Martial Controller (4E)

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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, Invention, Signature Weapon

Mastermind Builds

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.

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.

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.

Class Features

Mastermind 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.

Choose one of these options. Your choice provides bonuses to certain mastermind powers, as detailed in those powers.

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

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.

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

Signature Weapon

Each mastermind specializes in a weapon, often a distinctive and unusual weapon such as the spiked chain or repeating crossbow. Choose one weapon to gain proficiency in. You can use this weapon as an implement as well.

Invention

As a mastermind, 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, chapter 2, for more on retraining.

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 blast 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 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
  • Appearing Act
  • Disappearing Act

Utility

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

Power Sketches

Shock and Awe Mastermind Attack ?
Your appearance triggers a wave of shock and awe among your opponents.
DailyMartial, Implement
Standard Action      Close burst 5
Special: This power can only be used as your first attack in an encounter.

Target: Each enemy in burst.
Attack: Charisma -2 vs. Will
Hit: Charisma modifier psychic damage and target is dazed (save ends).

Ragdoll Mastermind Attack ?
You throw an opponent at your other opponents, creasing pain, chaos, and confusion.
DailyMartial, 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.
Secondary Target: Primary target and each enemy in or adjacent to a square the primary target is pushed into.
Attack: Dexterity vs. Fortitude
Hit: 2d6 + Dexterity damage and target is knocked down.

Trigger Trap Mastermind Attack (Utility?) ?
Using your understanding of traps and mechanisms, you use your enemies devices against them.
EncounterMartial, Implement
Standard Action      Ranged 15
You cause one trap or hazard to trigger, attacking normally. If the trap or hazard only attacks enemies, it 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.

Skeleton Trick Mastermind Attack ?
You duck and cover, causing opponents to strike one another.
EncounterMartial, Implement
Standard Action      Close burst 1
Special: There must be at least two enemies in burst.

Target: Each enemy in burst.
Attack: Charisma vs. Reflex
Hit: Target suffers the effect of a hit by a basic melee attack from another creature of your choice in the burst.

Jarring Blow Mastermind Attack ?
You strike hard and fast, shocking your opponent with the force of the blow.
EncounterMartial, Weapon
Standard Action      Melee weapon
Target: One creature.

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

Oil Slick Mastermind Attack 1
You spread oil on the floor, creating a dangerous puddle.
At-WillMartial, Implement, Zone
Standard Action      Close blast 3
Target: Each creature in zone.

Attack: Dexterity vs. Reflex
Hit: Target is knocked down.
Effect: You create a zone of hazardous ground in the area until the end of the encounter. Anyone entering the zone must make a DC 15 Acrobatics check or fall prone. Anyone who ends their movement in the zone is attacked.
Insight of tools: The attack roll suffers a penalty equal to your intelligence modifier against your allies.

External links