Difference between revisions of "Martial Controller (4E)"

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'''Armor Proficiencies: ''' Cloth, leather
 
'''Armor Proficiencies: ''' Cloth, leather
  
'''Weapon Proficiencies: ''' Simple melee, military melee, simple ranged
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'''Weapon Proficiencies: ''' Light blades, simple ranged
  
'''Implement: ''' Signature weapons, wands.
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'''Implement: ''' Weapons.
  
 
'''Bonus to Defense: ''' +2 Reflex
 
'''Bonus to Defense: ''' +2 Reflex
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===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 any one weapon to gain proficiency in. You can use this weapon as an implement as well.
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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 any weapon you are proficient in as an implement, but most masterminds prefer to use their signature weapon.
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Masterminds do not get a proficiency bonus to attack rolls when using a weapon as an implement.
  
 
===Invention===
 
===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.
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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 1, chapter 2, for rules on retraining.
  
 
== Mastermind Powers ==
 
== Mastermind Powers ==

Revision as of 21:32, 23 April 2009

4ED&D 4E
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: Light blades, simple ranged

Implement: Weapons.

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 any weapon you are proficient in as an implement, but most masterminds prefer to use their signature weapon.

Masterminds do not get a proficiency bonus to attack rolls when using a weapon as an implement.

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 1, chapter 2, for rules on retraining.

Mastermind Powers

Level 1 At-Will Exploits

Caltrops Mastermind Attack 1
You spread small sharp objects on the floor, creating a hazard.
At-WillMartial, Implement, Zone
Standard Action      Close blast 3
Requirement: You must use a packet of caltrops.

Target: Each creature in zone.
Attack: Dexterity vs. Reflex
Hit: 1d6 damage. If it is the target’s turn, that turn ends. A running target hit is knocked prone.
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.
Increase to close burst 5 at level 21.
Insight of tools: Add your Intelligence modifier to damage.

Dramatic Strike Mastermind Attack 1
You hit your enemy in a gruesome manner, making his allies lose their determination.
At-WillMartial, Weapon, Fear
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC
Hit: [W] + Dexterity damage and all enemies adjacent to target are slowed.
Increase damage to 2[W] + Dexterity at level 21.

Signature Flourish Mastermind Attack 1
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-WillMartial, Implement, Psychic
Standard Action      Close burst 2
Target: Each enemy in burst.

Attack: Dexterity vs. Will
Hit: Target is dazed until the end of your next turn.
Insight of psyche: Target takes your Charisma modifier psychic damage.
Epic Tier: Increase to close burst 4 at level 21.

Sweeping Kick Mastermind Attack 1
You make a trip attack.
At-WillMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage and target is knocked prone. If it is the target’s turn, its turn ends.
Increase damage to 1d6 + Dexterity modifier at level 21.
Special: This power counts as a melee basic attack. When a situation allows you to make a melee basic attack, you can use this power.
Insight of force: Add your Strength modifier to damage.

Further Power Ideas

  • Amazing Feint

Utility

  • Quick Tunnel
  • Contingency plans

Power Sketches

Reckless Pursuit Mastermind Attack ?
You withdraw, pulling enemies along, only to turn around and face them when they are in position.
DailyMartial
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
Hit: Pull the target five squares. This movement triggers opportunity attacks.
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.
Notes: Remember that each of your allies can only make one opportunity attack during your turn.

Throw Sand Mastermind Attack ?
You blind an opponent by throwing sand in their eyes.
DailyMartial
Standard Action      Melee 2
Target: One creature.

Effect: Target is blinded and slowed (save ends).

Blinding Shot Mastermind Attack ?
A jarring blow momentarily blinds your opponent.
EncounterMartial, 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.

Playing Possum Mastermind Utility ?
Nobody could have survived that!
DailyMartial
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.

Get It Together Mastermind Utility ?
You bring an ally back to reality.
DailyMartial
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.

All In The Mind Mastermind Utility ?
You bring allies back to reality.
DailyMartial
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.

Break Object Mastermind Utility ?
You make short work of an obstacle.
DailyMartial
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.

Break Contraption Mastermind Utility ?
You make short work of a contraption.
DailyMartial
Minor      Close blast 5
One trap, conjuration, or zone in the area is destroyed.

Insight of psyche: This is an encounter power.

Clear the Ground Mastermind Utility ?
You make short work of contraptions.
DailyMartial
Minor      Close blast 5
All traps, conjurations, and zones in the area are destroyed.

Insight of psyche: This is an encounter power.

Break Wall Mastermind Utility ?
You make short work of a wall.
DailyMartial
Minor      Close blast 2
Walls in the area are reduced to rubble.
Contingency Plans Mastermind Utility ?
Time to fall back on plan two.
DailyMartial
Minor      Personal
Recover all your spent encounter powers.
Disappearing Act Mastermind Utility ?
You make a distraction and use the opportunity to hide.
DailyMartial
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.
Shock and Awe Mastermind Attack ?
Your appearance triggers a wave of shock and awe among your opponents.
DailyMartial, 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.
Attack: Charisma -2 vs. Will
Hit: Target is dazed (save ends).
Insight of psyche: Target takes psychic damage equal to your Charisma modifier.

Ragdoll Mastermind Attack ?
You throw an opponent at your other opponents, creasing pain, chaos, and confusion.
DailyMartial, 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.
Secondary Target: Primary target and each enemy in or adjacent to a square the primary target is pushed into.
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity damage and target is knocked prone.

Trigger Trap Mastermind Attack (Utility?) ?
Using your understanding of traps and mechanisms, you use your enemies devices against them.
EncounterMartial, 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.

Skeleton Trick Mastermind Attack ?
You duck and cover, causing opponents to strike one another.
EncounterMartial, Implement
Standard Action      Close burst 1
Special: There must be at least two enemies in burst.

Target: Each enemy in burst.
Attack: Charisma vs. Reflex
Hit: Target suffers the effect of a hit by a basic melee attack from another creature of your choice in the burst.

Jarring Blow Mastermind Attack ?
You strike hard and fast, shocking your opponent with the force of the blow.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC
Hit: 2[W] damage and target is stunned until the beginning of your next turn.

Oil Slick Mastermind Attack 1
You spread oil on the floor, creating a dangerous puddle.
EncounterMartial, Implement, Zone
Standard Action      Close blast 3
'Requirement: You must use a flask of oil.

Target: Each creature in zone.
Attack: Dexterity vs. Reflex
Hit: Target is knocked down.
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.
Insight of tools: The attack roll gains your Intelligence modifier as a bonus to attack rolls against enemies and as a penalty against allies.

External links