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*Pathfinder & Starfinder
Noble : A martial controller.
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<blockquote data-quote="Camelot" data-source="post: 4826862" data-attributes="member: 82617"><p>I too noticed the gap of the martial controller, but I was thinking of something along the lines of a grenadier, using alchemical explosives for area burst powers. When I saw your noble, I first thought of the Star Wars roleplaying game, which has noble as one of the classes. The way this noble works is much like what Cwheeler thought: a debonair marksman who relies more on their force of personality than their gun skills (or in this case perhaps, archery). The idea of minions hadn't occured to me, so I say much kudos to you for thinking of the idea! However, the mechanics and (perhaps more importantly) the roleplaying aspects of having minions does not suite a player character, and so is extremely difficult to manage (as you have probably noticed).</p><p> </p><p>My suggestion is to go in a completely different direction. The noble could use close burst attacks and some ranged or melee attacks, somewhat resembling the bard without magic, using force of personality to achieve their means. They could use primarily Charisma and then choose between Intelligence or Wisdom, with Dexterity helping the ranged attacks a bit and Strength aiding the melee attacks.</p><p> </p><p>A power could be as such:</p><p><span style="color: darkgreen">Biting Insult Noble Attack 1</span></p><p><em><span style="color: white">A sharp verbal jab distracts and enrages your enemies.</span></em></p><p>At-Will * Martial</p><p>Standard Action Close burst 10</p><p>Target: Three creatures in burst</p><p>Attack: Charisma vs. Will</p><p>Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.</p><p><em>Level 21:</em> 2d6 + Charisma modifier psychic damage.</p><p> </p><p>I just made this up to show you what I mean for the flavor of the powers. This could also mean that the noble has leader as a secondary role, but secondary roles are so vague that it's completely up to you. With burst attacks that target a certain number of targets, it can be like area bursts or you can spread the damage all over the battlefield. The controller aspect comes in when the target becomes immobilized either from confusion, flattery, or intimidation, and at higher levels maybe even dominated for a short period of time.</p><p> </p><p>Of course, there could also be powers that use weapons, like a rougish feint or a distracting call before shooting an arrow (think: "What's that?!" pointing behind the monster, then when it looks away, shooting an arrow at it!).</p><p> </p><p>A problem arises with the purely vocal attacks. There is no weapon or implement involved, which is a serious problem as their attacks could never be enhanced by magic items. You could change it so that all their attacks are weapon attacks, but that destroys the prospect of bursts and blasts. Another more drastic option is creating a category of implements, maybe something like a family crest. There could be magic crests on head items or neck items that enhance your attacks with magic representing your noble heritage.</p><p> </p><p>Thanks again for giving me these ideas! Nothing makes me happier than creating new game rules. Keep up the great ideas! I'm going to see if I can work a grenadier into D&D terminology...</p></blockquote><p></p>
[QUOTE="Camelot, post: 4826862, member: 82617"] I too noticed the gap of the martial controller, but I was thinking of something along the lines of a grenadier, using alchemical explosives for area burst powers. When I saw your noble, I first thought of the Star Wars roleplaying game, which has noble as one of the classes. The way this noble works is much like what Cwheeler thought: a debonair marksman who relies more on their force of personality than their gun skills (or in this case perhaps, archery). The idea of minions hadn't occured to me, so I say much kudos to you for thinking of the idea! However, the mechanics and (perhaps more importantly) the roleplaying aspects of having minions does not suite a player character, and so is extremely difficult to manage (as you have probably noticed). My suggestion is to go in a completely different direction. The noble could use close burst attacks and some ranged or melee attacks, somewhat resembling the bard without magic, using force of personality to achieve their means. They could use primarily Charisma and then choose between Intelligence or Wisdom, with Dexterity helping the ranged attacks a bit and Strength aiding the melee attacks. A power could be as such: [COLOR=darkgreen]Biting Insult Noble Attack 1[/COLOR] [I][COLOR=white]A sharp verbal jab distracts and enrages your enemies.[/COLOR][/I] At-Will * Martial Standard Action Close burst 10 Target: Three creatures in burst Attack: Charisma vs. Will Hit: 1d6 + Charisma modifier psychic damage, and the target takes a -2 penalty to attack rolls until the start of your next turn. [I]Level 21:[/I] 2d6 + Charisma modifier psychic damage. I just made this up to show you what I mean for the flavor of the powers. This could also mean that the noble has leader as a secondary role, but secondary roles are so vague that it's completely up to you. With burst attacks that target a certain number of targets, it can be like area bursts or you can spread the damage all over the battlefield. The controller aspect comes in when the target becomes immobilized either from confusion, flattery, or intimidation, and at higher levels maybe even dominated for a short period of time. Of course, there could also be powers that use weapons, like a rougish feint or a distracting call before shooting an arrow (think: "What's that?!" pointing behind the monster, then when it looks away, shooting an arrow at it!). A problem arises with the purely vocal attacks. There is no weapon or implement involved, which is a serious problem as their attacks could never be enhanced by magic items. You could change it so that all their attacks are weapon attacks, but that destroys the prospect of bursts and blasts. Another more drastic option is creating a category of implements, maybe something like a family crest. There could be magic crests on head items or neck items that enhance your attacks with magic representing your noble heritage. Thanks again for giving me these ideas! Nothing makes me happier than creating new game rules. Keep up the great ideas! I'm going to see if I can work a grenadier into D&D terminology... [/QUOTE]
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