Difference between revisions of "Martial Controller (4E)"
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− | 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. | + | 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). |
<div style="background: #eeeeee; padding: 1em;"> | <div style="background: #eeeeee; padding: 1em;"> | ||
== CLASS TRAITS == | == CLASS TRAITS == | ||
− | '''Role: ''' Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them | + | '''Role: ''' Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them. |
− | '''Power Source: ''' Martial. You | + | '''Power Source: ''' Martial. You trained and fought long and heard to achieve your extraordinary skills. |
'''Key Abilities: '''Dexterity, Intelligence, Strength, Charisma | '''Key Abilities: '''Dexterity, Intelligence, Strength, Charisma | ||
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'''Armor Proficiencies: ''' Cloth, leather | '''Armor Proficiencies: ''' Cloth, leather | ||
− | '''Weapon Proficiencies: ''' Light blades, simple ranged | + | '''Weapon Proficiencies: ''' Light blades, club, simple ranged |
− | '''Implement: ''' Weapons | + | '''Implement: ''' Weapons |
'''Bonus to Defense: ''' +1 Fortitude, Reflex, Will | '''Bonus to Defense: ''' +1 Fortitude, Reflex, Will | ||
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Thievery (Dex). | Thievery (Dex). | ||
− | '''Build Options: ''' | + | '''Build Options: ''' impressive daredevil, smart daredevil, strong daredevil. |
− | '''Class Features: ''' Insight, | + | '''Class Features: ''' Insight, invention, weapon implement |
</div> | </div> | ||
− | == | + | == Daredevil Builds== |
− | === Impressive | + | === 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 Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers. | 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 | + | === Smart Daredevil === |
− | You understand gadgets and technology to a degree unique even among | + | You understand gadgets and technology to a degree unique even among daredevils. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks are based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices. |
− | === Strong | + | === 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 Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. | 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== | == 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 not about intelligence, it is about an deeper understanding about how the world works. | + | 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 truly works. |
− | Choose one of these options. Your choice provides bonuses to certain | + | Choose one of these options. Your choice provides bonuses to certain daredevil powers, as detailed in those powers. It 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 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 | + | '''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 close blast, you can place it up to your Intelligence modifier squares away from you. You are trained in Thievery. | '''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. | ||
− | === | + | === Weapon Implement === |
− | + | You can use any weapon you are proficient in as an implement for your daredevil powers. | |
− | + | Daredevils do not get a proficiency bonus to attack rolls when using a weapon as an implement. | |
===Invention=== | ===Invention=== | ||
− | As a | + | 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 === | === Level 1 At-Will Exploits === | ||
{{4E power | {{4E power | ||
|name=Caltrops | |name=Caltrops | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Dramatic Strike | |name=Dramatic Strike | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Signature Flourish | |name=Signature Flourish | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Sudden Lunge | |name=Sudden Lunge | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Sweeping Kick | |name=Sweeping Kick | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Challenge the Leader | |name=Challenge the Leader | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Hidden Stake | |name=Hidden Stake | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Foe Shield | |name=Foe Shield | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Pebble Trap | |name=Pebble Trap | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Anchored Shackles | |name=Anchored Shackles | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Shackles | |name=Shackles | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Lodestone Shackles | |name=Lodestone Shackles | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Pressing Attack | |name=Pressing Attack | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Warding Pose | |name=Warding Pose | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Shock and Awe | |name=Shock and Awe | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Ragdoll | |name=Ragdoll | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Foe Sweep | |name=Foe Sweep | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Reckless Pursuit | |name=Reckless Pursuit | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Throw Sand | |name=Throw Sand | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Restraining Shot | |name=Restraining Shot | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Warding Strike | |name=Warding Strike | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Shot Trough | |name=Shot Trough | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Blinding Shot | |name=Blinding Shot | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Irritating Cloud | |name=Irritating Cloud | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Arterial Shot | |name=Arterial Shot | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Trigger Trap | |name=Trigger Trap | ||
− | |class= | + | |class=Daredevil |
|type=Attack (Utility?) | |type=Attack (Utility?) | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Skeleton Trick | |name=Skeleton Trick | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Jarring Blow | |name=Jarring Blow | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Quick Kick | |name=Quick Kick | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Oil Slick | |name=Oil Slick | ||
− | |class= | + | |class=Daredevil |
|type=Attack | |type=Attack | ||
|level=1 | |level=1 | ||
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{{4E power | {{4E power | ||
|name=Roll With The Blow | |name=Roll With The Blow | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Lethal Dodge | |name=Lethal Dodge | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Eagle Eye | |name=Eagle Eye | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Even the Field | |name=Even the Field | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Superior Ground | |name=Superior Ground | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Playing Possum | |name=Playing Possum | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Get It Together | |name=Get It Together | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=All In The Mind | |name=All In The Mind | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Break Object | |name=Break Object | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Break Contraption | |name=Break Contraption | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Clear the Ground | |name=Clear the Ground | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Break Wall | |name=Break Wall | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Contingency Plans | |name=Contingency Plans | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Disappearing Act | |name=Disappearing Act | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Elusive Stance | |name=Elusive Stance | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Feinting Stance | |name=Feinting Stance | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Push and Shove | |name=Push and Shove | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=Dance of Death | |name=Dance of Death | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
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{{4E power | {{4E power | ||
|name=See the Hidden | |name=See the Hidden | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
Line 1,019: | Line 1,019: | ||
{{4E power | {{4E power | ||
|name=Nerves of Steel | |name=Nerves of Steel | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
Line 1,033: | Line 1,033: | ||
{{4E power | {{4E power | ||
|name=Sidestep | |name=Sidestep | ||
− | |class= | + | |class=Daredevil |
|type=Utility | |type=Utility | ||
|level=? | |level=? | ||
Line 1,051: | Line 1,051: | ||
== Feats == | == Feats == | ||
− | === | + | === Dilettante === |
− | '''Prerequisite:''' | + | '''Prerequisite:''' Daredevil |
'''Benefits:''' Gain a +2 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks. | '''Benefits:''' Gain a +2 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks. |
Revision as of 19:58, 24 April 2009
![]() |
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 heard to achieve your extraordinary skills.
Key Abilities: Dexterity, Intelligence, 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
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 Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers.
Smart Daredevil
You understand gadgets and technology to a degree unique even among daredevils. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks are based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices.
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 Dexterity. 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 not about intelligence, it is about an deeper understanding about how the world truly works.
Choose one of these options. Your choice provides bonuses to certain daredevil powers, as detailed in those powers. It 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 close blast, you can place it up to your Intelligence modifier squares away from you. You are trained in Thievery.
Weapon Implement
You can use any weapon you are proficient in as an implement for your daredevil powers.
Daredevils do not get a proficiency bonus to attack rolls when using a weapon as an implement.
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 | ||
Standard Action Close blast 3 | ||
Requirement: You must use a packet of caltrops. Target: Each creature in zone. |
| ||
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 |
| ||
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: Dexterity vs. AC |
| ||
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 |
Level 1 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 1 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 2 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 3 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 5 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 6 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 7 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 9 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 10 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 12 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 13 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 15 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 16 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 17 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 19 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 22 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 25 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 26 Utility Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 27 Encounter Exploits
- Power
- Psyche
- Tools
- Other
- Other
Level 29 Daily Exploits
- Power
- Psyche
- Tools
- Other
- Other
Power Sketches
Daily
| ||
You challenge an opponent's attempt to rally his friends. | ||
Daily ✦ Martial, Implement, Reliable | ||
Immediate Interrupt Close burst 10 | ||
Trigger: An enemy in burst uses a power which improves your foes’ hit points, defenses, saves, initiative, attack or damage. Target: Triggering creature in burst. |
| ||
Your foe reels, unwittingly impaling himself on a hidden spike. | ||
Daily ✦ Martial, Implement | ||
Free Action Close burst 5 | ||
Trigger: An enemy is pushed or slid. Target: Triggering creature in burst. |
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You sucker punch a foe, then push him ahead of you like a shield. | ||
Daily ✦ Martial, Implement | ||
Standard Action Melee | ||
Target: One creature. Attack: Dexterity vs. Fortitude |
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You toss pebbles or peas on the floor, creating a danger spot. | ||
Daily ✦ Martial, Implement, Zone | ||
Standard Action Area burst 1 within 10 squares | ||
Requirement: You must use a bag of peas or pebbles. Target: Each creature in zone. |
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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. |
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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. |
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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. |
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You put pressure on your foe, not allowing them a moment to regroup. | ||
Daily ✦ Martial, Weapon | ||
Standard Action Melee or Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC |
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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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Your attack nails the target in place, piercing either flesh or clothes. | ||
Encounter ✦ Martial, Weapon | ||
Standard Action Ranged weapon | ||
Target: One creature. Attack: Dexterity vs. AC. |
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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 get in a quick kick between you other blows. | ||
Encounter ✦ Martial, Implement | ||
Minor Action Melee | ||
Target: One creature. Attack: Dexterity vs. Fortitude |
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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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You roll away from an attack, avoiding much of the damage. | ||
Encounter ✦ Martial | ||
Immediate Interrupt Personal | ||
Trigger: You hit by an attack. Effect: The attack misses but you take half normal damage from the attack. Push yourself two squares away from opponent. |
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You dodge behind a foe, who takes the attack for you. | ||
Encounter ✦ Martial | ||
Immediate Interrupt Melee 1 | ||
Trigger: You attacked while adjacent to an enemy other than the one attacking you. Target: One enemy other than the one attacking you. |
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You see trough the opposition's plan! | ||
Daily ✦ Martial, Zone | ||
Minor Action Close burst 5 | ||
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, enemies cannot benefit from concealment or flanking. Sustain Minor: The zone persists. |
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You can use the terrain to your advantage. | ||
Daily ✦ Martial, Zone | ||
Minor Action Close burst 5 | ||
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. While within the zone, allies can ignore difficult ground. Sustain Minor: The zone persists. |
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Perfect understanding of the terrain is all you need to slow the enemy down. | ||
Daily ✦ Martial, Zone | ||
Minor Action Close burst 5 | ||
Effect: The burst creates a zone that lasts until the end of your next turn. When you move, the zone moves with you, remaining centered on you. Enemies threat the area inside the zone as difficult ground. Sustain Minor: The zone persists. |
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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 crawling), or stand up, you are invisible. |
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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 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 | ||
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. |
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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. 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 tools: 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 tools: This is an encounter power. |
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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. |
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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. |
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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 full cover to total concealment. |
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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. You can attempt a distraction as a part of entering this stance. |
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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. |
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You push your opponent's around, using them as a battering ram. | ||
Encounter ✦ Martial, Stance | ||
Minor Action Close burst 3 | ||
When you force move an opponent into a door, wall, or barrier, you can make a Strength check to break that barrier. Whether this succeeds or not, the enemy takes your Strength modifier in damage. Insight of Power: The enemy pushed is dazed until the end of your next turn. |
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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. Insight of Psyche: Allies gain combat advantage on opportunity attacks gained from this power. |
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A subtle crackling of leaves, a bizarre shadow, heavy breathing – you deduce your opponent’s location when they think they are invisible. | ||
Encounter ✦ Martial, Stance | ||
Minor Action Close burst 5 | ||
Requirement: You must be trained in Perception. Target: Each hidden or invisible creature in range.
Effect: You see the target. You have combat advantage against it and can ignore any concealment it has until the beginning of your next turn.. |
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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. |
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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 |
Feats
Dilettante
Prerequisite: Daredevil
Benefits: Gain a +2 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks.
External links
4th Edition Dungeons & Dragons | |
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