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| #1goujoe_the_bumpkinDec 08, 2009 13:24:59 | Alright, so a friend and I have been talking some about a custom character class I've had brewing in my head for a while and finally got to cranking out quite a bit of it last night. Now I'm wondering if anyone would like to perhaps give suggestions, point out over/underpoweredness, or toss in ideas to help the class building along. So! Let's dive right into it, shall we? The Bloodwitch: As you can likely guess, the theme of this character is, surprise, blood. But to be more specific: Blood magic. Though instead of casting spells of an arcane nature like the already existing Blood Mage, the Bloodwitch's abilities are far more basic, aggressive, and utterly brutal. She manipulates the life energies existing within the blood of her enemies to dole out gratuitous amounts of damage, and is able to damage herself and use her own blood to further beef up the damage in exchange for her own hitpoints. The flavor can wait though, for now I'll simply tell you the bare class stats: Bloodwitch: Class Features: Blood Claws, Sanguine Vestments, Scarlet Pact, Burning Blood Sanguine Vestments: While wearing cloth or no armor, and not using a shield, you have a +2 bonus to AC. This bonus increases to a +3 bonus when you are bloodied, this bonus increases to +4 when bloodied at Paragon Tier. (Though perhaps the increase might need to be changed, or turned into a feat the class can take or something) Scarlet Pact: When using any Bloodwitch power, as a free action before you cast the power, you may damage yourself. Heroic: 1d8 / Paragon: 2d8 / Epic: 3d8. If the Bloodwitch attack hits the enemy, add double this number to the damage the enemy receives. Burning Blood: When you are bloodied, and use a Bloodwitch encounter or daily power, the target(s) of the attack takes ongoing fire and/or (haven't figured out if it should be both, or the player's choice of one or the other) acid damage equal to your constitution modifier (save ends).
Okay, now for the powers. I have yet to figure out levels or anything for these, so some that seem clearly rediculous are obviously ment to be high level. Powers: At wills: Bloodfang Bite: Standard, Melee, one creature, Dex vs Reflex, Hit: 1[w]+Dex mod. Gain temporary hitpoints equal to constitution modifier. Sanguine Slip: Utility, Free action, self, You ignore squeezing. Blood Bolt: Standard, range 5, one creature, Cha vs. Reflex, Hit: 1d6 +cha mod damage. Target takes -2 to attacks till end of your next turn.
Red Mist: Immediate Reaction, burst 1, each creature in burst, Cha vs. Fort, Trigger: An attack bloodies you, Hit: 1d6+cha mod damage, target(s) dazed until end of your next turn, Sustain minor: Targets in zone take damage equal to your charisma mod. Boiling Veins: Standard, range 5, one creature, CHA vs Fort, Hit: 3d8+Cha mod damage and target takes ongoing 10 fire damage (save ends). Blood Spay: Standard, blast 3, all creatures, CHA vs Reflex, Hit: 2d4+Cha mod, target(s) blinded until end of your next turn. Rapid Rend: Minor, Melee, one creature, DEX vs AC, Hit: 1[w]+dex mod. Coagulate: Utility, Immediate reaction, Self, Trigger: You are subjected to ongoing damage, Effect: You automatically end the ongoing damage. Red Eye: Utility, Minor action, self, You gain a +5 bonus to perception checks, and can see invisible creatures as if they were visible. Sanguine Shift: Move action, self, You can shift up to your speed, ignore difficult terrain, and move through enemy squares. Burst Capillary: Standard, range 5, one creature, CHA vs. Fort, 1d10+CHA mod damage and target is blinded (save ends).
Blood Spatter: Standard, melee touch, one creature, DEX vs Reflex, Hit: Dex mod damage and make a secondary attack, 2nd attack: blast 3 directly behind the target, CHA vs Reflex, 2d10+CHA mod and dazed (save ends. Sanguine Hands: Minor, self, All melee atacks you do deal 1d6 additional damage, sustain minor. Sanguine Arms: Minor, self, until end of the encounter all melee attacks you do deal 1d12 additional damage. Wracking Pain: Standard, melee touch, one creature, DEX vs Reflex, 3[W] +dex mod, target is stunned until the end of your next turn. Sense Lifeforce: Minor, range: sight, one creature, The DM must tell you the current and total hit points of the creature as well as healing surges and temporary hit points. Blood Shape: Utility, minor, one creature, You take on the target's physical appearance (but not their equipment, nor their abilities or languages), this lasts until you end it as a free action or until you use another Bloodwitch power, can only be used on creatures of the same type as you (example: if you are a humanoid, you can only take the appearance of humanoids), Requirement: You must imbibe the target's blood. Blood Fog: Standard, close burst, You create a zone that lasts until the end of the encounter, this zone blocks line of sight and allies starting their turn in it gain temporary hit points equal to half their level. Sanguine Bond: ((Yes, I got the name and idea from the Magic: The Gathering card, lol) Standard, range 5, one creature, CHA vs Will, 2d6+cha mod damage and you mark the target until the end of the encounter, and damage the marked target does to you it takes as well. Blood Bomb: (One of my favorites!) Standard, range 10, one creature, Cha vs Will, 2d6+cha mod damage, if this attack reduces the target to 0 or fewer hit points make a secondary attack, 2nd attack: Burst 2 from primary target, targets all creatures in burst, CHA vs. AC, 1d8+CHA mod damage. Scarlet Frenzy: Standard, close burst 1, each creature in burst, Dex vs AC, 2[w]+dex mod damage, shift 5 quares and make an repeat attack. Bloodblaze Form: Standard, Close burst 3, each creature in burst, CHA vs AC, 2d8+CHA mod damage, and until the end of the encounter you take the form of the Bloodblaze. You have a aura of 3, any creature moving through or starting their turn in the aura take fire damage equal to your CON modifier, any powers with the Blood keyword (Pretty much all the Bloodwitch powers) gain a bonus to the attack and damage roll equal to your CHA mod.
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| #2ShiftkittyDec 08, 2009 14:27:36 | In "Swords and Sorcery" there is a Bloodwitch (or is it Bloodmage?) class. I don't remember what book it's in, but I have it at home. I'll look for it and see if there's anything that might fit your concept of the class. |
| #3goujoe_the_bumpkinDec 08, 2009 14:46:43 | In "Swords and Sorcery" there is a Bloodwitch (or is it Bloodmage?) class. I don't remember what book it's in, but I have it at home. I'll look for it and see if there's anything that might fit your concept of the class. I'm already familiar with the blood mage, It's a paragon path for wizards. The intention of this was to be a stand alone class, as well as being a distinct step away from the arcane spellcasters. |
| #4ShiftkittyDec 08, 2009 18:55:39 | We might be on different pages. The S&S book I'm thinking of is a 3e publication. Unless you meant Prestige Class? |
| #5Crimson_ConcertoDec 08, 2009 19:04:21 | I'm not sure why you think that this requires some new power source. It sounds like Arcane to me, just an expansion of or elaboration upon the already existing Blood Mage Paragon Path that I know that you're already familiar with.Blood Claws: You have two natural weapons that can be manifested as a free action. You are proficient in these weapons (+2 prof), 2d8 damage, these claws can be selected for the purpose of weapon specific feats. This is nowhere near specific enough. Weapon Groups? Off-Hand or other properties? Handedness? Specify that you need a free hand? Can this be enchanted or does it need to scale? Also, 2D8 damage sounds completely excessive. Sanguine Vestments: While wearing cloth or no armor, and not using a shield, you have a +3 bonus to AC. This bonus increases to a +4 bonus when you are bloodied, this bonus increases to +5 when bloodied at Paragon Tier. (Though perhaps the increase might need to be changed, or turned into a feat the class can take or something) That bonus does not need to scale with tier. Generally speaking, only damage needs to do that. Also, +3/+4 is higher than I should expect from this sort of feature. I should think that +2 (+3 when bloodied) should be more than enough. |
| #6jthewhiteknightDec 08, 2009 19:12:24 | For the Blood Claws feature isn't 2d8 damage a bit much for a natural weapon? 1d8 or 2d4 seems reasonable to me, but a 2d8 weapon is equivalent to a bugbear wielding a large maul and seems too potent. Did you mean that the damage was 1d8 for each hand for a total of 2d8? |
| #7goujoe_the_bumpkinDec 08, 2009 22:37:03 | Crimson_Concerto, you are right with that one, I deffinetly need to be more specific and clarify things with the bloodclaws thing. I'll need to speak with the person who's helping me with the class, he's more familiar with the rules then I am when it comes to that sort of thing. Aslo, the reason I chose to use a new power source was that the class and abilities of the Bloodwitch were intended to be very specificly different then a wizard of a warlock or sorcorer. Their source of power isn't the Weave (Lol, don't know if that's 4e canon) or some equivilent power source, but rather the life energies in their own body. Arcane spellcasters do things like throw magic missles or change their size or walk on water, the Bloodwitch rips your guts out through your throat from ten feet away, lol. Also, along with that, I didn't want anything like items or whatnot that benifited characters with an arcane base to also benifit this class, you know? |
| #8Crimson_ConcertoDec 08, 2009 22:54:36 | Updated with the powers. Holy crap, those are horrifically formatted. Honestly, unless you fix those up, I don't think it's reasonable of you to expect any response at all to them. Aslo, the reason I chose to use a new power source was that the class and abilities of the Bloodwitch were intended to be very specificly different then a wizard of a warlock or sorcorer. Yes, and the Wizard is different from the Warlock is different from the Sorcerer. They all obtain their powers through entirely different methods, but that doesn't mean that they're not all Arcane. Their source of power isn't the Weave (Lol, don't know if that's 4e canon) or some equivilent power source, but rather the life energies in their own body. A) What are you talking about? Since when do arcane spellcasters rely on hair extensions for power? B) That sounds like Sorcerer, still Arcane. I could also see quite a reasonable case for Psionic being made. Arcane spellcasters do things like throw magic missles or change their size or walk on water, the Bloodwitch rips your guts out through your throat from ten feet away, lol. What is it that you believe is the difference? Also, along with that, I didn't want anything like items or whatnot that benifited characters with an arcane base to also benifit this class, you know? Why not? It would allow characters playing such a class to actually feel at least somewhat mechanically supported. Or are you really going to homebrew a coutless number of feats, items, etc. just for a homebrew class that some of your player might use? |
| #9goujoe_the_bumpkinDec 08, 2009 23:16:16 | Updated with the powers. Dude... All I've got to say is: Why are you on these forums? To help people iron out homebrew stuff, or to rip people's ideas apart? This is Dungeons and Dragons, pretty much the whole point of the game is to be free to do and make what you want. Now you can either help someone balance out the class they want to make, or you can go elsewhere. Oh, and I've got to add, the Weave was where spellcasters got their power from in 3.5. Lurk more. |
| #10Crimson_ConcertoDec 08, 2009 23:41:27 | Wow, okay, first of all, I am trying to help you, but I'm not going to tell you that you did a good job unless you actually did a good job. If what you were looking for in posting here was for people to stroke your ego and tell you how awesome you are and that everything that you did was perfect, then you've come to the wrong forum, because there are people here who offer real and honest and insightful critique, and none of my posts have been at all mean-spirited in nature. Now, if what you're upset about is my telling you that your posted powers have not been properly formatted, then you should know that wasn't an insult. That was the truth. They're very difficult to read and decipher as they are. They'd me much easier to figure out if they were formatted similarly to how powers are formatted in the books. I tell you this so that you can fix it so that more people will be more likely to actually respond to the thread. As they are, readers can't even tell what level these powers are. And if what you're upset about is my questioning of the concept of the Blood power source, I do this because every other home-brew class thinks that their idea is so special that it warrants an entirely new power source when (A) it's not different enough from existing powers sources to warrant a distinction and (B) it would in fact be beneficial for such classes to fit into an existing power source for purposes of feat support, item support, and so on. Every so often, a class does pop up that warrants its own unique power source, but you shouldn't feel like your class needs to be unique because of a new power source. It can be unique in other ways, and indeed, if the new power source is the only thing that makes your class unique, then your class probably isn't unique enough to warrant actually being a new class in the first place. I'm not saying that this is the case with your Blood-Witch, but I am saying that there are reasons to question the thought process behind legitimacy of such design decisions. After all, it becomes a lot easier to help you if we know what your thought process was when you were designing, and if it turns out that the new power source it warranted, we can look at your ideas and help you further differentiate it conceptually and mechanically from other classes and power sources. In other words, you don't need to get so defensive. I'm not out to get you, and I don't think that anybody else is either. Finally, I know what the Weave is. The question was a joke. The Weave has never been a part of D&D outside of FR, so no, it isn't part of the "canon" of 4E. I thought that the joke was obvious, but I guess I was mistaken. |
| #11RPJesusDec 08, 2009 23:47:59 | none of my posts have been at all mean-spirited in nature. The format comment was a little edgy, but no more so than one should be expecting on the interwebz. Other than that, yeah nothing about your responses seems that bad. On the blood source; Wizards in fact have a paragon path called "Blood Mage" so yeah Arcane seems like a reasonable power source. Also, I kind of like the idea of a hair extension implement, but that's neither here nor there. |
| #12goujoe_the_bumpkinDec 09, 2009 0:06:49 | Wow, okay, first of all, I am trying to help you, but I'm not going to tell you that you did a good job unless you actually did a good job. If what you were looking for in posting here was for people to stroke your ego and tell you how awesome you are and that everything that you did was perfect, then you've come to the wrong forum, because there are people here who offer real and honest and insightful critique, and none of my posts have been at all mean-spirited in nature. Alright, thank you, That is actually somewhat constructive. Though I will say that I'm not "looking for in posting here was for people to stroke your ego and tell you how awesome you are and that everything that you did was perfect" as you so politely put. I'm looking for actual suggestions for mechanical changes to the class in order to streamline it rather then people yelling "broken" like a, well, broken record without offering anything close to constructive advice. Which is a rather large factor in why I'm just a little pissed off and defensive (You wouldn't believe the asshats from some of the other forums I've posted this outline on). Alright, so with the power source thing, I was essentially thinking of something a little along the same lines as where a monk gets his power. He doesn't use arcane energy, he uses Ki energy, sure he does interesting things that are clearly magic in nature but it's not from an arcane source. I'm looking to find the same sort of feel with this class, the abilities are not really spells even though they're magical in nature. Oooh, the word Thaumaturgy just came to mind! It's the blood magic from the White Wold vampire games, even though it's much more arcane in nature then what I'm going for with the Bloodwitch, the same idea applies. They don't get their power from a god's blessing or from a dragon heritage or primal power, they get it from the energy that's in their own bodies and blood, as well as manipulating that same power source in their enemies in order to do their attacks. Though that's simply what I'm going for, perhaps not what I've achieved with this rough draft, what I would appreciate is some help reaching that goal of making it distinct. The idea I have has to do with a sort of character with the Bloodwitch class looking at some magic tome or artifact and not really have much idea what to make of it, as their realm isn't manipulation of the world around them, but rather manipulation of themselves and their enemies. And I just quickly scrawled out the powers, I planned on going back through them and sort out the format somewhat. |
| #13RPJesusDec 09, 2009 0:32:53 |
Aren't monks psionic now? The idea I have has to do with a sort of character with the Bloodwitch class looking at some magic tome or artifact and not really have much idea what to make of it, as their realm isn't manipulation of the world around them, but rather manipulation of themselves and their enemies. Psionic would be your best bet then (or possibly shadow I guess). |
| #14goujoe_the_bumpkinDec 09, 2009 0:58:32 |
Oh geeze, I hope they're not psionic... I mean, I'm glad psionics isn't going to be as neglected as it was before, but monks use ki, they're not psionic! Oh well, that's just me griping at 4e. I suppose that makes my example a little inacurate then... Blah. |
| #15Crimson_ConcertoDec 09, 2009 8:38:07 | Yes, Monks are Psionic. They also use Ki. Ki is a method of accessing Psionic power. Likewise, Pacts are a method that the Warlock uses to access Arcane power, and Convenants are a method that the Invoker uses to access Divine Power. This is why Ki and Pacts and Covenants aren't their own power sources. They're methods of accessing power sources. The case can even be easily made that Pacts and Covenants are just sysnonymous names for one another and that the same method is therefore being used to access different power sources, and the same can be true for Ki, as we currently have both the Monk, Psionic, and the Assassin, Shadow, using it as a method to access entirely different power sources. This is why a new method of obtaining power is not enogh to constitute a new power source. Does that make sense now why I questioned whether your Blood magic was really a new power source and not just a new method to access an existing power source? Now, as you've said that the purpose of this power source is not to manipulate external energy, as is usual with Arcane, but internal energy, then I'd like to recommend Psionic as an alternative. Generally speaking, however, Psionic deals with internal mental power and not internal physical power, so you might have a case, if you brush aside Primal, for this Blood being actually being a new power source. However, I'm still personally of the opinion that it's too narrow in concept and that it can fit closely enough in another power source that allowing so might be better, especially because it will improve your players' feat options, item options, and so on, but it you're really so dead set against this, then I will digress and wait for other updates and more content so that I can comment on the more mechanical aspects... |
| #16branarDec 09, 2009 11:05:08 | I won't comment on the power source stuff, but I figured I'd post some DPR math for you to illustrate a couple of things about the damage your Striker will be putting out: You really ought to make it clear that Scarlet Pact can only do its damage once per turn in that case (this is important anyway - there's a reason why warlocks who spend action points still don't get their curse damage twice in one turn). Especially if you're giving it a Twin Strike port as an at-will power. Scarlet Pact is doing way too much damage for someone who can make two attack rolls per round at-will. This increases the odds of getting your Pact damage every round dramatically - with two attack rolls at a 50% chance of hitting, you get your Pact damage 75% of the time. Let's do a simplified comparison to a ranger using Twin Strike. We'll assume the classes have similar feat support, enhancement bonuses, and stat modifiers (which don't apply to these at-wills anyway), and that both attack rolls have a 50% chance to hit. The ranger's expected DPR, ignoring feats/enh/etc: 1d10 (5.5) + 1d6 (3.5 * 0.75) + mods = 8.125 DPR The bloodwitch with Twin Claws, ditto: 2d6 (7) + 1d8 x2 (9 * 0.75) + mods = 13.75 DPR For the record, comparing them both to a barbarian using Devastating Strike (who has a +4 stat bonus to str and only gets one attack roll at 50% chance to hit): 1d12 (6.5 * 0.5) + 1d8 (4.5 * 0.5) + 4 (4 * 0.5) + mods = 7.5 DPR And one more for comparison: Bloodwitch with a +4 dex mod using Bloodfang Bite @ 50% chance to hit: 2d6 (7.5 * 0.5) + 1d8 x2 (9 * 0.5) +4 (4 * 0.5) + mods = 9.75 DPR Now, the DPR gap between double and single attack-roll powers closes moderately as your chance to hit goes up (since you can only benefit from Quarry-style features once per round). Regardless, though, the Bloodclaw witch is going to be dealing out more damage than every other Striker with at-wills. Especially with Twin Claws, a disproportionate amount of damage is going to be coming from Scarlet Pact. |
| #17generalhenryDec 09, 2009 12:51:28 | Role: there's more to making a striker than giving them damage. If you're serious about making a striker, the class needs mobility. Power Source: unless you're going to write up 30 quality feats for your new power source, you should stick to the existing power sources. Power sources are for feat access. Builds: dex build and cha build is very awkward without the cha build getting a cha to AC ability. Weapon: One handed weapons should not do more than 1d12. Powers: most your powers are either overpowered or unoriginal. Suggestion: rather that trying to build a class from scratch, make a new build of an existing class. Reflavor powers as needed, add new powers as needed. 4E classes are hard to make. 4E power sources are hard to make. 4E characters are easy to make. Some reflavoring, a custom feat or two, maybe a custom class feature, and a new paragon path. Build the character. |
| #18goujoe_the_bumpkinDec 09, 2009 14:26:50 | Power Source: While the stock classes are certainly fun and all that, none of them, even with a gratuitous amount of reflavoring, could be anywhere close to the sort of character and such I had in mind when I started thinking about making this class. This hasn't been all that hard (so far at least), and all of what I have here is from a single night of brainstorming. Making stuff can be pretty tough, though nowhere near as tough as it was in 3.5, and few things beat playing something that you worked your ass off to create and refine. I mean, the power to do and make whatever you want should never rest soley with the dude in the DM's seat, you know? And thanks Branar, that was very helpful. I'm hopefully meeting with the person who's pretty much my rules (semi)expert when it comes to this, and we can compare it to other classes to get the damage output down. Hopefully it'll still be high, but not too high. One thing I'm sort of envisioning with this class, though I know I've nowhere near achieved it yet, is essentially make three different "specializations" for the class. One being a generally melee, another generally ranged, and another as a sort of "blood summoner". I haven't worked out any powers for it yet, but I plan on adding stuff that would allow the Bloodwitch to summon blood constructs from the corpses of fallen enemies, one summons a single moderatly powerful one, one summons several small ones, one higher level one summons something that reflects the slain creature, and other things like that. I should have put out a little sooner that I'm not entirely familiar with the rules, so I don't know if that would work or not, I don't know how many things can be summoned at once or how they work within the player's turn structure. Though that's just the vision I have, hopefully it can be made to work. |
| #19generalhenryDec 09, 2009 14:37:32 |
So far you've come up with mostly junk and/or rehashed powers and you're already running out of ability names. And you haven't gotten to the hard parts. Making new classes was MUCH easier in 3E. Even if you made an ability for every level, that's less than a quarter of the work required for a 4E class. As for creating such a character, is the character really that much different from a dragon sorcerer |twf ranger? |
| #20generalhenryDec 09, 2009 14:48:08 | ====== Created Using Wizards of the Coast D&D Character Builder ====== |
| #21generalhenryDec 09, 2009 15:13:25 | I mean, the power to do and make whatever you want should never rest soley with the dude in the DM's seat, you know? Classes shouldn't be built for individual characters. They should be build for the entire campaign world. As a player you should focus on developing a character concept, building custom material as needed for the concept. OR if you want to build a class for the sake of building the class, build a solid foundation. Define what makes a Bloodwitch a Bloodwitch. Where do they come from? How did they get their powers? What drives them? What do other people think of them? An ability list & power list rooted in nothing isn't worth wasting time on. |
| #22generalhenryDec 09, 2009 15:23:15 | "blood summoner" list of classes with summoning builds: wizard, invoker, druid hint: they're all controllers |