pet peeve alert: if fighters had threatening reach in 4e, they'd've pulped lot of controller toes, a rare/obnoxious case of gratuitous niche protection in that edition, IMHO.
So build me a class feature and powers to support it that controller thread is a bit bare right now
[MENTION=6769983]Thea[/MENTION]d: is his about to turn into a "how to build a martial controller in 4e" thread? Bc I'm all in for that!
** space reserved **
Here goes...
Fighter (Battlemaster)
CLASS TRAITS
Role: Controller
Power Source: Martial
Key Abilities: STR/DEX, WIS/CHA
Armor Proficiencies: armor through Scale, light & heavy shields
Weapon Proficiencies: All simple & martial. Choice of one Superior.
Bonus to Defense: +1 REF, +1 WILL
Hit points @ 1st level: 12 + CON score
Hit points per level: 5
Healing surges/day: 7 + CON mod
Trained Skills: Choose 4: Athletics, Bluff, Endurance, History, Insight, Intimidate, Perception, Streetwise.
Class Features: Weapon Talent, Battlemaster Fighter Stances, Fighter Exploits, Special Technique, Grandmastery
Level 1
WEAPON TALENTS
choose one
Heavy Draw: When you use a ranged weapon to make a basic attack or use a martial attack power, you can use STR instead of DEX for attack and damage. When you use a martial power that normally requires a light blade or off-hand weapon to use, you may substitute a quarterstaff, spear, pole-arm, spiked chain, or double-weapon and use STR instead of DEX for attack and damage.
Weapon Finesse: When you use a light blade, off-hand weapon, spiked chain, double-weapon, or heavy thrown eapon to make a basic attack or use a martial attack power, you can use DEX instead of STR for attack and damage.
Level 1
BATTLEMASTER FIGHTER STANCES
Choose two of the following powers:
Fending Stance
You swing your weapon in long, broad arcs, assuring that no one can approach you safely.
At-Will * Martial, Stance
Minor Action Personal
Requirement: You must be using a pole-arm or other weapon with reach
Effect: The reach you gain from your weapon becomes Threatening Reach. When you use a Close or Area martial weapon power that targets 'enemies you can see,' you can choose to target 'all creatures,' instead.
Whirlwind Stance
You spin and thrust your weapon with increadible speed, striking every enemy you can reach.
At-Will * Martial, Stance
Minor Action Personal
Requirement: You must be using a pole-arm or other weapon with reach
Effect: When you use a Close burst 1 or Close blast 1 Martial Attack power, use the reach of your weapon to determine the size of the burst or blast.
Anchor the Formation
You bring allies together to face the enemy as one.
At-Will * Martial, Stance
Minor Action Personal
Requirement: You must be adjacent to at least one ally.
Effect: You and up to one ally per point of CHA mod who together form a legal 'Wall' AE are counted as part of your 'formation.' When you use a Close burst or Close blast martial power, you can change it to a Wall with a length of 2 squares plus the number of allies in your formation. The ally(ies) in you formation must meet the Requirements to use the power.
Volley Fire
Coordinating fire, you and your allies create a deadly beaten zone downrange.
At-Will * Martial, Stance
Minor Action Personal
Requirement: You must be using a ranged weapon.
Effect: You and up to one ally per point of CHA mod who together form a legal 'Wall' AE are counted as part of your 'formation.' When you use a martial Area attack power, you can change it to a Wall with a length of 2 squares plus the number of allies in your formation. The ally(ies) in you formation must meet the Requirements to use the power.
Balance of Terror
You are an object of terror on the battlefied.
At-Will * Martial, Stance, Fear
Minor Action Personal
Requirement: You must have at least one other martial power with the Fear or Rattling keywords.
Effect: When you use a martial power that forces movement, you can also push any targets moved by the power a number of squares equal to your CHA mod. When you use a martial power that has the Rattling or Fear key word, the condition imposed by that power becomes (save ends).
Vicious Assault
You know when to twist the blade, and how to press the advantage.
At-Will * Martial, Stance
Minor Action Personal
Effect: When you use a martial power that imposes a condition on an enemy until the start or end of your (or the enemy's) next turn, the power gains an after-effect: the same condition (save ends). When you use a power that normally imposes a save ends condition, the first save takes a penalty equal to your CHA mod, and the power gains an after effect: the same condition (end of the enemy's next turn).
Guile & Subterfuge
You deceive, inveigle and obfuscate until the enemy crumbles in confusion.
At-Will * Martial, Stance, Charm
Minor Action Personal
Effect: When you use a power that pushes, pulls or slides, you can slide one target a number of squares equal to your CHA mod. When you use a martial power that imposes the dazed, stunned or dominated conditions, the condition gains an after effect: dazed until the end of the target's next turn.
Level 1
FIGHTER EXPLOITS
You gain exploits as a Fighter of your level.
Levels 8, 18, 28
SPECIAL TRAINING
You may retrain one of your existing exploits with a level, replacing it with a martial exploit of the same or lower level and same type (utility, encounter attack, daily attack or at-will attack). If you later retrain such an exploit, you must replace it with either a Fighter exploit, or an exploit of the same class.
NEW FIGHTER EXPLOITS
Spinning Halberd Fighter 1
You spin your weapon around, attacking with both ends. No one is safe./i]
Requirement: You must be using a spear or a pole-arm
At-Will
Standard Close Burst 1
Targets: Enemies in burst you can see
Attack: STR vs AC
Hit: 1[W] - the number of enemies hit, minimum 1.
Spring Attack (fighter attack 1)
You lunge and recover so quickly your enemy has no chance to get inside the reach of your spear.
At-will, Martial, Weapon
Standard Melee Weapon
Target: one enemy
Effect: before you attack, if you have not yet moved this round, you can shift 1.
Attack: STR vs AC
Hit: 1[W]+STR
Effect: after the attack, if you have already used your move action this round, you shift 1.
Iron Javelin (fighter attack 1)
Your javelin punches through the target's shield and bends, making his movements awkward until he can remove it.
At-will, Martial, Weapon
Standard Range Weapon
special: you must use a thrown weapon
Target: one enemy
Attack: STR vs REF
Hit: target is slowed until the end of your next turn. Make a secondary attack against the same target.
Secondary Attack: STR vs AC
Hit: 1[W]+STR
** more to come **