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 Mastermind.
 +
 +
<div style="background: #eeeeee; padding: 1em;">
 +
== CLASS TRAITS ==
 +
'''Role: ''' Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them. You always have a contingency plan in case things go wrong.
 +
 +
'''Power Source: ''' Martial. You have trained and fought long and heard to achieve the powers you have.
 +
 +
'''Key Abilities: ''' Wisdom, Strength, Charisma
 +
 +
'''Armor Proficiencies: ''' Cloth, leather
 +
 +
'''Weapon Proficiencies: ''' Simple melee, military melee, simple ranged
 +
 +
'''Implement: ''' Signature weapons, wands.
 +
 +
'''Bonus to Defense: ''' +2 Reflex
 +
 +
'''Hit Points at 1st Level: ''' 10 + Constitution score
 +
 +
'''Hit Points per Level Gained: ''' 4
 +
 +
'''Healing Surges per Day: ''' 6 + Constitution modifier
 +
 +
'''Trained Skills: ''' Thievery.
 +
From the class skills list below,
 +
choose three more trained skills at 1st level.
 +
Class Skills:
 +
 +
'''Build Options: ''' Forceful mastermind, inventive mastermind, scary mastermind.
 +
 +
'''Class Features: ''' Insight, Signature Weapon
 +
</div>
  
 
== Mastermind Builds and Class Features==
 
== Mastermind Builds and Class Features==
 
=== Scary Mastermind ===
 
=== Scary Mastermind ===
 
You can see deep into the souls of others, see the fear there, and use this knowledge to your advantage. Your primary attribute is Dexterity, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers.
 
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.
'''Insight of Fear''':  
+
 
 +
'''Insight of Psyche ''': When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn.
  
 
=== Inventive Mastermind ===
 
=== Inventive Mastermind ===
 
You understand gadgets and technology to a degree unique even among masterminds. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks is based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices.
 
You understand gadgets and technology to a degree unique even among masterminds. When you craft, devices dance. Your primary attribute is Dexterity, which your attacks is based on. Your secondary attribute is Intelligence, used to determine the utility of your tricks and devices.
'''Insight of Craft''':  
+
 
 +
'''Insight of Tools''': When you use a close blast, you can place it up to your Intelligence bonus squares away from you.
  
 
=== Forceful Mastermind ===
 
=== Forceful Mastermind ===
You concentrate on physical power. Trickery and psychology is good for setting up, but in the end it always comes down to brawn. Your primary attribute is Dexerity. 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.
'''Insight of Power''':  
+
 
 +
'''Insight of Force ''': At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you.
  
 
== Mastermind Powers ==
 
== Mastermind Powers ==
  
=== Level 1 At-Will Spells ===
+
=== Level 1 At-Will Exploits ===
 
{{4E power
 
{{4E power
 
|name=Caltrops
 
|name=Caltrops
|class=Bard
+
|class=Mastermind
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|fluff=You unbalance an enemy, setting them up for an attack.
+
|fluff=You spread small sharp objects on the floor, creating a hazard.
 
|use=At-Will
 
|use=At-Will
|keywords=Arcane, Weapon
+
|keywords=Martial, Implement, Zone
 
|action=Standard Action  
 
|action=Standard Action  
|target=Melee
+
|target=Close
|range=weapon
+
|range=burst 3
 
|text=
 
|text=
'''Attack:''' Charisma vs. Reflex <br>
+
'''Target:''' Each creature in zone. <br>
'''Hit:''' 1[W] + Charisma modifier damage. Choose an ally within 4 + Dexterity modifier squares, the target grants combat advantage to this ally until the end of your next turn.<br>
+
'''Attack:''' Dexterity vs. Reflex <br>
Increase damage to 2[W] + Charisma modifier at 21st level.
+
'''Hit:''' 1d6 damage. If it is the target’s turn, that turn ends.<br>
 +
'''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 walking or running in the zone is attacked. A running target hit is knocked prone.<br>
 +
Increase to close burst 5 at level 21.<br>
 +
'''Insight of tools:''' Add your Intelligence modifier to damage.
 
}}
 
}}
 
=== Level 1 Encounter Spells ===
 
 
{{4E power
 
{{4E power
|name=Fast Friends (Revised)
+
|name=Dramatic Strike
|class=Bard
+
|class=Mastermind
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|fluff=You sing a tune of false friendship, leaving your foe in a reverie.
+
|fluff=You strike your enemy in a gruesome manner, making his allies lose their determination.
|use=Encounter
+
|use=At-Will
|keywords=Arcane, Charm, Implement
+
|keywords=Martial, Weapon
|action=Standard Action
 
|target=Ranged
 
|range=5
 
|text=
 
'''Attack:''' Charisma vs. Will <br>
 
'''Hit:''' The target cannot attack you or your allies until the end of your next turn or until you or one of your allies attacks the target.
 
}}
 
{{4E power
 
|name=Graceful Step
 
|class=Bard
 
|type=Attack
 
|level=1
 
|fluff=You move as if in a dance, leading your target along.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
 
|action=Standard Action  
 
|action=Standard Action  
|target=Melee
+
|target=Melee or Ranged
 
|range=weapon
 
|range=weapon
 
|text=
 
|text=
 
'''Target:''' One creature. <br>
 
'''Target:''' One creature. <br>
'''Attack:''' Charisma vs. Reflex. <br>
+
'''Attack:''' Dexterity vs. AC <br>
'''Hit:''' 1[W] + Charisma modifier damage. Shift one square and slide the target into any square adjacent to your new position. <br>
+
'''Hit:''' [W] + Dexterity damage and all enemies adjacent to target are slowed.<br>
'''Miss:''' Shift one square. <br>
+
Increase damage to 2[W] + Dexterity at level 21.
'''Virtue of Grace:''' You shift your Dexterity modifier squares.  
 
 
}}
 
}}
 
{{4E power
 
{{4E power
|name=Phantom Blow
+
|name=Signature Flourish
|class=Bard
+
|class=Mastermind
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|fluff=After you strike, shadows seem to leap at the opponent from every angle, opening up for potential assaults.
+
|fluff=You have a signature move, something highly distinctive that identifies you and shows of your grace and style. Some masterminds have a distinctive weapon maneuver, acrobatic stunt, or even just an expression. When you do this move, your enemies quail before you.
|use=Encounter
+
|use=At-Will
|keywords=Arcane, Illusion, Weapon
+
|keywords=Martial, Implement, Psychic
|action=Standard Action
 
|target=Melee
 
|range=weapon
 
|text=
 
'''Target:''' One creature. <br>
 
'''Attack:''' Charisma vs. AC. <br>
 
'''Hit:''' 1[W] + Charisma modifier damage and target grants combat advantage until the end of your next turn.
 
}}
 
 
 
=== Level 1 Daily Spells ===
 
{{4E power
 
|name=Grease
 
|class=Bard
 
|type=Attack
 
|level=1
 
|fluff=By humming a little comic ditty, you make the ground slick and treacherous.
 
|use=Daily
 
|keywords=Arcane, Implement, Zone
 
|action=Standard Action
 
|target=Area
 
|range=burst 2 within 5 squares
 
|text=
 
'''Target:''' Each creature in burst. <br>
 
'''Attack:''' Charisma vs. Reflex. <br>
 
'''Hit:''' Target is knocked prone. <br>
 
'''Effect:''' Until the end of your next turn, any creature that enters or moves within the zone is subject to another attack.  <br>
 
'''Sustain Minor:''' The effect remains.
 
}}
 
{{4E power
 
|name=Hunter's Horn
 
|class=Bard
 
|type=Attack
 
|level=1
 
|fluff=A sharp blast precedes your and your allies’ assault.
 
|use=Daily
 
|keywords=Arcane, Implement, Psychic
 
 
|action=Standard Action  
 
|action=Standard Action  
 
|target=Close
 
|target=Close
 
|range=burst 2
 
|range=burst 2
 
|text=
 
|text=
'''Target:''' Each enemy in burst <br>
+
'''Target:''' Each enemy in burst. <br>
'''Attack:''' Charisma vs. Will <br>
+
'''Attack:''' Dexterity vs. Will <br>
'''Hit:''' 2d6 + Charisma psychic damage. Target is weakened until the end of your next turn. <br>
+
'''Hit:''' Target is dazed until the end of your next turn. <br>
'''Effect:''' Allies within the burst gain a +2 power bonus to attack rolls until the end of your next turn.
+
Increase to close burst 4 at level 21.<br>
 +
'''Insight of psyche:''' Target takes your Charisma modifier psychic damage.
 
}}
 
}}
 
{{4E power
 
{{4E power
|name=Staccato
+
|name=Sweeping Kick
|class=Bard
+
|class=Mastermind
 
|type=Attack
 
|type=Attack
 
|level=1
 
|level=1
|fluff=You strike hard and fast, inciting your allies to follow your example.
+
|fluff=You make a trip attack.
|use=Daily
+
|use=At-Will
|keywords=Arcane, Weapon, Zone
+
|keywords=Martial, Implement
|action=Standard Action
 
|target=Melee
 
|range=weapon
 
|text=
 
'''Target:''' One creature. <br>
 
'''Attack:''' Charisma vs. AC. <br>
 
'''Hit:''' 2[W] + Charisma modifier damage. <br>
 
'''Effect:''' Until the end of the encounter, you and allies within 5 squares of you can shift 1 square as a minor action.  <br>
 
'''Virtue of Grace:''' Until the end of the encounter, you and allies within 4 + your Dexterity modifier squares of you can shift 1 square as a minor action.
 
}}
 
 
 
=== Level 3 Encounter Spells ===
 
{{4E power
 
|name=Bladeweave
 
|class=Bard
 
|type=Attack
 
|level=3
 
|fluff=Your weapon shifts and weaves, dizzying your opponent as you strike.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
 
|action=Standard Action  
 
|action=Standard Action  
 
|target=Melee
 
|target=Melee
|range=weapon
+
|range=1
 
|text=
 
|text=
 
'''Target:''' One creature. <br>
 
'''Target:''' One creature. <br>
'''Attack:''' Charisma vs. AC. <br>
+
'''Attack:''' Dexterity vs. Reflex <br>
'''Hit:''' [W] + Charisma modifier damage and the target is dazed until the end of your next turn.
+
'''Hit:''' Dexterity modifier damage and target is knocked prone. If it is the target’s turn, its turn ends. <br>
}}
+
Increase damage to 1d6 + Dexterity modifier at level 21.<br>
{{4E power
+
'''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.<br>
|name=Flip and Switch
+
'''Insight of force:''' Add your Strength modifier to damage.
|class=Bard
 
|type=Attack
 
|level=3
 
|fluff=You twirl with a partner, strike out, and twirl again.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
|action=Standard Action
 
|target=Melee
 
|range=weapon
 
|text=
 
'''Target:''' One creature. <br>
 
'''Attack:''' Charisma vs. AC. <br>
 
'''Hit:''' 2[W] + Charisma modifier damage. <br>
 
'''Effect:''' Slide you and a willing adjacent ally, exchanging places before and after the attack. This can be two different allies.<br>
 
'''Virtue of Grace:''' Exchange places with willing allies within your Dexterity modifier squares.
 
}}
 
 
 
=== Level 5 Daily Spells ===
 
{{4E power
 
|name=Glitterdust
 
|class=Bard
 
|type=Attack
 
|level=5
 
|fluff=You create a cloud of shining particles that sticks to your foe’s armor and eyes.
 
|use=Daily
 
|keywords=Arcane, Implement, Radiant
 
|action=Standard Action
 
|target=Area
 
|range=2 in 20 squares
 
|text=
 
'''Target:''' Each creature in burst. <br>
 
'''Attack:''' Charisma vs. Reflex. <br>
 
'''Hit:''' 1d6 + Charisma modifier radiant damage and the target is blinded (save ends). <br>
 
'''Effect:''' The target cannot benefit from concealment or invisibility for the rest of the encounter.
 
}}
 
 
 
=== Level 6 Utility Spells ===
 
{{4E power
 
|name=Allegro (Revised)
 
|class=Bard
 
|type=Utility
 
|level=6
 
|fluff=You drum out a hasty rhythm that infuses you and your comrades with magical speed.
 
|use=Daily
 
|keywords=Arcane
 
|action=Minor Action
 
|target=Close
 
|range=burst 10
 
|text=
 
'''Target:''' You and each ally in burst. <br>
 
'''Effect:''' You slide each target 2 squares.<br>
 
'''Virtue of Grace:''' You slide each target 1 + your Dexterity modifier squares.
 
}}
 
 
 
=== Level 7 Encounter Spells ===
 
{{4E power
 
|name=Whirling Chaos
 
|class=Bard
 
|type=Attack
 
|level=7
 
|fluff=You whirl and spin, causing chaos around you.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
|action=Standard Action
 
|target=Close
 
|range=burst 1
 
|text=
 
'''Target:''' Each enemy in burst you can see. <br>
 
'''Attack:''' Charisma vs. Reflex. <br>
 
'''Hit:''' [W]´+ Charisma modifier damage and knock the target prone.<br>
 
'''Virtue of Grace:''' Slide the target your Dexterity modifier squares before knocking it prone.
 
}}
 
 
 
=== Level 13 Encounter Spells ===
 
{{4E power
 
|name=Reap the Whirlwind
 
|class=Bard
 
|type=Attack
 
|level=13
 
|fluff=You spin and twirl, causing any attacker to recoil.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
|action=Standard Action
 
|target=Close
 
|range=burst 1
 
|text=
 
'''Target:''' All creatures in the burst you can see. <br>
 
'''Attack:''' Charisma vs. Reflex. <br>
 
'''Hit:''' [W] + Charisma modifier damage.<br>
 
'''Effect:''' Until the end of your next turn, any enemy attacking provokes an opportunity attack from you and any enemy hit by one of your opportunity attacks falls prone. Enemies that fall prone can still attack you if they are in reach. <br>
 
'''Virtue of Grace:''' You can slide anyone hit by one of your opportunity attacks a number of squares equal to your Dexterity modifier.
 
}}
 
 
 
=== Level 17 Encounter Spells ===
 
{{4E power
 
|name=Encouraging Beat
 
|class=Bard
 
|type=Attack
 
|level=17
 
|fluff=You strike a strong beat on your enemies, encouraging allies to activity.
 
|use=Encounter
 
|keywords=Arcane, Weapon
 
|action=Standard Action
 
|target=Melee
 
|range=weapon
 
|text=
 
'''Target:''' One or two targets. <br>
 
'''Attack:''' Charisma vs. AC. <br>
 
'''Hit:''' [W] + Charisma modifier damage. As long as you hit at least one enemy, each ally within 10 squares can make a saving trow to end any condition that a saving throw can end.<br>
 
'''Virtue of Grace:''' Allies gain a bonus on the saving throw equal to your Dexterity modifier.
 
 
}}
 
}}
  
=== Level 27 Encounter Spells ===
+
== Further Power Ideas ==
{{4E power
+
*Oil Slick
|name=Dance of the Spheres
+
*Throw Opponent
|class=Bard
+
*Stunning blow
|type=Attack
+
*Amazing Feint
|level=27
+
*Skeleton trick
|fluff=You shift space and time, linking your enemy and your allies in a spatial bond.
+
*Appearing Act
|use=Encounter
+
*Disappearing Act
|keywords=Arcane, Implement, Force
 
|action=Standard Action
 
|target=Ranged
 
|range=10
 
|text=
 
'''Target:''' One enemy. <br>
 
'''Attack:''' Charisma vs. Will. This attack ignores cover.<br>
 
'''Hit:''' 2d6 + Charisma modifier force damage. Until the end of your next turn you and allies within 10 squares are considered adjacent to the target, with a clear line of sight and effect ignoring cover and concealment, able to use any power you can use on an adjacent enemy, and to make opportunity attacks whenever the target takes an action that normally provokes opportunity attacks from adjacent targets, such as moving. <br>
 
'''Virtue of Grace:''' You and allies gain a bonus to attack rolls and damage rolls against the target equal to 1 + your Dexterity modifier until the end of your next turn.
 
}}
 
 
 
== New Feats ==
 
=== Precise Grace ===
 
'''Prerequisites:''' Bard, Virtue of Grace
 
 
 
'''Benefit:''' When your Virtue of Grace class ability cause an enemy to miss, the ally gains a +2 power bonus against its next attack against that ally before the end of the enemy's next turn.
 
  
 +
=== Utility ===
 +
*Trigger Trap
 +
*Break Door
 +
*Break Wall
 +
*Quick Tunnel
 +
*Disarm Zone
 +
*Contingency plans
 +
*Playing possum
  
 
== External links ==
 
== External links ==

Revision as of 09:06, 24 March 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 Mastermind.

CLASS TRAITS

Role: Controller. You control the battlefield by preventing enemies from acting, blocking their movement, or smacking down on them. You always have a contingency plan in case things go wrong.

Power Source: Martial. You have trained and fought long and heard to achieve the powers you have.

Key Abilities: Wisdom, Strength, Charisma

Armor Proficiencies: Cloth, leather

Weapon Proficiencies: Simple melee, military melee, simple ranged

Implement: Signature weapons, wands.

Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 10 + Constitution score

Hit Points per Level Gained: 4

Healing Surges per Day: 6 + Constitution modifier

Trained Skills: Thievery. From the class skills list below, choose three more trained skills at 1st level. Class Skills:

Build Options: Forceful mastermind, inventive mastermind, scary mastermind.

Class Features: Insight, Signature Weapon

Mastermind Builds and Class Features

Scary Mastermind

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

Insight of Psyche : When you hit a target with an attack, that target takes a -2 penalty on attack rolls until the end of your next turn.

Inventive Mastermind

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

Insight of Tools: When you use a close blast, you can place it up to your Intelligence bonus squares away from you.

Forceful Mastermind

You concentrate on physical power. Trickery and psychology is good for setting up, but in the end it always comes down to brawn. Your primary attribute is Dexterity. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents.

Insight of Force : At the start of your turn, you get to make a melee basic attack on each enemy adjacent to you.

Mastermind Powers

Level 1 At-Will Exploits

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

Attack: Dexterity vs. Reflex
Hit: 1d6 damage. If it is the target’s turn, that turn ends.
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 walking or running in the zone is attacked. A running target hit is knocked prone.
Increase to close burst 5 at level 21.
Insight of tools: Add your Intelligence modifier to damage.

Dramatic Strike Mastermind Attack 1
You strike your enemy in a gruesome manner, making his allies lose their determination.
At-WillMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC
Hit: [W] + Dexterity damage and all enemies adjacent to target are slowed.
Increase damage to 2[W] + Dexterity at level 21.

Signature Flourish Mastermind Attack 1
You have a signature move, something highly distinctive that identifies you and shows of your grace and style. Some masterminds have a distinctive weapon maneuver, acrobatic stunt, or even just an expression. When you do this move, your enemies quail before you.
At-WillMartial, Implement, Psychic
Standard Action      Close burst 2
Target: Each enemy in burst.

Attack: Dexterity vs. Will
Hit: Target is dazed until the end of your next turn.
Increase to close burst 4 at level 21.
Insight of psyche: Target takes your Charisma modifier psychic damage.

Sweeping Kick Mastermind Attack 1
You make a trip attack.
At-WillMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage and target is knocked prone. If it is the target’s turn, its turn ends.
Increase damage to 1d6 + Dexterity modifier at level 21.
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.

Further Power Ideas

  • Oil Slick
  • Throw Opponent
  • Stunning blow
  • Amazing Feint
  • Skeleton trick
  • Appearing Act
  • Disappearing Act

Utility

  • Trigger Trap
  • Break Door
  • Break Wall
  • Quick Tunnel
  • Disarm Zone
  • Contingency plans
  • Playing possum

External links