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| #1creeg_viihdkarlNov 02, 2008 8:22:25 | I have been toying with the idea of a Lurker class for 4E. So far I have just got the basic features of the class down following the style in the PH along with alittle flavor. I am currently working on the powers list, but was wondering what everybody thought. I like using poisons and poison effects, but hate having to apply or prepare them. This class basically is a walking acid backstab machine. Low HPs with big damage. I also like the challenges that the class would present to RP. Let me know what you think and any suggestions you may have. This class is Evil only. Desecrated Alchemist “A little of this, a little of that… wait, how did that get in there!? I wonder what will happen now!” CLASS TRAITS Role: Lurker. You slip in and out of the shadows, sizing up your opponent. Acid drips from your dagger as it slides through your foes defenses. You do best when teamed up with a spellcaster to complement your abilities. Power Source: Arcane, Elemental. You draw from your vast experience in alchemy to exploit the powers of the elements and arcane forces through intense ritual training, and delight in discovering new ways to kill. Key Abilities: Dexterity, Intelligence, Constitution Armor Proficiencies: Cloth, Leather Weapon Proficiencies: Dagger, short sword, throwing dagger Implements: Rods, wands Bonus to Defense: +2 Reflex, +1 Will Hit Points at 1st Level: 8 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Stealth, Arcana. From the class skills list below, choose two more trained skills at 1st level. Class Skills: Acrobatics (Dex), Bluff (Cha), Thievery (Dex), Religion (Int), History (Int) Class Features: Alchemical Backstab, Brewmaster, Void Walker, Acrid Armor Desecrated Alchemists rely on their vast ritual knowledge to aid them in quickly and quietly dispatching foes. Rarely are they welcome in normal societies unless kept in a secret place or underground chamber where they are free to carry out their bizarre rituals. They are deliberate and precise in handling their enemies using their Alchemical Backstab, while weakening them by overtaking them with their own malcontent. Brooding in your darkened room a candle flickers over an ancient parchment. Deftly you mix a potion while incanting the words on the page. Green light flickers as your chanting raises in intensity, yet the candle on the table somehow stays lit. You eyes widen as you hold the mixture to the light. You are most likely in the charge of an evil guild or Lord and are deployed to eradicate particularly pesky heroes. You will stop at nothing to fill your enemies with sorrow and hate. Your destiny is yours to make. But, mix carefully for the hands of fate rarely slip. Desecrated Alchemist Class Features You have the following class features. Alchemical Backstab All Desecrated Alchemists know Alchemical Backstab. This power works the same as the rogues sneak attack ability except that it deals acid damage instead of melee damage as the extra damage type. Can only be done once per round and must have combat advantage against opponent. Level Alchemical Backstab Damage 1st-10th +2d6 11th-20th +3d6 21st-30th +5d6 Brewmaster You are granted the Brew Potion Ritual at level 1. All rules apply in the fact that you can only brew a potion that is your level or lower. You have a +2 competency bonus to you rolls, because of your already vast knowledge of potables and potions. Void Walker You have seen the otherside and have gained the ability to move between two worlds. As long as you move your full speed in one round, and have cover within two by the end of your move, you are able to make a hide check against all enemies. If successful you can shift behind cover as you disappear from the prying eyes of your would be captors. Acrid Armor Your long hours burrowed away in your research has given you an aura made up of a mixture of your ritual components and your own hate and despair. You constantly give off this aura2 which causes all including your allies to roll a Will save every two rounds based on 10 + char. Level + Intelligence modifier or take a -2 penalty to saving throws. This raises to -3 at 11th, and -4 at 21st. Implements Desecrated Alchemists can use specially forged daggers as implements to aid in ritual casting. They all begin in their career with a basic Acid Etched Blade. This tool is paid for by their employer and cannot be higher than their skill level. All damage dealt by an acid etched blade lasts until the wielder’s next turn, dealing hardness damage to any armor the blade had come in contact with equal to the wielder’s Constitution modifier. At 21th level the hardness damage is equal to the wielder’s Constitution and Intelligence modifiers. Acid Etched Blade Lvl. 1+ Acid lingers is the etched lines of this blade, and it hisses as you remove it from its sheath. Lvl. 1 +1 820gp Lvl. 12 +4 75,000gp Lvl. 3 +2 4,600gp Lvl. 24 +5 369,000gp Lvl. 6 +3 20,000gp Lvl. 29 +6 1,255,000gp Weapon: Dagger, short sword Enhancement: Attack rolls and damage rolls. Critical: +1d6 acid damage per plus. |
| #2sallaNov 02, 2008 21:00:17 | Classes no longer have alignment restrictions is the first thing I notice. Just make it 'Alchemist' and the individual character determines whether the knowledge is for good or evil. Low HP plus big damage = Striker. Should only have one power source. There's no such thing as 'rolling a will save', and the bookkeeping on the aura would be a pain in the rear. Perhaps a flat 'enemies within 2 squares of you take a -2 to saving throws' for simplicity's sake, though I'm not sure how balanced it would be. What is 'hardness damage'? If it's intended to damage armor, I'd make it an at-will power for the class that inflicts a -2 to the target's AC until the start of your next turn. |