Monday, August 9, 2010

New Rules - Character Classes

DM Disclaimer: All material in the Player Guide portion of this blog is copied directly from the War of the Burning Sky Player's Guide, which is freely distributed and available for public download at EN World. I take no credit for any of the text or images found in posts tagged with the "player guide" label.
All classes described in the D&D 4E Player’s Handbook and the D&D 4E Player’s Handbook 2 are available in the Lands of the Burning Sky. Additional powers unique to the war-ravaged world are provided here for four character classes. As the campaign progresses, other powers may be revealed; your GM will inform you when they are available.

Cleric

Reactive Counterspell
With a dismissive wave, your opponent’s spell loses power and dissipates into nothingness.
Cleric Utility 6 * Divine
Immediate Interrupt; Encounter
Trigger You are hit by an arcane spell
Personal
Effect Your attacker rolls his attack roll twice, using the lower of the two rolls as his actual attack roll. This effect only applies to attacks against you; if the attacker’s spell includes additional targets, his attack rolls against them are unaffected.
Special You spend your next standard action doing nothing.

Sorcerer

Ghost Phase Attack
A force missile phases in and out of reality, passing through the target’s cover and protection.
Sorcerer Attack 7 * Arcane, Implement
Standard Action; Encounter
Ranged 10
Target One creature
Attack CHA vs. Reflex; ghost phase attack ignores any penalty for cover or superior cover
Damage 1d10 + CHA modifier
Hit If the target is insubstantial, it loses the insubstantial quality until the end of your next turn. Otherwise, it is slowed.

Warlock

Curse of Flesh
With a shout, you force the glimmering creature to manifest itself.
Warlock (Star) Attack 9 * Arcane, Implement, Polymorph
Standard Action; Daily
Ranged 10
Target One insubstantial creature
Attack CHA vs. Fortitude
Hit The target loses the insubstantial quality until the end of your next turn.
Sustain Minor You sustain the effect until the end of your next turn.

Wizard

Gabal’s Superior Missile
With a wizard’s sight, you become instantly aware of every foe around you and launch bolts of force their way.
Wizard Attack 1 * Arcane, Force, Implement
Standard Action; Encounter
Close Blast 5
Target(s) Up to three creatures within blast
Attack INT vs. Reflex
Damage 2d4 + INT modifier force
Special The bolts of force can be cast as if the targets had no cover or concealment as long as a clear path within the blast can be traced to the target. A clear path is one where line of effect can be successively determined from one square to the next starting from you and ending at the target. You do not need to have line of sight. This means that the bolt can turn corners and go through windows. This spell can only be learned at Gabal’s School of War in Gate Pass (see page 9). Consult your GM for details.

Wayfarer’s Step
You create a doorway before the target and he steps through, reappearing somewhere else nearby.
Wizard Utility 2 * Arcane, Teleportation
Standard Action; Daily
Ranged 10
Target You or one ally
Effect Teleport the target creature 5 squares.
Special This spell can only be learned from the Wayfarers (see page 17). Consult your GM for details.

Enforced Flesh
You manipulate the planar energies surrounding a creature, making it painful to stay insubstantial.
Wizard Attack 13 * Arcane, Implement, Polymorph
Standard Action; Encounter
Ranged 10
Target One insubstantial creature
Attack INT vs. Fortitude
Damage 2d6 + INT modifier psychic
Hit The target loses the insubstantial quality until the end of your next turn.