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− | + | Based on talk at EN World, this is a sketch for a martial controller class based on gadgets and repartee. It might end up as nothing or several different classes. The working name is Mastermind. | |
− | + | == Mastermind Builds and Class Features== | |
− | + | === Scary Mastermind === | |
− | ''' | + | You can see deep into the souls of others, see the fear there, and use this knowledge to your advantage. Your primary attribute is Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers. |
− | ''' | + | '''Insight of Fear''': |
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− | == | + | === Inventive Mastermind === |
− | + | You understand gadgets and technology to a degree unique even among masterminds. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks is based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices. | |
+ | '''Insight of Craft''': | ||
− | + | === Forceful Mastermind === | |
− | + | You concentrate on physical power. Trickery and psychology is good for setting up, but in the end it always comes down to brawn. Your primary attribute is Dexerity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. | |
− | + | '''Insight of Power''': | |
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− | == | + | == Mastermind Powers == |
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=== Level 1 At-Will Spells === | === Level 1 At-Will Spells === | ||
{{4E power | {{4E power | ||
− | |name= | + | |name=Caltrops |
|class=Bard | |class=Bard | ||
|type=Attack | |type=Attack |
Revision as of 16:49, 23 March 2009
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4th Edition Dungeons & Dragons |
Based on talk at EN World, this is a sketch for a martial controller class based on gadgets and repartee. It might end up as nothing or several different classes. The working name is Mastermind.
Mastermind Builds and Class Features
Scary Mastermind
You can see deep into the souls of others, see the fear there, and use this knowledge to your advantage. Your primary attribute is Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers. Insight of Fear:
Inventive Mastermind
You understand gadgets and technology to a degree unique even among masterminds. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks is based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices. Insight of Craft:
Forceful Mastermind
You concentrate on physical power. Trickery and psychology is good for setting up, but in the end it always comes down to brawn. Your primary attribute is Dexerity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. Insight of Power:
Mastermind Powers
Level 1 At-Will Spells
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You unbalance an enemy, setting them up for an attack. | ||
At-Will ✦ Arcane, Weapon | ||
Standard Action Melee weapon | ||
Attack: Charisma vs. Reflex Hit: 1[W] + Charisma modifier damage. Choose an ally within 4 + Dexterity modifier squares, the target grants combat advantage to this ally until the end of your next turn. |
Level 1 Encounter Spells
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You sing a tune of false friendship, leaving your foe in a reverie. | ||
Encounter ✦ Arcane, Charm, Implement | ||
Standard Action Ranged 5 | ||
Attack: Charisma vs. Will Hit: The target cannot attack you or your allies until the end of your next turn or until you or one of your allies attacks the target. |
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You move as if in a dance, leading your target along. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Charisma vs. Reflex. |
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After you strike, shadows seem to leap at the opponent from every angle, opening up for potential assaults. | ||
Encounter ✦ Arcane, Illusion, Weapon | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Charisma vs. AC. |
Level 1 Daily Spells
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By humming a little comic ditty, you make the ground slick and treacherous. | ||
Daily ✦ Arcane, Implement, Zone | ||
Standard Action Area burst 2 within 5 squares | ||
Target: Each creature in burst. Attack: Charisma vs. Reflex. |
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A sharp blast precedes your and your allies’ assault. | ||
Daily ✦ Arcane, Implement, Psychic | ||
Standard Action Close burst 2 | ||
Target: Each enemy in burst Attack: Charisma vs. Will |
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You strike hard and fast, inciting your allies to follow your example. | ||
Daily ✦ Arcane, Weapon, Zone | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Charisma vs. AC. |
Level 3 Encounter Spells
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Your weapon shifts and weaves, dizzying your opponent as you strike. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Charisma vs. AC. |
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You twirl with a partner, strike out, and twirl again. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Melee weapon | ||
Target: One creature. Attack: Charisma vs. AC. |
Level 5 Daily Spells
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You create a cloud of shining particles that sticks to your foe’s armor and eyes. | ||
Daily ✦ Arcane, Implement, Radiant | ||
Standard Action Area 2 in 20 squares | ||
Target: Each creature in burst. Attack: Charisma vs. Reflex. |
Level 6 Utility Spells
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You drum out a hasty rhythm that infuses you and your comrades with magical speed. | ||
Daily ✦ Arcane | ||
Minor Action Close burst 10 | ||
Target: You and each ally in burst. Effect: You slide each target 2 squares. |
Level 7 Encounter Spells
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You whirl and spin, causing chaos around you. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Close burst 1 | ||
Target: Each enemy in burst you can see. Attack: Charisma vs. Reflex. |
Level 13 Encounter Spells
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You spin and twirl, causing any attacker to recoil. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Close burst 1 | ||
Target: All creatures in the burst you can see. Attack: Charisma vs. Reflex. |
Level 17 Encounter Spells
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You strike a strong beat on your enemies, encouraging allies to activity. | ||
Encounter ✦ Arcane, Weapon | ||
Standard Action Melee weapon | ||
Target: One or two targets. Attack: Charisma vs. AC. |
Level 27 Encounter Spells
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You shift space and time, linking your enemy and your allies in a spatial bond. | ||
Encounter ✦ Arcane, Implement, Force | ||
Standard Action Ranged 10 | ||
Target: One enemy. Attack: Charisma vs. Will. This attack ignores cover. |
New Feats
Precise Grace
Prerequisites: Bard, Virtue of Grace
Benefit: When your Virtue of Grace class ability cause an enemy to miss, the ally gains a +2 power bonus against its next attack against that ally before the end of the enemy's next turn.
External links
4th Edition Dungeons & Dragons | |
Classes | Artificer • Avenger • Barbarian • Bard • Cleric • Druid • Fighter • Invoker • Paladin • Ranger • Rogue • Shaman • Sorcerer • Swordmage • Warden • Warlock • Warlord • Wizard |
Core | Characters • Feats • Skills • Paragon paths • Weapons • Magic Items • Rituals • Rules • Glossary |
Extra | Traits • Talents • Craft |