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 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

Caltrops Daredevil Attack 1
You spread small sharp objects on the floor, creating a hazard.
At-WillMartial, Implement, Zone
Standard Action      Close blast 3
Requirement: You must use a packet of caltrops.

Target: Each creature in zone.
Attack: Dexterity vs. Reflex
Hit: 1d6 damage. If it is the target’s turn, that turn ends. A running or charging target is knocked prone.
Level 21: 2[W] damage.
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 charging, walking or running in the zone is attacked.
Insight of tools: Add your Intelligence modifier to damage.

Dramatic Strike Daredevil Attack 1
You hit your enemy in a gruesome manner, making his allies lose their determination.
At-WillMartial, Weapon, Fear
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.
Level 21: 2[W] + Dexterity damage.

Signature Flourish Daredevil Attack 1
You have a signature move; a distinctive emote, pose, stunt, or taunt that makes your enemies quail before you.
At-WillMartial, Implement, Psychic, Fear
Standard Action      Close burst 1
Target: One enemy in burst.

Secondary Targets: Enemies in burst adjacent to the primary target.
Attack: Dexterity vs. Will
Hit: Target is pushed one square and dazed until the end of your next turn.
Insight of Psyche: Dazed enemies take psychic damage equal to your Charisma modifier.
Level 21: Increase to close burst 2 at level 21.

Sudden Lunge Daredevil Attack 1
You make a sudden lunge, attacking an opponent who thought itself out of your reach.
At-WillMartial, Weapon
Standard Action      Melee 2
Target: One creature.

Attack: Dexterity vs. AC
Hit: [W] + Dexterity damage.
Level 21: 2[W] + Dexterity damage.
Special: You can use this attack in place of a basic attack when you are allowed to make an opportunity attack, doing so with threatening reach 2.

Sweeping Kick Daredevil Attack 1
You kick an opponent's feet out from under them.
At-WillMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Dexterity vs. Reflex
Hit: 1d6 + Dexterity modifier damage and target is knocked prone. If it is the target’s turn, its turn ends.
Level 21: 2d6 + Dexterity damage.
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.

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

Challenge the Leader Daredevil Attack ?
You challenge an opponent's attempt to rally his friends.
DailyMartial, 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.
Attack: Dexterity vs. Will
Hit: Target is stunned (save ends). Target cannot save against this at the end of its current round.
Miss: Target is dazed (save ends)
Insight of Psyche: Aftereffect: Target is dazed (save ends)

Hidden Stake Daredevil Attack ?
Your foe reels, unwittingly impaling himself on a hidden spike.
DailyMartial, Implement
Free Action      Close burst 5
Trigger: An enemy is pushed or slid.

Target: Triggering creature in burst.
Attack: Dexterity vs. Will
Hit: 4d6 damage and target is restrained (save ends).
Miss: 4d6 damage.

Foe Shield Daredevil Attack ?
You sucker punch a foe, then push him ahead of you like a shield.
DailyMartial, Implement
Standard Action      Melee
Target: One creature.

Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity damage. Target is stunned and provides cover to you as if it was an ally (save ends both).
Miss: Target is immobilized and provides cover to you as if it was an ally until the beginning of your next turn.
Effect: Any attack that the target provided cover against and that misses you instead hits the target.
Insight of power: As long as the target provides cover to you, you can slide it into any square adjacent to you as a minor action

Pebble Trap Daredevil Attack 1
You toss pebbles or peas on the floor, creating a danger spot.
DailyMartial, 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.
Attack: Dexterity vs. Reflex
Hit: Target is knocked down and you slide it one square.
Effect: You create a zone of hazardous ground in the area until the end of the encounter. Anyone who moves inside or ends their turn in the zone is attacked.
Insight of tools: You slide the target half your Intelligence modifier squares.

Anchored Shackles Daredevil Attack 1
You leash the target to the ground.
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity damage
Effect: The target is restrained until the end of the encounter. If the target teleports, the effect is negated. The target can attempt a Strength vs Fortitude attack as a standard action to negate the power.

Shackles Daredevil Attack 1
You leash yourself to the target with a stout iron chain!
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Dexterity vs. Fortitude
Hit: 2[W] + Dexterity damage
Effect: Until the end of the encounter you and the target cannot move except to squares adjacent to each other. You can end this effect as a minor action and if you or the target teleports, the effect is negated.
Special: If the target is larger than you, it is instead slowed and whenever it moves you can shift to move adjacent to it, using the shortest path.

Lodestone Shackles Daredevil Attack 1
You know tricks to hold any monster leashed.
DailyMartial, Weapon
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Dexterity vs. Fortitude
Hit: 3[W] + Dexterity damage
Effect: Until the end of the encounter you and the target cannot move or teleport except to squares adjacent to each other. You can end this effect as a minor action.

Pressing Attack Daredevil Attack 1
You put pressure on your foe, not allowing them a moment to regroup.
DailyMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC
Hit: [3W] + Dexterity damage and until the end of the encounter when the target begins its turn adjacent to you it cannot shift, regenerate, heal, or gain temporary hit points until the beginning of its next turn.

Warding Pose Daredevil Attack ?
Ready yourself to lash out at a foe that gets too close.
DailyMartial, Weapon
Immediate Interrupt      Melee weapon
Trigger: An enemy starts its turn or moves adjacent to you.

Target: The triggering creature.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity damage and the target's turn ends.
Effect: Until the beginning of your next turn you can repeat this attack at any enemy that start their turn or moves adjacent to you.

Shock and Awe Daredevil Attack ?
Your appearance triggers a wave of shock and awe among your opponents.
DailyMartial, 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.
Attack: Charisma -2 vs. Will
Hit: Target is dazed (save ends).
Insight of psyche: Target takes psychic damage equal to your Charisma modifier.

Ragdoll Daredevil 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 prone.

Foe Sweep Daredevil Attack ?
You grab an opponent and whirl about, using him to attack his comrades.
DailyMartial, Implement, Reliable
Standard Action      Melee 1
Target: One of your category or smaller.

Attack: Dexterity vs Fortitude.
Hit: 2d6 + Dexterity damage. Make a secondary attack on each adjacent enemy, then slide the target into any square adjacent to you.
Secondary Attack: Strength vs Fortitude.
Hit: 1d6 damage to both the primary and secondary target.
Insight of Power: Shift a number of squares equal to half your Strength modifier, making a secondary attack against all adjacent enemies during the shift.

Reckless Pursuit Daredevil Attack ?
You withdraw, pulling enemies along, only to turn around and face them when they are in position.
DailyMartial
Move Action      Close blast 4
Target: Each enemy in blast.

Effect: Slide a number of squares equal to your speed. Attack: Dexterity vs Will
Hit: Pull the target five squares. This movement triggers opportunity attacks.
Secondary Attack: Make a basic attack against each of the original targets that is now in range of a basic attack. If this is a melee attack and hits, the target is knocked down.
Insight of Tools: The insight of Tools' class ability does not work with this power; it cannot be placed at range. Notes: Remember that each of your allies can only make one opportunity attack during your turn.

Throw Sand Daredevil Attack ?
You blind an opponent by throwing sand in their eyes.
DailyMartial
Standard Action      Melee 2
Target: One creature.

Effect: Target is blinded and slowed (save ends).

Encounter

Restraining Shot Daredevil Attack ?
Your attack nails the target in place, piercing either flesh or clothes.
EncounterMartial, Weapon
Standard Action      Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity damage.
Effect: The target is restrained until the beginning of your next turn.

Warding Strike Daredevil Attack ?
You instinctively lash out at a foe that gets too close.
EncounterMartial, Weapon
Immediate Interrupt      Melee weapon
Trigger: An enemy moves adjacent to you.

Target: The triggering creature.
Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity damage and the target's turn ends.
Insight of Force: Shift the target your Strength modifier squares.

Shot Trough Daredevil Attack ?
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.
EncounterMartial, Weapon
Standard Action      Ranged weapon
Target: One creature.

Attack: Dexterity vs. AC.
Hit: 2[W] + Dexterity damage.
Effect: Make a Piercing Attack
Piercing Target: One creature adjacent to and further away from you than the last target.
Piercing Attack: Repeat the primary attack, including a possible piercing attack.

Blinding Shot Daredevil Attack ?
A jarring blow momentarily blinds your opponent.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Dexterity vs. Fortitude.
Hit: 2[W] + Dexterity damage. Target is blinded and slowed until the end of your next turn.

Irritating Cloud Daredevil Attack ?
You hurl a handful of stingy, smelly stuff at your opponents, then use the opening to follow up with a series of quick attacks.
EncounterMartial, 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.

Arterial Shot Daredevil Attack ?
A careful aim you strike a foe’s artery sends a blinding spray of blood amidst its allies.
EncounterMartial, 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.

Trigger Trap Daredevil 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 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.

Skeleton Trick Daredevil 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 Daredevil Attack ?
You strike hard and fast, shocking your opponent with the force of the blow.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

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

Quick Kick Daredevil Attack ?
You get in a quick kick between you other blows.
EncounterMartial, Implement
Minor Action      Melee
Target: One creature.

Attack: Dexterity vs. Fortitude
Hit: 1d6 + Dexterity damage and target is knocked prone. If target is already prone it is dazed instead.

Oil Slick Daredevil Attack 1
You spread oil on the floor, creating a dangerous puddle.
EncounterMartial, Implement, Zone
Standard Action      Close blast 3
Requirement: You must use a flask of oil.

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 who moves inside or ends their turn in the zone is attacked.
Insight of tools: The attack roll gains your Intelligence modifier as a bonus to attack rolls against enemies and as a penalty against allies.

Utility

Roll With The Blow Daredevil Utility ?
You roll away from an attack, avoiding much of the damage.
EncounterMartial
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.

Lethal Dodge Daredevil Utility ?
You dodge behind a foe, who takes the attack for you.
EncounterMartial
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.
Effect: You gain a +4 bonus to AC and Reflex against this attack. If the attack misses you it instead hits the target.

Eagle Eye Daredevil Utility ?
You see trough the opposition's plan!
DailyMartial, 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.

Even the Field Daredevil Utility ?
You can use the terrain to your advantage.
DailyMartial, 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.

Superior Ground Daredevil Utility ?
Perfect understanding of the terrain is all you need to slow the enemy down.
DailyMartial, 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.

Playing Possum Daredevil Utility ?
Nobody could have survived that!
DailyMartial
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.

Get It Together Daredevil Utility ?
You bring an ally back to reality.
DailyMartial
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.

All In The Mind Daredevil Utility ?
You bring allies back to reality.
DailyMartial
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.

Break Object Daredevil Utility ?
You make short work of an obstacle.
DailyMartial
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.

Break Contraption Daredevil Utility ?
You make short work of a contraption.
DailyMartial
Minor      Close blast 5
One trap, conjuration, or zone in the area is destroyed.

Insight of tools: This is an encounter power.

Clear the Ground Daredevil Utility ?
You make short work of contraptions.
DailyMartial
Minor      Close blast 5
All traps, conjurations, and zones in the area are destroyed.

Insight of tools: This is an encounter power.

Break Wall Daredevil Utility ?
You make short work of a wall.
DailyMartial
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.

Contingency Plans Daredevil Utility ?
Time for the fall-back plan.
DailyMartial
Minor      Personal
Recover all your spent encounter powers.

Special: This power cannot be recovered except by an extended rest.

Disappearing Act Daredevil Utility ?
You make a distraction and use the opportunity to hide.
DailyMartial
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.

Elusive Stance Daredevil Utility ?
You flit from cover to cover, confusing onlookers.
EncounterMartial, 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.

Feinting Stance Daredevil Utility ?
You adopt a confusing pose, ready to feint and distract.
EncounterMartial, 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.

Push and Shove Daredevil Utility ?
You push your opponent's around, using them as a battering ram.
EncounterMartial, 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.

Dance of Death Daredevil Utility ?
Hitting your enemy while they are weak, you force them into the oncoming blades of your companions.
EncounterMartial, 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.

See the Hidden Daredevil Utility ?
A subtle crackling of leaves, a bizarre shadow, heavy breathing – you deduce your opponent’s location when they think they are invisible.
EncounterMartial, 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..
Insight of Tools: The close burst is 4 + your Intelligence modifier.

Nerves of Steel Daredevil Utility ?
You simply will not yield.
EncounterMartial, 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.
Sidestep Daredevil Utility ?
You deftly sidestep your enraged foe and they go barreling into an obstacle.
EncounterMartial, Implement
Immediate Interrupt      Melee 4
Trigger: You are charged

Target: The triggering creature
Attack: Dexterity vs. Reflex
Hit: The triggering attack misses and you shift the target into what would be a flaking position from where they attacked you, then push it your Dexterity modifier squares, knock it prone, and daze it until the end of your next turn. Target takes damage based on its size category: 1d6 damage if they are Medium or smaller, 2d6 if Large, 3d6 if Huge, and 4d6 if Gargantuan.
Secondary Attack: Until the beginning of your next turn, you can repeat this attack against any creature that charges you as a free action.

Feats

Dilettante

Prerequisite: Daredevil

Benefits: Gain a +2 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks.

External links