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Liosrakia/School Boy

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School Boy

But I don't wanna go to school!

Class Traits

Class Traits
Role: Striker Or Controller.
Power Source: Arcane, Martial.
Key Abilities: Wisdom, Intellect, Dexterity
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged, Short-sword and Short-bow.
Implement(s): Pencil, Eraser
Bonus to Defense: +1 Will +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana, Insight. From the class skills list below, choose 5 more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Arcana (Int), Bluff (Cha), Diplomacy (Cha), Heal (Wis), Insight (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)
Build Options: Head in a math book, Head in a science book
Class Features: Pencil Power, Eraser Power, School Book Power, Get to school on time, Learned Step

Characteristics: School Boys (or Girls) a large part of learning culture, always whining at their parents, whining at their teachers, and whining at anyone who will listen, for the most part. You have gone past that whining level and have accessed deeper powers with your obsessions with killing goblins and playing dnd,letting you use your intellectual powers for the better of nerd kind. Sorta...

Religion:Many School Boys don't worship any gods as they are usually too busy studying. Many School Boys also do worship gods, but the god varies for each one.

Races: Humans make the iconic School Boy because of their versatility and openness to everything. Both eladrin and elves make great School Boy's for their love of learning, long lives, and patience. Elves, are fast and nimble Head In a science book for their love of how nature works, while Eladrin push towards Head In A Math book School boys for their love of Advanced Thinking.

Creating a School Boy

The Head in a Science Book and Head in a Math Book Builds are two different styles of martial and arcane casting styles for the school boy. The first one focuses on trapping and controlling opponents. The second one focuses on dealing damage and creating damaging effects in areas.

Head in a Science Book

Head in a Science Book altering already existing nature around you by using your Skill and knowledge of the world around you to your benefit. To put it in short words you are a manipulator of nature. Depending on the skills you choose in your book of power you might lean more towards chemistry, geology or biology. You focus on restraining,hindering and avoiding your enemies, as well as learning their weaknesses through skill checks. You should have wisdom as your highest score because that's what you use for you damaging abilities. You should have dexterity as your 2nd highest score to aid in your maneuverability and martial powers. Use intellect to dabble in mathematical powers and increase the effectiveness of some of your skills. Depending on your class choices you may want a higher constitution if you focus on melee.

Suggested Feat: Intellectual Focus (Human Feat:<!-suggested bonus feat for humans->)
Suggested Skills: Acrobatics,Bluff, Heal, Stealth, Perception
Suggested At-Will Powers: Vine pull, Light beam
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->
Head in a Math Book

Head in a Math Book instead of altering existing nature, they combine their genius skills to create things from mid-air; Fire, water, soup, tin cans! You name it! Head in a math book veers more towards the striker roll. They require wisdom, for their damage dealing abilities. As a secondary they will need intelligence, helping them understand a situation and take advantage of it, and dexterity as the 3rd for maneuverability. For their survival it is recommended to focus on constitution as the 4th important, although this may draw back on some of your skills.

Suggested Feat: Toughness (Human Feat: Weapon Specialization; longsword
Suggested Skills: Acrobatics, Bluff, Diplomacy,Perception, Stealth
Suggested At-Will Powers: Spontaneous Monster Combustion Kit-etc-,
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: Spontaneous Monster Combustion Kit-etc-

School Boy Class Features

All School Boy's share these class features.

Pencil Power

All arcane people have some kind of Implement.. your not an exception! You have a pencil! In order to cast some School Boy spells you must have this implement with you. Because of this necessity you can summon your pencil from anywhere into your hand if you align with it. You start out with one pencil aligned with you already. To align to another one it takes 10 hours of meditation. Also once per encounter you can add the greater of your intellect or wisdom to one attack role of your choice.

Eraser Power

As another implement you also have an eraser. The eraser can be separate or attached to the end of your aligned pencil. In order to cast some School Boy spells you must have this implement with you. Because of this necessity you can summon your eraser ( and your pencil if they are together) from anywhere into your hand if you align with it. You start out with one eraser aligned with you already. To align to another one it takes 10 hours of meditation. Also once per encounter you can sustain one power with a effect for one turn longer.

School Book Power

Choose one style of learning. You keep this style through all of your training and you cannot change it. Book Of Science; Book Of Math;

Book of Science

Choose one of the three basic styles of science at first level. You can master more than one later on. If you choose earth science you learn dungonering and gain a +2 to dungeonering and gain the Earth's Wrath power. If you choose life science you gain nature and have a +2 to nature skill checks and gain the Nature's Wrath power.

Book of Math

You gain proficiency with the longsword and can use your wisdom modifier instead of your strength modifier with it. You also gain the power Gravitational Pull, and a +2 bonus to (brain freeze)

Earth's Wrath School Boy Class Feature
Rocks erupt underneath your opponents, driving into their legs, slowing them down.
Usage::Encounter ✦ Arcane, implement
Action Type::Standard Action Burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence Vs. Reflex
Hit: 1d8+intelligence modifier damage, target is slowed until the end of your next turn.

Get to School on time

Gain a +2 class bonus to speed when wearing light armor, have your pencil and eraser with you, and wearing a backpack.

Learned Step

You gain "Learned step" as an encounter power.

Learned step School Boy Class Feature
You calculate exactly where your foes will be and "step" in the opposite direction.
Usage::Encounter ✦ Arcane, Teleportation
Action Type::Move Action Personal
Requirement: You must be adjacent to a creature.
Effect: You teleport one half your speed so you are not adjacent to that creature.

School Boy Powers

School boy powers are drawn off of their intellectual power, and their knowledge of the scientific world. Although they use science, through their willpower this "science" is converted into magic. Thus the School Boy powers are known as spells. School boy powers are located here.

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