D&D 4E 4E Martial Controller: Dragoon

knightofround

First Post
There used to be a really good post of a martial controller: http://www.enworld.org/forum/4e-fan-creations-house-rules/235589-new-class-lancer.html . Sadly, it looks like most of the information in that thread has been removed.

So I decided to go about making my own martial controller class, drawing heavily upon the 4E monk power design as inspiration. The Dragoon is a tough, AoE heavy class, however most their AOE attacks are short range -- normally close blast. They combine their AOE with lots amounts of mobility from new movement types (Leap and Slither) to position themselves (and their Auras) where they are most needed on the battlefield. Instead of creating zones like most other controllers, Dragoons create mobile terrain, which travels with the Dragoon.

Well, let's get down to it.

Update Notes: 08.20.10
[sblock]08.20.10: Removed Reaping the Barley(AtWill 1), replaced with Furious Whirlwind(AtWill 1). Added flavor. Began working on paragon classes. Toned down the Scaleborn class feature, and made some of the old functionality available via a new feat. Altered several feats slightly. Fixed typos.

07.31.10: Added [Weapon] keyword to most powers. Adjusted low-level encounter powers downwards in damage. Added Miss: Half damage to most Daily powers. Changed most stances to suspend benefits upon actions, rather than canceling the stance. Fixed typos. Removed class bonus to social skills from build options, improved reach weapons in dragoon weapon talents.[/sblock]
Class Statistics
[sblock]Role: Controller
Strengths as a Controller: Very durable and mobile, area attacks do not affect allies
Weaknesses as a Controller: Short range and smaller area attacks
Power Source: Martial
Key Abilities: Strength, Charisma, Dexterity
Armor proficiencies: Cloth, Leather, Hide, Chainmail, Scale
Weapon proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex

HP at first level: 12 + Con mod
HP per level: 5
Healing Surges: 7 + Con mod

Skills: Athletics, plus one additional skill depending upon build (see below). Plus two more of the following: Acrobatics, Diplomacy, Endurance, History, Intimidate, Perception, Stealth.
[/sblock]
Class Features and Build Options
[sblock]Scaleborn: Dragoons are as comfortable wearing heavy armor as if it were their own skin. While wearing heavy armor, instead of you armor bonus to AC, you can choose to add 3 + their Dexterity modifier to AC, as long as you are not encumbered.

Dragoon Weapon Talents: Dragoons are feared for their prowess with reach weapons. All spears, staffs, and polearms that you use gains [Reach]. All weapons you use that originally have [Reach] also gain [High Crit].

Battlefield Controller: Dragoons are specially trained to harry their opponents. All dragoons gain the Combat Control power.

At Will, Combat Control [Martial]
Minor Action, One enemy you hit this turn
Effect: You demark the target. Until the end of your next turn, while the target is demarked, it takes a -2 penalty to attack rolls against you. A creature can be subject to only one demark at a time. Demarks do not stack with marks. A new mark, or a new demark, supersedes a mark or demark that was already in place.

Build options:

Draconic Cunning: Cunning Dragoons tend towards a secondary role of Defender. Cunning Dragoons slither across the battlefield, luring their foes to favorable ground, and then strike at their weakest point. You gain skill training in Diplomacy. You gain a class AC bonus vs. opportunity attacks equal to your Dexterity modifier.

Draconic Might: Mighty Dragoons tend towards a secondary role of Striker. Mighty Dragoons leap across the battlefield, using brute force and muscle to pummel opponents into submission. You gain skill training in Intimidate. Whenever an effect forces you to move-through a pull, a push, or a slide-you can reduce the number of squares you move by a number of squares up to your Charisma modifier, rounded down.[/sblock]
New Movement Types, Area of Effect type, Terrain Type and Condition
[sblock]New Movement Type: Slither
Slither is a new type of movement. When a Dragoon slithers, they can move both before and after an attack, up to a number of squares specified by the power. However, the maximum distance a Dragoon can Slither is limited by their speed.

The movement action does not end until the standard action is completed. For example, a Dragoon using a Slither 4 power could move 2 squares, attack, and then move the remaining 2 squares. Or instead, they could move 1 square, attack, and then move 3 squares.

New Movement Type: Leap
Leap is a new movement type. When a Dragoon leaps, they can move through both occupied and unoccupied squares normally without provoking opportunity attacks. However, there are the following restrictions:

1. The Dragoon cannot be slowed, dazed, immobilized, or restrained
2. The Dragoon cannot carry any other creatures
3. The Dragoon cannot end its Leap in an occupied square
4. The maximum distance that a Dragoon can Leap is limited by their speed

New Area of Effect type: Leap Path
Some Dragoon Full Discipline powers list either "Leap Path 1" or "Leap Path 2" as the attack area. A Leap Path attack is a Close Burst attack that collects additional targets that come within range while the Dragoon Leaps. First, the Dragoon adds all the targets within the initial close burst to the attack's area. Second, the Dragoon uses a Leap move action (most often supplied by the movement technique), and adds each square that comes within range to the attacks area. Third, once the Dragoon reaches their final square, they take the attack action.

Note: If there is any single square within the Leap Path where the target is both in range and you flank the target, then for the purposes of the attack you are considered as flanking the target. The same applies to all situational combat modifiers (cover, concealment, combat advantage, etc).

New Terrain Type: Mobile Terrain
Mobile terrain is a new type of terrain effect that moves with the Dragoon instead of remaining stationary. All effects of the original terrain stack with the effects of mobile terrain. If the Dragoon moves, or is pushed, pulled, or slid, the Dragoon must roll a saving throw to sustain the effect. If successful, at the end of movement the Dragoon can recreate the mobile terrain according to the original parameters of the power. If the saving throw fails, its effect ends.

New Condition: Demarked
While the target is demarked, it takes a -2 penalty to attack rolls against you. A creature can be subject to only one demark at a time. Demarks do not stack with marks. A new mark, or a new demark, supersedes a mark or demark that was already in place.[/sblock]

NOTE: All Dragoon powers have requirement: Reach Weapon, unless stated otherwise

Level 1 At-Will
[sblock]Almighty Push [Martial, Weapon]
Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage, and you push the target 1 square
Level 21: 2[W]+ Strength modifier damage, and you push the target 2 squares
Draconic Might: You push the target a number of squares equal to your Charisma modifier.

Furious Whirlwind [Martial, Weapon]
Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+Strength modifier damage
Level 21: 2[W]+Strength modifier damage
Special: You may demark one creature you hit with this power as a free action.

The Grapevine Twines [Martial, Weapon]
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage, and you pull the target 2 squares.
Draconic Cunning: After you pull the target, you can slide the target 1 square.

The Leopard's Caress [Martial, Weapon]
Standard Action, Melee or Heavy Thrown Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed
Level 21: 2[W] + Strength modifier damage

The Ribbon Dances on the Breeze [Martial, Weapon]
Standard Action, Melee Weapon
Target: One or two enemies
Attack: Strength vs. AC, one attack per enemy
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage[/sblock]
Encounter 1
[sblock]Lizard in the Thornbrush [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 4.

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized (save ends).

The Dove Takes Flight [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee 1
Target: One enemy.
Hit: 2[W] + Strength modifier damage.

The Swallow Rides the Air [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Close Burst 2
Target: Each enemy within burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Willow in the Storm [Martial, Weapon]
Immediate Reaction, Melee Weapon
Trigger: You are hit by an attack
Target: The triggering enemy within reach
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the enemy takes a -2 penalty to all attacks. (save ends)[/sblock]
Daily 1
[sblock]Cyclone on the Plain [Martial, Weapon, Aura]
Standard Action, Close burst 2
Target: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is deafened (save ends).
Miss: The target is deafened (save ends)
Draconic Might: The target is deafened and takes a -2 penalty to saving throws vs this effect (save ends both)
Effect: Ringing Aura 2: Until the end of your next turn, each enemy that is both within Ringing Aura and are deafened grant combat advantage.
Sustain: Save
Draconic Cunning: You can sustain Ringing Aura as a minor action

Leaf Floating on the Breeze [Martial, Weapon, Aura]
Standard Action, Close burst 1
Target: All enemies in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half damage
Effect: Leaf Aura 2: Until the end of your next turn, each enemy that begins their turn within Leaf Aura treats squares adjacent to you as difficult terrain.
Sustain: Save
Draconic Cunning: You can sustain Leaf Aura as a minor action.

Menacing Avalanche [Martial, Weapon, Aura]
Standard Action, Close burst 2
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: Strength modifier damage.
Miss: Half damage
Effect: Avalanche Aura 2: Until the end of your next turn, when an enemy begins their turn within Avalanche Aura, you can choose to demark them until the end of your next turn.
Sustain: Save
Draconic Might: You can sustain Avalanche Aura as a minor action

Tower of Morning [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Melee 1
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You shift into the target's square, push them two squares and knock them prone.
Miss: Half damage, you knock the target prone, and you fall prone.
Draconic Might: You push the target a number of squares equal to your Charisma modifier.[/sblock]
Utility 2
[sblock][E]Cat Crosses the Courtyard [Martial]
Immediate Interrupt, Personal
Trigger: You are hit with an opportunity attack.
Effect: You gain a +2 power bonus to all defenses against the opportunity attack, and the triggering enemy grants combat advantage to all your allies until the end of your next turn.

[E] Clear the Path [Martial, Mobile Terrain]
Minor action, Personal
Effect: Place one Haven squares within your reach. This terrain lasts until the end of your next turn.
Sustain: Save, and you may reposition your Haven squares within your melee reach

Mobile Terrain Description, Haven: Allies do not provoke opportunity attacks by leaving this square.

[D] The Dandelion in the Wind [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain threatening reach, but take a -3 penalty to all opportunity attacks. If you make an opportunity attack, you lose threatening reach and the penalty to opportunity attacks until the end of your next turn. You may end this stance at any time as a free action on any creature's turn.

[E] Slithering Slide [Martial, Slither]
Move Action, Personal
Effect: Slither your speed.

[E] Spread Wings [Martial, Leap]
Move action, Personal
Effect: Leap your speed. You can't use this power to create a Leap Path.[/sblock]
Encounter 3
[sblock]Kissing the Adder [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6.

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Special: If the target is bloodied, it is also slowed until the end of your next turn.
Draconic Cunning: If the target is bloodied, it is immobilized instead of slowed.

The Courtier Taps Her Fan [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6 squares

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target cannot move further away from you until the start of your next turn. The target can still be subjected to forced movement.
Draconic Cunning: The target cannot move further away from you (save ends).

The Heron Spreads Its Wings [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Close Burst 1
Target: Each enemy within burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).

The Hummingbird Kisses the Rose [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. Reflex
Hit: The target is blinded until the end of your next turn.[/sblock]
Daily 5
[sblock]The Ox Lowers its Horns [Martial, Weapon, Aura]
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Miss: Half damage
Effect: Forceful Aura 2: Until the end of your next turn, each enemy that ends its turn within Fearful Aura is pushed 1 square.
Sustain: Save
Draconic Might: You can sustain Forceful Aura as a minor action

The Cardinal Coos [Martial, Weapon, Aura]
Standard Action, Close Burst 3
Target: Each enemy in burst that is not adjacent to you
Attack: Strength vs. Will
Hit: Pull the target one square. Then each enemy within Close Burst 1, centered on you, takes Strength modifier damage. If you pull multiple creatures with this attack, you can hit creatures multiple times, however do not add any damage bonuses to subsequent attacks.
Miss: Half Damage
Effect: Alluring Aura 3: Until the end of your next turn, each enemy that ends its turn within Alluring Aura is pulled 1 square. Also, during your turn you can use a minor action to pull one enemy within Alluring Aura 3 squares.
Sustain: Save
Draconic Cunning: You can sustain Alluring Aura as a minor action.

Scattering the Leaves [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target and each adjacent enemy prone.
Miss: Half Damage

Cutting the Wind [Martial, Weapon]
Immediate Interrupt, Melee Weapon
Trigger: An enemy charges within your melee weapon range
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage (save ends).
Miss: Half Damage
Special: You gain a +3 power bonus to damage rolls with opportunity attacks until the end of your next turn.
Draconic Might: This power gains the Rattling keyword[/sblock]
Utility 6
[sblock][D] The Mother Defends its Own [Martial, Stance]
Minor action, Personal
Effect: Until stance ends, whenever you provide an ally with cover, the enemy suffers an additional -2 penalty to attack rolls.

[D] Blocking Screen [Martial, Mobile Terrain]
Minor Action, Personal
Effect: Place up to 2 squares Blocking Terrain within Close Burst 1. Each square must be unoccupied and continuous. This terrain lasts until the end of your next turn. You can destroy this terrain at any time as a free action.
Draconic Cunning: Place a number of Blocking Terrain squares equal to your Dexterity modifier (maximum 5).
Draconic Might: You can use this power as an immediate reaction.
Sustain: Save, and you may reposition your Blocking squares within Close Burst 1

Mobile Terrain Description, Blocking: No enemy your size category or smaller can occupy this square.

[E] Intimidating Might [Martial]
Standard Action, Personal
Requirement: You must be trained in Intimidate.
Effect: Make an Intimidate check, using your Strength modifier instead of your Charisma modifier.
Draconic Might: Roll twice, and select the higher result.

[E] Diplomatic Cunning [Martial]
Standard Action, Personal
Requirement: You must be trained in Diplomacy.
Effect: Make a Diplomacy check, using your Strength modifier instead of your Charisma modifier.
Draconic Cunning: Roll twice, and select the higher result.

[D] Blade Twirl [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain concealment. You cannot use this concealment to become or stay hidden. If you move, you lose concealment from this power until the end of your next turn.[/sblock]
Encounter 7
[sblock]Eel Among the Lily Pads [Full Discipline, Martial, Weapon, Slither]
Full Discipline Technique
Movement Technique
Move Action, Personal
Effect: Slither 6. After the Slither ends, you can repeat the attack technique.
Draconic Cunning: Add your Dexterity modifier to the total number of squares you can Slither with this attack. This extra movement does not count toward the limit of squares you can Slither this turn.

Attack Technique
Standard Action, Melee Weapon
Target: Each enemy within range that has not already been attacked by this power this turn
Attack: Strength vs. Reflex
Hit: Strength modifier damage, and you knock the target prone.
Draconic Might: Add your Charisma modifier to damage.

Whirlwind on the Mountain [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move action, Personal
Effect: Leap 4 squares.

Attack Technique, Melee Weapon
Standard action, Leap Path 1
Target: Each enemy within Leap Path 1
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.

The Kingfish Circles its Pond [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and if the target does not end its next turn outside of your reach, it takes 10 damage.
Draconic Cunning: 15+Dexterity modifier damage instead of 10 damage.

[E] The Lion Springs [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee Weapon
Target: One adjacent enemy
Attack: Strength vs Fortitude
Effect: Push the target a number of squares equal to your Strength modifier. For each square that you push the target, you may slide into the vacant space.[/sblock]
Daily 9
[sblock]Apple Blossoms in the Wind [Martial, Weapon, Aura]
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Miss: Half damage
Effect: Tactical Aura 1: Until the end of your next turn, you can slide each enemy that begins their turn within Tactical Aura 1 square.
Sustain: Save
Draconic Cunning: You can sustain Tactical Aura as a minor action

The Boar Crashes Down the Mountain [Martial, Weapon, Aura]
Standard Action, Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone
Miss: Half damage
Effect: Crushing Aura 1: Until the end of your next turn, each enemy that ends their turn within Crushing Aura is knocked prone.
Sustain: Save
Draconic Might: You can sustain Crushing Aura as a minor action

The Wolf Lunges [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy is smaller than you, the same size category as you, or one category larger than you.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you grab the target, even if you do not have a hand free. While the target remains grabbed, the target grants combat advantage, and you cannot attack any other creatures. You can end the grab at any time as a free action.
Miss: You grab the target.
Sustain Standard: The target takes 1[W] + Strength modifier damage, and you sustain the grab.
Draconic Might: Add your Charisma modifier to damage both to the original attack and when you Sustain Standard.

Twisting the Wind [Martial, Weapon, Aura]
Standard Action, Close Burst 2
Target: Each enemy within burst
Attack: Strength vs. Reflex. Do not apply any cover or concealment combat modifiers to this attack.
Hit: You knock the enemy prone, they become unhidden, they lose invisibility, and they cannot gain the benefits of concealment (save ends).
Miss: The enemy becomes unhidden, and loses invisibility
Effect: Seeking Aura 2: Until the end of your next turn, enemies within aura do not gain the benefits of regular concealment. Any attack either yourself or your allies make against an enemy within aura and has total concealment has a -2 penalty instead of a -5 penalty.
Sustain: Save
Draconic Cunning: Sustain: Minor[/sblock]
Utility 10
[sblock][D] Emptiness [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain threatening reach. If you take a standard action on your turn, then you lose threatening reach until the end of your next turn.

[D] Folding the Fan [Martial, Reliable]
Standard action, Melee Weapon
Target: One creature that emits an aura or is in a stance. If a creature has multiple auras or stances, you must choose one.
Attack: Strength vs. Will
Hit: The aura or stance is canceled until the end of the encounter.

[D] Hyper Vigilance [Martial, Mobile Terrain]
Minor Action, Personal
Effect: Place 3 Vigilance squares within your reach. This terrain lasts until the end of your next turn.
Sustain: Save, and you may reposition your Vigilance squares within your melee reach.

Mobile Terrain Description, Vigilance: Each enemy that ends their turn within this square takes 5 damage.

[E] Shake Off [Martial]
Immediate Reaction
Trigger: You are hit with a daze, slow or immobilize status effect
Effect: Immediately roll a save against the effect, even if the effect does not normally grant a save.

[D] The Lionfish Lurks [Martial]
Minor action, Personal
Effect: You gain a swim speed equal to your movement speed for five minutes.[/sblock]
Heroic Feats
[sblock]Agile Pursuit: Requirement: Dragoon, Draconic Cunning. You do not grant combat advantage due to running. You take a -2 penalty to attack rolls while running instead of -5.

Aura Spin: Requirement: Dragoon. You can sustain two Dragoon Auras that have Sustain: Minor with a single movement action.

Aura Weave: Requirement: Dragoon. +3 to saving throws vs. sustaining Dragoon Auras.

Battle Brother: Requirement: Combat Control power. When you demark the target, you can choose one ally within your reach to receive the benefits of the demark, instead of yourself.

Cunning Lure: Requirement, Dragoon, Draconic Cunning. When you use your second wind, you pull each enemy within your reach one square.

Pouncing Charge: Requirements: Dragoon, Strength 14, Dexterity 14. When you charge, you can choose to Leap a number of squares equal to your Strength modifier (up to a maximum of your speed) instead of moving normally. However, you must move at least two squares, and the first square of your Leap provokes opportunity attacks.

Impenetrable Scales: Requirements: Dragoon, Draconic Might. When you use Total Defense, instead of gaining a +2 bonus to all defenses, you can choose to gain a bonus to all defenses equal to your Charisma modifier (up to a maximum of +5).

Maiden of the Spear: Requirement: Dragoon. One handed spears have a +3 proficiency bonus instead of +2. Javelins do 1d8 damage instead of 1d6.

Mobile Master: Requirement: Dragoon. +3 to saving throws vs. sustaining mobile terrain.

Scaled Soldier: Requirement: Dragoon, Str 13, Con 13. Reduce the movement and armor check penalties of wearing heavy armor by 1.

Shadow Slither: Requirement, Dragoon, training in Stealth. When you Slither, you can make a stealth check in the middle of a move action, instead of at the end of the move action. +2 damage while Slithering if you are hidden from your target.

Steady Wings: Requirement: Dragoon, training in Athletics training in Acrobatics. You gain a +2 feat bonus to Acrobatics checks while Leaping or Slithering, as well as reducing damage taken from a fall. You gain a +2 feat bonus to Athletic Jump checks, and you are always considered to have a running start.

Terrifying Resurgence: Requirement: Dragoon, Draconic Might. When you use your second wind, you push each enemy within your reach one square.[/sblock]

Paragon classes[sblock]Chromatic Dragoon
Requirement: Dragoon
Level 11: You gain a +1 class bonus to Speed. Whenever you Leap, increase the number of square you Leap by one. This extra movement is not limited by your speed.
Level 11: Whenever you spend an action point, you can Leap while slowed, dazed, immobilized, or restrained, and you can carry grabbed creatures.
Level 16: +2 damage while Leaping.

Dragoon Breath
Requirement: Dragoon
Level 11: All your non-Leap-Path Dragoon powers can be used at range with Heavy Thrown weapons if you are not using a shield. The range of Dragoon powers used in this fashion becomes the short range of your heavy thrown weapon. If you use a Dragoon power that is Close Burst with a Heavy Thrown weapon, the power becomes Area Burst instead.
Level 11: Whenever you spend an action point, your range with heavy thrown weapons increases by one until the end of your next turn.
Level 16: Whenever you use a Leap Path attack technique with a [Heavy Thrown] weapon, you can choose to not move and make the trajectory of your [Heavy Thrown] weapon form the Leap Path. The range of the power becomes the short range of your [Heavy Thrown] weapon.

Dragoon Claw
Requirement: Dragoon, Monk
Level 11: +2 damage with opportunity attacks
Level 11: Whenever you spend an action point, you gain threatening reach until the end of your next turn.
Level 16: Your unarmed strike becomes 1d8 damage with a +3 proficiency bonus, and gains [Reach]

Dragoon Knight
Requirement: Dragoon, mounted combat feat
Level 11: While mounted, your mount gains +2 speed, and you increase the maximum distance you can Slither and Leap by 4 squares.
Level 11: Whenever you spend an action point, you can make a melee basic attack as a free action with a -2 attack penalty. Or if you are mounted, your mount can make a melee basic attack as a free action with a +2 attack bonus.
Level 16: Whenever an enemy attacks you while mounted, you can choose whether the primary target is either yourself or your mount.

Platinum Dragoon
Requirement: Dragoon
Level 11: You gain a +1 class bonus to Speed. Whenever you Slither, increase the number of squares you Slither, by one. This extra movement is not limited by your speed.
Level 11: Whenever you spend an action point, until the end of your turn, you can Slither your speed as a move action.
Level 16: +2 damage while Slithering.

Spear of Destiny
Requirement: Dragoon
Level 11: You gain Proficiency(Plate) and Proficiency(Light Shield).
Level 11: Whenever you spend an action point, each ally within your reach gains your shield's AC and Reflex bonus as a shield bonus until the end of your next turn.
Level 16: Whenever you use a one-handed Spear, you gain [High Crit].[/sblock]
 
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the Jester

Legend
Reaping the Barley [Martial, Weapon]
Standard Action, Close Blast 3
Target: Each enemy in blast
Attack: Strength vs. AC
Hit: 1[W] damage + Strength modifier damage
Level 21: 2[W] + Strength modifier damage

Wow, that's... a lot better than twin strike in a lot of circumstances.
 

circadianwolf

First Post
No it's not, the advantage of Twin Strike is being able to attack the same target twice (and stack static damage mods on twice). That's just a thunderwave that swaps the push for enemies only.. which is probably a fair trade.
 

the Jester

Legend
No it's not, the advantage of Twin Strike is being able to attack the same target twice (and stack static damage mods on twice). That's just a thunderwave that swaps the push for enemies only.. which is probably a fair trade.

Okay, we'll have to agree to disagree on this.

Enemies only is a HUGE improvement to a close blast imho.
 

knightofround

First Post
Wow, that's... a lot better than twin strike in a lot of circumstances.
Yeah, I have my concerns with that power. I did model it after thunderwave, but with the understanding that 1[W] +STR damage would be > 1d6 + INT damage....so it would be balanced "enemies only" vs. push = secondary modifier. Originally I was concerned that "enemy only" was too powerful a rider to do much with Dragoon powers. But the truth is, with a single feat you can make pretty much every burst and blast enemy-only nowadays. I forget the name of the feat, but its heroic and in character builder.

Originally the power was Close Blast 2 instead of 3. But then I realized how rare it is to meet both of the following conditions: Not only do you need multiple enemies to be within the area, but you also need to be positioned immediately adjacent to the area. With a close burst 1 power, you get an 8 square area to play with...close blast 3 only results in a 9 square area. Whereas close blast 2 is a paltry 4 squares, and your targets have to be practically humping each other for that area to hold more than 1 enemy.

Still, I might revert it back to close blast 2 just because I tried to keep all heroic tier powers within a 2 square range...that power is the only 3 square attack the Dragoon has so far, so it does feel a bit wonky.

Actually I expected more concern about the At-Will "Ribbon Dances on the Breeze" because it actually outdamages twin strike against two separate opponents...of course, twin strike is still far superior versus a single target, and can be used ranged. One of the many challenges of making a martial controller has been figuring out how to give the class "controller"-ish riders on their powers that are not imbalanced vs. someone using a 1d12 weapon with them, while understanding that some people might be using a 1d8 weapon instead. The easiest solution was often to just "leave the damage alone, and make it somehow AOE so it feels controller-y"...and I admit that's the route I took with that power.
 
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knightofround

First Post
I decided to replace Reaping the Barley with a new power. I figure that I need to make more powers that utilize the demark mechanic.

Let me know what you folks think about the paragon classes so far; I'm a bit uncertain how powerful/weak I'll need to make the E/U/D powers to keep them balanced with other paragon classes.
 

A.J.gibson

Explorer
This is a decent class, but a few things occur to me.

First, the demark mechanic is an unnecessary complication. A simple 'you get +2 on defences vs an enemy of your choice) is sufficient.

Second, this class really seems more like a striker to me then a controller. Sure, it has short range AoE and some forced movement, but so does the Draconic Sorcerer, and the Warden has mobile terrain powers (I think). Your powers are also heavy on the damage, like a striker. You even compared your at-will to Twin Strike, a striker power. The defining abilities of a controller are the ability to control the battlefield with zones, at range, and to do nasty conditional affects like dominate and weaken.
 

knightofround

First Post
First, the demark mechanic is an unnecessary complication. A simple 'you get +2 on defences vs an enemy of your choice) is sufficient.
That was my original plan with that power, however I became concerned that the attack penalty would get to high when combined with a defender's mark. Because the class has dexterity second statted for one of its build, and packs some heavy armor & HP for a controller, I didn't want to make them un-hitable. I've been thinking of altering this ability to provide a +2 power bonus to all defenses to one ally within reach instead once per round, what do you think of that?

Second, this class really seems more like a striker to me then a controller. Sure, it has short range AoE and some forced movement, but so does the Draconic Sorcerer, and the Warden has mobile terrain powers (I think). Your powers are also heavy on the damage, like a striker. You even compared your at-will to Twin Strike, a striker power. The defining abilities of a controller are the ability to control the battlefield with zones, at range, and to do nasty conditional affects like dominate and weaken.
This is a very good point, I'm always concerned that damage output is too high. I modeled the [W] damage that Dragoons do to be down with wardens, which this class also draws a lot of inspiration from.

What I found is that if you look at heroic powers across all classes, surprisingly all the melee powers do roughly the same amount of damage irregardless of class role. (Berserkers are perhaps the only noticiable exception, and I made sure to keep Dragoons far below them). In heroic its ultimately the striker damage features, riders, and feat support that push striker DPS above other melee classes.

That said, I would agree that the class is currently a little too damage heavy. But I also want to be cautious tossing in such strong status effects like weaken/daze/stun/dominate in heroic tier, especially because with superior weapon proficiency it is remarkably easy for any Dragoon to get d12 attack powers. Am I being too cautious? What would you suggest? I am considering changing the Draconic Might feature to work off of constitution instead of charisma and replacing the "might" damage riders with something else...I'm not sure what yet though.

I will try to think up something to fix The Ribbon Dances on the Breeze at-will.
 
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A.J.gibson

Explorer
That said, I would agree that the class is currently a little too damage heavy. But I also want to be cautious tossing in such strong status effects like weaken/daze/stun/dominate in heroic tier, especially because with superior weapon proficiency it is remarkably easy for any Dragoon to get d12 attack powers. Am I being too cautious? What would you suggest? I am considering changing the Draconic Might feature to work off of constitution instead of charisma and replacing the "might" damage riders with something else...I'm not sure what yet though.

I think that the easiest solution to your issue is to go up to the top of your class description, and replace the word 'Controller' with the word 'Striker'. Trying to turn this class into a controller would effectively gut the class, or require you to come up with some incredibly contrived powers to explain how the character achieves their effects. As a Striker with some Controller powers, this class can work fine.
 

marli

First Post
add "precise 8" or "controlled 8" to the power
the opposite of brutal
if you roll 8 or higher on the dice the dace-damage is 8
so 1d4 is 1-4 average 2
just choose a good number.
also its a very controllery addition, I have visions of a Dragoon not stabbing sombody in the chest with his spear just flicking his feet out from under him.
and it combines well with the "not attacking allies" skill.
 

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