Martial Controler

When I think of a 'swashbuckler' I envision a lightly armored rapier-wielding smart-ass tumbling about and adapting to a changing battlefield. The idea of "movement chains" is that the swashbuckler adapts the way they move to the situation and comes out on top/makes it work to his advantage.

Here are my very rough examples...

Climbing and jumping could become blurred together allowing "wall running", while still allowing a charge. The more squares you cover in this way, the greater the risk of slipping up, but the higher your defense bonus vs. opportunity attacks. Running up walls? Sure if you have enough momentum! Leaping off a rope as if you had a running start? Sure if youve reached a number of trigger squares equal to the length of the jump.

The player could 1/round as a free action define a "trigger square" at least 8 squares away which when they reach triggers one of 3 movement class features. The idea is there is terrain in the background that the swashbuckler sees how to exploit. The more trigger squares you reach without interruption (eg. Hit by an attack) the greater the effects of the movement class feature.

Each enemy the swashbuckler passes while moving on his turn grants him a +1 speed bonus and/or +1 defense vs opportunity attacks and/or +1 to next Athletics/Acrobatics check (up to primary stat max).

These could even be built into different stances. One stance might even allow them to react swiftly to a forced movemen effect to start a movement chain.

Did that make sense?

Not only makes sense as it seems great!
But don't you think it could work as utility or even daily/encounter powers? And we could presents a paragon path that focus in this kind of stuff (triggering movements). As I said, you need to keep in mind that this concept isn't the only one the swashbuckler archetype represents. And the game provides core mechanics that let you specialize some aspects of a class.
 

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[FONT=Arial Black, sans-serif]Paragon Paths[/FONT]


[FONT=Arial Black, sans-serif]Musketeer[/FONT]


[FONT=Arial Black, sans-serif][FONT=Arial, sans-serif]Prerequisite:[/FONT][FONT=Arial, sans-serif] Swashbuckler class[/FONT][/FONT]


[FONT=Arial, sans-serif]Musketeer Path Features[/FONT]


[FONT=Arial Black, sans-serif][FONT=Arial, sans-serif]Quick Shot (11[/FONT][FONT=Arial, sans-serif]th[/FONT][FONT=Arial, sans-serif] level): [/FONT][FONT=Arial, sans-serif]At start of your first round in a encounter, you can make a ranged basic attack with your musket as a free action.[/FONT][/FONT]
[FONT=Arial Black, sans-serif][FONT=Arial, sans-serif]Quick Rearm (11[/FONT][FONT=Arial, sans-serif]th[/FONT][FONT=Arial, sans-serif] level): [/FONT][FONT=Arial, sans-serif]When you spend an action point you can also rearm your musket as a free action.[/FONT][/FONT]
[FONT=Arial Black, sans-serif][FONT=Arial, sans-serif]Insightful Aim (16[/FONT][FONT=Arial, sans-serif]th[/FONT][FONT=Arial, sans-serif] level): [/FONT][FONT=Arial, sans-serif]You add your intelligence modifier as a bonus to your musket damage (both basic ranged and powers).[/FONT][/FONT]

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[FONT=Arial Black, sans-serif]Explosive Shot Musketeer Attack 11[/FONT]
[FONT=Times New Roman, serif]You load your musket with explosive bullets.[/FONT]
[FONT=Arial, sans-serif]Musketeer Attack 11 &#8226 Martial, Weapon,[/FONT]
[FONT=Arial, sans-serif]Standard Action; Encounter; Ranged Area burst 1[/FONT]
[FONT=Arial, sans-serif]Target Each creature in burst[/FONT]
[FONT=Arial, sans-serif]Attack Dexterity vs. Reflexos[/FONT]
[FONT=Arial, sans-serif]Hit 1[W] + Dexterity modifier damage and the target is dazed until the end of your next turn.[/FONT]

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[FONT=Arial Black, sans-serif]Stunning Quick Shot Musketeer Utility 12[/FONT]
[FONT=Times New Roman, serif]Your first shot wasn't expected by your enemy.[/FONT]
[FONT=Arial, sans-serif]Musketeer Utility 12 &#8226 Martial, Weapon,[/FONT]
[FONT=Arial, sans-serif]No Action; Daily; [/FONT]
[FONT=Arial, sans-serif]Personal[/FONT]
[FONT=Arial, sans-serif]Effect: Your quick shot attack causes stun to the target until the end of your next turn.[/FONT]

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GUNS: A gun is a special weapon group (if you buy the Gun Profitiency feat you can use any guns).


Pistol: Prof +2 ; 15/30 ; 1d8 dmg ; High Crit, Brutal 1 ; Load Short Rest
Musket: Prof +2 ; 15/30 ; 1d10 ; High Crit, Brutal 2 ; Load Short Rest
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Whats the feel you're going for here? Having a controller immobilize a bunch of enemies around them is weird, but I like the stance itself!

The Bucaneer's Savvy works as way to keep the enemies nearby while the swashbuckler prepare itself to deliver another close burst attack in the next round. It works better with a lot of enemies around, becouse the AC of the swashbuckler will hit epic values.
 




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