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Custom Class: Shinigami
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<blockquote data-quote="deathdonut" data-source="post: 4169855" data-attributes="member: 62072"><p>Help!</p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p></p><p><strong>Shinigami</strong></p><p></p><p>Role: Defender</p><p>Power Source: Arcane/Martial hybrid</p><p>Key Abilities: Strength, Dexterity, Intelligence</p><p></p><p>Armor Training: None</p><p>Weapon Proficiencies: Any single weapon (henseforth your Zanpakuto).</p><p>Bonus to Defense: +2 to Armor Class</p><p></p><p>Hit Points at 1st level: 15 + Constitution</p><p>Hit Points Gained per Level: 6</p><p>Healing Surges: 9 + Con Modifier</p><p></p><p>Trained Skills: 4</p><p>Skill Modifiers: None</p><p>Class Skills: Arcana (int), Endurance (Con), Heal (Wis), Diplomacy (Cha)</p><p></p><p></p><p><strong>Class Features</strong></p><p>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.</p><p></p><p>Defensive Fighting - While wielding your Zanpakuto, you are always considered to have a heavy shield.</p><p></p><p>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.</p><p></p><p>Intervene</p><p>Shinigami - Feature</p><p>You interpose yourself between an ally and his attacker. </p><p>Encounter - Melee, weapon </p><p>Immediate Interrupt, Melee </p><p>Trigger: An an attack that does not target you hits an ally adjacent to you. </p><p>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. </p><p></p><p></p><p><strong>At Will Powers</strong></p><p></p><p>Passing Strike</p><p>Shinigami - Attack 1</p><p>You swap places with your opponent, gaining positional advantage.</p><p>At-Will - Martial, Weapon</p><p>Standard Action, Melee</p><p>Target: 1 creature </p><p>Attack: Melee vs AC</p><p>Hit: 1d10+4 and you swap places if your opponent is of your size or smaller. </p><p> </p><p></p><p>Debilitating Strike </p><p>Shinigami - Attack 1</p><p>Your attack leaves your opponent bloodied and disoriented.</p><p>At-Will - Martial, Weapon</p><p>Standard Action, Melee</p><p>Target: 1 creature</p><p>Attack: Melee vs AC</p><p>Hit: 1d10+4 and the target takes a -2 penalty on all attack rolls until your next turn.</p><p></p><p></p><p><strong>Encounter Powers</strong></p><p></p><p>Restrain</p><p>Class - Attack 1</p><p>Bindings of spirit energy restrain the target's arms.</p><p>Encounter - Arcane</p><p>Standard Action - Range 10</p><p>Target: 1 humanoid</p><p>Attack: Int vs Will</p><p>Hit: Target is unable to attack until the end of your next turn.</p><p></p><p></p><p><strong>Daily Powers</strong></p><p></p><p>White Lightning</p><p>Class - Attack 1</p><p>Lightning bolts fly from your fingers frying your foe!</p><p>Daily - Arcane</p><p>Standard Action </p><p>Target: One creature</p><p>Attack: Int vs Reflex</p><p>Hit 3d8+4 and target is knocked prone.</p><p>Miss: Half damage and target is not prone.</p></blockquote><p></p>
[QUOTE="deathdonut, post: 4169855, member: 62072"] 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? [b]Shinigami[/b] 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) [b]Class Features[/b] 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. [b]At Will Powers[/b] 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. [b]Encounter Powers[/b] 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. [b]Daily Powers[/b] 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. [/QUOTE]
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