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Post by Zyraen on Mar 21, 2016 14:49:30 GMT 8
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Post by Zyraen on Mar 21, 2016 17:21:25 GMT 8
The UB Character Creation is not recommended for the following classes, since they are fairly optimized within their roles.
Ranger : Rangers take a penalty, from losing their Hide Armor to having to use Sec Trait instead of their Dex. Only use UB if you are melee Ranger or the damage from Hunters Quarry is deemed too low or infrequent. This may be an issue only at about L11 onwards
Rogue : Rogues take a penalty to not using Dexterity for AC and also arguably less damage from Sneak attack due to reducing 2d6 to Sec Trait. Thieves also lose bonus damage. Rogues that have difficulty getting CA might stand to gain. Cunning Sneak Rogues may also benefit from Brutal Advantage UB feat, that works with Cha and not just Str.
Cleric : Clerics are optimized healers and do not need UB to be better healers. They may choose to be UB for better AC and/or versatility.
Paladin : Paladin armor proficiency is better than that in UB, and hitpoints and ESurges also take a big hit. Use only if working for versatility.
Slayer: Slayer damage is very optimized, even more so than UB allows. Slayer hitpoints are also reduced by going UB. Not ideal unless working for versatility.
Warlock: Frontloading feats aside, a warlock is an excellent and optimized single target striker. Only consider UB if not a Sorcerer King Pact Warlock.
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Edit 03 May 17 - merely split the changelog into this post instead of the next.
Edit 12 Mar 17 - edited to limit the Offensive and Defensive so that you start with 1 mode of your choice, and you can only access the other if you have at least one feat that is usable only in that mode, ie Striker feat for Offensive, Healer or Tank feat for Defensive.
Edit 05 Mar 17 - edited Striker damage dice option to allow only 1d6 per 4 damage, maximised on a crit. Also included note on Hexblade Pact Boon under the free Feats for Warlock.
Edit 07 Feb 16 - fixed name typo on Striker damage. Multiclass feats now grant 2 listed benefits but cannot improve Skills beyond +7. Some clarity added on banned classes.
Edit 31 Oct 16 - renamed Multiclass Defenses to Multiclass Feature. This is in line with the feat name in the UB Feats.doc.
Edit 03 Oct 16 - tidied up the formatting, cleared previous bolds, kept main points. remarks added on Defender features for hybrids and clarification on extra Heal added.
Edit 18 Aug 16 - added Stopgap notes to Striker damage.
Edit 10 Aug 16 Revised Feat cap for clarity. Revised Powers so that levelless At Will powers of another class are not available. Limited At Will powers so they come from max 2 Classes before L11.
Edit 05 Aug 16 Revised Skill distribution so you start at +7 max but cap at +10.
Edit 18 Jul 16 WP can only be used to recharge L10 or below Enc powers. Changed cost for E13/U16 from 9XP to 6XP
Edit 03 Jul 16 Changes mostly in bold. New sections added have only Title in bold. Added Vampire, Berserker, Assassin to incompatible classes. Note that Executioner remains in the suitable Class List. Added Races, free Feats for Base Classes, clarity for extra Enc Heals, and also Feat XP costs and caps. Multiclassing & Powers has been deleted and will be moved to new reply.
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Post by Zyraen on Mar 21, 2016 17:51:43 GMT 8
UNBOUND CHARACTERS
Unbound (UB) Characters allow a more flexible way of creating a character.
CHARACTER CREATION
You have 3 Traits: Physique (Phy) is Strength+Constitution Finesse (Fin) is Dexterity+Intelligence Influence (Inf) is Wisdom+Charisma The above 3 traits are applied to your Fortitude, Reflex, Will defenses respectively.
You then choose one of the following arrays that you assign to your 3 Traits on Character Creation. Your choice also affects your starting Hitpoints (HP) and your Willpower (WP). 5 / 3 / 0 ; HP 20 ; WP 6 4 / 4 / 1 ; HP 25 ; WP 7 4 / 3 / 2 ; HP 30 ; WP 8 3 / 3 / 3 ; HP 35 ; WP 9
You then split the points you have in a Trait into each of the two related Stats. Eg. Finesse 4 can be assigned as either Dex 4 Int 0, Dex 2 Int 2, or Dex 0 Int 4. Each point can be likened to +2 added to a base of 10, ie Dex 0 Int 4 is effectively Dex 10 Int 18.
TRAITS IN COMBAT
If you wear Light Armor, you use your Sec Trait in place of your Dex or Int mod for AC. You also use your Sec Trait in place of Dex mod for initiative.
Instead of a Stat Mod, ALL your Powers use your Pri Trait (ie highest Trait) to attack and damage. They all use your Sec Trait (ie second highest Trait) for purpose of effects, if any. This applies to MBA, RBA, and ALL the powers of ALL your classes ( you may belong to more than one. see Multiclassing ). In addition, all your Class Features that reference a Primary or Secondary Stat from that class now use your Pri or Sec Trait respectively.
Hence the Stats are mainly for related Skills.
Powers from various classes may however not match your Primary Trait. If this is so, you take a -1 penalty to Attack and Damage with powers of that Class. Following is a list of which Classes clash with each Trait for purpose of attacking. Subclasses like Slayer, Thief, Witch etc are included under parent class unless otherwise stated.
Anti-Physique Classes : Artificer, Bard, Executioner, Psion, Rogue, Sorcerer, Swordmage, Wizard
Anti-Finesse Classes : Ardent, Battlemind, Cleric, Druid, Paladin, Shaman, Warden, Warlord, Warlock
Anti-Influence Classes : Barbarian, Fighter, Monk, Ranger, Seeker
Assassin, Berserker, Elementalist, Vampire may not be used with Unbound. Of the four, you may only multiclass Assassin, but cannot apply Multiclass Feature to it.
RACE
As usual, all adventurers have Low Light Vision.
Each of the allowed races have the Racial Power as per usual, and you are also able to use 4E feats that relate to your Racial power. In addition, you have ONE of the following race features.
Dragonborn: Draconic Heritage (use your lowest Trait) OR Draconborn Fury
Dwarf: Cast Iron Stomach OR Dwarven Weapon Proficiency OR Stand Your Ground. All dwarves have speed 5 and Encumbered Speed.
Eladrin: Eladrin Weapon Proficiency OR Eladrin Will. All Eladrins have Trance.
Elf: Elven Weapon Proficiency OR Wild Step. All Elves have Speed 7.
Half-Elf: Dual Heritage
Halfling: Nimble Reaction OR Bold. All halflings are small in size.
Half-Orc: Half Orc Resilience OR Swift Charge
Human: Human Defense Bonus. You may also apply -1 to your Sec Trait to gain an extra Feat.
Tiefling: Bloodhunt OR Fire Resistance
SKILLS
You also have 25 points in your Skills. You may assign them in any way you like, subject to the following - you can assign up to +6 in a Skill, for 1 pt per +1 - thereafter, you can assign up to +10 (including the initial +6) in the Skill, for 2 pt per +1 after the initial +6 - however you cannot start with more than +7 in a Skill. To go beyond that you have to spend XP for Skill points
Note that as long as you have +4 in one Skill, you are treated as Trained in it.
You can spend 2 XP to purchase 5 Skill Points.
ENCOUNTER SURGE
UB Chars have only 2 Enc Surges. If you have the Durability feat or Physique 2, you gain 1 more Enc Surge, to a max of 3.
FEATURES
All UB Chars have following features. This replaces Class features where stated.
All UB Chars have only 1 Base Class and may not start as a Hybrid. You may get ONE free UB Feat depending on your Base Class, see below under Offensive/Defensive.
You must also decide whether you are Offensive or Defensive by default. You always start combat in your default, and you may only use the other IF you have at least 1 feat from that mode, ie Striker feat for Offensive, Healer or Tank feat for Defensive.
1) ARMOR PROFICIENCY
You gain One of following: - Cloth: You gained Unarmored Agility as a free feat. - Light Armor: You gain proficiency in Leather armor. - Heavy Armor: You gain proficiency in Scale armor and Light Shield. You may only choose this option if your initial class uses Heavy Armor.
The above replaces armor proficiency granted by your class. Hence Paladins, Battleminds, etc have only proficiency in Scale and Light Shield. Chain is not used.
2) DEFENSIVE CLASS FEATURES
Note as mentioned earlier, if you wear Light Armor, you use your Sec Trait in place of your Dex or Int mod for AC. This replaces all related Class features, eg a UB Dragon Magic Sorcerer still uses Sec Trait for AC.
In addition, all non-Stat related Class features relating to AC are shield bonuses for an Unbound Character. This prevents stacking of such bonuses. Examples of class features that are so affected are Swordmage Warding, Avenger Shield of Faith, Barbarian Agility and Berserker Poised Defender. The concealment from Warlock Shadow Walk is also treated as a Shield bonus where it applies.
3) CLASS BONUS TO NAD
Choose to gain one of below: +2 to one NAD (Fort, Reflex or Will) +1 to all NADs (Fort, Reflex or Will) This replaces your Class Bonus to Defense.
4) WILLPOWER
UB Chars have no Action Points and no Daily powers (including Utility powers that are Dailies). Instead of that they use Willpower (WP).
Once per Encounter, you may spend 2 WP to reroll a d20, add 4 to a rolled d20, or gain an extra Standard Action. You also regain an expended Surge. For purpose of rules, this is treated as spending an Action Point.
You may also spend 1 WP to take 10 on a Skill check (declare before rolling), regain an expended Encounter Power of up to Level 10, or regain an expended Surge. You may do each of the above 3 up to twice per Encounter.
You regain 1WP after every encounter. When you level up you also regain 1 WP. That said, you cannot exceed your max WP at any time.
5) OFFENSIVE - STRIKING
You can only be on the Offensive if it is your default, or if you have at least one Striker feat that is usable only while in Offensive
At the start of each of your turns (if you are conscious), you declare if you are on the Offensive or on the Defensive.
While on the Offensive, you are effectively a Striker. This feature replaces ALL Striker features from ALL classes - ie Hunters Quarry, Warlock Curse, Sneak Attack, Sorcerer Power, etc.
Once per action, you deal bonus damage equal to your Sec Trait to one target you hit. This increases by +2 at L5, +5 at L15 and +8 at L25. This is your Striker damage.
Free Feats for Strikers - Avenger: Oathsworn OR Censure - Monk: 1 Flurry feat. This replaces their Flurry power. - Ranger: Multiple Quarry OR Distant Quarry ( NOTE : Hunters do not, as they get a free Expertise feat, Precise Shot or Lone Target ) - Rogue : Brutal Advantage. This replaces their Sneak Attack. - Sorcerer: Powerful Burst - Warlock: Cursed Quarry* OR Multiple Quarry * - Hexblades must take Cursed Quarry to apply their Pact Boon benefit when enemy drops to 0. This replaces the usual benefits granted by Cursed Quarry.
As an option on Character Creation, you may roll 1d6 in place of every multiple of 4 damage, or 2d6 in place of 7. This can be any number of 2d6 as long as your total Striker damage is at least equal the average value of the dice rolls as above. However this damage is NOT maximised on a critical hit., and this damage IS maximised on a crit.
As an option on Character Creation, you may start with a Quarry feature. You must use a minor action to Quarry the nearest enemy you can see, and you may only have 1 Quarry at any one time (subject to feats that alter this). This counts as Quarry, Curse, Oath etc for class features, items and feats where applicable. Note that UB feats and items generally just refer to it as Quarry.
Because Quarry consumes your action but does not increase your damage, it is recommended you take this feature mainly to benefit from related items / feats, and for purpose of transiting into Marks.
In addition, unless you wish to end it as a free action, a Quarry automatically becomes a Mark when you switch to Defensive, provided the enemy is within 5 squares of you. However if you have more than 1 Quarry, only the nearest Quarry becomes Marked when you switch to the Defensive. This Mark is always matching to your Defender role feature, but only where applicable.
eg. if you chose Swordmage Aegis of Shielding, the Quarry is automatically subject to your Aegis eg. if you chose Defender Aura, your Quarry simply ends as Defender Aura does not apply a Mark.
Note while on the Offensive, all Healing powers you use only grant THPs and do not Heal HP. You also do not benefit from Healer feats and items that let you heal extra HP.
You cannot apply Striker damage with any At Will melee or ranged power that makes more than 2 attacks. You may not apply Brutal Advantage or Deadly Slayer if the at will AoE is larger than 3x3.
At L11, you may take the feat Multiclass Familiarity and select one At Will power that you know. That power can ignore the above restrictions, ie it can deal Striker damage even if it occupies more than 3x3 space or makes 3 or more attacks, and if you have Brutal Advantage or Deadly Slayer, you can apply them to 1 target of the power.
6) DEFENSIVE - HEALING
You can only be on the Defensive if it is your default, or if you have at least one Healer or Tank feat that is usable only while in Defensive
At the start of each of your turns (if you are conscious), you declare if you are on the Offensive or on the Defensive.
While on the Defensive, you are effectively a Defender and also an effective Healer. While in Defensive stance, you gain a +2 shield bonus to AC and Reflex, and a bonus equal to your Pri Trait to all heals that require target to spend a Surge.
You must be on the Defensive to use your 2 encounter Heals, although you may use other Healing powers while not on the Defensive. These Heals heal an extra 1d6 for each 5 levels you have, rounded up. These 2 encounter Heals replace your class' healing powers that are usable twice per encounter. Extra heals granted once per day via Multiclass feats max out an additional two uses per day.
Free Feats for Leaders - Ardent: Mantle of Assault OR Mantle of Protection. This replaces their Class Feature Mantle - Bard: Whisk Away - Cleric: Dedicated Healer - Shaman: Mass Healer
If you use up Two Encounter Heals, you may no longer switch to be on the Offensive. You also lose your +2 shield bonus to AC and Reflex granted by your being on the Defensive, and your Defender feature if any (ie Aegis, Defender Aura). You also lose the benefit of all Defender feats.
At L16 you gain 1 Extra Use of your encounter Heal. This replaces the UB L11 feat Extra Heal, so if you took Extra Heal, retrain it to a separate Feat at L16. Hence, Extra Heal can effectively only be taken from L11 to L15.
7) DEFENSIVE - DEFENDING
You can only be on the Defensive if it is your default, or if you have at least one Healer or Tank feat that is usable only while in Defensive
At the start of each of your turns (if you are conscious), you declare if you are on the Offensive or on the Defensive.
While on the Defensive, you may use your Defender Feature.
On Character Creation, you may choose ONE of the following Defender features from following class - Aegis of Assault, Swordmage - Aegis of Shielding, Swordmage - Divine Challenge, Paladin - Psionic Defense, Battlemind. - Combat Challenge, Fighter. You can mark with any power from any class. - Defender Aura, Knight (Fighter). It does not require a minor action to activate, but you can state that you chose not to activate it.
Unless your base class is of the above classes, you always use the hybrid version of the power.
In order to be able to use the above, you must have at least one power in a Class that has the same power source as the Defender feature you chose. eg. You are a Warlock that chose Divine Challenge. Until you multiclass to a Divine class AND have at least one Divine power, you cannot use the Divine Challenge class feature
Free Feats for Defenders All Characters with Base Class that has a Defender role may choose to start with Agile Tank, Armored Tank, or any Armor or Shield Proficiency that they do not start with.
8) FEATS AND ITEMS
You may only use feats and items from the Unbound list, and may not use 4E feats. The only exception is for 4E racial feats for which you qualify.
You must also choose from Pureclass benefits for Paragon Paths and Epic Destinies.
Notwithstanding the above restrictions, the UB feats and items generally have no Stat requirements, are not restricted to a subgroup and almost all reference a Sec Trait. There may also be some 4E items that you may wish to use which have been omitted accidentally from the item list, so feel free to check with GM on this.
UB feats do not include Toughness, Skill Training, Skill Focus, nor Power Swap feats. XP may be used directly to improve Skills or Hitpoints/Vitality. Multiclass powers are not swapped but purchased independently with XP (see below)
You start with 1 Feat at Level 1. You gain 1 additional Feat at Level 11 and Level 21.
Feats cost 2 XP each. You may have max 8 Feats, and this cap is increased by 8 at Level 11 also at Level 21. Hence an L21 or higher UB Char may have up to 24 feats. The above feat limits include the starting Feat and additional Feats at L11 and L21, but do not include free/extra Feats from other sources.
9) XP ON LEVEL UP
UB Chars start at L1 with 7 XP to customize their Character, and none of the starting XP may be spent to improve Traits/Stats.
Thereafter, instead of following a fixed level up progression, a UB Char instead gains 6 XP per level.
Your XP may then be spent on either Traits/Stats, Skills, Vitality/Hitpoints, Powers, or even Max WP. This usage is subject to caps, which may vary as you level up.
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Post by Zyraen on Jul 3, 2016 16:03:17 GMT 8
10) MULTICLASSING
Unlike a 4E character, an Unbound Character may Multiclass any number of times.
A Multiclass feat grants two of the following benefits, that must be determined when you gain the feat and cannot be retrained
A) Proficiency with all weapons and implements of that class
B) +5 Skill Points. These points cannot increase any Skill beyond +7
C) You may choose an - At Will Power or At Will Class Feature of the new class and use it once per Encounter. Its effects last until ENT - Enc Power or Enc Class feature of the new class and use it once per day.
Alternatively, you may choose any 4E Multiclass feat (ie one that grants you a Multiclass). However, if the feat grants more than 2 benefits (similar to the above benefits), you may only choose 2 such benefits. Training in any Skill is treated as benefit B from the above list.
Each Multiclass feat unlocks Advancement in that class, but Powers of that class must be individually purchased with XP. No Power Swap feats may be applied.
After you have at least one Multiclass, you may take the feat Multiclass Feature once only. This feat grants you ONE Class Feature from your Multiclass. If you have more than one Multiclass, you must choose which class to gain this feature from. This Class Feature must be available to 4E hybrids via the 4E Hybrid Talent feat. When you gain a new Multiclass, you may alter this to obtain a Class Feature from your new Multiclass.
Do note as per Item 2, Defensive Class Features no longer stack.
11) AT WILL POWERS
All UB Characters start with as many At Wills as a character of their base class normally would have.
The very First time you Multiclass, you gain 1 extra At Will Level 1 power. This power must not be from your first class. Thereafter you may swap your At Will powers around as you like on every level up, subject to maintaining the following - you must have at least 1 At Will from your original class - not all your At Wills may be from the same class - you may only have At Wills from max 2 classes. At L11, this is relaxed to max 3 classes.
Note that if your Base Class gives you more than 1 At Will based on certain criteria, you must still meet that criteria when swapping At Will. eg. PHB1 Druid grants you 3 At Will powers, on the basis that at least 1 must be a Beast Form Druid AW power, and at least one must be a non Beast Form Druid AW power. Hence, although you get an extra At Will, you must still retain both the above criteria.
For purpose of Multiclassing, At Will powers and attacks that have no Level accessible from Essentials classes like Knight and Thief are NOT treated as At Will Level 1 powers. You may ONLY gain them if your Starting Subclass is the appropriate Subclass/Option, and if you are of this Subclass, you cannot gain the usual At Will powers. Ie a Thief cannot gain Rogue At Will Level 1 Attack powers, only Tricks.
If you have any Level 1 Psionic Augmentation powers, even if you did not purchase PP for it with XP, it is always treated as occupying one of your 3 At Wills.
12) ENCOUNTER/UTILITY POWERS
For each Class a UB char has - including Multiclasses - UB chars may gain Powers at the cost as follows E1 / U2 : 3 xp E3 / U6 : 3 xp E7 / U10 : 6 xp E13 / U16 : 6 xp E17 : 9 xp
You need E1 to get E3, and E3 to get E7, so on. Similarly, you need U2 to get U6, and U6 to get U10. This progression must be followed for each Class separately, and UB Chars cannot use power swap feats, because powers must be purchased individually for each class they have.
Note that Essentials classes that have extra Utility powers (typically at L5) do not gain them automatically. They must still be purchased from above and are always treated as if it was one step lower from the level the class gains it, eg a Utility power gained at level 5 is treated as U2 for the purpose of cost and accessibility. An Unbound character does not gain extra Utility powers as a result of this.
It *IS* possible for a single UB Char to have many (typically low level) Encounter and Utility powers from many different Classes.
You cannot purchase multiple powers of the same level from the same Class, though you can purchase a higher level power at a higher cost, and apply it to a lower level power.
If you belong to the same Class, you may purchase the Essentials power of your class, even if you are not a member of that subclass. ie a Rogue can obtain Thief's Backstab, and a Sorcerer can obtain Elementalist's Elemental Escalation, but without element-specific benefits.
Such powers *can* be purchased multiple times, albeit with higher level powers as per above. No two powers can be applied on the same trigger. ie if you hit with a Basic Attack, you may apply Power Strike or Backstab, but not both.
You cannot access Class Powers beyond E17. Note that when you use E17, you must also expend a lower level Encounter power from the same class. If you use 1 WP to regain E17, you only regain E17 and do not regain the other expended Enc power (unless you spend WP separately for it).
When purchasing powers with Psionic Augmentation (including level 1 powers), cost as follows.
You also gain 2 PP per Power purchased up to AW13, ie max of 8 PP per such Class, and your max PP may never exceed 16. 1
AW1*: 3 xp (you do not gain a new AW, only 2PP) AW3 : 3 xp AW7 : 6 xp AW13 : 6 xp (retrain an existing AW from same class) AW17 : 9 xp (retrain an existing AW from same class. You do not gain 2PP)
Note that if you replace your AW1 with either AW13 or AW17, it still takes up one of your At Will power slots.
13) HITPOINTS, VITALITY & CAPS
UB uses purchase of Vitality for Hitpoints. Each Vitality is 5 HP, and costs 2 XP.
Vitality is capped to be no more than your Level + 8. This cap increases by 3 at L11 and another 3 at L21. ie L1: HP 45 / Vit 9 (L1+8) L11: HP 110 / Vit 22 (L11+11) L21: HP 170 / Vit 34 (L21+14) L30 : HP 220 / Vit 44 (L30+14)
14) TRAITS, STATS, CAPS
Traits may be likened to having an equivalent D&D Stat of 10 + 2x Trait. ie Finesse 5 is Dex/Int 20, assuming the player chooses to assign all to one of the Stats.
From Level 2 onwards, UB Chars may purchase additional Traits at the following XP cost. Before buying, they must meet the minimum Level.
1-5: 4 XP each / any Level 6 : 4 XP / Lv 6 7 : 6 XP / Lv 11 8 : 8 XP / Lv 16 9 : 10 XP / Lv 21 10 : 14 XP / Lv 26
After buying the Trait, you must assign it to one of two Stats. If unassigned, it typically is treated as going to the higher Stat.
15) RETRAINING
Whenever you level up, you may choose ONE existing Skill, Power, Feat or HP that you have because you paid XP for it. You may then reverse that purchase and spend the XP accordingly.
Separately, you may also retrain any one existing Feat or Power you have as per normal rules. This change simply lets you select another Feat or Power that is available to you.
Any XP that you spent on Traits cannot be retrained.
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Post by Zyraen on Sept 26, 2016 23:43:25 GMT 8
Edit: Included option to purchase Paragon Path Powers.
16) PARAGON PURECLASS
UB Chars may only choose from the features granted by the Paragon Pureclass. They do not gain other Paragon Paths.
Note: The following brackets that indicate Striker, Defender, Healer only serve as a guideline for your reference. You can choose any, but typically each option favors one role over the others.
At L11 you may choose one Paragon Pureclass (PP) and may pay 2 XP to gain each of its two features, A and B. Alternatively, after you pay 2 XP for either A or B from one PP, you may pay 4 XP for the other feature (A or B) from a separate PP. Hence you can never have two A or two B features from two separate PPs.
The choices cannot be retrained except with GM approval.
PARAGON PURECLASSES * - generally Cold, Radiant, Lightning, etc etc. Typically you'll be selecting one type of damage based on your Doombringer effect, if any.
Assailant (striker) A) You gain your Sec Trait to your Striker Damage when dealing a specific type of Damage* B) If you take the Adept Slider feat, you also gain +1 Attack when making attacks that deal that specific type of Damage*
Devastator (striker) A) When you are dealing your Striker damage, you score a Critical Hit on 18-20. You can only do so when making an Attack that only has 1 Target and when dealing a specific type of Damage* B) Whenever you score a Critical Hit, you can make a Basic Attack as a free action. As per standard rules, you can only use a free action to make an attack once per turn.
Longarm (defender) A) Your Reach increases by 1. This only applies if you are not on the Offensive. B) You treat Marked Enemies within Burst 2 as if they were adjacent to you. This does not apply to Divine Challenge and Aegis. If you use an Aura 1 for your Defender feature, instead of a Mark, your Aura increases to Aura 2. Note: Longarm does not grant you Threatening Reach.
Punisher (defender) A) Your damage inflicted or negated by your defender feature increases by your Sec Trait. B) If you punish a disobeyed mark by making an Attack, you gain half your Sec Trait as a bonus to making the punishing Attack.
Inhibitor (defender) A) Whenever you hit an Enemy that is Marked by you or in your Defender Aura, you deal extra damage equal to your Sec Trait, and the Target is slowed until ENT B) Whenever you reduce an enemy to 0 HP, you gain THP equal to Half your Level. This only applies if you are not on the Offensive.
Rapid Healer (healer) A) Whenever you use any Encounter power to heal HP, you heal extra HP equal to your Sec Trait. B) Once per Encounter, you can use 2 WP (ie Action Point) to use any Healing Power on your Ally as a Immediate Reaction. You can do so even if you have already used 2 WP to take a standard Action during that Encounter. This healing power cannot be an Attack. For clarity, you cannot use this when you are on the Offensive.
Empowered Healer (healer) A) All the 1d6 dice in your healing power increases to 1d8, and you reroll 1s on all your Healing dice. If your healing power does not have any healing dice, the healing increases by 3 points, this increases by 2 at Level 21, 31. B) Whenever you use 2 WP to take a standard action, you heal an extra 2d8 HP until ENT. This increases by 1d8 at Levels 21,31.
Strategist (healer/leader) The following features A & B never stack with themselves, and never work when you are on the Offensive. A) When you grant an ally a bonus to damage, increase it by +2. If it is granted by your use of Heal, increase the bonus by +4. This extra bonus lasts only for the duration of the bonus or until ENT, whichever is shorter. B) Only allies who are within 10 squares of you and can see and hear you may benefit from the following. When you use 2 WP to gain a standard action, all your allies gain Sec Trait power bonus to damage rolls until ENT. When your ally uses 2 WP to gain a standard action (action point), he gains your Sec Trait power bonus to damage rolls until the end of his turn.
Tactician (healer/leader) The following features A & B never stack with themselves, and never work when you are on the Offensive. A) When you grant an ally a bonus to attack, increase it by +1. If it is granted by your use of Heal, increase the bonus by +2. This extra bonus lasts only for the duration of the bonus or until ENT, whichever is shorter. B) Only allies who are within 10 squares of you and can see and hear you may benefit from the following. When you use 2 WP to gain a standard action, all your allies gain half your Sec Trait power bonus to attack rolls until ENT. When your ally uses 2 WP to gain a standard action (action point), he gains half your Sec Trait power bonus to attack rolls until the end of his turn.
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OPTIONAL FEATS
You may purchase the following feats at L11. They can each only be taken once, and cannot be retrained to benefit a different class or power without GM approval.
Paragon Class Prerequisite: Level 11 Choose one class you belong to. You are treated as having the E1 U2 E3 U6 powers of that class for purpose of purchasing new powers from that class. This does not stop you from purchasing lower level powers from that class if you so wish.
Multiclass Familiarity Prerequisite: Level 11 Select one At Will Level 1 power you know. You may deal Striker damage with that power and may apply the feats Lethal Slayer and/or Brutal Advantage (if you have them), even if the power makes 3 attacks or occupies a burst larger than 3x3. This does not bypass any other requirements for dealing Striker damage.
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17) PARAGON PATH POWERS
You may choose One Paragon Path and purchase Encounter or Utility Powers from it, provided they are L17 or lower, and none of them may be Daily powers.
Each power purchased costs 6 XP.
Disallowed Powers - Certain Justice (Champion of Order)
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Post by Zyraen on Feb 22, 2017 23:40:27 GMT 8
Tidied up Feats list. Removed non-applicable feats, references to Mastery, cleaned up many differing terms, expanded the glossary at the start. Included WP references ( replacing Adrenaline Rush where applicable), changed most Stat references to Traits, and added 1 or 2 more minor feats here and there, removed references to (Dice) under Slayer damage. Naming of Feats streamlined to follow this topic, and clarified on Resistive Formula. UB Feats 210217.doc (308 KB) Similar for Items. Removed references to Wrist Razors and Gauntlets. Removed Armor AC listings. Clarified on Non Precise Implements. Added L10 Wpn/Imp of Deliverance, adjusted Wreathing Wpn/Imp to L9. Added L5 Warding Gloves. Adjusted Armbands of XXX Focus, Armbands of Rapidshot and Bracers of Climbing to be Rare. Helm of Melee Accuracy and Helm of Ranged Accuracy have been adjusted. UB items 220217.doc (381.5 KB) As of right now, the following Rare items are not allowed - Armbands of Arcane/Divine/Martial Focus, Armbands of Rapidshot. L10 Wpn/Imp of Deliverance is allowed, but the whole party is restricted to only one such item.
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Post by Zyraen on Mar 4, 2017 0:20:27 GMT 8
The following is a Draft L10 Character Sheet that you can use to start your own thread. The XP usage is typical for a UB character that is trying to duplicate a 4E character (less Dailies). All said though, it is rather sub-optimal and only placed here as a guide for reference.
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DRAFT AISLINN Init +9 (5Hlv 4Sec) L10 UB Eladrin Slayer Option: Non-Quarry +6 (4Sec 2L5), +4 with CA (Brutal Advantage) Defender Option: Divine Challenge (Burst 5, Immed Rxn, 4Sec radiant damage) Armor Prof: Unarmored Class Defenses: +1 to all NADs
Main Class: Cleric (Anti Finesse)
STARTING ARRAY 4 / 3 / 2 ; HP 30 ; WP 8
Stats : Str 14 Con 10 Dex 10 Int 18 Wis 20 Cha 10 Traits: Physique 2 / Finesse 4 (Sec) / Influence 5 (Pri)
AC FRW 25* / 21 / 23* / 24 HP 75 / ESurges 3 / Sval 18 / WP 8 * : +2 if defensive
XP 61 : 18 XP for HP ( +45 HP ) 10 XP for Feats 8 XP for Stats 24 XP for Powers (E1 E3 E7 / U2 U6 U10) 1 XP Balance
SKILLS : 25 skill pts plus 5 from Multiclass ( inclusive 5Hlv ) Str 7 : Athletics Con 5 : Endurance Dex 5 : Acrobatics, Stealth, Thievery Int 9 : Arcana +14, History +14, Religion +14 Wis 10 : Dungeoneering, Heal, Insight +15, Nature +15, Perception +15 Cha 5 : Bluff, Diplomacy, Intimidate, Streetwise
FEATS F) Unarmored Agility F) Exp, Focus, Impdef F) Half Implement : +2 Psychic damage (Energized) F) Cleric Bonus Feat - Dedicated Healer : Sec Trait to heals 0) Timely Aid : +1d6 to heals if target is bloodied 1) Multiclass Warlock : extra Skill, Curse 1/Enc 2) Multiclass Defenses: Shadow Walk (note it is Concealment but does not stack with Shield bonus) 3) Hidden Shooter: target grants CA to your ranged attacks when you have concealment 4) Brutal Advantage: deal extra Sec Trait damage to target you hit with CA 5) Superior Implements : +1 Atk with Implements (Accurate)
POWERS (Psychic Implement) Atk +15 (5Hlv 5Pri 2Enh 1Exp 1SuplImpl 1Helm) Damage +11-13 (5Pri 2Enh 1Focus 2SupImpl 1Shard 0-2CrimsonDet) / +15-17 Psychic (2Ranged 2Reflex) Striker Damage +6-10 (4Sec 2L5 plus 4BrutalAdv)
Bonus Heals (Surge): 13 + 1d6 = 5Pri 4Sec 4Item 1d6Timely Healing Word : 2d6 and all Allies in Burst 5 gain 5 THP (Life Boosting)
( LIST POWERS HERE )
ITEMS *-floating items *10) L10 Loremaster's Helm (Rare): Choose from Psychic. You gain a +1 item bonus to attack with powers that use the chosen keyword. You gain a +2/4/6/8 item bonus to all monster knowledge checks. *9) L9 Elven Chain Shirt *8) L8 Psychic Implement +2 (Holy Symbol) L10 Armor of Healing +2 (Robes) L9 Amulet of Healing +2 L6 Armbands of Ranged Power: +2 item bonus to damage rolls of ranged attacks L4 Crimson Determination (Boon) L4 Life Boosting Weapon +1 (Staff) L3 Parrying Weapon +1 (Dagger) L3 Siberys Shard of the Mage
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DEFENSES IN DETAIL AC 27 : 10Def 5Hlv 2unarmored 4sec 2enh 2shield 1parrying 1ECS Fort 21 : 10Def 5Hlv 1impdef 1class 2trait 2enh Ref 25 : 10Def 5Hlv1impdef 1class 4trait 2enh 2shield 1parrying Will 24 : 10Def 5Hlv1impdef 1class 1race 5trait 2enh
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Post by Zyraen on Aug 29, 2017 13:08:00 GMT 8
UB Default ( assume 441 start )
01. 7 = 2xp HP / 2xp Feat / 3xp T1 Power ( 441 )
04. 25 = 8xp HP / 6xp Feat / 4xp Trait / 6xp T1 Powers (541)
08. 49 = 16xp HP / 10xp Feat / 8xp Trait / 9xp T1 Powers / 6xp T3 Power (551)
11. 67 = 22xp HP / 14xp Feat / 12xp Trait / 9xp T1 Powers / 6xp T3 Powers / 4xp Paragon (651)
14. 85 = 28xp HP / 16xp Feat / 16xp Trait / 9xp T1 Powers / 12xp T3 powers / 4xp Paragon (661)
18. 109 = 36xp HP / 20xp Feat / 22xp Trait / 15xp T1 Powers / 12xp T3 Powers / 4xp Paragon (761)
21. Gain 8 XP that can only be spent on improving Traits (861)
21. 127 = 42xp HP / 20xp Feat / 28xp Trait / 15xp T1 Powers / 12xp T3 Powers / 4xp Paragon / 6xp Epic (871)
24. 145 = 46xp HP* / 20xp Feat / 36xp Trait / 15xp T1 Powers / 18xp T3 Powers / 4xp Paragon / 6xp Epic (881)
28. 169 = 56xp HP / 24xp Feat / 46xp Trait / 15xp T1 Powers / 18xp T3 Powers / 4xp Paragon / 6xp Epic (981)
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