incandescent
2013-01-20, 12:27 AM
My DM is allowing me to make a commoner that throws cats for my character, so I'm trying to design a class that will be viable in actual play while still having a sort of useless/comedic flavor. (i'm in a party with a high optimization werebear half elf morninglord avenger with twin strike and a polearm momentum based fighter). I've decided to divide the cat throwing into a theme and the commoner into a patchwork class. The DM is letting me use inherent bonuses to make the commoner work without much item dependence.
Any suggestions? does it look like it will work? any ideas on better ways to do this? any ideas for good/hilarious utility powers? Any thoughts on a theme?
EDIT: here's the class so far
EDIT: updated Just Barely and corrected Survivor's instinct
EDIT: rearranged things and added things. Everything above the edit line is most of what was from the original post.
EDIT: added last few abilities
EDIT: Added Yakk's card based happenstance mechanic.
DESIGN PROCESS CREDITS
-Yakk
-Tegu8788
-Mandrake
-Kurald Galain
-allonym
-surrealistik
(shout if i missed you)
1. Picked up Along the Way, No Real Plan, Whatever's at Hand, Survivor's Instinct, Unqualified Combatant, Just Barely
Picked Up Along the Way
a commoner that manages to reach level two through some happenstance miracle has usually live long enough to learn a few things based on the society he or she lives in. commoners living in the outskirts of a wizard's tower might pick up some magical tricks to supplement their mundane trade or see something they shouldn't. Commoners in a military society with mandatory terms of service may come off their tours with the legion knowing a thing or two about a fighter's discipline.
At first level, a commoner picks a class other than commoner. The commoner counts as a member of that class, gains training in two class skills from that class, and gains a utility of the approproate level from that class's utility list at each level when the commoner would normally gain a utility. Additionally, a commoner cannot multiclass.
No Real Plan:
Happenstance effects are "until the end of your next turn" unless noted otherwise. Forced movement is, naturally, applied immediately, either before or after other effects. Self movement is before or after the attack. Prone has no duration.
Happenstance Cards (Heroic):
+2[W], +1[W] x4, Slow x2, Slide 1 x3, Push 2 x3, Grabbed x2, Shift 2 x3, Daze, Immobalize x2, Prone x2, vs Fort, vs Ref, vs Will, Mark target
At the start of an encounter, draw a hand of Happenstance Cards. Each time you make an attack, play one Happenstance Card and modify the attack. If you take your second wind as a standard action, or hit with a basic attack as a standard action and do not use any Happenstance Cards on it, you can discard your hand and draw a new hand.
Hand size:
Level 1: 1
Level 3: 2
Level 7: 3
Level 11: 4
Level 13: 5
Level 17: 6
Level 21: 7
Level 23: 8
Level 27: 9
Level 30: 10
At level 11, you add (Paragon) Happenstance Cards to your deck. Playing a (Paragon) Happenstance Card requires that you discard a second card when you play it.
Happenstance cards marked with a * let you pick one (Heroic) card you discarded and add it to the effect.
+4[W], +3[W]x2, +2[W]*, Close Burst 2 & Shift directly to a square in Burst, Immobilize and Prone, Grabbed (-5 to escape), Stun, Slide 1d6 x2, Push everyone adjacent 1d6, Shift your speed x2, Make a basic attack as a reaction to an enemy moving or attacking*, Dazed and Prone, Dazed*, Blind, Target Lowest Defense
At level 21, you add (Epic) Happenstance Cards to your deck. Playing (Epic) Happenstance cards requires that you discard 2 other cards when you play it.
+6[W], +5[W]x2, +3[W]*x2, Stun (save ends) aftereffect Dazed, Slide 1d6 and shift your speed*, Slide everyone adjacent 1d6*, Stun*, Shift twice your speed*, Change target of enemies attack on hit (Interrupt), Blind and Daze, Prone and Stun, -5 penalty to a defense, Make two attacks applying a non-epic discarded card to each.
If you do not have enough extra cards, cannot play a Paragon or Epic happenstance card.
Whatever's at hand: You treat all weapons as improvised weapons. you gain a +2 proficiency bonus with improvised weapons and deal 1d8 damage with improvised weapons and 1d10 with two handed weapons. You also gain a +1 bonus to attack rolls with improvised weapons.
Survivor's Instinct: You gain a +2 bonus to AC and can use your highest ability modifier in place of your Intelligence or Dexterity modifier to determine your AC when wearing cloth armor or no armor.
Unqualified Combatant: you can use your highest ability modifier for basic attacks. SeDovlect 2 of the following at will powers (one more at 7th and another at 17th level).
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
Just Barely Daily (no action)
Trigger: you fail an attack roll, a skill check, or a saving throw by 5 or less.
Effect: Your roll is modified to the minimum result needed to succeed.
Level 11: 10 or less
Level 21: 15 or less
2. Other Class Utility
3. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
4. --
5. Beatdown
Beatdown You gain a +2 Bonus to the damage rolls of attacks made with improvised weapons.
6. Other Class Utility
7. Another Dirty Trick
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
8. --
9. As Long as I'm Not the Slowest
As Long as I'm Not the Slowest You gain a +1 bonus to speed
10. Other Class Utility
11. --
12. --
13. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
14. --
15. Improved Beatdown
Improved Beatdown Your bonus to the damage rolls of attacks made with improvised weapons increases to +4.
16. Second Class Utility
17. Another Dirty Trick
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
18. --
19. Lucky Shot
Lucky Shot Whenever you successfully hit with an attack modified by happenstance points, you can increase the duration of one effect of that power to (save ends).
20. --
21. --
22. Other Class Utility
23. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
24. --
25. Epic Beatdown
Epic Beatdown Your bonus to the damage rolls of attacks made with improvised weapons increases to +8.
26. --
27. Finally got the hang of fightin'
Finally got the hang of fightin'
You can have two Untrained Combatant stances active at the same time. At the start of any turn during which you have two stances active, you must spend a minor action, or choose a stance to end.
28. --
29. Against all the odds
Against all the odds
How the hell did you make it this far? You're probably not real sure yourself.
You still end an effect that you fail a saving throw against when you make the saving throw at the end of your turn.
30. --
I don;t really know what to do with these abilities. I'll probably just put them in the idea bin and use them for something else.
Strength of the People (you gain this power if strength is your highest ability score at first level)
At will utility, move action
Effect: you lift a large object and can wield it as a special two handed improvised weapon that deals 2d6 damage per [W]. While wielding the object, you are slowed and have partial cover. Attacks with the object target all creatures in an ares two squares on a side. when thrown the object has a range of 3/6. It costs one happenstance point to make an attack with this weapon.
Special: You can use this power and pay one happenstance point to wield a grabbed enemy up to large size in this manner. A wielded enemy is restrained.
worker's hands (you gain this ability at 4th level if you have the strength of the people power)
When you hit with a melee basic attack while you are unarmed or have a free hand, you can grab the target until the start of your next turn.
[original happenstance mechanic]
A commoner has a pool of Happenstance Points equal to half his level (with a minimum of one at first level) that recover when the commoner takes a short rest. Whenever a commoner makes a basic attack, he/she can spend any number of happenstance points to add effects to any successful basic attack in the following manner.
-Slow, slide 1, increase damage by 1[W] cost one point each (per square and per [W])
-prone, daze, immobilize, blind all cost 2 points each
-stun costs 4 points and can only be done once per encounter
Once an effect is used on an attack, it cannot be used again until the end of the following round.
Any suggestions? does it look like it will work? any ideas on better ways to do this? any ideas for good/hilarious utility powers? Any thoughts on a theme?
EDIT: here's the class so far
EDIT: updated Just Barely and corrected Survivor's instinct
EDIT: rearranged things and added things. Everything above the edit line is most of what was from the original post.
EDIT: added last few abilities
EDIT: Added Yakk's card based happenstance mechanic.
DESIGN PROCESS CREDITS
-Yakk
-Tegu8788
-Mandrake
-Kurald Galain
-allonym
-surrealistik
(shout if i missed you)
1. Picked up Along the Way, No Real Plan, Whatever's at Hand, Survivor's Instinct, Unqualified Combatant, Just Barely
Picked Up Along the Way
a commoner that manages to reach level two through some happenstance miracle has usually live long enough to learn a few things based on the society he or she lives in. commoners living in the outskirts of a wizard's tower might pick up some magical tricks to supplement their mundane trade or see something they shouldn't. Commoners in a military society with mandatory terms of service may come off their tours with the legion knowing a thing or two about a fighter's discipline.
At first level, a commoner picks a class other than commoner. The commoner counts as a member of that class, gains training in two class skills from that class, and gains a utility of the approproate level from that class's utility list at each level when the commoner would normally gain a utility. Additionally, a commoner cannot multiclass.
No Real Plan:
Happenstance effects are "until the end of your next turn" unless noted otherwise. Forced movement is, naturally, applied immediately, either before or after other effects. Self movement is before or after the attack. Prone has no duration.
Happenstance Cards (Heroic):
+2[W], +1[W] x4, Slow x2, Slide 1 x3, Push 2 x3, Grabbed x2, Shift 2 x3, Daze, Immobalize x2, Prone x2, vs Fort, vs Ref, vs Will, Mark target
At the start of an encounter, draw a hand of Happenstance Cards. Each time you make an attack, play one Happenstance Card and modify the attack. If you take your second wind as a standard action, or hit with a basic attack as a standard action and do not use any Happenstance Cards on it, you can discard your hand and draw a new hand.
Hand size:
Level 1: 1
Level 3: 2
Level 7: 3
Level 11: 4
Level 13: 5
Level 17: 6
Level 21: 7
Level 23: 8
Level 27: 9
Level 30: 10
At level 11, you add (Paragon) Happenstance Cards to your deck. Playing a (Paragon) Happenstance Card requires that you discard a second card when you play it.
Happenstance cards marked with a * let you pick one (Heroic) card you discarded and add it to the effect.
+4[W], +3[W]x2, +2[W]*, Close Burst 2 & Shift directly to a square in Burst, Immobilize and Prone, Grabbed (-5 to escape), Stun, Slide 1d6 x2, Push everyone adjacent 1d6, Shift your speed x2, Make a basic attack as a reaction to an enemy moving or attacking*, Dazed and Prone, Dazed*, Blind, Target Lowest Defense
At level 21, you add (Epic) Happenstance Cards to your deck. Playing (Epic) Happenstance cards requires that you discard 2 other cards when you play it.
+6[W], +5[W]x2, +3[W]*x2, Stun (save ends) aftereffect Dazed, Slide 1d6 and shift your speed*, Slide everyone adjacent 1d6*, Stun*, Shift twice your speed*, Change target of enemies attack on hit (Interrupt), Blind and Daze, Prone and Stun, -5 penalty to a defense, Make two attacks applying a non-epic discarded card to each.
If you do not have enough extra cards, cannot play a Paragon or Epic happenstance card.
Whatever's at hand: You treat all weapons as improvised weapons. you gain a +2 proficiency bonus with improvised weapons and deal 1d8 damage with improvised weapons and 1d10 with two handed weapons. You also gain a +1 bonus to attack rolls with improvised weapons.
Survivor's Instinct: You gain a +2 bonus to AC and can use your highest ability modifier in place of your Intelligence or Dexterity modifier to determine your AC when wearing cloth armor or no armor.
Unqualified Combatant: you can use your highest ability modifier for basic attacks. SeDovlect 2 of the following at will powers (one more at 7th and another at 17th level).
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
Just Barely Daily (no action)
Trigger: you fail an attack roll, a skill check, or a saving throw by 5 or less.
Effect: Your roll is modified to the minimum result needed to succeed.
Level 11: 10 or less
Level 21: 15 or less
2. Other Class Utility
3. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
4. --
5. Beatdown
Beatdown You gain a +2 Bonus to the damage rolls of attacks made with improvised weapons.
6. Other Class Utility
7. Another Dirty Trick
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
8. --
9. As Long as I'm Not the Slowest
As Long as I'm Not the Slowest You gain a +1 bonus to speed
10. Other Class Utility
11. --
12. --
13. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
14. --
15. Improved Beatdown
Improved Beatdown Your bonus to the damage rolls of attacks made with improvised weapons increases to +4.
16. Second Class Utility
17. Another Dirty Trick
Dive out of Harm's way (minor action, at will)
Effect: You assume the diving stance. While the stance is active, you can use an immediate action to jump 2 squares and land prone when you are targeted by an attack. This jump does not provoke opportunity attacks.
Mob Rule (minor action, at will)
Effect: You enter the mob rule stance. While the stance is active, you gain a +2 power bonus to all defenses while within 5 squares of an ally.
Not really in the Fight (minor action, at will)
Effect: You enter the unnoticed stance. While this stance is active, you are invisible to enemies more than 5 squares away from you that you didn;t attack during your last turn.
Yellow bellied (minor action, at will)
Effect: You enter the yellow bellied stance. While the stance is active, you gain superior cover while adjacent to an ally.
High Tail it (minor action, at will)
Effect: You enter the running stance. While the stance is active, you do not provoke opportunity attacks and cannot make opportunity attacks as long as you don't end your turn adjacent to an enemy.
Junk Barrage (minor action, at will)
Effect: You enter the junk barrage stance. While the stance is active, you can choose to throw up to three one handed improvised weapons near you or in your inventory when you make a ranged basic attack. For each additional object you throw, your damage dice is reduced by 1 (from one d8, to 1d6, to 1d4 per attack)
Heavy hitter (minor action, at will)
Effect: you enter the heavy hitter stance. While the stance is active, you can choose to break a two handed weapon you're wielding after you hit with a melee basic attack to deal damage equal to your highest ability modifier to each enemy adjacent to the target.
Swinging Wildly (minor action, at will)
Effect: You enter the swinging wildly stance. While the stance is active, you deal damage to enemies that start their turn adjacent to you or enter squares adjacent to you during their turn. This damage equals half you highest ability modifier if you are wielding a one hadned improvised weapon or your full ability modifier if you're wielding a two handed improvised weapon.
Deadly Chucker (minor action, at will)
Effect: You enter the deadly chucker stance. While the stance is active, any enemy you hit with a ranged basic attack grants combat advantage until the end of your next turn.
Ricochet (minor action, at will)
Effect: You enter the ricochet stance. Whenever you hit an enemy with a basic attack while this stance is active, you can choose to break the weapon you used to deal damage equal to your highest ability modifier to one enmy within 5 squares of the target
18. --
19. Lucky Shot
Lucky Shot Whenever you successfully hit with an attack modified by happenstance points, you can increase the duration of one effect of that power to (save ends).
20. --
21. --
22. Other Class Utility
23. One Hair Closer
One Hair Closer You gain an additional daily use of Just Barely
24. --
25. Epic Beatdown
Epic Beatdown Your bonus to the damage rolls of attacks made with improvised weapons increases to +8.
26. --
27. Finally got the hang of fightin'
Finally got the hang of fightin'
You can have two Untrained Combatant stances active at the same time. At the start of any turn during which you have two stances active, you must spend a minor action, or choose a stance to end.
28. --
29. Against all the odds
Against all the odds
How the hell did you make it this far? You're probably not real sure yourself.
You still end an effect that you fail a saving throw against when you make the saving throw at the end of your turn.
30. --
I don;t really know what to do with these abilities. I'll probably just put them in the idea bin and use them for something else.
Strength of the People (you gain this power if strength is your highest ability score at first level)
At will utility, move action
Effect: you lift a large object and can wield it as a special two handed improvised weapon that deals 2d6 damage per [W]. While wielding the object, you are slowed and have partial cover. Attacks with the object target all creatures in an ares two squares on a side. when thrown the object has a range of 3/6. It costs one happenstance point to make an attack with this weapon.
Special: You can use this power and pay one happenstance point to wield a grabbed enemy up to large size in this manner. A wielded enemy is restrained.
worker's hands (you gain this ability at 4th level if you have the strength of the people power)
When you hit with a melee basic attack while you are unarmed or have a free hand, you can grab the target until the start of your next turn.
[original happenstance mechanic]
A commoner has a pool of Happenstance Points equal to half his level (with a minimum of one at first level) that recover when the commoner takes a short rest. Whenever a commoner makes a basic attack, he/she can spend any number of happenstance points to add effects to any successful basic attack in the following manner.
-Slow, slide 1, increase damage by 1[W] cost one point each (per square and per [W])
-prone, daze, immobilize, blind all cost 2 points each
-stun costs 4 points and can only be done once per encounter
Once an effect is used on an attack, it cannot be used again until the end of the following round.