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Anyone want to hazard a guess as to what a Martial Controller would look like?
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<blockquote data-quote="I'm A Banana" data-source="post: 3876731" data-attributes="member: 2067"><p>Let's add some further evidence.</p><p></p><p>ARCHER ABILITY</p><p><strong>Arrow Pin</strong>: Your arrow pierces the enemy's body and pins them to the ground on which they stand, rendering them immobile.</p><p>{a typical "control your enemy's movement" power}</p><p></p><p>GRAPPLER ABILITY</p><p><strong>Body Toss</strong>: You can make a Strength check to throw your enemy away from you. It takes falling damage when it lands.</p><p>{This lets you re-position your enemies fairly effectively}</p><p></p><p>FREELANCER ABILITY</p><p><strong>Kebab</strong>: You pierce the enemy's body with your spear, and they stay on it. You can move the enemy anywhere within your spear's reach. You can free them, or they can free themselves, and when they do, they take damage again.</p><p>{Makes it so your target won't want to escape your reach unless they think they can take the damage}</p><p></p><p>ALCHEMIST ABILITY</p><p><strong>Stinkbomb</strong>: If you touch a target with a ranged attack, that target is nearly impossible to approach: you make an Alchemy check vs. Fortitude for all who come within 20 ft. Those you hit become nauseated.</p><p>{Can be used defensively, to protect the vulnerable soft bits, or offensively, to stop others from receiving healing}</p><p></p><p>SWASHBUCKLER ABILITY</p><p><strong>Daring Leap!</strong>: If you have higher ground, you can give it up in order to avoid all AoO's for moving this turn</p><p>{one of those movement abilities I was mentioning}</p><p></p><p>TAUNTER ABILITY</p><p><strong>Pathetic Toothpick</strong>: Roll a Bluff check vs. Will. If you win, the target is convinced that their current weapon is rather shoddy, and they will not use it to attack with. </p><p>{We know weapons define combat abilities: this lets a taunter force an enemy to use a sub-par weapon}</p><p></p><p>WUXIA ABILITY</p><p><strong>Torpedo Kick</strong>: Execute a normal attack against an adjacent target. If you hit, the target is hurled away from you 1 ft. per point of damage, and takes falling damage when they land.</p><p>{Another "move your enemy around" ability}</p><p></p><p>COMBAT TRICKSTER ABILITY</p><p><strong>BEHIND YOU!</strong>: Try a Bluff vs. Will. If you win, your target is considered flanked by you.</p><p>{A set-up kind of move, really}</p><p></p><p>YO-YO MASTER ABILITY</p><p><strong>Swing</strong>: You can move within your weapon's reach times two without provoking any AoO's</p><p>{Another one of those "bring the fight to the enemy" moves}</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3876731, member: 2067"] Let's add some further evidence. ARCHER ABILITY [B]Arrow Pin[/B]: Your arrow pierces the enemy's body and pins them to the ground on which they stand, rendering them immobile. {a typical "control your enemy's movement" power} GRAPPLER ABILITY [B]Body Toss[/B]: You can make a Strength check to throw your enemy away from you. It takes falling damage when it lands. {This lets you re-position your enemies fairly effectively} FREELANCER ABILITY [B]Kebab[/B]: You pierce the enemy's body with your spear, and they stay on it. You can move the enemy anywhere within your spear's reach. You can free them, or they can free themselves, and when they do, they take damage again. {Makes it so your target won't want to escape your reach unless they think they can take the damage} ALCHEMIST ABILITY [B]Stinkbomb[/B]: If you touch a target with a ranged attack, that target is nearly impossible to approach: you make an Alchemy check vs. Fortitude for all who come within 20 ft. Those you hit become nauseated. {Can be used defensively, to protect the vulnerable soft bits, or offensively, to stop others from receiving healing} SWASHBUCKLER ABILITY [B]Daring Leap![/B]: If you have higher ground, you can give it up in order to avoid all AoO's for moving this turn {one of those movement abilities I was mentioning} TAUNTER ABILITY [B]Pathetic Toothpick[/B]: Roll a Bluff check vs. Will. If you win, the target is convinced that their current weapon is rather shoddy, and they will not use it to attack with. {We know weapons define combat abilities: this lets a taunter force an enemy to use a sub-par weapon} WUXIA ABILITY [B]Torpedo Kick[/B]: Execute a normal attack against an adjacent target. If you hit, the target is hurled away from you 1 ft. per point of damage, and takes falling damage when they land. {Another "move your enemy around" ability} COMBAT TRICKSTER ABILITY [B]BEHIND YOU![/B]: Try a Bluff vs. Will. If you win, your target is considered flanked by you. {A set-up kind of move, really} YO-YO MASTER ABILITY [B]Swing[/B]: You can move within your weapon's reach times two without provoking any AoO's {Another one of those "bring the fight to the enemy" moves} [/QUOTE]
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Anyone want to hazard a guess as to what a Martial Controller would look like?
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