4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Just cross posting another of my classes for some more visibility. This time, the Blue Mage, a class that wields both spells and weapons, with the ability to copy the abilities of it's foes and allies.
Thanks to WanderingMystic, we now have a PDF. Blue Mage
Blue Mage
Role: Controller Secondary: Any Power Source: Arcane Key Abilities: Charisma, Intelligence, Strength, Wisdom
Armor: Cloth, Leather, Hide Weapon Proficiencies: Simple Melee, Simple Ranged Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st level: 12 + Constitution score HP per Level Gained: 5 Healing Surges: 6 + Constitution modifier
Trained Skills: From the list below, choose four.
Arcana, Athletics, Bluff, Dungeoneering, Nature, Perception, Religion, Streetwise Class Features: Vast Knowledge, I Know That Trick, Blue Mage Tactics
Vast Knowledge
When making a skill check to identify an enemy, you gain a +2 bonus to the check. This increases to +4 at 11th level, and +6 at 21st level.
I Know That Trick
You have a +2 bonus to your defenses against any power or monster attack that you currently are able to use.
Blue Magic Capability
Each time you take a short rest, you may replace a power known with a power learned through an enemy skill power permanently. Powers can only be replaced with other powers with the same use, encounter for encounter and daily for encounter powers with a recharge. You may only use this ability on powers learned from enemies. Powers not reaplced this way are lost the beginning of the next encounter.
Book of Spells
Each time you take a short list, you may scribe a skill learned from an enemy into your spellsbook. When you take an extended rest, you may replace a power known with a power in your spellbook permanantly. Each spell scribed into your spellbook takes 1 page. Your spellbook has 20 pages and you may never have more than 1 book of spells.
Master of Many Skills
You gain access to the Master of Many Skills. Master of Many Skills encompasses multiple powers. Regarldess of how many different uses for Master of Many Skills, you may only use this feature a number of timres per day equal to your Wisdom modifier.
Spoiler:
Skill Talent
At-Will * Arcane, Enemy Skill Witnessing your foe using his powerful attack, you manipulate the magic around you to duplicate it.
Immediate Reaction * Personal Prerequisite: You must have successfully identified the type of creature using the attack. Trigger: You are stuck by an encounter or at-will power, or are adjacent to a enemy using an encounter or at-will power. Effect: Make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered it until you use this power again.
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Spoiler:
Daily Talent
Daily * Arcane, Enemy Skill As your foe unleashes his most powerful ability, you are studying it, ready to unleash it yourself.
Immediate Reaction * Personal Prerequisite: You must have successfully identified the type of creature using the attack. Trigger: You are stuck by an encounter power with a recharge or by a daily power, or are adjacent to an enemy using an encounter recharge power or daily power. Effect: Make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered it until you use this power again.
Blue Mage Tactics
Choose one of the following options. Blue Warrior: You gain proficiency with one military weapon of your choice and a +1 bonus to hit with one simple or military weapon of your choice. Blue Wizard: You have the ability to use the wizard cantrips Light and Mage Hand.
Implements
A Blue Mage is able to use wands, rods, and staffs as implements.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
When using a skill with this keyword, you typically gain the use of an ability that targeted you. If the ability is an at-will, you use it as an at-will. If it an encounter power without a recharge, you use it as an encounter power. If the ability is an encounter power with a recharge or a daily power, you gain the use of the power as an encounter power with recharge or a daily as appropriate. In the case of a power with recharge, it is expended like a daily and will only recharge for the duration of the encounter you first use it in.
-----When using a power stolen in this manner, you use the same attack bonus as the monster, modified only by temporary adjustments such as a power bonus to hit or Combat Advantage.
-----A stolen power occupies the same "slot" as the power that learned it. If you have the power Encounter Talent and you capture an eldarin's Fey Step, you may use Fey Step this encounter as an encounter power.
At-Will Spells
Mystic Strike
At-Will * Arcane, Weapon With a quick spell, you imbue your weapon with a small bit of magic to enhance it's accuracy.
Standard Action * Melee or Ranged Weapon Target: 1 creature Attack: Strength +1 vs. AC (Melee) or Dexterity +1 vs. AC (Ranged) Hit: 1[W] + Strength modifier (melee) or Dexterity modifier (ranged) damage.
-----Increase to 2[W] + Strength modifier at 21st level.
Mystic Blast
At-Will * Arcane, Implement Gathering your foes magic, you launch an assault that borrows some of their energy.
Standard Action * Range 10 Target: 1 creature Attack: Charisma vs. Reflex Hit:2d4 + Charisma modifier damage.
-----Increase to 4d4 + Charisma modifier damage at 21st level.
-----Special: This counts as a ranged basic attack. You may add any elemental keyword power used by and enemy on a target within 5 squares of you since your last turn.
Lightning Burst
At-Will * Arcane, Implement. Lightning You unleash a blast of thunder to clear your path.
Standard Action * Range 5 Burst 1 Target: All creatures in the burst Attack: Charisma vs. Fortitude Hit: 1d6 + Charisma modifier damage and the target suffers a -1 penalty to attack rolls until the end of your next turn.
-----Increase to 2d6 + Charisma modifier at 21st level.
Shockwave Strike
At-Will * Arcane, Weapon, Thunder With a swing of your weapon, you throw your foes backwards.
Standard Action * Close Blast 2 Target: All creatures in the blast Attack: Strength vs. AC Hit: 1[W] and push the target a number of squares equal to your Intelligence modifier.
-----Increase to 2[W] at 21st level.
1st Level Encounter Spells
Thundering Attack
Encounter * Arcane, Weapon, Thunder You enhance your weapon with the power of thunder before you attack.
Standard Action * Melee or Ranged Weapon Target: 1 creature Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) Hit: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier thunder damage and the target is knocked prone and pushed 1 square.
Flash
Encounter * Arcane, Implement You unleash a blinding flash of light.
Standard Action * Close Burst 5 Target: All creatures in the burst Attack: Charisma vs. Fortitude Hit: 1d10 + Charisma damage and the target is blind until the end of your next turn.
1st level Daily Spells
Double Slash
Daily * Arcane, Weapon You use your magic to speed your weapon, enabling you to attack twice as fast.
Standard Action * Melee or Ranged weapon Target: One or two creatures Attack: Strength +2 vs. AC (Melee) or Dexterity+2 vs. AC (Ranged) Hit: 1[W] + Strength modifier damage and the target suffers a -2 penalty to AC (save ends). Miss: Half damage.
Trine
Daily * Arcane, Implement, Lightning You unleash an expanding circle of electricity from yourself.
Standard Action * Close Burst 3 Target: Each creature in the burst Attack: Charisma vs. Reflex Hit: 3d6 + Charisma modifier damage. Miss: Half damage.
2nd Level Utility Spells
Skill Duplication
Encounter * Arcane, Enemy Skill With a touch, you steal knowledge from your target, allowing you to be as capable as they are.
Minor Action * Adjacent creature Attack: Charisma vs. Will
-----Special: A willing target is automatically affected by this power. Hit: Pick one of the target's skill modifiers. You may use modifier in place of your own for your next skill check using that skill until the end of the encounter or 5 minutes.
Elemental Ward
Encounter * Arcane You just manage to erect a ward in time to protect yourself from an attack.
Immediate Interrupt * Personal Trigger: You are struck by an attack with the fire, cold, lightning, thunder, or acid keyword. Effect: You gain resistance to the triggering damage type equal to your Charisma modifier until the beginning of your next turn. If the power has multiple damage types, you gain resistance to one of them.
Just Close Enough
Encounter * Arcane, Teleportation With a sudden teleport, you jump adjacent to an enemy so you can duplicate his ability.
Immediate Interrupt * Personal Trigger: A creature within 3 squares makes an attack, or uses an at-will power or encounter power. Effect: You may teleport up to three squares, and must end adjacent to the triggering creature. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 25 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that triggered this power until the end of your next turn.
3rd Level Encounter Spells
Flame Thrower
Encounter * Arcane, Fire, Implement You unleash a blast of flame towards your foes.
Standard Action * Close Blast 3 Target: All creatures in the blast. Attack: Charisma vs. Reflex Hit: 1d8 + Charisma modifier damage and the target suffers ongoing 5 fire damage (save ends)
Shocking Blade
Encounter * Arcane, Lightning, Weapon You channel lightning through your weapon
Standard Action * Melee or Ranged Weapon Target: One creature Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) Hit: 2[W] + Strength (Melee) or Dexterity (Ranged) lightning damage
-----Secondary Attack: Strength vs. Fortitude (Melee) or Dexterity vs. Fortitude (Ranged)
-----Hit: The target is dazed until the end of your next turn.
5th Level Daily Spells
Mind Blast
Daily * Arcane, Implement Picking your target, youn unleash a blast of psychic energy to disable your foe.
Standard Action * Range 5 Target: One creature Attack: Charisma vs. Will Hit: 1d8 + Charisma modifier damage and the target is stunned and slowed (save ends both).
-----Blue Wizard: Deal an extra 1d8 damage and the target is slowed (save ends) and stunned (save ends). Miss: Half damage and the target is slowed until the end of your next turn.
Defenseless Blow
Daily * Arcane, Weapon With a single attack of your enhanced weapon, you obliterate your opponent's ability to defend himself.
Standard Action * Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) Hit: 2[W] + Strength (Melee) or Dexterity (Ranged) modifier damage and the target suffers a -2 penalty to AC (save ends).
-----Blue Warrior: The penalty to Ac is equal to yur Intelligence modifier (save ends). Miss: Half damage and the target suffers a -2 penalty to AC until the end of your next turn.
6th level Utility Powers
Big Guard
Daily * Arcane Channelling your power, you provide your allies with a magical defense.
Standard Action * Close Burst 5 Target: You and all allies within the burst. Effect: All targets within the burst gain a +2 bonus to defenses and Resist 5 all until the end of the encounter.
Arcane Vitality
Daily * Arcane, Healing You channel your power into yourself to restore your ability to fight on.
Standard Action * Personal Effect: You may spend a healing surge. Add your Charisma modifier to the damage healed.
Warded Mind
Encounter * Arcane You ward your mind just in time to protect you from an attack
Immediate Interrupt * Personal Trigger: You are hit by an attack against your Will defense. Effect: You gain a +2 bonus to your Will defense against the triggering attack.
Scan
Encounter * Arcane With a quick spelll you are able to learn what attacks your foe is capable of.
Minor Action * Range 10 Target: One creature Effect: You know all power available to the targetted creature. You gain a +2 bonus on skill checks made to learn powers from this creature.
7th Level Encounter Powers
Aqua Breath
Encounter * Arcane, Implement You open your mouth and unleash a wave of water to throw your foes back.
Standard Action * Close Blast 5 Targets: All creatures in the blast Attack: Charisma vs. Reflex Hit: 2d6 + Charisma modifier damage and the target is pushed 3 squares.
------Secondary Attack: Charisma vs. Fortitude
------Hit: The target is knocked prone.
Flash Blade
Encounter * Arcane, Weapon, Radiant Channeling radiant energy through your blade, you blind your opponent as your attack.
Standard Action * Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (Melee) or Dexterity vs. AC (Ranged) Hit: 1[W] + Strength (melee) or Dexterity (ranged) radiant damage and the target is blinded (save ends).
9th Level Daily Power
Aero
Daily * Arcane, Implement You unleash a small tornado upon your enemies.
Standard Action * Range 10 Burst 1 Target: All creatures in the burst Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier damage and the target is pushed 1 squares from the center of the burst.
-----Blue Wizard: The target is instead pushed 2 squares. Miss: Half damage.
-----Blue Wizard: Half damage and the target is pushed 1 square.
Shifting Tide of Battle
Daily * Arcane, Weapon You strike at all nearby foes, using wind to push them where you need them to be.
Standard Action * Close Burst 1 Target: All creatures in the burst Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage.
-----Blue Warrior: You may slide the target 1 square.
10th Level Utility Powers
Reactive Teleport
Daily * Arcane, Teleportation After getting struck, you teleport away to protect yourself from further injury.
Immediate Reaction * Personal Trigger: You are struck by an attack. Effect: You teleport your speed.
Borrowed Strength
Daily * Arcane, Healing You touch your ally and healing energy flows between you.
Minor Action * Melee Touch Effect: You can give the touched ally up to three of your healing surges, and they may immediately use one of them or the touched ally can give you up to two healing surges and you may immediately use one of them.
Taste Some of Your Own Medicine
Daily * Arcane, Teleportation, Enemy Skill Seeing your ally in danger, you swap places with him and take the attack, before reversing it towards your foe.
Immediate Interrupt * 6 squares Trigger: An ally within range is hit by an attack Effect:You and the ally swap places and you are automatically hit by the attack. You may make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power immediately, targetting the creature that triggered this attack.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Black Blade Strike
Encounter * Arcane, Weapon, Necrotic You channel the power of death through your weapon before you attack.
Standard Action * Melee Weapon Target: One creature Attack: Strength vs. Fortitude Hit: 1[W] + Strength modifier necrotic damage and the target takes ongoing 5 necrotic damage (save ends).
-----Blue Warrior: You deal an addtional 1[W] damage and the ongoing damage is 10 (save ends).
Sour Mouth
Encounter * Arcane, Implement, Poison You open your mouth and exhale a sickly burst of air that cripples those before you.
Standard Action * Close Blast 3 Target: All creatures in the blast Attack: Charisma -2 vs. Fortitude, Reflex, and Will
-----Blue Wizard: You gain a +2 bonus to hit. Hit (Fortitude): 1d6 + Charisma modifier poison damage and the target takes ongoing 5 poison damage (save ends). Hit (Reflex): 1d6 + Charisma modifier damage and the target is immobilized (save ends). Hit (Will): The target is dazed (save ends) and makes a basic attack against an adjacent ally.
15th Level Daily Spells
Beta
Daily * Arcane, Implement, Fire You let your inner power explode outward, incinerating everything within range.
Standard Action * Close Burst 5 Target: All creatures in the burst Attack: Charisma vs. Reflex Hit: 6d6 + Charisma modifier fire damage and the target suffers ongoing 5 fire damage (save ends). Miss: Half damage and no ongoing damage.
Frost Strike
Daily * Arcane, Cold, Weapon, Conjuration With a single hit, your freeze your opponent in a solid block of ice.
Standard Action * Melee Target: One creature Attack: Strength vs. Reflex Hit: 1[W] + Strength modifier cold damage.
-----Effect: You conjure a block of ice that fills the opponents square until the end of your next turn. The target is immobilized and can't make attacks. Creatures outside the block cannot attack the target, and the sphere blocks objects and creatures attempting to pass through it.
-----The block is automatically hit by attacks, has 100 HP, and has Vulnerable Fire 5.
-----Sustain Minor: If your attack was successful, you can maintain the sphere. It deals cold damage equal to your Strength modifier. Miss: 1[W] + Charisma modifier damage and the target is immobilized (save ends).
16th Level Utility Spells
Pearl Wind
Encounter * Arcane, Healing You unleash a healing wind to aid your allies
Standard Action * Close Burst 5 Target: All allies in the burst Effect: You spend a healing surge and all targets regain HP equal to your healing surge value + your Charisma modifier.
Mighty Guard
Daily * Arcane You erect a powerful set of defenses for your allies.
Standard Action * Close Burst 5 Target: You and all allies in the burst. Effect: All targets gain a +2 bonus to defenses, +1 speed, and Resist 5 All until the end of the encounter.
Rippler
Encounter * Arcane You reflect your foes effect right back at him.
Immediate Interrupt * Personal Trigger: You would be affected by a status effect or ongoing damage. Effect: You are not affected by the status effect and instead inflict the status effect on the triggering opponent.
Borrowed Defense
Encounter * Arcane Reaching out, you simply borrow somebodies defenses.
Minor Action * Range 5 Target: One creature. Attack: Charisma vs. Will
-----Special: A willing target may allow this target to automatically hit. Effect: You duplicate one of the creatures special defenses, such as resistance to a damage type or immunity to a damage type. This effect lasts until the end of the encounter or 5 minutes.
Libra
Daily * Arcane Weaving a symbol in the air, you gain instant understanding of your targets capability.
Minor Action * Ranged 10 Taret: One creature Effect: You know everything there is to know about the targetted creature stats, including it's current HP. You ae considered to have identified it for the purpose of learning it's techniques. You gain a +2 bonus to skill checks to learn powers from this monster. Sustain Minor: You may sustain this power until the end of the encounter. Each time your sustain this power, you may choose a new target for it.
17th Level Encounter Spells
Laser
Encounter * Arcane, Implement You fire a highly concentrated blast of magical energy at your foe.
Standard Action * Range 5 Target: One creature Attack: Charisma vs. Reflex Hit: 3d6 + Charisma modifier damage.
-----Blue Wizard: You instead deal 4d6 + Charisma modifier damage.
Revenge
Encounter * Arcane, Weapon, Reliable Focusing on the punishment you've taken, you unleash a similar fury upon your foe.
Immediate Interrupt * Melee Weapon Trigger: You are struck by a melee attack. Attack: Strength vs. AC
-----Blue Warrior: you gain a +2 bonus to hit. Hit: 1[W] + Charisma modifier damage and the target takes psychic damage equal to the amount of HP you are missing.
19th Level Daily Spells
Aero 2
Daily * Arcane, Implement You unleash a tornado upon your enemies.
Standard Action * Range 10 Burst 2 Target: All creatures in the burst Attack: Charisma vs. Reflex Hit: 5d8 + Charisma modifier damage and the target is pushed 3 squares from the center of the burst.
-----Blue Wizard: You instead push the target 6 squares. Miss: Half damage and the target is pushed 1 square from the center of the burst.
-----Blue Wizard: You instead push the target 3 squares.
Limit Blow
Daily * Arcane, Weapon Realizing your weakness, you unleash all your power in a single hit.
Standard Action * Melee weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and the target is stunned until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage.
-----Special: If you are bloodied, this deals an additional 3[W] damage. Miss: Half damage.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
White Wind
Daily * Arcane, Healing You unleash a powerful healing wind to restore you and your allies ability to fight.
Standard Action * Close Burst 5 Target: You and all allies in the burst. Effect: You spend 2 healing surges and all targets regain HP equal to you healing surge value + 5d6 + your Charisma modifier.
Angel Whisper
Daily * Arcane, Healing You bestow a gift of life upon a nearby ally.
Immediate Reaction * Range 10 Trigger: An ally within 10 squares is reduced below 0 HP or died within the last 3 rounds. Effect: The target is restored to life. They lose up 4 healing surges (Or all of them if they have less remaining), regain full HP, and are cured of all ongoing status effect.
I'll take That
Encounter * Arcane, Teleportation You teleport across the battle field just in time to learn your newest attack.
Immediate Interrupt * Range 10 Trigger: An ally is struck by an attack. Effect: You teleport adjacent to the enemy that struck your ally and can make a skill check using the skill associated with the triggering creatures type. The DC for this check is 20 + 1/2 the creatures level. Add +1 to the DC for every 10 levels the creature has (+1 at 11. +2 at 21, +3 at 31). If you succeed on this check, you may use the power that struck your foe 1 time in this encounter.
23rd Level Encounter Spells
Bad Breath
Daily * Arcane, Implement, Poison, Necrotic, Psychic, Zone Opening your mouth, you unleash a noxious cloud of gas that pervades the area
Standard Action * Close Blast 5 Target: All creatures in the blast Attack: Charisma vs. Fortitude, Reflex, and Will
-----Blue Wizard: You gain a +2 bonus to hit with this power. Hit (Fortitude): 1d6 + Charisma modifier necrotic damage and the target takes ongoing 5 poison damage (save ends), and is weakened (save ends). Hit (Reflex): 1d6 + Charisma modifier poison damage and the target is immobilized (save ends) and blinded (save ends). Hit (Will): 1d6 + Charisma modifier psychic damage and the target is stunned (save ends) and suffers a -2 penalty to saving throws (save ends).
Arcing Strike
Encounter * Arcane, Weapon, Lightning You strike your foe, and the lightning arcs away to other foes.
Standard Action * Melee Target: One creature Hit: Strength vs. AC (Melee)
Hit: 2[W] + Strength modifier lightning damage.
-----Blue Warrior: You deal an additional 1[W] damage.
-----Secondary Targets: 2 creatures within 5 squares of the primary target.
-----Secondary Attack: Strength vs. AC (Melee) or Dex vs. AC (Ranged)
-----Hit: 1[W] + Strength (Melee) or Dexterity (Ranged) modifier lightning damage.
25th Level Daily Spells
1000 Needles
Daily * Arcane, Implement You rain 1000 needles down against your foe.
Standard Action * Range 20 Target: One creature Attack: Charisma vs. Reflex
-----Blue Wizard: You gain a +4 bonus to hit Hit: 6d6 + Charisma modifier damage.
-----Sustain Minor: The target takes an additional 3d6 + Charisma modifier damage (save ends) Miss: Half damage.
Shadowed Blade
Daily * Arcane, Weapon, Necrotic Like a shadow, you blade slips through your foes defenses and wounds his soul.
Standard Action * Melee Target: One creature. Attack: Strength vs. AC Hit: 3[W] + Strength modifier necrotic damage and the target is weakened until the end of your next turn.
-----Blue Warrior: You deal an additional 1[W] damage and the target is weakened (save ends).
27th Level Encounter Spells
Storm Cannon
Encounter * Arcane, Implement, Lightning, Thunder, Force You unleash a thunderous blast of lightning and force to drive your foes back.
Standard Action * Close Blast 5 Target: All creatures in the blast Attack: Charisma vs. Reflex Hit: 4d6 + Charisma modifier lightning, thunder, and force damage and push the targets 2 squares.
-----Blue Wizard: You push the targets a number of squares equal to 2 + your Intelligence modifier.
Mindcrushing Strike
Encounter * Arcane, Weapon, Psychic Your attack strikes at your foes mind instead of his body.
Standard Action * Melee weapon Target: 1 creature Attack: Strength vs. Will Hit: 2[W] + Strength modifier psychic damage and the target is dazed until the end of your next turn.
-----Blue Warrior: you deal an additional 1[W] damage and the target is dazed (save ends).
29th Level Daily Spells
Aero 3
Daily * Arcane, Implement You unleash a tornado upon your enemies.
Standard Action * Range 10 Burst 3 Target: All creatures in the burst Attack: Charisma vs. Reflex Hit: 8d6 + Charisma modifier damage and the target is pushed 4 squares from the center of the burst.
-----Blue Wizard: You push the target 8 sqaures instead of 4. Miss: Half damage and the target is pushed 2 square from the center of the burst.
-----Blue Wizard: You push the target 4 sqaures instead of 2.
Black Blade of Disaster
Daily * Arcane, Weapon You weapon literally vaporizes the foe as you attack.
Standard Action * Melee weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier damage and the target suffers ongoing 10 damage (save ends). If the target saves it suffers ongoing 5 damage (save ends).
-----Blue Warrior: The target suffers ongoing 10 damage (save ends) and you can sustain this power.
-----Sustain Minor: The target takes 1[W] damage. Miss: Half damage and the target suffers ongoing 5 damage (save ends).
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Blue Magus That's a pretty impressive ability you have there. Let me show you how it's really done.
Prerequisites: Blue Mage, Blue Wizard or Blue Warrior class feature.
You are a Blue Magus, a master of taking your opponents skill and turning it against them.
Blue Magus Path Features Action Duplication (11th level): When you spend an action point, you gain 1 extra use of your Master of Many Skills power. Skill Mastery (11th level): When using a power learned using the Master of Many Skills class skill, you gain a +1 bonus to attacks rolls and +4 bonus to damage with that power. Fast Learner (11th level0: You gain a +2 bonus when making a skill check to learn a new power. Suprising Retaliation(16th level): When you are first bloodied in an encounter, you may immediately use the power or attack that bloodied you as a free action.
Encounter 11 - Mirroring Attack
Mirroring Attack
Encounter* Arcane, Implement You instinctively understand the nature of your opponent's attack and return the favor.
Standard Action * Range 5 Target: 1 creature Attack: Charisma vs. Reflex Hit:3d6 + Chasiam modifier damage. You may also inflict one status ailment (Immobilized, Stunned, Dazed, Blinded, etc) that has been dealt to an ally within 10 squares since your last turn (save ends).
Utility 12 - Talent Theft
Talent Theft
Daily * Arcane, Enemy Skill, Stance Touching your ally gently on the shoulder, you draw forth the knowledge of his most power abilities and turn them to your own use.
Standard Action * Melee Touch Target: Adjacent ally Effect: Choose on of your allies class features. You gain the use of that class feature until the end of the encounter or 5 minutes.
Daily 20 - Shadow Flare
Shadow Flare
Daily * Arcane, Implement You invoke a dire explosion from with a nearby foe.
Standard Action * Range 10 Target: 1 creature Attack: Charisma vs. Reflex Hit: 3d8 + Charisma modifier damage and the target is stunned (save ends).
-----Secondary Target: All creature adjacent to the primary target.
-----Secondary Attack: Charisma +2 vs. Reflex
-----Hit: 2d8 + Charisma modifier damage and the target is pushed 1 square away from the primary target. Miss: Half damage and the target is dazed until the end of your next turn.
Azure Blade
Azure Blade You may be better than me with that sword, but I've got a few tricks up my sleeve.
Prerequisites: Blue Mage, Blue Warrior class feature.
You are an azure blade, melding magic and melee together into a lethal art.
Azure Blade Path Features Azure Action (11th level): When you spend an action point, you gain a bonus to damage equal to 1/2 your level to all attacks made this round. Azure Riposte (11th level): An adjacent enemy who misses you with a melee attack takes damage equal to your Strength modifier.. Rebounding Assault(16th level): When you use your Second Wind, you may make an immediate attack with an at-will power. If this attack hits, you recieve a +4 bonus to your next attack.
Encounter 11 - Quick Strikes
Quick Strikes
Encounter * Arcane, Weapon You unleash with two rapid attacks.
Standard Action (Special) * Melee weapon. Special: This attack can be used as an opporutnity attack. Target: One creature Attack: Strength +2 vs. AC, two attacks Hit: 1[W] + Strength modifier damage per attack.
Utility 12 - Resurgence
Resurgence
Daily * Arcane, Healing You turn your magic inwards to heal your injuries.
Minor Action * Personal Effect: You may spend a healing surge.
Daily 20 - Arcane Strike
Arcane Strike
Daily * Arcane, Weapon You charge your weapon with powerful magic, then strike with all of your might.
Standard Action * Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength and Charisma modifier damage. If this attack bloodies the foe, they take an additional 5d4 damage. Miss: Half damage and no bonus damage for knockling the foe bloodied.
Cerulean Adept
Cerulean Adept I may not be a wizard, but you are making a mistake if you underestimate me.
Prerequisites: Blue Mage, Blue Wizard class feature.
You are a Cerulean Adept, a path that seeks it's strength through the power of magic.
Cerulean Adept Path Features Adept Qualifications (11th level): You are considered a wizard for the purpose of qualifying for feats and epic destinies. Cerulean Dissapearance(11th level): When you spend an action point, you may teleport 5 squares before of after the action. Magical Discharge(16th level): As long as you are capable of making opportunity attacks, two enemies within 2 squares of you take damage equal to your Charisma modifier at the end of your turn.
Encounter 11 - Matra Magic
Matra Magic
Daily * Arcane, Implement You unleash a burst of magical energy upon your foes.
Standard Action * Range 10 Burst 2 Target: All enemies within the burst. Attack: Charisma vs. Reflex Hit: 3d6 + Charisma modifier damage.
Utility 12 - Cerulean Mist
Cerulean Mist
Daily * Arcane, Conjuration, Psychic, Implement You create a cloud or cerulean mist that alters the perceptions of those who pass through it.
Standard Action * Wall 6 within 10 Effect: You conjure a cloud of mist that consists of contiguous squares filled with deep blue mist. It can be up to 6 squares long and 4 squares high. The wall lasts until the end of your next turn. Any creature that begins it's turn adjacent to the wall takes 1d4 + Charisma modifier psychic damage. Any creature who passes through the wall takes 3d4 + Charisma modifier psychic damage, and considers his allies as enemies for the purpose of opportunity attacks and flanking and he must take all possible oppotunity attacks that his allies trigger (save ends). The wall is considered difficult terrain. Sustain Minor: The wall persists.
Daily 20 - Nova
Nova
Encounter * Arcane, Implement, Fire You unleash a blazing pillar of fire around your loacation.
Standard Action * Close Burst 3 Target: All creatures in the burst. Attack: Charisma vs. Reflex Hit: 5d8 + Charisma modifier fire damage. Miss: Half damage.
Epic Destinies
Mimic
Mimic There is nothing you can't duplicate, and you want to duplicate everything.
Prerequisites: Blue Mage
As a mimic, you go where ever you need to to find something new to copy. Perhaps you possess an artifact that you guard, waiting for heroes and villains to come and try to take it so that you can copy their skills. Or maybe you live in a cave full of dangerous monsters, copying there abilities on a daily basis. Either way, you have the tendency to know the most suprising abilities, providing a never ending suprise in combat.
Route to Immortality
Immortality? That means even more time to find unique things to manipulate. Of course you're aiming for that. Of course, you're not much for doing things on your own. More likely you'll find a competent group of adventurers well on their way, and you'll tag along and duplicate their methods. No doubt this will lead you to one path of immortality or another.
Mimic Features Perfect Mimicry (21st level): You are permitted to have on power learned from your allies permantently learned. Expanded Skill Repertoire (24th level): You gain 2 extra uses of your Master of Many Skills class feature. Mimic Mastery (30th level): You may spend a minor action to prepare for mimicy. Until the beginning of your next turn, you copy every power used within 10 squares of you. You copy even the method of targetting. For example, if a wizard targets a scorching burst 3 squares in front of him, after his attack is finished, you target a schorching burst 3 squares in front of you. If a ranger fires an arrow at a target 5 squares in front of him and 1 square to his left, you magically create an arrow and fire it at a square in the same direction 5 squares in front of you and 1 square to your left, making an attack if a creature is present in this location.
Utility 26 - One Step Ahead of You
One Step Ahead of You
Encounter * Arcane, Enemy Skill You take one look at an opponent, then charge up and hit him with HIS best attack.
Minor Action * Range 10 Target: One creature within range Effect: Choose one of the creatures attacks or powers. Until the end of the encounter, you may use that power.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Improved Knowledge Prerequisites: Blue Mage, Wis 13 Benefit: The bonus to defenses provided by your I Know That Trick class feature improves to +4
Knowledgeable Reinvigoration Prerequisites: Blue Mage, Con 13 Benefit: When you use the Master of Many Skills class skill to successfully copy a power, you regain a number of HP equal to 1/2 your level.
Blue Adept [Multiclass] Prerequisite: Charisma 13 Benefit: Choose a Blue Mage Tactics class feature. You are considered to have this class ability for the purpose of selecting paragon paths.
You gain the ability to use the Master of Many Skills class feature once per day. You may not permanently learn enemy powers.
Paragon Feats
Blue Mage Durability Prerequisites: Blue Mage Con 13, Wis 13 Benefit: You gain 2 additional healing surges.
Blue Warrior Mastery Prerequisites: Blue Mage, Blue Warrior class feature Benefit: You gain a +1 damage with a single weapon of your choice. Additionally, you gain a +2 feat bonus to skill checks made to learn melee powers and attacks. Special: You may not have the feats Blue Wizard Mastery or Hybrid Style.
Blue Wizard Mastery Prerequisites: Blue Mage, Blue Wizard class feature. Benefit: You gain the ability to use one wizard cantrip as an at-will power. Additionally, you gain a +2 feat bonus to skill checks made to learn ranged powers and attacks.
Hybrid Style Prerequisites Blue Mage Benefit: You gain full benefit when using Blue Mage powers, as though you had both the Blue Wizard and the Blue Warrior class features.
Edit History
07/22/08 - - 4:30 PM
-----First posting
-----Level 1 and 2 powers added.
07/22/08 - - 6:00 PM
-----Changed Freezing Blast from Blast 5 to Blast 3
-----Added Dexterity options to all ranged weapon attacks.
07/22/08 - - 7:00 PM
-----Added the text pertaining to the Enemy Skill keyword.
07/22/08 - - 9:00 PM
-----Added the At-Will powers Shockwave Strike and Lightning Burst
-----Moved Ranged Talent and Melee Talent to At-Will Class Features.
07/23/08 - - 5:30 PM
-----Changed Mystic Strike to only ever add +1 to hit.
-----Added 5th-9th level powers
07/24/08 - - 3:00 AM
-----Added 10-19th level powers.
07/24/08 - - 3:20 PM
-----Added epic powers
-----Modified the talents to work on a tier system as suggested.
Spoiler:
DC to learn an At-Will - 15 + 1/2 enemies level
DC to learn and Encounter - 20 + 1/2 enemies level
DC to learn a Daily or recharge - 25 + 1/2 enemies level.
07/25/08 - - 1:00 AM
-----Added a paragon path and an epic destiny
07/26/08 - - 6:23 PM
-----Added two new paragon paths, the Azure Blade and the Cerulean Adept
-----Spelling corrections
-----Changed Black Blade of Destruction from 4[W] to 3[W]
-----Added the Utility Power 6 Scan
-----Added the Utility Power 16 Libra
07/26/06 - - 10:48
-----Removed the section from Implements that added weapon or implement enhancment bonus to enemy skills.
-----Lightning Burst's attack penalty now lasts until end of your next turn.
-----Shockwave Strike is now a Blast 2 instead of a Blast 3
-----Elemental Ward now protects from a single element from the attack instead of all the elements.
-----Just Close Enough has been rewritten to work properly now.
-----Laser now does 3d6 damage instead of 4d6.
-----Spark Spin now does 5 ongoing fire damage.
-----Damage on all 5th level Daily powers was doubled.
07/31/06 - - 10:00 PM
-----Increases Healing Surges by 2
-----Removed Insight from the Class skills
-----Added Bluff and Athletics to the class skills.
-----Changed the Range on Lightning Burst to 5 Burst 1
-----Moved Daily Talent from Daily 1 Spells to Daily 5 spells
-----Added the Power Baleful Blast to Daily 1.
-----Added the power Double Slash to Daily 1
-----Added the power Fearful Blade to Daily 5
-----Changed Aquabreath from pushing 4 to pushing 3
-----Removed the Miss effect from Encounter 7 Acid Blow
-----Added the power Searing Blade to Daily 9
-----Added the power Rain of Blades to Daily 15
-----Added the power Fanning the Flame to Encounter 13
-----Reduced the damage of Encounter 17 Earth Shaker from 5d6 to 4d6.
-----Changed the Encounter 17 power Earth Shaker to target you as well as all creatures in the burst.
-----Changed the Encounter 23 power Condemned to have a -2 penalty to the attack roll.
-----Changed the Dailoy 25 power 1000 Needles to deal 6d6 damage instead of 8d6, sustain for 3d6 instead of 4d6, and have a -3 penalty to saving throws to end the sustain effect.
-----Added the Daily 25 power Blinking Shadows
-----Changed the Encounter 27 power Nova to deal 4d8 damage instead of 6d8
-----Changed the Daily 29 power Doppleganger Attack to have a +2 to each attack.
-----Changed the feat Hybrid Style to offer a bonus to hit to Blue Wizards instead of a weapon proficiency.
8/14/08 - - 5:00 PM
-----Added a line in the Enemy Skill keyword clarifying how Encounter Powers with Recharge work for you.
-----Added a paragrpah to the Enemy Skill Keyword explaining how stolen powers and the skill that stole them occupy the same "power slots"
-----Changed the name of Daily 1 Baelful Blast to Baleful Strike.
-----Changed Utility 2 Skill Duplication to have a duration of the encounter or 5 minutes.
-----Changed Encounter 3 Laser to deal 4d6 damage instead of 3d6.
-----Changed Daily 9 Trine from dealing 3d8 to dealing 3d10
-----Changed Utility 16 Borrowed Defenses to add a duration of the encounter or 5 minutes.
-----Clarified the effects of Utility 16 Libra
-----Changed Daily 19 Exploder ot have a +2 to hit and deal 3d6 + Charisma HP. A miss ow deals just half damage
-----Changed Blue Magus Utility 12 Talent Theft to add a duration of the encounter or 5 minutes.
-----Changed Azure Blade Daily 20 to deal 3[W] instead of 2[W]
8/30/08 - - 11:01
I completed a massive rewrite of the class based on suggestions from both Enworld and Gleemax. I removed about half of the powers and clearly differentiate benefits based on your chosen tactic. I moved several of the lost powers into the paragon paths. Further more, all ability to learn skills have been moved to class features and a multi-class character can only use this feature 1/day. I created a spellbook feature that can store up to 20 enemy "spells" for the blue mage for future use and permitted them to permanently learn enemy powers after a short rest if they copied them in the previous encounter. Alied powers can still be copied, but only for the encounter. Finally, since the ability to permanently learn powers was moved to the main class, I altered the Mimic Epic Destiny.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Surely somebody has something to say. Anyways, I've got a paragon path and and epic destiny up now.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
You have alot of material here...well presented as far as formatting and post management.. You could use a spell check on the material tho.
As to the class itself... frst off, I don't have much expereince yet with the ruleset so I may be off in my analaysis..
It looks like this is the perfect Sword-Sage class and is hands down better than playing either a fighter or a mage...
I dont like the concept of the blue mage being able to duplicate *any* power, regardless of source. Perhaps limit to being able to duplicate only Arcane powers at first, then have feats/paths that open up duplicating 'natural' monster abilities.
I also think you need to have your first post explain how the blue mage schtick works with this class instead of forcing folks to read through the entire class description.
The level 29 power, Black Blade of Disaster, jumped out at me as being too much.
Maybe someone with a better eye for the 4e system will take the time to un-sblock some stuff here.
__________________
"Words take on strange and wonderful powers when they are written down.
Context and intonation disappear, and the words sit in a void to be construed according to the mood, intelligence and socio-political leanings of the reader."
--- Siri Agrell
Yeah, I could use a spell check. And I'll knock 1[W] off of Black Blade of Disaster. Sound reasonable?
Any suggestions for making less of a "hands down better than a fighter or a mage"?
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Location: Halfway between the gutter and the stars.
Posts: 339
Skimming over it it seems to be rather strong, if only because it has such high versatility and isn't limited by role. Using enemy powers in any capacity is highly suspect as well. The powers individually don't seem to bad, none jump out at me as being too powerful, at least in a class with an appropriate role...
Is this intended to be compatible with 4e, or are you making a standalone Final Fantasy game? If it's the latter, balance is going to be an entirely different question.
I'd like it to be viable in a standard 4th edition game.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
The Azure Blade - For a melee specialist
The Cerulean Adept - For the spell specialists.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
I like the idea immensely. Way unbalanced compared to the base classes, at least from what I've gotten through so far. It would probably be ok if your party had the fan-created Dragoon, though. They're about on the same level, as far as I can tell. But if you want to run 4E straight, here's a few suggestions:
1) Take the +1 bonus off of Blue Warrior. She's already getting the +2 or +3 proficiency. That oughta be plenty.
2) She only gets the weapon enhancement bonus if the copied power has the Weapon keyword and then not the implement option. Everything else is implement-only
3) Any at-will powers copied REPLACE one currently-known at-will. This gets crazy with a human.
4) Lightning Burst needs some kind of duration, preferably "until the end of your next turn"
5) Shockwave Strike - 1 square. This is an at-will, don't go nuts.
6) Monster powers are not on the same curve as PC powers. Drop Encounter and Daily Talent, and allow Melee and Ranged to pick up any power so you can only have one copied at a time. And while I'm at it, make Melee and Ranged Talent so that they're Encounter powers and then you use either one or the other, like the Channel Divinity or Artificer's current Healing Infusion.
7) Elemental Ward - one type. Gaining multiple resistances at the same time is way overkill.
8) I'm not sure you can take an immediate interrupt and an immediate reaction in the same round, but I may be wrong about this. If I'm right, Just Close Enough won't work.
9) Knock a couple d6s off of Laser. Add another dice to Spark Spin or some ongoing damage. It's barely as good as Scorching Burst as its written now.
10) All your 5th levels need to be 2[W]
And that's as far as I got. As much as I ripped that up, it's a freaking awesome design and would love to see it on the wiki in a more friendly format.
That +1 is to demonstrate that it is a fighting focused choice. Otherwise, the class ability is only equal to a feat. It sounds a bit weak without it.
I'm going to remove the enhancment bonus being added to enemy skills entirely. I had forgotten that monsters are already considered to have magical bonuses added into their numbers, so it's overkill.
Why would the at-will powers replace a currently known power? They are only temporary unless you expend healing surges to maintain them.
Lightning burst is a mistake. It now lasts until the end of your next turn.
Is Close Blast 2 low enough for Shockwave Strike? Also changed it to target AC since it has the Weapon keyword.
I haven't seen any monsters that have attacks beyond what a PC of their level could obtain. Since the Talent powers are a primary feature of the class, I'm loath to remove them entirely. I could see pushing them back most of the tier though and applying some kind of penalty to using the copied attacks. Could you mention any particualr monster powers that seem to much?
Elemental Ward now only protect from a single element.
You are right. Just Close Enough Doesn't work as written. I've rewritten it to work properly.
Laser is knocked down to 3d6 to be comparable to the Warlock Encounter 3 power Fiery Bolt. Additionally, as per your suggestion, Spark Spin does ongoing 5 fire damage.
I've double the damage die of all 5th level Dailies as you've suggested
I appreciate your comments and welcome any more suggestions you have in addition to awaiting your answers to my questions?
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
The reason I have the new at-will replace the current one is because (and I now see I didn't write this down), the healing surge mechanic isn't good as it's written now. CON is not a primary stat and you're already required to have good CHA and at least DEX or STR, maybe both, so you'll get 7, maybe 8 healing surges? If you're going to play frontline warrior with your sword and melee copies, you're going to need way more surges just to do your job. Look at the paladin - he's got the most surges because his Lay on Hands burns them like crazy. Losing 1 surge to not heal out of that few is going to make your workday a lot shorter; any more to hold on to better powers is suicide.
So you could give the Blue Mage, say.. 10 + CON modifier, maybe even 12. That would be a quick fix, although you'd have to play with the number to give it a good fit. Your other option, and better, in my opinion, is to have the copied powers replace current ones, at least for the At-Wills, to maintain balance. Not so much required for the Encounters.. go ask a half-elf about that. Dailies.. I have a feeling giving characters access to an extra Daily power is going to be problematic due to their potency... but since the Daily Talent does no damage, I guess it's ok.. but if you steal it and don't use it almost immediately, you're going to have to burn a surge to keep it.. OK, what I would do is set it up kinda like multiclassing, where you can pick up the Encounter Talent at 3 and Daily at 5, and then change the Enemy Skill keyword so that it replaces a current power until an extended rest or you choose to ditch it. You could then have a low-level Ritual (Retain Enemy Skill) that allows you to retain your swapped powers overnight? Maybe a feat? And still give it a few more healing surges.
Shockwave Strike's 'INT modifier squares' is just too good for an at-will. It needs to be a one-square slide or push.
Overpowered NPC powers.. well, look at the level 4 Young Black Dragon's breath weapon. 1d12+3 acid damage, plus 5 ongoing AND -4 AC(save ends)! No PC has anything even CLOSE to that at level 4, let alone as a recharging power! That's meant for 1 monster to use against a bunch of PCs for one fight, not your Blue Mage to run around with using over several battles AND having 4 other friends. Maybe the Mage gets recharging powers as Encounter powers or even Daily powers?
Part of the point of using healing surges is that they are of limited supply. If you burn all your surges to maintain enemy powers you run out of healing. At which point your risking your own death. And if you consitently require the party to rest for your benefit, the DM and the party will be likely to get on to you for it. The resource management of maintaining powers outside your normal selection is part of the reasource management. Unless you push Constitution, you likely can't afford to maintain more than a single power, maybe 2. I could see pushing to 8 surges though. You are right though, that the exact number needs playtesting.
Second, outside the at-will talents, the others are essentially, replacing themselves. Each states that if you use it again, you lose the stolen power. And you'll have to select the encounter and daily talent as your daily and encounter power, so there is no net gain of powers. And the at-will talents only allow the use of the power until you use them again, so no net gain of powers there either.
Shockwave Strike was patterned off of the wizard at-will Thunderwave which pushes Wisdom modifier squares. How is it broken? Double so since Intelligence is not a primary stat.
As for the dragon breath, encounter powers with a recharge are learned through the use of your Daily Talent, which requires a higher skill check than the encounter or at-will talents. Assuming you are level 4 with an (optimistic) 16 Intelligence and training in Arcana, you have a +10 to the skill check vs. a DC 27 Arcana check to learn the ability. Thanks to suggestions by Aluman on the gleemax boards, it is very difficult to learn the daily and encounter recharge powers of creatures of your level. In contrast you need a DC 22 to get ordinary encounter powers with Encounter Talent and a DC 17 to At-Will powers with your class feature talents. Assuming you make this impressive skill check, you get to use the dragons breath as a daily power this battle, that will recharge only suring this encounter, or spend a healing surge to have it as a daily power for the day. You can contiue to spend this healing surge to keep it as a daily power for as long as you want. Either way, it is always a daily power. However, it is certainly on the strong side. Perhaps delaying Daily Talent to 5th level would work?
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
Pretty big update today. Changed 11 powers, added 7 powers, added 2 more healing surges, and altered the class skills. Most of the added powers were weapon based, as I noticed a real lack of weapon options at many levels.
Unless somebody wants to comment on the balance of the powers and abilities, I'll likely declare this class finished.
07/31/06 - - 10:00 PM
-----Increases Healing Surges by 2
-----Removed Insight from the Class skills
-----Added Bluff and Athletics to the class skills.
-----Changed the Range on Lightning Burst to 5 Burst 1
-----Changed Daily Talent from Daily 1 Spells to Daily 5 spells
-----Added the power Baleful Blast to Daily 1.
-----Added the power Double Slash to Daily 1
-----Added the power Fearful Blade to Daily 5
-----Changed Aquabreath from pushing 4 to pushing 3
-----Removed the Miss effect from Encounter 7 Acid Blow
-----Added the power Searing Blade to Daily 9
-----Added the power Rain of Blades to Daily 15
-----Added the power Fanning the Flame to Encounter 13
-----Changed the damage of Encounter 17 Earth Shaker from 5d6 to 4d6.
-----Changed the Encounter 17 power Earth Shaker to target you as well as all creatures in the burst.
-----Changed the Encounter 23 power Condemned to have a -2 penalty to the attack roll.
-----Changed the Daily 25 power 1000 Needles to deal 6d6 damage instead of 8d6, sustain for 3d6 instead of 4d6, and have a -3 penalty to saving throws to end the sustain effect.
-----Added the Daily 25 power Blinking Shadows
-----Changed the Encounter 27 power Nova to deal 4d8 damage instead of 6d8
-----Changed the Daily 29 power Doppleganger Attack to have a +2 to each attack.
-----Changed the feat Hybrid Style to offer a bonus to hit to Blue Wizards instead of a weapon proficiency.
__________________
Quotes
The Reaper is always just a step behind me . . .
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage
You're a necromancer, it's undead. To the party you're a bomb disposal expert in this situation: If they see you running, they should try and keep up. - pwatson1974
Know the one thing I miss about 2nd ed.? Oversized Holy Symbol as a weapon. Nothing like showing people your faith, by bludgeoning them to death with it. - MysteryGilgamesh
Fast movement is nifty like finding a dollar on the ground. Pounce at first level is nifty like beating up the guy who found the dollar and taking that and all his other money. - Caelic
"Show me something that Beats a Natural 20, and i'll show you Hateful Lies!!!" ~~ Red Mage