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.
  

Revision as of 09:41, 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