Difference between revisions of "Weapon mastery (4E)"

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===Whip Novice===
 
===Whip Novice===
 
'''Prerequisites:''' Whip Training, 4th level  
 
'''Prerequisites:''' Whip Training, 4th level  
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'''Benefit:''' You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power.
 
'''Benefit:''' You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power.
 
{{4E power
 
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|range=
 
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'''Requirement:''' You must be wielding a whip.  
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'''Requirement:''' You must be wielding a whip. <br>
'''Target:''' One creature.
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'''Target:''' One creature.<br>
 
'''Attack:''' Dexterity vs. Reflex <br>
 
'''Attack:''' Dexterity vs. Reflex <br>
 
'''Hit:''' 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square. <br>
 
'''Hit:''' 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square. <br>

Revision as of 15:51, 9 November 2008

4ED&D 4E
4th Edition Dungeons & Dragons

This is based on the We Who Are About to Die ... (D&D Gladiators) article by by Robert J. Schwalb from Dragon #368. It has been expanded and modified for local use.

Some warriors devote extra time and training to learning exotic maneuvers and tactics with unusual weapons.

To gain such specialized proficiency in one of these weapons, you must select the relevant weapon mastery feat (see below). The feat grants not only proficiency, but also a special benefit. Moreover, it grants access to power-swap feats that provide exotic maneuvers and tactics. These exploits allow you to add more control to your array of martial attacks.

Since the weapon mastery training feats require a great deal of focused training, each one is a multiclass feat. Normal rules for selecting multiclass feats apply.

Bola Mastery

Bola Training [Multiclass]

Prerequisites: Dex 13

Benefit: You gain proficiency with the bola. When you hit a target with your bola, you can forgo dealing damage to immobilize the target until the end of your next turn. On a critical hit, the target is also knocked prone.

Bola Novice

Prerequisites: Bola Training, 4th level

Benefit: You can swap one 3rd-level or higher encounter attack power you know for the binding bola attack power.

Binding Bola Feat Power Attack 4
The weights entwine the cords around your target, wrapping it so tightly so that it cannot maintain its momentum.
EncounterWeapon
Standard Action      Ranged
Requirement: You must be wielding a bola.

Target: One creature. Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn. On a critical hit, the target is also knocked prone.
At 11th level, increase to 3[W] damage. At 21st level, increase to 4[W] damage.

Bola Expert

Prerequisites: Bola Training, 8th level

Benefit: You can swap one 6th-level or higher utility power you know for the bola recovery utility power.

Bola Recovery Feat Power Utility 8
With the bola back in hand, you ready it for another precise throw.
Encounter.
Free Action      Personal
Effect: Regain the use of the binding bola power.

Bola Specialist

Prerequisites: Bola Training, 10th level

Benefit: You can swap one 9th-level or higher daily attack power you know for the felling bola attack power.

Felling Bola Feat Power Attack 10
Such is the force of your throw that you tangle up the enemy and knock it from its feet.
DailyWeapon
Standard Action      Ranged
Requirement: You must be wielding a bola.

Target: One creature. Attack: Dexterity vs Reflex
Hit: 2[W] + Dexterity modifier damage, and the target is knocked prone and cannot stand (save ends).
At 15th level, increase to 3[W] damage. At 25st level, increase to 4[W] damage.
Miss: Half damage, and the target is knocked prone and cannot stand until the end of your next turn

Net Mastery

Net Training [Multiclass]

Prerequisites: Str 13

Benefit: You gain proficiency with the net. When you hit a target with your net, the target is slowed until the end of your next turn.

Net Novice

Prerequisites: Net Training, 4th level

Benefit: You can swap one 3rd-level or higher encounter attack power you know for the net sweep attack power.

Net Sweep Feat Power Attack 4
You sweep your net around, smashing your foes and bat­tering down their weapons.
EncounterWeapon
Standard Action      Close burst 1
Requirement: You must be wielding a net.

Target: Each creature in burst. Attack: Strength vs. Fortitude
Hit: 1[W] + Strength modifier damage, and the target is slowed and takes a –2 penalty to attack rolls until the end of your next turn.
At 11th level, increase to 2[W] damage.
At 21st level, increase to 3[W] damage.

Net Expert

Prerequisites: Net Training, 8th level

Benefit: You can swap one 6th-level or higher utility power you know for the net shield utility power.

Net shield Feat Power Utility 8
You spin the net in front of you to foil your enemies’ attacks.
Encounter
Minor Action      {{{target}}}
Requirement: You must be wielding a net.

Effect: Until the start of your next turn, you gain a +2 power bonus to AC and Reflex defense.

Net Specialist

Prerequisites: Net Training, 10th level

Benefit: You can swap one 9th-level or higher daily attack power you know for the net trap attack power.

Net Trap Feat Power Attack 10
You fling the net so that it falls over your enemy. The more the foe struggles, the tighter the net’s grasp becomes.
DailyWeapon
Standard Action      Melee 5
Requirement: You must be wielding a net.

Special: This attack has a reach of 5 regardless of the weapon’s actual reach.
Target: One creature.
Attack: Dexterity vs Reflex
Hit: 1[W] + Strength modifier damage, and the target is grabbed (until escape). While the target is grabbed, it takes a –5 penalty to attack rolls and rolls made to escape the grab. While grabbing the target, you cannot make attacks with your net. You can sustain the grab as long as the target is within 5 squares of you.
At 15th level, increase to 2[W] damage. At 25th level, increase to 3[W] damage.
Miss: Half damage, and the target is immobilized until the end of your next turn, but it is not grabbed.

Whip Mastery

Whip Training [Multiclass]

Prerequisites: Dex 13

Benefit: You gain proficiency with the whip. When you hit a target with your whip, that target takes a –2 penalty to attack rolls against a target of your choice until the end of your next turn.

Whip Novice

Prerequisites: Whip Training, 4th level

Benefit: You can swap one 3rd-level or higher encounter attack power you know for the whip snare attack power.

Whip Snare Feat Power Attack 4
With a deft flick of the wrist, you coil your whip around your foe’s limb, giving you some control of where that enemy goes—down or toward you.
EncounterWeapon
Standard Action      Melee
Requirement: You must be wielding a whip.

Target: One creature.
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you can knock the target prone or pull the target 1 square.
At 11th level, increase to 3[W] damage.
At 21st level, increase to 4[W] damage.

Whip Expert

Prerequisites: Whip Training, 8th level Benefit: You can swap one 6th-level or higher utility power you know for the whip crack utility power.

Whip Crack Feat Power Utility 8
You snap your whip, warning your enemy not to move carelessly.
Encounter
Minor Action      Personal
Requirement: You must be wielding a whip.

Effect: Until the start of your next turn, when an enemy within your reach takes an action that provokes opportunity attacks from adjacent enemies, it provokes an opportunity attack from you.

Whip Specialist

Prerequisites: Whip Training, 10th level Benefit: You can swap one 9th-level or higher encounter attack power you know for the entangling whip attack power.

Entangling Whip Feat Power Attack 10
Your whip is like an extension of you, coiling around your enemy so you can drag that foe wherever you like.
DailyWeapon
Standard Action      Melee
Requirement: You must be wielding a whip.

Target: One creature
Attack: Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, the target is grabbed (until escape) and knocked prone. The target takes a –5 penalty to escape the grab, and while you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.
At 15th level, increase to 3[W] damage.
At 25th level, increase to 4[W] damage.
Miss: The target is grabbed (until escape) and knocked prone. While you have the target grabbed you can pull it 1 square as a minor action. While grabbing the target, you cannot make attacks with the whip. You can sustain the grab as long as the target is within 2 squares of you.