Difference between revisions of "Martial Controller (4E)"
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|fluff=You inspire pity in your enemies, making them avoid stepping on their fallen comrades. | |fluff=You inspire pity in your enemies, making them avoid stepping on their fallen comrades. | ||
|use=Daily | |use=Daily | ||
− | |keywords=Martial, Stance | + | |keywords=Martial, Stance, Zone |
|action=Standard Action | |action=Standard Action | ||
|target=Close | |target=Close | ||
|range=burst 10 | |range=burst 10 | ||
|text= | |text= | ||
− | You create a zone in the burst. Enemies defeated in the zone create difficult ground in their space that only applies to their allies. | + | You create a zone in the burst. Enemies defeated in the zone create difficult ground in their space that only applies to their allies. Allies gain combat advantage against enemies in difficult ground created by this power. |
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{{4E power | {{4E power | ||
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|type=Utility | |type=Utility | ||
|level=16 | |level=16 | ||
− | |fluff=You understand the rhythm | + | |fluff=You understand the rhythm of traps and hazards. |
|use=Encounter | |use=Encounter | ||
|keywords=Martial, Stance | |keywords=Martial, Stance | ||
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|range=burst 5 | |range=burst 5 | ||
|text= | |text= | ||
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'''Target:''' Each trap or hazard in burst.<br> | '''Target:''' Each trap or hazard in burst.<br> | ||
'''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.<br> | '''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.<br> | ||
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'''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.<br> | '''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.<br> | ||
}} | }} | ||
+ | |||
=== Level 17 Encounter Exploits === | === Level 17 Encounter Exploits === | ||
* Power | * Power |
Revision as of 23:56, 7 May 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 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
| ||
You spread small sharp objects on the floor, creating a hazard. | ||
At-Will ✦ Martial, Implement, Zone, Gimmick | ||
Standard Action Close blast 3 | ||
Target: Each creature in zone. Attack: Intelligence vs. Reflex |
| ||
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: Intelligence vs. AC |
| ||
You have a signature move; a distinctive emote, pose, stunt, or taunt that makes your enemies quail before you. | ||
At-Will ✦ Martial, Implement, Psychic, Fear | ||
Standard Action Close burst 1 | ||
Target: One enemy in burst. Secondary Targets: Enemies in burst adjacent to the primary target. |
| ||
You make a sudden lunge, attacking an opponent who thought itself out of your reach. | ||
At-Will ✦ Martial, Weapon | ||
Standard Action Melee 2 | ||
Target: One creature. Attack: Intelligence vs. AC |
| ||
You kick an opponent's feet out from under them. | ||
At-Will ✦ Martial, Implement | ||
Standard Action Melee 1 | ||
Target: One creature. Attack: Intelligence vs. Reflex |
Level 1 Encounter Exploits
| ||
You smash your hands into the side of your enemies' head, possibly smashing two opponents together. | ||
Encounter ✦ Martial, Implement, Thunder | ||
Standard Action Melee 1 | ||
Target: One enemy or two adjacent enemies. Attack: Intelligence vs. Fortitude |
| ||
You pin your foe with a well-placed attack. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or ranged weapon | ||
Target: One creature. Attack: Intelligence vs. AC. |
| ||
You spread a string of ragged loops, creating an obstacle. | ||
Encounter ✦ Martial, 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. |
| ||
You duck and weave, 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. |
Level 1 Daily Exploits
| ||
You throw an opponent at your other opponents, causing pain, chaos, and confusion. | ||
Daily ✦ Martial, 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. |
| ||
Your attack nails the target in place, piercing either flesh or clothes. | ||
Daily ✦ Martial, Weapon | ||
Standard Action Ranged weapon | ||
Target: One creature. Attack: Intelligence vs. AC. |
| ||
You toss pebbles or peas on the floor, creating a dangerous spot. | ||
Daily ✦ Martial, Implement, Zone, Gimmick | ||
Standard Action Area burst 1 within 10 squares | ||
Target: Each creature in zone. Attack: Intelligence vs. Reflex |
| ||
You salvage a defeated creature's special attack, creating a grenade that uses its power. | ||
Daily ✦ Martial, 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. |
| ||
You leash yourself to the target with a stout iron chain! | ||
Daily ✦ Martial, Weapon | ||
Standard Action Melee weapon | ||
Requirement: You must be using a flail or holding a chain or shackles. Target: One creature. |
Level 2 Utility Exploits
| ||
You flit from cover to cover, confusing onlookers. | ||
Encounter ✦ Martial, 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. |
| ||
You create a wall of obscuring smoke. | ||
Daily ✦ Martial, 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. |
| ||
You dodge behind a foe, who takes the attack for you. | ||
Encounter ✦ Martial | ||
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. |
| ||
You realize an opponent's plan. | ||
Daily ✦ Martial | ||
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
| ||
You deftly sidestep your enraged foe and they go barreling into an obstacle. | ||
Encounter ✦ Martial, Implement | ||
Immediate Interrupt Melee 4 | ||
Trigger: You are charged Target: The triggering creature |
| ||
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 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. |
| ||
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. |
| ||
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 Area 1 square within 10 squares | ||
Target: One enemy in area. Attack: Intelligence vs. AC. |
Level 5 Daily Exploits
| ||
You grab an opponent and whirl him around, using him to attack his comrades. | ||
Daily ✦ Martial, Implement, Reliable | ||
Standard Action Melee 1 | ||
Target: One enemy of your category or smaller. Attack: Intelligence vs. Fortitude. |
| ||
You challenge an opponent's attempt to rally his friends. | ||
Daily ✦ Martial, 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. |
| ||
You salvage a defeated creature's elemental attack, creating a grenade that uses its power. | ||
Daily ✦ Martial, 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. |
| ||
Your foe reels and is impaled on a dangerous stake only you had noticed. | ||
Daily ✦ Martial, Implement | ||
Free Action Close burst 5 | ||
Trigger: An enemy is knocked down or forcibly moved adjacent to a wall. Target: Triggering creature in burst. |
| ||
You blind an opponent by throwing sand in their eyes. | ||
Daily ✦ Martial | ||
Standard Action Melee 1 | ||
Target: One creature. Attack: Intelligence vs. Will. |
Level 6 Utility Exploits
| ||
You push your opponent's around, using them as a battering ram. | ||
Encounter ✦ Martial, 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. |
| ||
You adopt a confusing pose, ready to feint and distract. | ||
Encounter ✦ Martial, 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. |
| ||
A subtle crackling of leaves, a bizarre shadow, heavy breathing – you deduce your opponent’s location when they think they are invisible. | ||
Encounter ✦ Martial, 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. |
| ||
You roll away from an attack, avoiding much of the damage. | ||
Encounter ✦ Martial | ||
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
| ||
A head shot momentarily blinds your opponent. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Intelligence vs. Fortitude. |
| ||
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 or attacks you. Target: The triggering creature in range. |
| ||
You whirl and toss a circle of sand all around you, then use the opening to follow up with a series of quick attacks. | ||
Encounter ✦ Martial, Implement | ||
Standard Action Close burst 3 | ||
Target: Each enemy in burst. Attack: Intelligence vs. Fortitude. |
| ||
You get in a quick kick between you other blows. | ||
Encounter ✦ Martial, Implement | ||
Minor Action Melee | ||
Target: One creature. Attack: Intelligence vs. Fortitude |
Level 9 Daily Exploits
| ||
You sucker punch a foe, then push him ahead of you like a shield. | ||
Daily ✦ Martial, Implement | ||
Standard Action Melee | ||
Target: One creature. Attack: Intelligence vs. Fortitude |
| ||
You withdraw, pulling enemies along, only to turn around and face them when they are in position. | ||
Daily ✦ Martial | ||
Move Action Close burst 3 | ||
Target: Each enemy in blast. (This is determined before you slide) Effect: Slide a number of squares equal to your speed. |
| ||
You hurl a handful of stingy, smelly stuff at your opponents, then use the opening to follow up with a series of quick attacks. | ||
Daily ✦ Martial, Implement, Gimmick | ||
Standard Action Area burst 1 within 5 squares | ||
Target: Each creature in blast. Attack: Intelligence vs. Fortitude. |
| ||
You leash the target to the ground. | ||
Daily ✦ Martial, Weapon | ||
Standard Action Melee weapon | ||
Requirement: You must be using a flail or holding a chain or shackles. Target: One creature. |
- Other
Level 10 Utility Exploits
| ||
You make short work of an obstacle. | ||
Daily ✦ Martial | ||
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. |
| ||
You bring an ally back to reality. | ||
Daily ✦ Martial | ||
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. |
| ||
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 tools: This is an encounter power. |
| ||
You can use the terrain to your advantage. | ||
Daily ✦ Martial, 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. |
| ||
You make a distraction and use the opportunity to hide. | ||
Daily ✦ Martial | ||
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. |
| ||
Nobody could have survived that! | ||
Daily ✦ Martial | ||
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
| ||
You shock your opponent with the force of the blow. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Intelligence vs. AC |
| ||
You open up a hidden flaw in your opponent's defenses. | ||
Encounter ✦ Martial, Implement, Gimmick | ||
Standard Action Melee or Ranged weapon | ||
Target: One enemy. Attack: Intelligence vs. Fortitude |
| ||
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] + Intelligence damage. Target and all enemies adjacent to target are blinded until the end of your next turn. |
Level 15 Daily Exploits
| ||
You swing an opponent at your other opponents, creasing pain, chaos, and confusion. | ||
Daily ✦ Martial, 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. |
| ||
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 salvage a defeated creature's supernatural attack, creating a grenade that uses its power. | ||
Daily ✦ Martial, 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, necrotic, poison, psychic, radiant, or thunder 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. |
| ||
You put pressure on your foe, not allowing it a moment to regroup. | ||
Daily ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Intelligence vs. AC |
- Other
Level 16 Utility Exploits
| ||
Hitting your enemy while they are weak, you force them into the oncoming blades of your companions. | ||
Encounter ✦ Martial, Stance | ||
Minor Action Close burst 3 | ||
When you force movement on a creature, it provokes opportunity attacks. |
| ||
You inspire pity in your enemies, making them avoid stepping on their fallen comrades. | ||
Daily ✦ Martial, Stance, Zone | ||
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. Allies gain combat advantage against enemies in difficult ground created by this power. |
| ||
You understand the rhythm of traps and hazards. | ||
Encounter ✦ Martial, Stance | ||
Minor Action Close burst 5 | ||
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. |
| ||
You understand secret construction. | ||
Daily ✦ Martial, 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. |
| ||
You confuse opponents about geometry and location, causing them to misteleport. | ||
Encounter ✦ Martial, Stance, Zone | ||
Minor Action Personal Close | ||
burst 5
Requirement: Trained in Stealth |
| ||
Perfect understanding of the terrain is all you need to slow the enemy down. | ||
Daily ✦ Martial, 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
| ||
You know tricks to hold any monster leashed. | ||
Daily ✦ Martial, Weapon | ||
Standard Action Melee weapon | ||
Requirement: You must be using a flail or holding a chain or shackles. Target: One creature. |
- Other
Level 22 Utility Exploits
| ||
You make short work of a wall. | ||
Daily ✦ Martial | ||
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. |
| ||
You bring allies back to reality. | ||
Daily ✦ Martial | ||
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. |
| ||
You make short work of contraptions. | ||
Daily ✦ Martial | ||
Minor Close blast 5 | ||
All traps, conjurations, and zones in the area are destroyed. Insight of tools: This is an encounter power. |
| ||
You realize an opponent's strengths and weaknesses. | ||
Daily ✦ Martial | ||
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. |
| ||
Time for the fall-back plan. | ||
Daily ✦ Martial | ||
Minor Personal | ||
Recover all your spent encounter powers. Special: This power cannot be recovered except by an extended rest. |
| ||
You simply will not yield. | ||
Encounter ✦ Martial, 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
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