the Jester
Legend
Shouldn't Trip be Wis vs. Reflex? Why Fortitude?
Awesome! Definitely could use another controller!There's a lot of talk about a martial controller, so I though I would try my hand at a monk to see what I could come up with.
Aren’t you worried about a melee char with no armor? I’m not sure Insightful dodge and twisting defense will be sufficient.Class: Monk
Source: Martial
Role: Controller
Weapon Proficiencies: Simple melee, Simple Ranged
Armor: None
Class Features:
+1 to fort, reflex, and will.
Do we even know how much damage an unarmed attack does? I’d recommend defining it here.Unarmed Combat: A monk gains a +1 to attack rolls when fighting unarmed.
I’m afraid this won’t change the AC. You’re still talking about a melee char with an ac of 14 or lower!Insightful Dodge: A monk in light or no armor can add wisdom modifier to AC instead of dex or int.
I’d be hesitant to add any such thing as a “full round action” as we haven’t seen this yet. Maybe give them a movement action that enhances attack damage for a turn.Power: If you take a full round action to use a monk attack power, you can add your strength modifier to the damage.
Very powerful, but mobility is going to be necessary for this to be a melee controller class.Speed: Your speed is increased by your dexterity modifier.
I think you've got it.Kaisoku said:So what makes a Controller?
Here's my take...So what does this mean for a Martial Controller? It seems we'd need the following:
- At-Will should either be doing High Damage against Single Target, Low Damage + Rider effect against single target, or Low Damage vs Multiple targets.
- Encounter should be doing effects and damage against multiple targets.
- Daily should be major in effect and potentially still do decent damage.
Cadfan said:Both defenders and controllers hinder enemies, and move them about. The difference is WHY they hinder or move enemies. What purpose does it serve?
jaer said:You can't shift over difficult terrain, and since you have now ringed yourself in difficult terrain, you can't get out with the Special.Shatter floor
You unleash a devestating attack on the ground at your feet, sending out a small shockwave to disorient your foes and cover your escape.
Melee Attack
Range Close Burst 1
Wisdom attack vs Ref
Hit: Wisdom damage. Knocks enemies prone.
Miss: Enemies dazed.
Effect: Every square hit by the effect is now considered difficult terrain.
Special: Shift number of squares equal to your wisdom modifier.
Thus the ability would make a better close blast.
Rechan said:You can't shift over difficult terrain, and since you have now ringed yourself in difficult terrain, you can't get out with the Special.
Thus the ability would make a better close blast.
I just pictured it as a wave of destruction. Think Close blast 3, so it's only a 3x3 area (the same amount of space a Close Burst 1 would do).jaer said:And I like the idea of this being a blast rather than burst, but I thought that might be too anime (as if it isn't already!); you know, monk punching the ground someplace and the earth erupting up and knocking everyone down a little ways away.