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4EModern

4EModern

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Published by timejockey
A 4E Modern system that I created based on Essentials and Gamma World.
A 4E Modern system that I created based on Essentials and Gamma World.

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Published by: timejockey on Jan 04, 2011
Copyright:Attribution Non-commercial

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06/11/2011

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4E ModernADVANCEMENT
XPLEVELBENEFITSFEATSNOVICEUTILITYEXPERTBONUS01Novice Powers, Expert Power1201010002Utility Power2211025003Expert Power, Critical Hit2212140004Ability Score Increase3212155005Utility Power3222175006Career Path, Novice Power43221100007Utility Power43322130008Improved Critical Hit, Ability Score Increase53322160009Expert Power533322000010Heroic Feature633322500011Core Path, Basic Power, Expert Power, Ability Score Increase643433200012Utility Power744434000013Expert Power, Improved Critical Hit744535000014Ability Score Increase844536000015Utility Power845547000016Career Path, Novice Power955548500017Utility Power9565410000018Improved Critical Hit, Ability Score Increase10565412000019Expert Power10566515000020Heroic Feature115665
-Choose one core class or a race, and one career. If core class and career both have the same ket ability score, that ability score starts at 18and the player can assign the following to the other stats: 14, 14, 12, 12, 10. If the core class and career have different ability scores, both ofthose ability scores start at 16and use 14, 12, 12, and 10 for the others.-1st Level: Gain 2 Novice powers from either Core class and Career, 1 Expert power from either class, Special Ability from Core and Career,Gain both bonuses to defenses, which are cumulative if they apply to the same defense.-Critical Hit: Gain critical hit trait from career. Critical hit ability improves at levels 8, 13, and 18.-Career Path: Choose to continue in current career or change to new career at level 6 and again at level 16. Gain Novice powerfrom anycareers or from Core class. If continuing existing career, special ability improves as per description at level 6 and at level 16. If changingcareer, gain new special ability at base level and may also choose to change Critical Hit feature at that time, and if you change your criticalhit you gain all previously gained improvements in the new choice. If the new career has a listed skill that is automaticallytrained, you alsogain that skill. At level 11, if you have two careers you may choose which career you would like to continue in until your next career pathchoice at level 16.-Ability Score Increase: At level 4, 8, 14, and 18, raise two ability scores by 1 point. At level 11, raise all ability scores by 1 point.-Core Path: Choose to continue in Core class or change to new Core class. Gain Novice power for Core class or from any Careers. Ifcontinuing existing Core, special ability improves as per description and gain skill improvement as per description. If switching to new Core,gain new special ability at base level and skill bonus as described, and you start using the new Core classes hit points gained at each level ifdifferent.-Heroic Feature: Gain special ability at level 10 and level 20. Includes options such as the ability to use anExpert/Utility power twice in anencounter/day, ability to use 2 action points per encounter, gain an extra trained skill, gain the ability to use two second winds per encounter,or gain an extra feat.-Bonus: Inherent bonus to attack rolls, damage, and defenses.
 
CORE CLASSES
STRONG HERO
You've always been the one people call when they need to move furniture. Whether it is from a life of hard labor or hours in thegym, you are physically powerful and know how to use your strength.
STRONG TRAITSKey Ability:
Strength
Hit Points:
15 + Constitution at 1st level, 6 at each additional level
Healing Surges:
8 + Constitution Modifier
Skill Bonus:
Gain a +2 class bonus to Athletics.
Improved:
Increase bonus to+4.
Defense Bonus:
+1 to Fortitude
Indomitable (Special Ability):
Any forced movement is reduced by 1 square, to a minimum of 0.
Improved:
Forced movement is reduced by 2 squares.
STRONG POWERS
 
BRUTAL STRIKE STRONG NOVICE
You last out with a powerful hit, hoping to take your opponent down with brute force.
At-Will* Martial, WeaponStandard Action Melee
weapon
Target:
One Creature
Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier + 2 damage. 
FORCEFUL STRIKE STRONG NOVICE
As you strike your foe, you use your physical power to shove him away from you.
At-Will* Martial, WeaponStandard Action
 
Melee
weapon
Target:
One Creature
Attack:
Strength vs. AC
Hit:
1[W] + Strength modifier damage, and target is pushed 1 square. 
ADRENALINE SURGE STRONG UTILITY
You draw on inner reserves of might to deal with the task at hand.
Encounter * MartialMinor Action PersonalEffect:
You gain a +5 power bonus to Strength checks, skills, and melee damage rolls until the start of your next turn.
DON'T MAKEME MAD STRONG UTILITY
Your foe made you angry. He won't like you when you're angry.
Encounter * MartialImmediate Reaction PersonalTrigger:
An enemy deals damage to you
Effect:
You gain a + 2 power bonus to hit the triggering enemy on your next attack, and if you hit the attack deals additional damage equal toyour Strength modifier.
 
 
MASSIVE SMASH STRONG EXPERT
You strike out with apowerful overhand swing, crushing your foe with all your strength.
Encounter * Martial, WeaponStandard Action Melee
weapon
Target:
One Creature
Attack:
Strength vs. AC
Hit:
2[W] + twice your Strength modifier damage. 
HURL FOE STRONG EXPERT
You pick up your foe and toss him like a rag doll.
Encounter * MartialStandard Action Melee
1
Target:
One Creature
Attack:
Strength vs. Fortitude
Hit:
2d8 + Strength modifier damage, and you slide the target 2 squares.
Effect:
Target is knocked prone.

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