Master (martial controller)

Daniel D. Fox

Explorer
This is the humble beginnings of a class my group and I were working on. It's very, very rough but I have the initial design finished. I plan to have Daily powers relegated to his followers (description of how Beckoning works below), with an example power.

Feedback and constructive criticism welcome!


Master


"I let my henchmen do the dirtywork. Me? I sit back and watch."

Class Traits

Role: Controller. Your beckoned, loyal minions dash in and out of combat, doing the fighting for you against multiple foes with bursts while you stand back in safety and strike with precise ranged attacks.

Power Source: Martial. When the chips are down, you can easily work with the simplest of weapons to defend yourself.

Key Abilities: Charisma, Wisdom, Intelligence

Armor Proficiencies: Cloth, Leather, Hide, Chainmail
Weapon Proficiencies: Simple melee, Simple ranged, Military ranged
Bonus to Defenses: +1 Reflex, +1 Will

Hit Points at 1st level: 10+Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6+Constitution modifier

Trained Skills: Streetwise. From the class skills list below, choose three more trained skills at 1st level.
Class skills: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Insight (Wis), Perception (Wis), History (Int), Nature (Wis), Religion (Int)
Build Options: Cunning Master, Brutal Master
Class Features: Woeful Tactics, Beckon

Masters excel at using others do the work for them. You may be a knight, who has a small retinue of loyal retainers armed to the teeth to protect you. Perhaps you are a backstreet guildmaster, with a clutch of footpads to dash and strike out at your foes. Maybe you fancy yourself a wiley nobleman, who's hired sellswords to protect himself. You may be a merchant, who's henchmen clear the way for you to do business town to town. Either way, you manage your "assets" in battle, keeping yourself and your allies safe from harm. Your powers are aimed at controlling your foes: slowing, stopping, or compelling their movement; weakening their attacks; or hedging them in zones of control from your minions. You summon street toughs, loyal retainers or henchmen to face your enemies, and you empower your allies with charismatic fervor.


Master Class Features - Woeful Tactics
Choose one of the following tactics suites. These tactics will determine where your focus is; either towards personal, ranged attacks or summoning powers:

Cunning Tactics
You gain one-half your Wisdom modifier as a bonus to all defenses whenever you take an action that provokes an opportunity attack (summoning focus/personal attacks)

Brutal Tactics
Once per encounter as a free action, you can designate one creature you have used a power that has an effect that lasts until they make a successful saving throw as a target of your brutal mastery. The target takes a penalty to their saving throw equal to your Charisma modifier. (Rattling keyword for personal attacks/summoning)


Master Class Features - Beckon
Beckoning Powers that have the beckoning keyword bring creatures from elsewhere to serve you in a variety of ways. A creature you beckon uses these rules, unless a power description says otherwise.

Allied Creature
When you use a beckoning power, you create a creature that is an ally to you and your allies. The power determines where the beckoned creature appears.

Your Defenses
The beckoned creature’s defenses equal yours when you beckon it, not including any temporary bonuses or penalties.

Hit Points
The beckon creature’s maximum hit points equal your bloodied value. When the beckoned creature drops to 0 hit points, it is destroyed, and you lose a healing surge. If you have no healing surges left, you instead take damage equal to half your bloodied value.

No Healing Surges
The beckoned creature lacks healing surges, but if a power allows it to spend a healing surge, you can spend a healing surge for it. The beckoned creature then gains the benefit of the healing surge, instead of your gaining it.

Speed
The beckoning power determines the beckoned creature’s speed.

Commanding the Creature
The beckoned creature has no actions of its own; you spend actions to command it mentally. You can command the creature only if you have line of effect to it. When you command the creature, the two of you share knowledge but not senses. As a minor action, you can command the beckoned creature to take one of the following actions, if it is physically capable of taking that action: crawl, escape, fly, open or close a door or a container, pick up or drop an item, run, stand up, shift, squeeze, or walk. The beckoning power determines any special commands you can give the beckoned creature and gives an action type for each command. If a special command is a minor action, you can give that command only once during each of your turns.

Attacks and Checks
If a beckoning power allows the beckoned creature to attack, you make an attack through the creature, as specified in the power description. If the beckoned creature can make a skill check or an ability check, you make the check. Attacks and checks you make through the creature do not include temporary bonuses or penalties to your statistics.

Duration
Unless the beckoning power states otherwise, the beckoned creature lasts until you take an extended rest and then they leave. As a minor action, you can dismiss the beckoned creature at anytime.


Rally Your Men Master Attack 1

Giving a high-pitched whistle, a swarm of armed men come crawling from the alleyways to defend you.
Daily * Martial, Beckon
Minor Action Ranged 5
Effect: You beckon a swarm of armed men in unoccupied squares within range. The swarm of armed men is considered to be a Large creature (taking up 2x2 squares) and moves at a speed 6. You can give the armed men the following special commands.
Standard Action: Close burst 1; targets each creature in burst; Charisma vs. Reflex; 1d8 + Charisma modifier damage
Opportunity Attack: Melee 1; targets one creature; Charisma vs. Reflex; 1d8 + Charisma modifier damage.
 
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