Difference between revisions of "Martial Controller (4E)"
m (→Power Sketches: Oil Slick Polish) |
m (Expanded) |
||
Line 10: | Line 10: | ||
'''Power Source: ''' Martial. You have trained and fought long and heard to achieve the powers you have. | '''Power Source: ''' Martial. You have trained and fought long and heard to achieve the powers you have. | ||
− | '''Key Abilities: ''' | + | '''Key Abilities: '''Dexterity, Intelligence, Strength, Charisma |
'''Armor Proficiencies: ''' Cloth, leather | '''Armor Proficiencies: ''' Cloth, leather | ||
Line 20: | Line 20: | ||
'''Bonus to Defense: ''' +2 Reflex | '''Bonus to Defense: ''' +2 Reflex | ||
− | '''Hit Points at 1st Level: ''' | + | '''Hit Points at 1st Level: ''' 12 + Constitution score |
− | '''Hit Points per Level Gained: ''' | + | '''Hit Points per Level Gained: ''' 5 |
'''Healing Surges per Day: ''' 6 + Constitution modifier | '''Healing Surges per Day: ''' 6 + Constitution modifier | ||
− | '''Trained Skills: ''' | + | '''Trained Skills: ''' Depending on your class feature you gain one trained skill. |
From the class skills list below, | From the class skills list below, | ||
− | choose | + | choose four trained skills at 1st level. |
− | Class Skills: | + | ''Class Skills:'' |
+ | Acrobatics (Dex), | ||
+ | Arcana (Int), | ||
+ | Athletics (Str), | ||
+ | Bluff (Cha), | ||
+ | Dungeoneering (Wis), | ||
+ | Endurance (Con), | ||
+ | Heal (Wis), | ||
+ | History (Int), | ||
+ | Insight (Wis), | ||
+ | Intimidate (Cha), | ||
+ | Nature (Wis), | ||
+ | Perception (Wis), | ||
+ | Religion (Int), | ||
+ | Stealth (Dex), | ||
+ | Streetwise (Cha), | ||
+ | Theivery (Dex). | ||
'''Build Options: ''' Forceful mastermind, inventive mastermind, scary mastermind. | '''Build Options: ''' Forceful mastermind, inventive mastermind, scary mastermind. | ||
Line 37: | Line 53: | ||
== Mastermind Builds== | == Mastermind Builds== | ||
− | === | + | |
+ | === Impressive 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. | 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. | ||
− | === | + | === Smart 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. | 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. | ||
− | === | + | === Strong 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 Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. | 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 Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. | ||
Line 53: | Line 70: | ||
Choose one of these options. Your choice provides bonuses to certain mastermind powers, as detailed in those powers. | Choose one of these options. Your choice provides bonuses to certain mastermind powers, as detailed in those powers. | ||
− | '''Insight of Force ''': At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you. | + | '''Insight of Force ''': At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you. You are trained in Athletics. |
− | '''Insight of Psyche ''': When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn. | + | '''Insight of Psyche ''': When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn. You are trained in Intimidate. |
− | '''Insight of Tools''': When you use a close blast, you can place it up to your Intelligence | + | '''Insight of Tools''': When you use a close blast, you can place it up to your Intelligence modifier squares away from you. You are trained in Thievery. |
===Signature Weapon === | ===Signature Weapon === | ||
− | Each mastermind specializes in a weapon, often a distinctive and unusual weapon such as the spiked chain or repeating crossbow. Choose one weapon to gain proficiency in. You can use this weapon as an implement as well. | + | Each mastermind specializes in a weapon, often a distinctive and unusual weapon such as the spiked chain or repeating crossbow. Choose any one weapon to gain proficiency in. You can use this weapon as an implement as well. |
===Invention=== | ===Invention=== | ||
Line 80: | Line 97: | ||
|range=blast 3 | |range=blast 3 | ||
|text= | |text= | ||
+ | '''Requirement:''' You must use a packet of caltrops. <br> | ||
'''Target:''' Each creature in zone. <br> | '''Target:''' Each creature in zone. <br> | ||
'''Attack:''' Dexterity vs. Reflex <br> | '''Attack:''' Dexterity vs. Reflex <br> | ||
− | '''Hit:''' 1d6 damage. If it is the target’s turn, that turn ends.<br> | + | '''Hit:''' 1d6 damage. If it is the target’s turn, that turn ends. A running target hit is knocked prone.<br> |
− | '''Effect:''' You create a zone of difficult ground in the area until the end of the encounter. A creature in or adjacent to the area can destroy the zone as a standard action or you can do it as a minor action. Anyone walking or running in the zone is attacked | + | '''Effect:''' You create a zone of difficult ground in the area until the end of the encounter. A creature in or adjacent to the area can destroy the zone as a standard action or you can do it as a minor action. Anyone walking or running in the zone is attacked. <br> |
Increase to close burst 5 at level 21.<br> | Increase to close burst 5 at level 21.<br> | ||
− | '''Insight of tools:''' Add your Intelligence modifier damage. | + | '''Insight of tools:''' Add your Intelligence modifier to damage. |
}} | }} | ||
{{4E power | {{4E power | ||
Line 92: | Line 110: | ||
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
− | |fluff=You | + | |fluff=You hit your enemy in a gruesome manner, making his allies lose their determination. |
|use=At-Will | |use=At-Will | ||
− | |keywords=Martial, Weapon | + | |keywords=Martial, Weapon, Fear |
|action=Standard Action | |action=Standard Action | ||
|target=Melee or Ranged | |target=Melee or Ranged | ||
Line 119: | Line 137: | ||
'''Attack:''' Dexterity vs. Will <br> | '''Attack:''' Dexterity vs. Will <br> | ||
'''Hit:''' Target is dazed until the end of your next turn. <br> | '''Hit:''' Target is dazed until the end of your next turn. <br> | ||
− | + | '''Insight of psyche:''' Target takes your Charisma modifier psychic damage.<br> | |
− | '''Insight of psyche:''' Target takes your Charisma modifier psychic damage. | + | '''Epic Tier:''' Increase to close burst 4 at level 21. |
}} | }} | ||
{{4E power | {{4E power | ||
Line 143: | Line 161: | ||
== Further Power Ideas == | == Further Power Ideas == | ||
− | |||
− | |||
− | |||
*Amazing Feint | *Amazing Feint | ||
− | |||
− | |||
=== Utility === | === Utility === | ||
− | |||
− | |||
− | |||
*Quick Tunnel | *Quick Tunnel | ||
− | |||
*Contingency plans | *Contingency plans | ||
− | |||
== Power Sketches == | == Power Sketches == | ||
+ | {{4E power | ||
+ | |name=Reckless Pursuit | ||
+ | |class=Mastermind | ||
+ | |type=Attack | ||
+ | |level=? | ||
+ | |fluff=You withdraw, pulling enemies along, only to turn around and face them when they are in position. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Move Action | ||
+ | |target=Close | ||
+ | |range=blast 4 | ||
+ | |text= | ||
+ | '''Target:''' You and each enemy in blast. <br> | ||
+ | '''Effect:''' Slide a number of squares equal to your speed. | ||
+ | '''Attack:''' Dexterity vs Will<br> | ||
+ | '''Hit:''' Pull the target five squares. This movement triggers opportunity attacks. <br> | ||
+ | '''Secondary Attack''': Make a basic attack against each of the original targets that is now in range of a basic attack. If this is a melee attack and hits, the target is knocked down.<br> | ||
+ | '''Notes:''' Remember that each of your allies can only make one opportunity attack during your turn. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Throw Sand | ||
+ | |class=Mastermind | ||
+ | |type=Attack | ||
+ | |level=? | ||
+ | |fluff=You blind an opponent by throwing sand in their eyes. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Standard Action | ||
+ | |target=Melee | ||
+ | |range=2 | ||
+ | |text= | ||
+ | '''Target:''' One creature. <br> | ||
+ | '''Effect:''' Target is blinded and slowed (save ends). | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Blinding Shot | ||
+ | |class=Mastermind | ||
+ | |type=Attack | ||
+ | |level=? | ||
+ | |fluff=A jarring blow momentarily blinds your opponent. | ||
+ | |use=Encounter | ||
+ | |keywords=Martial, Weapon | ||
+ | |action=Standard Action | ||
+ | |target=Melee or Ranged | ||
+ | |range=weapon | ||
+ | |text= | ||
+ | '''Target:''' One creature. <br> | ||
+ | '''Hit:''' 2[W] + Dexterity damage. Target is blinded and slowed until the end of your next turn.<br> | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Playing Possum | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=Nobody could have survived that! | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Instant interrupt | ||
+ | |target=Personal | ||
+ | |range= | ||
+ | |text= | ||
+ | '''Trigger:''' You are hit by an attack while bloodied.<br> | ||
+ | '''Effect:''' You take half damage from that attack and fall prone. Until you attack, move, or stand up, you have total concealment and can use Bluff as if it was Stealth to hide. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Get It Together | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You bring an ally back to reality. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=burst 3 | ||
+ | |text=One ally in burst gets a saving throw against one effect that a saving throw can break.<br> | ||
+ | '''Insight of psyche:''' This is an encounter power. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=All In The Mind | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You bring allies back to reality. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=burst 3 | ||
+ | |text=Allies ally in range gets a saving throw against one effect that a saving throw can break.<br> | ||
+ | '''Insight of psyche:''' This is an encounter power. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Break Object | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You make short work of an obstacle. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=blast 2 | ||
+ | |text=One object or door which is entirely within the area is reduced to rubble. Does not work against an object carried or worn by another creature or that is part of a wall or other permanent fixture.<br> | ||
+ | '''Insight of power:''' This is an encounter power. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Break Contraption | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You make short work of a contraption. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=blast 5 | ||
+ | |text=One trap, conjuration, or zone in the area is destroyed.<br> | ||
+ | '''Insight of psyche:''' This is an encounter power. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Clear the Ground | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You make short work of contraptions. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=blast 5 | ||
+ | |text=All traps, conjurations, and zones in the area are destroyed.<br> | ||
+ | '''Insight of psyche:''' This is an encounter power. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Break Wall | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You make short work of a wall. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Close | ||
+ | |range=blast 2 | ||
+ | |text=Walls in the area are reduced to rubble. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Contingency Plans | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=Time to fall back on plan two. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Minor | ||
+ | |target=Personal | ||
+ | |range= | ||
+ | |text=Recover all your spent encounter powers. | ||
+ | }} | ||
+ | {{4E power | ||
+ | |name=Disappearing Act | ||
+ | |class=Mastermind | ||
+ | |type=Utility | ||
+ | |level=? | ||
+ | |fluff=You make a distraction and use the opportunity to hide. | ||
+ | |use=Daily | ||
+ | |keywords=Martial | ||
+ | |action=Move | ||
+ | |target=Personal | ||
+ | |range= | ||
+ | |text=Shift up to your speed. If you have concealment or cover at the end of the move, you can make a Stealth roll to hide as if you had full cover to total concealment. | ||
+ | }} | ||
{{4E power | {{4E power | ||
|name=Shock and Awe | |name=Shock and Awe | ||
Line 167: | Line 348: | ||
|fluff=Your appearance triggers a wave of shock and awe among your opponents. | |fluff=Your appearance triggers a wave of shock and awe among your opponents. | ||
|use=Daily | |use=Daily | ||
− | |keywords=Martial, Implement | + | |keywords=Martial, Implement, Fear |
|action=Standard Action | |action=Standard Action | ||
|target=Close | |target=Close | ||
Line 175: | Line 356: | ||
'''Target:''' Each enemy in burst. <br> | '''Target:''' Each enemy in burst. <br> | ||
'''Attack:''' Charisma -2 vs. Will<br> | '''Attack:''' Charisma -2 vs. Will<br> | ||
− | '''Hit:''' | + | '''Hit:''' Target is dazed (save ends).<br> |
+ | '''Insight of psyche:''' Target takes psychic damage equal to your Charisma modifier. | ||
+ | |||
}} | }} | ||
{{4E power | {{4E power | ||
Line 193: | Line 376: | ||
'''Secondary Target:''' Primary target and each enemy in or adjacent to a square the primary target is pushed into. <br> | '''Secondary Target:''' Primary target and each enemy in or adjacent to a square the primary target is pushed into. <br> | ||
'''Attack:''' Dexterity vs. Fortitude<br> | '''Attack:''' Dexterity vs. Fortitude<br> | ||
− | '''Hit:''' 2d6 + Dexterity damage and target is knocked | + | '''Hit:''' 2d6 + Dexterity damage and target is knocked prone.<br> |
}} | }} | ||
{{4E power | {{4E power | ||
Line 207: | Line 390: | ||
|range=15 | |range=15 | ||
|text= | |text= | ||
− | You cause one trap or hazard to trigger, attacking normally. If the trap or hazard only attacks enemies, it only attacks your enemies, otherwise it attacks everyone it normally would. | + | You cause one trap or hazard to trigger, attacking normally. If the trap or hazard normally only attacks enemies, it now only attacks your enemies, otherwise it attacks everyone it normally would. |
'''Insight of Tools:''' Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence from the attack and damage rolls the trap makes against your allies. | '''Insight of Tools:''' Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence from the attack and damage rolls the trap makes against your allies. | ||
}} | }} | ||
Line 255: | Line 438: | ||
|range=blast 3 | |range=blast 3 | ||
|text= | |text= | ||
+ | 'Requirement:''' You must use a flask of oil. <br> | ||
'''Target:''' Each creature in zone. <br> | '''Target:''' Each creature in zone. <br> | ||
'''Attack:''' Dexterity vs. Reflex <br> | '''Attack:''' Dexterity vs. Reflex <br> | ||
'''Hit:''' Target is knocked down.<br> | '''Hit:''' Target is knocked down.<br> | ||
− | '''Effect:''' You create a zone of hazardous ground in the area until the end of the encounter. Anyone entering the zone must make a DC 15 Acrobatics check or stop moving, falling prone on a result of | + | '''Effect:''' You create a zone of hazardous ground in the area until the end of the encounter. Anyone entering the zone must make a DC 15 Acrobatics check or stop moving, falling prone on a result of 10 or lower. In addition, anyone who ends their movement in the zone is attacked. <br> |
− | '''Insight of tools:''' The attack roll gains your Intelligence modifier as a | + | '''Insight of tools:''' The attack roll gains your Intelligence modifier as a bonus to attack rolls against enemies and as a penalty against allies. |
}} | }} | ||
Revision as of 15:27, 23 April 2009
![]() |
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.
CLASS TRAITS
Role: Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them. You always have a contingency plan in case things go wrong.
Power Source: Martial. You have trained and fought long and heard to achieve the powers you have.
Key Abilities: Dexterity, Intelligence, Strength, Charisma
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implement: Signature weapons, wands.
Bonus to Defense: +2 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Depending on your class feature you gain one trained skill. From the class skills list below, choose four trained skills at 1st level. Class Skills: Acrobatics (Dex), Arcana (Int), Athletics (Str), Bluff (Cha), Dungeoneering (Wis), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Streetwise (Cha), Theivery (Dex).
Build Options: Forceful mastermind, inventive mastermind, scary mastermind.
Class Features: Insight, Invention, Signature Weapon
Mastermind Builds
Impressive 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.
Smart 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.
Strong 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 Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents.
Class Features
Mastermind Insight
You have had an epiphany into how the world works, a genius quality that sets you apart from other people. This is not about intelligence, it is about an deeper understanding about how the world works.
Choose one of these options. Your choice provides bonuses to certain mastermind powers, as detailed in those powers.
Insight of Force : At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you. You are trained in Athletics.
Insight of Psyche : When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn. You are trained in Intimidate.
Insight of Tools: When you use a close blast, you can place it up to your Intelligence modifier squares away from you. You are trained in Thievery.
Signature Weapon
Each mastermind specializes in a weapon, often a distinctive and unusual weapon such as the spiked chain or repeating crossbow. Choose any one weapon to gain proficiency in. You can use this weapon as an implement as well.
Invention
As a mastermind, you must constantly stay one step ahead, reinventing yourself. You can retrain three facets of your character each level rather than the normal one. See Player's Handbook, chapter 2, for more on retraining.
Mastermind Powers
Level 1 At-Will Exploits
| ||
You spread small sharp objects on the floor, creating a hazard. | ||
At-Will ✦ Martial, Implement, Zone | ||
Standard Action Close blast 3 | ||
Requirement: You must use a packet of caltrops. Target: Each creature in zone. |
| ||
You hit your enemy in a gruesome manner, making his allies lose their determination. | ||
At-Will ✦ Martial, Weapon, Fear | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
| ||
You have a signature move, something highly distinctive that identifies you and shows of your grace and style. Some masterminds have a distinctive weapon maneuver, acrobatic stunt, or even just an expression. When you do this move, your enemies quail before you. | ||
At-Will ✦ Martial, Implement, Psychic | ||
Standard Action Close burst 2 | ||
Target: Each enemy in burst. Attack: Dexterity vs. Will |
| ||
You make a trip attack. | ||
At-Will ✦ Martial, Implement | ||
Standard Action Melee 1 | ||
Target: One creature. Attack: Dexterity vs. Reflex |
Further Power Ideas
- Amazing Feint
Utility
- Quick Tunnel
- Contingency plans
Power Sketches
| ||
You withdraw, pulling enemies along, only to turn around and face them when they are in position. | ||
Daily ✦ Martial | ||
Move Action Close blast 4 | ||
Target: You and each enemy in blast. Effect: Slide a number of squares equal to your speed.
Attack: Dexterity vs Will |
| ||
You blind an opponent by throwing sand in their eyes. | ||
Daily ✦ Martial | ||
Standard Action Melee 2 | ||
Target: One creature. Effect: Target is blinded and slowed (save ends). |
| ||
A jarring blow momentarily blinds your opponent. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Hit: 2[W] + Dexterity damage. Target is blinded and slowed until the end of your next turn. |
| ||
Nobody could have survived that! | ||
Daily ✦ Martial | ||
Instant interrupt Personal | ||
Trigger: You are hit by an attack while bloodied. Effect: You take half damage from that attack and fall prone. Until you attack, move, or stand up, you have total concealment and can use Bluff as if it was Stealth to hide. |
| ||
You bring an ally back to reality. | ||
Daily ✦ Martial | ||
Minor Close burst 3 | ||
One ally in burst gets a saving throw against one effect that a saving throw can break. Insight of psyche: This is an encounter power. |
| ||
You bring allies back to reality. | ||
Daily ✦ Martial | ||
Minor Close burst 3 | ||
Allies ally in range gets a saving throw against one effect that a saving throw can break. Insight of psyche: This is an encounter power. |
| ||
You make short work of an obstacle. | ||
Daily ✦ Martial | ||
Minor Close blast 2 | ||
One object or door which is entirely within the area is reduced to rubble. Does not work against an object carried or worn by another creature or that is part of a wall or other permanent fixture. Insight of power: This is an encounter power. |
| ||
You make short work of a contraption. | ||
Daily ✦ Martial | ||
Minor Close blast 5 | ||
One trap, conjuration, or zone in the area is destroyed. Insight of psyche: This is an encounter power. |
| ||
You make short work of contraptions. | ||
Daily ✦ Martial | ||
Minor Close blast 5 | ||
All traps, conjurations, and zones in the area are destroyed. Insight of psyche: This is an encounter power. |
| ||
You make short work of a wall. | ||
Daily ✦ Martial | ||
Minor Close blast 2 | ||
Walls in the area are reduced to rubble. |
| ||
Time to fall back on plan two. | ||
Daily ✦ Martial | ||
Minor Personal | ||
Recover all your spent encounter powers. |
| ||
You make a distraction and use the opportunity to hide. | ||
Daily ✦ Martial | ||
Move Personal | ||
Shift up to your speed. If you have concealment or cover at the end of the move, you can make a Stealth roll to hide as if you had full cover to total concealment. |
| ||
Your appearance triggers a wave of shock and awe among your opponents. | ||
Daily ✦ Martial, Implement, Fear | ||
Standard Action Close burst 5 | ||
Special: This power can only be used as your first attack in an encounter. Target: Each enemy in burst. |
| ||
You throw an opponent at your other opponents, creasing pain, chaos, and confusion. | ||
Daily ✦ Martial, Implement, Reliable | ||
Standard Action Melee 1 | ||
Target: One adjacent creature. Effect: Push target a number of squares equal to your Strength modifier and trigger a secondary attack. |
| ||
Using your understanding of traps and mechanisms, you use your enemies devices against them. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Ranged 15 | ||
You cause one trap or hazard to trigger, attacking normally. If the trap or hazard normally only attacks enemies, it now only attacks your enemies, otherwise it attacks everyone it normally would.
Insight of Tools: Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence from the attack and damage rolls the trap makes against your allies. |
| ||
You duck and cover, causing opponents to strike one another. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Close burst 1 | ||
Special: There must be at least two enemies in burst. Target: Each enemy in burst. |
| ||
You strike hard and fast, shocking your opponent with the force of the blow. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
| ||
You spread oil on the floor, creating a dangerous puddle. | ||
Encounter ✦ Martial, Implement, Zone | ||
Standard Action Close blast 3 | ||
'Requirement: You must use a flask of oil. Target: Each creature in zone. |
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 |