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Champion of the Colossus Blade 4E!
2 years ago  ::  Jul 26, 2008 - 5:50PM #1
Riplox
Posts: 55
Date Joined: 06/13/04
I thought I'd add to our new edition with a remake of my old Colossus Blade class for 3.5. Tell me what you think and what to tweak. I tried to recreate it as closely as possible to the original without being overpowered.

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UPDATE Aug 1, 2008: Added a new class for the Flail, Hammer, and Mace user - Champion of the Titan's Maul.
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[smallcaps]Champion of the Colossus Blade[/smallcaps]
"My weapon can strike down any foe, no matter how great!"

Prerequisite: Fighter or Paladin class

You are massive in size and might and wield a weapon great enough to demonstrate these attributes. No foe can ignore your power and few can withstand your assault.

[smallcaps]Colossus Blade Path Features[/smallcaps]
Iron Grip (11th Level): You can use Axes and Heavy Blades that do not have reach, and are one size larger than you if they are two-handed or two-sizes larger if they are one-handed, as if they were your size.
Special: If you already have the Oversized trait prior to adopting this Paragon path, you gain a
+2 bonus to damage rolls with Axes and Heavy Blades weapons.

Slow and Steady (11th Level): You can spend an action point to gain a +2 bonus to attack rolls, and bonus to any damage you deal equal to your Strength modifier plus your Constitution modifier if you are wielding an Axe, or your Dexterity modifier if you are wielding a Heavy Blade, until the end of your next turn, instead of taking an extra action.

Take Cover (16th Level): Whenever you use the Total Defense action, you grant yourself cover as long as you are wielding a weapon a size category greater than you.

[smallcaps]Colossus Blade Exploits[/smallcaps]
Scything Assault
Colossus Blade Attack 11

You swing your enormous weapon in a wide arc letting it's great weight carve through
adjacent enemies.


Encounter ♦ Martial, Weapon
Standard Action
Close Burst 1
Target: Each enemy in the burst you can see.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn.
Miss: Half Damage and the target is not dazed.


Backlash Parry
Colossus Blade Utility 12

With unparalleled speed and skill you deflect an incoming attack.

Daily ♦ Martial, Weapon
Immediate Interrupt
Personal
Trigger: An enemy targets you with a melee or ranged attack.
Effect: You gain a bonus to your defense score that the enemies' attack targeted equal to your Constitution modifier if you are wielding an Axe, or your Dexterity modifier if you are wielding a Heavy Blade, versus this attack. If the attack misses because of this bonus, the attack is reflected back at the enemy using their same attack roll versus their defense score the attack targeted.
Special: If the attack hits you, regardless of your new defense score, you may use this ability again.


Force of Spirit
Colossus Blade Attack 20

Through sheer force of will, you empower your weapon to deal a massive amount of damage and slam your opponent into the ground with this attack.

Daily ♦ Martial, Reliable, Weapon
Standard Action
Melee Weapon
Target: One Creature
Attack: Strength +2 vs. AC and you must spend two healing surges without regaining any hit points
Hit: 3[W] + Strength modifier + your healing surge value damage and the target is knocked prone. In addition, the target is dazed until the end of your next turn.


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[smallcaps]Champion of the Titan's Maul[/smallcaps]
"Once, the Titans only knew such power. Now it belongs to me!"

Prerequisite: Fighter or Paladin class

You are barbarous in combat and your massive weapon only accentuates that fact. Your brutal blows leave enemies battered and broken and even the earth itself quakes under the weight of your weapon.

[smallcaps]Titan's Maul Path Features[/smallcaps]
Titan's Hands (11th Level): You can use Flails, Hammers, Maces, and Picks that do not have reach, and are one size larger than you if they are two-handed or two-sizes larger if they are one-handed, as if they were your size.
Special: If you already have the Oversized trait prior to adopting this Paragon path, you gain a +2 bonus to damage rolls with Flails, Hammers, Maces, and Picks.

Dwarven Battle Stance (12th level): You gain +1 to your Fortitude defense and decrease the amount that effects force you to be pushed, pulled, or slid by 1 square.

Knock Them Senseless (16th Level): When you spend an action point to take an extra action, until the end of your next turn, all your attacks daze your targets until the end of their next turn.


[smallcaps]Titan's Maul Exploits[/smallcaps]
Staggering Blow
Titan's Maul Attack 11
You land a mighty blow that sends your opponent reeling and weakened for a short time.

Encounter ♦ Martial, Reliable, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 3[W] + Strength + Constitution modifier damage and the target is pushed a number of squares equal to your Strength modifier and is weakened until the end of your next turn.


To the Limit
Titan's Maul Utility 12
You push yourself to your limit to overcome your foes.

Daily ♦ Martial
Minor Action
Personal
Effect: You gain an action point that you must spend during your current turn.


Earthbreaker
Titan's Maul Attack 20
The ground around you shatters into rubble, as you smash the earth in front of you with an ear-shattering crack, and your enemies topple over like toy soldiers.

Daily ♦ Martial, Weapon, Thunder
Standard Action
Close Burst 2
Target: Each creature in a burst in contact with the ground.
Attack: Strength vs. Reflex
Hit: 2[W] + Strength modifier thunder damage, and the target is knocked prone until the end of your next turn. In addition, all ground within the burst becomes difficult terrain.
Special: Allies within the burst gain a bonus to thier Reflex defense, equal to your Strength modifier, versus this attack.
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2 years ago  ::  Jul 26, 2008 - 6:05PM #2
Armisael
Posts: 8,784
Date Joined: 09/17/07
There are no Full round actions in 4th. The biggest action you can take is a standard.
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2 years ago  ::  Jul 26, 2008 - 8:42PM #3
WEContact
Posts: 854
Date Joined: 06/10/08
Beyond that, I like it. It would make MC Hammer into even more of a horrendous monster than it is already, but I think two-handed weapons could use some attention. They don't have much going for them at the moment, and this could give 2handers an option besides Pit Fighter if they want to play up the Striker side of the Fighter.
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2 years ago  ::  Jul 26, 2008 - 9:02PM #4
Drackcove
Posts: 637
Date Joined: 11/11/05
  • Stampeding Hybrid
Iron grip is too powerful by level 19. A minotaur weilding a collosal great hammer deals 3d10 damage. on 3[w] weapon that would deal 9d10 or even the level 29 would be doing 21d10 damage. that is way too high!

Iron grip should only allow one size increase, thats it.
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2 years ago  ::  Jul 26, 2008 - 9:05PM #5
Pandexander
Posts: 846
Date Joined: 06/19/08

Drackcove wrote:

Iron grip should only allow one size increase, thats it.


I agree. There is no need for scaling up with the levels.

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2 years ago  ::  Jul 26, 2008 - 9:17PM #6
Riplox
Posts: 55
Date Joined: 06/13/04
Yeah, that's true. I'm still getting used to the power curve of 4.0 and I originally had it as just one increase. Also it would be 3d8 damage, not 3d10. As the sizing trend demonstrates, the pattern would continue as thus: (2d6 Original Maul) - Large Maul 2d8, Huge Maul 2d10, Gargantuan Maul 2d12, Colossal Maul 3d8. But it's kind of a moot point if I'm going to adjust the ability.
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2 years ago  ::  Jul 26, 2008 - 9:34PM #7
Lady_Ishtar
Posts: 288
Date Joined: 03/11/04
that looks really good. one thing i would like to point out is that Force of Spirit should be a level 20 attack, not level 16.
I have never seen a super nova go off, but if it is anything like a Chevy Nova it sure will light up the sky!
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2 years ago  ::  Jul 26, 2008 - 9:35PM #8
JosephKell
Posts: 2,327
Date Joined: 08/04/02
Suggestions/Concerns:

1. The Prerequisites. I sort of understand the Fighter requirement, but perhaps Power Attack is also appropriate?

2. Iron Grip is way too good. It should only be one increase and it should also probably be the level 16 class feature.

3. You are also missing an Action Point class feature.

4. Take Cover and Backlash Parry are way too much alike. I think Take Cover should be removed. And a different class feature is more appropriate.

5. Slow and Steady is a very messy.

6. Scything Assault is way too good. If it is Close Burst 2, it should be a 1[W] attack.

7. Backlash Parry is confusing. Also it seems a little "sneaky" trying to apply the -2 penalty to the attacker's roll (for Cover) as well as letting the PC to add Associated Stat to defense. I think just added the Associated stat is enough. Also it should be an Immediate INTERRUPT not a reaction. In the case of weapons that come from two Groups, the PC should select one (and that choice becomes permanent).

8. Force of Spirit is way too powerful. I recommend the following changes:


Force of Spirit
Colossus Blade Attack 16
Through sheer force of will, you empower your weapon to deal a massive amount of damage
with your next attack.


Daily ♦ Martial, Weapon
Standard Action
Melee Weapon
Requirement: You must have at least one healing surge unspent.
Target: On Creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and gain a bonus to the damage roll equal to your healing surge value. Expend a Healing Surge but do not regain any hit points.
Miss: Expend a Healing Surge but do not regain any hit points. You may attempt this power again next turn against the same target. If you are out of healing surges, you may not attempt this again.

Reasons:
1. I knocked it down to 2[W] because a Defender with 14 Con at level 20 has a healing surge value of 35.75 (143 hp). Assuming the weapon only goes up in size once, even a Mino with a Maul is looking at 2d10 weapon, or an average of 11. Giving up 1 or 2[W] (or 11 or 22) for an automatic 35 damage is nothing. Each time the Defender levels up, the healing surge value increases by 1.5 (+6 hp). So this power actually scales. I would have to do more to compare it to the Fighter 29 7[W] daily.
2. I moved the Expend a Healing Surge to the Hit and Miss to clear up how they are used. Also I made it sort of reliable (as long as you have healing surges).

Finally 9. Why the Polearm and Flail hate?
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2 years ago  ::  Jul 26, 2008 - 10:00PM #9
Riplox
Posts: 55
Date Joined: 06/13/04
Joseph:

1. So far, I haven't seen (or just don't remember) any feats in the prerequisites for any PP.

2. Fixed it. The reason I don't want to make it any higher in level is because that's what this entire class is about - Wielding a BIG weapon (semi-realisticly I might add)

3. Not all PPs have Action Point class features.

4. They're only alike in the fact that they grant cover. One has to be done on your turn, the other doesn't. One forces you to not be able to attack while one is a reaction and you can do other things.

5. I couldn't really figure out a good way to word it. Go read my 3.5 class as many of the abilities have been ported over to this one (especially Slow and Steady)

6. Hmm yeah, especially since it's an Encounter power, but I'm thinking Str -2 vs. AC and 2[w]+Str.

7. I made it a reaction because the trigger is an enemy targeting you with an attack, not actually hitting, thus it isn't an interrupt which is the way I intended it to be.

8. I like your version of Force of Spirit. Much nicer.

9. Just like in my original class, those weapons are restricted because I'm thinking a little logically here. It's gonna be really freakin' tough to get a big-ass spiky ball of metal on a chain started/stopped. Also, even for someone with training in oversized weapons, polearms are just too unwieldy at those sizes. You can house-rule it if you want, but I'm not too keen on it. Also, the weapons that this class is allowed to use only fall into a single category. I was actually going to limit it to just Axes and Heavy Blades, and I'm going to do that. I'll just come up with another class for maces/hammers/picks.
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2 years ago  ::  Jul 27, 2008 - 1:14AM #10
JosephKell
Posts: 2,327
Date Joined: 08/04/02

Riplox wrote:

Joseph:

1. So far, I haven't seen (or just don't remember) any feats in the prerequisites for any PP.


WotST requires proficiency with Longswords. *shrug*

2. Fixed it. The reason I don't want to make it any higher in level is because that's what this entire class is about - Wielding a BIG weapon (semi-realisticly I might add)


I see your point of view. I do like your bit about not stacking the size ups and instead making a flat +2 if the character already has it.

The only reason I mentioned it as a level 16 class feature is because a lot of classes have that as the "lets do more damage" feature.

3. Not all PPs have Action Point class features.


I don't want to do this, but I guess I will list every paragon path's action point power just to prove my point. I am not going to list what they do, just the name. Some of them give a bonus to the actions taken during that turn, others give a bonus to damage rolls, others to defense, some let you use an action point and take an action out of your turn.

Angelic avenger - Angelic Action
Divine oracle - Prophetic Action
Radiant servant - Radiant Action
Warpriest - Extra Damage Action
Iron vanguard - Ferious Reaction
Kensei - Kensei Control Action
Pit fighter - Extra Damage Action
Swordmaster - Steel Defense Action
Astral weapon - Astral Rejuvenation Action
Champion of order - Champion's Action
Hospitaler - Hospitaler's Action
Justiciar - Just Action
Battlefield archer - Archer's Action
Beast stalker - Beast Stalker's Action
Pathfinder - Pathfinder's Action
Stormwarden - Stormstep Action
Cat burglar - Acrobatic Action
Daggermaster - Daggermaster's Action
Master infiltrator - Infiltrator's Action
Shadow assassin - Shadow Assassin's Action
Doomsayer - Doomsayer's Action
Feytouched - Feytouched Action
Life-stealer - Infernal Action
Battle captain - Battle Action
Combat veteran - Combat Veteran's Action
Knight commander - Knight Commander's Action
Sword marshal - Sword Marshal's Action
Battle mage - Battle Mage Action
Blood mage - Blood Action
Spellstorm mage - Extra Damage Action
Wizard of the Spiral Tower - Spiral Tower Action
Warforged Juggernaut - Charged Action
Warforged Lifeseeker - Healing Action

Wow, some of these are really boringly named.

4. They're only alike in the fact that they grant cover. One has to be done on your turn, the other doesn't. One forces you to not be able to attack while one is a reaction and you can do other things.


However, you still lack an Action Point class feature.

As an aside, Total Defense (and Second Wind) doesn't force you to not attack. It just requires a standard action. If a person can attack as part of a minor action (or by using an action point for an additional standard action) they can still attack.

5. I couldn't really figure out a good way to word it. Go read my 3.5 class as many of the abilities have been ported over to this one (especially Slow and Steady)


It just looks wrong. Like it is trying to add a new At-will only it is more like a stance.

The thing is, a +2 bonus to hit is REALLY good (arguably better than a +4 or even +6 to damage at this point which it gives anyway). So there would be really no reason to ever move around, but 4e is all about movement, and one way the developers put that into the game was by trying to make move actions only for movement. If someone wants to get a +2 bonus to hit by moving, they should be shifting into a flank position.

How about this.

Bloodied Wrath (16th level): When you are first bloodied in an encounter, you may immediately make use an at-will power or a charge action against the nearest enemy (you may ignore the minimum distance required to move).

6. Hmm yeah, especially since it's an Encounter power, but I'm thinking Str -2 vs. AC and 2[w]+Str.


If it is still Close Burst 2, even 2[W] is too good, even with a -2 to hit.

A level 11 Encounter attack power should not have a wider effect than a daily 20 that does the same damage.

7. I made it a reaction because the trigger is an enemy targeting you with an attack, not actually hitting, thus it isn't an interrupt which is the way I intended it to be.


But you have a special on it that says if you are hit anyway, you don't expend the power. In that case you might as well make it an interrupt and get rid of the special.

I've also been looking through the book to see if there are any utility powers that deal damage (especially ones that effectively redirect someone else's attack back at them).

Healing Sun (Radiant Servant Daily Utility 12) deals 1d10 + Cha radiant damage to all demons and undead within the Close Burst 2 zone each round it is active. It is a standard action to activate.

Life Spark Summons (Life-Stealer (Infernal) Daily Utility 12) creates a 10 hp "summon" that is identical to one of the life sparks you took. Minor action to activate. This one is kind of a stretch.

8.


I was wrong about the damage.

With the new cap to weapon ups. The biggest die is 2d8, or an average of 9. So 2[W] + Healing Surge at level 20 is 53.75 (with a con as low as 14). At level 30, it is 68.75. 7[W] is about 63. Even if you cought Gauntlets of Destruction, the healing surge attack is pretty nasty.

There needs to be a required condition, such as being bloodied.

8.


I had something here about how I was wrong about the scaling of what I came up with, but it got lost because of a board error. Basically it scales way too well.

9.


If you are restricting it to just Axes and Heavy Blades, then that makes more sense.

At this point I have spent over 3 hours writing and rewriting this, so I think I have done more than was necessary.

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