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Thread: [4E]Super Hero

  1. - Top - End - #1
    Dwarf in the Playground
     
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    Join Date
    Jul 2008

    Default [4E]Super Hero

    Super Hero

    Armor Proficiency: Cloth, Leather, Hide, Shield
    Weapon Proficiency: Simple Melee, Simple Ranged, Military Ranged
    Defenses: +2 to any

    Class Features:

    Alchemy
    You gain the Alchemist feat as a bonus feat. In addition, you gain an alchemy book that contains any two 1st level formulas.

    Super Weapon Talent
    When wielding an improvised weapon, that weapon's damage die is increased by one size.
    When wielding a hand crossbow or hand gun, you gain a +1 bonus to attacks.

    Super Aura
    When an enemy starts its turn adjacent to you, you can make one of the following two attacks against it as a free action:

    Scare Off- Super Hero Feature
    At-Will. Martial, Fear
    Attack: Charisma vs. Will
    Hit: The target is pushed one square and takes a -2 penalty to attacks until the end of your next turn.

    Trip- Super Hero Feature
    At-Will. Martial, Weapon
    Attack: Dexterity vs. Reflex
    Hit: The target falls prone.

    Some Powers so far...

    Pistol Whip- Super Hero Attack 1
    At-Will. Martial, Weapon
    Standard-Action
    Special: You may use a hand crossbow or a hand gun as a melee weapon for purposes of making this attack.
    Melee Weapon
    Target: One creature.
    Hit: 1[W] + Strength modifier damage and the target slides Dexterity modifier squares.
    Increase damage to 2[W] + Strength modifier damage at 21st level.

    Alchemical Blaster- Super Hero Attack 1
    Encounter. Martial, Weapon
    Standard-Action.
    Area Burst 1 within 10
    Target: Each creature in burst.
    Attack: Dexterity vs. AC
    Hit: 2[W] + Dexterity modifier damage.
    Miss: Half damage.
    Effect: If this attack deals acid, cold, fire, or lightning damage, you gain resist 5 + Strength modifier to that type until the end of encounter.

    Power Attack- Super Hero Attack 1
    Encounter. Martial, Weapon
    Standard-Action
    Special: You can use this power instead of a basic attack when you charge.
    Close Blast 3
    Target: Each creature in blast.
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage and the target is pushed 1 square. You may shift into the unoccupied square.
    If this attack deals cold, fire, or lightning damage, you may shift the target Charisma modifier squares instead.
    Miss: Half damage.

    Bow Kata- Super Hero Attack 1
    Encounter. Martial, Weapon
    Standard-Action
    Melee Weapon
    Target: One creature.
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage and the target is pushed Dexterity modifier squares. You can make a basic ranged attack against each creature that the target lands adjacent to as a free action.

    Mr. Hyde- Super Hero Utility 2
    At-Will. Martial, Stance
    Minor Action
    Effect: While in this stance, you can make a basic attack instead of using your Scare Off power when an enemy starts its turn adjacent to you. Also, you can use your Charisma modifier in place of your Strength modifier when you make basic attacks.




    What do you think?
    Eat & Run
    Prerequisites: Con 13
    Benefit: You may eat an entire chicken, ham, or steak to spend a healing surge as a minor action. Instead of the hit points you would normally regain, you regain 10 hit points.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Meek's Avatar

    Join Date
    May 2007
    Location
    USA
    Gender
    Male

    Default Re: [4E]Super Hero

    This seems like a parody class, and it's okay for that (though not funny).

    If it is a serious class, then it's really terrible.

    First off all, what's this thing's role? What are its progressions for HP? What are its surges? All these things are important for comparison.

    "Scare Off- Super Hero Feature
    At-Will. Martial, Fear
    Attack: Charisma vs. Will
    Hit: The target is pushed one square and takes a -2 penalty to attacks until the end of your next turn.

    Trip- Super Hero Feature
    At-Will. Martial, Weapon
    Attack: Dexterity vs. Reflex
    Hit: The target falls prone.
    "

    This seems defenderish, but it's way too easy to pull them off and the second one has too high a chance of always hitting. I move next to you, and you WILL fall down on your turn – having the Proficiency bonus of a weapon against Reflex means you're pretty certain to hit unless the level disparity is so large that I probably couldn't hit you in the first place.

    "Pistol Whip- Super Hero Attack 1
    At-Will. Martial, Weapon
    Standard-Action
    Special: You may use a hand crossbow or a hand gun as a melee weapon for purposes of making this attack.
    Melee Weapon
    Target: One creature.
    Hit: 1[W] + Strength modifier damage and the target slides Dexterity modifier squares.
    Increase damage to 2[W] + Strength modifier damage at 21st level."


    Too strong for an At-Will forced movement power. None of them make it this easy for you to slide something your entire secondary modifier. This is more of an encounter power.

    "Alchemical Blaster- Super Hero Attack 1
    Encounter. Martial, Weapon
    Standard-Action.
    Area Burst 1 within 10
    Target: Each creature in burst.
    Attack: Dexterity vs. AC
    Hit: 2[W] + Dexterity modifier damage.
    Miss: Half damage.
    Effect: If this attack deals acid, cold, fire, or lightning damage, you gain resist 5 + Strength modifier to that type until the end of encounter."


    I still don't understand this class' role at all. I'm not sure you've even really thought it out. This is a controller power. A lame one, but it is. Also, the effect is weird. It basically reads "if you ponied up the cash for an element weapon, you gain some weird resistance for WAY TOO LONG."

    Encounter powers, except for a few rare ones, should have fleeting effects. Anything that lasts the entire encounter is a daily.

    Anyway, that's enough I think. It's horrible. If you're serious about this, you need to read through the PHB, notice the trends in power development, and give this thing a role to unify what its powers are meant to do. Right now it is a disparate mess of controller and defender aspects. I think before you try making your own class, you should try writing some powers or builds for an existing class.

    This also really needs a bit more explanation, you just sort of dumped it on us without much context. Do you have a homebrew campaign setting with guns in it? Are there other seemingly modern classes we can compare this to? What is your design goal? How do you expect this class to fulfill that energy damage requirement?

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