sournote103
2011-08-17, 09:38 PM
I am currently writing a campaign in which there will be a character of a homebrew class of my design integral to the plot. I have written the character up through all of Heroic tier, and just need to make sure it's balanced. Keep in mind that my group is two players (who occasionally double up on characters) and a DM, so each character has to be pretty powerful, and that we tend to do more combat-oriented campaigns. All the stat-stuff is below.
Role: Controller
Power Source: Marital (I guess... Not sure what power source to use, actually... Not that it matters much)
Key Abilities: Cha, Dex, Con
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Katar, Spiked Gauntlet, Kukiri, Khopesh
Bonus to Defense: +1 Will, +1 Reflex
HP at L1: 13 + Con score
HP per level: 5
Surges/Day: 5 + Con mod
Trained Skills: Acrobatics, Bluff, Diplomacy, Perception, Stealth, Thievery
Class Features: Good Liar, Heightened Senses, Lie Spotter, Shadow Cloak, Blade Finesse
Good Liar - You gain a +2 bonus to Bluff checks. You gain an additional +2 bonus at 11th level and an additional +2 at 21st level.
Heightened Senses - You gain a +2 bonus to Perception checks. You gain low-light vision.
Lie Spotter - Creatures take a -2 penalty to Bluff checks against you.
Shadow Cloak - You can use the Shadow Cloak power.
Shadow Cloak
Encounter Utility, Personal
Minor Action Personal
Effect: You gain Total Concealment until you make an attack.
Special: You can use this power 2 times per encounter. Increase to three times per encounter at 11th level and to four times per encounter a 21st level.
Blade Finesse - You may use your Dexterity modifier in place of your Strength modifier when making attack or damage rolls with a Light Blade or when unarmed.
Powers
1st Level
Shifting Form
At-Will Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage. Enemies take a -2 penalty to attack rolls against you until the end of your next turn.
Wily Strike
At-Will Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage. You may shift one square.
Spinning Blade
Encounter Shadow, Weapon
Standard Action Close Burst 1
Target: All enemies in burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. The target makes an Endurance check with a DC equal to your Charisma score to avoid being pushed one square.
Increase damage to 2[w] + Dexterity modifier at 11th level and to 3[w] + Dexterity Modifier at 21st level.
Shadow Mask
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The target becomes invisible to all enemies. You take on the appearance of the target until the end of your next turn. Enemies must make a Perception check with a DC equal to your Charisma score plus five to overcome this effect.
Sustain Minor: You retain the appearance of the target until the end of your next turn.
2nd Level
Quick Step
Encounter Utility
Move Action Personal
Effect: Shift a number of squares equal to your move speed.
3rd Level
Fake-Out
Encounter Shadow, Weapon, Psychic
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier Psychic damage. The targets HP cannot fall to zero or below from this damage. The target is dazed until the end of its next turn.
5th Level
Shadow Slash
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature within a number of squares equal to your Charisma modifier.
Attack: Dexterity vs. AC
Effect: Before the attack, teleport to a square adjacent to the target.
Hit: 1[W] + Dexterity or Charisma modifier damage. Enemies take a -2 penalty to attack rolls against you until the end of your next turn.
6th Level
Shadow Step
Encounter Utility
Move Action Personal
Effect: If the square you are occupying has low light or darker, you may teleport to any un-occupied square that has low light or darker. You gain total concealment until you make a move action.
7th Level
Twin Strike
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] + Dexterity modifier damage per attack.
9th Level
Huge Blow
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. Will
Hit: 2[w] + Charisma modifier damage and the target is knocked prone.
10th Level
Shadow Touch
Encounter Utility
Free Action Melee Touch
Target: One ally
Effect: The target gains partial concealment until the end of your next turn.
The idea behind the class is sort of a combination of an illusionist-type class and a Rogue. I didn't give any choices for powers simply because I only intend to have one character of this class show up EVER fro storyline reasons, so variation between members of this class is a non-issue.
I'm sure a number of these need to be re-balanced. Ideas? Concerns? Thoughts?
EDIT: Will have to add an additional at-will power in case of humans in this class.
EDIT 2: First batch of edits to powers.
Role: Controller
Power Source: Marital (I guess... Not sure what power source to use, actually... Not that it matters much)
Key Abilities: Cha, Dex, Con
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Katar, Spiked Gauntlet, Kukiri, Khopesh
Bonus to Defense: +1 Will, +1 Reflex
HP at L1: 13 + Con score
HP per level: 5
Surges/Day: 5 + Con mod
Trained Skills: Acrobatics, Bluff, Diplomacy, Perception, Stealth, Thievery
Class Features: Good Liar, Heightened Senses, Lie Spotter, Shadow Cloak, Blade Finesse
Good Liar - You gain a +2 bonus to Bluff checks. You gain an additional +2 bonus at 11th level and an additional +2 at 21st level.
Heightened Senses - You gain a +2 bonus to Perception checks. You gain low-light vision.
Lie Spotter - Creatures take a -2 penalty to Bluff checks against you.
Shadow Cloak - You can use the Shadow Cloak power.
Shadow Cloak
Encounter Utility, Personal
Minor Action Personal
Effect: You gain Total Concealment until you make an attack.
Special: You can use this power 2 times per encounter. Increase to three times per encounter at 11th level and to four times per encounter a 21st level.
Blade Finesse - You may use your Dexterity modifier in place of your Strength modifier when making attack or damage rolls with a Light Blade or when unarmed.
Powers
1st Level
Shifting Form
At-Will Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage. Enemies take a -2 penalty to attack rolls against you until the end of your next turn.
Wily Strike
At-Will Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity or Charisma vs. AC
Hit: 1[W] + Dexterity or Charisma modifier damage. You may shift one square.
Spinning Blade
Encounter Shadow, Weapon
Standard Action Close Burst 1
Target: All enemies in burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage. The target makes an Endurance check with a DC equal to your Charisma score to avoid being pushed one square.
Increase damage to 2[w] + Dexterity modifier at 11th level and to 3[w] + Dexterity Modifier at 21st level.
Shadow Mask
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage. The target becomes invisible to all enemies. You take on the appearance of the target until the end of your next turn. Enemies must make a Perception check with a DC equal to your Charisma score plus five to overcome this effect.
Sustain Minor: You retain the appearance of the target until the end of your next turn.
2nd Level
Quick Step
Encounter Utility
Move Action Personal
Effect: Shift a number of squares equal to your move speed.
3rd Level
Fake-Out
Encounter Shadow, Weapon, Psychic
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. AC
Hit: 2[W] + Charisma modifier Psychic damage. The targets HP cannot fall to zero or below from this damage. The target is dazed until the end of its next turn.
5th Level
Shadow Slash
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature within a number of squares equal to your Charisma modifier.
Attack: Dexterity vs. AC
Effect: Before the attack, teleport to a square adjacent to the target.
Hit: 1[W] + Dexterity or Charisma modifier damage. Enemies take a -2 penalty to attack rolls against you until the end of your next turn.
6th Level
Shadow Step
Encounter Utility
Move Action Personal
Effect: If the square you are occupying has low light or darker, you may teleport to any un-occupied square that has low light or darker. You gain total concealment until you make a move action.
7th Level
Twin Strike
Encounter Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Dexterity vs. AC, two attacks
Hit: 1[W] + Dexterity modifier damage per attack.
9th Level
Huge Blow
Daily Shadow, Weapon
Standard Action Melee weapon
Target: 1 creature
Attack: Charisma vs. Will
Hit: 2[w] + Charisma modifier damage and the target is knocked prone.
10th Level
Shadow Touch
Encounter Utility
Free Action Melee Touch
Target: One ally
Effect: The target gains partial concealment until the end of your next turn.
The idea behind the class is sort of a combination of an illusionist-type class and a Rogue. I didn't give any choices for powers simply because I only intend to have one character of this class show up EVER fro storyline reasons, so variation between members of this class is a non-issue.
I'm sure a number of these need to be re-balanced. Ideas? Concerns? Thoughts?
EDIT: Will have to add an additional at-will power in case of humans in this class.
EDIT 2: First batch of edits to powers.