“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.
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.
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.
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.
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
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)
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.
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.
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
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.
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.
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)
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).
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.
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 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 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).
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.
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.
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.
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
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.