Cheesy74
2012-07-08, 09:11 AM
So a friend of mine has been playing a brain in a jar in our 3.5 campaign using a monster class, but doesn't want to abandon the race now that I'm starting a 4e campaign. Thus, I threw this together for him and want to make sure it's balanced. I'll make a few feats for his class of choice once this passes muster. What do you think?
Brain in a Jar
Ability Scores: +2 Intelligence, +2 Wisdom or +2 Charisma
Size: Small
Speed: 3 squares, fly 5 squares (altitude limit 1)
Vision: Darkvision
Languages: Common, choice of one other, telepathy 5
Skill Bonuses: +2 Arcana, +2 Insight
Psychic Dagger: Brains in a jar cannot wield weapons, but they can attack nearby creatures with their minds. Psychic daggers function as a melee weapon with the following attributes, and are treated as if they were an unenchanted version of one implement the brain in the jar's class is capable of using. In addition, the daggers may be treated as a superior implement of the same type if the brain possesses the Superior Implement Proficiency feat.
They may also be enchanted as if they were any weapon with which the wielder has proficiency or the previously chosen implement. This enchantment manifests as runes carved into the glass of the brain's jar.
Psychic Dagger
Prof: +3
Damage: 1d6
Range: 5/10
Group: Light blade
Properties: All damage dealt by a psychic dagger is psychic damage.
The damage of the psychic dagger increases to 1d8 if the brain has proficiency with martial melee weapons (in addition to allowing it to be treated as a heavy blade at the wielder's option) and to 1d10 if the brain has proficiency with at least one superior weapon. Proficiency with a superior weapon also gives the dagger the High Crit property.
Strength of the Mind: Brains in a jar may make strength ability and skill checks and melee/ranged basic attacks with their psychic daggers using their highest mental ability score. This racial feature does not change the attribute used by attack powers.
Undead Origin: Brains in a jar are considered undead creatures for the purpose of effects that relate to creature origin.
Intellect Fortress: Brains in a jar have psychic and necrotic resistance equal to 5 + half of their character level. Because of their construction, they cannot wear armor, and instead gain a +1 armor bonus to AC, plus a +1 for every level of armor proficiency they possess up to hide armor. Their body may be enchanted as if it were any armor in which the brain is proficient. This enchantment manifests as runes inscribed on the metal base of its jar. The brain may use its Charisma or Wisdom modifier instead of its Intelligence or Dexterity modifier to determine its AC score.
Telekinetic Slide: Brains in a jar can use the Telekinetic Slide power as an encounter power.
Telekinetic Slide [BiaJ Racial Power]
A pulse of energy sends your target through the air, landing them a
few feet away from where they stood.
Encounter * Psychic
Move Action Close Burst 5
Target: One creature in the burst
Attack: Intelligence, Wisdom, or Charisma +3/+6/+9 vs. Fortitude (no roll needed against a willing ally)
Effect: Slide the target three squares.
FEATS
Heroic Feats
Aerial Stasis [Brain]
Your mind's focus doubles, allowing you to maintain your altitude even in place.
Prerequisites: Brain in a Jar, Int 13
Your flight gains the Hover property, allowing you to shift and make opportunity attacks while flying and continue flying without moving.
Mental Propulsion [Brain]
Your jar shuns the bindings of the earth, allowing you to fly through the air at much higher speeds.
Prerequisites: Brain in a Jar, Int 13, Aerial Stasis
Your fly speed increases to 6.
Black Dagger [Brain]
Your psychic daggers grow mental barbs and are infused with your dark essence.
Prerequisites: Brain in a Jar
Your psychic daggers deal +2/3/4 damage and deal both psychic and necrotic damage.
Psychic Reinforcement [Brain]
A thin sheet of force surrounds your form, buttressing your defenses.
Prerequisites: Brain in a Jar, Con 13
You gain a +1 bonus to your AC from Intellect Fortress.
Telekinetic Push [Brain]
Your Telekinetic Slide power explodes with even more energy, sending targets flying even further.
Prerequisites: Brain in a Jar, Int 13
Telekinetic Slide moves its targets two squares further. In addition, it slides them one square even on a miss.
Telepathic Blast [Brain]
Your Telekinetic Slide gains a mental component, rattling the minds of its victims.
Prerequisites: Brain in a Jar, Int 13, Telekinetic Push
If Telekinetic Slide hits an enemy, it dazes them until the end of your next turn in addition to its regular effects.
Telekinetic Ram [Brain]
Your Telekinetic Slide expands to cover more of the field, allowing you to manipulate more targets.
Prerequisites: Brain in a Jar, Int 13, Telekinetic Push
Telekinetic Slide's range increases by 1 to close burst 6, and its target changes to up to two adjacent creatures within the burst.
Paragon Feats
Disrupting Dagger [Brain]
Your psychic daggers leave mental wounds that further strikes can exploit.
Prerequisites: Brain in a Jar, Black Dagger
Your psychic daggers give vulnerability 3 to psychic and necrotic damage until the end of your next turn. This effect stacks with itself.
Brain in a Jar
Ability Scores: +2 Intelligence, +2 Wisdom or +2 Charisma
Size: Small
Speed: 3 squares, fly 5 squares (altitude limit 1)
Vision: Darkvision
Languages: Common, choice of one other, telepathy 5
Skill Bonuses: +2 Arcana, +2 Insight
Psychic Dagger: Brains in a jar cannot wield weapons, but they can attack nearby creatures with their minds. Psychic daggers function as a melee weapon with the following attributes, and are treated as if they were an unenchanted version of one implement the brain in the jar's class is capable of using. In addition, the daggers may be treated as a superior implement of the same type if the brain possesses the Superior Implement Proficiency feat.
They may also be enchanted as if they were any weapon with which the wielder has proficiency or the previously chosen implement. This enchantment manifests as runes carved into the glass of the brain's jar.
Psychic Dagger
Prof: +3
Damage: 1d6
Range: 5/10
Group: Light blade
Properties: All damage dealt by a psychic dagger is psychic damage.
The damage of the psychic dagger increases to 1d8 if the brain has proficiency with martial melee weapons (in addition to allowing it to be treated as a heavy blade at the wielder's option) and to 1d10 if the brain has proficiency with at least one superior weapon. Proficiency with a superior weapon also gives the dagger the High Crit property.
Strength of the Mind: Brains in a jar may make strength ability and skill checks and melee/ranged basic attacks with their psychic daggers using their highest mental ability score. This racial feature does not change the attribute used by attack powers.
Undead Origin: Brains in a jar are considered undead creatures for the purpose of effects that relate to creature origin.
Intellect Fortress: Brains in a jar have psychic and necrotic resistance equal to 5 + half of their character level. Because of their construction, they cannot wear armor, and instead gain a +1 armor bonus to AC, plus a +1 for every level of armor proficiency they possess up to hide armor. Their body may be enchanted as if it were any armor in which the brain is proficient. This enchantment manifests as runes inscribed on the metal base of its jar. The brain may use its Charisma or Wisdom modifier instead of its Intelligence or Dexterity modifier to determine its AC score.
Telekinetic Slide: Brains in a jar can use the Telekinetic Slide power as an encounter power.
Telekinetic Slide [BiaJ Racial Power]
A pulse of energy sends your target through the air, landing them a
few feet away from where they stood.
Encounter * Psychic
Move Action Close Burst 5
Target: One creature in the burst
Attack: Intelligence, Wisdom, or Charisma +3/+6/+9 vs. Fortitude (no roll needed against a willing ally)
Effect: Slide the target three squares.
FEATS
Heroic Feats
Aerial Stasis [Brain]
Your mind's focus doubles, allowing you to maintain your altitude even in place.
Prerequisites: Brain in a Jar, Int 13
Your flight gains the Hover property, allowing you to shift and make opportunity attacks while flying and continue flying without moving.
Mental Propulsion [Brain]
Your jar shuns the bindings of the earth, allowing you to fly through the air at much higher speeds.
Prerequisites: Brain in a Jar, Int 13, Aerial Stasis
Your fly speed increases to 6.
Black Dagger [Brain]
Your psychic daggers grow mental barbs and are infused with your dark essence.
Prerequisites: Brain in a Jar
Your psychic daggers deal +2/3/4 damage and deal both psychic and necrotic damage.
Psychic Reinforcement [Brain]
A thin sheet of force surrounds your form, buttressing your defenses.
Prerequisites: Brain in a Jar, Con 13
You gain a +1 bonus to your AC from Intellect Fortress.
Telekinetic Push [Brain]
Your Telekinetic Slide power explodes with even more energy, sending targets flying even further.
Prerequisites: Brain in a Jar, Int 13
Telekinetic Slide moves its targets two squares further. In addition, it slides them one square even on a miss.
Telepathic Blast [Brain]
Your Telekinetic Slide gains a mental component, rattling the minds of its victims.
Prerequisites: Brain in a Jar, Int 13, Telekinetic Push
If Telekinetic Slide hits an enemy, it dazes them until the end of your next turn in addition to its regular effects.
Telekinetic Ram [Brain]
Your Telekinetic Slide expands to cover more of the field, allowing you to manipulate more targets.
Prerequisites: Brain in a Jar, Int 13, Telekinetic Push
Telekinetic Slide's range increases by 1 to close burst 6, and its target changes to up to two adjacent creatures within the burst.
Paragon Feats
Disrupting Dagger [Brain]
Your psychic daggers leave mental wounds that further strikes can exploit.
Prerequisites: Brain in a Jar, Black Dagger
Your psychic daggers give vulnerability 3 to psychic and necrotic damage until the end of your next turn. This effect stacks with itself.