Versatile Fighter (for lack of better name)

Cadfan

First Post
I've put a lot of it in spoiler blocks for readability.

Its a Fighter build based off of using a versatile weapon, switching back and forth between wielding it two handed for extra damage and the use of powers that best fit two handed weapons, and wielding it single handed so that you can grab or manipulate your foes with your free hand.

I didn't include all the details of the powers, such as keywords or restrictions. Just assume that they exist as they logically should. Nothing should be hard to figure out.

Versatile Fighter Build
[sblock]When using a versatile weapon and holding no other weapon or shield, you gain the following:
Increase the bonus from holding a versatile weapon in two hands from +1 to +1 per [W].
Gain +1 ac and +1 ref
Gain +1 to melee attack rolls when wielding a versatile weapon.[/sblock]

At Will
[sblock]Level 1
Grab Hold
You cut at your enemy, and grasp him with your free hand.
1[W]+str, and the target is grabbed.[/sblock]

Encounter Powers
[sblock]Level 7
Gut
You've grabbed his collar, now run him through.
Targets one grabbed foe. Str v ac. 3[W]+str.

Level 17
I'm Xena!
Free hands aren't just for grabbing. Throw your chakra!
Draw a weapon as a free action, then throw it for Str v ac, 5[W]+str. You don't provoke OAs. If the weapon is magical you may resheathe it for free when it returns.

Level 27
Drag them Down
Throw your foe to the earth, and end him.
Targets one grabbed foe of Large size or smaller. Str v fort. On a hit, the target is knocked prone and then struck for 5[W]+str. This does not terminate your grab.[/sblock]

Brute Warrior, Paragon Path
[sblock]11. If you are grabbing a creature of Large size or smaller you may spend a move action to slide that creature to any space adjacent to you.
11. When you spend an action point, +4 on attack rolls for one round.
16. Targets you grab are restrained instead of immobilized, except with respect to your attacks and powers. Efforts at escaping your grabs receive a -2 penalty.

Level 11
Choke Hold (encounter power)
Best place to hold on.
Targets one grabbed foe. Str v fort. 3[W]+str and ongoing damage equal to your strength bonus. The ongoing damage ends when the grab does.

Level 12
Bum Rush (Utility, Daily)
Whats the difference between an orc and a billy club? One doesn't whine.
Shift up to 3 spaces, and slide a grabbed foe of Large size or smaller up to 5 spaces to any space adjacent to your destination. Your grabbed foe's path may travel through spaces occupied by enemies (though not end in one), if so, they must make a saving throw or be knocked prone.

Level 20
Take it to the Ground (Daily)
Only one of you gets back up.
Targets one grabbed foe of no more than one size category larger than you. Str v ac, 5[W]+str. Both you and your target are immediately prone. Your target may not stand from prone until you do, or the grab ends. Until this occurs, you and your foe may only attack each other, and your foe is Weakened.[/sblock]

Feats
[sblock]Defensive Control
Paragon
A target you are grabbing recieves a -2 penalty on all attack rolls against you until they escape or are released from the grab.

Offensive Control
Paragon
A foe you have grabbed grants you combat advantage until the grab ends.[/sblock]

My Comments
[sblock]
In no particular order,

I need a better name than Versatile Fighter and Brutal Combatant. I suck at names sometimes.

My goal here was to make the Versatile Fighter into a build with a very visceral, personal feel to its combat style.

I'd assume that the damage bonus from holding a versatile weapon in two hands is always applicable, unless you choose not to use it, are presently grabbing someone, or are holding something other than your versatile weapon in one of your hands. This is for simplicity's sake. Don't worry about exactly how and when you switch hands. Its a free action anyways. Just assume you do it when relevant and as often as needed.

Also remember that the versatile build can use any powers designed to provide benefits for a character using a two handed weapon. As such, the versatile build is a sort of adjunct to the existing suite of powers aimed at the great weapon fighter.

I set all the Versatile encounter powers at 7, 17, and 27, so that they wouldn't conflict with the weapon specific powers. I'd like people to be able to customize so that a versatile sword fighter could be a little different from a versatile ax fighter, in the usual way for fighter power selection.

Note that the versatile build is well adapted for using a thrown backup weapon. There is a free hand available, unlike other builds, and its a free action to replace your grip on your weapon.

Your foes are going to escape your grabs. Just deal with it. Its ok, the fact that they're burning their move actions (and often their standard actions) is still a benefit in which a defender can take pride. And you get to do mean things to them when they fail.[/sblock]
 
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Good Start!!

First, i liked your ideas, but there is some ways of improving the work:

- you can gain both bonusses at the same time? I dont think it was your idea, so put that every turn the character choose witch one to have.

- the level 17 power does too much damage, even for a throw weapon, cap at 3W or 4W.

- the utility power from the paragon path dosnt say if its dayly or encounter.

Other tan that, i am a lot worse than you at naming so... i will let you down on tha account.
 

Should Grab Hold require a free hand?

Look into stuff about German longsword fencing for inspiration. I think it'd be cool with a lore aspect along the lines of a Tiefling light armor grapple style that was used in close combat.

Edit: something along the lines of Liechtenauer use where it's a combination of decisive cuts, parries, and close range grapples/wrestling.
 
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1. I meant for this build to get both the defense and offense bonuses all the time. It basically just balances out the fact that they aren't holding a shield or a larger, two handed weapon.

2. Good catch on the utility power. I set it to daily, since its kind of attack-ish for a utility.

3. I'm not sure I'm going to change the level 17 power. Yeah, 5[W] is a lot of [W], but they're very little [W]s. Its just 5d6, and you have to use a backup weapon instead of your main weapon, and you probably won't get the advantages of many of your feats since you're stepping outside your usual shtick. I'll consider dropping it to 4[W], but I may be happy with it. After all, even a 3[W] power, which is readily available at that level, would be doing 3d10+6 +modifiers in the hands of a versatile fighter who had upgraded to a bastard sword. And chances are there would be feat bonuses, a better magical weapon bonus, etc.

4. All powers above should be presumed to have all the restrictions they ought to have. :-) That's my way of getting out of having to add keywords and details.
 



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