Custom Class: Body Master WIP Peach

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Body Master

“You think you are the superior species! HA! You have no idea what evolution truly is”

Class Traits

Role: Controller
Power Source: Primal
Key Abilities: Strength, Constitution
Armor Proficiencies: cloth
Weapon Proficiencies: None
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st level: 10+constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6+constitution bonus
Trained Skills: From the class skills below, chose four trained skills at 1st level
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)
Build Options: Sturdy Body, Smashing Body
Class Features: Improved Natural Healing, Absorb Magic, Armorless, Power of the Body

Body Masters are the rare few of society whose bodies have evolved past what their race has reached. They have the power to constantly modify their body, adding claws, fangs, even wings. They can shift to match any occasion. It is impossible to become a Body Master. It’s something you are born with. Just like some are born with exceptional natural strength or stamina, Body Masters are born with their ability. Some master it more than others, through practice and experience. There is no set style that can combat a Body Master. If you try and surround them, they will simply force you back with extending limbs. Try and combat them at range, and they will grow more legs and reach you before you can react, ready to take a bite into you neck.
Every race has its body masters, though some races are more gifted for it, like the dragonborn, humans, and dwarfs.

Improved Natural Healing: Body Masters gain a +3 bonus to their healing surge value.

Absorb Essence: You absorb the weapon into your body and you feel the resonation of its enchantment take root in your blood. Body Masters have no need for striking with magical weapons, and armor restricts their movement. Thus, to compensate for this, body masters have developed the ability to absorb magical weapons. During a short rest, a body master can absorb a magical weapon. The weapon physically enters the body of the body master, and stays there until its expulsed. They gain the weapons enhancement to attack and damage rolls, the bonus to criticals, and any properties or at-will abilities the weapon might have when using any of their exploits. They are not able to use any non at-will powers the weapon might hold, nor do they get the weapons proficiency bonus. At 11th level the body master may access one Power of an absorbed weapon. They choose this power when they absorb the weapon. You may not change the chosen power until you take an extended rest.. Absorbing magical weapons drains the body masters stamina, if a body master has absorbed a magical weapon they lose two healing surges which they cannot regain until they expulse it, they also take a -2 penalty to their fortitude defense while they have a magical weapon absorbed.

Armorless: A body master is resctircted in armor, so they have learned to benefit from being unarmoredA Body Master wearing cloth gains their 1 + one-half dexterity modifier as a Proficiency bonus to all Attack rolls with Powers that have the Body keyword

Power of the Body: At first level, choose either Defenses of the Body or Strength of the Body

Defenses of the Body: Body Masters add their constitution modifier to one of their defenses. They may change this to a different one with a standard action.

Strength of the Body: Body Masters add their constitution modifier to all damage rolls with Body Master Powers.
BODY MASTER POWERS


Heroic Tier Powers

Level 1 At-Will Exploits

Show

Dual Claws Body Master Attack 1
You grow a set of sharp claws just as you rip
into your opponents flesh

At-Will Primal, Body
Standard Action
Target: One creature, two attacks
Attack: Strength vs. AC
Hit: 1d4 damage and if both hit, the target is dazed
until the end of your next turn
Increases to 2d4 at level 21

Bite Body Master Attack 1
Your teeth transform into long, sharp fangs
resembling a wolf, and you bite down hard

At-Will Primal, Body
Standard Action
Target: One Creature
Attack: Strength vs. AC
Hit: 1d10 plus strength modifier damage
Increases to 2d10 plus strength modifier at level 21
Special: This counts as a melee basic attack. When you can make
a melee basic attack, you can use this instead.

Extending Fist Body Master Attack 1
Suddenly, dozens of hands extrude from every part
of your body, and reach out in all directions

At Will Primal, Body
Standard Action Close Burst 3
Target: every Creature in burst
Attack: Strength vs. AC
Hit: 1d4 plus strength modifer damage and you push the
target a number of squares equal to your Constitution Modifier.
Increases to 2d6 plus strength modifier at level

Body Spikes Body Master Attack 1
With a wicked grin, you suddenly grow spikes
heading in every direction, which rip into your
opponent’s weakspots

At Will Primal, Body
Standard Action Close Burst 2
Target: Every enemy in blast
Attack: Str. vs AC
Hit: 1d6 plus strength modifier damage and slowed until the end
of your next turn.


Level 1 Encounter Exploits
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Constricting Tail Body Master Attack 1
Your legs transform into a serpentile tail which you
then wrap around your target

Encounter Primal, Body
Standard Action
Target: One Enemy
Attack: Strength vs. Reflex
Hit: You and the target are immobilized. The target
can save to end this effect, or you can choose to end it
as a move action. The target takes 1d6 plus strength
modifier damage every round, and has a –4 on attack rolls.


Slicing Arms Body Master Attack 1
Your arms reshape into long blades which slice
into your opponents flesh and send them to their
knees

Encounter Primal, Body
Standard Action
Target: One Enemy
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier damage and target is
knocked prone and dazed until the end of your next turn


Entangling Flesh Body Master Attack 1
You smash an opponent with an overgrown limb, which
then detaches and restricts their movement.

Encounter Primal, Body
Standard Action
Target: One Enemy
Attack: Strength vs. AC
Hit: 2d6 plus strength modifier damage and the target
is restrained until the end of your next turn.
Sustain Move: You can sustain this effect a number of
times equal to your constitution modifier.

Porcupine Stance Body Master Attack 1
You grow spines in every conceivable direction that
injure and hassle your opponents.

Encounter Primal, Body, Stance
Minor Action Personal
Effect: At the start of your turn, anyone within 2
squares of you takes 1d4 damage and is slowed until
the start of your next turn. As long as you continue this
effect, your speed is reduced to 1 and you take –2 to attack
rolls.

Level 1 Daily Exploits
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Snake Head Strike Body Master Attack 1
You grow snakish fangs and your neck
extends as you bite into a distant opponent

Daily Primal, Body, Poison
Standard Action Ranged 5
Target: One creature
Attack: Strength vs. Reflex
Hit: 2d8 plus strength modifier damage. Make a
secondary attack against the same target.
Secondary Attack: Constitution vs. Fortitude
Hit: 1d6 poison damage and target is slowed and
takes ongoing poison damage 5 (save ends).

Claw Tornado Body Master Attack 1
You grow claws of incredible size and then spin in
a circle, slashing everyone within reach and sending
them flying

Daily Primal, Body
Standard Action Close Blast 2
Target: All creatures in blast
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier damage and the
target is pushed 2 squares. You continue spinning
until the start of your next turn. While spinning, any creature
that starts or moves within 2 squares of you takes 2d4
damage.
Sustain Full: You continue to spin until the start of your
next turn. You may shift two squares and make a secondary
attack.
Secondary Target: All creatures with Close Blast 2
Secondary Attack: Strength-2 vs. AC
Hit: 2d6 damage and the target is pushed 2 squares.
Special: You may only sustain this a number of times
equal to one-half of your constitution modifier (rounded down)


Tongue Lasher Body Master Attack 1
You strike forth with a twenty foot tongue, which
subdues your opponents temporarily

Daily Primal, Body
Standard Action Reach 4
Targets: Two enemies within reach
Attack: Strength-2 vs. AC
Hit: 2d6 damage and is stunned until the end
of your next turn.

Level 2 Utility Exploits
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Body Manipulation Body Master Utility 2
You touch your friend, and his body shakes for a
moment, then he grins, looking a whole lot better.

Daily Primal, Body
Standard Action Melee Touch
Target: You or one creature
Effect: You spend a two healing surge, and the target
regains hit points equal to your healing surge value.
They may also make an immediate saving throw
against all every effect currently effecting them with
a +2 power bonus.


Unbelievable Leap Body Master Utility 2
Your legs grow incredible muscles, and you make
a long jump before landing on an opponent and
sending them sprawling.

Daily Primal, Body
Move Action Personal
Effect: Shift squares equal to your constitution modifier.
You can end in a square occupied by an enemy. If you do,
that enemy takes 2d6 plus strength modifier damage and
is slide 3 squares

Stone Skin Body Master Utility 2
You crouch in a defensive position, and your
skin changes into stone.

Encounter Primal, Body
Move Action Personal
Effect: You gain a +2 power bonus to AC and
Resist Damage equal to your Constitution Modifier


Level 3 Encounter Exploits
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Four-Pawed Pursuit Body Master Attack 3
You go down on all fours, your hands and feet transforming
for speed, and slam into an opponent

Encounter Primal, Body
Standard Action
Target: One creature
Effect: You shift squares equal to 2 plus your dexterity modifier,
and then make an attack against an adjacent opponent.
Attack: Strength vs. AC
Hit: 2d8 plus your strength modifier and the target is pushed
three squares and knocked prone.
Miss: You are knocked prone.


Tail Smackdown Body Master Attack 3
You grow an enormous tail, which you then thrash
around yourself, catching several opponents with
powerful strokes

Encounter Primal, Body
Standard Action Close Burst 3
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: 2d8 plus strength modifier damage and target
is dazed and slowed until the end of your next turn


Mantis Blades Body Master Attack 3
You transform your arms into two long blades
resembling the arms of a Praying Mantis, which
rip into the bodies of nearby enemies

Encounter Primal, Body
Standard Action Ranged 4
Target: Two different enemies with range
Attack: Strength vs. AC, two attacks
Hit: 2d6 plus strength modifier damage and
target is weakened (save ends)


Level 5 Daily Exploits
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Skin of Blades Body Master Attack 5
Your entire body becomes covered in blades that stick
out in every direction, each dripping a numbing poison
made from your blood. However, this level of defense
has its tolls

Daily Primal, Body, Stance
Minor Action Personal
Effect: At the start of your turn, anyone within two
squares of you take 1d6 damage and are weakened until
the start of your next turn. As long as you continue this
power, you take 3 damage at the end of each of your turns,
which cannot be reduced by any means, and you suffer a –2
penalty to all attack rolls.



Crushing Titan’s Palm
Body Master Attack 5
Your arm grows to tremendous size, and you slam it down
on top of a group of enemies

Daily Primal, Body
Standard Action Burst 1 within 5 squares
Target: All creatues in burst
Attack: Strength vs. Reflex
Hit: 2d6 plus strength modifier damage and target is restrained
until the start of your next turn
Sustain Standard: Target takes damage equal to your strength
modifier and continues to be restrained until you stop sustaining.
As long as you sustain this effect, your speed is reduced to 0


Paralyzing Needles Body Master Attack 5
Some of your hair transforms into metal needles dripping
in a paralyzing poison which then shoot off into everything
nearby

Daily Primal, Body
Standard Action Close Burst 2
Attack: Strength vs. AC or Reflex(opponent’s choice)
Hit: 3d4 damage and target is immobilized and dazed
until the end of your next turn.


Level 6 Utility Exploits
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A Thousand Faces Body Master utility 6
Your body wiggles for a moment, before transforming
Into a whole new one.

At Will Primal, Body
Minor Action Personal
Effect: You gain a +5 power bonus to Bluff checks to
maintain a disguise.


Chameleon Body Master utility 6
You make small changes to the chemicals in your
body, resulting in your body going transparent.
Daily Primal, Body
Move Action Personal
Effect: You gain a +10 power bonus on Stealth checks
until the end of the encounter.


Cheetah Legs Body Master utility 6
Your legs transform into legs more suited to
sprinting, and you blast across the battle field

Daily Primal, Body
Minor Action Personal
Effect: You gain a +2 power bonus to speed for a
number of rounds equal to 1 plus your dexterity
modifier rounds.

Level 7 Encounter Exploits
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Claw Flurry Body Master attack 7
Your hands transform into claws and you rip
over and over into your targets

Encounter Primal, Body
Standard Action Close Burst 2
Target: All creatures in burst
Attack: Strength-2 vs. AC
Hit: 1d6 damage and target is pushed
one square and knocked prone. An already prone target
takes an extra 1d6 damage.
Special: If you hit more than three people, you may
shift two squares and repeat this attack. You cannot
repeat this attack more than your dexterity modifier
times.


Acid Spray Body Master Attack 7
You transmute all of the water in your stomach
Into a high power acid, which you spray all around

Encounter Primal, Body, Acid
Standard Action Burst 3 within 5 squares
Target: All enemies within Burst
Attack: Constitution vs. Reflex
Hit: 3d6 plus constitution modifier acid damage
and target is weakened and slowed until the end
of your next turn.


Shockwave Body Master Attack 7
Your legs transform into huge muscular things
which then propel you into the air before a
devastating landing

Encounter Primal, Body
Standard Action Close Burst 3
Special: You can shift up to your dexterity modifier
before making this attack.
Target: All creatures in burst
Attack: Strength-2 vs. AC
Hit: 2d10 plus strength modifier damage and target is
pushed three squares, dazed (save ends), and knocked prone

Level 9 Daily Exploits
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Body Whirlwind Body Master Attack 9
You grow your body in this way and that, before
entering an incredibly destructive spin

Daily Primal, Body
Standard Action Close Burst 4
Target: All creatures within Burst
Attack: Strength vs. Reflex
Hit: 3d8 plus strength modifier damage
and target is pushed three squares, knocked
prone, and dazed until the end of your next turn.


Colossal Fist Body Master Attack 9
Your right arm grows to the size of a boulder
and slams into your enemy, damaging nearby
enemies.

Daily Primal, Body
Standard Action Reach 5
Target: One enemy
Attack: Strength-2 vs. AC
Hit: 2d8 plus strength modifier and target is knocked
prone and slowed (save ends). Make a secondary attack.
Secondary Target: All creatures within 2 squares of
Primary target.
Secondary Attack: Strength vs. AC
Hit: 2d6 plus strength modifier, and target is knocked prone.


Wave of Flesh
Body Master Attack 9
You expand your flesh in a rolling wave that
entangles everyone near you, constricting
the light out of them.

Daily Primal, Body
Standard Action Close Burst 3
Target: All creatures within Burst
Attack: Strength vs. Reflex
Hit: 1d6 plus strength modifier damage and target
Is restrained until the end of your next turn.
Sustain Standard: Target takes 1d6 damage and
Is restrained until the end of your next turn. As long
as you sustain this, your speed is reduced to 0.


Level 10 Utility Exploits

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Greater Body Manipulation
Body Master utility 10
With a single touch, you reconfigure your ally’s body
promoting health and strength.

Encounter Primal, Body
Move Action Melee Touch
Target: You or one creature
Effect: You spend a healing surge, and the target
regains hit points equal to your healing surge value.
The target also gains a bonus equal to half your
constitution modifier on attack and damage rolls until
the end of your next turn.


Body Reconfiguration Body Master utility 10
Your body quivers for a moment, before changing
Into a much more combat ready form

Daily Primal, Body
Move Action Personal
Effect: You gain a bonus to speed equal to your
dexterity modifier. You can increase all pushes,
pulls, or slides from your powers by one, and opponents
take a -2 penalty to save against your powers. These effects
last for a number of rounds equal to your constitution
modifier.


Regeneration Body Master utility 10
Your wounds seal up spontaneously, and then
continue to do so for a short time

Daily Primal, Body
Move Action Personal
Effect: You spend two healing surges. You
recover hit points equal to your healing
surge value and automatically save against
one effect constantly effecting you. You also
gain regeneration equal to one-half your
constitution modifier for an amount of
rounds equal to one-half your constitution
modifier.

Paragon Tier Powers

Level 13 Encounter Exploits

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Grand Body Slam Body Master attack 13
You leap into the air, growing to a ridiculous
size, before landing on a group of enemies
Encounter Primal, Body
Standard Action Close Burst 3
Special: You may shift your dexterity modifier
number of squares before making this attack.
Target: All creatures in burst
Attack: Strength vs. AC
Hit: 3d6 plus strength modifier damage, and target
is stunned until the start of your next turn and then
dazed (save ends).


Spike Barricader Body Master attack 13
You shift your stance before releasing a
wave of spikes in every direction

Encounter Primal, Body
Standard Action Close Burst 4
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: 2d10 plus strength damage and target
is weakened and slowed until the end of your
next turn.


Splendid Sized Punch
Body Master attack 13
You increase your arm to a huge size and slam
it into a single enemy, sending them flying.

Encounter Primal, Body
Standard Action Reach 2
Target: One enemy
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier and target is
pushed your strength modifier squares and stunned
(save ends)

Level 15 Daily Exploits
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Poison Tongue Body Master attack 15
You transmute your saliva to a powerful
poison and then lash your opponent with
a tongue like an anteater

Daily Primal, Body
Standard Action Ranged 5
Target: Two enemies in range
Attack: Strength vs. AC, two attacks
Hit: 2d4 plus strength modifier and 2d4 plus
constitution modifier poison damage, and the
target takes ongoing 5 damage and is stunned
(save ends) then slowed (save ends).


Steel Body Smash
Body Master attack 15
You transform your entire body to metal,
before slamming into an enemy.

Daily Primal, Body
Standard Action
Special: You may shift 2 squares before making
the attack
Target: One adjacent enemy
Attack: Strength vs. AC
Hit: 3d10 plus strength damage and the target
is pushed 5 squares and knocked prone. You
gain +2 to AC until the end of the encounter.


Furious Claw Flurry
Body Master attack 15
Your fingernails grow into long blades, and then
you strike around you randomly, cleaving deep
wounds into all to slow to evade.

Daily Primal, Body
Standard Action Close Burst 3
Target: all creatures in burst
Attack: Strength vs. Reflex
Hit: 2d8 damage plus strength modifier damage,
and target is dazed, weakened, and slowed (save
ends).

Level 16 Utility Exploits
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Long Distance Spring Body Master utility 16
You grow huge leg muscles and then leap an
incredible distance

Daily Primal, Body
Move Action
Target: You or one creature
Effect: You shift twice your speed.


Ethereal Shift Body Master utility 16
With a simple thought, you change your
body, casting away your physical form

Daily Primal, Body
Standard Action Personal
Effect: You gain insubstantial and phasing
and a +2 bonus to speed until the end of your
next turn.
Sustain Standard: The effect persists


Empowered Regeneration Body Master utility 16
Your wounds disappear instantaneously, and then
continue to do so for a long while

Daily Primal, Body
Standard Action Personal
Effect: You spend a healing surges. You
recover hit points equal to your healing
surge value and automatically save against
two effect constantly effecting you. You also
gain regeneration equal to your
constitution modifier for an amount of
rounds equal to one-half your constitution
modifier.


Level 17 Encounter Exploits



Level 19 Daily Exploits
Epic Tier Powers

Level 22 Utility Exploits


Level 23 Encounter Exploits


Level 25 Daily Exploits


Level 27 Encounter Exploits


Level 29 Daily Exploits
PARAGON PATHS


Evolution of Elements
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Evolution of Element
Prerequisite: Body Master class, Strength of the Body feature

You have evolved beyond human; you are now nature and all of its fury. Fire is your blood, Earth are your bones, Water is your skin.

Evolution of Element Path Features
Fury Action (11th Level): When you spend an action point to take an extra action, all enemies within 5 squares of you take damage of a type of your choice(fire, cold, thunder, electric, or acid) equal to your constitution modifier.
Elemental Adaptation (11th Level): You gain resist 20 to one element (fire, cold, thunder, electric, or acid). You can change the type with a standard action.
Elemental Skin (16th Level): All of your exploits deal an extra 1d6 damage of an element (fire, cold, thunder, electric, or acid). You can change the type with a move action.

Evolution of Element Exploits

Elemental Claw Shredder Evolution of Element Attack 11
You spin in a rapid tornado with long claws cackling with
energy which shred your opponents to pieces.

Encounter Primal, Body
Standard Action Close Burst 1
Target: All creatures in burst
Attack: Strength vs. AC
Hit: 2d8 plus strength modifier damage plus 2d8 damage of
an element of your choice.

Elemental Transfiguration Evolution of Element Utility 12
You transform your allies body so that they can survive exposure
from the elements

Encounter Primal, Body
Move Action Melee Touch
Target: One ally
Effect: The target gains resist 10 to an element of your choice until end of encounter


Elemental Grasp Evolution of Element Attack 20
Your hand grows exponentially, grabs an opponent, and
drenches them in elemental energy of all types

Daily Primal, Body, fire, electric, cold, thunder, acid
Standard Action Reach 3
Target: One enemy within range
Attack: Strength vs. AC
Hit: 5d6 fire, electric, cold, thunder, and acid damage plus
target is restrained until the end of your turn


Evolutionist
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Evolutionist
Prerequisite: Body Master class

Your evolution has gone beyond that of other Body Masters. You can transform at a moment’s notice, and your transformations are much stronger.


Evolutionist Path Features
Evolutionary Action (11th level): Once per day, when you use an action point to take an extra action, you may use one of your utility powers as a free action.
Evolution Accuracy (11th level): You gain a bonus equal to one-fifth your level to all attack rolls with Body Master exploits.
Evolution Power (11th level): When one of your powers pushes, pulls, or slides an opponent, you may increase the distance by one square and deal one-fifth your level as extra damage.

Evolutionist Exploits

Cycle of Evolution Evolutionist Attack 11
You extend your leg, sharpening it into a blade,
and slash into everyone nearby

Encounter Primal, Body
Standard Action Close Burst 3
Target: All enemies in burst
Hit: 3d8 plus strength modifier damage and target
is slide a number of squares equal to your strength
modifier.

Wave of Evolution Evolutionist Utility 12
You cause all nearby to instantly evolve, gaining
new prowess, if only temporary

Daily Primal, Body
Minor Action Close Burst 5
Target: You and all allies in burst
Effect: Target gains a bonus to attack rolls and
speed equal to one-half your dexterity modifier
until the end of encounter.

Reverse Evolution
Evolutionist Attack 20
You strike into your opponent, and your control
over the phases of evolution cause them to
de-evolve.

Daily Primal, Body
Standard Action Ranged 5
Target: One enemy
Attack: Strength vs. AC
Hit: 3d6 plus strength modifier and the target takes a
penalty to attack rolls and fortitude defense equal to
your constitution modifier (save ends)


Evolutionary Titan
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Evolutionary Titan
Prerequisites: Body Master class, Defenses of the Body feature

You have evolved into a form that focuses less on weakening your opponents, and more on the requirement of all evolution: survival. You are tougher, sturdier, and just plain meaner than your counterparts.

Evolutionary Titan Features

Titan Action (11th level): You may spend an action point to gain your strength modifier as a bonus to AC and all defenses until the end of the encounter.

Armor of Evolution (11th level): You gain a +1 bonus to AC and Fortitude defense.

Evolution’s Mark (16th level): Once per round, when you hit an opponent with an exploit, you may mark them. This mark last until you place another one or go more than a round without attacking them. A marked target takes –2 when attacking someone other than you, and takes extra damage equal to your constitution modifier from all of your attacks.


Evolutionary Titan Exploits



Defensive Fist Evolutionary Titan Attack 11
You enlarge your fist, and smash it into your opponent,
before shifting into a defensive stance.

Encounter Primal, Body
Standard Action
Target: One adjacent enemy
Attack: Strength vs. AC
Hit: 2d6+strength modifier, and you gain +2 to all
defenses until the start of your next turn

Steel Coating Evolutionary Titan Utility 12
As your opponent collides into you, you change your
skin to metal to reduce the damage

Encounter Primal, Body
Immediate Reaction
Trigger: You are hit by an attack
Effect: Reduce the damage by an amount equal to
your level.

Weakening Slices Evolutionary Titan Attack 20
You strike all around you with claws as long as swords
and strike into your opponents weak points

Daily Primal, Body
Standard Action Close Burst 3
Target: All enemies in burst
Attack: Strength vs. AC
Hit: 2d10 plus strength modifier damage, and the
target is slowed and weakened (save ends).



EPIC DESTINY

Ultimate Evolution
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Ultimate Evolution
You have evolved beyond your race. No one can exactly explain what you are becoming, just that it is not mortal.

Prerequisites: 21st level Body Master

Your level of evolution has taken you beyond race, almost beyond physical form. No one truly understands what you are or what you are becoming. Your rate of evolution has increased exponentially, such that you are constantly take new forms, even without meaning to. Your body has no set structure, but is ever changing to become more perfect. Poisons and disease lose their effect almost instantly, as your body adapts and grows immunity to them. Wounds appear and immediately vanish. What ever you are, there is no way you will be mortal for long.

Immortality

You evolve beyond human, elven, orcish, even mortality. Your imperfect physical form is left behind as you evolve for the last time. What you become cannot truly be explained. You are nothing, yet you are everything. You are nowhere and everywhere. What you become has been given many names: Mana, Incarnum, Gaia, Nirvana, Enlightenment, perhaps even the Force. You have finally reached the pinnacle of evolution: You have become truly immortal. Nothing can harm you, yet you can affect the physical world and planes. You exist in this most perfect of all forms forever, omnipresent and all-knowing. Some mortals find a way to communicate with you, through some ritual or artifact, and you answer their questions, knowing just how futile their attempts are. You are more immortal than anything, because you can never be destroyed. Liches and vampires, even the gods, have weaknesses and flaws. You are perfect. You are immortal.

Ultimate Evolution Features

Greater Absorbtion (21st Level): You may absorb a second weapon at a time. You do not gain both weapons enhancement bonuses or critical bonus, but you may mix and match. You do gain both weapon's properties and at-will abilities

Constant Adaptation (24st level): You gain resistance 15 to poison and ongoing damage and immunity to all diseases. You take half damage when an opponent sustains an attack against you. At the end of your turn, you automatically save against three negative effects.

Ever-shifting Form (30th level): The time for all of your powers is reduced by one step. Standard becomes move, move becomes minor, and you gain an extra minor action per turn.

Ultimate Evolution Power

Perfected Renewal Ultimate Evolution Utility 26
As you shift to your new form, your innate control
over your body instantly renews and increases your
strength.

Daily Healing
Immediate Reaction Personal
Trigger: You take damage
Effect: You instantly heal to your maximum hit
points and gain a bonus equal to your constitution
modifier to attack and damage rolls as well as all
defenses until the end of the encounter.
The strength of the body feature is broken.

and adding Con to all defenses is likewise broken (you already have dexterity)

You might want to rethink this a little.
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
Hi, this is the first 4e class Ive made/started. I only have the class features and levels 1 and 2 for powers done so far, and will be updating this every so often with new powers

The goal of this class is to create a close range controller, and I just thought this concept would be cool, so i made it. Im not sure about the power source, and will consider any suggestions regarding it

I would appreciate any critiques or critisicms (positive or negative) as well as suggestions. But please, dont just say its a stupid idea or that its broken, tell me why you think so, and I will try and fix it.
^See the post above yours^
I am Blue/Green
I am Blue/Green
Take The Magic Dual Colour Test - Beta today!
Created with Rum and Monkey's Personality Test Generator.
I am both rational and instinctive. I value self-knowledge and understanding of the world; my ultimate goal is self-improvement and improvement of the world around me. At best, I am focused and methodical; at worst, I am obsessive and amoral.
The strength of the body feature is broken.

and adding Con to all defenses is likewise broken (you already have dexterity)

You might want to rethink this a little.

whoa, that was faster than i was expecting

Yea, i thought the Powers of the Body might be unbalanced, but keep in mind that they cant benefit from magical armor(something i just realized I left out) and they also only get one

I think ill weaken strength down to just constitution, and ill change defense to one at a time

a man, i took out all of my bolds and italics, now i have to do fix that

Also, ill be adding more fluff as i go, so if a class feature seems random, its not
Technically cloth is light armor, thus they would lose their powers just being dressed...

If I were you I'd allow them to use cloth or leather armor and have half Con added to something.

But that's me.
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Technically cloth is light armor, thus they would lose their powers just being dressed...

If I were you I'd allow them to use cloth or leather armor and have half Con added to something.

But that's me.

hm, that is a problem

ill let them use cloth armor then, and see how it looks for balance

also, what do you think about absorb magic? is it balanced/overpowers/underpowerd/too complex?
Well Hmmm... I ghave no problem about the ability in the first place.

However I implemented it in Paragon it's a little weird before then.

Look at the Battle Sorceror thread. It shows a Class that likewise is very melee oriented without weapons or implements.
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i checked out your battle sorceror

Im hestitant to putting in a fearture like arcane gater, because i want the character to be able to benefit from other parts of magical weapons, like the properties and powers. I am going to remove the part about the second weapon, and instate that as an Epic Destiny feature, so that they have to give up something for it, ala cant be a demigod(as that seems to be the favorite)
did you see The Soul Weapon? Down a few posts, it does exactly what your absorption effect does, it just does it in paragon and leaves the weapon with its enhancement.

I'd have something similar, though I see no problem with your version now that I look.

Id make defenses chosen after an extended rest, I'd also remeve the Ongoing Damage from Dual Claws, it's just a pain to track too much ongoing damage if you've ever DM'd you'll have noticed it.

Gonna look closer in a few.
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did you see The Soul Weapon? Down a few posts, it does exactly what your absorption effect does, it just does it in paragon and leaves the weapon with its enhancement.

I'd have something similar, though I see no problem with your version now that I look.

Id make defenses chosen after an extended rest, I'd also remeve the Ongoing Damage from Dual Claws, it's just a pain to track too much ongoing damage if you've ever DM'd you'll have noticed it.

Gonna look closer in a few.

I missed Soul Weapon actually, but I went back and looked at it
If someone points out something that makes Absorb Magic unbalanced, i might shift it towards what u have, but for now ill keep mine


Hmm, i want defenses to be adaptable so it can fit the situation, but i will change it to a standard action to switch

Hmm, i think'll change Dual Claws if i can figure out something to replace it
i dont want it to be just damage


Edit: Got it. ill move the dazed from bite to dual claws if both hit
Role: Controller

to much Target: One creature
Power Source: Martial

err... not so much IMO
to much Target: One creature


err... not so much IMO

yea, more powers later on will target more than one creature, but i do have some that do, and i have the other controller aspect, status conditions


If you have any suggestions to replace martial, id love to hear them
It could be arcane.

It could be primal.

Those are the choices, and right now it leans toward primal.

The reason i suggest those instead of a new one is because they'll have support.

Now as far as not enough multi creature targeting...

Ad in an at will burst 2 and an at will blast 3. Make them believable.

There's nothing broken with your setup so long s they totally "consume" the weapon for the day. Hell they could even go without the penalties if you liked.

Also: The "mimicking" enchantments is very arcane in flavor, unless you can give it a different spin.
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hmm, ill work to change some of my at wills, unless its alright to have more than four(like in the phb)
edit: changed body spikes to burst 2 for starters, and ill try and change extending fists to burst 3

I think ill change it to primal, because arcane is not what i was thinking, and primal is nature and evolution is nature and also primal is very undefined


Ill work on changing the flavor of absorb magic so its less arcaney

edit: i started off by changing it to absorb essence, but any other suggestions are welcome
Add a flavor line. "You absorb the weapon into your body and you feel the resonation of its enchantment root in your blood." Or something, not overtly arcane but theres little way to get around it when you're dealing with magic.;)

Also make sure that you can last in melee, a controller typically does "sub-par" damage and has few defenses, as it stands you've shored up the defenses, just make sure you don't outshine the others when you start the smackdown.

I'd keep at-wills to four, five maybe (see wizard) but there's a reason there aren't all that many.
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i added your flavor line, which is very cool

yea, i know controllers have trouble with hps and defenses, which is why i added the +3 to healing surge value as well as the option of defenses of the body.

Im trying to match the damage of the spells with that of the wizard, with a slight bump for having less range

also, any ideas or stats for new abilities is welcome, especially for utilties(the three i have are modified ones from other classes)
Remember that just because the range is different doesn't mean they should be all that much more powerful.

I'd make a "pouncing" ability, so that you can close in faster.

And make sure to give an out for when you get bogged down.
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yea, by bump i meant 1d8 instead of 1d6(average of 1 damage)

pouncing is a good idea, ill work on one of those(with knocked prone for added fune :P )

so far the only out i have is unbelievably leap, ill add more later in the utilities



also, what do u think about the balance of tongue lasher. stunning two opponents for a round might be a little too powerful, especially with the added on ongoing damage, but the minus to hit is a bit of a weakener.
any suggestions on balance?

now i have to go to dinner, so i wont be posting for severall hours
Drop the ongoing (I don't get the flavor there anyway) switch to "the end of your next turn" and stunning two in a daily with a hit to the attack rating isn't OP IMO. Anyway, If you mae it

"Two attacks" and "Ranged" there will be a provocation of OAs and it should be fine on balance. (You leave your defenses open in order to take a couple eneimies out ofthe fight).

Note: I prefer strikers so don't take any suggestions involving damage dice from me unless it seems alright to you, remember I have an obsession with damage (more tha a few of my Battle Sorceror's attacks did xd12 wit hauto crit.)
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If you have any suggestions to replace martial, id love to hear them

Primal, Ki
i have the other controller aspect, status conditions

that's less important. The AOE is the key
Hey General, he's already beginning to make the requisite changes, hopefully it turns out well.

I'd play a "no arcane" game if I had a non-arcane controller.

Then again giving up my Battle Sorceror won't be easy...

BTW Warshaper is similar to this and was Arcane in 3.x
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I'm just not sure it really is a controller.
There's some wiggle room if he gets it right.

Make what you want it to be then decide the role.
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Drop the ongoing (I don't get the flavor there anyway) switch to "the end of your next turn" and stunning two in a daily with a hit to the attack rating isn't OP IMO. Anyway, If you mae it

"Two attacks" and "Ranged" there will be a provocation of OAs and it should be fine on balance. (You leave your defenses open in order to take a couple eneimies out ofthe fight).

Note: I prefer strikers so don't take any suggestions involving damage dice from me unless it seems alright to you, remember I have an obsession with damage (more tha a few of my Battle Sorceror's attacks did xd12 wit hauto crit.)

I dropped the ongoing(that was from a different idea)
but also note, Tongue Lasher isnt Ranged, its Reach, so its a melee attack with reach 4, so i dont think it provokes OAs


Now to work on some more abilities
Hmmm...

OK get it. Just kinda chocked it up as ranged I get it now.

OK, looks good then.
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Added some level 3 encounters and level 5 dailies

Mantis Blades has the ranged handicap, but i think its alright balance wise, because weakened is a rather strong effect



Woot pg2
Armorless: A Body Master wearing armor other than cloth loses the ability to use any powers gained from this class, as long as all of their class abilities.

no race or class in 4E has even a single weakness or restriction. This one seems to be there to artificially make the class a controller.

I think the class would flow better as a striker.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis)

Bluff, Insight and to a lesser degree Acrobatics don't seem to fit
Attack: Strength vs. AC

without a proficiency bonus this is a weak attack

--------------

oh and don't worry, overall it's good stuff
As far as Armorless...

Try to find something a little less "forced" GeneralHenry said it right. Nobody has penalties so don't use them.

Instead of prvrnting the effects from happening give the class a bonus when they wear the "correct" armor.
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armorless is there to prevent someone getting plate armor and sitting there as an AC beast

Ill change it so that they get a bonus while in cloth, to something other than AC tho, maybe just attack rolls

Bluff is there because later there will be some morphing utility powers that let him make disguises, which is now under the rein of bluff
I just feel every class should have insight and perception, but i guess ill remove insight
Acrobatics is there because they are very mobile and agile from being able to rearrange their bodies
Why don't you have armorless give a proficiency bonus to attacks? This works around the "without a proficiency bonus..." problem.
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yea, i changed it to an untyped bonus, but ill just make it a proficiency bonus


also added a lvl 6 utility that shows why i have bluff on the skill list
Hmmm... Doesn't hurt too much. However a flat +3 might be better simply because it won't outshine every other martial in attack rolls.

What happens when you absorb a weapon? Make it clear in the effect.

Oh and a few "shapechange" powers wpould be interesting, as well as a power to alter your physical stats. (IE: +2 Con, Str, or Dex for a turn)

Hmmm... This seems a cross between a Master of Many Forms and a Warshaper....

Weird feeling... (Not in a bad way)
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Hmmm... Doesn't hurt too much. However a flat +3 might be better simply because it won't outshine every other martial in attack rolls.

What happens when you absorb a weapon? Make it clear in the effect.

Oh and a few "shapechange" powers wpould be interesting, as well as a power to alter your physical stats. (IE: +2 Con, Str, or Dex for a turn)

Hmmm... This seems a cross between a Master of Many Forms and a Warshaper....

Weird feeling... (Not in a bad way)

I made it 1+1/2 dex mod to add a bit of MAD balance, remember, dex is a tretairy stat, and is unlikely to be above +4(making the prof bonus +3)

When you absorb an item, it enters your body and stays there until you unabsorb it

Im adding some shapechanger abilities, but 4e is about staying away from temporary stat bounuses, so ill just make them flat attack and damage boosts.
The question is: do you use the weapon's proficiency?

You should state whether or not you do.
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