PDA

View Full Version : Help Building a Martial Striker (4e -- UPDATED)



wayfare
2011-12-20, 06:37 PM
Hey all:

This thread has been modified to reflect ideas that developed through discussion -- the first few posts are a response to that original discussion. This is now the beginning parts of a class dedicated to close combat and grappling.

FIGHTER VARIANT
--THE BRAWLER

Martial Striker: You use your martial training to deliver crushing blows to your enemies, overwhelming your opponent with brute force. You lean towards controller as a secondary role, incapacitating your foes with debilitating strikes.

Basic Features
Hit Points: You begin play with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you level up.

Bonus to Defense: +1 Fortitude, +1 Reflex

Healing Surges per Day: 9 + Constitution modifier

Armor Proficiencies: Cloth, Leather, Hide.

Weapon Proficiencies: Simple Melee, Simple Ranged

Implements: Ki Focus

Class Skills: Acrobatics, Athletics, Endurance, Intimidate, Heal

Trained Skills: Three from the list

CLASS FEATURES

Momentum: As the grappler engages his opponent, he begins to find weaknesses in its fighting style – openings that leave his opponent vulnerable to attack. Each time the grapple inflicts damage with an attack that has the Momentum keyword, he gains a momentum point. A grappler can build up as much momentum as he likes, but any unspent momentum is lost at the end of an encounter.

Finisher (X): Instead of Daily powers, a grappler has Finishers. To activate a Finisher, the grappler must spend a certain amount of momentum, listed in the power description. For example, an exploit with the Finisher 2 keyword requires 2 momentum to activate.

Grappler's Shield: The grappler is very light on his feet, constantly shifting away from his opponents attacks before unleashing powerful strikes of his own. If the Grappler has no weapon or shield equipped, and is only wearing light armor, he gains a +2 bonus to AC. Against opportunity attacks, this bonus increases to +4.

Unarmed Combatant: You can make unarmed attacks with much greater effectiveness than most other combatants can. When you make a weapon attack such as a melee basic attack, you can use your strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus. and it deals 1d8 damage. You must have a hand free to use your unarmed strike. even if you're kicking, kneeing. elbowing. or head-butting a target. Your unarmed strike can't be turned into a magic weapon. but it can benefit from a magic ki-focus if you have one.

FIGHTING STYLE

The Grappler specializes in close combat, delivering heavy blows that batter his opponent into submission and powerful grabs and locks to shatter an opponents defenses. While grapplers of all types use both techniques, you have specialized to become particularly adept at a particular fighting style. Choose one of the following class features:

Shattering Fists: You've specialized in delivering incredibly powerful strikes, using overwhelming force to subdue your enemies. You gain a bonus to the damage of Martial Powers equal to your Constitution modifier. At level 11 this increases to your Constitution modifier +2, and increases again at level 21 to Constitution modifier +4.
Additionally, your unarmed strikes and Martial Powers are treated as it you are wielding a weapon with the High-crit property.

Shifting Stride: You have emphasized speed over raw power in your martial training. You gain a bonus to the damage of Martial Powers equal to your Dexterity modifier. At level 11 this increases to your Dexterity modifier +2, and increases again at level 21 to Dexterity modifier +4.
Additionally, when you hit an opponent with a Martial Power or an Unarmed strike, you may shift 1 square as long as you end your movement adjacent to your opponent. At level 11, you may shift 2 squares, and at level 21 you may shift 3 squares.


LEVEL 1 AT-WILL EXPLOITS


Crushing Grasp Grappler Attack 1
You grab the nearest enemy and crush the life out of him.
At-Will ✦ Martial, Implement, Momentum
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Hit: 1d10 + Strength damage, and the opponent is grabbed.
Miss: The opponent is slowed until the beginning of your next turn.
Level 21: Increase to 2d10 + Strength damage

Combination Blows Grappler Attack 1
A series of powerful attacks leaves your opponent reeling.
At-Will ✦ Martial, Implement, Momentum
Standard Action Melee Touch
Target: Single
Attack: Strength v. Fortitude
Hit: 1d10 + Strength damage, and the opponent is dazed.
Level 21: Increase to 2d10 + Strength damage

Haymaker Grappler Attack 1
This mighty attack is certain to knock your opponent senseless.
At-Will ✦ Martial, Implement, Momentum
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Hit: 1d12 + Strength damage, and you push the opponent 1 square and knock it prone.
Miss: You push the opponent 1 square
Level 21: Increase to 2d12 + Strength damage

Rolling Throw Grappler Attack 1
You grab an opponent and pivot, putting the full force of your body into a tumbling throw.
At-Will ✦ Martial, Implement, Momentum
Standard Action Melee Touch
Target: Single
Attack: Strength v. Fortitude
Hit: You slide the opponent up to 3 squares, and shift to an unoccupied square adjacent to the opponent. The opponent is grabbed by you.

LEVEL 1 ENCOUNTER EXPLOITS

Sundering Hand Grappler Attack 1
A heavy attack punches through your enemy's defenses, allowing yo to deliver a devastating follow-up.
Encounter ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Hit: 2d8 + Strength damage, and the opponent grants you combat advantage until the end of your next turn.
Shifting Stride: The opponent grants all allies Combat Advantage

Anaconda Grip Grappler Attack 1
You tighten your grip on an enemy, driving the strength from their body.
Encounter ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Fortitude
Special: You must be grabbing the opponent to activate this power.
Hit: 2d8 + Strength damage, and the opponent is weakened until the end of your next turn.

Stumbling Strike Grappler Attack 1
This forceful strike causes your opponent to stumble backwards, opening them up to attack.
Encounter ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Fortitude
Hit: 1d10 + Strength damage, and the opponent is pushed 2 squares. This movement triggers attacks of opportunity from your allies.
Shattering Fists: The opponent is pushed 3 squares instead of 2.

Mighty Slam Grappler Attack 1
You whirl and slam your opponent into the ground.
Encounter ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Special: You must be grabbing the opponent to activate this power.
Hit: 2d10 + Strength damage, and the opponent is knocked prone.


LEVEL 1 DAILY EXPLOITS

Furious Rush Grappler Attack 1
You rush towards your opponent, delivering a series of mighty blows that send your foe sprawling.
Finisher 2 ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Hit: 3d8 + Strength damage.
Miss: Half damage
Special: You can use this attack as part of a charge. If you do, you inflict 3d10 damage on a hit.

Inescapable Coils Grappler Attack 1
As hard as they may try, an enemy in your grasp cannot escape.
Finisher 2 ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Fortitude
Special: You must be grabbing an enemy to activate this power
Hit: 2d10 + Strength damage, and the opponent is stunned until the end of your next turn.
Miss: Half damage, and the opponent is dazed until the end of your next turn

Devastating Blow Grappler Attack 1
Fearless, you approach an enemy and deliver your mightiest blow.
Finisher 2 ✦ Martial, Implement
Standard Action Melee Touch
Target: Single
Attack: Strength v. Reflex
Special: You must be grabbing an enemy to activate this power
Hit: 2d8 + Strength damage, and you shift the opponent up to 4 squares. If the opponent ends this movement adjacent to an enemy, that enemy takes 1d8 + Strength damage.

Eldest
2011-12-20, 06:46 PM
Not to be down on your idea (it seems really cool), but how does this help with controlling?
Also, compare this to sneak attack for dice of extra damage/attack.

wayfare
2011-12-20, 06:53 PM
It doesn't do much for controlling -- thats going to be more a feature of the powers. I plan on most attacks having a status attached (weaken, daze, prone and a lot of forced movement). Momentum is just to give the attacks a lot of extra power.

My worry is that it will take too long to build up enough momentum to keep up with a rogue. I had considered limiting the momentum to 3, and making the damage dice d10s, but I thought that might be a bit overkill.

vasharanpaladin
2011-12-20, 09:45 PM
Damage that builds up over time is a Very Bad Idea. Assassin has this problem. :smallfrown:

wayfare
2011-12-20, 09:53 PM
Damage that builds up over time is a Very Bad Idea. Assassin has this problem. :smallfrown:

Agreed. Are there any ways to mitigate this?

Howler Dagger
2011-12-21, 12:45 AM
It depends on hwo many powers have the momentum keyword. If all the good powers do, you will always be getting it. If none do, you have to strain to make use of a class feature.

vasharanpaladin
2011-12-21, 01:29 AM
Agreed. Are there any ways to mitigate this?

Assassins have a lot of powers (and a couple feats) that allow multiple shrouds to be placed during a turn. They're still crippled by horrible power selection and WotC's insistence on not owning up to their mistake. :smallsigh:

wayfare
2011-12-21, 04:57 PM
Ok, new idea I am patterning off of psionics -- In reverse!

Momentum powers build up momentum points as above. Instead of having daily powers, the class has "Finishers" that cost a certain number of momentum points to activate (2-4). Unlike daily powers, you could activate your finishers as often as you like, provided you have the momentum to spare.

The momentum dice adding mechanic would not exist in this version.

Thoughts?

vasharanpaladin
2011-12-21, 06:50 PM
Replacing dailies? Okay, then I'd suggest either limiting finishers by level or making only encounter powers add momentum.

wayfare
2011-12-21, 11:18 PM
Thanks for the input!

My original intention was to have At-Wills be the momentum powers. Encounters generate no momentum, and finishers cost momentum to use. I though that having to spend momentum to activate finishers was actually a pretty heavy nerf -- you have to build up to them, which means you can't just go nova on round 1 to end a fight. For most fights (3-5 rounds) you will get to use 1 finisher, and will have to only use your less powerful abilities (at will powers) to get to use your finisher. I think that would result in a drop for DPR for most classes (essentials strikers aside).

Is this logic sound, or do I need to shift momentum to encounter powers?

Eldest
2011-12-22, 05:56 PM
But the problem with that is that in the later levels, you never use your at-wills (or almost never) because you have enough encounters to end an encounter.

Ziegander
2011-12-22, 07:24 PM
But the problem with that is that in the later levels, you never use your at-wills (or almost never) because you have enough encounters to end an encounter.

I've only ever played 4e at low-level, and I didn't like it then. If this is true, I find that to be quite disturbing...

wayfare
2011-12-25, 02:50 AM
Hey all:

I've built the beginning of a class using the modified momentum mechanic, appearing in the 1st post. Critiques are very welcome!