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View Full Version : Help me make up a D&D character class!


Amake
02-10-2013, 10:44 AM
It's for a comic I'm planning to make rather than any actual game, but I'd like to be able to say I've been prudent and consistent even though I really don't know what I'm doing here. I'm basing everything on info cribbed from http://www.d20srd.org/ if any of it seems either familiar or wildly wrong.

The class I want to make is the Blood Blade, a glass cannon sort of fighter combining some parts of the barbarian and the rogue with a magical ability to wield her own blood as a weapon. (Or even dual wield!) My concerns are:

1. Coming up with enough different abilities to make the class not boring, and especially enough that two characters with the same class aren't necessarily identical. I'm not pleased with all the rows in the "special" column that have only one thing in them, particularly when that one thing is "better sneak attack". Making stuff up is my job, obviously, but:

2. The abilities I have so far is probably too much already. I don't want the class to be overpowered, and I don't know how balanced it is, but I suspect "not very". If any part of the following makes you go "Holy shit I want that", that's probably something I need to be told about.

3. Phrasing. When I'm making up a spell-like blood-based version of Ray of Frost, do I describe it as a spell or class feature or what? Just for pedantic purposes.


Blood Blade

http://i696.photobucket.com/albums/vv324/immortalpictures/bluhbluh_zpsde75c9c5.png

Alignment: Any
Hit Die: d6
Class skills: Balance, Climb, Hide, Jump, Tumble, Craft (Alchemy), Intimidate, Spot, Heal
Skill points: 4 + Int modifier (Multiply by 4 at 1st level)

Class features

Proficiency: Blood blades are proficient with all simple weapons and light armor, but not with shields.

Blood weapon (Sp): At will, the blood blade can summon an edge weapon made up of her blood to her hands. This can be any edged light, one-handed or two-handed weapon. A light or one-handed weapon can be summoned in either hand independently. For each blood weapon, the blood blade gains -1 Constitution for as long as it's wielded; a two-handed weapon gives -2 Constitution. If this reduces the blood blade's Constitution to less than 1, she dies.

A blood weapon may be disarmed normally, although the blood loses its solid form the moment the blood blade loses her grip on it and it attempts to return to her body. If a blood weapon is sundered, the blood blade must make a Fortitude saving throw (DC 10) or take Constitution damage commensurate with the size of the weapon.

Sneak attack: If a blood blade can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage, similar to a rogue.

The blood blade's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the blood blade flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every three blood blade levels thereafter. Should the blood blade score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

A blood blade can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The blood blade must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A blood blade cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Detect blood (Sp): Twice a day per blood blade level, this ability functions like Detect evil, except it detects the presence of blood in creatures, how much blood they are missing, the absence of blood in inorganic creatures and blood that has been displaced from a creature. An overwhelming abundance or absence of blood in a strong creature may stun the blood blade for 1 round.

Blood rage (Ex): Similar to a barbarian's rage, a blood blade can fly into a blood rage a certain number of times per day. In a blood rage, a blood blade temporarily gains a +4 bonus to Strength, a +4 bonus to Dexterity, and a +2 damage bonus to her attacks, but she takes a -2 penalty to Armor Class and her hit point maximum is temporarily reduced by 2 points per level, although this cannot reduce her hit points below 1. Hit points lost this way are not returned at the end of the blood rage.

While blood raging, a blood blade cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can she cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. She can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A fit of blood rage lasts for a number of rounds equal to 5 + the character’s Constitution modifier, if positive. A blood blade may prematurely end her blood rage. At the end of the blood rage, the blood blade loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless she is a 17th-level blood blade, at which point this limitation no longer applies).

A blood blade can fly into a blood rage only once per encounter. At 1st level she can use her blood rage ability once per day. At 4th level and every four levels thereafter, she can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a blood rage takes no time itself, but a blood blade can do it only during her action, not in response to someone else’s action.

Ray of Blood (Sp): A thin high-pressure jet of blood projects from the blood blade's pointing finger to a close (25 ft + 5 ft/2 levels) target. She must succeed on a ranged touch attack with the ray to deal damage to the target. The ray deals 1d3 points of force damage to the target and 1d3 points of damage to herself per level of blood blade.

Uncanny Dodge (Ex): Starting at 3rd level, a blood blade can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

If a blood blade already has uncanny dodge from a different class she automatically gains improved uncanny dodge instead.

Improved Uncanny Dodge (Ex): A blood blade of 9th level or higher can no longer be flanked. This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has blood blade levels.

If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Blood mixing (Su): At 8th level the blood blade gains the ability to mix her blood with that of a willing target. (A willing target may be hard to find.) Using the Craft (Alchemy) skill, the blood blade studies the blood of the participants over a number of days equal to their combined hit dice and combines desireable traits of their races, bloodlines, elemental affinity or individual enchantments or mutations, whichever may be present, into a potion consumable only by the blood mage herself. If successful, be prepared to draw up a bunch of new creature templates, but the risk of catastrophic backlash ranging from injury to sickness, disability, death or unstable mutations, increases the more numerous, varied and powerful traits the she attempts to combine.

Improved blood weapon (Sp): At 5th level onward, the blood blade's summoned blood weapons gain +1 and the keen enchantment.

Superior blood weapon (Sp): At 10th level onward, the blood blade's summoned blood weapons gain +2 and the speed enchantment.

Greater blood rage (Ex): At 11th level, a blood blade's bonuses to Strength and Dexterity during her blood rage increase to +6, and the damage bonus on attacks increases to +3. The penalties remain the same.

Plasma blades (Ex): While in a blood rage, a blood blade of 14th level or higher gains a +4 damage bonus to all attacks.

Master blood weapon (Sp): At 15th level onward, the blood blade's summoned blood weapons gain +3 and the dancing enchantment.

Blood barrier (Sp): Once per day, the blood blade may create an effect similar to the spell Blade barrier. Tthe wall is made up of whirling blades shaped out of blood, lasts for 1 minute per level and deals 1d6 damage per level of the blood blade beyond 5. The blades form a circular wall centered on the blood blade with a height of 10 ft and a radius of 5 ft. They move as she moves.

Tireless blood rage (Ex): At 17th level and higher a blood blade no longer becomes fatigued at the end of her blood rage.

Well-worn body (Ex): Upon attaining 18th level, a blood blade advances an age category and becomes vulnerable to time. Haste and Slow has double effect when cast of the blood blade, poisons and diseases takes twice as long to affect her and she regenerates as though wearing a Ring of Regeneration.

Extraordinary blood weapon (Sp): At 20th level, the blood blade's summoned blood weapons gain +4 and the vicious enchantment.

Mighty blood rage (Ex): At 20th level, a blood blade's bonuses to Strength and Dexterity during her blood rage each increase to +8, and her bonus damage increases to +4. The penalties remain the same.

Thanks in advance for any pointers.

Ryong
02-10-2013, 04:53 PM
I suggest adding some sort of exterior control - have some ability that lets you pull the blood from enemies out of it. Maybe give it less sneak attack bonuses and a cummulative damage bonus on an enemy the less HP it has?

I have a blood-based class on the works for a system I'm building, but most of its abilities involve causing pain ( and thus stunning or knocking enemies out ) or bursting an enemy's blood against another.

Nique
02-10-2013, 06:26 PM
Sounds neat. I'm posting more or less to be supportive 'cause I'm not real familiar with all the nuances of D&D especially skills/powers, but uh, I like that the 'weapon' looses it's cohesion when the character lets go.

Sithdarth
02-10-2013, 06:30 PM
Man sounds like someone has been watching/reading Deadman Woderland lately.

Amake
02-11-2013, 05:49 PM
I think Deadman is a ghost guy in red tights who floats around the afterlife in DC Comics and gives directions to people. Never heard of him starring in a comic/cartoon/anything though.

Anyway, though this has been a moderately useful exercise, I don't imagine it's going to give any more than it has. Thanks for participating everyone. I'll be sure to credit Ryong if I actually end up using the class, in the comic I may end up drawing.

Locke cole
02-11-2013, 06:23 PM
Deadman Wonderland is an anime that has zero affiliation to the DC Deadman, actually.

To put a long story short, it's about a truly insane privately-owned prison, whose dark little secret is the existence of what it calls "Deadmen", people with a power (that they call the Branch of Sin) that allows them to manipulate their own blood.

Main character uses it like a gun/cannon (and the fact that he's losing blood with each shot doens't go unnoticed), there's another guy who uses it like claws, one who uses it like a whip, and etc.

Of course, it's nowhere near the first thing to have the idea of bloody murder.

Would it be against the idea of this class to have an ability (perhaps late in progression) that allows the Blood Blade to use the blood of his enemies in some fashion?

Amake
02-11-2013, 06:39 PM
Funky, that does sound a lot alike. And probably not. My original idea was just to take a Dragon Age blood mage and make it something primarily focused on melee fighting. Of course all I know about the blood mages in Dragon Age is that they can shoot massive amounts of blood out of their hands like fireballs. So I don't think anything is out of place as long as it's blood related in some way. (Guess which three abilities I made up based on blood-related puns?)

Edit: The "Blood relative" ability would naturally involve accelerating someone's blood to near-lightspeed.

Locke cole
02-11-2013, 08:10 PM
Could he be able to slow or stop the flow of blood from certain kinds of wounds, perhaps represented as damage resistance against slashing and piercing damage?

Obviously, stopping your blood flow won't help when the damage is from your bones being caved in, or being hit by a fireball, but a flesh wound that threatens you with bleeding out is another thing.

I'm sort of throwing ideas at the wall. Trying to think of abilities that would make sense in the context of manipulating your own blood, but also trying not to stray too far from the glass cannon-y nature of the class.

Shyria Dracnoir
02-11-2013, 08:44 PM
Here's a secondary challenge: Restat and fluff the half-dragon template based on this image:

http://i212.photobucket.com/albums/cc230/Shyria_Dracnoir/1298160510fleatrollus_draconianoppositemaybeidea_z ps93bb366a.jpg

Amake
02-11-2013, 08:53 PM
Yeah, there could be room for defensive and healing moves. . .probably you should get the Diehard feat automatically at some point now that I think about it, for instance. I don't know if it would be too cheesy to allow different specializations along the lines of a ranger's choice between dual wielding or bowmanship or dare I say WoW talent trees? It might need a lot of tinkering to avoid making it too versatile.

Edit for Shyria: We could say, perhaps, "Dragons may interbreed with almost any creatures, and the resulting offspring may take on characteristics of their indragonic parent." And for stats, I guess base the template on dragon (http://www.d20srd.org/srd/monsters/dragonTrue.htm) and apply the penalties of their other race instead of the other way around. The way they change with each age category could be tricky. . .we could have them age faster than full dragons and get smaller bonuses, depending on how much you want them to kick the butt of all the mammal races in its face.