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<blockquote data-quote="Tony Vargas" data-source="post: 5301028" data-attributes="member: 996"><p>The Essential Fighter can be a Defender (Knight) or Striker (Slayer). Why not a Controller?</p><p></p><p>:drumroll:</p><p></p><p></p><p></p><p>Piker</p><p></p><p>Key Abilities: Strength, Intelligence</p><p></p><p>Matial Controller: Fighters such as the Piker do not seek glory or fight with reckless abandon. They are thinking warriors, who stack the deck in their favor before playing the deadly game of combat.</p><p></p><p>Why This is the Class for You: You want to play a canny warrior who masters tactics and weapons that give him unique advantages in combat and let him exert influence over the choices of enemies as well as allies. You may also just love the look on the DM's face when his monsters' battle plan falls to peices because of something you did.</p><p></p><p></p><p>Battles aren't always won by the flashy hero on the white horse. Most battles are won by the disciplined soldiers who hold their ground or the brilliant strategist who chooses the battles he can win, and changes the nature of other battles until they /can/ be won. In the adventuring party, the Piker is such a warrior - he may or many not stand out or seem that heroic, but he /will/ see his party win battles they would have lost without him.</p><p></p><p>While other Fighter rush headlong into battle, the Piker prefers to let enemies come to him - and to make that as hard as possible on them, into the bargain. Pikers use the terrain around them to their advantage, and choose 'reach' weapons for the advantages they give in critical moments, such as when battle is first joined, or when routed enemies try to escape.</p><p></p><p>The Piker combines the traits of Controller and Defender, being tough and melee-oriented, but able to deal with large numbers of enemies and decieve and weaken his opponents.</p><p></p><p>Class Traits </p><p>Hit Points: You start with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you gain a level. </p><p>Bonus to Defenses: +2 to WILL</p><p>Healing Surges per Day: 9 + your Constitution modifier </p><p>Armor Proficiencies: Cloth, leather, hide</p><p>Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged </p><p>Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), History (INT), Bluff (CHA), Intimidate (Cha), Streetwise (Cha). </p><p>Trained Skills: History and three others from the list of class skills</p><p></p><p> </p><p></p><p>PIKER HEROIC TIER </p><p>Total XP Level Feats Known Class Features and Powers </p><p> 0 1 1 Sieze the High Ground</p><p> Weapon Talent </p><p> Fighter stances </p><p> Know Thine Enemy</p><p> Trip </p><p>1,000 2 +1 Utility power </p><p>2,250 3 — Disarm</p><p>3,750 4 +1 Ability score increase </p><p>5,500 5 — Spring the Trap</p><p>7,500 6 +1 Utility power </p><p>10,000 7 — Extra fighter stance </p><p>13,000 8 +1 Ability score increase </p><p>16,500 9 — From the Jaws of Defeat</p><p>20,500 10 +1 Utility power</p><p></p><p> </p><p></p><p>Level 1: Know Thine Enemy - you have an encyclopedic knowledge of military history and legend. You know or can deduce the weaknesses of foes and what tactics will work best against them.</p><p></p><p>Know Thine Enemy Piker Class Feature</p><p>When you make a Knowledge Check to gain information about creatures' combat abilities, vulnerabilities, resistances, tactics, or possible motivations to fight, you can substitute a History check for the usual Religion, Arcana, Nature or Dungeneering check. When you would make an Insight roll to guess at an opponents intentions in combat, you may also substitute a History check.</p><p></p><p></p><p>Stances:</p><p></p><p></p><p>Set Spears Piker Utility</p><p>At-Will Martial, Stance </p><p>Minor Action Personal </p><p>Requirement: You must be using a weapon with the Reach Attribute.</p><p>Effect: While this stance continues you have Threatening Reach. The stance ends if you hit an adjacent enemy.</p><p></p><p>Formation Fighting Piker Utility</p><p>Effect: While this stance continues, your Basic Attack becomes a burst 1 that targets enemies within the burst. The Stance ends if you have no allies adjacent to you.</p><p></p><p>Shortenned Grip: Piker Utility</p><p>You hold your spear like a quarterstaff, using the pole to block attacks and club enemies.</p><p>Requirement: You must be using a pole-arm or spear in two hands.</p><p>Effect: Until the stance ends, you have a +1 shield bonus to AC and REF, and, when you make a Melee Basic Attack against an adjacent enemy, may make a second melee basic attack against an adjacent enemy you did not hit with the first attack. The second MBA inflicts [1d6] damage in place of the weapon's normal [W] damage.</p><p></p><p> </p><p></p><p>Level 1: Trip - you snag an enemy with a projection on your weapon and drag him off his feet. </p><p></p><p>Trip Piker utility</p><p>Encounter Martial, Weapon </p><p>Free Action Personal </p><p>Trigger: You hit an enemy with a melee basic attack. </p><p>Target: The enemy you hit </p><p>Effect: The target is knocked prone.</p><p></p><p></p><p>Level 1: Sieze the High Ground - you position yourself idealy for the coming battle.</p><p></p><p>Sieze the High Ground Piker Utility </p><p>Daily * Martial, Zone</p><p>Move Close Burst 2</p><p>Effect: Sift up to your speed. The square where you end this movement is the center of a Burst 2 Zone that you can use to your tactical advantage. When in this zone, you gain a +1 to all attacks and defenses and can slide an enemy you hit with a basic attack your INT mod once per turn. If you and an ally are both in the zone and both threaten an enemy, you gain combat advantage against that enemy.</p><p>Your allies also gain a +1 to attacks and defenses when in the zone. </p><p>Sustain: Minor. The Zone persists.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5301028, member: 996"] The Essential Fighter can be a Defender (Knight) or Striker (Slayer). Why not a Controller? :drumroll: Piker Key Abilities: Strength, Intelligence Matial Controller: Fighters such as the Piker do not seek glory or fight with reckless abandon. They are thinking warriors, who stack the deck in their favor before playing the deadly game of combat. Why This is the Class for You: You want to play a canny warrior who masters tactics and weapons that give him unique advantages in combat and let him exert influence over the choices of enemies as well as allies. You may also just love the look on the DM's face when his monsters' battle plan falls to peices because of something you did. Battles aren't always won by the flashy hero on the white horse. Most battles are won by the disciplined soldiers who hold their ground or the brilliant strategist who chooses the battles he can win, and changes the nature of other battles until they /can/ be won. In the adventuring party, the Piker is such a warrior - he may or many not stand out or seem that heroic, but he /will/ see his party win battles they would have lost without him. While other Fighter rush headlong into battle, the Piker prefers to let enemies come to him - and to make that as hard as possible on them, into the bargain. Pikers use the terrain around them to their advantage, and choose 'reach' weapons for the advantages they give in critical moments, such as when battle is first joined, or when routed enemies try to escape. The Piker combines the traits of Controller and Defender, being tough and melee-oriented, but able to deal with large numbers of enemies and decieve and weaken his opponents. Class Traits Hit Points: You start with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you gain a level. Bonus to Defenses: +2 to WILL Healing Surges per Day: 9 + your Constitution modifier Armor Proficiencies: Cloth, leather, hide Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), History (INT), Bluff (CHA), Intimidate (Cha), Streetwise (Cha). Trained Skills: History and three others from the list of class skills PIKER HEROIC TIER Total XP Level Feats Known Class Features and Powers 0 1 1 Sieze the High Ground Weapon Talent Fighter stances Know Thine Enemy Trip 1,000 2 +1 Utility power 2,250 3 — Disarm 3,750 4 +1 Ability score increase 5,500 5 — Spring the Trap 7,500 6 +1 Utility power 10,000 7 — Extra fighter stance 13,000 8 +1 Ability score increase 16,500 9 — From the Jaws of Defeat 20,500 10 +1 Utility power Level 1: Know Thine Enemy - you have an encyclopedic knowledge of military history and legend. You know or can deduce the weaknesses of foes and what tactics will work best against them. Know Thine Enemy Piker Class Feature When you make a Knowledge Check to gain information about creatures' combat abilities, vulnerabilities, resistances, tactics, or possible motivations to fight, you can substitute a History check for the usual Religion, Arcana, Nature or Dungeneering check. When you would make an Insight roll to guess at an opponents intentions in combat, you may also substitute a History check. Stances: Set Spears Piker Utility At-Will Martial, Stance Minor Action Personal Requirement: You must be using a weapon with the Reach Attribute. Effect: While this stance continues you have Threatening Reach. The stance ends if you hit an adjacent enemy. Formation Fighting Piker Utility Effect: While this stance continues, your Basic Attack becomes a burst 1 that targets enemies within the burst. The Stance ends if you have no allies adjacent to you. Shortenned Grip: Piker Utility You hold your spear like a quarterstaff, using the pole to block attacks and club enemies. Requirement: You must be using a pole-arm or spear in two hands. Effect: Until the stance ends, you have a +1 shield bonus to AC and REF, and, when you make a Melee Basic Attack against an adjacent enemy, may make a second melee basic attack against an adjacent enemy you did not hit with the first attack. The second MBA inflicts [1d6] damage in place of the weapon's normal [W] damage. Level 1: Trip - you snag an enemy with a projection on your weapon and drag him off his feet. Trip Piker utility Encounter Martial, Weapon Free Action Personal Trigger: You hit an enemy with a melee basic attack. Target: The enemy you hit Effect: The target is knocked prone. Level 1: Sieze the High Ground - you position yourself idealy for the coming battle. Sieze the High Ground Piker Utility Daily * Martial, Zone Move Close Burst 2 Effect: Sift up to your speed. The square where you end this movement is the center of a Burst 2 Zone that you can use to your tactical advantage. When in this zone, you gain a +1 to all attacks and defenses and can slide an enemy you hit with a basic attack your INT mod once per turn. If you and an ally are both in the zone and both threaten an enemy, you gain combat advantage against that enemy. Your allies also gain a +1 to attacks and defenses when in the zone. Sustain: Minor. The Zone persists. [/QUOTE]
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