New Class Features in the DDI: Martial Powers Spoilers

Shroomy

Adventurer
Some posters over on the Giant in the Playground forums found new class features for all of the martial classes in the DDI Compendium. They appear to be from the forthcoming Martial Powers sourcebook. Read them here or look them up for yourselves on the DDI (assuming WotC keeps them up).
 

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Saben

First Post
Interesting, out of the two new Warlord build options 1 requires neither int or cha and the otherone seems to value both. I wonder what the new powers and feats look like...
 

ObsidianCrane

First Post
Lots of formating mistakes in those things though on the DDI Compendium pages.

Eg Bravura Presence and Resourceful Presence should be in the Commanding Presence options list based on its text.

(Resourceful Presence is great anyway.)
 

Starbuck_II

First Post
Alternate Class features in 4th?

In case, it isn't known.

Rogues can now use maces and clubs according to DDI.


I got it from this thread: Unrecognized Class Abilites in D&D Compendium? - Giant in the Playground Forums


Figthter:
BATTLERAGER VIGOR
Each time an enemy hits you with a melee or a close attack, you gain temporary hit points equal to your Constitution modifier (after the attack is resolved).

When you gain temporary hit points by hitting with an attack that has the invigorating keyword, those temporary hit points stack with any other temporary hit points you already have.

When wearing light armor or chainmail, you gain a +1 bonus to damage rolls with melee and close weapon attacks whenever you have temporary hit points. This bonus increases to +2 if you’re wielding an axe, a hammer, a mace, or a pick.

Ranger
BEAST MASTERY
You gain a beast companion, chosen from one of these categories: bear, boar, cat, lizard, raptor, serpent, spider, or wolf. These categories do not describe specific animals, but rather groups of similarly themed creatures in the D&D world. You decide the creature’s relevant details— its species, physical details, and so forth—making sure they are appropriate for its category and the campaign.

For example, if your character hails from a swampy region, your lizard companion might be a crocodile. The lizard companion of a ranger from a different region might be a giant monitor lizard or a drake. A beast companion’s species doesn’t affect its game statistics, which are based on its category and level.

You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.

Beast Mastery also alters your Hunter’s Quarry class feature. When you use Hunter’s Quarry, your quarry can be either the enemy nearest to you that you can see or the enemy nearest to your beast companion that you can see. You or your beast companion can deal the extra damage from Hunter’s Quarry, but only one of you can deal this extra damage per round.

Your beast companion is considered a creature and an ally and can be affected by powers. A cleric can heal it with healing word, a warlord can give it a melee basic attack with commander’s strike, and so forth. You and your beast companion are treated as separate creatures.

You can have only one beast companion at a time. You can dismiss your beast companion at any time, but gaining a new one isn’t a simple task.The link between a ranger and his or her beast companion is not one of master and servant but of two close friends.

As part of the training you underwent that allowed you to form a close bond with a beast, you learned the Raise Beast Companion ritual, which allows you to raise your companion from the dead, even if you are otherwise unable to master and perform rituals.

Rogue:
RUTHLESS RUFFIAN
You are proficient with the club and the mace, and you can use those weapons with Sneak Attack or any rogue power that normally requires a light blade. If you use a club or a mace to deliver an attack that has the rattling keyword, add your Strength modifier to the damage roll.

Warlord
BRAVURA PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, the ally can choose to take advantage of this feature before the attack roll. If the ally chooses to do so and the attack hits, the ally can either make a basic attack or take a move action after the attack as a free action. If the attack misses, the ally grants combat advantage to all enemies until the end of his or her next turn.
[...]
RESOURCEFUL PRESENCE
When an ally who can see you spends an action point to take an extra action and uses the action to make an attack, that attack gains a bonus to damage equal to one-half your level + your Intelligence modifier. If the attack hits no target, the ally gains temporary hit points equal to one-half your level + your Charisma modifier.
 

TheLordWinter

First Post
I'm a bit wary of the new Fighter ability, as it seems a bit too strong for my tastes. It looks like, if I'm reading it correctly, that the fighter cannot be killed by low level minions if he's got a very high con. If my understanding of the ability is correct, you gain temp. hit points equal to your con mod whenever you're hit. So with an 18 or 20 con (not wholly unfeasible for a dwarf or dragonborn fighter) you gain as many temp. hit points as you'd lose (or more).

I definitely like the Rogue options I'm seeing though - it's good to know they are beginning to incorporate new weapons in.
 

Engilbrand

First Post
I can't help but think that they've been slightly mislabeled in the Compendium. They'll probably be different options from what we currently have. Not extra, just replacement.
 

andarilhor

First Post
I can't help but think that they've been slightly mislabeled in the Compendium. They'll probably be different options from what we currently have. Not extra, just replacement.

I agree with you!

I would like to see in the martial power (and other power books) is new at-will powers to existing builds. This way each build will have more distinct tastes.
 

Vomax

First Post
I agree with you!
I would like to see in the martial power (and other power books) is new at-will powers to existing builds. This way each build will have more distinct tastes.

Haven't we already found out about a new Fighter at-will for the two weapon fighting style? I imagine each new build option will have it's own at-will that works well with it.
 

andarilhor

First Post
Comments to the options:

Fighter:
Battlerager - perfect to Constitution based races, like the dwarf.
Tempest - to the the dextery based races, like elfs, eladrin, drow and halfling

Ranger:
Beast Mastery - too soon to say something, almost nothing in this material

Rogue:
Ruthless Ruffian - Good to races which dont´t has Dex-bonus, and mainly to races with strength and oversized.

Warlord:
Bravura - A option to races which don´t has bonus neither in intelligence or charisma
Resourceful - Tiefling!!!! Good to high Int and high Cha.
 

andarilhor

First Post
Haven't we already found out about a new Fighter at-will for the two weapon fighting style? I imagine each new build option will have it's own at-will that works well with it.

Maybe I have not been clear.

I want new at will powers to the old styles.

For example: a 3rd at-will to 1-handed fighter (maybe focused in the shield-weapon combination) and a 3rd at-will to the 2-handed fighter. This will give the chance for the human fighter to have only at-will powers based in his fighting style and give non-humans 3 possibilities of combinations of at-wills.
 

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