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A gathering of Martial Controllers - what do you think
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<blockquote data-quote="Tony Vargas" data-source="post: 7036027" data-attributes="member: 996"><p><s>** space reserved **</s></p><p></p><p>Here goes...</p><p></p><p></p><p>Fighter (Battlemaster)</p><p></p><p>CLASS TRAITS</p><p></p><p>Role: Controller</p><p>Power Source: Martial</p><p>Key Abilities: STR/DEX, WIS/CHA</p><p></p><p>Armor Proficiencies: armor through Scale, light & heavy shields</p><p>Weapon Proficiencies: All simple & martial. Choice of one Superior.</p><p>Bonus to Defense: +1 REF, +1 WILL</p><p></p><p>Hit points @ 1st level: 12 + CON score</p><p>Hit points per level: 5</p><p>Healing surges/day: 7 + CON mod</p><p></p><p>Trained Skills: Choose 4: Athletics, Bluff, Endurance, History, Insight, Intimidate, Perception, Streetwise.</p><p></p><p>Class Features: Weapon Talent, Battlemaster Fighter Stances, Fighter Exploits, Special Technique, Grandmastery</p><p></p><p>Level 1</p><p>WEAPON TALENTS</p><p>choose one</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p></p><p>Level 1 </p><p>BATTLEMASTER FIGHTER STANCES</p><p>Choose two of the following powers:</p><p></p><p></p><p>Fending Stance</p><p><em>You swing your weapon in long, broad arcs, assuring that no one can approach you safely.</em></p><p>At-Will * Martial, Stance</p><p>Minor Action Personal</p><p>Requirement: You must be using a pole-arm or other weapon with reach</p><p>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. </p><p></p><p>Whirlwind Stance</p><p><em> You spin and thrust your weapon with increadible speed, striking every enemy you can reach.</em></p><p>At-Will * Martial, Stance</p><p>Minor Action Personal</p><p>Requirement: You must be using a pole-arm or other weapon with reach</p><p>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. </p><p></p><p>Anchor the Formation</p><p><em>You bring allies together to face the enemy as one.</em></p><p>At-Will * Martial, Stance</p><p>Minor Action Personal</p><p>Requirement: You must be adjacent to at least one ally.</p><p>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.</p><p></p><p></p><p>Volley Fire</p><p><em>Coordinating fire, you and your allies create a deadly beaten zone downrange.</em></p><p>At-Will * Martial, Stance</p><p>Minor Action Personal</p><p>Requirement: You must be using a ranged weapon.</p><p>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.</p><p></p><p>Balance of Terror</p><p><em>You are an object of terror on the battlefied.</em></p><p>At-Will * Martial, Stance, Fear</p><p>Minor Action Personal</p><p>Requirement: You must have at least one other martial power with the Fear or Rattling keywords.</p><p>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). </p><p></p><p>Vicious Assault</p><p><em> You know when to twist the blade, and how to press the advantage.</em></p><p>At-Will * Martial, Stance</p><p>Minor Action Personal</p><p>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). </p><p></p><p>Guile & Subterfuge</p><p><em>You deceive, inveigle and obfuscate until the enemy crumbles in confusion.</em></p><p>At-Will * Martial, Stance, Charm</p><p>Minor Action Personal</p><p>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.</p><p></p><p></p><p></p><p>Level 1</p><p>FIGHTER EXPLOITS </p><p></p><p>You gain exploits as a Fighter of your level.</p><p></p><p></p><p>Levels 8, 18, 28 </p><p>SPECIAL TRAINING</p><p></p><p>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.</p><p></p><p>NEW FIGHTER EXPLOITS</p><p></p><p></p><p></p><p>Spinning Halberd Fighter 1</p><p><em>You spin your weapon around, attacking with both ends. No one is safe./i]</em></p><p><em>Requirement: You must be using a spear or a pole-arm </em></p><p><em>At-Will </em></p><p><em>Standard Close Burst 1</em></p><p><em>Targets: Enemies in burst you can see</em></p><p><em>Attack: STR vs AC</em></p><p><em>Hit: 1[W] - the number of enemies hit, minimum 1.</em></p><p><em></em></p><p><em></em></p><p><em></em></p><p><em>Spring Attack (fighter attack 1)</em></p><p><em><em>You lunge and recover so quickly your enemy has no chance to get inside the reach of your spear.</em></em></p><p><em>At-will, Martial, Weapon</em></p><p><em>Standard Melee Weapon</em></p><p><em>Target: one enemy</em></p><p><em>Effect: before you attack, if you have not yet moved this round, you can shift 1.</em></p><p><em>Attack: STR vs AC</em></p><p><em>Hit: 1[W]+STR</em></p><p><em>Effect: after the attack, if you have already used your move action this round, you shift 1.</em></p><p><em></em></p><p><em></em></p><p><em>Iron Javelin (fighter attack 1)</em></p><p><em><em>Your javelin punches through the target's shield and bends, making his movements awkward until he can remove it.</em></em></p><p><em>At-will, Martial, Weapon</em></p><p><em>Standard Range Weapon</em></p><p><em>special: you must use a thrown weapon</em></p><p><em>Target: one enemy</em></p><p><em>Attack: STR vs REF</em></p><p><em>Hit: target is slowed until the end of your next turn. Make a secondary attack against the same target.</em></p><p><em>Secondary Attack: STR vs AC</em></p><p><em>Hit: 1[W]+STR</em></p><p><em></em></p><p><em></em></p><p><em>** more to come **</em></p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7036027, member: 996"] [s]** space reserved **[/s] 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 [i]You swing your weapon in long, broad arcs, assuring that no one can approach you safely.[/i] 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 [i] You spin and thrust your weapon with increadible speed, striking every enemy you can reach.[/i] 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 [i]You bring allies together to face the enemy as one.[/i] 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 [i]Coordinating fire, you and your allies create a deadly beaten zone downrange.[/i] 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 [i]You are an object of terror on the battlefied.[/i] 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 [i] You know when to twist the blade, and how to press the advantage.[/i] 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 [i]You deceive, inveigle and obfuscate until the enemy crumbles in confusion.[/i] 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 [i]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) [i]You lunge and recover so quickly your enemy has no chance to get inside the reach of your spear.[/i] 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) [i]Your javelin punches through the target's shield and bends, making his movements awkward until he can remove it.[/i] 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 **[/i] [/QUOTE]
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