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General Tabletop Discussion
*Pathfinder & Starfinder
What classes will be in the martial power book?
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<blockquote data-quote="Moochava" data-source="post: 4041669" data-attributes="member: 39691"><p>Oh, this sounds like fun. Granted, I find some of your strictures unnecessary, but let's say that your definition of "controller" is the only one possible. Then:</p><p></p><p></p><p></p><p>Ruinous charge (1/encounter): The chevalier performs a charge action. All targets in the chevalier's line, and all targets in squares adjacent to that line, receive an attack. Followup: all targets of smaller size than the chevalier's mount are knocked back one square per four levels of the chevalier.</p><p></p><p>First In (1/encounter): The gladiator (champion?) makes one attack against every adjacent enemy within one square (plus one square per four levels).</p><p></p><p></p><p></p><p>Battlefield Circle (1/encounter): The chevalier selects one target within his mount's basic movement rate and delivers a charge attack on that target, ignoring all attacks of opportunity, then moves anywhere within the mount's movement range.</p><p></p><p>The Dagger You See (at will): The champion can draw and throw any ranged weapon as a standard action, even if his hands are full.</p><p></p><p></p><p></p><p>Rear Up (at will): The chevalier lets out a cry and targets all subjects within 30 feet, attacking their Will. Any targets struck suffer a -5 penalty to attack (save negates).</p><p></p><p>Blinding Strike (1/encounter, vs. bloodied only): The champion strikes all foes within reach. Followup: any struck struck foes that are bloodied (by the attack or previously) are Blinded (save negates).</p><p></p><p></p><p></p><p>Join The Charge (per day): The chevalier selects one target and charges. Any allies who charge that opponent in that round receives a +4 to hit and damage to that target for the rest of the encounter.</p><p></p><p>Trick Attack (at will): A successful critical hit, if the champion chooses, causes normal damage, but one ally chosen by the champion gains an additional Second Wind usable during that encounter only.</p><p></p><p></p><p></p><p>Reactive Charge (1/encounter): The chevalier's threatened area increases to four squares. Any enemies that enter any of those squares receives an immediate attack of opportunity. Followup: Struck enemies are stopped immediately and lose their action for that round.</p><p></p><p>Lashing Snare (1/encounter): The champion makes a net attack against a bloodied target with a barbed net. If successful, the captured target can be maneuvered to interfere with enemies' movements. Once per round, the champion can make an immediate action when an enemy moves within thirty feet. The champion attacks against the moving target's reflex; if successful, the subject is Knocked Down and loses his action.</p><p></p><p>Speaking hypothetically, of course. Of course, I find your strictures a bit severe. Generally, only one element strikes me as necessary: a controller <em>hampers his foes</em>. That's the key; secondarily, a controller tends to hit more targets, less hard, when compared with a striker. That's where the focus should be. A knight who smashes through footmen, terrifying them and knocking them down; a duelist who trips, blinds, disarms, and makes enemies skewer one-another; a gladiator who entangles enemies in a net and intimidates and confuses his foes; all can be made, I think, into valid controllers without stretching credibility.</p></blockquote><p></p>
[QUOTE="Moochava, post: 4041669, member: 39691"] Oh, this sounds like fun. Granted, I find some of your strictures unnecessary, but let's say that your definition of "controller" is the only one possible. Then: Ruinous charge (1/encounter): The chevalier performs a charge action. All targets in the chevalier's line, and all targets in squares adjacent to that line, receive an attack. Followup: all targets of smaller size than the chevalier's mount are knocked back one square per four levels of the chevalier. First In (1/encounter): The gladiator (champion?) makes one attack against every adjacent enemy within one square (plus one square per four levels). Battlefield Circle (1/encounter): The chevalier selects one target within his mount's basic movement rate and delivers a charge attack on that target, ignoring all attacks of opportunity, then moves anywhere within the mount's movement range. The Dagger You See (at will): The champion can draw and throw any ranged weapon as a standard action, even if his hands are full. Rear Up (at will): The chevalier lets out a cry and targets all subjects within 30 feet, attacking their Will. Any targets struck suffer a -5 penalty to attack (save negates). Blinding Strike (1/encounter, vs. bloodied only): The champion strikes all foes within reach. Followup: any struck struck foes that are bloodied (by the attack or previously) are Blinded (save negates). Join The Charge (per day): The chevalier selects one target and charges. Any allies who charge that opponent in that round receives a +4 to hit and damage to that target for the rest of the encounter. Trick Attack (at will): A successful critical hit, if the champion chooses, causes normal damage, but one ally chosen by the champion gains an additional Second Wind usable during that encounter only. Reactive Charge (1/encounter): The chevalier's threatened area increases to four squares. Any enemies that enter any of those squares receives an immediate attack of opportunity. Followup: Struck enemies are stopped immediately and lose their action for that round. Lashing Snare (1/encounter): The champion makes a net attack against a bloodied target with a barbed net. If successful, the captured target can be maneuvered to interfere with enemies' movements. Once per round, the champion can make an immediate action when an enemy moves within thirty feet. The champion attacks against the moving target's reflex; if successful, the subject is Knocked Down and loses his action. Speaking hypothetically, of course. Of course, I find your strictures a bit severe. Generally, only one element strikes me as necessary: a controller [i]hampers his foes[/i]. That's the key; secondarily, a controller tends to hit more targets, less hard, when compared with a striker. That's where the focus should be. A knight who smashes through footmen, terrifying them and knocking them down; a duelist who trips, blinds, disarms, and makes enemies skewer one-another; a gladiator who entangles enemies in a net and intimidates and confuses his foes; all can be made, I think, into valid controllers without stretching credibility. [/QUOTE]
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