So, yeah, comments on this would be greatly appreciated. I'm not doing this just to jump on the bandwagon of creating a Martial Controller, nor do I find it at all necessary that there be a Martial Controller. I've always liked the idea of a "Mastermind" class which moves his allies and enemies around like chess pieces. Let me know if any of this doesn't make sense or isn't formatted correctly, and actually I'm really concerned with it NOT being contrived, so tips on that are appreciated. Thanks in advance.
The Mastermind
Primary Abilities: Int, Wis, Cha
Role: Controller
Power Source: Martial
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 to Ref and Will
Hit Points at 1st level: 10+Con score + 5 per level
Healing Surges per Day: 6+Constitution modifier
Trained Skills: Insight and Perception, a choose three of the following: History, Arcana, Religion, Diplomacy, Bluff, Stealth, Nature, Streetwise, Thievery
Build Options: The Manipulator, The Confounder
Class Features: Mastermind Weapon Talent, Lore, Tactician
Mastermind Weapon Talent: At the beginning of each day choose a single weapon you are proficient with. You gain a +1 bonus to attack rolls made with that weapon. Additionally you are proficient with Improvised Weapons and gain a +2 proficiency bonus to attack rolls with improvised weapons.
Lore: A number of times each day equal to your intelligence modifier you can make a special level check (1d20+your level+your intelligence modifier) and substitute the result for any of the following skills: Arcana, History, Nature, Religion, or Streetwise.
Tactician: Choose one of the following options.
Problem Solver - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps.
or
Grandeur - Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier.
At-Will Powers
Hampering Strike
With a precise attack you drastically reduce your foe's combat effectiveness.
At-Will, Martial, Weapon
Standard Action Melee or ranged weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 1[W] damage. Target is either weakened or slowed (your choice) until the end of your next turn.
Special: This power counts as a basic melee or ranged attack.
Increase damage to 2[W] at 21st level.
Bed of Nails
You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.
At-Will, Martial
Standard Action Area Burst 1 within 5
Effect: This power creates a zone of small sharp objects scattered over the squares that lasts for the rest of the encounter. Whenever a creature moves into or out of a square within the zone make an attack against it.
Attack: Intelligence vs Fort
Hit: 1d4+Intelligence modifier damage. Target is slowed and takes ongoing 2 damage (save ends both)
Special: Allies and any enemy that has been attacked by this power can choose to treat the squares within the zone as difficult terrain to avoid attacks made by this power.
Increase damage to 2d4+Intelligence modifier and ongoing 4 damage at 21st level.
Terror
You regale your foes with the terrible deeds of your allies causing them to rethink their positions.
At-Will, Martial
Standard Action Ranged 10
Target: Up to five creatures in range
Attack: Charisma vs Will
Hit: Move targets up to their speed away from any of your allies that they are adjacent to. This movement provokes attacks of opportunity as normal. If you hit a target that is not adjacent to one of your allies before the attack is made that target is unaffected.
Grandeur - Attacks of opportunity taken due to the movement made by this power gain a power bonus to attack and damage rolls equal to your charisma modifier.
Misfortunate Step
You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.
At-Will, Martial
Immediate Reaction Ranged 20
Trigger: An enemy within range just moved or shifted.
Target: The triggering enemy.
Attack: Wisdom vs Ref
Hit: 1d8+Wisdom modifier damage, target is knocked prone.
Miss: Target is knocked prone.
Special: You can only use this power once per round and only once per enemy per encounter.
Problem Solver - This power creates a 5 square zone centered on the target. Enemies treat squares within the zone as difficult terrain until the beginning of your next turn.
Level 1 Encounter Powers
Sleight of Hand
You make it seem like you're going to attack and you are so convincing that your foes knock themselves silly trying to avoid the "attack".
Encounter, Martial
Standard Action Area Burst 5 within 10
Target: All enemies within burst
Attack: Intelligence vs Will
Hit: 1d6 damage and choose one - Targets grant combat advantage to all allies within burst until the end of your next turn, OR Slide targets a number of squares equal to your intelligence modifier, OR 1d6 + intelligence modifier additional damage.
Pressing Charge
You lunge into your foe causing him to stumble backwards into his unsuspecting allies.
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs Fort
Hit: 1[W]+Wisdom modifier and push target 3 squares. You can push the target through other creature's squares. If you do make secondary attacks against the creatures whose squares the target was pushed through.
Secondary Attack: Wisdom (without proficiency bonus) vs Fort
Hit: Target is knocked prone.
Counterbalance
Your foe misses you and you make him pay for it by tossing him to your allies, knocking him to the floor, or using his momentum to get out of danger.
Encounter, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you with a melee attack
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage, choose one - target is pushed 3 squares, OR target is knocked prone, OR shift 3 squares and any allies adjacent to target may choose to mark the target.
Special: If you are wielding an improvised weapon you get a +2 power bonus to this power's attack roll.
Fearsome Flurry
You show your foes that you are not to be trifled with and they begin to second guess their attacks.
Encounter, Martial, Weapon
Standard Action Close Burst 1
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] damage and targets can't attack you or the creature of your choice until the end of your next turn.
Level 1 Daily Powers
Pay No Attention to the Man Behind the Curtain
You get your foes attention and keep it allowing your allies to position and assault.
Daily, Martial
Standard Action Ranged 20
Target: Up to 5 targets in range
Attack: Intelligence vs Will
Hit: Targets take a penalty to attacks and perception checks equal to your wisdom modifier (save ends). Targets are immobilized (save ends). Targets grant combat advantage to your allies (save ends).
Sustain Standard: You can sustain this power for a number of rounds equal to your charisma modifier.
Special: If you move before or after using or sustaining this power targets get a +2 power bonus to their saves against this power's effects.
Bad Idea, Friend
With a rock in your hand, you've been waiting with a counterattack that will knock your foe silly.
Daily, Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: An enemy attacks you.
Target: The triggering enemy.
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage. Target is stunned until the end of your next turn, then target is stunned (save ends).
Miss: You gain +4 to defenses against the triggering enemy's attack.
Special: If you are wielding an improvised weapon you deal damage as though the weapon was two sizes larger.
Difficult Terrain
With some clever positioning you exploit a flaw in the environment to really hurt your enemies.
Daily, Martial
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fort
Hit: 3d6 damage and target is knocked prone and restrained (save ends). Adjacent creatures are dealt 1d6 damage.
Miss: 1d6 damage to target and adjacent creatures. Target is not knocked prone or restrained.
Effect: This power creates a zone of difficult terrain of burst 1 centered on the target's square that lasts until the end of the encounter.
Reverse Psychology
Nothing makes you smile more than turning foes against each other. With just the right insults and quips you cause your foes to attack one another.
Daily, Martial
Standard Action Area Burst 3 within 20
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: Each target attacks another target of your choice that was hit by this power. No target can be attacked more than twice in this way.
Miss: Targets are dazed until the end of your next turn.
Special: Attacks made due to this power gain a bonus to their attack and damage rolls equal to your charisma modfifier.
The Mastermind
Primary Abilities: Int, Wis, Cha
Role: Controller
Power Source: Martial
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Simple Melee, Simple Ranged
Bonus to Defense: +1 to Ref and Will
Hit Points at 1st level: 10+Con score + 5 per level
Healing Surges per Day: 6+Constitution modifier
Trained Skills: Insight and Perception, a choose three of the following: History, Arcana, Religion, Diplomacy, Bluff, Stealth, Nature, Streetwise, Thievery
Build Options: The Manipulator, The Confounder
Class Features: Mastermind Weapon Talent, Lore, Tactician
Mastermind Weapon Talent: At the beginning of each day choose a single weapon you are proficient with. You gain a +1 bonus to attack rolls made with that weapon. Additionally you are proficient with Improvised Weapons and gain a +2 proficiency bonus to attack rolls with improvised weapons.
Lore: A number of times each day equal to your intelligence modifier you can make a special level check (1d20+your level+your intelligence modifier) and substitute the result for any of the following skills: Arcana, History, Nature, Religion, or Streetwise.
Tactician: Choose one of the following options.
Problem Solver - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps.
or
Grandeur - Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier.
At-Will Powers
Hampering Strike
With a precise attack you drastically reduce your foe's combat effectiveness.
At-Will, Martial, Weapon
Standard Action Melee or ranged weapon
Target: One creature
Attack: Intelligence vs AC
Hit: 1[W] damage. Target is either weakened or slowed (your choice) until the end of your next turn.
Special: This power counts as a basic melee or ranged attack.
Increase damage to 2[W] at 21st level.
Bed of Nails
You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.
At-Will, Martial
Standard Action Area Burst 1 within 5
Effect: This power creates a zone of small sharp objects scattered over the squares that lasts for the rest of the encounter. Whenever a creature moves into or out of a square within the zone make an attack against it.
Attack: Intelligence vs Fort
Hit: 1d4+Intelligence modifier damage. Target is slowed and takes ongoing 2 damage (save ends both)
Special: Allies and any enemy that has been attacked by this power can choose to treat the squares within the zone as difficult terrain to avoid attacks made by this power.
Increase damage to 2d4+Intelligence modifier and ongoing 4 damage at 21st level.
Terror
You regale your foes with the terrible deeds of your allies causing them to rethink their positions.
At-Will, Martial
Standard Action Ranged 10
Target: Up to five creatures in range
Attack: Charisma vs Will
Hit: Move targets up to their speed away from any of your allies that they are adjacent to. This movement provokes attacks of opportunity as normal. If you hit a target that is not adjacent to one of your allies before the attack is made that target is unaffected.
Grandeur - Attacks of opportunity taken due to the movement made by this power gain a power bonus to attack and damage rolls equal to your charisma modifier.
Misfortunate Step
You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.
At-Will, Martial
Immediate Reaction Ranged 20
Trigger: An enemy within range just moved or shifted.
Target: The triggering enemy.
Attack: Wisdom vs Ref
Hit: 1d8+Wisdom modifier damage, target is knocked prone.
Miss: Target is knocked prone.
Special: You can only use this power once per round and only once per enemy per encounter.
Problem Solver - This power creates a 5 square zone centered on the target. Enemies treat squares within the zone as difficult terrain until the beginning of your next turn.
Level 1 Encounter Powers
Sleight of Hand
You make it seem like you're going to attack and you are so convincing that your foes knock themselves silly trying to avoid the "attack".
Encounter, Martial
Standard Action Area Burst 5 within 10
Target: All enemies within burst
Attack: Intelligence vs Will
Hit: 1d6 damage and choose one - Targets grant combat advantage to all allies within burst until the end of your next turn, OR Slide targets a number of squares equal to your intelligence modifier, OR 1d6 + intelligence modifier additional damage.
Pressing Charge
You lunge into your foe causing him to stumble backwards into his unsuspecting allies.
Encounter, Martial, Weapon
Standard Action Melee weapon
Target: One creature
Attack: Wisdom vs Fort
Hit: 1[W]+Wisdom modifier and push target 3 squares. You can push the target through other creature's squares. If you do make secondary attacks against the creatures whose squares the target was pushed through.
Secondary Attack: Wisdom (without proficiency bonus) vs Fort
Hit: Target is knocked prone.
Counterbalance
Your foe misses you and you make him pay for it by tossing him to your allies, knocking him to the floor, or using his momentum to get out of danger.
Encounter, Martial, Weapon
Immediate Reaction Melee weapon
Trigger: An enemy misses you with a melee attack
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage, choose one - target is pushed 3 squares, OR target is knocked prone, OR shift 3 squares and any allies adjacent to target may choose to mark the target.
Special: If you are wielding an improvised weapon you get a +2 power bonus to this power's attack roll.
Fearsome Flurry
You show your foes that you are not to be trifled with and they begin to second guess their attacks.
Encounter, Martial, Weapon
Standard Action Close Burst 1
Target: One creature
Attack: Charisma vs AC
Hit: 1[W] damage and targets can't attack you or the creature of your choice until the end of your next turn.
Level 1 Daily Powers
Pay No Attention to the Man Behind the Curtain
You get your foes attention and keep it allowing your allies to position and assault.
Daily, Martial
Standard Action Ranged 20
Target: Up to 5 targets in range
Attack: Intelligence vs Will
Hit: Targets take a penalty to attacks and perception checks equal to your wisdom modifier (save ends). Targets are immobilized (save ends). Targets grant combat advantage to your allies (save ends).
Sustain Standard: You can sustain this power for a number of rounds equal to your charisma modifier.
Special: If you move before or after using or sustaining this power targets get a +2 power bonus to their saves against this power's effects.
Bad Idea, Friend
With a rock in your hand, you've been waiting with a counterattack that will knock your foe silly.
Daily, Martial, Weapon
Immediate Interrupt Melee or Ranged weapon
Trigger: An enemy attacks you.
Target: The triggering enemy.
Attack: Intelligence vs AC
Hit: 1[W]+Intelligence modifier damage. Target is stunned until the end of your next turn, then target is stunned (save ends).
Miss: You gain +4 to defenses against the triggering enemy's attack.
Special: If you are wielding an improvised weapon you deal damage as though the weapon was two sizes larger.
Difficult Terrain
With some clever positioning you exploit a flaw in the environment to really hurt your enemies.
Daily, Martial
Standard Action Ranged 10
Target: One creature
Attack: Wisdom vs Fort
Hit: 3d6 damage and target is knocked prone and restrained (save ends). Adjacent creatures are dealt 1d6 damage.
Miss: 1d6 damage to target and adjacent creatures. Target is not knocked prone or restrained.
Effect: This power creates a zone of difficult terrain of burst 1 centered on the target's square that lasts until the end of the encounter.
Reverse Psychology
Nothing makes you smile more than turning foes against each other. With just the right insults and quips you cause your foes to attack one another.
Daily, Martial
Standard Action Area Burst 3 within 20
Target: Each enemy in burst
Attack: Charisma vs Will
Hit: Each target attacks another target of your choice that was hit by this power. No target can be attacked more than twice in this way.
Miss: Targets are dazed until the end of your next turn.
Special: Attacks made due to this power gain a bonus to their attack and damage rolls equal to your charisma modfifier.
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