https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Zevvoin&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T05:11:03ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Fenrirborn_(4e_Race)&diff=637336Fenrirborn (4e Race)2013-10-02T23:01:29Z<p>Zevvoin: /* Fenrirborn */</p>
<hr />
<div>== Fenrirborn ==<br />
<br />
'''''A race of humanoids that can call upon the spirits of the wild to take the shape of wolves'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'5"-6'1"<br />
|weight=125-190 lbs.<br />
|abilities= +2 Wisdom; +2 Strength or +2 Constitution<br />
|size=Medium<br />
|speed=6<br />
|vision=Low-light <br />
|languages= Common<br />
|skills= +2 Nature, +2 Perception<br />
|trait1=Wolf Speaker<br />
|description1=You can communicate with natural and fey wolves.<br />
|trait2=Hunter<br />
|description2=You gain a +2 racial bonus to Perception checks made to track creatures.<br />
|trait3=Frost Touched<br />
|description3=You gain a +2 racial bonus to Endurance checks made to resist cold enviroments<br />
|trait4= Fenrir Blood<br />
|description4= You can use ''lycanthropy'' as an encounter power. You are considered a shapechanger for the purpose of effects relating to that keyword. While in your wolf form, you can use Rending Attack as an At-Will power.<br />
}}<br />
{{4e Power<br />
|name= Lycanthropy<br />
|owner=Race<br />
|class=Fenrirborn<br />
|type=Utility<br />
|keyword1=Polymorph<br />
|usage=Encounter<br />
|flavor=You call upon your wolf heritage in the heat of battle, you have become a wolf and will kill for your pack.<br />
|actiontype= Minor Action<br />
|range=Personal<br />
|effect=Until the end of the encounter or rendered unconscious you assume the form of a gray wolf. Whilst in this form you can only use your at-will powers, but you can sustain the effects from your other powers. Your equipment becomes part of your beast form and you continue to gain the benefits of the equipment you wear. You can use the properties and powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.<br>Whilst in this form you gain a +1 bonus to speed.<br />
}}<br />
{{quote<br />
|Your lives are hard, you shouldn't need to worry so much about hunting<br />
|orig=Fenrir<br />
|src=Book of Ice<br />
}}<br />
<br />
Humanoidss from the north who have made a pact with a god to take the form of wolves. They have humanoid forms but retain many of their wolf-like qualities such as low light vision. They are always ready to defend their packs from any threat, be it a tribe of goblins, or a very angry red dragon the Fenrirborn will always fight to the last.<br />
<br />
Play a Fenrirborn if you want...<br />
* To turn to turn into a wolf<br />
* To be a member of a proud northern nation<br />
* To fight tooth and nail to protect your allies<br />
* To be a member of a race that favors the Barbarian, Ranger and Warden classes.<br />
<br />
=== Physical Qualities ===<br />
<br />
Fenrirborn look like humans, elves, or half-elves except they have small fangs and claws. They are between 5'5" and 6'1" and weigh between 125 and 190 lbs. Their skin can be pale, tan or any thing in between. They have hair color that is like wolves, brown, red, black and there are some gray haired youth. Their eyes are like wolves again, blue, brown, green or amber. All males have facial hair regardless of which humanoid form they have.<br />
<br />
Fenrirborn wear cloths and armor that are dark colors to help stay warm in their humanoid forms. They also wear cloths that have fur from wild animals, the most common being deer, and the most expensive being rabbits because of their size. Wolf fur is only awarded to heroes, Jarls or outstanding citizens. Because of the cold, metal armors generally aren't worn. For extra protection, armor can be enchanted to resist physical or magic attacks.<br />
<br />
Fenrirborn generally live slightly longer than humans, most living until they are 85, with 100 being of venerable age<br />
<br />
=== Playing a Fenrirborn ===<br />
<br />
Fenrirborn generally behave like wolves, seeing in terms of their pack and prey. Most Fenrirborn form packs with their family, but if one joins the military, then they have a pack with their brothers and sisters in arms. Fenrirborn belong to a clan, which is governed by a Jarl. Each Jarl serves the High King of all of the Fenrirborn who is chosen based on merit. If a Fenrirborn joins with adventurers, then they will still act to bring honor to their clan and the Jarl. Unlike wolves, Fenrirborn tend to prefer solitary fighting styles and lean towards a striker role.<br />
<br />
The Fenrirborn are protective of anything that they own or are related to. If a friend is insulted, a Fenrirborn will come to their aid. Like wise, they refuse to back down from a challenge to their own honor. Fenrirborn also believe strongly in their own morals and will refuse to walk away from a situation that they believe goes against those morals.<br />
<br />
The Fenrirborn grew in number quickly and took control of previous dwarf controlled lands that are bordered by wild tribes such as orcs and gnolls. The Fenrirborn worked and have developed new forging techniques that have improved their blades and crossbows because of the dwarf forges and resources. The Fenrirborn are almost constantly at war with one of their neighbors but do not hold grudges against the dwarfs and will trade with any who come into their lands, as compared to the practice of shooting orcs and gnolls on sight.<br />
<br />
Fenrirborn believe that they are descendants of their god Fenrir who is the god of snow, death and the moon. They all know that they revived their wolf sides from Fenrir and hold festivals when the moon is full celebrating him. The god opposite to Fenrir is Erlking, who represents the wilderness, steel, and water. The Fenrirborn don't see their gods are good or evil, but as creatures with their own motives who often act for the benefit of the world. Fenrir and the Erlking both work to prevent demons from entering into the world according to the Fenrirborn myths. The third major goddess is the Lady of Sorrow, who rules the underworld and is the keeper of secrets. Her actions fall in line with the ballence of power and will act with and against Fenrir and the Erlking.<br />
<br />
'''Fenrirborn Characteristics:'''Agile, bold, fierce, loyal, predatory, proud, stubborn, wild<br />
<br />
'''Male Names:''' Beowulf, Conan, Lyulf, Ran, Raulf, Wolfgang, Zev<br />
<br />
'''Female Names:''' Adolfa, Ayame, Larentia, Louve, Rudi, Tate, Zeeva<br />
<br />
=== Fenrirborn Adventurers ===<br />
<br />
Three sample Fenrirborn adventurers are described below.<br />
<br />
Louve is a female Fenrirborn ranger. She lived with her brothers who went off to join the war. She became a scout to help out her country. While at war, her brothers were murdered in combat by another scout. Due to mistaken identity, she was kicked out of the service and her brothers' killer still serves. Louve has sent out a plea to anyone willing to help her clear her name and catch a murderer. But since she has nothing left for her at home, she is also looking for a new group to belong to.<br />
<br />
Zev is a male Fenrirborn rogue. He looks to find his own path in life before he is bogged down with working his family's farm. When he told his parents of his plan they agreed and gave him his first sword. Unfortunatly, he didn't have good luck on his first exploration and lost his main weapon while fighting a dragon. He did manage to steal some gold before he had to run, and he is willing to pay anyone kind enough to help him locate his sword.<br />
<br />
Zeeva is a female Fenrirborn fighter. After serving in the military, she was named a hero and has since retired. She decided that farm life and military drills are too routine and wanted something less predictable. While looking for a new sword after a run in with a pack of Gnolls, she found a treasure map leading to an abandoned mine in the Whiterun Mountains. She has posted a notice for anyone willing to help her find said treasure.<br />
<br />
==Fenrirborn Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Shapechanger Keyword]]<br />
[[Category:Natural Origin]]<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Opening_Strike_(4e_Power)&diff=604783Opening Strike (4e Power)2013-01-20T04:33:03Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Opening Strike<br />
|usage=At-Will<br />
|flavor=You stagger your target allowing any archer to take a shot<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|target=One Creature<br />
|attack=Consitution<br />
|defense=AC<br />
|hit=1[W]+constitution modifier damage, and the target takes 2 extra damage from the next ranged attack against it.<br />
<br> '''Augment 1''' The target takes extra damage equal to your Wisdom modifier from the next ranged attack against it.<br />
<br> '''Augment 2''' The target takes extra damage equal to your Wisdom modifier from all ranged attacks until the end of your next turn.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_Powers_(4e_Power_List)&diff=604782Ghost Warrior Powers (4e Power List)2013-01-20T04:32:42Z<p>Zevvoin: /* Level 1 Encounter Attack */</p>
<hr />
<div>Back to [[Main Page]] &rarr; [[4e Homebrew]] &rarr; [[4e Powers|Powers]].<br />
<br />
==Ghost Warrior Exploits==<br />
<br />
===Level 1 At-Will Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 1 Power<br />
|category=4e At-Will Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 1 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 1 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 2 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 2 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 2 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 2 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
<br />
===Level 3 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 3 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 5 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 5 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 6 Utility===<br />
<br />
====At-Will====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 6 Power<br />
|category=4e At-Will Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 6 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 6 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 7 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 7 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 9 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 9 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 10 Utility===<br />
<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 10 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 10 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
<br />
===Level 13 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 13 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 15 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 15 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 16 Utility===<br />
<br />
====Encounter====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 16 Power<br />
|category=4e Encounter Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 16 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
<br />
===Level 17 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 17 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 19 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 19 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 22 Utility===<br />
<br />
====Daily====<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 22 Power<br />
|category=4e Daily Power<br />
|category=4e Utility Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
<br />
===Level 23 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 23 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 25 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 25 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 27 Encounter Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 27 Power<br />
|category=4e Encounter Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
===Level 29 Daily Attack===<br />
<br />
{{#dpl:debug=1<br />
|category=User<br />
|category=4e Ghost Warrior Power<br />
|category=4e Level 29 Power<br />
|category=4e Daily Power<br />
|category=4e Attack Power<br />
|columns=3<br />
|order=ascending<br />
}}<br />
''All These lists are organized alphabetically''<br />
<br />
[[Category:4e]]<br />
[[category:User]]<br />
[[Category:List]]<br />
[[Category:4e Power List]]<br />
[[Category:4e Shadow Power List]]<br />
[[Category:4e Class Power List]]<br />
[[Category:4e Ghost Warrior Power List]]<br />
[[Category:4e User Class Power List]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Shadow_Hand_(4e_Power)&diff=604781Shadow Hand (4e Power)2013-01-20T04:31:11Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Shadow Hand<br />
|usage=At-Will<br />
|flavor=You bring your first hand up high, causing eyes to shift away form the sword at their feet.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier damage, and the target is knocked prone<br />
<br> '''Augment 1''' The target takes extra damage equal to your Intelligence modifier<br />
<br> '''Augment 2''' The target takes extra damage equal to your Intelligence modifier, and is slowed until the end of your next turn.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Silent_Strike_(4e_Power)&diff=604780Silent Strike (4e Power)2013-01-20T04:30:32Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Silent Strike<br />
|usage=At-Will<br />
|flavor=You manage to get behind your foe with out them noticing before you strike<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=Weapon<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution Modifier damage and the target grants combat advantage to you until the end of your next turn.<br />
<br> '''Augment 1''' Before the attack you shift 1 square<br />
<br> '''Augment 2''' Before the attack you shift a number of squares equal to your Wisdom modifier, and the target takes 5 extra damage from the next attack against it.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Silent_Strike_(4e_Power)&diff=604779Silent Strike (4e Power)2013-01-20T04:26:56Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Silent Strike<br />
|usage=At-Will<br />
|flavor=You manage to get behind your foe with out them noticing before you strike<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=Weapon<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution Modifier damage and the target grants combat advantage to you until the end of your next turn.<br />
<br> '''Augment 1''' Before the attack you shift 1 square<br />
<br> '''Augment 2''' Before the attack you shift 1 square, and the target grants combat advantage to you and your allies until the end of your next turn.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Opening_Strike_(4e_Power)&diff=604778Opening Strike (4e Power)2013-01-20T04:25:19Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Opening Strike<br />
|usage=Encounter<br />
|flavor=You stagger your target allowing any archer to take a shot<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|target=One Creature<br />
|attack=Consitution<br />
|defense=AC<br />
|hit=1[W]+constitution modifier damage, and the target takes 2 extra damage from the next ranged attack against it.<br />
<br> '''Augment 1''' The target takes extra damage equal to your Wisdom modifier from the next ranged attack against it.<br />
<br> '''Augment 2''' The target takes extra damage equal to your Wisdom modifier from all ranged attacks until the end of your next turn.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Silent_Barrage_(4e_Power)&diff=604777Silent Barrage (4e Power)2013-01-20T04:24:58Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Silent Barrage<br />
|usage=At-Will<br />
|flavor=You send your Ghosts to harm all the foes that you can see<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Implement<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=5<br />
|target=One creature<br />
|attack=Consitution<br />
|defense=AC<br />
|hit=1d8+ Constitution modifier + Intelligence modifier damage<br />
<br> '''Augment 1''' The attack becomes an area burst 1 within 5 and targets all creatures in the blast.<br />
<br> '''Augment 2''' The attack becomes an area burst 2 within 10 and targets all enemies in the blast.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Silent_Barrage_(4e_Power)&diff=604776Silent Barrage (4e Power)2013-01-20T04:22:03Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Silent Barrage<br />
|usage=At-Will<br />
|flavor=You send your Ghosts to harm all the foes that you can see<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Implement<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=5<br />
|target=One creature<br />
|attack=Consitution<br />
|defense=AC<br />
|hit=1d8+ Constitution modifier + Intelligence modifier damage<br />
<br> '''Augment 1''' The attack becomes an area burst 1 within 5 and targets all creatures in the blast.<br />
<br> '''Augment 2''' The attack becomes an area burst 2 within 10 and targets all enemies in the blast.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Wraith%27s_Hand_(4e_Power)&diff=604775Wraith's Hand (4e Power)2013-01-20T04:18:50Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Wraith's Hand<br />
|usage=At-Will<br />
|flavor=You call upon Sehanine to cloak your second blade as you swing at your foe<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee Weapon<br />
|target=One Creature<br />
|attack=Constitution -2<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier + Wisdom modifier damage.<br />
<br> '''Augment 1''' You make 2 attacks against 2 different targets<br />
<br> '''Augment 2''' You can shift your Wisdom modifier squares between each attack<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Wraith%27s_Hand_(4e_Power)&diff=604774Wraith's Hand (4e Power)2013-01-20T04:18:08Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Wraith's Hand<br />
|usage=At-Will<br />
|flavor=You call upon Sehanine to cloak your second blade as you swing at your foe<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee Weapon<br />
|target=One Creature<br />
|attack=Constitution -2<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier + Wisdom modifier damage.<br />
<br> '''Augment 1''' You make 2 attacks against 2 different targets<br />
<br> '''Augment 2''' You can shift your Wisdom modifier squares between each attack<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Flurry_(4e_Power)&diff=604773Ghostly Flurry (4e Power)2013-01-20T04:15:40Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Flurry<br />
|usage=At-Will<br />
|flavor=You open a portal into the Shadowfell and the dark energies bite at your foes<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Implement<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=1<br />
|target=All enemies in Blase<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1d8 + Constitution modifier damage.<br />
|effect=This power creates a zone that lasts until the start of your next turn. While in this zone, creatures gain partial concealment against creatures out side this zone. <br />
<br> '''Augment 1''' You and your allies gain concealment from all foes in this zone<br />
<br> '''Augment 2''' The zone deal damage to all foes in it equal to your Wisdom modifier<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Blade_(4e_Power)&diff=604772Ghostly Blade (4e Power)2013-01-20T04:15:32Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Blade<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to smite your foes.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|special=You may make this attack as a basic attack<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier damage and you then shift 1 square.<br />
<br> '''Augment 1''' You can shift a number of squares equal to your Constitution modifier<br />
<br> '''Augment 2''' You deal an extra 1[W] damage to the target of this attack<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghastly_Assault_(4e_Power)&diff=604771Ghastly Assault (4e Power)2013-01-20T04:15:24Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghastly Assault<br />
|usage=At-Will<br />
|flavor=As a master of charging into battle, your strikes provide you with the needed defences to carry on a long fight.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|target=one creature<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1[W] + Constitution modifier damage and you gain 5 temporary hit points.<br />
<br> '''Augment 1''' You gain temporary hit points equal to 3 + you Intelligence modifier<br />
<br> '''Augment 2''' You gain a power bonus equal to 1/2 you Intelligence modifier to AC <br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Throw_(4e_Power)&diff=604770Ghostly Throw (4e Power)2013-01-20T04:14:35Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Throw<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to strike your foes at a distance<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Implement<br />
|keyword3= Augmentable<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=5<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1d12 +Constitution Modifier damage.<br />
<br> '''Augment 1''' You deal extra damage equal to your Wisdom modifier<br />
<br> '''Augment 2''' You gain a +1 AC versus opportunity attacks caused by this power, and deal extra damage to the target equal to your Wisdom modifier<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Throw_(4e_Power)&diff=604769Ghostly Throw (4e Power)2013-01-20T04:14:03Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Throw<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to strike your foes at a distance<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Implement<br />
|keyword3= Augmentable<br />
|actiontype=Standard Action<br />
|range=Ranged<br />
|rangemod=5<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1d12 +Constitution Modifier damage. Increase this damage to 2d12 + Constitution modifier damage at level 21.<br />
<br> '''Augment 1''' You deal extra damage equal to your Wisdom modifier<br />
<br> '''Augment 2''' You gain a +1 AC versus opportunity attacks caused by this power, and deal extra damage to the target equal to your Wisdom modifier<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Flurry_(4e_Power)&diff=604768Ghostly Flurry (4e Power)2013-01-20T04:11:20Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Flurry<br />
|usage=At-Will<br />
|flavor=You open a portal into the Shadowfell and the dark energies bite at your foes<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Implement<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=1<br />
|target=All enemies in Blase<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1d8 + Constitution modifier damage. Increase damage to 2d8 + Constitution modifier at 21st level.<br />
|effect=This power creates a zone that lasts until the start of your next turn. While in this zone, creatures gain partial concealment against creatures out side this zone. <br />
<br> '''Augment 1''' You and your allies gain concealment from all foes in this zone<br />
<br> '''Augment 2''' The zone deal damage to all foes in it equal to your Wisdom modifier<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Blade_(4e_Power)&diff=604767Ghostly Blade (4e Power)2013-01-20T04:11:05Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Blade<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to smite your foes.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|special=You may make this attack as a basic attack<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier damage and you then shift 1 square. Increase damage to 2[W] + Constitution modifier at 21st level.<br />
<br> '''Augment 1''' You can shift a number of squares equal to your Constitution modifier<br />
<br> '''Augment 2''' You deal an extra 1[W] damage to the target of this attack<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Flurry_(4e_Power)&diff=604766Ghostly Flurry (4e Power)2013-01-20T04:10:29Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Flurry<br />
|usage=At-Will<br />
|flavor=You open a portal into the Shadowfell and the dark energies bite at your foes<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Implement<br />
|actiontype=Standard Action<br />
|range=Close Burst<br />
|rangemod=1<br />
|target=All enemies in Blase<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1d8 + Constitution modifier damage. Increase damage to 2d8 + Constitution modifier at 21st level.<br />
|effect=This power creates a zone that lasts until the start of your next turn. While in this zone, creatures gain partial concealment against creatures out side this zone. <br />
<br> '''Augment 1''' You and your allies gain concealment from all foes in this zone<br />
<br> '''Augment 2''' The zone deal damage to all foes in it equal to your Wisdom modifier<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Blade_(4e_Power)&diff=604765Ghostly Blade (4e Power)2013-01-20T04:08:35Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Blade<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to smite your foes.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|rangemod=weapon<br />
|special=You may make this attack as a basic attack<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier damage and you then shift 1 square. Increase damage to 2[W] + Constitution modifier at 21st level.<br />
<br> '''Augment 1''' You can shift a number of squares equal to your Constitution modifier<br />
<br> '''Augment 2''' You deal an extra 1[W] damage to the target of this attack<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghastly_Assault_(4e_Power)&diff=604764Ghastly Assault (4e Power)2013-01-20T04:06:58Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghastly Assault<br />
|usage=At-Will<br />
|flavor=As a master of charging into battle, your strikes provide you with the needed defences to carry on a long fight.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Phantasmal<br />
|keyword2=Weapon<br />
|keyword3=Augmentable<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|target=one creature<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=1[W] + Constitution modifier damage and you gain 5 temporary hit points. Increase damage to 2[W] + Constitution modifier at 21st level.<br />
<br> '''Augment 1''' You gain temporary hit points equal to 3 + you Intelligence modifier<br />
<br> '''Augment 2''' You gain a power bonus equal to 1/2 you Intelligence modifier to AC <br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=604763Ghost Warrior (4e Class)2013-01-20T04:06:33Z<p>Zevvoin: /* Wrathful Cowl */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Phantasmal<br />
|power_source_fluff=You draw upon the ghosts of your ancestors to fight against your foes<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghost Surge ====<br />
In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| At-Will powers<br />
! style="text-align: center;" width="40%"| Power Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 2 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 3 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 3 (Replace 1) || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 3 || 8 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 3 (Replace 1) || 9 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 3 (Replace 1) || 11 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 21 || 3 || 13 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 23 || 3 (Replace 1) || 15 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 27 || 3 (Replace 1) || 17 ||<br />
|}<br />
<br />
==== Manifest Weapon ====<br />
You shape the ghosts that you control into physical weapons. You gain the ''Manifest Weapon'' Power. When you obtain a new weapon that you are proficient and meditate with it for a short rest, the weapon turns to dust, but you can manifest that weapon with your ''Manifest Weapon'' power. The amount of different weapons that you can manifest are determined by your level. An enchantment can be added to your weapons with the ''Enchant Magic Item'' ritual, and the weapons can be disenchanted, but don't turn to residuum. When you manifest weapons, you can determine if the weapon is enchanted or not, but you only have a limited amount of enchantments to choose from. The number of weapon types and enchantments that you can have are shown in the following table. You can replace a weapon type by meditating with another weapon<br />
<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| Number of Weapon Types<br />
! style="text-align: center;" width="40%"| Number of Enchantments<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 0 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 4 || 1 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 6 || 3 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 8 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 8 || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 8 || 8 ||<br />
|}<br />
<br />
{{4e Class Power<br />
|name=Manifest Weapon<br />
|usage=At-Will<br />
|flavor=You pull together the souls of those under your command to create a new weapon<br />
|class=Ghost Warrior<br />
}level=1<br />
|type=Feature<br />
|keyword1=Phantasmal<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=You conjure one of your manifested weapons. This weapon has all the same stats as the weapon that it is based on, (A longsword still gives +3 weapon proficiency, deals 1d8 damage and has the versatile property), but weighs nothing. You can only have one of these weapons manifested at a time, and manifesting a second weapon destroys the first. You can dismiss your manifested weapons as a free action.}}<br />
<br />
======Example======<br />
Snow is a 7th level Ghost Warrior. His manifestations are a Kukri, Greatsword, Shortsword, Kophesh, Longsword and Galive. He can enchant them with the Magic Weapon, Frost Weapon or Fire Weapon enchantments. In combat he uses Manifest Weapon to create a Magic Galive as a minor action in his first turn. In his second turn, he switches to a Frost Galive because he is fighting fire elementals. In his next turn he switches to a Frost Kukri as a minor action.<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Armor Conditioning Feat.<br />
<br />
You also gain the ''Wrathful Ghosts'' power.<br />
<br />
{{4e Class Power<br />
|name=Wrathful Ghosts<br />
|usage=At-Will<br />
|flavor=You send out a wave of ghosts to tear apart your foe<br />
|class=Ghost Warrior<br />
|level=1<br />
|type=Attack<br />
|keyword1=Phantasmal<br />
|keyword2= Augmentable<br />
|actiontype=Free Action<br />
|trigger=You hit an enemy with a Phantasmal attack.<br />
|range=Melee Weapon<br />
|target= One creature<br />
<br> ''Level 11:'' One or two creatures<br />
<br> ''Level 21:''All enemies adjacent to you<br />
|effect=The target takes damage equal to 2+ your Wisdom modifier damage and you slide the target 1 square to a square adjacent to you.<br />
<br> '''Augment 1''' You slide the target 1 square in any direction<br />
<br> '''Augment 2''' You slide the target 1 square in any direction and then knock it prone<br />
}}<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Grim Ghosts'' power<br />
<br />
{{4e Class Power<br />
|name=Grim Ghosts<br />
|usage=At-Will<br />
|flavor=You send out a wave of ghosts to tear apart your foe<br />
|class=Ghost Warrior<br />
|level=1<br />
|type=Attack<br />
|keyword1=Phantasmal<br />
|keyword2= Augmentable<br />
|actiontype=Free Action<br />
|trigger=You hit an enemy with a Phantasmal attack.<br />
|range=Melee Weapon<br />
|target= One creature<br />
<br> ''Level 11:'' One or two creatures<br />
<br> ''Level 21:''All enemies adjacent to you<br />
|effect=The target takes damage equal to 2+ your Intelligence Modifier damage, and it can't shift until the end of your next turn<br />
<br> '''Augment 1''' The target can't shift and takes a penalty to Opportunity attacks equal to your Intelligence modifier until the end of your next turn<br />
<br> '''Augment 2''' The target can't shift or make Opportunity attacks until the end of your next turn<br />
}}<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier.<br />
<br />
====Ghostly Step====<br />
<br />
When you shift and have at least one power point, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghostly_Blade_(4e_Power)&diff=604762Ghostly Blade (4e Power)2013-01-20T03:58:07Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Ghostly Blade<br />
|usage=At-Will<br />
|flavor=You call upon The Raven Queen to smite your foes.<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Martial<br />
|keyword2=Weapon<br />
|actiontype=Standard Action<br />
|range=Melee or Ranged<br />
|rangemod=weapon<br />
|special=You may make this attack as a basic attack<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier damage and you then shift 1 square. Increase damage to 2[W] + Constitution modifier at 21st level.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=604761Ghost Warrior (4e Class)2013-01-20T03:57:33Z<p>Zevvoin: </p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Phantasmal<br />
|power_source_fluff=You draw upon the ghosts of your ancestors to fight against your foes<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghost Surge ====<br />
In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| At-Will powers<br />
! style="text-align: center;" width="40%"| Power Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 2 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 3 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 3 (Replace 1) || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 3 || 8 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 3 (Replace 1) || 9 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 3 (Replace 1) || 11 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 21 || 3 || 13 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 23 || 3 (Replace 1) || 15 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 27 || 3 (Replace 1) || 17 ||<br />
|}<br />
<br />
==== Manifest Weapon ====<br />
You shape the ghosts that you control into physical weapons. You gain the ''Manifest Weapon'' Power. When you obtain a new weapon that you are proficient and meditate with it for a short rest, the weapon turns to dust, but you can manifest that weapon with your ''Manifest Weapon'' power. The amount of different weapons that you can manifest are determined by your level. An enchantment can be added to your weapons with the ''Enchant Magic Item'' ritual, and the weapons can be disenchanted, but don't turn to residuum. When you manifest weapons, you can determine if the weapon is enchanted or not, but you only have a limited amount of enchantments to choose from. The number of weapon types and enchantments that you can have are shown in the following table. You can replace a weapon type by meditating with another weapon<br />
<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| Number of Weapon Types<br />
! style="text-align: center;" width="40%"| Number of Enchantments<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 0 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 4 || 1 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 6 || 3 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 8 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 8 || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 8 || 8 ||<br />
|}<br />
<br />
{{4e Class Power<br />
|name=Manifest Weapon<br />
|usage=At-Will<br />
|flavor=You pull together the souls of those under your command to create a new weapon<br />
|class=Ghost Warrior<br />
}level=1<br />
|type=Feature<br />
|keyword1=Phantasmal<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=You conjure one of your manifested weapons. This weapon has all the same stats as the weapon that it is based on, (A longsword still gives +3 weapon proficiency, deals 1d8 damage and has the versatile property), but weighs nothing. You can only have one of these weapons manifested at a time, and manifesting a second weapon destroys the first. You can dismiss your manifested weapons as a free action.}}<br />
<br />
======Example======<br />
Snow is a 7th level Ghost Warrior. His manifestations are a Kukri, Greatsword, Shortsword, Kophesh, Longsword and Galive. He can enchant them with the Magic Weapon, Frost Weapon or Fire Weapon enchantments. In combat he uses Manifest Weapon to create a Magic Galive as a minor action in his first turn. In his second turn, he switches to a Frost Galive because he is fighting fire elementals. In his next turn he switches to a Frost Kukri as a minor action.<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Wrathful Ghosts'' power.<br />
<br />
{{4e Class Power<br />
|name=Wrathful Ghosts<br />
|usage=At-Will<br />
|flavor=You send out a wave of ghosts to tear apart your foe<br />
|class=Ghost Warrior<br />
|level=1<br />
|type=Attack<br />
|keyword1=Phantasmal<br />
|keyword2= Augmentable<br />
|actiontype=Free Action<br />
|trigger=You hit an enemy with a Phantasmal attack.<br />
|range=Melee Weapon<br />
|target= One creature<br />
<br> ''Level 11:'' One or two creatures<br />
<br> ''Level 21:''All enemies adjacent to you<br />
|effect=The target takes damage equal to 2+ your Wisdom modifier damage and you slide the target 1 square to a square adjacent to you.<br />
<br> '''Augment 1''' You slide the target 1 square in any direction<br />
<br> '''Augment 2''' You slide the target 1 square in any direction and then knock it prone<br />
}}<br />
<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Grim Ghosts'' power<br />
<br />
{{4e Class Power<br />
|name=Grim Ghosts<br />
|usage=At-Will<br />
|flavor=You send out a wave of ghosts to tear apart your foe<br />
|class=Ghost Warrior<br />
|level=1<br />
|type=Attack<br />
|keyword1=Phantasmal<br />
|keyword2= Augmentable<br />
|actiontype=Free Action<br />
|trigger=You hit an enemy with a Phantasmal attack.<br />
|range=Melee Weapon<br />
|target= One creature<br />
<br> ''Level 11:'' One or two creatures<br />
<br> ''Level 21:''All enemies adjacent to you<br />
|effect=The target takes damage equal to 2+ your Intelligence Modifier damage, and it can't shift until the end of your next turn<br />
<br> '''Augment 1''' The target can't shift and takes a penalty to Opportunity attacks equal to your Intelligence modifier until the end of your next turn<br />
<br> '''Augment 2''' The target can't shift or make Opportunity attacks until the end of your next turn<br />
}}<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier.<br />
<br />
====Ghostly Step====<br />
<br />
When you shift and have at least one power point, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=604760Ghost Warrior (4e Class)2013-01-20T03:42:41Z<p>Zevvoin: /* Manifest Weapon */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Phantasmal<br />
|power_source_fluff=You draw upon the ghosts of your ancestors to fight against your foes<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghost Surge ====<br />
In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| At-Will powers<br />
! style="text-align: center;" width="40%"| Power Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 2 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 3 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 3 (Replace 1) || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 3 || 8 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 3 (Replace 1) || 9 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 3 (Replace 1) || 11 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 21 || 3 || 13 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 23 || 3 (Replace 1) || 15 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 27 || 3 (Replace 1) || 17 ||<br />
|}<br />
<br />
==== Manifest Weapon ====<br />
You shape the ghosts that you control into physical weapons. You gain the ''Manifest Weapon'' Power. When you obtain a new weapon that you are proficient and meditate with it for a short rest, the weapon turns to dust, but you can manifest that weapon with your ''Manifest Weapon'' power. The amount of different weapons that you can manifest are determined by your level. An enchantment can be added to your weapons with the ''Enchant Magic Item'' ritual, and the weapons can be disenchanted, but don't turn to residuum. When you manifest weapons, you can determine if the weapon is enchanted or not, but you only have a limited amount of enchantments to choose from. The number of weapon types and enchantments that you can have are shown in the following table. You can replace a weapon type by meditating with another weapon<br />
<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| Number of Weapon Types<br />
! style="text-align: center;" width="40%"| Number of Enchantments<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 0 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 4 || 1 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 6 || 3 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 8 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 8 || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 8 || 8 ||<br />
|}<br />
<br />
{{4e Class Power<br />
|name=Manifest Weapon<br />
|usage=At-Will<br />
|flavor=You pull together the souls of those under your command to create a new weapon<br />
|class=Ghost Warrior<br />
|type=Feature<br />
|keyword1=Phantasmal<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=You conjure one of your manifested weapons. This weapon has all the same stats as the weapon that it is based on, (A longsword still gives +3 weapon proficiency, deals 1d8 damage and has the versatile property), but weighs nothing. You can only have one of these weapons manifested at a time, and manifesting a second weapon destroys the first. You can dismiss your manifested weapons as a free action.}}<br />
<br />
======Example======<br />
Snow is a 7th level Ghost Warrior. His manifestations are a Kukri, Greatsword, Shortsword, Kophesh, Longsword and Galive. He can enchant them with the Magic Weapon, Frost Weapon or Fire Weapon enchantments. In combat he uses Manifest Weapon to create a Magic Galive as a minor action in his first turn. In his second turn, he switches to a Frost Galive because he is fighting fire elementals. In his next turn he switches to a Frost Kukri as a minor action.<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Wrathful Ghosts'' power.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Grim Ghosts'' power<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier.<br />
<br />
====Ghostly Step====<br />
<br />
When you shift and have at least one power point, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=604759Ghost Warrior (4e Class)2013-01-20T03:42:16Z<p>Zevvoin: /* Manifest Weapon */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Phantasmal<br />
|power_source_fluff=You draw upon the ghosts of your ancestors to fight against your foes<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghost Surge ====<br />
In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| At-Will powers<br />
! style="text-align: center;" width="40%"| Power Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 2 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 3 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 3 (Replace 1) || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 3 || 8 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 3 (Replace 1) || 9 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 3 (Replace 1) || 11 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 21 || 3 || 13 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 23 || 3 (Replace 1) || 15 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 27 || 3 (Replace 1) || 17 ||<br />
|}<br />
<br />
==== Manifest Weapon ====<br />
You shape the ghosts that you control into physical weapons. You gain the ''Manifest Weapon'' Power. When you obtain a new weapon that you are proficient and meditate with it for a short rest, the weapon turns to dust, but you can manifest that weapon with your ''Manifest Weapon'' power. The amount of different weapons that you can manifest are determined by your level. An enchantment can be added to your weapons with the ''Enchant Magic Item'' ritual, and the weapons can be disenchanted, but don't turn to residuum. When you manifest weapons, you can determine if the weapon is enchanted or not, but you only have a limited amount of enchantments to choose from. The number of weapon types and enchantments that you can have are shown in the following table. You can replace a weapon type by meditating with another weapon<br />
<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| Number of Weapon Types<br />
! style="text-align: center;" width="40%"| Number of Enchantments<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 0 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 4 || 1 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 6 || 3 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 8 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 8 || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 8 || 8 ||<br />
|}<br />
<br />
{{4e Class Power<br />
|name=Manifest Weapon<br />
|usage=At-Will<br />
|flavor=You pull together the souls of those under your command to create a new weapon<br />
|class=Ghost Warrior<br />
|type=Feature<br />
|keyword1=Phantasmal<br />
|actiontype=Minor Action<br />
|range=Personal<br />
|effect=You conjure one of your manifested weapons. This weapon has all the same stats as the weapon that it is based on, (A longsword still gives +3 weapon proficiency, deals 1d8 damage and has the versatile property), but weighs nothing. You can only have one of these weapons manifested at a time, and manifesting a second weapon destroys the first. You can dismiss your manifested weapons as a free action.}}<br />
<br />
======Example======: Snow is a 7th level Ghost Warrior. His manifestations are a Kukri, Greatsword, Shortsword, Kophesh, Longsword and Galive. He can enchant them with the Magic Weapon, Frost Weapon or Fire Weapon enchantments. In combat he uses Manifest Weapon to create a Magic Galive as a minor action in his first turn. In his second turn, he switches to a Frost Galive because he is fighting fire elementals. In his next turn he switches to a Frost Kukri as a minor action.<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Wrathful Ghosts'' power.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Grim Ghosts'' power<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier.<br />
<br />
====Ghostly Step====<br />
<br />
When you shift and have at least one power point, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=604758Ghost Warrior (4e Class)2013-01-20T03:34:28Z<p>Zevvoin: </p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Phantasmal<br />
|power_source_fluff=You draw upon the ghosts of your ancestors to fight against your foes<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do this, you don't add the weapon's proficiency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Blades, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghost Surge ====<br />
In stead of gaining Encounter powers, you gain power points to augment your At-Will powers. The number of power points and at-will powers you have are determined by your level and shown in the table below.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| At-Will powers<br />
! style="text-align: center;" width="40%"| Power Points<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 2 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 3 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 3 (Replace 1) || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 3 || 8 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 3 (Replace 1) || 9 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 3 (Replace 1) || 11 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 21 || 3 || 13 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 23 || 3 (Replace 1) || 15 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 27 || 3 (Replace 1) || 17 ||<br />
|}<br />
<br />
==== Manifest Weapon ====<br />
You shape the ghosts that you control into physical weapons. You gain the ''Manifest Weapon'' Power. When you obtain a new weapon that you are proficient and meditate with it for a short rest, the weapon turns to dust, but you can manifest that weapon with your ''Manifest Weapon'' power. The amount of different weapons that you can manifest are determined by your level. An enchantment can be added to your weapons with the ''Enchant Magic Item'' ritual, and the weapons can be disenchanted, but don't turn to residuum. When you manifest weapons, you can determine if the weapon is enchanted or not, but you only have a limited amount of enchantments to choose from. The number of weapon types and enchantments that you can have are shown in the following table. You can replace a weapon type by meditating with another weapon<br />
<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Level<br />
! style="text-align: center;" width="40%"| Number of Weapon Types<br />
! style="text-align: center;" width="40%"| Number of Enchantments<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || 2 || 0 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || 4 || 1 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || 6 || 3 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || 8 || 4 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || 8 || 6 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || 8 || 8 ||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Wrathful Ghosts'' power.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Intelligence modifier in place of your Dexterity modifier when determining initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
You also gain the ''Grim Ghosts'' power<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier.<br />
<br />
====Ghostly Step====<br />
<br />
When you shift and have at least one power point, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Wraith%27s_Hand_(4e_Power)&diff=603927Wraith's Hand (4e Power)2013-01-16T15:40:08Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Wraith's Hand<br />
|usage=Encounter<br />
|flavor=You call upon Sehanine to cloak your second blade as you swing at your foe<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Wrathful School<br />
|actiontype=Standard Action<br />
|range=Melee Weapon<br />
|special=Shift up to your Wisdom modifier number of squares squares before or after attack.<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=1[W] + Constitution modifier + Wisdom modifier damage.<br />
|buildoption=Wrathful Cowl<br />
|buildinfo=On hit you instead deal 1[W] (main hand) + 1[W] (off hand) + Constitution modifier damage.<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Grim_Storm_(4e_Power)&diff=603295Grim Storm (4e Power)2013-01-11T04:11:51Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Grim Storm<br />
|usage=Daily<br />
|flavor=The spirit of the Raven Queen fills your sword, unleashing a massive hit on your target<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Stance<br />
|actiontype=Standard Action<br />
|range=Melee Weapon<br />
|target=One Creature<br />
|attack=Strength<br />
|defense=AC<br />
|hit=2[W]+constitution modifier<br />
|effect=You enter the stance of Escalating Storm. While in this stance, each enemy that you attack takes ongoing damage equal to your Constitution modifier damage (save ends). Only one enemy can be taking this on going damage at a time. <br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Grim_Storm_(4e_Power)&diff=603291Grim Storm (4e Power)2013-01-11T04:02:09Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Grim Storm<br />
|usage=Daily<br />
|flavor=The spirit of the Raven Queen fills your sword, unleashing a massive hit on your target<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Stance<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|requirement=Must be wielding a two-handed heavy blade<br />
|target=One Creature<br />
|attack=Strength<br />
|defense=AC<br />
|hit=2[W]+constitution modifier<br />
|effect=You enter the stance of Escalating Storm. While in this stance, each enemy that you attack takes ongoing damage equal to your Constitution modifier damage (save ends). Only one enemy can be taking this on going damage at a time. <br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Grim_Storm_(4e_Power)&diff=603289Grim Storm (4e Power)2013-01-11T03:55:58Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Grim Storm<br />
|usage=Daily<br />
|flavor=The spirit of the Raven Queen fills your sword, unleashing a massive hit on your target<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Stance<br />
|actiontype=Standard Action<br />
|range=Melee<br />
|requirement=Must be wielding a two-handed heavy blade<br />
|target=One Creature<br />
|attack=Strength<br />
|defense=AC<br />
|hit=2[W]+constitution modifier<br />
|effect=You enter the stance of Escalating Storm. While in this stance, each enemy that you attack takes ongoing damage equal to your Constitution modifier damage. Only one enemy can be taking this on going damage at a time. <br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Silent_Storm_(4e_Power)&diff=603286Silent Storm (4e Power)2013-01-11T03:29:35Z<p>Zevvoin: </p>
<hr />
<div>{{4e Class Power<br />
|name=Silent Storm<br />
|usage=Daily<br />
|flavor=I don't care if you're hiding, I can bounce the shot<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=1<br />
|keyword1=Shadow<br />
|keyword2=Implement<br />
|keyword3=Stance<br />
|actiontype=Standard Action<br />
|range=Close Blast 3<br />
|target=All foes in blast<br />
|attack=Constitution<br />
|defense=Reflex<br />
|hit=2d6+Constitution Modifier<br />
|miss=Half Damage<br />
|effect=You enter into the Whirling Silence stance. While in this stance, you can shift your Intelligence modifier squares as a move action and have partial consealment<br />
<br />
}}</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Lethal_Poison_(4e_Feat)&diff=603284Lethal Poison (4e Feat)2013-01-11T01:14:11Z<p>Zevvoin: </p>
<hr />
<div>{{4e Feat<br />
|name=Lethal Poison<br />
|type(s)=<br />
|summary=Your ranged attacks slow your target <br />
|prerequisite(s)=Ghost Warrior<br />
|benefit=When hit a foe with your Ghostly Chaos power, you also slow the target until the start of your next turn<br />
}}<br />
----<br />
{{4e Class Heroic Feats Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Heroic Tier]]<br />
[[Category:Class Feat]]<br />
[[Category:Ghost Warrior Feat]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Savage_Critcal_(4e_Feat)&diff=603283Savage Critcal (4e Feat)2013-01-11T01:13:14Z<p>Zevvoin: </p>
<hr />
<div>{{4e Feat<br />
|name=Savage Critical<br />
|type(s)=<br />
|summary=Your ghostly attacks tear deeper into your foe's <br />
|prerequisite(s)=Ghost Warrior<br />
|benefit=The extra damage from your Ghostly Chaos class feature increases from d6's to d8's when you are wielding a weapon with the Brutal, High-Crit or Off-Hand propertys.<br />
}}<br />
----<br />
{{4e Class Heroic Feats Breadcrumb}}<br/><br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Heroic Tier]]<br />
[[Category:Class Feat]]<br />
[[Category:Ghost Warrior Feat]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Savage_Critcal_(4e_Feat)&diff=603282Savage Critcal (4e Feat)2013-01-11T01:12:47Z<p>Zevvoin: </p>
<hr />
<div>{{4e Feat<br />
|name=Savage Critical<br />
|type(s)=<br />
|summary=Your ghostly attacks tear deeper into your foe's <br />
|prerequisite(s)=Ghost Warrior<br />
|benefit=The extra damage from your Ghostly Chaos class feature increases from d6's to d8's when you are wielding a weapon with the Brutal, High-Crit or a weapon with no property.<br />
}}<br />
----<br />
{{4e Class Heroic Feats Breadcrumb}}<br/><br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Heroic Tier]]<br />
[[Category:Class Feat]]<br />
[[Category:Ghost Warrior Feat]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Shadow_Distraction_(4e_Feat)&diff=603281Shadow Distraction (4e Feat)2013-01-11T01:09:57Z<p>Zevvoin: </p>
<hr />
<div>{{4e Feat<br />
|name=Shadow Distraction <br />
|type(s)=<br />
|summary=You are adept at distracting foes and sneaking by unoticed<br />
|prerequisite(s)=Ghost Warrior<br />
|benefit=You gain a +4 feat bonus to Bluff checks to create diversions to hide<br />
}}<br />
----<br />
{{4e Class Heroic Feats Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Heroic Tier]]<br />
[[Category:Class Feat]]<br />
[[Category:Ghost Warrior Feat]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Lethal_Execution_(4e_Feat)&diff=603280Lethal Execution (4e Feat)2013-01-11T01:08:43Z<p>Zevvoin: </p>
<hr />
<div>{{4e Feat<br />
|name=Lethal Execution<br />
|type(s)=<br />
|summary=Your Ghostly Chaos attacks with two handed weapons use d8's<br />
|prerequisite(s)=Ghost Warrior<br />
|benefit=The extra damage from your Ghostly Chaos class feature that triggers with versatile, reach and two handed weapons increases from d6s to d8s<br />
}}<br />
----<br />
{{4e Class Heroic Feats Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Heroic Tier]]<br />
[[Category:Class Feat]]<br />
[[Category:Ghost Warrior Feat]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603279Ghost Warrior (4e Class)2013-01-11T00:57:36Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered. If a property adds an extra damage dice, such as if a weapon has no property, you increase the ammount of dice by 1 at each tier, so 1d6 at level 1, 2d6 at level 11 and 3d6 at level 21. A weapon can only use one bonus from this table, so a dagger would trigger for either off-hand or light thrown when used as a light thrown weapon.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: center;" width="40%"| Heavy Blade<br />
! style="text-align: center;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you are flanking the target || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit if you are flanking the target|| None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Brutal || You deal 1d6 extra damage to the target if you are flanking it || You deal 1d6 extra damage to the target if you are hidden from your target. ||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603278Ghost Warrior (4e Class)2013-01-11T00:56:13Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered. If a property adds an extra damage dice, such as if a weapon has no property, you increase the ammount of dice by 1 at each tier, so 1d6 at level 1, 2d6 at level 11 and 3d6 at level 21. A weapon can only use one bonus from this table, so a dagger would trigger for either off-hand or light thrown when used as a light thrown weapon.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: center;" width="40%"| Heavy Blade<br />
! style="text-align: center;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Brutal || You deal 1d6 extra damage to the target if you are flanking it || You deal 1d6 extra damage to the target if you are hidden from your target. ||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603277Ghost Warrior (4e Class)2013-01-11T00:51:51Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered. If a property adds an extra damage dice, such as if a weapon has no property, you increase the ammount of dice by 1 at each tier, so 1d6 at level 1, 2d6 at level 11 and 3d6 at level 21.<br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: center;" width="40%"| Heavy Blade<br />
! style="text-align: center;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Brutal || You deal 1d6 extra damage to the target if you are flanking it || You deal 1d6 extra damage to the target if you are hidden from your target. ||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603276Ghost Warrior (4e Class)2013-01-11T00:42:50Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: center;" width="40%"| Heavy Blade<br />
! style="text-align: center;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || None || You deal 1d6 extra damage to the target if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || None ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Brutal || You deal 1d6 extra damage to the target if you are flanking it || You deal 1d6 extra damage to the target if you are hidden from your target. ||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603275Ghost Warrior (4e Class)2013-01-11T00:36:42Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: left;" width="40%"| Heavy Blade<br />
! style="text-align: left;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || None || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || None || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || None |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || None |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || None |<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603274Ghost Warrior (4e Class)2013-01-11T00:24:46Z<p>Zevvoin: /* Ghostly Physique */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: left;" width="40%"| Heavy Blade<br />
! style="text-align: left;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || - |<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity modifier. In addition, you also use your Constitution score to determine the ammount of weight you can carry in stead of your Strength score.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603273Ghost Warrior (4e Class)2013-01-11T00:23:32Z<p>Zevvoin: /* Ghostly Step */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: left;" width="40%"| Heavy Blade<br />
! style="text-align: left;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || - |<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity power.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you become invisible until the end of your next turn. In addition, you can make a stealth check to hide if you are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603272Ghost Warrior (4e Class)2013-01-11T00:21:12Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe, you gain a bonus to your damage roll determined by which type of weapon you are using and the properties of the weapon. These properties also affect how the extra damage is triggered <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="20%"| Weapon Properties<br />
! style="text-align: left;" width="40%"| Heavy Blade<br />
! style="text-align: left;" width="40%"| Light Blade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | No Property || You deal 1d6 extra damage to the target if you have combat advantage || You deal 1d6 extra damage to the target if you have combat advantage |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Light Thrown || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Off-Hand || - || You deal 1d6 extra damage to the target if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | High Crit || You can roll a critical hit on a roll of one less if you are flanking the target || You can roll a critical hit on a roll of one less if you are hidden from your target.|<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Versatile || You deal 1d6 extra damage to the target if you have combat advantage against the target || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | Reach || You slide the target 1 square on a successful hit || - |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | When using a two-handed Weapon || You deal 1d6 extra damage to the target if you are flanking it || - |<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity power.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you gain concealment until the end of your next turn. In addition, you can make a stealth check to hide if you have concealment from this power and are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
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Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Fenrirborn_(4e_Race)&diff=603271Fenrirborn (4e Race)2013-01-11T00:20:17Z<p>Zevvoin: </p>
<hr />
<div>== Fenrirborn ==<br />
<br />
'''''A race of humanoids that can call upon the spirits of the wild to take the shape of wolves'''''<br />
<br />
{{4e Racial Traits<br />
|height=5'5"-6'1"<br />
|weight=125-190 lbs.<br />
|abilities= +2 Wisdom or +2 Strength, +2 Constitution or +2 Dexterity<br />
|size=Medium<br />
|speed=7<br />
|vision=Low-light <br />
|languages= Common<br />
|skills= +2 Nature, +2 Perception<br />
|trait1=Wolf Speaker<br />
|description1=You can communicate with natural and fey wolves.<br />
|trait2=Hunter<br />
|description2=You gain a +2 racial bonus to Perception checks made to track creatures.<br />
|trait3=Frost Touched<br />
|description3=You gain a +2 racial bonus to Endurance checks made to resist cold enviroments<br />
|trait4= Fenrir Blood<br />
|description4= You can use ''lycanthropy'' as an encounter power. You are considered a shapechanger for the purpose of effects relating to that keyword. While in your wolf form, you can use Rending Attack as an At-Will power.<br />
}}<br />
<br />
{{4e Power<br />
|name= Lycanthropy<br />
|owner=Race<br />
|class=Fenrirborn<br />
|type=Utility<br />
|keyword1=Polymorph<br />
|usage=Encounter<br />
|flavor=You call upon your wolf heritage in the heat of battle, you have become a wolf and will kill for your pack.<br />
|actiontype= Minor Action<br />
|range=Personal<br />
|effect=Until the end of the encounter or rendered unconscious you assume the form of a gray wolf. Whilst in this form you cannot make use attack, utility or feat powers that do not have the Beast Form keyword, although you can sustain such powers. Your equipment becomes part of your beast form and you continue to gain the benefits of the equipment you wear. You can use the properties and powers of implements as well as magic items that you wear, but not the properties or the powers of weapons or the powers of wondrous items. While equipment is part of your beast form, it cannot be removed, and anything in a container that is part of your beast form is inaccessible.<br>Whilst in this form you gain a +1 bonus to speed and deal +1d4 damage while adjacent to an ally.<br />
}}<br />
{{4e Power<br />
|name= Rending Attack<br />
|owner=Race<br />
|class=Fenrirborn<br />
|type=Attack<br />
|keyword1=Beast Form<br />
|usage=At-Will<br />
|flavor=You tear into your foe with your claws and fangs.<br />
|actiontype= Standard Action<br />
|range=Melee<br />
|rangemod=1<br />
|attack=Wisdom + 4<br />
|defense=AC<br />
|hit= 1d8 + Wisdom modifier damage. If you use this attack while in wolf form, you regain 1d6 hit points.<br />
<br>Level 6: +2 enchantment bonus to attack and damage rolls; Crit: +2d6 damage.<br />
<br>Level 16: +4 enchantment bonus to attack and damage rolls; Crit: +4d6 damage.<br />
<br>Level 21: 2d8 + Wisdom modifier damage<br />
<br>Level 26: +6 enchantment bonus to attack and damage rolls; Crit: +6d6 damage.<br />
|special= You can use this power as a basic melee attack while under the effects of Lycanthropy.<br />
}}<br />
{{quote<br />
|Your lives are hard, you shouldn't need to worry so much about hunting<br />
|orig=Fenrir<br />
|src=Book of Ice<br />
}}<br />
<br />
Humanoidss from the north who have made a pact with a god to take the form of wolves. They have humanoid forms but retain many of their wolf-like qualities such as low light vision. They are always ready to defend their packs from any threat, be it a tribe of goblins, or a very angry red dragon the Fenrirborn will always fight to the last.<br />
<br />
Play a Fenrirborn if you want...<br />
* To turn to turn into a wolf<br />
* To be a member of a proud northern nation<br />
* To fight tooth and nail to protect your allies<br />
* To be a member of a race that favors the Barbarian, Ranger and Warden classes.<br />
<br />
=== Physical Qualities ===<br />
<br />
Fenrirborn look like humans, elves, or half-elves except they have small fangs and claws. They are between 5'5" and 6'1" and weigh between 125 and 190 lbs. Their skin can be pale, tan or any thing in between. They have hair color that is like wolves, brown, red, black and there are some gray haired youth. Their eyes are like wolves again, blue, brown, green or amber. All males have facial hair regardless of which humanoid form they have.<br />
<br />
Fenrirborn wear cloths and armor that are dark colors to help stay warm in their humanoid forms. They also wear cloths that have fur from wild animals, the most common being deer, and the most expensive being rabbits because of their size. Wolf fur is only awarded to heroes, Jarls or outstanding citizens. Because of the cold, metal armors generally aren't worn. For extra protection, armor can be enchanted to resist physical or magic attacks.<br />
<br />
Fenrirborn generally live slightly longer than humans, most living until they are 85, with 100 being of venerable age<br />
<br />
=== Playing a Fenrirborn ===<br />
<br />
Fenrirborn generally behave like wolves, seeing in terms of their pack and prey. Most Fenrirborn form packs with their family, but if one joins the military, then they have a pack with their brothers and sisters in arms. Fenrirborn belong to a clan, which is governed by a Jarl. Each Jarl serves the High King of all of the Fenrirborn who is chosen based on merit. If a Fenrirborn joins with adventurers, then they will still act to bring honor to their clan and the Jarl. Unlike wolves, Fenrirborn tend to prefer solitary fighting styles and lean towards a striker role.<br />
<br />
The Fenrirborn are protective of anything that they own or are related to. If a friend is insulted, a Fenrirborn will come to their aid. Like wise, they refuse to back down from a challenge to their own honor. Fenrirborn also believe strongly in their own morals and will refuse to walk away from a situation that they believe goes against those morals.<br />
<br />
The Fenrirborn grew in number quickly and took control of previous dwarf controlled lands that are bordered by wild tribes such as orcs and gnolls. The Fenrirborn worked and have developed new forging techniques that have improved their blades and crossbows because of the dwarf forges and resources. The Fenrirborn are almost constantly at war with one of their neighbors but do not hold grudges against the dwarfs and will trade with any who come into their lands, as compared to the practice of shooting orcs and gnolls on sight.<br />
<br />
Fenrirborn believe that they are descendants of their god Fenrir who is the god of snow, death and the moon. They all know that they revived their wolf sides from Fenrir and hold festivals when the moon is full celebrating him. The god opposite to Fenrir is Erlking, who represents the wilderness, steel, and water. The Fenrirborn don't see their gods are good or evil, but as creatures with their own motives who often act for the benefit of the world. Fenrir and the Erlking both work to prevent demons from entering into the world according to the Fenrirborn myths. The third major goddess is the Lady of Sorrow, who rules the underworld and is the keeper of secrets. Her actions fall in line with the ballence of power and will act with and against Fenrir and the Erlking.<br />
<br />
'''Fenrirborn Characteristics:'''Agile, bold, fierce, loyal, predatory, proud, stubborn, wild<br />
<br />
'''Male Names:''' Beowulf, Conan, Lyulf, Ran, Raulf, Wolfgang, Zev<br />
<br />
'''Female Names:''' Adolfa, Ayame, Larentia, Louve, Rudi, Tate, Zeeva<br />
<br />
=== Fenrirborn Adventurers ===<br />
<br />
Three sample Fenrirborn adventurers are described below.<br />
<br />
Louve is a female Fenrirborn ranger. She lived with her brothers who went off to join the war. She became a scout to help out her country. While at war, her brothers were murdered in combat by another scout. Due to mistaken identity, she was kicked out of the service and her brothers' killer still serves. Louve has sent out a plea to anyone willing to help her clear her name and catch a murderer. But since she has nothing left for her at home, she is also looking for a new group to belong to.<br />
<br />
Zev is a male Fenrirborn rogue. He looks to find his own path in life before he is bogged down with working his family's farm. When he told his parents of his plan they agreed and gave him his first sword. Unfortunatly, he didn't have good luck on his first exploration and lost his main weapon while fighting a dragon. He did manage to steal some gold before he had to run, and he is willing to pay anyone kind enough to help him locate his sword.<br />
<br />
Zeeva is a female Fenrirborn fighter. After serving in the military, she was named a hero and has since retired. She decided that farm life and military drills are too routine and wanted something less predictable. While looking for a new sword after a run in with a pack of Gnolls, she found a treasure map leading to an abandoned mine in the Whiterun Mountains. She has posted a notice for anyone willing to help her find said treasure.<br />
<br />
==Fenrirborn Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Fenrirborn Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
----<br />
{{4e Races Breadcrumb}}<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Shapechanger Keyword]]<br />
[[Category:Natural Origin]]<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=603072Ghost Warrior (4e Class)2013-01-09T00:15:33Z<p>Zevvoin: /* Ghostly Chaos */</p>
<hr />
<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe that is granting combat advantage to you, you roll a d20. Based upon the result, you gain a different benefit, as shown below. <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="10%"| Roll<br />
! width="90%" | Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || You gain resistance equal to your Constitution modifier against the next attack that hits you. This resistance ends at the start of your next turn||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 2 || You can shift 1 square as a free action ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || You regain hit points equal to your Constitution modifier at the start of your next turn. ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 4 || You gain a +2 bonus to AC against the next attack roll against you ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 5 || You knock the target prone||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 6 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 8 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 9 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 10 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 12 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 14 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 15 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 16 || You daze the target for until the end of your next turn||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || You gain a +2 bonus to your next attack roll ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 18 || The target takes extra damage at the start of its turn equal to your Constitution modifier||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 19 || You can make a basic attack against a creature adjacent to you as a free action. ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 20 || The target gains vulnerability equal to your Constitution modifier until the end of your next turn||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity power.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you gain concealment until the end of your next turn. In addition, you can make a stealth check to hide if you have concealment from this power and are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Ghost_Warrior_(4e_Class)&diff=602742Ghost Warrior (4e Class)2013-01-05T07:15:07Z<p>Zevvoin: /* Ghostly Chaos */</p>
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<div>[[File:Ghost Warrior Symbol.png|thumb|200px|The Symbol of the Ghost Warriors. Three circles for the creed, Change, Death, Shadows]]<br />
== Ghost Warrior ==<br />
<br />
{{quote<br />
|'''''Freedom in Change, Death and Shadows'''''<br />
|orig=Bezaleel, Founder of Ghost Warrior Order<br />
|src=Creed of Ghost Warriors<br />
}}<br />
<br />
{{4e Class Traits<br />
|role=Striker<br />
|role_fluff=You move through a battle in an whirl of blades, unleashing havoc on your enemies.<br />
|power_source=Shadow<br />
|power_source_fluff=You have been given knowledge from your order to call upon shadows to boost your powers.<br />
|abilities=Constitution, Intelligence, Wisdom<br />
|armor=Cloth, Leather, Hide<br />
|weapons=Light Blades, Heavy Blades, Light thrown<br />
|implements= When you use a Ghost Warrior power that has the Implement Key word, you can add the enchantment bonus of your main hand weapon. When you do thins, you don't add the weapon's proficency bonus to the attack roll.<br />
|defense=+1 Reflex, +1 Will<br />
|level_1_hp= 15<br />
|hp_per_level= 6<br />
|healing_per_day= 7<br />
|auto_skills=Stealth(Dex), Acrobatics(Dex) or Athletics(Str)<br />
|#_of_skills=4<br />
|skills=Acrobatics(Dex), Athletics(Str),Thievery(Dex)<br />
|builds=Savage Ghost, Ancient Ghost<br />
|features=Ghostly Chaos, Ghostly Cowl, Ghostly Physique, Ghostly Step <br />
}}<br />
<br />
Ghost Warriors are organized warriors who seek to better society by working in the shadows. Often acting as assassins, spies, or mecenaries, the Ghost Warriors can maintain a world wide organization training new recruits. Ghost Warriors have high skills in stealth, illusions and blades. They feel comfortable in any location and can take out their targets no matter the situation. The Ghost Warrior organization is the first loyalty for every Ghost Warrior, but only call a meeting once every 10 years. <br />
<br />
{{4e Class Overview<br />
|name=Ghost Warrior<br />
|characteristics=A master of stealth who can hold their own in combat. They specialize swords or daggers and deception of their foes.<br />
|religion= All Ghost Warriors revere Avandra, Sehanine and The Raven Queen. <br />
|races= <br />
}}<br />
<br />
=== Creating a Ghost Warrior ===<br />
<br />
Ghost warriors are masters at stealth and fighting with swords. While not the best at constant fighting, these warriors work together well and focus mainly on one target. While they lack consistent damage from a quarry or curse, they make up for it by channeling raw entropy power and death when they hit their foes. There are three major Ghost Warrior Builds that are presented here.<br />
<br />
===== Savage Ghost Warrior =====<br />
The Savage Ghost Warriors favor fighting openly and favor two handed swords. Your highest ability should be Constitution, followed by either Wisdom or Intelligence based on whether you want to focus more on stealth or hindering your enemies.<br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Grim Cowl<br />
<br />
===== Ancient Ghost Warrior =====<br />
Ancient Ghost Warriors take pride in holding their roots in the oldest parts of the Ghost Warrior history, and favor their twin blades. Take Constitution as your primary ability score. Your second highest should be Wisdom to make the most of your Wrathful Cowl feature. <br />
<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:''' Wrathful Cowl<br />
<br />
===== Phantom Ghost Warrior =====<br />
You strike out of the shadows and retreat back without being seen. These Ghosts are the main reason for their names, and enjoy seeing their enemies looking confused. Constitution should be your highest ability score, followed by Intelligence to allow you to hit harder against your foes.<br />
:'''Suggested Feat:'''<br />
:'''Suggested Skills:'''<br />
:'''Suggested At-Will Powers:'''<br />
:'''Suggested Encounter Power:'''<br />
:'''Suggested Daily Power:'''<br />
:'''Suggested Cowl:'''Silent Cowl<br />
<br />
=== Ghost Warrior Class Features ===<br />
<br />
All Ghost Warriors share these class features.<br />
<br />
==== Ghostly Chaos ====<br />
When you hit a foe that is granting combat advantage to you, you roll a d20. Based upon the result, you gain a different benefit, as shown below. <br />
{| class="4e" width="100%" <br />
! style="text-align: left;" width="10%"| Roll<br />
! width="90%" | Effect<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 1 || You gain resistance equal to your Constitution modifier against the next attack that hits you. This resistance ends at the start of your next turn||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 2 || You can shift 1 square as a free action ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 3 || You regain hit points equal to your Constitution modifier at the start of your next turn. ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 4 || You gain a +2 bonus to AC against the next attack roll against you ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 5 || You knock the target prone||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 6 || You have partial concealment from the target until the start of your next turn ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 7 || You push the target 1 square||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 8 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 9 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 10 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 11 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 12 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 13 || Deal 1d6 extra damage to the target foe. This increases to 2d6 at level 11 and 3d6 at level 21 ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 14 || You slide the target 1 square||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 15 || You blind the target foe until the end of your next turn ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 16 || You daze the target for until the end of your next turn||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 17 || You gain a +2 bonus to your next attack roll ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 18 || The target takes extra damage at the start of its turn equal to your Constitution modifier||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 19 || You can make a basic attack against a creature adjacent to you as a free action. ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| class="left" | 20 || The target gains vulnerability equal to your Constitution modifier until the end of your next turn||<br />
|}<br />
<br />
====Ghostly Cowl====<br />
While they are masters at combat, Ghost Warriors also favor stealth when available. When making a Ghost Warrior, choose one of the following Cowls:<br />
<br />
=====Wrathful Cowl=====<br />
Masters of two bladed fighting, people who choose the Wrathful Cowl prefer fighting over stealth. While many people see them as Beserkers, they do focus on tactics and will sneak if it can give them the upper hand.<br />
<br />
You can use your Wisdom modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition you also gain the Two-Weapon <br />
Fighting Feat even if you don't meet the prerequisites.<br />
<br />
=====Silent Cowl=====<br />
Masters of ranged fighting and deception, those who choose the Silent Cowl prefer attacking from stealth instead of fighting out right. Masters of trickery and poisons, these assassins will fight out right only if they have no other option.<br />
<br />
You can use your Intelligence modifier in place of Dexterity when determining initiative. In addition, you also gain the Defensive Mobility feat even if you don't meet the prerequisites.<br />
<br />
=====Grim Cowl=====<br />
Masters of fighting with Two-handed weapons, these Ghost Warriors tend to fight even more openly than others in their order. These fighters tend to prefer smashing down a door compared to picking the lock.<br />
<br />
You can use your Constitution modifier in place of your Dexterity or Intelligence modifier when determining AC and initiative. In addition, you also gain the Toughness feat even if you don't meet the prerequisites.<br />
<br />
====Ghostly Physique====<br />
You have mastered the art of your own body and shaping it to your will. While you might not be the most athletic or stealthy, your changing shape allow you to accomplish greater tasks than many people think you capable of.<br />
<br />
When you roll skill check with a Strength or Dexterity skill (Athletics, Acrobatics, Stealth, Thievery), you can use your Constitution modifier in place of your Strength or Dexterity power.<br />
<br />
====Ghostly Step====<br />
You are constantly followed by shifting shadows.<br />
<br />
When you shift, you gain concealment until the end of your next turn. In addition, you can make a stealth check to hide if you have concealment from this power and are in dim light or darkness, even if your enemies have line of sight to you.<br />
<br />
=== Powers ===<br />
<br />
A Ghost Warrior's powers are called exploits and are learned through training. Each of the three schools has a unique set of skills they can use. A list can be found [[Ghost Warrior Powers (4e Power List)]].<br />
==Ghost Warrior Feats==<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Heroic Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Heroic Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Paragon Tier Racial Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Paragon Tier<br />
|category=Class Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
{| class="4e" style="text-align: left;"<br />
|+ {{#anc:Epic Tier Class Feats}}<br/><br />
! Name || Description<br />
{{#dpl: debug=1<br />
|category=4e<br />
|category=Epic Tier<br />
|category=Racial Feat<br />
|category=Ghost Warrior Feat<br />
|include={4e Feat}:summary<br />
|mode=userformat<br />
|format=,¦- class="²{Odd-Even¦²{#var:odd}²}²"\n¦ [[%PAGE%¦²{#replace:%PAGE%¦(4e Feat)¦}²]],\n,<br />
|tablerow=¦¦ %%, %%, %%\n<br />
}}|}<br />
<br />
<br />
Back to [[Dungeons and Dragons]] &rarr; [[DnD Campaign Settings]] &rarr; [[Iolis- Wayward Haven (4e Campaign Setting)]].<br />
[[Category:DnD]]<br />
<br />
----<br />
[[Category:4e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Striker]]</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Talk:Ghost_Warrior_(4e_Class)&diff=602741Talk:Ghost Warrior (4e Class)2013-01-05T07:07:55Z<p>Zevvoin: /* Changing the Class */</p>
<hr />
<div>Is this from a franchise/book series/ anime/ other? I'd like to know what it is<br />
- - - Arshan272, 14/01/2012<br />
''This is an orrigional idea that I came up with but was indirectly influenced by the stories and games I have been reading and playing. The secret society looks similar to the Assassin's Creed games and the White Council from the '''Harry Dresden''' series by Jim Butcher. The figting styles are similar to the ranger, thief and warrior from Guild Wars 2'' <br />
[[User:Zevvoin|Zevvoin]] 14:57, 16 January 2012 (MST)<br />
<br />
== Wrathful Ghost and Criticals ==<br />
<br />
DM's note-<br />
With the Wrathful Ghost be prepared for many critical hits. In the group where I have this build, a high crit weapon uses one dice size smaller for the added damage, so a Scimitar would deal 1d6 extra damage. Also effects against monsters that trigger on a critical hit such as Zombies instantly being killed only trigger on a roll of a 20. This was the most effective way that I could find to keep the class fair and not ruin every encounter with Zombies. Of course we left that to our Cleric who rolled 3 20's in a row with Turn Undead.<br />
<br />
== Changing the Class ==<br />
<br />
I am going to be changing the class set up, mainly making the powers all use the same modifier and make it closer to the rogue and ranger style of being able to use a power with either melee or ranged power such as with the Twin Strike and Deft Strike powers. I also plan on changing the class features to match closer with the Wild sorcerer and having a random effect when you trigger the Ghostly Blade feature. Until then, sorry to any one if you were using this class, I'll be changing most of the set up.<br />
<br />
<br />
Update, I've finished the At-Will, Encounter and Utility powers. The dailies will be changed to be similar to the Rage powers from the barbarian or the polymorph powers from the Warden.<br />
[[User:Zevvoin|Zevvoin]] ([[User talk:Zevvoin|talk]]) 00:07, 5 January 2013 (MST)</div>Zevvoinhttps://www.dandwiki.com/w/index.php?title=Savage_Strike_(4e_Power)&diff=602740Savage Strike (4e Power)2013-01-05T07:06:26Z<p>Zevvoin: </p>
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<div>{{4e Class Power<br />
|name=Savage Strike<br />
|usage=Encounter<br />
|flavor=Your strike tears your enemies like a snow storm, and hits the openings in armor easier<br />
|class=Ghost Warrior<br />
|type=Attack<br />
|level=23<br />
|keyword1=Shadow<br />
|keyword2=Weapon<br />
|keyword3=Wrathful School<br />
|actiontype=Standard Action<br />
|range=Melee weapon<br />
|target=One Creature<br />
|attack=Constitution<br />
|defense=AC<br />
|hit=2[W]+Strength Modifier + Wisdom modifier damage. The target cannot regain hit points until the start of your next turn<br />
|buildoption=Wrathful Cowl<br />
|buildinfo=You instead deal 2[W] (main hand) + 1[W] (off hand) + Constitution modifier damage.<br />
}}</div>Zevvoin