User:Techpriest88/Canvas2

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Author: Techpriest88 (talk)
Date Created: 10/26/11
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Blacklight

I saw what he saw. I know what he knew. His memories are my memories.
—ZEUS, the original blacklight.

Class Traits

Class Traits
Role: Skirmisher.
Power Source: Aberrant.
Key Abilities: Constitution, Dexterity, Strength
 
Armor Proficiencies: Cloth.
Weapon Proficiencies: Blacklight unarmed strike, simple ranged, military ranged
Bonus to Defense: +2 Fortitude, +1 Reflex
 
Hit Points at 1st Level: 12 + Constitution score + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier + Constitution modifier
 
Trained Skills: Athletics. From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletcis (Str), Bluff (Cha), Endurance (Con), History (Int), Intimidate (Cha), Insight (Wis), Perception (Wis), Streetwise (Int)
 
Build Options:
Class Features: Inhuman Athletics, Living Weapon, Implement


BLACKLIGHT OVERVIEW

Characteristics:

Religion:

Races:

Creating a Blacklight

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:

Suggested Feat: (Human Feat:)
Suggested Skills:
Suggested At-Will Powers:
Suggested Encounter Power:
Suggested Daily Power:

Blacklight Class Features

Blacklight have the following class features.

Inhuman Athleticism

You are physically superior to typical members of your race. When jumping, you divide your check result by 5 when starting from a standing position. If you use the move action only to jump, you may exceed your normal movement speed restrictions in this way. When climbing, you move your normal speed rather than one-half.

Living Weapon

Your unarmed attacks are significantly more effective than those of most other combatants. When you make a weapon attack such as a melee basic attack, you can use the blacklight unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or headbutting a target. Your blacklight unarmed strike can't be turned into a magic weapon, but it can inherit the properties of another magic weapon in your posession (see "Implements" below).

When wearing cloth armor or no armor, blacklights gain a +2 bonus to AC. Additionally, while you are not wearing heavy armor, you may use your Constitution modifier in place of your Dexterity or Intelligence modifier to determe your AC.

Implements

After you attune yourself to a weapon, you can use it as an implement when it is on your person. When you wear or hold your implement, you can add its enhancement bonus to the attack rolls and the damage rolls of weapon attacks you make using your blacklight unarmed strike. The weapon's characteristics - proficiency bonus, damage die, and weapon properties like defensive or high crit - are irrelevant to your implement powers.

Blacklight Powers

Blacklight powers revolve heavily around their ability to shapeshift, transforming portions of their bodies (or biomass) into weapons and shields, altering their form to disguise themselves or gain an advantage, or making use of their adaptability in more subtle ways. As a result, many of their powers have the polymorph keyword and some temporarily modify the properties of their blacklight unarmed strike.

Class Features

You have the Consume and Disguise powers.

Full power list here.



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