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'''The Best Offense:''' The Bastion can treat Light Shields and Heavy Shields as weapons with the following properties:
 
'''The Best Offense:''' The Bastion can treat Light Shields and Heavy Shields as weapons with the following properties:
   
           Prof.  <span class="Apple-tab-span" style="white-space:pre"> </span>Dmg.<span class="Apple-tab-span" style="white-space:pre"> </span> Range<span class="Apple-tab-span" style="white-space:pre"> </span>  Properties
+
                  Prof.  <span class="Apple-tab-span" style="white-space:pre"> </span>Dmg.<span class="Apple-tab-span" style="white-space:pre"> </span> Range<span class="Apple-tab-span" style="white-space:pre"> </span>  Properties
   
 
Light Shield: <span class="Apple-tab-span" style="white-space:pre"> </span> +3<span class="Apple-tab-span" style="white-space:pre"> </span>     1d6<span class="Apple-tab-span" style="white-space:pre"> </span>   10/20     1-hand, Light thrown
 
Light Shield: <span class="Apple-tab-span" style="white-space:pre"> </span> +3<span class="Apple-tab-span" style="white-space:pre"> </span>     1d6<span class="Apple-tab-span" style="white-space:pre"> </span>   10/20     1-hand, Light thrown
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'''I Claim Ya’!:''' Once per round, as a free action, you can mark one enemy within 10 squares. The target remains marked until the end of your next turn. A new mark supersedes an old mark. While the target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target.
 
'''I Claim Ya’!:''' Once per round, as a free action, you can mark one enemy within 10 squares. The target remains marked until the end of your next turn. A new mark supersedes an old mark. While the target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target.
 
   
 
=='''Paths'''==
 
=='''Paths'''==

Revision as of 00:08, 28 December 2012

Lore

Dwsield2cq9

At the height of the Thri-Kreen War a forward base was built to train a burgeoning group of dwarven soldiers. These soldiers were to meet the demands of the brutal nature of the Thri-Kreen, go where needed to help support the deep fronts of the war and go behind enemy lines. Only when opening their supplies did they discover there was a mishap with the shipment and received only shields, not a weapon in sight. Under the tutelage of Thorik Cragstomp the dwarves were separated into two divisions. The first would be the Ironclad; an impenetrable fortress of metal and wrought determination. The second were the Volant; an agile fiend of battle who leaps into and out of the fray causing destruction and chaos.The Bastion defended the king of the dwarves while his battle wounds were tended to. The remaining few escorted his failing body back to the The Stand under a veil of secrecy as to not arouse suspicion. A dead king does horrors to moral.

Role: Defender (lean striker or controller in secondary role)

Power Source: Martial

Key Abilities: Str/Dex, Con, Wis

Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale; Light shield, Heavy shield

Weapon Proficiencies: Shields, Simple Melee


Bonus to Defense: +2 Will

Hit Points at 1st Level: 15 + Con Score

Hit Points Gained Per Level: 6

Healing Surges Per Day: 9 + Con Mod


Trained Skills: Pick 4: Acrobatics, Athletics, Endurance, Heal, History, Intimidate, Perception, Stealth

Class Features: (These things need flavor names)

Steadfast: Ignore Speed and Check penalties of all shields

The Best Offense: The Bastion can treat Light Shields and Heavy Shields as weapons with the following properties:

                  Prof.   Dmg.  Range   Properties

Light Shield: +3      1d6    10/20     1-hand, Light thrown

Heavy Shield: +3     1d8    10/15     2-hand, Heavy thrown


I Claim Ya’!: Once per round, as a free action, you can mark one enemy within 10 squares. The target remains marked until the end of your next turn. A new mark supersedes an old mark. While the target is marked, it takes a -2 penalty to attack rolls for any attack that does not include you as a target.

Paths

Bastion Cachet: Bastions fall under one of two styles of combat; The Ironclad and the Volant. When creating your character, choose one of the two following options.

Bastion of The Ironclad: The Ironclad Bastion is a stalwart and sturdy pillar of protection, able to protect allies near and far. You physically place yourself between your allies and your enemies, watching foe after foe dash themselves against your implacable guard. Your attacks use Strength, so it should be your highest ability score. Constitution should be your second highest score, as it lends bonuses to powers that reinforce your ability to take damage. Wisdom should be your third highest score as it aids in your ability to keep enemy attention and aid in fulfilling a secondary role as a controller.

If you pick this build, you gain and additional +1 AC when wielding a heavy shield, and adjacent allies gain resist to all damage from attacks made by a creature marked by you equal to your Wisdom modifier. You also gain the Ironclad Interpose power, described further below.

Bastion of The Volant: The Volant Bastion is a specially trained combatant. Schooled in the ways of defense, the Volant knows just where to strike; in the gaps of your guard while he keeps his up. The keen eyes and special training of the Volant allows them to hurl and rebound shields off of unsuspecting enemies. Your attacks use Dexterity, so it should be your highest ability score. Constitution should be your second highest score, as it lends bonuses to powers that reinforce your ability to take damage. Wisdom should be your third highest score as it aids in your ability to keep enemy attention and guide your allies to follow your lead and hit where it really hurts.

If you pick this build, you may treat light shields as though they have the Off-hand weapon property, and allies within 5 squares of you gain a bonus to damage rolls against a creature marked by you equal to your Wisdom modifier. You also gain the Volant Foil power, described further below.


Powers

Ironclad Interpose Bastion Feature

At-will; martial

Immediate interrupt Close burst 10

Trigger: An enemy within range and marked by you hits an adjacent ally.

Effect: You shift to a square adjacent to the ally targeted by the triggering strike and become the target of the attack. The attack automatically hits and you take half damage.


Volant Foil Bastion Feature

At-will; martial, weapon

Immediate Interrupt Close burst 10

Trigger: An enemy within range and marked by you makes an attack against an ally.

Target: the triggering enemy.

Effect: You hurl your shield at the triggering enemy and make the following attacks

Attack: Dexterity vs. AC

Hit: 1[W] damage, and the target takes a penalty to the attack roll equal to your Dexterity modifier.

Miss: no damage, and the target takes a penalty to the attack roll equal to your Dexterity modifier.


Ricochet Lvl. 1 Bastion attack

At-will; martial, weapon

Standard, ranged

Target: One creature

Attack: Dex vs. AC

Hit: 1[W] + dex modifier damage, and you may repeat this attack against a second target within 5 squares of the original target that you can see and the original target has line of sight to the second target. The shield returns to your hand after this attack is resolved.

Lvl. 21: 2[W] + dex modifier damage, and you may repeat this attack against a second target within 5 squares of the original target that you can see and the original target has line of sight to the second target. If that attack hits, then you may repeat this attack against a third target that you can see and the second target has line of sight to the third target. The shield returns to your hand after this attack is resolved.


Stagger Lvl. 1 Bastion attack

At-will; martial, weapon

Standard, melee

Target: One creature

Attack: Str vs. AC

Hit: 1[W] + str modifier damage, and the target is pushed one square.

Lvl. 21: 2[W] + str modifier, and the target is pushed one square.


One-Two Lvl. 1 Bastion attack

At-will; martial, weapon

Standard, special (you may make this attack in melee or at range.)

Target: One creature

Requirements: You must be wielding two shields to make this attack.

Attack: Dex vs. AC

Hit: 2[W] + dex modifier damage.


Concussive Wall Lv.1 Bastion Attack

At-will; martial, weapon

Standard, melee

Target: One creature

Attack: Str vs. Fort

Hit: 1[W] damage, and the target is dazed until the start of your next turn

Implacable Lvl. 1 Bastion Attack

Encounter; martial, weapon

Move

Target: One creature

Effect: Shift your speed to a square adjacent to the target. Until the start of your next turn, you gain a +4 bonus to opportunity attacks made against the target. If you hit the target with an opportunity attack, the target immediately stops moving and forfeits the rest of its movement.


Darting Strike Lvl. 1 Bastion Attack

Encounter; martial, weapon

Standard, melee

Target: One or two creatures

Shift up to half your speed. You may make the following attacks at any point in the movement.

Attack: Dex vs. AC (two attacks)

Hit: 1[W] + Dex modifier damage. If both attacks hit the same target, the target takes additional damage equal to your Wis modifier.


Vaulting Throw Lvl. 1 Bastion Attack

Daily; martial, weapon

Standard, ranged

Target: One creature

Make an athletics check with a +10 bonus to the roll. You are considered to have a running start for this check. You jump up to that many squares. At any point in the movement, you may make the following attack.

Attack: Dex vs. AC

Hit: 3[W] + Dex modifier damage

Quake Slam Lvl1 Bastion Attack

Daily; martial, weapon

Standard, melee

Target: Each enemy in burst

Attack: Close burst 1; Str vs. Fort

Hit: 1[W] + Str modifier damage, and the target is knocked prone