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 hard to achieve your extraordinary skills.

Key Abilities: Intelligence, Dexterity, Strength, Charisma

Armor Proficiencies: Cloth, leather

Weapon Proficiencies: All 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: 5 + Constitution modifier

Trained Skills: Bluff. From the class skills list below, choose four trained skills at 1st level. You gain one additional trained skill at first level based on your daredevil insight class feature.
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: Daredevil insight, exotic weapons, invention, weapon implement.

Daredevil Builds

Crafty Daredevil

You understand gadgets and technology to a degree unique even among daredevils. When you call, devices dance. Your primary attribute is Intelligence, which your attacks are based on. Your secondary attribute is Dexterity, used to determine the utility of your tricks and devices. Your role is a pure controller, able to change the battlefield almost on a whim.

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 Intelligence, because you use it to attack and do damage. Charisma is a close second and determines the secondary effects of your powers. You have a secondary leader-like role, able to inspire and push your allies to press on despite the odds.

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 Intelligence. Your secondary attribute is Strength, determining how well you can throw and manhandle your opponents. You are defender-like in how you control the battlefield, wading straight into the center of the action and smashing away.

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 a deeper understanding about how the world truly works that cannot be codified as skill or knowledge in the usual sense.

Choose one of these options. Your choice provides bonuses to certain daredevil powers, as detailed in those powers. Each option 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 daredevil power that is a close blast, you can place it up to your Dexterity modifier squares away from you. You are trained in Thievery.

Exotic Weapons

Daredevils often choose to specialize in rare and exotic weapons, or find odd ways to use common weapons. As a daredevil, you gain the Novice, Expert, and Specialist feats from one fighting style as bonus feats, but to access these feats you need to take the first feat in the style, opening it up. Taking the initial style feat still counts as your one allowed class-specific multiclass feat. Note that you have the option to swap out daredevil powers for fighting style powers; you are never forced to do so. See Dragon 372, p 12, for more on fighting styles.

Invention

As a daredevil, you must constantly stay one step ahead, reinventing yourself. Once per level, during a long rest, you can retrain one facet of your character, just as you can when leveling up. This is in addition to the normal retraining allowed. See Player's Handbook 1, chapter 2, for rules on retraining.

Weapon Implement

Any weapon you are proficient in can function as a daredevil implement. When you wield a magic weapon you are proficient in, you can add its enhancement bonus to the attack rolls and damage rolls of daredevil powers and daredevil paragon path powers that have the implement keyword. However, you don’t gain a weapon's proficiency bonus when using it as an implement. Without an implement, you can still use these powers.

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, Gadget
Standard Action      Close blast 3
Target: Each creature in zone.

Attack: Intelligence vs. Reflex
Hit: 1d6 damage. If it is the target’s turn, that turn ends. A target that triggered this attack by running or charging is knocked prone.
Level 21: 2d6 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 Dexterity 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: Intelligence vs. AC
Hit: [W] + Intelligence damage and all enemies adjacent to target are slowed.
Level 21: 2[W] + Intelligence 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: Intelligence 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: Intelligence vs. AC
Hit: [W] + Intelligence damage.
Level 21: 2[W] + Intelligence 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. You can use this to make opportunity attacks with threathening 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: Intelligence vs. Reflex
Hit: 1d6 + Intelligence modifier damage and target is knocked prone. If it is the target’s turn, its turn ends.
Level 21: 2d6 + Intelligence 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

Thunderclap Daredevil Attack 1
You smash your hands into the side of your enemies' head, possibly smashing two opponents together.
EncounterMartial, Implement, Thunder
Standard Action      Melee 1
Target: One enemy or two adjacent enemies.

Attack: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence damage and target is defened until the end of yourt next turn.

Pinning Shot Daredevil Attack 1
You pin your foe with a well-placed attack.
EncounterMartial, Weapon
Standard Action      Melee or ranged weapon
Target: One creature.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: The target is immobilized until the beginning of your next turn or until it escapes (as escaping from a grab).

Tripwire Daredevil Attack 1
You spread a string of ragged loops, creating an obstacle.
EncounterMartial, Implement, Gadget
Standard Action      Area wall 5 within 5 squares
You spread tripwire in a wall shape. The wall can be up to 5 squares long and one square high and lasts until the end of your next turn.

Any creature that starts in or enters the wall is subject to an attack.
Attack: Intelligence vs. Reflex
Hit: Target is immobilized until the end of its next turn. If the creature was charging or running it also falls prone and it's turn ends.

Become the Wraith Daredevil Attack 1
You duck and weave, 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: Intelligence vs. Reflex
Hit: Target suffers the effect of a hit by a basic melee attack from another enemy of your choice in the burst.

Level 1 Daily Exploits

Bowl Over Daredevil Attack 1
You throw an opponent at your other opponents, causing pain, chaos, and confusion.
DailyMartial, Implement
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: Intelligence vs. Fortitude
Hit: 2d6 + Intelligence damage and target is knocked prone.

Binding Shot Daredevil Attack 1
Your attack nails the target in place.
DailyMartial, Weapon
Standard Action      Ranged weapon
Target: One creature.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: The target is immobilized until it escapes (as escaping from a grab).
Insight of psyche: The target is restrained instead of immobilized.

Pebble Trap Daredevil Attack 1
You toss pebbles or peas on the floor, creating a dangerous spot.
DailyMartial, Implement, Zone, Gadget
Standard Action      Area burst 1 within 10 squares
Target: Each creature in zone.

Attack: Intelligence vs. Reflex
Hit: Target is knocked down and you slide it one square.
Effect: You create a zone of difficult 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 your Dexterity modifier squares.

Monster Salvage Daredevil Attack 1
You salvage a defeated creature's special attack, creating a grenade that uses its power.
DailyMartial, Implement, Gadget
Standard Action      Area Close blast 5
Requirement: You must spend a short rest readying this power with the body of a defeated enemy that has an attack with the force, thunder, poison, or acid keyword. This power gains the keyword selected. You can only have one keyword prepared in this way.

Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 3d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.

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

Target: One creature.
Attack: Intelligence vs. Fortitude
Hit: 2W damage. You and the target are tied together. While tied together you are both slowed. You and your target cannot be force moved except to a square adjacent to the other. Shackled together can be negated in one of the following ways: You spend a minor action to end the power. You or the target teleports. The target makes a successful escape action that you get a +5 defense against. This has additional movement effects depending on the target's size relative to you.
Sames size or smaller targets: You are slowed. The target can only move to squares adjacent to you. Whenever you move, the target is pulled adjacent to you.
Larger Targets: Target is slowed. You can only move to squares adjacent to the target. Whenever the target moves, you are pulled adjacent to it.

Level 2 Utility Exploits

Elusive Stance Daredevil Utility 2
You flit from cover to cover, confusing onlookers.
EncounterMartial, Stance
Minor Action      Close burst 10
Requirement: Trained in Bluff

Attack: Bluff vs. passive Insight
Hit: You can use Stealth to hide from the target even if lacking cover or concealment.
Effect: You can use this power as an At-Will power as long as you maintain this stance.

Smoke Screen Daredevil Attack 2
You create a wall of obscuring smoke.
DailyMartial, Conjuration, Gadget
Standard Action      Area wall 10 within 5 squares
You create a continuous wall of billowing smoke in the area until the end of the encounter. The wall can be up to 10 squares long and two squares high. The wall blocks line of sight. Creatures inside the wall gain concealment.
Lethal Dodge Daredevil Utility 2
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.

Tactical Deduction Daredevil Utility 2
You realize an opponent's plan.
DailyMartial, Reliable
Standard Action      Personal
Pick a creature within 20 squares; you do not need line of sight or line of effect. This can be a specific creature or one you suspect is there, such as the "guardian of the gate ahead". You get to read the tactics section of this creature's description. If no creature fits the description you gave, you learn nothing and the power is not expended. If several creatures fit your description, you get information on the one with the greatest xp value.

Level 3 Encounter Exploits

Feinting Stance Daredevil Attack 3
You adopt a confusing pose, ready to feint and distract.
EncounterMartial, Stance
Minor Action      Close burst 5
Requirement: Trained in Bluff

Target: One enemy in burst.
Attack: Bluff vs. passive Insight
Hit: Target grants combat advantage until the end of your next turn.
Effect: You can use this power as an At-Will power as long as you maintain the stance.

Sidestep Daredevil Attack 3
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: Intelligence 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 Charisma 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.

Trigger Trap Daredevil Attack 3
You use your enemies' devices against them.
EncounterMartial
Free Action      Ranged 15
You cause one trap or hazard to trigger. As this is a free action, you can use it at any time, even on a trap that just triggered. If the trap or hazard normally only attacks enemies, it now only attacks your enemies, otherwise it attacks as it normally would. Add your Intelligence modifier to each attack and damage roll the trap makes against your enemies. Subtract your Intelligence modifier from the attack and damage rolls the trap makes against your allies. A trap triggered this way is destroyed.
Oil Slick Daredevil Attack 3
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: Intelligence vs. Reflex
Hit: Target is knocked down.
Effect: You create a zone of difficult ground in the area until the beginning of your next round. Anyone who moves inside or begins their turn in the zone is attacked.

Line-Up Shot Daredevil Attack 3
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      Area 1 square within 10 squares
Target: One enemy in area.

Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage.
Effect: Make a Secondary Attack
Secondary Area: One square adjacent to and further away from you than the last square.
Secondary Attack: Repeat the primary attack, including possible further secondary attacks. You can target a maximum of four squares in this way.

Level 5 Daily Exploits

Foe Sweep Daredevil Attack 5
You grab an opponent and whirl him around, using him to attack his comrades.
DailyMartial, Implement, Reliable
Standard Action      Melee 1
Target: One enemy of your size category or smaller.

Attack: Intelligence vs. Fortitude.
Hit: 2d6 + Intelligence damage. Make a secondary attack, then slide the target into any square adjacent to you.
Secondary Attack: Close burst 1. Intelligence vs. Fortitude.
Hit: 1d6 + Strength damage to the secondary target and 1d6 damage to the primary target.
Insight of Force: After the attack, slide the primary target your Strength modifier squares and knock it prone.

Challenge the Leader Daredevil Attack 5
You challenge an opponent's attempt to rally his friends.
DailyMartial, Implement, Reliable
Immediate Interrupt      Close burst 5
Trigger: An enemy in burst uses a power which grants a save or improves your foes’ hit points, defenses, saves, initiative, attack, damage, or grants extra actions.

Target: Triggering creature in burst.
Attack: Intelligence vs. Will
Hit: Target is stunned until the end of its next turn. The triggering action is negated.
Insight of Psyche: This is a Close burst 10

Elemental Extraction Daredevil Attack 5
You salvage a defeated creature's elemental attack, storing and then releasing its power in a burst.
DailyMartial, Implement, Gadget
Standard Action      Area burst 2
Requirement: You must spend a short rest readying this power with the body of a defeated enemy that has an attack with the acid, cold, electricity, fire, force, poison, or thunder keyword. This power gains the keyword selected. You can only have one keyword prepared in this way.

Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.
Insight of Tools: You can make this a close blast 5.

Hidden Stake Daredevil Attack 5
Your foe reels and is impaled on a dangerous stake only you had noticed.
DailyMartial, Implement
Free Action      Close burst 5
Trigger: An enemy is knocked down or forcibly moved adjacent to a wall.

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

Throw Sand Daredevil Attack 5
You blind an opponent by throwing sand in their eyes.
DailyMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Intelligence vs. Will.
Hit: Target is blinded and slowed (save ends).
Miss: Target is blinded (save ends).
Effect: If you are prone, you can stand up. Make a basic attack on the target.

Level 6 Utility Exploits

Push and Shove Daredevil Utility 6
You push your opponent's around, using them as a battering ram.
EncounterMartial, Stance
Minor Action      Personal
When pushing or sliding an enemy you can spend a square of forced movement to force move an enemy into a door, wall, or other object. The enemy takes your Strength modifier in damage. You can make a Strength check to break that object. Hit or miss, the forced movement ends.
Eagle Eye Daredevil Utility 6
A subtle crackling of leaves, a bizarre shadow, heavy breathing – you deduce your opponent’s location when they think they are invisible.
EncounterMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. While within the zone, enemies cannot benefit from invisibility, concealment, or flanking.
Roll With The Blow Daredevil Utility 6
You roll away from an attack, avoiding much of the damage.
EncounterMartial
Immediate Interrupt      Personal
Trigger: You are hit by an attack.

Effect: The attack misses but you take half the hit point damage it would normally cause. The triggering creature pushes you two squares.

Level 7 Encounter Exploits

Blinding Shot Daredevil Attack 7
A head shot momentarily blinds your opponent.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

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

Warding Strike Daredevil Attack 7
You instinctively lash out at a foe that gets too close.
EncounterMartial, Weapon
Immediate Interrupt      Melee weapon
Trigger: An enemy moves adjacent to you or attacks you.

Target: The triggering creature in range.
Attack: Intelligence vs. AC.
Hit: 2[W] + Intelligence damage and the target's turn ends.

Circle of Sand Daredevil Attack 7
You whirl and toss a circle of sand all around you, then use the opening to follow up with a series of quick attacks.
EncounterMartial, Implement
Standard Action      Close burst 1
Target: Each enemy in burst.

Attack: Intelligence vs. Fortitude.
Hit: Target is blinded and slowed until the end of your next turn. Make a basic attack against the target.

Quick Kick Daredevil Attack 7
You get in a quick kick between you other blows.
EncounterMartial, Implement
Minor Action      Melee 1
Target: One creature.

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

Level 9 Daily Exploits

Foe Shield Daredevil Attack 9
You sucker punch a foe, then push him ahead of you like a shield.
DailyMartial, Implement
Standard Action      Melee 1
Target: One creature.

Attack: Intelligence vs. Fortitude
Hit: 1d6 + Intelligence 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 Force: As long as the target provides cover to you, you can slide it into any square adjacent to you as a free action.

Reckless Pursuit Daredevil Attack 9
You withdraw, pulling enemies along, only to turn around and face them when they are in position.
DailyMartial
Move Action      Close burst 3
Target: Each enemy in blast. (This is determined before you slide)

Attack: Intelligence vs. Will
Effect: Slide a number of squares equal to your speed.
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 Psyche: Pull the target 4 + your Charisma modifier squares.
Notes: Remember that each of your allies can only make one opportunity attack during your turn.

Blinding Cloud Daredevil Attack 9
You hurl a handful of stingy, smelly stuff at your opponents, then use the opening to follow up with a series of quick attacks.
DailyMartial, Implement, Gadget
Standard Action      Area burst 1 within 5 squares
Target: Each creature in blast.

Attack: Intelligence vs. Fortitude.
Hit: Target is blinded and slowed (save ends). Make a basic attack against the target.
Miss: Target is blinded until the end of your next turn.
Insight of Tools: Area: burst 1 within 10 squares

Anchored Shackles Daredevil Attack 9
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: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence 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 Escape action to negate the power (you gain a +5 bonus on defenses against such an escape attempt).

  • Other

Level 10 Utility Exploits

Break Object Daredevil Utility 10
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 to destroy it. Does not work against a wall or an object carried or worn by another creature.

Insight of Force: This is an encounter power.

Get It Together Daredevil Utility 10
You bring an ally back to reality.
DailyMartial
Minor Action      Close burst 5
One ally in burst gets a saving throw against one effect that a saving throw can end.

Insight of psyche: This is an encounter power.

Break Contraption Daredevil Utility 10
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.

Even the Field Daredevil Utility 10
You can use the terrain to your advantage.
DailyMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. You and allies can ignore difficult ground within the zone.
Disappearing Act Daredevil Utility 10
You make a distraction and use the opportunity to hide.
EncounterMartial
Move Action      Personal
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 total concealment.
Playing Possum Daredevil Utility 10
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. You have total concealment until you attack, move (except by crawling), or stand up.

Level 13 Encounter Exploits

  • Power
  • Tools
Arterial Shot Daredevil Attack 13
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] + Intelligence damage. Target and all enemies adjacent to target are blinded until the end of your next turn.

Jarring Blow Daredevil Attack 13
You shock your opponent with the force of your blow.
EncounterMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

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

Pierce Resistance Daredevil Attack 13
You open up a hidden flaw in your opponent's defenses.
EncounterMartial, Implement, Gadget
Standard Action      Melee or Ranged weapon
Target: One enemy.

Attack: Intelligence vs. Fortitude
Hit: 2[W] + Intelligence damage. Choose one damage type; any resistance the target has against that type of damage is reduced by 10 until the end of your next turn.

Halt Initiative Daredevil Attack 13
You stop an enemy in his tracks just as he is about to act.
EncounterMartial, Implement
Immediate Interrupt      Close burst 5
Trigger: An enemy in burst takes an action.

Target: Triggering creature in burst.
Attack: Intelligence vs. Will
Hit: 1d6 + Int + Cha damage and target's turn ends.

Level 15 Daily Exploits

Ragdoll Daredevil Attack 15
You throw an opponent at your other opponents, creating pain, chaos, and confusion.
DailyMartial, Implement
Standard Action      Melee 1
Target: One creature.

Effect: Slide 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: Intelligence vs. Fortitude
Hit: 3d6 + Intelligence damage and target is knocked prone.

Shock and Awe Daredevil Attack 15
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: Intelligence vs. Will
Hit: Target is dazed (save ends).
Insight of psyche: Target takes psychic damage equal to your Charisma modifier.

Ethereal Extraction Daredevil Attack 15
You salvage a defeated creature's supernatural attack, creating a grenade that uses its power.
DailyMartial, Implement, Gadget
Standard Action      Area burst 2
Requirement: You must spend a short rest readying this power with the body of a defeated enemy that has an attack with the acid, cold, electricity, fire, force, necrotic, poison, psychic, radiant, or thunder keyword. This power gains the keyword selected. You can only have one keyword prepared in this way.

Target: Each creature in burst.
Attack: Intelligence vs. Reflex
Hit: 6d6 + Intelligence damage of the type you used for the requirement.
Miss: half damage.
Insight of Tools: You can make this a close blast 5.

Pressing Attack Daredevil Attack 15
You put pressure on your foe, not allowing it a moment to regroup.
DailyMartial, Weapon
Standard Action      Melee or Ranged weapon
Target: One creature.

Attack: Intelligence vs. Fortitude
Hit: [3W] + Intelligence damage.
Miss: Half damage.
Effect: Until the end of the encounter, whenever you hit the target or end your turn adjacent to the target, it cannot shift, regenerate, heal, or gain temporary hit points until the end of your next turn.

  • Other

Level 16 Utility Exploits

Dance of Death Daredevil Utility 16
Hitting your enemy while they are weak, you force them into the oncoming blades of your companions.
EncounterMartial, Stance
Minor Action      Personal
When you force movement on a creature, that movement provokes opportunity attacks.
Field of Gory Daredevil Utility 16
You inspire pity in your enemies, making them avoid stepping on their fallen comrades.
DailyMartial, Zone
Free Action      Close burst 20
You create a zone in the burst. Enemies defeated in the zone create difficult ground in their space that only applies to their allies..
Dance of Steel Daredevil Utility 16
You understand the rhythm of traps and hazards.
EncounterMartial, Stance
Minor Action      Close burst 5
Target: Each trap or hazard in burst.

Effect: You create a zone in the burst. When you move, the zone moves with you, remaining centered on you. You see the target and learn how it triggers. You can choose not to trigger it when your actions would normally do so.

Architectural Deduction Daredevil Utility 16
You understand construction.
DailyMartial, Reliable
Standard Action      Close burst 30
Target: Each trap, hazard or secret door in burst.

Effect: You discern the location of the target.
Reliable: If you fail to discern anything, the power is not expended.

Spatial Confusion Daredevil Utility 16
You confuse opponents about geometry and location, causing them to misteleport.
EncounterMartial, Stance, Zone
Minor Action      Close burst 5
Requirement: Trained in Bluff

Effect: You create a zone in the burst. When you move, the zone moves with you, remaining centered on you. You can shift any enemy that teleports into a square in the zone one square. If the enemy ends up in difficult terrain, it is knocked prone.

Superior Ground Daredevil Utility 16
Perfect understanding of the terrain is all you need to slow the enemy down.
DailyMartial, Zone, Stance
Minor Action      Close burst 5
Effect: The burst creates a zone. When you move, the zone moves with you, remaining centered on you. Enemies treat the area inside the zone as difficult ground.

Level 17 Encounter Exploits

  • Power
  • Tools
  • Other
  • Other
Power Display Daredevil Attack 17
You smash an object, scattering dangerous shards and stunning foes.
EncounterMartial, Implement
Standard Action      Close burst 5
Target: Enemies in burst.

Attack: Intelligence vs. Reflex
Hit: 2d6 + Int damage.
Secondary target: Each target hit
Secondary Attack: Strength vs. Fortitude
Secondary Hit: Target is stunned until the beginning of your next turn.

Seize the Initiative Daredevil Attack 17
You take over when an opponent is about to act.
EncounterMartial, Implement
Immediate Interrupt      Close burst 5
Trigger: An enemy in burst takes an action.

Target: Triggering creature in burst.
Attack: Intelligence vs. Will
Hit: Target's turn ends. You can shift Charisma squares and take a standard action as if it was your turn.

Level 19 Daily Exploits

Bulwark of Bodies Daredevil Attack 19
The enemies swarming over you become your best defense.
DailyMartial, Implement, Stance
Standard Action      Close burst 3
Effect: Slide each target 2 squares, they must end up adjacent to you. You cannot slide a target unless it ends up adjacent to you. You then attack all enemies adjacent to you (close burst 1).

Attack: Intelligence vs. AC
Hit: 2d8 + Intelligence modifier damage and stunned until the end of your next turn.
Stance: You gain a bonus to all defenses equal to the number of enemies adjacent to you.
Insight of Force: Enemies hit by the attack granted by your Insight of Force ability are stunned until the end of your next turn.

  • Psyche
  • Tools
Lodestone Shackles Daredevil Attack 19
You know tricks to hold any monster leashed.
DailyMartial, Weapon, Reliable
Standard Action      Melee weapon
Requirement: You must be using a flail or holding a chain or shackles.

Target: One creature.
Attack: Intelligence vs. Fortitude
Hit: 3[W] + Intelligence damage. Until the end of the encounter you and the target cannot move, be force moved, or teleport except to squares adjacent to each other. You can end this effect as a minor action. The target can attempt a Escape action to negate the power (you gain a +5 bonus on defenses against such an escape attempt).

  • Other

Level 22 Utility Exploits

Break Wall Daredevil Utility 22
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 Force: This is an encounter power.

All In The Mind Daredevil Utility 22
You bring allies back to reality.
DailyMartial
Minor      Close burst 5
All allies in range get a saving throw against one effect that a saving throw can end.

Insight of psyche: This is an encounter power.

Clear the Ground Daredevil Utility 22
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.

Vital Insight Daredevil Utility 22
You realize an opponent's strengths and weaknesses.
DailyMartial
Standard Action      Personal
Pick a creature within 20 squares; you do not need line of sight or line of effect. This can be a specific creature or one you suspect is there, such as the "guardian of the gate ahead". You get to read the stat block and tactics section of this creature. If no creature fits the description you gave, you learn nothing. If several creatures fit your description, you get information on the one with the greatest xp value.
Contingency Plans Daredevil Utility 22
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.

Nerves of Steel Daredevil Utility 22
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.

Level 23 Encounter Exploits

  • Power
  • Psyche
  • Tools
  • Other
  • Other

Level 25 Daily Exploits

Dragon Roar Daredevil Attack 25
You break the foes' resolve with a mighty battle cry.
DailyMartial, Implement, Fear
Standard Action      Close burst 5
Target: Each enemy in burst.

Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence psychic damage and target is stunned (save ends).
Miss: targed is dazed until the end of your next turn.
Insight of psyche: Target hit or missed takes psychic damage equal to your Charisma modifier.

Natural Disaster Daredevil Attack 15
Your understanding of hazards allows you to make use of their destructive power.
DailyMartial, Implement
Standard Action      Area burst 6 centered on a trap or hazard 20
Target: Each creature in an area centered on a trap or hazard.

Targets: Each creature in burst.
Hit: 8d6 + Intelligence damage. The attack does the same type of damage that the trap or hazard does and gains the same damage keywords. An ally that is hit takes half damage.
Miss: An enemy that is missed takes half damage. An ally that is missed takes no damage.
Insight of Tools: You can exclude a number of squares equal to your Dexterity modifier from the area.

Redirect Attack Daredevil Attack 15
You trick an enemy into misplacing his attacks.
DailyMartial, Implement, Reliable
Immediate Interrupt      Close burst 15
Trigger: Target makes an attack.

Target: Triggering enemy in burst.
Attack: Intelligence vs. Will.
Hit: You redirect the attack to any target/area it could legally target, replacing the target's enemies and allies with your enemies and allies. The attack then proceeds, with a bonus to attack and damage equal to your Intelligence modifier.

  • Other

Level 27 Encounter Exploits

Power Disaster Daredevil Attack 27
You exploit an opponent's imperfect control of their powers.
DailyMartial, Implement, Reliable
Standard Action      Ranged 20
Target: One creature.

Attack: Intelligence vs. Will. If the target lacks an attack with power with the Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder keyword, you miss.
Miss: You cannot use this power again against this target in this encounter.
Hit: You trigger a secondary area attack around the target. Select one damage keyword from the list that the target can use; the attack does this type of damage and gains this keyword.
Secondary Area burst 4 centered on the primary target.
Secondary Targets: Each creature in burst (including the primary target).
Secondary Hit: 8d6 + Intelligence damage of the chosen type. An ally that is hit takes half damage.
Secondary Miss: An enemy that is missed takes half damage. An ally that is missed takes no damage.
Insight of Psyche: You can exclude a number of squares equal to your Charisma modifier from the secondary area.

* Power

  • Tools
  • Other
  • Other

Level 29 Daily Exploits

Fatal Hesitation Daredevil Attack 29
You rob your enemies of all initiative, enabling your allies to quickly execute your plan.
DailyMartial
Standard Action      Close burst 5
Target: Each enemy and ally in burst.

Effect: Enemies are stunned until the end of your current turn. You and allies immediately get to take a move action and make a basic attack (in any order). This has no effect on initiative.
Insight of Psyche: You and allies get to take a move and a standard action instead of a move and a basic attack.

Earthlode Shackles Daredevil Attack 29
There is no way to out of your trap
DailyMartial, Weapon, Reliable, Gadget
Standard Action      Close blast 1
Target: One creature in burst.

Attack: Intelligence vs. Reflex
Hit: 4d6 + Intelligence damage. The target is restrained and cannot teleport until it escapes. You gain a +5 bonus on defenses against such an escape attempt.

  • Other
  • Other

Keywords

Gadget

Powers with the gadget keyword needs props. You need to actually carry and use the gadgets to use the power; you cannot use the power if your gadget has been lost or taken away from you. To others, your gadgets are useless but recognizable as dangerous. Gadgets are prepared beforehand as a part of recovering powers during a rest. If your lose your gadgets, you can make new ones for all your gadget powers with an hour of work. There is no cost to prepare a gadget, but you need simple supplies; Thieves’ Tools and what can be found in any scrapheap suffices. If you lack these things, you can use Thievery to improvise at the DMs discretion, but this will take more time and effort than normal.

Feats

Dilettante

Prerequisite: Mastermind

Benefits: Gain a +3 bonus to untrained Arcana, Dungeoneering, History, Nature, and Religion checks.

External links