Mirage (PEACH) - custom class in progress

Post/Author/DateTimePost
#1

dalger

Nov 01, 2011 13:03:09

Mirage v0.2 - 11/3/2011

Mirage

Role: Leader. [By its very nature, this class doesn't really have a role, but I felt obligated to give a role. Since this class really exists to serve a party, I chose leader even though it has no dedicated twice-per-encounter heal.] You have no true class or profession of your own. Instead, as a creature of shadow, your reflective surfaces are slightly modified by the actions of everyone around you. As you grow and develop, some of those abilities become a permanent part of your structure.
Power Source: Shadow.
Key Abilities: Wisdom, Intelligence, Charisma.
Armor Proficiencies: See Natural Affinity below.
Weapon Proficiencies: See Natural Affinity below.
Implements: See Natural Affinity below. Mirages may use any implement they are proficient with for Mirage-specific powers.
Bonus to Defense: See Deception Option below.


HP at 1st Level: See Easily Shattered below
HP per Level Gained: See Easily Shattered below
Healing Surges Per Day: See Natural Affinity below
Healing Surge Value: See Natural Affinity below


Trained Skills: Perception. From the class skill list below, choose two more trained skills at 1st level:
Arcana, Bluff, History, Insight, Streetwise. [I started with the basic hybrid rules for skills, but decided that this is much more flavorful. Basic hybrids get three trained skills as does this build. Through multiclass feats, Mirages will become trained in a huge number of skills just like a bard exploiting Bard Versitility.]

Build Options: Manipulative Mirage, Seductive Mirage (Not yet written)
Class Features: Shimmering Image, Deception Option, Shadow Affinity, Shadow Versitility, Looking Glass, Easily Shattered


[It is kind of a shame that the summary lacks much information but refers to the longer text. So long as readers remember that the Mirage is the ultimate hybrid, though, they should be fairly forgiving.]


Class Features:


Shimmering Image
You gain the Shimmer power as below:
Shimmer                                                                   Mirage Class Power
You disappear into the aether and reappear refreshed.
Encounter                                                                  Healing, Shadow, Teleport
Move Action                                                               Personal
Effect: You are removed from the game and lose line of sight to all objects in the game and all objects lose line of sight to you. The space you occupied becomes unoccupied. You can take no actions. At the end of your next turn, you reappear in the game in an unoccupied square within three squares of your previous location. All positive and negative conditions on you are removed including any marks. You take no actions this turn, but gain benefits as if you had used Total Defense.
Level 11: You regain your second wind if you have used it.
Level 21: You regain your second wind if you have used it and an action point if you have none left.
[I love this power for flavor. Note that it requires you to miss a turn which balances its obvious power. It may be too much at levels 11 and 21. I welcome your comments] [Balance-wise, this counts as a minor plus]

Deception Option
You must choose one of the following build options [May add more later]:
Manipulative Mirage: Add your Intelligence Modifier as damage to attacks that do 1d6 or more or 1[W] or more.
You gain a +2 class bonus to checks using Arcana.
You gain a +2 class bonus to Will
Seductive Mirage: Add your Charisma Modifier as damage to attacks that do 1d6 or more or 1[W] or more.
You gain a +2 class bonus to checks using Bluff.
You gain a +1 class bonus to Reflex and a +1 class bonus to Will.
[This is not nearly as powerful as it sounds since every Mirage power will nerf the expected Wisdom bonus to damage and replace it with Int or Cha depending on build. It is also necessary in order to provide the correct amount of damage on copied powers. Note that copied powers that do little or no damage do not get a damage bonus from this feature. The text I am trying to disambiguate is essentially "Remove the ability-based bonus damage from copied powers and replace it with your choice of Int or Cha. This also becomes your ability based damage bonus for Mirage powers." As a balance issue, this also encourages players to put points in a secondary ability instead of just Wisdom. Note that Mirages by their nature need to get 13-15 in most ability scores as soon as possible in order to exploit their bonus multiclass feats.] [Balance-wise, the skill bonuses count as a minor plus, but exist primarily for flavor. The bonus to defenses are comparable to all other classes]

Shadow Affinity
[The goal here is to be a hybrid of two classes without getting any of their powers (you can get them later)] You may not hybrid (there is no Hybrid Mirage). At character creation, you choose two classes as your mentor classes. You count as being both of these classes as well as being a hybrid for the purpose of meeting prerequisites for taking other feats and qualifying for paragon paths [Just like being a hybrid of these two classes]. These choices are permanent and cannot be changed. You can not take multiclass feats for these classes even if you qualify for them [Just like a hybrid, but this is changeable by taking a class specific feat later]. Like all hybrids, you gain the Hybrid Talent feat at 11th level if you do not take a paragon path. Unlike other classes, you make take this feat a total of three times, but the second time you take it, you must pick a hybrid talent option from the class you did not pick for the first hybrid talent option. If you retrain, the number of hybrid talent options from each class must remain as equal as possible.  You gain [Psionic] Power Points as a hybrid that selected the Hybrid Power Point Option. [It will be possible through feats to get powers from your mentor classes]. You get armor, weapon, and implement proficiencies as a hybrid of your two mentor classes would. You gain class features from your two mentor classes as a hybrid would. You never gain powers from your mentor classes unless you take a feat that provides these powers. If a racial trait allows you to pick a third at-will power (such as Human), you select your third at-will power from the Mirage At-Will Power list. [It's a shame this has to be so verbose.] [Balance wise, this is far worse than being a hybrid since you don't get the powers, but provides the flavor of two primary classes. This still counts as a major bonus to power for the Mirage, however, which is one reason for the Easily Shattered disadvantages]

Shadow Versitility
You can choose class-specific multiclass feats from more than one class [Just like Bard Versitility]. Feats taken at 2nd, 6th, 10th, and 14th level must be multiclass feats that do not involve a specific weapon. You must have any prequisites required for these feats. You may retrain these feats later, but the new feat must be a non-weapon multiclass feat. You may not take Power Swap feats. [Mirage needs a way to force the player to take multiclass feats. I started with bonus feats, but that made the class overpowered.] [Balance-wise, you gain Bard Versitility but are severely limited in 4 of your first 9 feat choices. This makes this class feature a minor negative to the overall sum]


Looking Glass
All Mirages gain the Absorb Power and Reflect Power powers. Mirages get only one other At-Will Power unless another is granted by some other choice (such as the Human 'Bonus At-Will' feature).


Absorb Power                                            Mirage Feature
A semi-permanent image of a used power is copied on one of your reflective surfaces.
At-Will                                                         Shadow
Immediate Reaction                                    Close Burst 10
Trigger: An enemy or an ally that you can see uses an attack power. ['Attack Power' may need to be defined - not really sure how to do that. Perhaps any power that has the Weapon or Implement keyword? Players may ask the DM if a power qualifies as an 'attack power' without using this power.]
Effect: The DM reports whether this power was at-will and whether it requires possession of a specific item. If it is not at-will or it requires possession of a specific item, this power does nothing. Otherwise, make a DC 15 Wisdom check. If successful, the power is memorized and can be used as part of the Reflect Power power. If the power was augmented, the non-augmented version is memorized. If the power was used as a Full Discipline, only the Standard Power portion is memorized. This power is memorized until the end of the encounter, until the player reaches 0 hp, until another power is successfully memorized, or until the power is released as a free action.
Special: Attempt the use this power only once per round. [This is primarily to keep inexperienced Mirages from holding up the game
too much.]

Reflect Power                                                Mirage Feature
The image of the power emanates from your reflective surface.
At-Will                                                              Keywords as reflected power with Shadow added
Standard Action                                               Range as reflected power
Target: As reflected power
Attack: Wisdom vs defense(s) indicated in reflected power
Hit: As reflected power except that the first ability based bonus is removed [The damage is replaced based on deception option]
Miss: As reflected power.
Effect: As reflected power. All other categories are copied as well.
Special: If no power is memorized, this power cannot be used. If one of your mentor classes is Monk, the Full Discipline version of the power can be used. If either of your mentor classes has Augmentable At-Will powers, you may spend Power Points to use the augmented versions of the power.

[Looking Glass is the major definition of what a Mirage is. Absorb Power adds nothing to the power of the class, and Reflect Power is slightly more powerful than most At-Wills, but is balanced by the check required in Absorb Power. Balance-wise, therefore, this is neither a plus nor a minus to overall power.]

Easily Shattered
 A great deal of your original skin has been replaced with flexible mirrors. As such, you are more easily damaged than other classes. For this reason, you use the lower of the values from your mentor classes for Starting HP and HP per Level. Additionally, you gain Vulnerability 3 to weapon attacks from weapons in the Flail, Hammer, Mace, and Sling groups. Your reflective nature also causes a -2 to Stealth and Diplomacy checks. On a natural 1 when making an attack roll, you take 2 damage in addition to any other effects. [These are unquestionably major disadvantages to the Mirage and are meant to balance the advantages gained from other class features. They also add complexity to play, which is unfortunate. The major balance issue for the Mirage is how many of these to include. Most Heroic Tier Mirage Feats focus on removing these disdvantages.]

Heroic Tier Mirage Feats
Guided Mentorship - You may take multiclass feats from your mentor classes.
Social Awareness - You lose the -2 to Stealth and Diplomacy checks imposed by Easily Shattered.
Reinforced Glass - Your vulnerability to Flail, Hammer, Mace, and Sling groups is reduced by 1. This feat may be taken
up to three times.
Practiced Step - You no longer take 2 damage from rolling a natural 1 when making an attack roll.
Power Exchange - Remove a feat of your choice. Gain a 1st level at-will power from either of your mentor
classes as an at-will power. You may take this feat twice, but the at-will powers must be from different classes. [Note that this effectively costs 2 feats]

Level 1 At-Will Powers [Remember that Mirages choose only one of these and that damage is added per Deception Option, making damage comparable to other At-Wills. Choosing the player's At-Will power allows him to define his primary role (Glaring Reflection for Defender, Painful Reflection for Striker, Glowing Reflection for Leader, Explosive Reflection for Controller, or Distant Reflection for a fully-powered version of a power that is randomly chosen). All of these powers are meant to be slightly weaker than the power that inspired them.]


Glaring Reflection
The senses of the target are weakened by the stimuli of the mirror
At-Will Radiant, Shadow, Weapon
Standard Action Melee or Ranged Weapon
Target: One Creature
Attack: Wisdom vs AC
Hit: 1[W] and the target is marked by you until the end of your next turn.
[Balance: Typical Defenders can mark and get an effect from their attack. Mirages get mark only.]

Painful Reflection
The senses of the target are assaulted by the stimuli of the mirror
At-Will                                                      Shadow, Thunder, Weapon
Standard Action                                       Melee or Ranged Weapon
Target: One Creature
Attack: Wisdom vs AC
Hit: 1[W] + 1d4 damage and the target grants combat advantage the next time an ally attacks it before the beginning of your
next turn.
[Balance: Enabled striker powers do extra 1d6 (such as Warlock), 1d8 (such as Ranger) or 2d6 (such as Rogue). Mirages do only 1d4]

Glowing Reflection
A small part of the target's fighting spirit is stolen by your reflective surface and reflected to an ally.
At-Will                                                     Healing, Implement, Shadow
Standard Action                                      Close burst 3
Target: One Creature in Burst
Attack: Wisdom vs Will
Hit: 1d6 and a random ally in the burst gains 1d3 hp.
Special: This attack never causes an attack of opportunity because of being a close attack (marks and other causes may still
cause attacks of opportunity)
[The reason for the special is so that this power can be safely used as a Melee power]
[Balance: The healed hp is significant less than temp hp that would typically be awarded and damage is low. Additionally, the healed ally is random, so may not get any benefit at all. I wanted to include the player himself in the random choice list but could not find a way to phrase it.]

Explosive Reflection
A distant memory of destruction is reflected by your reflective surface
At-Will                                                    Fire, Implement, Shadow
Standard Action                                     Area burst 1 within 10 squares
Target: Each creature in Burst
Attack: Wisdom vs Will
Hit: 1d6 fire damage
[Balance: Compare to Psion's unaugmented Dishearten. Same damage, but without penalty to attack rolls.]

Distant Reflection
Various memories of the past collide in a single, partially-formed picture.
[The idea here is to provide a fully-powered effect. The disadvantage is that the player cannot select the type of effect]
At-Will                                                   Healing, Implement, Poison, Shadow, Weapon
Standard Action                                    Personal
Special: This attack never causes an attack of opportunity because of being a close attack (marks and other causes may still
cause attacks of opportunity). [This is to make the power equally usable by Mirages using weapons or implements since the effect is randomly chosen.]
Effect: Roll a four sided die and make the indicated attack. If no enemy is in range, the attack is considered a miss.
1 - Range: Melee 1 Target: One Creature
Attack: Wisdom vs AC
Hit: The higher of 1d6 or 1[W] damage and up to two enemies that are within 2 squares of you are marked by you until the beginning of your next turn.
2 - Range: Melee 1 Target: One Creature
Attack: Wisdom vs AC
Effect: Make two attack rolls and use either result
Hit: Your choice of of 2d4 or 1[W] damage. (Pick before rolling damage)
[Inspired by Avenger. Almost sure to hit and lower minimum damage.]
3 - Range: Close Burst 3 Target: One Creature in Burst
Attack: Wisdom vs Will
Hit: 1d4 damage and you or an ally of your choice in the burst can spend a healing surge.
4 - Range: Close Burst 3 Target: One or Two Creatures in Burst
Attack: Wisdom vs Fortitude
Hit: 1d4+1 poison damage and the target is slowed


Level 1 Encounter Powers

Double Vision
You attempt to make a copy of your reflective surface using to make two identical attacks.
Encounter                                    Shadow
Standard Action                           Personal
Effect: Make an attack using your Reflect Power power. Make a DC 10 Wisdom Check. If you succeed, make a secondary attack.
Manipulative Mirage: Add your intelligence modifier to the Wisdom check.
Secondary Attack: Make an attack using your Reflect Power power against the same target or another target.
Special: If you do not have a memorized power, you cannot use this attack.
[Almost always makes two attacks with full damage and effects. A little flavor for Manipulative build option]

Deep Vision
A deep effort to recall the past results in using a power that you thought was forgotten.
Encounter                       Shadow
Standard Action              Personal
Effect: Make an attack using any power that was stored using your Absorb Power power during this encounter. You may store this power as your memorized power.
Special: If you do not have a memorized power, you cannot use this attack.
[Maximum flexibility - recall a power that you lost and reuse it from then on it you choose]

Shared Vision
You throw the shadow version of yourself at an enemy and attack using its body.
Encounter                                         Implement, Shadow
Standard Action                                Close Burst 3
Target: One Creature in Burst
Attack: Wisdom vs Will
Hit: 1d6 and the creature makes an attack using your memorized power as if it were you (your stats, equipment, etc) on a
target of your choice in range of the memorized attack.
Seductive Mirage: Add your charisma modifier to the initial attack roll.
Special: If you do not have a memorized power, you cannot use this attack.
Special: This attack ignores any effects, including marks, that are on you.
[Since you are essentially using the shadow version of yourself, you get to ignore physical issues that you may be facing. A little flavor for Seductive build option]

Multiple Vision
You quickly shuffle through the attacks in your memory and select one.
Encounter Shadow, Weapon
Standard Action Melee or Ranged Weapon
Target: One Creature
Attack: Wisdom vs AC
Hit: 1[W] damage.
Effect: Pick one of the following effects:
1) The target is slowed and you may mark any one creature adjacent to you.
2) Repeat this attack but without the effect. You may pick another target in range.
3) You or an ally within burst 5 of the target can spend a healing surge.
4) Any number of squares adjacent to you become difficult terrain until the end of the encounter.
[Similar to the at-will power that has one of several effects except that you can pick what you need based on the situation.]


Level 1 Daily Powers

Mirror Sphere
You transform into a large mirrored sphere
Daily                                    Polymorph, Shadow
Minor Action                         Personal
Effect: You change from your humanoid form to medium spherical mirror. While in spherical form, you can't use attack, utility or feat powers although you can sustain such powers. Your equipment is stored inside the mirror sphere including anything that you are holding. When the effect ends, you regain your original form with the same items equipped as when you assumed the spherical form. You can use the properties and the powers of implements as well as magic items that you wear, but not the properties or the powers of wondrous items. You retain all of your original defenses. You can end this effect on your turn as a free action [allowing a standard attack after using Mirror's Vengeance]. If you are unbloodied when taking this form, you lose the form when you become bloodied. While in the spherical form, you gain the Mirror's Vengeance power.

                            Mirror's Vengeance
                            As a giant sphere, you attempt to roll over your foes.
                            At-Will                        Shadow
                            Move Action               Personal
                            Effect: You shift one square. You may shift into a square with a creature in it. If you do, make the following
                                       attack on that creature:
                                       Attack: Wisdom vs Reflex
                                       Hit: 2d6 damage. You slide the target into an unoccupied square adjacent to you.
                                       Miss: The target shifts into a square adjacent to you.
                            [Note that this action can be taken twice - once as a move action and once as a standard action]

Power Grab
You use the power of an ally.
Daily                                                                     As the borrowed power and Shadow
Standard Action                                                   As the borrowed power
Attack: Wisdom vs Defense(s) of borrowed power
Hit: As borrowed power except that the first ability based bonus is removed [The damage is replaced based on deception option]
Miss: As borrowed power.
Effect: As borrowed power. All other categories are copied as well.
Special: The borrowed power is any at-will of an ally within 5 squares.

Level 2 Utility Powers
Basic Restoration
You telepathically send the image of a previously made attack to the ally, encouraging him to repeat it.
Daily                                                     Shadow
Minor Action                                         Range 10
Target: One ally in range
Effect: If the target has expended his Level 1 Encounter Power, it regains that power. If the target has no Level 1 Encounter Power, it regains a single Power Point.

#2

slobo777a

Nov 01, 2011 15:17:14
It looks like a fascinating idea. You have obviously put a lot of thought into the theme and into game balance.

The main issue I see with this is using Absorb Power on monster powers. They simply aren't written up or designed to be "played back" by a PC in the way required for this class to work, and that could be very frustrating for DM and player alike - for instance monster At Will Weapon attacks at high levels  usually do far more than [W] damage, and do not factor in stat bonuses in a meaningful way. The Mirage will most likely be limited to copying ally/PC powers which are more compatible.

I would suggest that you could include monster At-Will powers, and potentially cover other unbalancing issues, such as always copying the Barbarian to get max damage, by having the Mirage do 1[W] (for Weapon powers) or 1d8 (for Implement powers) as maximums. Also only add stat bonus when there is one to replace (otherwise copying e.g. Precise Shot ends up significantly better than the original power).
#3

dalger

Nov 01, 2011 15:35:55
Awesome suggestions and well-taken!

What the Mirage really wants is to do comparable damage while preserving the effect. Maxing out the damage certainly makes sense for copied At-Will powers. Only replacing the stat bonus if there was one was exactly what I meant to say, and thanks to you, I see that I did not communicate it well at all. I'll wait for a few more suggestions and make your suggested changes. Many thanks! 
#4

alitain

Nov 01, 2011 17:43:40
Creepy coincidence...I was thinking a little while ago about doing a Copycat class.  Didn't get anywhere with it, the only thing I knew I wanted to do is give it three at wills.  One class at will, then give them to ability to mimic any at will of an ally in range and copy it till the start of their next turn.  So they'd have two copying at wills to use.  Though technically I guess one would probably suffice.  But the basic idea is kinda like what you have, except it'd only work on allies.  Never did get around to figuring out class features.
#5

mhbjarkistef

Nov 03, 2011 8:30:46
Pleasepleaseplease clean up your OP, it's messy, difficult to read, no introduction and no spoiler boxes. Try using bold for headlines too, that makes skimming a lot easier. I am now going to read through that post, we'll see if my ADD allows me to.
#6

dalger

Nov 03, 2011 13:42:56
Version 0.2 posted 11/3/2011

Just did a little bit of formatting for my ADD friend. I know I didn't hit all of your suggestions, but hopefully this is a good start.