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

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'''Attack:''' Intelligence vs. AC. <br>
 
'''Attack:''' Intelligence vs. AC. <br>
 
'''Hit:''' 2[W] + Intelligence damage and the target's turn ends. <br>
 
'''Hit:''' 2[W] + Intelligence damage and the target's turn ends. <br>
'''Insight of Force:''' Shift the target your Strength modifier squares.
 
 
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'''Hit:''' 1d6 + Intelligence damage and target is knocked prone. If target is already prone it is dazed instead.<br>
 
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=== Level 9 Daily Exploits ===
 
=== Level 9 Daily Exploits ===
 
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{{4E power

Revision as of 23:36, 7 May 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 Daredevil (was Mastermind).

CLASS TRAITS

Role: Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them.

Power Source: Martial. You trained and fought long and hard to achieve your extraordinary skills.

Key Abilities: Intelligence, Dexterity, Strength, Charisma

Armor Proficiencies: Cloth, leather

Weapon Proficiencies: Light blades, club, 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), Athletics (Str), Bluff (Cha), Endurance (Con), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex), Streetwise (Cha), Thievery (Dex).

Build Options: impressive daredevil, smart daredevil, strong daredevil.

Class Features: Insight, invention, weapon implement

Daredevil Builds

Crafty Daredevil

You understand gadgets and technology to a degree unique even among daredevils. When you call, devices dance. Your primary attribute is Intelligence, which your attacks are based on. Your secondary attribute is Dexterity, used to determine the utility of your tricks and devices.

Impressive Daredevil

You can see deep into the souls of others, see the fear there, and use this knowledge to your advantage. Your primary attribute is Intelligence, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers.

Strong Daredevil

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 Intelligence. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents.

Class Features

Daredevil Insight

You have had an epiphany into how the world works, a genius quality that sets you apart from other people. This is a deeper understanding about how the world truly works that cannot be codified as skill or knowledge in the usual sense.

Choose one of these options. Your choice provides bonuses to certain daredevil powers, as detailed in those powers. Each option also gives you a trained skill.

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 cannot make opportunity attacks until the end of your next turn. You are trained in Intimidate.

Insight of Tools: When you use a daredevil power that is a close blast, you can place it up to your Dexterity modifier squares away from you. You are trained in Thievery.

Weapon Implement

When you wield a magic weapon you are proficient in, you can add its enhancement bonus to the attack rolls and the damage rolls of daredevil powers and daredevil paragon path powers that have the implement keyword. Without an implement, you can still use these powers. Any weapon you are proficient in can function as a daredevil implement. However, you don’t gain a weapon's proficiency bonus when using it as an implement.

Exotic Weapon Mastery

Daredevils often choose to specialize in rare and exotic weapons, or find odd ways to use common weapons. As a daredevil, you gain the Novice, Expert, and Specialist feats from one fighting style as bonus feats, but to access these feats you need to take the first feat in the style, opening it up. Taking the initial style feat still counts as your one allowed class-specific multiclass feat. Not that you have the option to swap out daredevil powers for fighting style powers; you are never forced to do so. See Dragon 372, p 12, for more on fighting styles.

Invention

As a daredevil, 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.

Daredevil Powers

Level 1 At-Will Exploits

Caltrops Daredevil Attack 1
You spread small sharp objects on the floor, creating a hazard.
At-WillMartial, Implement, Zone, Gimmick
Standard Action      Close blast 3
Target: Each creature in zone.

Attack: Intelligence vs. Reflex
Hit: 1d6 damage. If it is the target’s turn, that turn ends. A running or charging target is knocked prone.
Level 21: 2[W] damage.
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 charging, walking or running in the zone is attacked.
Insight of tools: Add your Dexterity modifier to damage.

Dramatic Strike Daredevil 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: Intelligence vs. AC
Hit: [W] + Intelligence damage and all enemies adjacent to target are slowed.
Level 21: 2[W] + Intelligence damage.

Signature Flourish Daredevil Attack 1
You have a signature move; a distinctive emote, pose, stunt, or taunt that makes your enemies quail before you.
At-WillMartial, Implement, Psychic, Fear
Standard Action      Close burst 1
Target: One enemy in burst.

Secondary Targets: Enemies in burst adjacent to the primary target.
Attack: Intelligence vs. Will
Hit: Target is pushed one square and dazed until the end of your next turn.
Insight of Psyche: Dazed enemies take psychic damage equal to your Charisma modifier.
Level 21: Increase to close burst 2 at level 21.

Sudden Lunge Daredevil Attack 1
You make a sudden lunge, attacking an opponent who thought itself out of your reach.
At-WillMartial, Weapon
Standard Action      Melee 2
Target: One creature.

Attack: Intelligence vs. AC
Hit: [W] + Intelligence damage.
Level 21: 2[W] + Intelligence damage.
Special: You can use this attack in place of a basic attack when you are allowed to make an opportunity attack, doing so with threatening reach 2.

Sweeping Kick Daredevil Attack 1
You kick an opponent's feet out from under them.
At-WillMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage and target is knocked prone. If it is the target’s turn, its turn ends.
Level 21: 2d6 + Intelligence damage.
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.

Level 1 Encounter Exploits

Thunderclap Daredevil Attack 1
You smash your hands into the side of your enemies' head, possibly smashing two opponents together.
EncounterMartial, Implement, Thunder
Standard Action      Melee 1
Target: One enemy or two adjacent enemies.

Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence damage and target is defened until the end of yourt next turn.

Pinning Shot Daredevil Attack 1
You pin your foe with a well-placed attack.
EncounterMartial, Weapon
Standard Action      Melee or ranged weapon
Target: One creature.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: The target is immobilized until the beginning of your next turn or until it escapes. You gain a +5 bonus on defenses against such an escape attempt.

Tripwire Daredevil Attack 1
You spread a string of ragged loops, creating an obstacle.
EncounterMartial, Implement, Gimmick
Standard Action      Area wall 5 within 5 squares
You a spread tripwire in a wall shape. The wall can be up to 10 squares long and one square high and lasts until the end of your next turn.

Any creature that starts in or enters the wall is subject to an attack.
Attack: Intelligence vs. Reflex
Hit: Target is restrained until the beginning of its next turn. If the creature was charging or running it also falls prone.

Become the Wraith Daredevil Attack 1
You duck and weave, 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 enemy of your choice in the burst.

Level 1 Daily Exploits

Bowl Over Daredevil Attack 1
You throw an opponent at your other opponents, causing pain, chaos, and confusion.
DailyMartial, Implement
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: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence damage and target is knocked prone.

Binding Shot Daredevil Attack 1
Your attack nails the target in place, piercing either flesh or clothes.
DailyMartial, Weapon
Standard Action      Ranged weapon
Target: One creature.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: The target is immobilized until Escape. You gain a +5 bonus on defenses against such an escape attempt.
Insight of psyche: The target is restrained instead of immobilized.

Pebble Trap Daredevil Attack 1
You toss pebbles or peas on the floor, creating a dangerous spot.
DailyMartial, Implement, Zone, Gimmick
Standard Action      Area burst 1 within 10 squares
Target: Each creature in zone.

Attack: Intelligence vs. Reflex
Hit: Target is knocked down and you slide it one square.
Effect: You create a zone of difficult ground in the area until the end of the encounter. Anyone who moves inside or ends their turn in the zone is attacked.
Insight of tools: You slide the target half your Dexterity modifier squares.

Monster Salvage Daredevil Attack 1
You salvage a defeated creature's special attack, creating a grenade that uses its power.
DailyMartial, Implement, Gimmick
Standard Action      Area burst 2
Requirement: You must spend a short rest with a defeated enemy that has an attack with the thunder, poison or acid keyword.This power gains the keyword selected.

Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.

Mutual Shackles Daredevil Attack 1
You leash yourself to the target with a stout iron chain!
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence damage
Effect: Until the end of the encounter you and the target cannot move except to squares adjacent to each other. You and your target cannot be force moved except to a square adjacent to the other. The power can be negated in one of the following ways: You spend an minor action to end the power. You or the target teleports. The target makes a successful Escape action. You gain a +5 bonus on defenses against such an escape attempt.
Special: If the target is of a size category larger than you, it is slowed and whenever it moves you are pulled adjacent to it. The power can be negated as above.

Level 2 Utility Exploits

Elusive Stance Daredevil Utility 2
You flit from cover to cover, confusing onlookers.
EncounterMartial, Stance
Minor Action      Personal
Requirement: Trained in Bluff

Effect: You can use Bluff to make a distraction to hide as a minor action, and can do so any number of times during an encounter. You can attempt a distraction to hide as a part of entering this stance.

Smoke Screen Daredevil Attack 2
You create a wall of obscuring smoke.
DailyMartial, Conjuration, Gimmick
Standard Action      Area wall 10 within 5 squares
You create a continuous wall of billowing smoke in the area until the end of the encounter. The wall can be up to 10 squares long and two squares high. The wall blocks line of sight. Creatures inside the wall gain concealment.
Lethal Dodge Daredevil Utility 2
You dodge behind a foe, who takes the attack for you.
EncounterMartial
Immediate Interrupt      Melee 2
Trigger: You attacked while adjacent to an enemy other than the one attacking you.

Target: One enemy other than the one attacking you.
Effect: You gain a +4 bonus to AC and Reflex against this attack. If the attack misses you it instead hits the target.

Tactical Deduction Daredevil Utility 2
You realize an opponent's plan.
DailyMartial
Standard Action      Personal
Pick a creature within 20 squares; you do not need line of sight or line of effect. This can be a specific creature or one you suspect is there, such as the "guardian of the gate ahead". You get to read the tactics section of this creature. If no creature fits the description you gave, you learn nothing. If several creatures fit your description, you get information on the one with the greatest xp value.

Level 3 Encounter Exploits

  • Other
Sidestep Daredevil Utility 3
You deftly sidestep your enraged foe and they go barreling into an obstacle.
EncounterMartial, Implement
Immediate Interrupt      Melee 4
Trigger: You are charged

Target: The triggering creature
Attack: Intelligence vs. Reflex
Hit: The triggering attack misses and you shift the target into what would be a flaking position from where they attacked you, then push it your Charisma modifier squares, knock it prone, and daze it until the end of your next turn. Target takes damage based on its size category: 1d6 damage if they are Medium or smaller, 2d6 if Large, 3d6 if Huge, and 4d6 if Gargantuan.

Trigger Trap Daredevil Utility 3
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 its enemies, it now only attacks your enemies, otherwise it attacks everyone as it normally would. Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence modifier from the attack and damage rolls the trap makes against your allies. If the trap can trigger multiple times in an encounter, you can trigger it again as a standard action until the end of the encounter.
Oil Slick Daredevil Attack 3
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: Intelligence vs. Reflex
Hit: Target is knocked down.
Effect: You create a zone of hazardous ground in the area until the beginning of your next round. Anyone who moves inside or begins their turn in the zone is attacked.

Line-Up Shot Daredevil Attack 3
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.
EncounterMartial, Weapon
Standard Action      Area 1 square within 10 squares
Target: One enemy in area.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: Make a Secondary Attack
Secondary Area: One square adjacent to and further away from you than the last square.
Secondary Attack: Repeat the primary attack, including possible further secondary attacks. You can target a maximum of four squares in this way.

Level 5 Daily Exploits

Foe Sweep Daredevil Attack 5
You grab an opponent and whirl him around, using him to attack his comrades.
DailyMartial, Implement, Reliable
Standard Action      Melee 1
Target: One enemy of your category or smaller.

Attack: Intelligence vs. Fortitude.
Hit: 2d6 + Intelligence damage. Make a secondary attack, then slide the target into any square adjacent to you.
Secondary Attack: Close burst 1. Intelligence vs. Fortitude.
Hit: 1d6 + Strength damage to the secondary target and 1d6 damage to the primary target.
Insight of Power: Slide the primary target your Strength modifier squares after the attack. You can slide the target through squares occupied by allies, but not end the slide in such a square.

Challenge the Leader Daredevil Attack 5
You challenge an opponent's attempt to rally his friends.
DailyMartial, Implement, Reliable
Immediate Interrupt      Close burst 5
Trigger: An enemy in burst uses a power which grants a save or improves your foes’ hit points, defenses, saves, initiative, attack or damage.

Target: Triggering creature in burst.
Attack: Intelligence vs. Will
Hit: Target is stunned until the beginning of its next turn. The triggering action is negated.
Insight of Psyche: This is a Close burst 10

Elemental Extraction Daredevil Attack 5
You salvage a defeated creature's elemental attack, creating a grenade that uses its power.
DailyMartial, Implement, Gimmick
Standard Action      Area burst 2
Requirement: You must spend a short rest with a defeated enemy that has an attack with the acid, cold, electricity, fire, poison, or thunder keyword. This power gains the keyword selected.

Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.
Insight of Tools: You can make this a close blast 3.

Hidden Stake Daredevil Attack 5
Your foe reels and is impaled on a dangerous stake only you had noticed.
DailyMartial, Implement
Free Action      Close burst 5
Trigger: An enemy is knocked down or forcibly moved adjacent to a wall.

Target: Triggering creature in burst.
Attack: Intelligence vs. Will
Hit: 4d6 + Intelligence damage and target is restrained (save ends).
Miss: half damage.

Throw Sand Daredevil Attack 5
You blind an opponent by throwing sand in their eyes.
DailyMartial
Standard Action      Melee 1
Target: One creature.

Attack: Intelligence vs. Will.
Hit: Target is blinded and slowed (save ends).
Miss: Target is blinded (save ends).
Effect: If you are prone, you can stand up.

Level 6 Utility Exploits

Push and Shove Daredevil Utility 6
You push your opponent's around, using them as a battering ram.
EncounterMartial, Stance
Minor Action      Personal
If you spend a square of forced movement to force move an enemy into a door, wall, or other object, you can make a Strength check to break that object. The enemy takes your Strength modifier in damage.
Feinting Stance Daredevil Utility 6
You adopt a confusing pose, ready to feint and distract.
EncounterMartial, Stance
Minor Action      Personal
Requirement: Trained in Bluff

Effect: You can use Bluff to make a distraction to gain combat advantage against an opponent as a minor action. You can attempt such a distraction as a part of entering this stance.

Eagle Eye Daredevil Utility 6
A subtle crackling of leaves, a bizarre shadow, heavy breathing – you deduce your opponent’s location when they think they are invisible.
EncounterMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. While within the zone, enemies cannot benefit from concealment or flanking.
Roll With The Blow Daredevil Utility 6
You roll away from an attack, avoiding much of the damage.
EncounterMartial
Immediate Interrupt      Personal
Trigger: You are hit by an attack.

Effect: The attack misses but you take half the hit point damage it would normally cause. The triggering creature pushes you two squares.

Level 7 Encounter Exploits

Blinding Shot Daredevil Attack 7
A head shot momentarily blinds your opponent.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Intelligence vs. Fortitude.
Hit: 2[W] + Intelligence damage. Target is blinded and slowed until the end of your next turn.

Warding Strike Daredevil Attack 7
You instinctively lash out at a foe that gets too close.
EncounterMartial, Weapon
Immediate Interrupt      Melee weapon
Trigger: An enemy moves adjacent to you or attacks you.

Target: The triggering creature in range.
Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage and the target's turn ends.

Circle of Sand Daredevil Attack 7
You whirl and toss a circle of sand all around you, then use the opening to follow up with a series of quick attacks.
EncounterMartial, Implement
Standard Action      Close burst 3
Target: Each enemy in burst.

Attack: Intelligence vs. Fortitude.
Hit: Target is blinded and slowed until the end of your next turn. Make a basic attack against the target.

Quick Kick Daredevil Attack 7
You get in a quick kick between you other blows.
EncounterMartial, Implement
Minor Action      Melee
Target: One creature.

Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence damage and target is knocked prone. If target is already prone it is dazed instead.

Level 9 Daily Exploits

Foe Shield Daredevil Attack 9
You sucker punch a foe, then push him ahead of you like a shield.
DailyMartial, Implement
Standard Action      Melee
Target: One creature.

Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence damage. Target is stunned and provides cover to you as if it was an ally (save ends both).
Miss: Target is immobilized and provides cover to you as if it was an ally until the beginning of your next turn.
Effect: Any attack that the target provided cover against and that misses you instead hits the target.
Insight of power: As long as the target provides cover to you, you can slide it into any square adjacent to you each time you move into a new square or as a minor action.

Reckless Pursuit Daredevil Attack 9
You withdraw, pulling enemies along, only to turn around and face them when they are in position.
DailyMartial
Move Action      Close blast 5
Target: Each enemy in blast. (This is determined before you slide)

Effect: Slide a number of squares equal to your speed.
Attack: Intelligence 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.
Insight of Tools: The insight of Tools' class ability does not work with this power; it cannot be placed at range.
Insight of Psyche: Pull the target 4 + your Charisma modifier squares.
Notes: Remember that each of your allies can only make one opportunity attack during your turn.

Blinding Cloud Daredevil Attack 9
You hurl a handful of stingy, smelly stuff at your opponents, then use the opening to follow up with a series of quick attacks.
DailyMartial, Implement, Gadget
Standard Action      Area burst 1 within 5 squares
Target: Each creature in blast.

Attack: Intelligence vs. Fortitude.
Hit: Target is blinded and slowed (save ends). Make a basic attack against the target.
Hit: Target is blinded and slowed until the end of your next turn.
Insight of Tools: Area: burst 1 within 10 squares

Anchored Shackles Daredevil Attack 9
You leash the target to the ground.
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence damage
Effect: The target is restrained until the end of the encounter. If the target teleports, the effect is negated. The target can attempt a Escape action to negate the power (you gain a +5 bonus on defenses against such an escape attempt).

  • Other

Level 10 Utility Exploits

Break Object Daredevil Utility 10
You make short work of an obstacle.
DailyMartial
Minor      Melee 1
Make a Strength check with a +10 bonus against the break DC of an object to destroy it. 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.

Get It Together Daredevil Utility 10
You bring an ally back to reality.
DailyMartial
Minor Action      Close burst 3
One ally in burst gets a saving throw against one effect that a saving throw can end.

Insight of psyche: This is an encounter power.

Break Contraption Daredevil Utility 10
You make short work of a contraption.
DailyMartial
Minor      Close blast 5
One trap, conjuration, or zone in the area is destroyed.

Insight of tools: This is an encounter power.

Even the Field Daredevil Utility 10
You can use the terrain to your advantage.
DailyMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. While within the zone, allies can ignore difficult ground.
Disappearing Act Daredevil Utility 10
You make a distraction and use the opportunity to hide.
DailyMartial
Move Action      Personal
Requirement: Trained in Bluff

Effect: 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 total concealment.

Playing Possum Daredevil Utility 10
Nobody could have survived that!
DailyMartial
Immediate 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 (except by crawling), or stand up, you have total concealment.

Level 13 Encounter Exploits

  • Power
  • Psyche
  • Tools
Jarring Blow Daredevil Attack 13
You shock your opponent with the force of the blow.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

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

Pierce Resistance Daredevil Attack 13
You open up a hidden flaw in your opponent's defenses.
EncounterMartial, Implement, Gimmick
Standard Action      Melee or Ranged weapon
Target: One enemy.

Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence damage. Choose one damage type; any resistance the target has against that keyword is reduced by 10.

Arterial Shot Daredevil Attack 13
A careful aim you strike a foe’s artery sends a blinding spray of blood amidst its allies.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Hit: 2[W] + Intelligence damage. Target and all enemies adjacent to target are blinded until the end of your next turn.

Level 15 Daily Exploits

Ragdoll Daredevil Attack 15
You swing an opponent at your other opponents, creasing pain, chaos, and confusion.
DailyMartial, Implement
Standard Action      Melee 1
Target: One adjacent creature.

Effect: Slide 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: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence damage and target is knocked prone.

Shock and Awe Daredevil Attack 15
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: Intelligence vs. Will
Hit: Target is dazed (save ends).
Insight of psyche: Target takes psychic damage equal to your Charisma modifier.

Ethereal Extraction Daredevil Attack 15
You salvage a defeated creature's supernatural attack, creating a grenade that uses its power.
DailyMartial, Implement, Gimmick
Standard Action      Area burst 2
Requirement: You must spend a short rest with a defeated enemy that has an attack with the radiant, necrotic, psychic, thunder, poison, acid, fire, cold, or electricity keyword.This power gains the keyword selected.

Requirement: You must spend a short rest with a defeated enemy that has an attack with the radiant or necrotic keyword.
Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.
Insight of Tools: You can make this area burst 1 or area burst 3.

Pressing Attack Daredevil Attack 1
You put pressure on your foe, not allowing it a moment to regroup.
DailyMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Intelligence vs. AC
Hit: [3W] + Intelligence damage and the target cannot shift, regenerate, heal, or gain temporary hit points until the end of your next turn.
Effect: Until the end of the encounter, whenever you hit the target or end your turn adjacent to the target, it cannot shift, regenerate, heal, or gain temporary hit points until the end of your next turn.

  • Other

Level 16 Utility Exploits

Dance of Death Daredevil Utility 16
Hitting your enemy while they are weak, you force them into the oncoming blades of your companions.
EncounterMartial, Stance
Minor Action      Close burst 3
When you force movement on a creature, it provokes opportunity attacks.

Insight of Force: Allies gain combat advantage on opportunity attacks gained from this power.

Field of Gory Daredevil Utility 16
You inspire pity in your enemies, making them avoid stepping on their fallen comrades.
DailyMartial, Stance
Standard Action      Close burst 10
You create a zone in the burst. Enemies defeated in the zone create difficult ground in their space that only applies to their allies.

Insight of Psyche: Allies gain combat advantage against enemies in difficult ground created by this power.

Dance of Steel Daredevil Utility 16
You understand the rhythm and move to the pacing of traps and hazards.
EncounterMartial, Stance
Minor Action      Close burst 5
Requirement: You must be trained in Thievery.

Target: Each trap or hazard in burst.
Effect: You create a zone in the burst. When you move, the zone moves with you, remaining centered on you. You see the target and learn how it triggers. You can choose not to trigger it when your actions would normally do so.
Insight of Tools: You and allies in burst benefit from the effect.

Architectural Deduction Daredevil Utility 16
You understand secret construction.
DailyMartial, Reliable
Standard Action      Close burst 30
Target: Each trap, hazard or secret door in blast.

Effect: You discern the location of each trap, hazard, or secret door in the burst. If you fail to discern anything, the power is not expended.

Spatial Confusion Daredevil Utility 16
You confuse opponents about geometry and location, causing them to misteleport.
EncounterMartial, Stance, Zone
Minor Action      Personal Close
burst 5

Requirement: Trained in Stealth
Effect: You create a zone in the burst. When you move, the zone moves with you, remaining centered on you. You can shift any enemy that teleports into a square in the zone one square. If the enemy ends up in difficult terrain, it is knocked prone.

Superior Ground Daredevil Utility 16
Perfect understanding of the terrain is all you need to slow the enemy down.
DailyMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. Enemies threat the area inside the zone as difficult ground.

Level 17 Encounter Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Level 19 Daily Exploits

  • Power
  • Psyche
  • Tools
Lodestone Shackles Daredevil Attack 1
You know tricks to hold any monster leashed.
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Intelligence vs. Fortitude
Hit: 3[W] + Intelligence damage
Effect: Until the end of the encounter you and the target cannot move, be force moved, or teleport except to squares adjacent to each other. You can end this effect as a minor action. The target can attempt a Escape action to negate the power (you gain a +5 bonus on defenses against such an escape attempt).

  • Other

Level 22 Utility Exploits

Break Wall Daredevil Utility 17
You make short work of a wall.
DailyMartial
Minor      Close blast 3
Make a Strength check with a +10 bonus against the break DC of all walls in the area. On a success, they are reduced to rubble.

Insight of power: This is an encounter power.

All In The Mind Daredevil Utility 17
You bring allies back to reality.
DailyMartial
Minor      Close burst 3
All allies in range get a saving throw against one effect that a saving throw can break.

Insight of psyche: This is an encounter power.

Clear the Ground Daredevil Utility 17
You make short work of contraptions.
DailyMartial
Minor      Close blast 5
All traps, conjurations, and zones in the area are destroyed.

Insight of tools: This is an encounter power.

Vital Insight Daredevil Utility 17
You realize an opponent's strengths and weaknesses.
DailyMartial
Standard Action      Personal
Pick a creature within 20 squares; you do not need line of sight or line of effect. This can be a specific creature or one you suspect is there, such as the "guardian of the gate ahead". You get to read the stat block and tactics section of this creature. If no creature fits the description you gave, you learn nothing. If several creatures fit your description, you get information on the one with the greatest xp value.
Contingency Plans Daredevil Utility 17
Time for the fall-back plan.
DailyMartial
Minor      Personal
Recover all your spent encounter powers.

Special: This power cannot be recovered except by an extended rest.

Nerves of Steel Daredevil Utility 17
You simply will not yield.
EncounterMartial, Stance
Minor Action      Personal
You cannot be pushed and have +5 to all defenses and saving throws against attacks with the charm, domination, or fear keywords.

Level 23 Encounter Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Level 25 Daily Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Level 27 Encounter Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Level 29 Daily Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Keywords

Gimmick

Powers with the gimmick keywords use props. You need to actually carry and use these gimmicks to use the power; you cannot use the power if your gimmicks are taken away from you. To others, your gimmicks are useless but recognizable as dangerous if inspected. Gimmicks are prepared beforehand as a part of a long rest. If your lose your gimmicks, you can make new ones for all your gimmick powers with an hour of work. There is no cost to prepare a gimmick, but you need simple supplies; Thieves’ Tools and what can be found in any scrapheap suffices. If you lack these things, you can use Thievery to improvise at the DMs discression.

Feats

Dilettante

Prerequisite: Daredevil

Benefits: Gain a +3 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks.

External links