Ralcos
2011-08-08, 04:22 PM
I have been thinking a lot today, and I have decided to make a Martial power-sourced Controller. I think we REALLY need one, due to the idea that certain campaigns may and/or will use Martial classes. Controllers are the odd man out!
I played around with a few concepts (like the Rajput Warrior), but ultimatly decided that the Samurai is the most likely to joining an adventuring party.
Samurai
Role: Controller. Versatile warriors, they'll have secondary roles in Striker, Defender, and Leader.
Power Source: Martial
Key Abilities: Strength, Dexterity, Intelligence, Wisdom
Armor Proficiancy: Cloth, Leather, Hide, Chainmail, Scale.
Weapon Proficiancy: Basic Melee, Military Melee, Longbow, Shortbow
Impliments: Ancestral Weapon (see below)
Bonus to Defenses: + 1 Fortitude, +1 Reflex
Hit Points at 1st level: 10 + Constitution Score
Hit Points per level gained: 4
Healing Surges per Day: 6 + Constitution Modifier
Trained Skills: From the class skills list below, choose 3 more trained skills at 1st level.
CLASS SKILLS: Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Intimidate, Perception, Religion, Streetwise.
Build Options: (class is not completed)
Class Features: Ancestral Weapon, Loyalty
(DESCRIPTORS WILL COME LATER)
Samurai Class Features
You have the following class features.
ANCESTRAL WEAPON
You specialize in one weapon you are proficient in (most commonly a longsword or a shortsword). Based on the type of weapon, you gain extra bonuses. Note that the weapon types marked as FORBIDDEN are those that give no bonuses. Also note that you'll need to spend DOUBLE the gp for enchantment , and if you drop your ancestral weapon that you chose at 1st level, you grant combat advantage until you regain possession of your ancestral weapon. For this reason, you cannot sell your ancestral weapon or give it to someone.
Axes: FORBIDDEN!!
Bow: If you are wielding a bow, you gain a +1 bonus to damage rolls and you also double the effective range of the bow.
Crossbow: FORBIDDEN
Flail: FORBIDDEN
Hammer: FORBIDDEN
Heavy Blade: When wielding a heavy blade, you gain a +1 to Armor Class.
Light Blade: When wielding a light blade, you gain a +1 bonus to attack rolls.
Mace: FORBIDDEN
Pick: FORBIDDEN
Sling: FORBIDDEN
Spear: When wielding a spear, you gain a +1 bonus to Defenses (except AC).
Staff: FORBIDDEN
Unarmed: FORBIDDEN
LOYALTY
Choose a Clan. Each Clan gives you bonuses you could'nt get as a samurai from another Clan.
Fire: As a member of the Fire Clan, you gain a +1 bonus to attack rolls when you or an enemy grants combat advantage.
Water: As a member of the Water Clan, you give a -1 penalty to speed to one enemy of your choice, but only when bloodied.
Earth: As a member of the Earth Clan, you gain a +1 bonus to Fortitude defense.
Air: As a member of the Air Clan, you can spend an action point to double your movement speed.
More features probably to be added on a later date.
You like my ideas?
You can constructivly critisize me here.
I played around with a few concepts (like the Rajput Warrior), but ultimatly decided that the Samurai is the most likely to joining an adventuring party.
Samurai
Role: Controller. Versatile warriors, they'll have secondary roles in Striker, Defender, and Leader.
Power Source: Martial
Key Abilities: Strength, Dexterity, Intelligence, Wisdom
Armor Proficiancy: Cloth, Leather, Hide, Chainmail, Scale.
Weapon Proficiancy: Basic Melee, Military Melee, Longbow, Shortbow
Impliments: Ancestral Weapon (see below)
Bonus to Defenses: + 1 Fortitude, +1 Reflex
Hit Points at 1st level: 10 + Constitution Score
Hit Points per level gained: 4
Healing Surges per Day: 6 + Constitution Modifier
Trained Skills: From the class skills list below, choose 3 more trained skills at 1st level.
CLASS SKILLS: Acrobatics, Athletics, Diplomacy, Endurance, Heal, History, Insight, Intimidate, Perception, Religion, Streetwise.
Build Options: (class is not completed)
Class Features: Ancestral Weapon, Loyalty
(DESCRIPTORS WILL COME LATER)
Samurai Class Features
You have the following class features.
ANCESTRAL WEAPON
You specialize in one weapon you are proficient in (most commonly a longsword or a shortsword). Based on the type of weapon, you gain extra bonuses. Note that the weapon types marked as FORBIDDEN are those that give no bonuses. Also note that you'll need to spend DOUBLE the gp for enchantment , and if you drop your ancestral weapon that you chose at 1st level, you grant combat advantage until you regain possession of your ancestral weapon. For this reason, you cannot sell your ancestral weapon or give it to someone.
Axes: FORBIDDEN!!
Bow: If you are wielding a bow, you gain a +1 bonus to damage rolls and you also double the effective range of the bow.
Crossbow: FORBIDDEN
Flail: FORBIDDEN
Hammer: FORBIDDEN
Heavy Blade: When wielding a heavy blade, you gain a +1 to Armor Class.
Light Blade: When wielding a light blade, you gain a +1 bonus to attack rolls.
Mace: FORBIDDEN
Pick: FORBIDDEN
Sling: FORBIDDEN
Spear: When wielding a spear, you gain a +1 bonus to Defenses (except AC).
Staff: FORBIDDEN
Unarmed: FORBIDDEN
LOYALTY
Choose a Clan. Each Clan gives you bonuses you could'nt get as a samurai from another Clan.
Fire: As a member of the Fire Clan, you gain a +1 bonus to attack rolls when you or an enemy grants combat advantage.
Water: As a member of the Water Clan, you give a -1 penalty to speed to one enemy of your choice, but only when bloodied.
Earth: As a member of the Earth Clan, you gain a +1 bonus to Fortitude defense.
Air: As a member of the Air Clan, you can spend an action point to double your movement speed.
More features probably to be added on a later date.
You like my ideas?
You can constructivly critisize me here.