you have, regardless of how you gained the power.

You regain all your power points when you take a short or an extended rest.

Level
At-Will Attack Powers
Power Points
1
Choose two
Gain 2
3
Choose one
Gain 2 (4 total)
7
Replace one
Gain 2 (6 total)
13
Choose one
Gain 1 (7 total)
17
Replace one
Gain 2 (9 total)
21
Gain 2 (11 total)
23
Choose one
Gain 2 (13 total)
27
Replace one
Gain 2 (15 total)

UNARMED COMBATANT
You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the monk unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. Also, your monk unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below).

UNARMORED DEFENSE
While you are wearing cloth armor or no armor and aren’t using a shield, you gain a +2 bonus to AC.

Full Discipline
Many monk powers have the full discipline keyword. A full discipline power gives you two or more actions to choose from, usually an attack technique and a movement technique. Attack techniques usually require a standard action, and movement techniques are options for your move actions. For a monk, a full discipline power represents a fighting style, a unique combination of a move and an attack.
You can use only one full discipline power per round. However, if you spend an action point to take an extra action, you can switch to a different full discipline power. You can use the techniques of a full discipline power in whatever order you like, and you can choose to use one of the techniques and not the other during a particular round.
The number of times you can use a full discipline power’s techniques during a round is determined by the power’s type—at-will or encounter—and by the actions you have available that round. For example, you can use the techniques of an at-will full discipline power as many times during a round as you like, provided you have enough of the required actions, but you can use the techniques of an encounter full discipline power once during a round. 

IMPLEMENTS
Monks usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a monk studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar).

When you wear or hold your ki focus, you can add its enhancement bonus to the attack rolls and the damage rolls of monk powers and monk paragon path powers that have the implement keyword. You can also add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using a weapon with which you’re proficient.

You can also use a weapon with which you’re proficient as an implement. When wielding the weapon as an implement, the weapon’s characteristics—proficiency bonus, damage die, and weapon properties like defensive or high crit—are irrelevant to your implement powers.

If you have both a magic ki focus and a magic weapon, you choose before you use an attack power whether to draw on the magic of the ki focus or the weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your ki focus and the critical hit effect of your magic weapon with the same attack.

Homebrew: Necromancer

CLASS TRAITS
Role: Controller. 
Power Source: Arcane. 
Key Abilities: Intelligence; Constitution

Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, quarterstaff.
Implement: Orbs, staffs, wands
Bonus to Defense: +2 Will.

Hit Points at 1st Level: 10+ Constitution Score.
Hit Points per Level Gained: 4
Healing Surges per Day: 6+ Constitution Modifier.

Trained Skills: Arcana. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), History (Int), Insight (Wis), Nature (Wis), Religion (Int).

Class features: Curse of Undeath, Unholy Might, Necromancer's Spellbook, Necromancer Cantrips.


A necromancer is a wizard specialized in the dark arts of raising and controlling dead corpses. While a mage specialized in the necromancy school might come close to harnessing this power, a necromancer focuses on the creation of undead rather than the use of necromancy in regular spells.
    Although necromancy has a bad reputation, as the very word conjures up pictures of villains and evil masterminds hellbent on taking over or destroying the world, not all necromancers are so. A few of those that study the arts of raising the dead and commanding them to do one's bidding travel the land as any other adventurer might - but with the added company of walking dead. Such a wizard lacks the flexibility and focus that an arcanist or mage might have, but makes up for it either by sending large numbers of undead towards their foes, or by crafting a single powerful servant to aid them.
    Few schools teach necromancy openly, and fewer still train young apprentices in the arts with which to conjure up the dead, so most necromancers are either self-taught, trained by a single master with maybe a few other students, or a combination of the two. Some necromancers are wizards who found forbidden tomes in ancient tombs, or adventurers who turned apprentice once they discovered sympathy for the necromancer they were tasked to destroy. Still, necromancers are a competitive bunch, and most will do anything to gain new power as well as to protect that which they already have.
    Necromancers are scattered across the continents, and few such practitioners of the dark arts ever meet. Some necromancers band together in city guilds or cults to Vecna or Orcus, but most travel the world without meeting another of their kind very often. Settlements with large graveyards, or those close to ancient battlefields or natural crossings to the Shadowfell, are where most necromancers are found nowadays.


WIZARD (NECROMANCER) CLASS FEATURES

CURSE OF UNDEATH
You gain resist 5 necrotic per tier.
As a necromancer, you can either focus on amassing hordes of undead minions, or to focus your powers on creating a single undead champion. Choose one of the following class features:
  • Horde Necromancer: You gain the Raise Minion and Undead Minion Attack powers.
    • Raise Minion
      • Raise Minion
      • Wizard Utility
      • You beckon to the corpse in front of you, and it rises to obey your commands.
      • At-Will
      • Arcane, Necromancy, Shadow
      • Move Action
      • Ranged 10
      • Target: One suitable corpse
      • Effect: The target rises as an undead minion under your control, and it moves or shifts as a free action.
      • Special: You can use this power only once per round.
    • Undead Minion Attack
      • Undead Minion Attack
      • Wizard Utility
      • At-Will
      • Arcane, Implement, Necromancy, Shadow
      • Standard Action
      • Close burst sight
      • Target: One creature adjacent to each of your undead minions.
      • Attack: Intelligence vs. AC (one attack for each of your undead minions)
      • Hit: Intelligence modifier damage. If a single target is hit by two or more of these attacks, that target is slowed until the end of your next turn.
      • Level 21: Twice Intelligence modifier damage. If a single target is hit by two or more of these attacks, that target is immobilized until the end of your next turn. If a single target is hit by three or more of these attacks, that target is instead restrained.
      • Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage.
    • A suitable corpse is medium or smaller.
    • Your undead minions do not have senses of their own; instead, you must have line of sight to a creature or object for one of your undead minions to attack it. You need not have line of effect to the target.
    • Your undead minions do not have turns of their own. Your undead minions cannot make attacks of opportunity.
    • Your undead minions are creatures, but do not count as allies for your allies, although they can be used to flank with each other.
    • Your close and area arcane attack powers deal no damage to your undead minions.
    • You can have a maximum of 2 undead minions. If you control your maximum amount of undead and you use this power, one of your older undead minions crumbles and dies.
    • As a standard action, you can command each undead minion you are controlling to make a basic attack.
    • As a minor action, you can command each undead minion you are controlling to either walk, shift, stand up, squeeze, or crawl.
    • Each of your undead minions has your skills, speed and defenses, and a single hit point, and reducing it to 0 hit points destroys it. Your undead minions cannot be healed, but can gain temporary hit points as normal.
    • Your undead minions are immune to disease and poison.
  • Champion Necromancer: You gain the Raise Champion and Undead Champion Attack powers.
    • Raise Champion
      • Raise Champion
      • Wizard Utility
      • You beckon to the corpse in front of you, and it rises to do your dark bidding.
      • Encounter
      • Arcane, Necromancy, Shadow
      • Standard Action
      • Ranged 10
      • Requirement: You must use this power during a short or extended rest. You must have at least one healing surge remaining.
      • Target: One suitable corpse
      • Effect: The target rises as an undead champion under your control. You lose one healing surge.
    • Undead Champion Attack
      • Undead Champion Attack
      • Wizard Utility
      • At-Will
      • Arcane, Champion, Necromancy, Shadow
      • Standard Action
      • Melee weapon (using your champion as the origin square)
      • Target: One creature
      • Attack: Intelligence vs. AC
      • Hit: 1d8 + Intelligence modifier damage.
      • Level 21: 2d8 + Intelligence modifier damage.
      • Special: If your champion is wielding a weapon with which it is proficient, replace each d8 with [W] and this attack gains the mundane weapon qualities of that weapon.
      • Special: You can use this power as an opportunity attack.
    • A suitable corpse is medium or smaller.
    • Your undead champion does not have senses of its own; instead, you must have line of sight to a creature or object for your champion to attack it. You need not have line of effect to the target.
    • Your undead champion does not have turns of its own.
    • Your undead champion has weapon slots for both hands, but does not benefit from carrying a shield.
    • Your undead champion is a creature but does not count as an ally for your allies, but you can use it to flank, and your champion can use you and your allies to flank.
    • Your close and area arcane attack powers deal no damage to your undead champion.
    • You can have only a single undead champion. If you already control an undead champion when you use this power, your old champion crumbles and dies.
    • Your undead champion has your skills, speed and defenses, and hit points equal to your bloodied value. Your undead champion has no healing surges of its own, but if it would be allowed to spend a healing surge, you can spend one to allow it to regain hit points instead.
    • Your champion is immune to disease and poison.
    • Your champion has resist 10 necrotic. This increases to 15 at 11th level and 20 at 21st level.
    • Your champion has vulnerable 5 radiant. This increases to 10 at 11th level and 15 at 21st level.
    • Champion keyword:
      • Attacks with the champion keyword are made by your champion.
      • If your champion wields a magic weapon, you can add its enhancement bonus to the attack rolls and the damage rolls of champion attacks you make. If you have both a magic champion weapon and a magic implement, you choose before you use an attack power whether to draw on the magic of the implement or that of the champion weapon. Your choice determines which enhancement bonus, critical hit effects, and magic item properties and powers you can apply to that power. You can’t, for example, use the enhancement bonus of your implement and the critical hit effect of your magic champion weapon on the same attack.
    • Each time you use your Raise Champion power, choose one of the following templates for your undead champion:
      • Monstrosity: Your champion grows in strength and ferocity. A suitable corpse is large or smaller. Whenever your champion hits with an attack, it deals extra damage equal to your constitution modifier. Your champion is proficient with all simple melee weapons.
      • Guardian: Your champion grows in durability and vigilance. Whenever your champion attacks a creature, it marks that creature until the end of its next turn. Your champion gains a +1 bonus per tier to all defenses, and resist all damage equal to your constitution modifier. Your champion is proficient with all simple and military weapons.
      • Spectral: Your champion becomes ghostly. Your champion is incorporeal and gains phasing and a fly speed equal to your speed, but its hit points are reduced to two-thirds of your bloodied value. Whenever your champion hits with an attack while it has combat advantage, it deals extra damage equal to your constitution modifier. Your champion is proficient with all simple weapons.

UNHOLY MIGHT
At the levels below, you gain a class feature according to the choice you made for your curse of undeath.
Level
Horde
Champion
7
Growing Horde: You can now have a maximum of 3 undead minions.
Whenever you use an encounter attack power that has a level, each of your undead minions can shift 2 squares as a free action.
Speed of the Dead: Whenever you use an encounter attack power that has a level, your champion can shift its speed as a free action.
11
Quick Reanimation: You can now use Raise Minion as a minor action.
Reliable Champion: Your allies can now use your champion to flank.
15
Paragon Hordemaster: You can now have a maximum of 4 undead minions.
Your undead minions gain their own senses and darkvision. You and your undead minions share all senses.
Paragon Champion: Your champion gains its own senses and darkvision. You and your champion share all senses.
Monstrosity: Your champion gains an unarmed reach of 2. Your champion is now also proficient with all military weapons.
Guardian: Whenever your champion hits a creature, that creature is immobilized until the end of your next turn. Your champion is now also proficient with all superior weapons.
Spectral: At the end of each of your turns, if your champion did not attack this turn, it becomes invisible until it attacks. Your champion is now also proficient with all military weapons.
18
Resilient Horde: When one of your undead minions dies, you can attempt to reanimate it as an immediate reaction. If you do so, make a saving throw. If you succeed, your undead minion stands up as a free action with 1 hit point.
Vigilant Champion: Your champion can make an opportunity attack once per combatant's turn while you are unable to take opportunity actions because of a condition. If your champion has made an opportunity attack this turn, you cannot take other opportunity actions.
22
Epic Hordemaster: You can now have a maximum of 5 undead minions.
Whenever one of your undead minions dies, its corpse can be used later as a target for your Raise Minions power.
Resilient Champion: At the end of your turn, end all effects on your undead champion.
As long as you have line of sight and effect to your champion, you can use your powers using its space as the origin square.
25
Improved Resilient Horde: If you fail a saving throw made from your Resilient Horde class feature, you regain the use of an immediate action this round.
Improved Vigilant Champion: Your champion has its own opportunity action during each combatant's turn, whether or not you are able to take opportunity actions.
29
Ultimate Hordemaster: You can now have a maximum of 6 undead minions.
You can now Raise Minion to target an amount of suitable corpses equal to your maximum amount of undead minions.
Epic Champion:
Monstrosity: A suitable corpse is huge or smaller. Your champion gains threatening reach. Whenever your champion hits a creature, that creature takes ongoing 10 damage (save ends).
Guardian: A suitable corpse is large or smaller. Whenever your champion hits a creature, you can choose for that creature to be restrained instead of immobilized for the duration of the effect.
Spectral: A suitable corpse is large or smaller. Whenever your champion makes an attack, that attack is against the lowest of the target's defenses instead of against AC.


NECROMANCER'S SPELLBOOK
As you gain levels, you add spells to your spellbook according to the Spells Added To Spellbook table below.
    At the end of each of your extended rests, you can prepare encounter attack powers, daily attack powers, and utility powers from your spellbook. These are the powers that you can use during that day, in addition to your at-will attack powers, cantrips, and nonwizard powers, such as a racial power. If you do not prepare powers from your spellbook after an extended rest (for example, if you do not have access to your spellbook), you can use the same powers you had prepared on the previous day.
    Find your level on the Spells Prepared per Day table. The row corresponding to your level indicates how many encounter attack powers, daily attack powers, and utility powers you are allowed to prepare each day. You cannot prepare more than one encounter attack power, daily attack power, or utility power of any given level on the same day. For example, a 14th-level necromancer can prepare three encounter attack powers per day. Her spellbook contains multiple encounter attack powers at various levels. She can prepare three powers from any of the levels, as long as none of the prepared powers are of the same level.

SPELLS ADDED TO SPELLBOOK

Level
Encounter
Daily
Utility
1
1
2
2, 6, 10, 16, 22
2
3, 7, 13, 17, 23, 27
1
5, 9, 15, 19, 25, 29
2

SPELLS PREPARED PER DAY

Level
Encounter
Daily
Utility
1
1
1
2
1
1
1
3-4
2
1
1
5
2
2
1
6
2
2
2
7-8
3
2
2
9
3
3
2
10-15
3
3
3
16-21
3
3
4
22-30
3
3
5


NECROMANCER'S CANTRIPS
Your gain two wizard cantrips of your choice.

MAGIC MISSILE
You gain the magic missile power.