Custom Class: Body Master WIP Peach

Post/Author/DateTimePost
#1

powerattackfortwenty

Jul 20, 2008 16:00:47
Body Master

“You think you are the superior species! HA! You have no idea what evolution truly is”

Class Traits

Role: Controller
Power Source: Primal
Key Abilities: Strength, Constitution
Armor Proficiencies: cloth
Weapon Proficiencies: None
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st level: 10+constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6+constitution bonus
Trained Skills: From the class skills below, chose four trained skills at 1st level
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Build Options: Sturdy Body, Smashing Body
Class Features: Improved Natural Healing, Absorb Magic, Armorless, Power of the Body

Body Masters are the rare few of society whose bodies have evolved past what their race has reached. They have the power to constantly modify their body, adding claws, fangs, even wings. They can shift to match any occasion. It is impossible to become a Body Master. It’s something you are born with. Just like some are born with exceptional natural strength or stamina, Body Masters are born with their ability. Some master it more than others, through practice and experience. There is no set style that can combat a Body Master. If you try and surround them, they will simply force you back with extending limbs. Try and combat them at range, and they will grow more legs and reach you before you can react, ready to take a bite into you neck.
Every race has its body masters, though some races are more gifted for it, like the dragonborn, humans, and dwarfs.

Improved Natural Healing: Body Masters gain a +3 bonus to their healing surge value.

Absorb Essence: You absorb the weapon into your body and you feel the resonation of its enchantment take root in your blood. Body Masters have no need for striking with magical weapons, and armor restricts their movement. Thus, to compensate for this, body masters have developed the ability to absorb magical weapons. During a short rest, a body master can absorb a magical weapon. The weapon physically enters the body of the body master, and stays there until its expulsed. They gain the weapons enhancement to attack and damage rolls, the bonus to criticals, and any properties or at-will abilities the weapon might have when using any of their exploits. They are not able to use any non at-will powers the weapon might hold, nor do they get the weapons proficiency bonus. At 11th level the body master may access one Power of an absorbed weapon. They choose this power when they absorb the weapon. You may not change the chosen power until you take an extended rest.. Absorbing magical weapons drains the body masters stamina, if a body master has absorbed a magical weapon they lose two healing surges which they cannot regain until they expulse it, they also take a -2 penalty to their fortitude defense while they have a magical weapon absorbed.

Armorless: A body master is resctircted in armor, so they have learned to benefit from being unarmoredA Body Master wearing cloth gains their 1 + one-half dexterity modifier as a Proficiency bonus to all Attack rolls with Powers that have the Body keyword

Power of the Body: At first level, choose either Defenses of the Body or Strength of the Body

Defenses of the Body: Body Masters add their constitution modifier to one of their defenses. They may change this to a different one with a standard action.

Strength of the Body: Body Masters add their constitution modifier to all damage rolls with Body Master Powers.
#2

powerattackfortwenty

Jul 20, 2008 16:01:20
BODY MASTER POWERS


Heroic Tier Powers

Level 1 At-Will Exploits

Show

Dual Claws Body Master Attack 1
You grow a set of sharp claws just as you rip
into your opponents flesh

At-Will Primal, Body
Standard Action
Target: One creature, two attacks
Attack: Strength vs. AC
Hit: 1d4 damage and if both hit, the target is dazed
until the end of your next turn
Increases to 2d4 at level 21

Bite Body Master Attack 1
Your teeth transform into long, sharp fangs
resembling a wolf, and you bite down hard

At-Will Primal, Body
Standard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 1d10 plus strength modifier damage
Increases to 2d10 plus strength modifier at level 21
Special: This counts as a melee basic attack. When you can make
a melee basic attack, you can use this instead.

Extending Fist Body Master Attack 1
Suddenly, dozens of hands extrude from every part
of your body, and reach out in all directions

At Will Primal, Body
Standard Action Close Burst 3
Target: every Creature in burst
Attack: Strength vs. AC
Hit: 1d4 plus strength modifer damage and you push the
target a number of squares equal to your Constitution Modifier.
Increases to 2d6 plus strength modifier at level

Body Spikes Body Master Attack 1
With a wicked grin, you suddenly grow spikes
heading in every direction, which rip into your
opponent’s weakspots

At Will Primal, Body
Standard Action Close Burst 2
Target: Every enemy in blast
Attack: Str. vs AC
Hit: 1d6 plus strength modifier damage and slowed until the end
of your next turn.
#3

powerattackfortwenty

Jul 20, 2008 16:01:50
Paragon Tier Powers

Level 13 Encounter Exploits

Show

Grand Body Slam Body Master attack 13
You leap into the air, growing to a ridiculous
size, before landing on a group of enemies
Encounter Primal, Body
Standard Action Close Burst 3
Special: You may shift your dexterity modifier
number of squares before making this attack.
Target: All creatures in burst
Attack: Strength vs. AC
Hit: 3d6 plus strength modifier damage, and target
is stunned until the start of your next turn and then
dazed (save ends).


Spike Barricader Body Master attack 13
You shift your stance before releasing a
wave of spikes in every direction

Encounter Primal, Body
Standard Action Close Burst 4
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: 2d10 plus strength damage and target
is weakened and slowed until the end of your
next turn.


Splendid Sized Punch
Body Master attack 13
You increase your arm to a huge size and slam
it into a single enemy, sending them flying.

Encounter Primal, Body
Standard Action Reach 2
Target: One enemy
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier and target is
pushed your strength modifier squares and stunned
(save ends)
#4

powerattackfortwenty

Jul 20, 2008 16:02:22
Epic Tier Powers

Level 22 Utility Exploits


Level 23 Encounter Exploits


Level 25 Daily Exploits


Level 27 Encounter Exploits


Level 29 Daily Exploits
#5

powerattackfortwenty

Jul 20, 2008 16:02:54
PARAGON PATHS


Evolution of Elements
Show

Evolution of Element
Prerequisite: Body Master class, Strength of the Body feature

You have evolved beyond human; you are now nature and all of its fury. Fire is your blood, Earth are your bones, Water is your skin.

Evolution of Element Path Features
Fury Action (11th Level): When you spend an action point to take an extra action, all enemies within 5 squares of you take damage of a type of your choice(fire, cold, thunder, electric, or acid) equal to your constitution modifier.
Elemental Adaptation (11th Level): You gain resist 20 to one element (fire, cold, thunder, electric, or acid). You can change the type with a standard action.
Elemental Skin (16th Level): All of your exploits deal an extra 1d6 damage of an element (fire, cold, thunder, electric, or acid). You can change the type with a move action.

Evolution of Element Exploits

Elemental Claw Shredder Evolution of Element Attack 11
You spin in a rapid tornado with long claws cackling with
energy which shred your opponents to pieces.

Encounter Primal, Body
Standard Action Close Burst 1
Target: All creatures in burst
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier damage plus 2d8 damage of
an element of your choice.

Elemental Transfiguration Evolution of Element Utility 12
You transform your allies body so that they can survive exposure
from the elements

Encounter Primal, Body
Move Action Melee Touch
Target: One ally
Effect: The target gains resist 10 to an element of your choice until end of encounter


Elemental Grasp Evolution of Element Attack 20
Your hand grows exponentially, grabs an opponent, and
drenches them in elemental energy of all types

Daily Primal, Body, fire, electric, cold, thunder, acid
Standard Action Reach 3
Target: One enemy within range
Attack: Strength vs. AC
Hit: 5d6 fire, electric, cold, thunder, and acid damage plus
target is restrained until the end of your turn
#6

wyld_mutation

Jul 20, 2008 16:04:48
The strength of the body feature is broken.

and adding Con to all defenses is likewise broken (you already have dexterity)

You might want to rethink this a little.
#7

powerattackfortwenty

Jul 20, 2008 16:06:02
Hi, this is the first 4e class Ive made/started. I only have the class features and levels 1 and 2 for powers done so far, and will be updating this every so often with new powers

The goal of this class is to create a close range controller, and I just thought this concept would be cool, so i made it. Im not sure about the power source, and will consider any suggestions regarding it

I would appreciate any critiques or critisicms (positive or negative) as well as suggestions. But please, dont just say its a stupid idea or that its broken, tell me why you think so, and I will try and fix it.
#8

wyld_mutation

Jul 20, 2008 16:07:05
^See the post above yours^
#9

powerattackfortwenty

Jul 20, 2008 16:08:03
The strength of the body feature is broken.

and adding Con to all defenses is likewise broken (you already have dexterity)

You might want to rethink this a little.

whoa, that was faster than i was expecting

Yea, i thought the Powers of the Body might be unbalanced, but keep in mind that they cant benefit from magical armor(something i just realized I left out) and they also only get one

I think ill weaken strength down to just constitution, and ill change defense to one at a time

a man, i took out all of my bolds and italics, now i have to do fix that

Also, ill be adding more fluff as i go, so if a class feature seems random, its not
#10

wyld_mutation

Jul 20, 2008 16:17:30
Technically cloth is light armor, thus they would lose their powers just being dressed...

If I were you I'd allow them to use cloth or leather armor and have half Con added to something.

But that's me.
#11

powerattackfortwenty

Jul 20, 2008 16:19:59
Technically cloth is light armor, thus they would lose their powers just being dressed...

If I were you I'd allow them to use cloth or leather armor and have half Con added to something.

But that's me.

hm, that is a problem

ill let them use cloth armor then, and see how it looks for balance

also, what do you think about absorb magic? is it balanced/overpowers/underpowerd/too complex?
#12

wyld_mutation

Jul 20, 2008 16:23:20
Well Hmmm... I ghave no problem about the ability in the first place.

However I implemented it in Paragon it's a little weird before then.

Look at the Battle Sorceror thread. It shows a Class that likewise is very melee oriented without weapons or implements.
#13

powerattackfortwenty

Jul 20, 2008 16:40:18
i checked out your battle sorceror

Im hestitant to putting in a fearture like arcane gater, because i want the character to be able to benefit from other parts of magical weapons, like the properties and powers. I am going to remove the part about the second weapon, and instate that as an Epic Destiny feature, so that they have to give up something for it, ala cant be a demigod(as that seems to be the favorite)
#14

wyld_mutation

Jul 20, 2008 16:54:37
did you see The Soul Weapon? Down a few posts, it does exactly what your absorption effect does, it just does it in paragon and leaves the weapon with its enhancement.

I'd have something similar, though I see no problem with your version now that I look.

Id make defenses chosen after an extended rest, I'd also remeve the Ongoing Damage from Dual Claws, it's just a pain to track too much ongoing damage if you've ever DM'd you'll have noticed it.

Gonna look closer in a few.
#15

powerattackfortwenty

Jul 20, 2008 17:04:58
did you see The Soul Weapon? Down a few posts, it does exactly what your absorption effect does, it just does it in paragon and leaves the weapon with its enhancement.

I'd have something similar, though I see no problem with your version now that I look.

Id make defenses chosen after an extended rest, I'd also remeve the Ongoing Damage from Dual Claws, it's just a pain to track too much ongoing damage if you've ever DM'd you'll have noticed it.

Gonna look closer in a few.

I missed Soul Weapon actually, but I went back and looked at it
If someone points out something that makes Absorb Magic unbalanced, i might shift it towards what u have, but for now ill keep mine


Hmm, i want defenses to be adaptable so it can fit the situation, but i will change it to a standard action to switch

Hmm, i think'll change Dual Claws if i can figure out something to replace it
i dont want it to be just damage


Edit: Got it. ill move the dazed from bite to dual claws if both hit
#16

generalhenry

Jul 20, 2008 17:06:53
Role: Controller

to much Target: One creature
Power Source: Martial

err... not so much IMO
#17

powerattackfortwenty

Jul 20, 2008 17:08:57
to much Target: One creature


err... not so much IMO

yea, more powers later on will target more than one creature, but i do have some that do, and i have the other controller aspect, status conditions


If you have any suggestions to replace martial, id love to hear them
#18

wyld_mutation

Jul 20, 2008 17:12:47
It could be arcane.

It could be primal.

Those are the choices, and right now it leans toward primal.

The reason i suggest those instead of a new one is because they'll have support.

Now as far as not enough multi creature targeting...

Ad in an at will burst 2 and an at will blast 3. Make them believable.

There's nothing broken with your setup so long s they totally "consume" the weapon for the day. Hell they could even go without the penalties if you liked.

Also: The "mimicking" enchantments is very arcane in flavor, unless you can give it a different spin.
#19

powerattackfortwenty

Jul 20, 2008 17:18:21
hmm, ill work to change some of my at wills, unless its alright to have more than four(like in the phb)
edit: changed body spikes to burst 2 for starters, and ill try and change extending fists to burst 3

I think ill change it to primal, because arcane is not what i was thinking, and primal is nature and evolution is nature and also primal is very undefined


Ill work on changing the flavor of absorb magic so its less arcaney

edit: i started off by changing it to absorb essence, but any other suggestions are welcome
#20

wyld_mutation

Jul 20, 2008 17:26:02
Add a flavor line. "You absorb the weapon into your body and you feel the resonation of its enchantment root in your blood." Or something, not overtly arcane but theres little way to get around it when you're dealing with magic.;)

Also make sure that you can last in melee, a controller typically does "sub-par" damage and has few defenses, as it stands you've shored up the defenses, just make sure you don't outshine the others when you start the smackdown.

I'd keep at-wills to four, five maybe (see wizard) but there's a reason there aren't all that many.
#21

powerattackfortwenty

Jul 20, 2008 17:29:40
i added your flavor line, which is very cool

yea, i know controllers have trouble with hps and defenses, which is why i added the +3 to healing surge value as well as the option of defenses of the body.

Im trying to match the damage of the spells with that of the wizard, with a slight bump for having less range

also, any ideas or stats for new abilities is welcome, especially for utilties(the three i have are modified ones from other classes)
#22

wyld_mutation

Jul 20, 2008 17:35:22
Remember that just because the range is different doesn't mean they should be all that much more powerful.

I'd make a "pouncing" ability, so that you can close in faster.

And make sure to give an out for when you get bogged down.
#23

powerattackfortwenty

Jul 20, 2008 17:43:35
yea, by bump i meant 1d8 instead of 1d6(average of 1 damage)

pouncing is a good idea, ill work on one of those(with knocked prone for added fune :P )

so far the only out i have is unbelievably leap, ill add more later in the utilities



also, what do u think about the balance of tongue lasher. stunning two opponents for a round might be a little too powerful, especially with the added on ongoing damage, but the minus to hit is a bit of a weakener.
any suggestions on balance?

now i have to go to dinner, so i wont be posting for severall hours
#24

wyld_mutation

Jul 20, 2008 17:47:17
Drop the ongoing (I don't get the flavor there anyway) switch to "the end of your next turn" and stunning two in a daily with a hit to the attack rating isn't OP IMO. Anyway, If you mae it

"Two attacks" and "Ranged" there will be a provocation of OAs and it should be fine on balance. (You leave your defenses open in order to take a couple eneimies out ofthe fight).

Note: I prefer strikers so don't take any suggestions involving damage dice from me unless it seems alright to you, remember I have an obsession with damage (more tha a few of my Battle Sorceror's attacks did xd12 wit hauto crit.)
#25

generalhenry

Jul 20, 2008 18:04:03
If you have any suggestions to replace martial, id love to hear them

Primal, Ki
i have the other controller aspect, status conditions

that's less important. The AOE is the key
#26

wyld_mutation

Jul 20, 2008 18:19:58
Hey General, he's already beginning to make the requisite changes, hopefully it turns out well.

I'd play a "no arcane" game if I had a non-arcane controller.

Then again giving up my Battle Sorceror won't be easy...

BTW Warshaper is similar to this and was Arcane in 3.x
#27

generalhenry

Jul 20, 2008 18:44:40
I'm just not sure it really is a controller.
#28

wyld_mutation

Jul 20, 2008 20:32:56
There's some wiggle room if he gets it right.

Make what you want it to be then decide the role.
#29

powerattackfortwenty

Jul 20, 2008 22:02:24
Drop the ongoing (I don't get the flavor there anyway) switch to "the end of your next turn" and stunning two in a daily with a hit to the attack rating isn't OP IMO. Anyway, If you mae it

"Two attacks" and "Ranged" there will be a provocation of OAs and it should be fine on balance. (You leave your defenses open in order to take a couple eneimies out ofthe fight).

Note: I prefer strikers so don't take any suggestions involving damage dice from me unless it seems alright to you, remember I have an obsession with damage (more tha a few of my Battle Sorceror's attacks did xd12 wit hauto crit.)

I dropped the ongoing(that was from a different idea)
but also note, Tongue Lasher isnt Ranged, its Reach, so its a melee attack with reach 4, so i dont think it provokes OAs


Now to work on some more abilities
#30

wyld_mutation

Jul 20, 2008 22:12:26
Hmmm...

OK get it. Just kinda chocked it up as ranged I get it now.

OK, looks good then.
#31

powerattackfortwenty

Jul 20, 2008 22:19:47
Added some level 3 encounters and level 5 dailies

Mantis Blades has the ranged handicap, but i think its alright balance wise, because weakened is a rather strong effect



Woot pg2
#32

generalhenry

Jul 21, 2008 6:32:32
Armorless: A Body Master wearing armor other than cloth loses the ability to use any powers gained from this class, as long as all of their class abilities.

no race or class in 4E has even a single weakness or restriction. This one seems to be there to artificially make the class a controller.

I think the class would flow better as a striker.
#33

generalhenry

Jul 21, 2008 6:36:54
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)

Bluff, Insight and to a lesser degree Acrobatics don't seem to fit
#34

generalhenry

Jul 21, 2008 7:03:12
Attack: Strength vs. AC

without a proficiency bonus this is a weak attack

--------------

oh and don't worry, overall it's good stuff
#35

wyld_mutation

Jul 21, 2008 8:49:54
As far as Armorless...

Try to find something a little less "forced" GeneralHenry said it right. Nobody has penalties so don't use them.

Instead of prvrnting the effects from happening give the class a bonus when they wear the "correct" armor.
#36

powerattackfortwenty

Jul 21, 2008 10:28:36
armorless is there to prevent someone getting plate armor and sitting there as an AC beast

Ill change it so that they get a bonus while in cloth, to something other than AC tho, maybe just attack rolls

Bluff is there because later there will be some morphing utility powers that let him make disguises, which is now under the rein of bluff
I just feel every class should have insight and perception, but i guess ill remove insight
Acrobatics is there because they are very mobile and agile from being able to rearrange their bodies
#37

wyld_mutation

Jul 21, 2008 10:36:00
Why don't you have armorless give a proficiency bonus to attacks? This works around the "without a proficiency bonus..." problem.
#38

powerattackfortwenty

Jul 21, 2008 10:42:36
yea, i changed it to an untyped bonus, but ill just make it a proficiency bonus


also added a lvl 6 utility that shows why i have bluff on the skill list
#39

wyld_mutation

Jul 21, 2008 10:50:35
Hmmm... Doesn't hurt too much. However a flat +3 might be better simply because it won't outshine every other martial in attack rolls.

What happens when you absorb a weapon? Make it clear in the effect.

Oh and a few "shapechange" powers wpould be interesting, as well as a power to alter your physical stats. (IE: +2 Con, Str, or Dex for a turn)

Hmmm... This seems a cross between a Master of Many Forms and a Warshaper....

Weird feeling... (Not in a bad way)
#40

powerattackfortwenty

Jul 21, 2008 10:57:14
Hmmm... Doesn't hurt too much. However a flat +3 might be better simply because it won't outshine every other martial in attack rolls.

What happens when you absorb a weapon? Make it clear in the effect.

Oh and a few "shapechange" powers wpould be interesting, as well as a power to alter your physical stats. (IE: +2 Con, Str, or Dex for a turn)

Hmmm... This seems a cross between a Master of Many Forms and a Warshaper....

Weird feeling... (Not in a bad way)

I made it 1+1/2 dex mod to add a bit of MAD balance, remember, dex is a tretairy stat, and is unlikely to be above +4(making the prof bonus +3)

When you absorb an item, it enters your body and stays there until you unabsorb it

Im adding some shapechanger abilities, but 4e is about staying away from temporary stat bounuses, so ill just make them flat attack and damage boosts.
#41

wyld_mutation

Jul 21, 2008 11:03:53
The question is: do you use the weapon's proficiency?

You should state whether or not you do.
#42

powerattackfortwenty

Jul 21, 2008 11:07:11
no, you dont get the weapon's proficiency, just its enchantment, critical, properties, and at lvl 11 power


the only proficiency bonus you get is from armorless
#43

wyld_mutation

Jul 21, 2008 11:08:18
State that in Abssorb Essence. That way it's absolutely clear.

Remember: Nothing is Idiot-Proof.
#44

powerattackfortwenty

Jul 21, 2008 11:09:30
alright i added it and the mention about the weapon actually entering your body
#45

wyld_mutation

Jul 21, 2008 11:27:50
Reminds me so much of my creation.

Notethat in Absorb Essence the following lines need fixing (changes in italics.):

"You absorb the weapon into your body and you feel the resonation of its enchantment root in your blood."

Should be: "You absorb the weapon into your body and you feel the resonation of its enchantment take root in your blood."

"...ability to absorb magical weapon."

Should be: "...ability to absorb magical weapons."

"The body physically enters the body of the body master, ... until it is unabsorbed"

Should be: "The weapon physically enters the body of the body master,... until it is expulsed (or similar meaning, just a syntax fix here)"

"They gain the weapons enhancement to attack and damage rolls, the bonus to criticals, and any properties the weapon might have when using any of their exploits."

Could be: "Their exploit gain all properties of the absorbed weapon including Enhancement Bonus, Critical Dice, and Special Properties. This does not change the damage of the exploits, nor does it apply the weapon's proficiency bonus. The Body master may not use any powers granted by the weapon that are not free actions."

"At level 11, a body master may use one power of a weapon they have absorbed. They choose which power during an extended rest, and cannot change their decision until they again take an extended rest."

Could be: "At 11th level the body master may access one Power of an absorbed weapon. They choose this power when they absorb the weapon. You may not change the chosen power until you take an extended rest."

"However, absorbing magical weapons drains the body masters stamina, and if a body master has absorbed a magical weapon, they lose two healing surges which they cannot regain until they unabsorb it. Body masters also take a -2 penalty to their fortitude defense for while they have a magical weapon absorbed."

Could be: "(Remove the "however")Absorbing magical weapons drains the body masters stamina, (remove and) if a body master has absorbed a magical weapon they lose two healing surges which they cannot regain until they epulse it, they also take a -2 penalty to their fortitude defense (remove for) while they have a magical weapon absorbed."

I think that covers it. Just fixing it up a little.
#46

powerattackfortwenty

Jul 21, 2008 11:33:53
woah, ill get on that :D



edit: made most of your changes, except that they do gain the weapons enhancement bonus to damage, so it does affect the exploits damage
#47

wyld_mutation

Jul 21, 2008 11:42:15
Hehe. I'm a grammatical ad Rules genius, no-joke.

So I can keep things smoothly working, just gotta give me the time to think on it.

Mostly just fixes to keep syntax and rules clear and easily understood.
#48

powerattackfortwenty

Jul 21, 2008 11:46:21
and i thank you for it :D

now just need to do the rest of the powers, plus the paragon paths, and the epic destiny


edit: now through level seven powers
#49

wyld_mutation

Jul 21, 2008 12:33:14
Just a suggestion but you could sblock the different levels of powers in order to make them more easily understood.

and a * between different sets of keywords like in the PhB wouldn't hurt. (see ju thread ro see what these changes do to the way things look.)
#50

powerattackfortwenty

Jul 21, 2008 14:57:49
unfortunately, i have no idea how to sblock
#51

generalhenry

Jul 21, 2008 15:00:53
[sblock=name] text [/sblock

...]

=
name
text
#52

wyld_mutation

Jul 21, 2008 15:17:59
Prolly should have given you the how-to.
#53

powerattackfortwenty

Jul 21, 2008 15:29:57
alrightie, did it for all of them

also added some level 9 dailies and level 10 utilities


Edit: Now done through level 10 and three paragon paths

one with a striker feel
one that continues the controller feel
one with a defender feel


and now an epic destiny!!!
just need the rest of the powers
#54

powerattackfortwenty

Jul 22, 2008 16:02:22
Now done through level 16


do the paragon/ epic destiny powers and features seem balanced?
#55

wyld_mutation

Jul 22, 2008 22:41:31
"Fury Action (11th Level): When you spend an action point to take an extra action, all enemies within 5 squares of you take damage of a type of your choice(fire, cold, thunder, electric, or acid) equal to one-fifth of your level."

^Make it equal to a modifier. This will max at 6 as is and that's pretty useless. Not that ten is much better but still. Action points are not exactly common.

Elemental Transfiguration: How long does it last?

Elemental Grasp: Better at 5d6 Lightning, Thunder, Cold, Acid, restrained. Less thi8nking and it won't apply resistances individually.

Evolution’s Mark: This could be stat based.

Greater Absorbtion: Bold it.

Constant Adaptation: One word... WOW. I'd add resistance to a sustained attack, not immunity.

Ever-shifting Form: Minor becomes free actually, you can't use an immediate on your turn. That said... Powerful. Not as broken as Divine Miracle, but still very strong.

Perfected Renewal: Fine. Not too powerful, much less powerful than the Deadly Tricster's power.

Haven't looked at all the powers yet but I thought I'd cover this stuff.
#56

powerattackfortwenty

Jul 22, 2008 23:29:00
added duration to elemental transfiguration

made your changes to fury action, evolution's mark, and constant adaption

strengthened perfect duration

and changed evershifting form so that minor actions stay the same, but you get an extra one per turn (figured this was better than giving them a ton of free actions)
#57

wyld_mutation

Jul 22, 2008 23:31:55
Definitely better than a ton of extras.

Just remember that you can now get two "standard" actions in a turn with them. Not so much a problem at 30. I prefer my class's "haste" power.

Very fun.
#58

powerattackfortwenty

Jul 23, 2008 0:05:02
what do you think of the fluff for the ED?
i kinda just wrote it spontaneously without much thought, so i have no idea how much sense it makes(i really cant critique my own work )
#59

wyld_mutation

Jul 23, 2008 9:38:09
The ED is fine.

I don't like the repetition of the word "evolution" so manty times but it doesn't hurt the fluff any.
#60

powerattackfortwenty

Jul 25, 2008 16:15:15
ill prolly finish up the powers some time this weekend, maybe add another paragon path
#61

shadowreborn

Aug 19, 2008 11:33:14
I'd like to see some further clarification/rules on the Body Master's use of Bluff. What would be the limitations? At the moment (I'm planning to play one at some point), I think that they should be able to disguise themselves as any humanoid race (or ones that look very similar to their own race) without any equipment, makeup, etc. I know you have the level 6 Utility power but that doesn't really clarify limitations (if I can grow a wolf's maw as an attack, changing my face should be nothing).