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Full power list [[<!--your class--> Powers (4e Power List)|here]]. | Full power list [[<!--your class--> Powers (4e Power List)|here]]. | ||
+ | {{4e Power | ||
+ | |name=Consume | ||
+ | |class=Blacklight | ||
+ | |type=Feature | ||
+ | |level= | ||
+ | |usage=At-Will | ||
+ | |flavor=Your enemy's body liquifies as you tear it apart, absorbing it entirely. Only its indigestible metal equipment remains. | ||
+ | |keywords=Healing | ||
+ | |actiontype=Free Action | ||
+ | |range=Personal | ||
+ | |rangemod= | ||
+ | |requirement= | ||
+ | |target= | ||
+ | |trigger=You reduce a living enemy to 0 hit points with a melee basic attack | ||
+ | |effect=You gain 5 temporary hit points and the triggering enemy dies immediately, leaving no remains. | ||
+ | |special=At level 11, you instead gain 10 temporary hit points. At level 21, you instead gain 15 temporary hit points. | ||
+ | }} | ||
+ | |||
+ | {{4e Power | ||
+ | |name=Disguise | ||
+ | |class=Blacklight | ||
+ | |type=Feature | ||
+ | |level= | ||
+ | |usage=Daily | ||
+ | |flavor=You transform into a perfect copy of your most recent victim down to thier clothing. You even retain a fraction of their memories, allowing you to mimic speach patterns and manerisms. | ||
+ | |keywords=Polymorph | ||
+ | |actiontype=Standard Action | ||
+ | |range=Personal | ||
+ | |rangemod= | ||
+ | |requirement=You must have used your ''Consume'' power since your last extended rest. | ||
+ | |target= | ||
+ | |effect=You disguise yourself as the last enemy you consumed, gaining a +5 bonus to opposed Bluff checks to pass it off. This effect lasts until you take an extended rest or until dismissed. | ||
+ | }} | ||
---- | ---- |
Revision as of 00:47, 29 November 2011
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Contents
Blacklight
“ | I saw what he saw. I know what he knew. His memories are my memories. | ” |
—ZEUS, the original blacklight. |
Class Traits
Role: | Skirmisher. |
---|---|
Power Source: | Aberrant. |
Key Abilities: | Constitution, Dexterity, Strength |
Armor Proficiencies: | Cloth. |
Weapon Proficiencies: | Blacklight unarmed strike, simple ranged, military ranged |
Bonus to Defense: | +2 Fortitude, +1 Reflex |
Hit Points at 1st Level: | 12 + Constitution score + Constitution score |
Hit Points per Level Gained: | 5 |
Healing Surges per Day: | 7 + Constitution modifier + Constitution modifier |
Trained Skills: | Athletics. From the class skills list below, choose four more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletcis (Str), Bluff (Cha), Endurance (Con), History (Int), Intimidate (Cha), Insight (Wis), Perception (Wis), Streetwise (Int) |
Build Options: | |
Class Features: | Inhuman Athletics, Living Weapon, Implement |
Creating a Blacklight
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested At-Will Powers:
- Suggested Encounter Power:
- Suggested Daily Power:
- Suggested Feat: (Human Feat:)
- Suggested Skills:
- Suggested At-Will Powers:
- Suggested Encounter Power:
- Suggested Daily Power:
Blacklight Class Features
Blacklight have the following class features.
Inhuman Athleticism
You are physically superior to typical members of your race. When jumping, you divide your check result by 5 when starting from a standing position. If you use the move action only to jump, you may exceed your normal movement speed restrictions in this way. When climbing, you move your normal speed rather than one-half.
Living Weapon
Your unarmed attacks are significantly more effective than those of most other combatants. When you make a weapon attack such as a melee basic attack, you can use the blacklight unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or headbutting a target. Your blacklight unarmed strike can't be turned into a magic weapon, but it can inherit the properties of another magic weapon in your posession (see "Implements" below).
When wearing cloth armor or no armor, blacklights gain a +2 bonus to AC. Additionally, while you are not wearing heavy armor, you may use your Constitution modifier in place of your Dexterity or Intelligence modifier to determe your AC.
Implements
After you attune yourself to a weapon, you can use it as an implement when it is on your person. When you wear or hold your implement, you can add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using your blacklight unarmed strike. The weapon's characteristics - proficiency bonus, damage die, and weapon properties like defensive or high crit - are irrelevant to your implement powers.
Blacklight Powers
Blacklight powers revolve heavily around their ability to shapeshift, transforming portions of their bodies (or biomass) into weapons and shields, altering their form to disguise themselves or gain an advantage, or making use of their adaptability in more subtle ways. As a result, many of their powers have the polymorph keyword and some temporarily modify the properties of their blacklight unarmed strike.
Class Features
You have the Consume and Disguise powers.
Full power list here.
Consume Blacklight Feature
| |
Your enemy's body liquifies as you tear it apart, absorbing it entirely. Only its indigestible metal equipment remains. | |
At-Will ✦ Healing | |
Free Action | Personal |
Trigger: You reduce a living enemy to 0 hit points with a melee basic attack | |
Effect: You gain 5 temporary hit points and the triggering enemy dies immediately, leaving no remains. | |
Special: At level 11, you instead gain 10 temporary hit points. At level 21, you instead gain 15 temporary hit points. |
Disguise Blacklight Feature
| |
You transform into a perfect copy of your most recent victim down to thier clothing. You even retain a fraction of their memories, allowing you to mimic speach patterns and manerisms. | |
Daily ✦ Polymorph | |
Standard Action | Personal |
Requirement: You must have used your Consume power since your last extended rest. | |
Effect: You disguise yourself as the last enemy you consumed, gaining a +5 bonus to opposed Bluff checks to pass it off. This effect lasts until you take an extended rest or until dismissed. |
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