Martial Controler

JackFrostAgain

First Post
Hello there! As you guys probably notice, there is no martial controllers in the core d&d 4th books. I know they made the Hunter for the essential series, but I prefer to think about essentials as another line of work (that I won't buy at all). So, since they released the Player's Handbook 3 and still we don't got a martial controller (I was hoping to see the Monk as the martial controller, but they instead created another source, one that I don't even enjoy) I decided to create one of my own.

I'm still working on it, but for now this is almost everything I did. So I was hoping to get a feedback from you guys. As you can see, I took the swashbuckler concept for this, since it is the archetype that get closer to the role (if you get movies, books and comics for exemple).

Swashbuckler

Class Traits
Role: Controller
Power Source: Martial
Key Abilities: Dexterity, Charisma, Intelligence

Armor Profitiencies: Cloth and leather
Weapon Profitiencies: dagger, short sword,
rapier, gun
Bônus to defense: +2 Reflex

Hit Points: 12 + constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + constitution
modifier

Trained Skills: Acrobatics
From the class skills list below, choose three
more trained skills at 1st level.
Class Skills: Athletics (Str), Bluff (Cha), Insight
(Wis), Intimidate (Cha), Perception (Wis),
streetwise (Cha), Diplomacy (Cha), History (Int)

Build Options: Clever Duelist, Inspiring Duelist
Class features: Cunning, Fence Style,
Environment Awareness


You might find a lot of errors in the flavor texts for specifics powers, since my english is totally lame. Sorry about that and I´m open to all sort of sugestions.

So far the class is finished until the 5th level. I'll be working in more and higher level powers soon, as paragon paths and specific feats.

You can download it from the link below:

https://www.4shared.com/document/23gD81Zw/Swashbuckler.html

Or you can take a look in the discussion thread below.
 
Last edited:

log in or register to remove this ad

About Guns: I was thinking about use Guns like a weapon and a power at the same time. I mean, you would have a Gun and you would be able to use a power with it (maybe a class feature power), but only once per encounter, because they would be really hard to rearm. A swashbuckler would start an encounter shotting a gun, then dropping it and withdrawing his rapier to fight in melee.
 

I worked on some first level powers.

At-will powers

Hit the Tendon - martial, weapon
Dex vs A.C - 1[W] + Dex and the target is slowed until the end of your next turn.

Fast Feint - martial, weapon
dex vs Refl - 1[w] + dex and you can shift 1 square.

Arc of Steel - martial, weapon - close burst 1, each enemy
Dex vs A.C - 1[w] and you push the target 1 square.

Fencing Blow - martial, weapon
Dex vs A.C - 1[w] + dex and you push the target 1 square and then shift to the place it was.

1st lvl encounter powers

acrobatic charge - martial, weapon
dex vs a.c. - 2[w] + dex and you knock the target prone.
you can use this power in the end of a charge. If you do so, your movement don't causes oportunity attacks.

Disarm - martial, weapon
dex vs a.c - 1[w] + dex and the target is weakened until the end of your next turn and takes a -2 penality to attack rolls.

Insightful Strike - martial, weapon
dex vs a.c. - 2[w] + dex and the target is dazed until the end of your next turn.
Clever fencing: the target also takes aditional dmg equals to your inteligence modifier.

Intimidating Strike - martial, weapon
dex vs a.c. - 1[w] + dex. make a secondary attack.
close burst 2 - each creature in burst - char+2 vs Will - you slide the target 2 squares.
inspiring fencing: you slide the targes 1 + cha modifier squares.

1st level daily powers

Across the Bow - martial, weapon
Before the atack, you slide the target 5 squares, the target must end that movement adjacent to you.
Dex vs A.C - 3[w] + Dex. The target is marked by you until the end of the encounter. (or until someone replace your mark)
Inspiring fencing: You gain a bonus to your A.C. equal to your charisma modifier against the target until he is no more marked by you.

All Hands on Deck - martial, weapon
close burst 1, each creature you can see.
dex vs A.C - 2[w] + Dex and the target grant combat advantage to your allies (save ends).
Affter effect: the target is slowed (save ends).

Offensive Maneuvers - martial, weapon
dex vs A.C - 2[w] + dex and you slide the target 1 square and shift to the square it was before, make a secondary attack.
dex vs Relf - 1[w] + dex and you slide the target 2 squares and shift 2 squares to the square it was before, the target is dazed (save ends).
Clever Fencing: You gain a bônus to the damage of each attack equal to you intelligence modifier.
 
Last edited:

A close burst at will should be 1W without ability bonuses.

(I'm assumiing Arc of Steel is supposed to be a close burst, not a close blast. A close blast 1 is just a single square.)
 

That's true, well, you can change it to close burst 1 and make it push 1 square and cause 1[w] without any bonus. But, what about the idea? Did you like it?
 

Swashbuckler

Overall, I like it. I would love to see a battlefield-controlling swashbuckler (but keep in mind that all other controller classes do it from range and with area attacks!

Trained Skills: Acrobatics
From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (str), Bluff (cha), Insight (wis), Intimidate (cha), Perception (wis), streetwise (cha)

I would possibly add diplomacy to this list. Also, there are no intelligence-based skills, which would suck for the clever build. I would add History, at least, and maybe the others, as well.

Cunning: you get a bonus to your AC and Reflex when wearing leather or cloth. (I still need to think about how much this bonus will provide to those defenses).

This is entirely unnecessary for a dexterity-based class.

Environment Awareness: the swashbuckler need some sort of movement based class feature, to emulate the archetype. Something like a bonus or advantage to move through difficult terrain or to avoid opportunity attacks.

How about letting the swashbuckler add either intelligence modifier or charisma modifier (player's choice) to an acrobatics or athletics check once per round? (Intelligence for good use of terrain or charisma for style!)

About Guns: I was thinking about use Guns like a weapon and a power at the same time. I mean, you would have a Gun and you would be able to use a power with it (maybe a class feature power), but only once per encounter, because they would be really hard to rearm. A swashbuckler would start an encounter shotting a gun, then dropping it and withdrawing his rapier to fight in melee.

You could stat out the gun, but give it a reload time of 1 short rest, effectively making it a 1/encounter weapon (can only be used with powers that do not make multiple attacks or have multiple targets). Even so, I would really recommend against making it too damaging, as encounter and daily powers using it could quickly get ridiculous. Maybe a superior weapon that has 10/20 range and does 1d12, brutal 2, possibly high-crit. Even that seems a little powerful to me.

I worked on some first level powers.

At-will powers

Fast Feint - martial, weapon
dex vs Refl - 1[w] + dex and you can shift 1 square.

This seems a little powerful for a weapon attack that targets reflex. Perhaps drop the dex mod?

Arc of Steel - martial, weapon - close burst 1, each enemy
Dex vs A.C - 1[w] and you push the target 1 square.

This seems quite powerful for an at-will. I would replace the 1[w] damage with just dex mod damage.

Fencing Blow - martial, weapon
Dex vs A.C - 1[w] + dex and you push the target 1 square and then shift to the place it was.

Looks a lot like Tide of Iron. I think it would be fun if it were to slide the target, instead of pushing.

1st lvl encounter powers

acrobatic charge - martial, weapon
dex vs a.c. - 2[w] + dex and you knock the target prone.
you can use this power in the end of a charge. If you do so, your movement don't causes oportunity attacks.

Seems like a bad place for a controller to be at the end of his/her turn. It would be better if, instead of not provoking opportunity attacks, all defenses were raised by dex mod as an effect before the attack or charge, that lasted until the start of the next turn.

Disarm - martial, weapon
dex vs a.c - 1[w] + dex and the target is weakened until the end of your next turn and takes a -2 penality to attack rolls.

How about a penalty equal to swashbuckler's cha mod?

Insightful Strike - martial, weapon
dex vs a.c. - 2[w] + dex and the target is dazed until the end of your next turn.
Clever fencing: the target also takes aditional dmg equals to your inteligence modifier.

Looks more striker than controller with the clever fencing rider. How about this rider, instead?

Clever fencing: the target is dazed, even if the attack misses.

Intimidating Strike - martial, weapon
dex vs a.c. - 1[w] + dex. make a secondary attack.
close burst 2 - each creature in burst - char+2 vs Will - you slide the target 2 squares.
inspiring fencing: you slide the targes 1 + cha modifier squares.

Seems like it should have the "Fear" keyword. And don't such powers normally push, instead of slide? If so, you could probably increase the secondary attack to closer burst 5 and increase the push effect, also (maybe 3 or 2 + Cha mod).

1st level daily powers

Across the Bow - martial, weapon
Before the atack, you slide the target 5 squares, the target must end that movement adjacent to you.
Dex vs A.C - 3[w] + Dex. The target is marked by you until the end of the encounter. (or until someone replace your mark)
Inspiring fencing: You gain a bonus to your A.C. equal to your charisma modifier against the target until he is no more marked by you.

I like the concept, but...

This power is death to a controller without the inspiring fencing rider. With the rider, the marked foe will probably just ignore the mark (with no punishment), because -2 to hit other people is not as bad as -3 or more to hit the swashbuckler.

How about this? Drop the inspiring fencer rider completely. And the mark. Every time the opponent attacks one of the swashbuckler's ally's, they get a bonus to their next attack against the foe equal to the swashbuckler's cha mod. The swashbuckler gains + cha mod to all defenses against attacks made by the targeted opponent. Also, this could probably be a 2[w] power.

All Hands on Deck - martial, weapon
close burst 1, each creature you can see.
dex vs A.C - 2[w] + Dex and the target grant combat advantage to your allies (save ends).
Affter effect: the target is slowed (save ends).

This could at least be a close burst 2. And what's the flavor-text, here? What are you envisioning?

Offensive Maneuvers - martial, weapon
dex vs A.C - 2[w] + dex and you slide the target 1 square and shift to the square it was before, make a secondary attack.
dex vs Relf - 1[w] + dex and you slide the target 2 squares and shift 2 squares to the square it was before, the target is dazed (save ends).
Clever Fencing: You gain a bônus to the damage of each attack equal to you intelligence modifier.

I like this one quite a bit, although I might drop the clever fencing rider (these riders usually are in encounter powers, yes?). This power is potentially plenty potent without the extra damage.

...Whew! This class shows a lot of promise, however, I notice a couple of potential problems.

As things look, now, I think the bard is a better slide and push kind of controller. This class could really benefit from some area or burst attacks (or more attacks like the last daily, which allow multiple attacks and movement).

Second, this class does not look very survivable to me. A striker can get away with melee with good escape options, but this controller (striker) is light on those. It really needs some attack and get the hell out options. Or massive situational defense boosts.

Anyway, looks good, so far!
 

Overall, I like it. I would love to see a battlefield-controlling swashbuckler (but keep in mind that all other controller classes do it from range and with area attacks!

...Whew! This class shows a lot of promise, however, I notice a couple of potential problems.

As things look, now, I think the bard is a better slide and push kind of controller. This class could really benefit from some area or burst attacks (or more attacks like the last daily, which allow multiple attacks and movement).

Second, this class does not look very survivable to me. A striker can get away with melee with good escape options, but this controller (striker) is light on those. It really needs some attack and get the hell out options. Or massive situational defense boosts.

Anyway, looks good, so far!

First of all, thank you very much for the feedback.

You made me think a lot about the original idea of the class and about the problems it might show once in game.

The concept of the class is of a controller that fights in melee and that is more focused on target a single foe, luring it to a one-to-one duel. It's not great for a controller and makes it looks like the Avenger, I know, but then I came with the "hit and shout" concept that could make him control other foes in the battle and it looked more reasonable.

But still there is a lot of problems to fix. As a controller, the swashbuckler has a low HP and healing surges (like Strikers, instead of the controlers standart values). So the major issue, I guess, is the survivability of the class. And you have the problem with the missing area attacks for a melee character (only burst 1 would make sense for it, right?). The idea show in the last power (Offensive Maneuvers), of a character moving and hiting (but more than one foe per power) could be great for this character and fix this specific problem.

For the survivability issue, I came out with a possible solution that could be totally awesome, I guess. I didn't decided wich sort of bonus the choice of build could add tothe character. So then, afetr read your feedback, I found a possible solution totally in the class mood. So, I was thinking about give the class a Class Feature Power, at-will, as a immediate interrupt, that would work like a Arcane Shield Spell, adding a bonus to the AC or Reflex equal to the intelligence or charisma and give another minor effect. It looks powerful, I know, but I guess it could work.

So it would feel something like this:

Clever Fencing - you Gain the Insightful Parry power.

Insightful Parry
At-will - immediate interrupt
trigger: you are hit by an enemy melee attack.
You add your intelligence modifier to your A.C. If the attack misses you then, you shift 1 square.

Inspiring Fencing - you gain the Imperious Parry power.

Imperious Parry
At-will - immediate interrupt
trigger: you are hit by an enemy melee attack.
You add your charisma modifier to your A.C. If the attack misses you then, you slide the target 1 square.



About your opinion on the powers I made, I entirely agree with you, but I only did some examples to show what I had in mind.

Someone in a brazilian forum did a sugestion that I might take for the swashbuckler, though. For the daily powers I could give the swashbuckler some sort of stance as a effect after a hit (even if it misses) that would give a debuff to the enemies. It would work like the barbariam rages and solve the lack of area attack powers (since it is a controller).

Something like this:

Cutting Barbs . Daily Power. Weapon, Stance
After a point-blank hit, the swashbuckler taunts his enemies into lowering their guard.
Melee: DEX vs A.C - 2[W]+DEX damage.
Effect: The Swashbuckler enters the Cutting Barbs stance. While in this stance, all enemies adjacent to him grants combat advantage to the swashbuckler and his allies.

Stuck in the Mud . Daily Power. Weapon, Stance
The swashbuckler hit his enemy in the legs, and then threat all enemies nearby with low swings of his blade.
Melee: DEX vs A.C - 1[W] + DEX damage.
Effect: The swashbuckler enters the Stuck in the Mud stance. While in this stance, all enemies that starts their turns adjacent to the swashbuckler are slowed until the end of the swashbuckler next turn.





So, what do you think about it?
 

[FONT=Arial Black, sans-serif]Swashbuckler

[FONT=Times New Roman, serif]Class Traits[/FONT][FONT=Times New Roman, serif]
[/FONT][FONT=Times New Roman, serif]Role:[/FONT][FONT=Times New Roman, serif] Controller
[/FONT][FONT=Times New Roman, serif]Power Source:[/FONT][FONT=Times New Roman, serif] Martial
[/FONT][FONT=Times New Roman, serif]Key Abilities:[/FONT][FONT=Times New Roman, serif] Dexterity, Charisma, Intelligence

[/FONT][FONT=Times New Roman, serif]Armor Profitiencies:[/FONT][FONT=Times New Roman, serif] Cloth and leather
[/FONT][FONT=Times New Roman, serif]Weapon Profitiencies: [/FONT][FONT=Times New Roman, serif]dagger, short sword, rapier, gun
[/FONT][FONT=Times New Roman, serif]Bônus to defense:[/FONT][FONT=Times New Roman, serif] +2 Reflex

[/FONT][FONT=Times New Roman, serif]Hit Points:[/FONT][FONT=Times New Roman, serif] 12 + constitution score
[/FONT][FONT=Times New Roman, serif]Hit Points per Level Gained:[/FONT][FONT=Times New Roman, serif] 5
[/FONT][FONT=Times New Roman, serif]Healing Surges per Day:[/FONT][FONT=Times New Roman, serif] 6 + constitution modifier

[/FONT][FONT=Times New Roman, serif]Trained Skills:[/FONT][FONT=Times New Roman, serif] Acrobatics
From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Athletics (str), Bluff (cha), Insight (wis), Intimidate (cha), Perception (wis), streetwise (cha), Diplomacy (Cha), History (Int)

Build Options: Clever Duelist, Inspiring Duelist
Class features: Cunning, Fence Style, Environment Awareness[/FONT]
[/FONT]


[FONT=Times New Roman, serif]Cunning: You receive a +2 bônus to AC while wearing leather or cloth armor and a light blade in one hand and nothing in the other hand.[/FONT]


[FONT=Times New Roman, serif]Fence Style: You choose either Clever or Inspiring Fencing.[/FONT]


[FONT=Times New Roman, serif]Clever Fencing - you Gain the Insightful Parry power.

Insightful Parry
At-will - immediate interrupt
trigger: you are hit by an enemy melee attack.
You add your intelligence modifier to your A.C. If the attack misses you then, you shift 1 square.

Inspiring Fencing - you gain the Imperious Parry power.

Imperious Parry
At-will - immediate interrupt
trigger: you are hit by an enemy melee attack.
You add your charisma modifier to your A.C. If the attack misses you then, you slide the target 1 square.
[/FONT]


[FONT=Times New Roman, serif]Environment Awareness: [/FONT][FONT=Times New Roman, serif]You add either your Charisma or Intelligence Modifier to [/FONT]an acrobatics or athletics check, once per round as you make good use of the terrain features, or just do it with style.










[FONT=Times New Roman, serif]At-will powers[/FONT][FONT=Times New Roman, serif]

[/FONT][FONT=Times New Roman, serif]Hit the Tendon[/FONT][FONT=Times New Roman, serif] - martial, weapon
Dex vs A.C - 1[W] + Dex and the target is slowed until the end of your next turn.

[/FONT][FONT=Times New Roman, serif]Fast Feint[/FONT][FONT=Times New Roman, serif] - martial, weapon
dex vs Refl - 1[w] and you can shift 1 square.

[/FONT][FONT=Times New Roman, serif]Arc of Steel[/FONT][FONT=Times New Roman, serif] - martial, weapon - close burst 1, each enemy
Dex vs A.C - Dexterity modifier damage and you push the target 1 square.

[/FONT][FONT=Times New Roman, serif]Fencing Blow[/FONT][FONT=Times New Roman, serif] - martial, weapon
Dex vs A.C - 1[w] + dex and you slide the target 1 square and then shift to the place it was.

[/FONT][FONT=Times New Roman, serif]1st lvl encounter powers[/FONT][FONT=Times New Roman, serif]

[/FONT][FONT=Times New Roman, serif]acrobatic charge[/FONT][FONT=Times New Roman, serif] - martial, weapon
dex vs a.c. - 2[w] + dex and you knock the target prone.
You can use this power in the end of a charge. Your dexterity and reflex defenses
[/FONT] are raised by dexterity modifier as an effect before the charge or attack, that last until the start of the next turn. [FONT=Times New Roman, serif]

[/FONT][FONT=Times New Roman, serif]Disarm[/FONT][FONT=Times New Roman, serif] - martial, weapon
dex vs a.c - 1[w] + dex and the target is weakened until the end of your next turn and takes a -2 penality to attack rolls.
[/FONT]
[FONT=Times New Roman, serif]Inspiring Fencing: The penality to attack rolls it's equal to 1 + charisma modifier.

[/FONT][FONT=Times New Roman, serif]Insightful Strike[/FONT][FONT=Times New Roman, serif] - martial, weapon
dex vs a.c. - 2[w] + dex and the target is dazed until the end of your next turn.
Clever fencing: the target is dazed (save ends). Miss: The target is dazed until the end of your next turn.

[/FONT][FONT=Times New Roman, serif]1st level daily powers[/FONT][FONT=Times New Roman, serif]

[/FONT][FONT=Times New Roman, serif]Offensive Maneuvers[/FONT][FONT=Times New Roman, serif] - martial, weapon
dex vs A.C - 2[w] + dex and you slide the target 1 square and shift to the square it was before, make a secondary attack.
dex vs Relf - 1[w] + dex and you slide the target 2 squares and shift 2 squares to the square it was before, the target is dazed (save ends).
[/FONT]


[FONT=Times New Roman, serif]Cutting Barbs[/FONT][FONT=Times New Roman, serif] . Daily Power. Weapon, Stance
After a point-blank hit, the swashbuckler taunts his enemies into lowering their guard.
Melee: DEX vs A.C - 2[W]+DEX damage.
Effect: The Swashbuckler enters the Cutting Barbs stance. While in this stance, all enemies adjacent to him grants combat advantage to the swashbuckler and his allies.

[/FONT][FONT=Times New Roman, serif]Stuck in the Mud[/FONT][FONT=Times New Roman, serif] . Daily Power. Weapon, Stance
The swashbuckler hit his enemy in the legs, and then threat all enemies nearby with low swings of his blade.
Melee: DEX vs A.C - 1[W] + DEX damage.
Effect: The swashbuckler enters the Stucker Mud stance. While in this stance, all enemies that starts their turns adjacent to the swashbuckler are slowed until the end of the swashbuckler next turn.
[/FONT]




[FONT=Times New Roman, serif]______________________________________________________________________[/FONT]
[FONT=Times New Roman, serif]So how about it for the first level? Unfortunally, there are only 3 intelligence based skills: history, arcana and religion, wich only history make sense for the duelist.

I think that the Parry class feature powers feels a bit overpowered. Do you guys think I should change it to a encounter power?

I'm working in higher level powers right now and I would love to get everybody's opinions to make a nice and viable work. Feel free to comment and make suggestions!
[/FONT]
 
Last edited:

[FONT=Times New Roman, serif]2nd level utility powers[/FONT]


[FONT=Times New Roman, serif]Sea Legs - encounter, minor action[/FONT]
[FONT=Times New Roman, serif]You can shift 1 square.[/FONT]


[FONT=Times New Roman, serif]Experienced Hand - encounter, no action[/FONT]
[FONT=Times New Roman, serif]You can use it in the start of a encounter. You can draw a light blade and also receives a +2 bonus to your initiative check.[/FONT]


[FONT=Times New Roman, serif]Shore Leave - daily, free action[/FONT]
[FONT=Times New Roman, serif]You can make a saving [/FONT]throw against a slow, immobilize or restrained effect that affects you with a +2 bônus to the roll.


[FONT=Times New Roman, serif]3th level encounter powers[/FONT]


[FONT=Times New Roman, serif]Intimidating Strike[/FONT][FONT=Times New Roman, serif] - martial, weapon, fear
dex vs a.c. - 1[w] + dex. make a secondary attack.
close burst 2 - each creature in burst - char +2 vs Will - you push the target 2 squares.
Inspiring Fencing: you push the targes 1 + cha modifier squares.
[/FONT]


En Garde - martial, weapon
Dex vs AC -http://www.enworld.org/forum/misc.php?do=dbtech_usertag_hash&hash=8211 2[w] + Dex and the target takes a -2 penality to it's AC against your allies until the start of your next turn.
Clever Fencing: the penality is equal to 1+ your intelligence modifier.


To the Death -http://www.enworld.org/forum/misc.php?do=dbtech_usertag_hash&hash=8211 martial, weapon
Dex vs AC -http://www.enworld.org/forum/misc.php?do=dbtech_usertag_hash&hash=8211 2[w] + dex and the target is immobilized until the end of your next turn.




[FONT=Times New Roman, serif]5[/FONT][FONT=Times New Roman, serif]th[/FONT][FONT=Times New Roman, serif] level daily powers[/FONT]


[FONT=Times New Roman, serif]All Hands on Deck[/FONT][FONT=Times New Roman, serif] - martial, weapon
With a furious series of fast and well placed hits you force you enemies to focus their attention in your attacks. With cautious, they lower their pace as they move after the storm of steel.
[/FONT]
[FONT=Times New Roman, serif]Close Burst 1, each creature you can see.
dex vs A.C - 1[w] + Dex and the target grant combat advantage to your allies (save ends).
Affter effect: the target is slowed (save ends).
[/FONT]


[FONT=Times New Roman, serif]Throw the Gauntlet - martial, weapon[/FONT], stance
[FONT=Times New Roman, serif]As an invite for a one-to-one duel, you throw your gauntlet over an enemy, teasing him to fight against you.[/FONT]
[FONT=Times New Roman, serif]Before the atack, you slide the target 5 squares, the target must end that movement adjacent to you.[/FONT]
[FONT=Times New Roman, serif]Dex vs A.C - 2[w] + Dex.[/FONT]
[FONT=Times New Roman, serif]Effect: You enter the Throwed Gauntlet Stance. While in this stance you add you dexterity modifier to your AC against melee attacks while adjacent to one enemy.[/FONT]


[FONT=Times New Roman, serif]Blood Strikes - martial, weapon[/FONT], stance
[FONT=Times New Roman, serif]You make two fast swings that leaves a deep wound in your enemies.[/FONT]
[FONT=Times New Roman, serif]Melee, make two attacks against two different enemies.[/FONT]
[FONT=Times New Roman, serif]Dex vs AC -http://www.enworld.org/forum/misc.php?do=dbtech_usertag_hash&hash=8211 2[w] + Dex and the target takes ongoing 5 damage (save ends).[/FONT]
[FONT=Times New Roman, serif]Effect: You enter the Blood Strikes Stance. While in this stance your at-will power attacks also causes ongoing 5 damage (save ends).[/FONT]


[FONT=Times New Roman, serif]________________________________________________________________[/FONT]
[FONT=Times New Roman, serif]Some other powers for you guys to comment.
[/FONT]
 

First of all, thank you very much for the feedback.

Not a problem. I intend to use the class, when it's finished!

...then I came with the "hit and shout" concept that could make him control other foes in the battle and it looked more reasonable.

If you mean "make a melee attack and then a close burst as a secondary attack," I agree. The "shout" could be any number of taunts or the like and could, in most cases be close burst 3-5.

For the survivability issue, I came out with a possible solution that could be totally awesome, I guess. I didn't decided wich sort of bonus the choice of build could add tothe character. So then, afetr read your feedback, I found a possible solution totally in the class mood. So, I was thinking about give the class a Class Feature Power, at-will, as a immediate interrupt, that would work like a Arcane Shield Spell, adding a bonus to the AC or Reflex equal to the intelligence or charisma and give another minor effect. It looks powerful, I know, but I guess it could work.

This could help alleviate some of the survivability issues, but only against a single foe per round, as written (since you can only use one immediate action per round). Perhaps the AC or Reflex bonus could apply until the start of the swashbuckler's next turn, but the effect applies as a free action at the time the power is used.

Someone in a brazilian forum did a sugestion that I might take for the swashbuckler, though. For the daily powers I could give the swashbuckler some sort of stance as a effect after a hit (even if it misses) that would give a debuff to the enemies. It would work like the barbariam rages and solve the lack of area attack powers (since it is a controller).

I very much like this idea, but...

Cutting Barbs . Daily Power. Weapon, Stance
After a point-blank hit, the swashbuckler taunts his enemies into lowering their guard.
Melee: DEX vs A.C - 2[W]+DEX damage.
Effect: The Swashbuckler enters the Cutting Barbs stance. While in this stance, all enemies adjacent to him grants combat advantage to the swashbuckler and his allies.

...I would think it would be better to have the stances provide survivability for the controller, instead of making the opponent take more damage.

Stuck in the Mud . Daily Power. Weapon, Stance
The swashbuckler hit his enemy in the legs, and then threat all enemies nearby with low swings of his blade.
Melee: DEX vs A.C - 1[W] + DEX damage.
Effect: The swashbuckler enters the Stuck in the Mud stance. While in this stance, all enemies that starts their turns adjacent to the swashbuckler are slowed until the end of the swashbuckler next turn.

This is a controller effect, but, again does nothing to help the swashbuckler survive being in melee. In fact, this might encourage other foes to stick with him.

That's all I've got, for now.
 

Remove ads

Top