Custom Class - Unarmored Defender

deathdonut

First Post
Thanks to everyone who gave me feedback on my Shinigami write-up earlier.

This is my edited version and I think it incorperates everything I tried to catch the spirit of the class and the balance and style of 4e.

Yes, I realize that it is difficult to write up a new and balanced class given what we know, but this stuff is a blast for me and hardly wasted time even if I scrap it.

As a little background, I made this class to fill the need of an Unarmored Defender style fighter/mage that one of my players is DEADSET on playing. Since we're starting the campaign in June, I can't wait on the Swordmage from FR. I considered magiking up some invisible platemail for him or something similar, but in the end, decided I could design something playable that better fit the style he wants to play. If you're unfamiliar with the Bleach manga/anime, this may seem like an odd style, but don't worry about the fluff here. It's his style and I'd let my players play an enchanted Sherman Tank if that's what would be enjoyable to them!

Please feel free to critique, comment, use or add to this! I still have a couple months to adjust things and have a pretty thick skin. :)


Shinigami


General (and incomplete) description:
The Shinigami is a spirit warrior trained to protect the innocent and bring rest to otherwise restless spirits. They are trained to fight with an extension of their own souls and harness spirit energy through arcane rituals. Protected by no armor other than their ceremonial uniforms and their own riatsu, they rely on quickness and intelligence to survive.


Primary Ability Scores: Strength and either Intelligence or Dexterity.

Role – Defender
Power Source – Martial / Arcane Hybrid (Yes, I know, hybrid)

Defensive Bonus - +2 AC
Starting HP – 14 + Con
HP per Level – 6
Healing Surges – 12 + Con Mod (The extra 2 is a class feature to help compensate for AC)

Weapon Proficiencies: Katana
Armor Proficiency: None

Trained Skills – 4 chosen from: Acrobatics (Dex), Arcana (int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Stealth (Dex)

Zanpakuto - The Zanpakuto is a weapon formed from the Shinigami's spirit energy. No one but the Shinigami may use this weapon and it sublimates if it leaves the Shinigami's sight. This weapon grows in power with the Shinigami (beyond the scope of this description).
Shinigami can forge a Katana out of spirit energy. This takes 1 standard action and a healing surge.​
The Zanpakuto acts as a heavy shield in addition to a 2-handed weapon and grants all appropriate benefits.​
The Zanpakuto acts as a spell implement when casting spells.​

Defensive Fighting – When wielding their Zanpakuto, Shinigami’s are always assumed to have a heavy shield.

Combat Superiority – Receive a +2 bonus to Opportunity Attacks. If you hit someone during a movement action, it is interrupted.

Challenge – If you make a melee attack, you may mark that enemy as Challenged. If the marked target attempts to shift away from you or makes any attack that does not include you as a target, you may immediately make an opportunity attack. There may only be one mark per enemy. New marks supersede old marks.

Intervene
You interpose yourself between an ally and his attacker.
Encounter - Melee, weapon
Immediate Interrupt, Melee
Trigger: An attack that does not target you hits an ally adjacent to you.
Effect: Opponent re-rolls 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.

Specialty – All Shinigami are allowed to specialize in one of the following styles.
Kido Specialist – When casting spells, you do not grant opportunity attacks.​
Shunpo Specialist – As a movement action, you may shift a number of squares equal to your Dexterity bonus.​
In addition to the above bonuses, some powers may grant bonuses to some specialists.




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: [W] + STR damage and you swap places with your opponent if he 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: [W] + STR damage and the target takes a -2 penalty on attack rolls until your next turn.


Testing the Waters
Shinigami - Attack 1
You cautiously test your opponent’s strength.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs. AC
Hit: [W] damage.
Effect: You receive a +2 power bonus to your AC until the beginning of your next turn.


White Lightning
Shinigami - Attack 1
White lightning shoots from your fingertips, frying your opponent.
At-Will – Arcane
Standard Action, Ranged
Target: 1 creature within 10 squares.
Attack: INT vs. Reflex
Hit: 1d8 + INT lightning damage.




Encounter Powers

Sho Thrust
Shinigami – Attack 1
A barrage of spirit energy slams into your opponent.
Encounter – Arcane
Standard Action – Range 10
Target – 1 Creature
Attack – Int vs. Fort
Hit: 2d8 + Int damage and target is pushed 2 squares.
Kido Specialists: Target is pushed 1 + Int Bonus squares instead.


Sai Restrain
Shinigami - 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: Until the end of your next turn, the target is unable to attack.
Kido Specialists: The target also grants combat advantage.


Blinding Assault
Shinigami - Attack 1
Your assault is faster than the eye can follow.
Encounter - Martial
Standard Action
Target: 1 target within 5 squares.
Attack: Melee vs AC
Effect: You may shift up to 5 squares and make an attack roll against an adjacent target.
Hit: [W] + Str damage
Shunpo Specialists: You may add your Dex bonus to both the attack and damage rolls.


Dual Attack
Shinigami - Attack 1
You assault your opponent from both all angles!
Encounter - Martial
Standard Action
Target: 1 creature
Attack: Melee vs AC
Effect: Make two attack rolls and take the higher of the two.
Hit: 2[W] + Str damage
Shunpo Specialists: You may make 3 attack rolls instead of 2.




Daily Powers

Shot of Red Fire
Shinigami – Attack 1
A powerful ball of fire slams into your opponent.
Daily – Arcane
Standard Action – Range 20
Target – 1 Creature
Attack – Int vs. Reflex
Hit: 3d8 + Int damage and target is knocked prone.
Miss: Half damage and target is not knocked prone.


Flurry of Blows
Shinigami – Attack 1
You fly into a blurring whirlwind of attacks!
Daily – Martial
Standard Action – Melee
Personal Effect
Effect: You may immediately make up to 3 basic melee attacks.
 

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I swear all Shinigami in bleach can or can learn to shunpo, if this is true you could adapt it using rule similar to the spider jump presented here

Shunpo Specialist could give you a bonus to this.

Also a Zanpakuto doesn't dissapear when out of sight and doesn't need to be reformed continuously or it shouldn't unless broken...
 

ShadowyFigure said:
I swear all Shinigami in bleach can or can learn to shunpo, if this is true you could adapt it using rule similar to the spider jump presented here

Shunpo Specialist could give you a bonus to this.
Absolutely! I really want to save some of the more signature abilities for later levels though. Things like Flash Step will need to be split out into offensive and defensive maneuvers. Likewise, the ability to jump super-high, walk on air and what amounts to teleportation will be implemented at higher levels where they are appropriate.

You'll also note that I haven't put anything in here about Bankai or even unleashing the Zanpakuto yet. We have alot of information about level 1, so I wanted to limit things to that. As we see more info about higher level abilities, I'll implement level appropriate things.

Based on what you mention, I would probably allow an occasional teleport-attack fairly early, but figured that abilities like Blinding Assault and the Shunpo specialist ability to shift several squares give a pretty good start!

ShadowyFigure said:
Also a Zanpakuto doesn't dissapear when out of sight and doesn't need to be reformed continuously or it shouldn't unless broken...

I should probably reword that. I didn't mean to imply that it needs to be maintained or reformed continuously. I just wanted to leave them the ability to reform it if things go badly.
 

deathdonut said:
Intervene
You interpose yourself between an ally and his attacker.
Encounter - Melee, weapon
Immediate Interrupt, Melee
Trigger: An attack that does not target you hits an ally adjacent to you.
Effect: Opponent re-rolls 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.

Oh yes, I like this really gives you a taste of those [insert name] arriving just in time to save the day moments that so common in the manga and anime

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: [W] + STR damage and you swap places with your opponent if he is of your size or smaller.

Again, great flavor from the anime. Would see frequent use in a narrow corridor as if some on got past you you could quickly get in front of them again. I could see this being very useful if the controller of the group got in a spot of trouble.


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: [W] + STR damage and the target takes a -2 penalty on attack rolls until your next turn.

This power is useful, if your opponent can't hit you then it leaves you more hit points to defend with. May want tio reword fluff don't want people getting mixed up with the bloodied condition in game.

Testing the Waters
Shinigami - Attack 1
You cautiously test your opponent’s strength.
At-Will - Martial, Weapon
Standard Action, Melee
Target: 1 creature
Attack: Melee vs. AC
Hit: [W] damage.
Effect: You receive a +2 power bonus to your AC until the beginning of your next turn.

I like, reminds me of times when Ichigo would be toyed with.

White Lightning
Shinigami - Attack 1
White lightning shoots from your fingertips, frying your opponent.
At-Will – Arcane
Standard Action, Ranged
Target: 1 creature within 10 squares.
Attack: INT vs. Reflex
Hit: 1d8 + INT lightning damage.

Ah, a fave low level demon spell. Nice to.


Encounter Powers

Sho Thrust
Shinigami – Attack 1
A barrage of spirit energy slams into your opponent.
Encounter – Arcane
Standard Action – Range 10
Target – 1 Creature
Attack – Int vs. Fort
Hit: 2d8 + Int damage and target is pushed 2 squares.
Kido Specialists: Target is pushed 1 + Int Bonus squares instead.

Very useful for a defender.

Sai Restrain
Shinigami - 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: Until the end of your next turn, the target is unable to attack.
Kido Specialists: The target also grants combat advantage.

The party rogue will love you.

Blinding Assault
Shinigami - Attack 1
Your assault is faster than the eye can follow.
Encounter - Martial
Standard Action
Target: 1 target within 5 squares.
Attack: Melee vs AC
Effect: You may shift up to 5 squares and make an attack roll against an adjacent target.
Hit: [W] + Str damage
Shunpo Specialists: You may add your Dex bonus to both the attack and damage rolls.


Hmmm, Shunpo...

Dual Attack
Shinigami - Attack 1
You assault your opponent from both all angles!
Encounter - Martial
Standard Action
Target: 1 creature
Attack: Melee vs AC
Effect: Make two attack rolls and take the higher of the two.
Hit: 2[W] + Str damage
Shunpo Specialists: You may make 3 attack rolls instead of 2.

Now this reminds me of a certain someone... and flower petals... lots of flower petals.


Daily Powers

Shot of Red Fire
Shinigami – Attack 1
A powerful ball of fire slams into your opponent.
Daily – Arcane
Standard Action – Range 20
Target – 1 Creature
Attack – Int vs. Reflex
Hit: 3d8 + Int damage and target is knocked prone.
Miss: Half damage and target is not knocked prone.

Nice!

Flurry of Blows
Shinigami – Attack 1
You fly into a blurring whirlwind of attacks!
Daily – Martial
Standard Action – Melee
Personal Effect
Effect: You may immediately make up to 3 basic melee attacks.

This is good...


Of course you may want daily powers depending on what the Shinigami chooses to specialize in to.
 

ShadowyFigure said:
Of course you may want daily powers depending on what the Shinigami chooses to specialize in to.

Glad you liked most of it! I'm going to be letting my player test it out for the first time this weekend and he seems pretty excited.

I should probably develope a few more daily powers, but most of the examples of powers that are impacted by class specialization are encounter powers. I agree, however, that it's fun to develope around.

I'm not sure whether the lack of feedback is due to too many custom classes popping up, a lack of interest in the class or a lack of Bleach fans, but I appreciate your comments!
 

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