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The Mastermind, Martial Controller?
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<blockquote data-quote="ziegander" data-source="post: 4358105" data-attributes="member: 72250"><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 26px"><span style="color: Navy"><strong><span style="color: White"><span style="font-size: 10px"><span style="font-family: 'Arial'">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.</span></span></span></strong></span></span></span></p><p><span style="font-family: 'Book Antiqua'"><span style="font-size: 26px"><span style="color: Navy"><strong>The Mastermind</strong></span></span></span></p><p></p><p>Primary Abilities: Int, Wis, Cha</p><p>Role: Controller</p><p>Power Source: Martial</p><p>Armor Proficiencies: Cloth, Leather</p><p>Weapon Proficiencies: Simple Melee, Simple Ranged</p><p></p><p>Bonus to Defense: +1 to Ref and Will</p><p>Hit Points at 1st level: 10+Con score + 5 per level</p><p>Healing Surges per Day: 6+Constitution modifier</p><p></p><p>Trained Skills: Insight and Perception, a choose three of the following: History, Arcana, Religion, Diplomacy, Bluff, Stealth, Nature, Streetwise, Thievery</p><p></p><p>Build Options: The Manipulator, The Confounder</p><p>Class Features: Mastermind Weapon Talent, Lore, Tactician</p><p></p><p><strong>Mastermind Weapon Talent</strong>: 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.</p><p></p><p><strong>Lore</strong>: 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.</p><p></p><p><strong>Tactician</strong>: Choose one of the following options.</p><p></p><p><em>Problem Solver</em> - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps.</p><p></p><p>or</p><p></p><p><em>Grandeur </em>- Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier.</p><p></p><p><span style="font-size: 12px"><span style="color: Navy"><strong>At-Will Powers</strong></span></span></p><p></p><p><strong>Hampering Strike</strong></p><p><strong></strong><em>With a precise attack you drastically reduce your foe's combat effectiveness.</em></p><p>At-Will, Martial, Weapon</p><p>Standard Action Melee or ranged weapon</p><p>Target: One creature</p><p>Attack: Intelligence vs AC</p><p>Hit: 1[W] damage. Target is either weakened or slowed (your choice) until the end of your next turn.</p><p>Special: This power counts as a basic melee or ranged attack.</p><p>Increase damage to 2[W] at 21st level.</p><p></p><p><strong>Bed of Nails</strong></p><p><strong></strong><em>You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.</em></p><p>At-Will, Martial</p><p>Standard Action Area Burst 1 within 5</p><p>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.</p><p>Attack: Intelligence vs Fort</p><p>Hit: 1d4+Intelligence modifier damage. Target is slowed and takes ongoing 2 damage (save ends both)</p><p>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.</p><p>Increase damage to 2d4+Intelligence modifier and ongoing 4 damage at 21st level.</p><p></p><p><strong>Terror</strong></p><p><em>You regale your foes with the terrible deeds of your allies causing them to rethink their positions.</em></p><p>At-Will, Martial</p><p>Standard Action Ranged 10</p><p>Target: Up to five creatures in range</p><p>Attack: Charisma vs Will</p><p>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.</p><p><em>Grandeur </em>- 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.</p><p></p><p><strong>Misfortunate Step</strong></p><p><em>You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.</em></p><p>At-Will, Martial</p><p>Immediate Reaction Ranged 20</p><p>Trigger: An enemy within range just moved or shifted.</p><p>Target: The triggering enemy.</p><p>Attack: Wisdom vs Ref</p><p>Hit: 1d8+Wisdom modifier damage, target is knocked prone.</p><p>Miss: Target is knocked prone.</p><p>Special: You can only use this power once per round and only once per enemy per encounter.</p><p><em>Problem Solver</em> - 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.</p><p></p><p><span style="font-size: 12px"><span style="color: Navy"><strong>Level 1 Encounter Powers</strong></span></span></p><p></p><p><strong>Sleight of Hand</strong></p><p><em>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".</em></p><p>Encounter, Martial</p><p>Standard Action Area Burst 5 within 10</p><p>Target: All enemies within burst</p><p>Attack: Intelligence vs Will</p><p>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.</p><p></p><p><strong>Pressing Charge</strong></p><p><em>You lunge into your foe causing him to stumble backwards into his unsuspecting allies.</em></p><p>Encounter, Martial, Weapon</p><p>Standard Action Melee weapon</p><p>Target: One creature</p><p>Attack: Wisdom vs Fort</p><p>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.</p><p>Secondary Attack: Wisdom (without proficiency bonus) vs Fort</p><p>Hit: Target is knocked prone.</p><p></p><p><strong>Counterbalance</strong></p><p><strong></strong><em>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.</em></p><p>Encounter, Martial, Weapon</p><p>Immediate Reaction Melee weapon</p><p>Trigger: An enemy misses you with a melee attack</p><p>Attack: Intelligence vs AC</p><p>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.</p><p>Special: If you are wielding an improvised weapon you get a +2 power bonus to this power's attack roll.</p><p></p><p><strong>Fearsome Flurry</strong></p><p><em>You show your foes that you are not to be trifled with and they begin to second guess their attacks.</em></p><p>Encounter, Martial, Weapon</p><p>Standard Action Close Burst 1</p><p>Target: One creature</p><p>Attack: Charisma vs AC</p><p>Hit: 1[W] damage and targets can't attack you or the creature of your choice until the end of your next turn.</p><p></p><p><span style="font-size: 12px"><span style="color: Navy"><strong>Level 1 Daily Powers</strong></span></span></p><p></p><p><strong>Pay No Attention to the Man Behind the Curtain</strong></p><p><em>You get your foes attention and keep it allowing your allies to position and assault.</em></p><p>Daily, Martial</p><p>Standard Action Ranged 20</p><p>Target: Up to 5 targets in range</p><p>Attack: Intelligence vs Will</p><p>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).</p><p>Sustain Standard: You can sustain this power for a number of rounds equal to your charisma modifier.</p><p>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.</p><p></p><p><strong>Bad Idea, Friend</strong></p><p><em>With a rock in your hand, you've been waiting with a counterattack that will knock your foe silly.</em></p><p>Daily, Martial, Weapon</p><p>Immediate Interrupt Melee or Ranged weapon</p><p>Trigger: An enemy attacks you.</p><p>Target: The triggering enemy.</p><p>Attack: Intelligence vs AC</p><p>Hit: 1[W]+Intelligence modifier damage. Target is stunned until the end of your next turn, then target is stunned (save ends).</p><p>Miss: You gain +4 to defenses against the triggering enemy's attack.</p><p>Special: If you are wielding an improvised weapon you deal damage as though the weapon was two sizes larger.</p><p></p><p><strong>Difficult Terrain</strong></p><p><em>With some clever positioning you exploit a flaw in the environment to really hurt your enemies.</em></p><p>Daily, Martial</p><p>Standard Action Ranged 10</p><p>Target: One creature</p><p>Attack: Wisdom vs Fort</p><p>Hit: 3d6 damage and target is knocked prone and restrained (save ends). Adjacent creatures are dealt 1d6 damage.</p><p>Miss: 1d6 damage to target and adjacent creatures. Target is not knocked prone or restrained.</p><p>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.</p><p></p><p><strong>Reverse Psychology</strong></p><p><em>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.</em></p><p>Daily, Martial</p><p>Standard Action Area Burst 3 within 20</p><p>Target: Each enemy in burst</p><p>Attack: Charisma vs Will</p><p>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.</p><p>Miss: Targets are dazed until the end of your next turn.</p><p>Special: Attacks made due to this power gain a bonus to their attack and damage rolls equal to your charisma modfifier.</p></blockquote><p></p>
[QUOTE="ziegander, post: 4358105, member: 72250"] [FONT=Book Antiqua][SIZE=7][COLOR=Navy][B][COLOR=White][SIZE=2][FONT=Arial]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.[/FONT][/SIZE][/COLOR] The Mastermind[/B][/COLOR][/SIZE][/FONT] 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 [B]Mastermind Weapon Talent[/B]: 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. [B]Lore[/B]: 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. [B]Tactician[/B]: Choose one of the following options. [I]Problem Solver[/I] - Add your wisdom modifier as a class bonus to all skill checks made to solve riddles or puzzles and to disable traps. or [I]Grandeur [/I]- Whenever one of your allies spends a healing surge that ally is healed a number of hit points equal to your charisma modifier. [SIZE=3][COLOR=Navy][B]At-Will Powers[/B][/COLOR][/SIZE] [B]Hampering Strike [/B][I]With a precise attack you drastically reduce your foe's combat effectiveness.[/I] 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. [B]Bed of Nails [/B][I]You toss a bag filled with caltrops upon the ground infuriating those that stumble over them.[/I] 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. [B]Terror[/B] [I]You regale your foes with the terrible deeds of your allies causing them to rethink their positions.[/I] 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. [I]Grandeur [/I]- 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. [B]Misfortunate Step[/B] [I]You've been waiting to pull this one all encounter. A well placed ball, ale bottle, or banana peel takes your foe down.[/I] 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. [I]Problem Solver[/I] - 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. [SIZE=3][COLOR=Navy][B]Level 1 Encounter Powers[/B][/COLOR][/SIZE] [B]Sleight of Hand[/B] [I]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".[/I] 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. [B]Pressing Charge[/B] [I]You lunge into your foe causing him to stumble backwards into his unsuspecting allies.[/I] 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. [B]Counterbalance [/B][I]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.[/I] 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. [B]Fearsome Flurry[/B] [I]You show your foes that you are not to be trifled with and they begin to second guess their attacks.[/I] 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. [SIZE=3][COLOR=Navy][B]Level 1 Daily Powers[/B][/COLOR][/SIZE] [B]Pay No Attention to the Man Behind the Curtain[/B] [I]You get your foes attention and keep it allowing your allies to position and assault.[/I] 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. [B]Bad Idea, Friend[/B] [I]With a rock in your hand, you've been waiting with a counterattack that will knock your foe silly.[/I] 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. [B]Difficult Terrain[/B] [I]With some clever positioning you exploit a flaw in the environment to really hurt your enemies.[/I] 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. [B]Reverse Psychology[/B] [I]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.[/I] 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. [/QUOTE]
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