4e Fan Creations and House RulesWorking on variant powers? Statting up a PC race or your version of a monster? Creating or converting an adventure? Put it here!
Gamers Online Now: 1,000
185 members and 815 guests
Most users ever online was 4,029, 8th April 2009 at 05:04 PM.
This product is 56 pages long and free. Cover, credits, intro and ToC take up 4 pages. I counted 17 pages of adds many of them for other Rite... [Read More]
Evocative City Sites Lorn's Entrepot (Abandoned Warehouse) by Rite Publishing. I was given this product for the purposes of this review. This product is 47 pages long. Cover, Credits, two pages of... [Read More]
Feats 101 by Rite Publishing. I was given this product for the purposes of this review. I have not yet played using these feats my review is based on reading the feats and checking a few against... [Read More]
The Plane Below: Secrets of the Elemental Chaos is a 4e D&D product describing some of the different planes in the 4e Cosmology. The book is a typical hard bound book that Wizards of the Coast... [Read More]
So, yeah, comments on this would be greatly appreciated. I'm not doing this just to jump on the bandwagon of creating a Martial Controller, nor do I find it at all necessary that there be a Martial Controller. I've always liked the idea of a "Mastermind" class which moves his allies and enemies around like chess pieces. Let me know if any of this doesn't make sense or isn't formatted correctly, and actually I'm really concerned with it NOT being contrived, so tips on that are appreciated. Thanks in advance.
The Mastermind
Primary Abilities: Int, Wis, Cha
Role: Controller
Power Source: Martial
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 to Ref and Will
Hit Points at 1st level: 10+Con score + 5 per level
Healing Surges per Day: 6+Constitution modifier
Trained Skills: Insight and Perception, a choose three of the following: History, Arcana, Religion, Diplomacy, Bluff, Stealth, Nature, Streetwise, Thievery
Build Options: The Manipulator, The Confounder
Class Features: Mastermind Weapon Talent, Lore, Tactician
Mastermind Weapon Talent: At the beginning of each day choose a single weapon you are proficient with. You gain a +1 bonus to attack rolls made with that weapon. Additionally you are proficient with Improvised Weapons and gain a +2 proficiency bonus to attack rolls with improvised weapons.
Lore: A number of times each day equal to your intelligence modifier you can make a special level check (1d20+your level+your intelligence modifier) and substitute the result for any of the following skills: Arcana, History, Nature, Religion, or Streetwise.
Tactician: Choose one of the following options.
Problem Solver - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps.
or
Grandeur - Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier.
At-Will Powers
Hampering Strike With a precise attack you drastically reduce your foe's combat effectiveness.
At-Will, Martial, Weapon
Standard Action Melee or ranged weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 1[W] damage. Target is either weakened or slowed (your choice) until the end of your next turn.
Special: This power counts as a basic melee or ranged attack.
Increase damage to 2[W] at 21st level.
Bed of Nails You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.
At-Will, Martial
Standard Action Area Burst 1 within 5
Effect: This power creates a zone of small sharp objects scattered over the squares that lasts for the rest of the encounter. Whenever a creature moves into or out of a square within the zone make an attack against it.
Attack: Intelligence vs Fort
Hit: 1d4+Intelligence modifier damage. Target is slowed and takes ongoing 2 damage (save ends both)
Special: Allies and any enemy that has been attacked by this power can choose to treat the squares within the zone as difficult terrain to avoid attacks made by this power.
Increase damage to 2d4+Intelligence modifier and ongoing 4 damage at 21st level.
Terror You regale your foes with the terrible deeds of your allies causing them to rethink their positions.
At-Will, Martial
Standard Action Ranged 10
Target: Up to five creatures in range
Attack: Charisma vs Will
Hit: Move targets up to their speed away from any of your allies that they are adjacent to. This movement provokes attacks of opportunity as normal. If you hit a target that is not adjacent to one of your allies before the attack is made that target is unaffected. Grandeur - Attacks of opportunity taken due to the movement made by this power gain a power bonus to attack and damage rolls equal to your charisma modifier.
Misfortunate Step You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.
At-Will, Martial
Immediate Reaction Ranged 20
Trigger: An enemy within range just moved or shifted.
Target: The triggering enemy.
Attack: Wisdom vs Ref
Hit: 1d8+Wisdom modifier damage, target is knocked prone.
Miss: Target is knocked prone.
Special: You can only use this power once per round and only once per enemy per encounter. Problem Solver - This power creates a 5 square zone centered on the target. Enemies treat squares within the zone as difficult terrain until the beginning of your next turn.
Level 1 Encounter Powers
Sleight of Hand You make it seem like you're going to attack and you are so convincing that your foes knock themselves silly trying to avoid the "attack".
Encounter, Martial
Standard Action Area Burst 5 within 10
Target: All enemies within burst
Attack: Intelligence vs Will
Hit: 1d6 damage and choose one - Targets grant combat advantage to all allies within burst until the end of your next turn, OR Slide targets a number of squares equal to your intelligence modifier, OR 1d6 + intelligence modifier additional damage.
Pressing Charge You lunge into your foe causing him to stumble backwards into his unsuspecting allies.
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs Fort
Hit: 1[W]+Wisdom modifier and push target 3 squares. You can push the target through other creature's squares. If you do make secondary attacks against the creatures whose squares the target was pushed through.
Secondary Attack: Wisdom (without proficiency bonus) vs Fort
Hit: Target is knocked prone.
Counterbalance Your foe misses you and you make him pay for it by tossing him to your allies, knocking him to the floor, or using his momentum to get out of danger.
Encounter, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you with a melee attack
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage, choose one - target is pushed 3 squares, OR target is knocked prone, OR shift 3 squares and any allies adjacent to target may choose to mark the target.
Special: If you are wielding an improvised weapon you get a +2 power bonus to this power's attack roll.
Fearsome Flurry You show your foes that you are not to be trifled with and they begin to second guess their attacks.
Encounter, Martial, Weapon
Standard Action Close Burst 1
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] damage and targets can't attack you or the creature of your choice until the end of your next turn.
Level 1 Daily Powers
Pay No Attention to the Man Behind the Curtain You get your foes attention and keep it allowing your allies to position and assault.
Daily, Martial
Standard Action Ranged 20
Target: Up to 5 targets in range
Attack: Intelligence vs Will
Hit: Targets take a penalty to attacks and perception checks equal to your wisdom modifier (save ends). Targets are immobilized (save ends). Targets grant combat advantage to your allies (save ends).
Sustain Standard: You can sustain this power for a number of rounds equal to your charisma modifier.
Special: If you move before or after using or sustaining this power targets get a +2 power bonus to their saves against this power's effects.
Bad Idea, Friend With a rock in your hand, you've been waiting with a counterattack that will knock your foe silly.
Daily, Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: An enemy attacks you.
Target: The triggering enemy.
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage. Target is stunned until the end of your next turn, then target is stunned (save ends).
Miss: You gain +4 to defenses against the triggering enemy's attack.
Special: If you are wielding an improvised weapon you deal damage as though the weapon was two sizes larger.
Difficult Terrain With some clever positioning you exploit a flaw in the environment to really hurt your enemies.
Daily, Martial
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fort
Hit: 3d6 damage and target is knocked prone and restrained (save ends). Adjacent creatures are dealt 1d6 damage.
Miss: 1d6 damage to target and adjacent creatures. Target is not knocked prone or restrained.
Effect: This power creates a zone of difficult terrain of burst 1 centered on the target's square that lasts until the end of the encounter.
Reverse Psychology Nothing makes you smile more than turning foes against each other. With just the right insults and quips you cause your foes to attack one another.
Daily, Martial
Standard Action Area Burst 3 within 20
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: Each target attacks another target of your choice that was hit by this power. No target can be attacked more than twice in this way.
Miss: Targets are dazed until the end of your next turn.
Special: Attacks made due to this power gain a bonus to their attack and damage rolls equal to your charisma modfifier.
Last edited by ziegander; 6th July 2008 at 07:06 PM..
I haven't seen quite this take on a martial controller before. It reminds me in spots of the Combat Trapsmith prestige class from CompScoun, which I adore. I think you've got some neat ideas in here.
Quote:
Originally Posted by ziegander
Primary Abilities: Int, Wis, Cha
Role: Controller
Power Source: Martial
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 to Ref and Will
Hit Points at 1st level: 10+Con score + 5 per level
Healing Surges per Day: 6+Constitution modifier
He's got more HP per level then the the wizard, but considering his number of melee attacks, that seems fair. He's also going to have very poor Fort saves, poor guy. You might want to change the Ref bonus to a Fort one, as his primary score being Int will keep his Reflex high enough.
Quote:
Originally Posted by ziegander
Mastermind Weapon Talent: At the beginning of each day choose a single weapon you are proficient with. You gain a +1 bonus to attack rolls made with that weapon. Additionally you are proficient with Improvised Weapons and gain a +2 proficiency bonus to attack rolls with improvised weapons.
I like this a lot. Does this proficiency with improvised weapons mean he can take Weapon Focus (improvised weapons) or anything similar?
Quote:
Originally Posted by ziegander
Lore: A number of times each day equal to your intelligence modifier you can make a special level check (1d20+your level+your intelligence modifier) and substitute the result for any of the following skills: Arcana, History, Nature, Religion, or Streetwise.
A couple of problems with this. One, at early levels, this is a straight up worse options than the normal check. Two, it seems to break with the standard 4e formulas to add your full level to a check rather than half. Maybe convert this to a flat bonus?
Quote:
Originally Posted by ziegander
Tactician: Choose one of the following options.
Problem Solver - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps.
or
Grandeur - Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier.
Grandeur seems to be stepping on the warlord's toes a bit.
Quote:
Originally Posted by ziegander
Bed of Nails You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.
At-Will, Martial
Standard Action Area Burst 1 within 5
Effect: This power creates a zone of small sharp objects scattered over the squares that lasts for the rest of the encounter. Whenever a creature moves into or out of a square within the zone make an attack against it.
Attack: Intelligence vs Fort
Hit: 1d4+Intelligence modifier damage. Target is slowed and takes ongoing 2 damage (save ends both)
Special: Allies and any enemy that has been attacked by this power can choose to treat the squares within the zone as difficult terrain to avoid attacks made by this power.
Increase damage to 2d4+Intelligence modifier and ongoing 4 damage at 21st level.
Needs the Zone keyword.
Quote:
Originally Posted by ziegander
Terror You regale your foes with the terrible deeds of your allies causing them to rethink their positions.
At-Will, Martial
Standard Action Ranged 10
Target: Up to five creatures in range
Attack: Charisma vs Will
Hit: Move targets up to their speed away from any of your allies that they are adjacent to. This movement provokes attacks of opportunity as normal. If you hit a target that is not adjacent to one of your allies before the attack is made that target is unaffected. Grandeur - Attacks of opportunity taken due to the movement made by this power gain a power bonus to attack and damage rolls equal to your charisma modifier.
This is at least five times better than the cleric's Cause Fear, which is a encounter of the same level. This needs to be scaled down a lot. One creature maximum could make it workable.
Quote:
Originally Posted by ziegander
Misfortunate Step You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.
At-Will, Martial
Immediate Reaction Ranged 20
Trigger: An enemy within range just moved or shifted.
Target: The triggering enemy.
Attack: Wisdom vs Ref
Hit: 1d8+Wisdom modifier damage, target is knocked prone.
Miss: Target is knocked prone.
Special: You can only use this power once per round and only once per enemy per encounter. Problem Solver - This power creates a 5 square zone centered on the target. Enemies treat squares within the zone as difficult terrain until the beginning of your next turn.
No problems here. I just love this power, from the flavor text to the mechanics. Very nice work.
Quote:
Originally Posted by ziegander
Pressing Charge You lunge into your foe causing him to stumble backwards into his unsuspecting allies.
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs Fort
Hit: 1[W]+Wisdom modifier and push target 3 squares. You can push the target through other creature's squares. If you do make secondary attacks against the creatures whose squares the target was pushed through.
Secondary Attack: Wisdom (without proficiency bonus) vs Fort
Hit: Target is knocked prone.
How does this work if you push the target through your ally's square? Is it impermissable, or do you make the secondary attack?
Quote:
Originally Posted by ziegander
Counterbalance Your foe misses you and you make him pay for it by tossing him to your allies, knocking him to the floor, or using his momentum to get out of danger.
Encounter, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you with a melee attack
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage, choose one - target is pushed 3 squares, OR target is knocked prone, OR shift 3 squares and any allies adjacent to target may choose to mark the target.
Special: If you are wielding an improvised weapon you get a +2 power bonus to this power's attack roll.
Not sure how the special fits in here. I don't see the flavor text really calling for it.
Quote:
Originally Posted by ziegander
Pay No Attention to the Man Behind the Curtain You get your foes attention and keep it allowing your allies to position and assault.
Daily, Martial
Standard Action Ranged 20
Target: Up to 5 targets in range
Attack: Intelligence vs Will
Hit: Targets take a penalty to attacks and perception checks equal to your wisdom modifier (save ends). Targets are immobilized (save ends). Targets grant combat advantage to your allies (save ends).
Sustain Standard: You can sustain this power for a number of rounds equal to your charisma modifier.
Special: If you move before or after using or sustaining this power targets get a +2 power bonus to their saves against this power's effects.
What's sustaining accomplishing here, if all the effects are (save ends)?
Quote:
Originally Posted by ziegander
Difficult Terrain With some clever positioning you exploit a flaw in the environment to really hurt your enemies.
Daily, Martial
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fort
Hit: 3d6 damage and target is knocked prone and restrained (save ends). Adjacent creatures are dealt 1d6 damage.
Miss: 1d6 damage to target and adjacent creatures. Target is not knocked prone or restrained.
Effect: This power creates a zone of difficult terrain of burst 1 centered on the target's square that lasts until the end of the encounter.
Restrained doesn't make much sense, nor does it add much over just prone. I'd cut it.
Quote:
Originally Posted by ziegander
Reverse Psychology Nothing makes you smile more than turning foes against each other. With just the right insults and quips you cause your foes to attack one another.
Daily, Martial
Standard Action Area Burst 3 within 20
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: Each target attacks another target of your choice that was hit by this power. No target can be attacked more than twice in this way.
Miss: Targets are dazed until the end of your next turn.
Special: Attacks made due to this power gain a bonus to their attack and damage rolls equal to your charisma modfifier.
Can you make an enemy attack itself? What if you only hit one target?
There's some really good ideas here. It needs refining, but the core and a lot of the implementation is promising. I'd like to see some of the utility powers and higher level attacks for this class.
__________________ She fills up every corner like she's born in black and white
Makes you feel warmer when you're trying to
Remember what you heard
She likes to leave you hanging on her word
-K.T. Tunstall, "Suddenly I See"
Thanks for the comments!! Phew, I thought I'd never get feedback! You bring up some compelling arguments. I'll go back through give everything a look over and check up on the Cleric's cause fear.
There will be more powers that utilize improvised weapons in the class later. The deal is he's a mastermind, he can fight with anything basically as well as a fighter just in a different way. When that pesky striker comes to try and take him out he teaches him a valuable lesson - with whatever happens to be at hand.
It's an interesting class but it fails my controller test.
To be a controller a class needs three things:
1.) Decent cheap area attacks or other mechanics for reliably hitting multiple opponents
- subpoint: Class probably shouldn't fall into the 'Controls the Battlefield' trap with a series of movement and area denial powers. I've seen it work before, but it's nearly always a bad sign.
2.) The class must have crappy defenses.
- subpoint: Every role has built in dependencies on the other roles. For Controllers the most important dependency is that they must make crappy frontliners, and probably have to be engineered as second liners. The DMG is pretty clear on the idea that Controllers need to have leaders or defenders keeping the pain off of them.
3.) The class can't step too heavily on the toes of other roles.
- subpoint: Clearly some hybridization is possible or even desirable, but such mechanics cannot break the dependencies and if a class is only nominally a leader and then a really effective defender you should make it a defender.
Now as I score it this is how you're doing thus far:
1.) First I look at the At Wills. You have two with multiple targets, that's good. None of them are effective minion killers, that's bad. One creates a zone that overdamages by wizard standards and does so slowly. It can also be avoided by creatures, but has no specified duration. Conversely the encounters look overpowered with huge bursts for that level. Burst 5 is 11 squares across. Second at will does no damage and certainly falls into the 'trap.' It'd be a great mechanic if the class was already doing its job at its role, but it isn't.
2.) HP looks too high. The weapon bonus with the leather armor looks potentially unbalanced and really favors a striker mindset rather than a secondline mindset. The number of powers that make it difficult for enemies to get near you seems a little bit much. That removes or weakens the dependency on Leaders or Defenders to an extent that really compromises the role dependency.
3.) The basic Charisma bonus to healing seems out of role and out of character. The controlling the battlefield mechanics also seem very very Warlord-like in character even if the mechanics are distinct - enemies are debuffed rather than PCs directly getting extra attacks.
My Conclusion is that I like the class but everything about it says Leader to me not Controller.