Martial Controller: Multiclass Only

OK, so here's what I'm thinking now.

Impaler
You are a master of psychological warfare and shock & awe tactics. It's not enough to simply defeat your enemies; you must massacre them to send a message to others.
You can project your voice to sound imposing and godlike. You are surrounded by an imposing presence that enfeebles enemies.

*edit*

Tenterhook Impaler Attack
Encounter. Martial, Weapon, Fear
Standard-Action
Melee Weapon
Target: One creature.
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. Each creature adjacent to the target can't shift until the end of your next turn.
 
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!!!!!!!!!!!!!!!!!!!!!!!!!

INSPIRATION

!!!!!!!!!!!!!!!!!!!!!!!!!!!

Class:
Mnemonic
You have memorized every position in battle and committed it to muscle memory. You are able to statistically predict the location of each enemy.
You are a living computer, cold and emotionless, specialized for plotting ballistics.

Sphere of Possibility
You have an aura 2. Increase this aura to 3 at 11th level and 4 at 21st level.
Whenever an enemy starts its turn within your aura, you may make a basic melee or basic ranged attack against it as a free action with a -2 penalty to attack.

...So yes, you do want to run into the middle of a group of enemies, but then the group of enemies is gonna wanna get the fug out of your aura!


Martial Controller Form Reply, ver. 2.1:
You have proposed a Martial Controller which is based on the following concept(s):
1. [ ] Trap-Setter
2. [ ] Grenade Tosser
3. [ ] Exotic Weapon Master
4. [X] Trick-Shot Master
5. [ ] Grappler / Tripper / Brawler
6. [X] Melee Multiattacker
7. [ ] Faster-than-Human Movement
8. [ ] Non-Magical Emotional Manipulation
9. [ ] Minion Master
Your idea does not provide a viable replacement for a Wizard as the party's Controller for the following reasons:
1. [ ] Powers require too much set up time to use in a newly entered area.
2. [ ] Powers rely on expendable (and potentially expensive) items that can run out.
3. [ ] Powers rely on items (or moves) that can be used by anyone in the manner described, even a child.
4. [ ] Powers rely on equipment which cannot be used in extremely common adventuring environments.
5. [ ] Powers rely on severe suspension of disbelief about monster / NPC behavior.
6. [ ] Concept is a one-trick wonder that does not lend itself to 30 levels of powers.
7. [ ] Concept, in the abstract, belongs better in one of the other three roles.
8. [ ] Concept's specific core mechanics are better associated with another role.
9. [ ] Concept relies on a core mechanic that, fundamentally, is not battlefield control.
10. [ ] Concept does not effectively provide battlefield control against multiple opponents.
11. [ ] Concept cannot control enemies before they reach the party.
12. [ ] Concept may be required to put itself in harm's way too much, leading either to quick death or to stepping on the Defender's toes.
Additionally, your concept has the following stylistic issues:
1. [ ] Powers are prone to absurd, game-breaking results.
2. [ ] Powers violate physics and common sense (even at Heroic tier).
3. [ ] Powers rely on extremely specific gear and constrain flexibility in equipping the character.
4. [ ] Powers rely on items that are magical in origin, diluting the Martial flavor.
5. [ ] Concept requires a technology level that makes it unsuited for many games.
6. [ ] Concept is "gimmicky" in execution and is too specific to offer versatility in PC creation.
7. [ ] Reliance on minions may make the class take up an unfair amount of time at the table by making it a "party of one."

Is there anything on this list you guys would check off?
 

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