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Revision as of 13:49, 24 April 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.
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: +1 Fortitude, Reflex, Will
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
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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. |
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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 |
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You put pressure on your foe, not allowing them a moment to regroup. | ||
At-Will ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
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You have a signature move; a distinctive pose, stunt, or taunt that makes your enemies quail before you. | ||
At-Will ✦ Martial, Implement, Psychic | ||
Standard Action Close burst 2 | ||
Target: Two enemies in burst. Attack: Dexterity vs. Will |
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You make a sudden lunge, attacking an opponent who thought itself out of reach. | ||
At-Will ✦ Martial, Weapon | ||
Standard Action Melee 2 | ||
Target: One creature. Attack: Dexterity vs. AC |
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You kick an opponent's feet out from under them. | ||
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
Daily
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Ready yourself to lash out at a foe that gets too close. | ||
Daily ✦ Martial, Weapon | ||
Immediate Interrupt Melee weapon | ||
Trigger: An enemy starts its turn or moves adjacent to you. Target: The triggering creature. |
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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. |
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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. |
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You grab an opponent and whirl about, using him to attack his comrades. | ||
Daily ✦ Martial, Implement, Reliable | ||
Standard Action Melee 1 | ||
Target: One of your category or smaller. Attack: Dexterity vs Fortitude. |
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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: Each enemy in blast. Effect: Slide a number of squares equal to your speed.
Attack: Dexterity vs Will |
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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). |
Encounter
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You instinctively lash out at a foe that gets too close. | ||
Encounter ✦ Martial, Weapon | ||
Immediate Interrupt Melee weapon | ||
Trigger: An enemy moves adjacent to you. Target: The triggering creature. |
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You take a shot at a fleshy part of the foe before you, sending the bolt through the creature and striking the surprised enemies behind. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC. |
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A jarring blow momentarily blinds your opponent. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. Fortitude. |
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You hurl a handful of stingy, smelly stuff at your opponents, then use the opening to follow up with a series of quick attacks. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Close blast 3 | ||
Target: Each creature in blast. Hit: Target is blinded and slowed until the end of your next turn. Make a basic attack against the target. |
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A careful aim you strike a foe’s artery sends a blinding spray of blood amidst its allies. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Hit: 2[W] + Dexterity damage. All enemies adjacent to target are blinded until the end of your next turn. |
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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. |
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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. |
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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 |
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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. |
Utility
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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You make short work of a wall. | ||
Daily ✦ Martial | ||
Minor Close blast 2 | ||
Walls in the area are reduced to rubble. |
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Time to fall back on plan two. | ||
Daily ✦ Martial | ||
Minor Personal | ||
Recover all your spent encounter powers. |
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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. |
External links
4th Edition Dungeons & Dragons | |
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