deathdonut
First Post
Help!
I plan to start a new campaign in June, but have been running a few pre-release games in the meantime to give my players a taste of the new mechanics. Unfortunately (or fortunately), one of my players is extremely excited about the idea of playing a character in the style of the Shinigami from the manga/anime Bleach. I'm all about doing whatever possible to let my players play the type of character they envision, so given the current lack of Swordmages, I decided to put together something that would fit. Yes, I realize that this might work well as a paragon path, but the guy has no desire to play through 10 levels of that are stylistically dissimilar to what he really wants.
Regardless of whether you're familiar with the theme material, how does the following look balance-wise for a level 1 class and power set?
Shinigami
Role: Defender
Power Source: Arcane/Martial hybrid
Key Abilities: Strength, Dexterity, Intelligence
Armor Training: None
Weapon Proficiencies: Any single weapon (henseforth your Zanpakuto).
Bonus to Defense: +2 to Armor Class
Hit Points at 1st level: 15 + Constitution
Hit Points Gained per Level: 6
Healing Surges: 9 + Con Modifier
Trained Skills: 4
Skill Modifiers: None
Class Skills: Arcana (int), Endurance (Con), Heal (Wis), Diplomacy (Cha)
Class Features
Zanpakuto - If you ever lose your Zanpakuto, you may reform one from your spirit energy by spending a standard action and a healing surge. No one but you may wield your Zanpakuto.
Defensive Fighting - While wielding your Zanpakuto, you are always considered to have a heavy shield.
Challenge of Equals - When you make an attack, you may mark the enemy. Any attack by the marked enemy that does not include you provokes an opportunity attack from you. Any attack by you that does not include the marked opponent provokes an opportunity attack from the marked enemy. Only one mark per enemy, new marks supersede old marks. You may not mark more than one enemy at a time.
Intervene
Shinigami - Feature
You interpose yourself between an ally and his attacker.
Encounter - Melee, weapon
Immediate Interrupt, Melee
Trigger: An an attack that does not target you hits an ally adjacent to you.
Effect: Opponent rerolls the attack with you as the target instead of the ally. If more than one ally is targeted by a single attack, you replace only one target adjacent to you and the other attack rolls remain unchanged.
At Will Powers
Passing Strike
Shinigami - Attack 1
You swap places with your opponent, gaining positional advantage.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs AC
Hit: 1d10+4 and you swap places if your opponent is of your size or smaller.
Debilitating Strike
Shinigami - Attack 1
Your attack leaves your opponent bloodied and disoriented.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs AC
Hit: 1d10+4 and the target takes a -2 penalty on all attack rolls until your next turn.
Encounter Powers
Restrain
Class - Attack 1
Bindings of spirit energy restrain the target's arms.
Encounter - Arcane
Standard Action - Range 10
Target: 1 humanoid
Attack: Int vs Will
Hit: Target is unable to attack until the end of your next turn.
Daily Powers
White Lightning
Class - Attack 1
Lightning bolts fly from your fingers frying your foe!
Daily - Arcane
Standard Action
Target: One creature
Attack: Int vs Reflex
Hit 3d8+4 and target is knocked prone.
Miss: Half damage and target is not prone.
I plan to start a new campaign in June, but have been running a few pre-release games in the meantime to give my players a taste of the new mechanics. Unfortunately (or fortunately), one of my players is extremely excited about the idea of playing a character in the style of the Shinigami from the manga/anime Bleach. I'm all about doing whatever possible to let my players play the type of character they envision, so given the current lack of Swordmages, I decided to put together something that would fit. Yes, I realize that this might work well as a paragon path, but the guy has no desire to play through 10 levels of that are stylistically dissimilar to what he really wants.
Regardless of whether you're familiar with the theme material, how does the following look balance-wise for a level 1 class and power set?
Shinigami
Role: Defender
Power Source: Arcane/Martial hybrid
Key Abilities: Strength, Dexterity, Intelligence
Armor Training: None
Weapon Proficiencies: Any single weapon (henseforth your Zanpakuto).
Bonus to Defense: +2 to Armor Class
Hit Points at 1st level: 15 + Constitution
Hit Points Gained per Level: 6
Healing Surges: 9 + Con Modifier
Trained Skills: 4
Skill Modifiers: None
Class Skills: Arcana (int), Endurance (Con), Heal (Wis), Diplomacy (Cha)
Class Features
Zanpakuto - If you ever lose your Zanpakuto, you may reform one from your spirit energy by spending a standard action and a healing surge. No one but you may wield your Zanpakuto.
Defensive Fighting - While wielding your Zanpakuto, you are always considered to have a heavy shield.
Challenge of Equals - When you make an attack, you may mark the enemy. Any attack by the marked enemy that does not include you provokes an opportunity attack from you. Any attack by you that does not include the marked opponent provokes an opportunity attack from the marked enemy. Only one mark per enemy, new marks supersede old marks. You may not mark more than one enemy at a time.
Intervene
Shinigami - Feature
You interpose yourself between an ally and his attacker.
Encounter - Melee, weapon
Immediate Interrupt, Melee
Trigger: An an attack that does not target you hits an ally adjacent to you.
Effect: Opponent rerolls the attack with you as the target instead of the ally. If more than one ally is targeted by a single attack, you replace only one target adjacent to you and the other attack rolls remain unchanged.
At Will Powers
Passing Strike
Shinigami - Attack 1
You swap places with your opponent, gaining positional advantage.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs AC
Hit: 1d10+4 and you swap places if your opponent is of your size or smaller.
Debilitating Strike
Shinigami - Attack 1
Your attack leaves your opponent bloodied and disoriented.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs AC
Hit: 1d10+4 and the target takes a -2 penalty on all attack rolls until your next turn.
Encounter Powers
Restrain
Class - Attack 1
Bindings of spirit energy restrain the target's arms.
Encounter - Arcane
Standard Action - Range 10
Target: 1 humanoid
Attack: Int vs Will
Hit: Target is unable to attack until the end of your next turn.
Daily Powers
White Lightning
Class - Attack 1
Lightning bolts fly from your fingers frying your foe!
Daily - Arcane
Standard Action
Target: One creature
Attack: Int vs Reflex
Hit 3d8+4 and target is knocked prone.
Miss: Half damage and target is not prone.