PDA

View Full Version : 4E Martial Controller Must Be Finished



Raazan
2013-05-02, 06:19 PM
I'm not sure if this belongs here, because this isn't something I made. there was a thread here (http://www.enworld.org/forum/showthread.php?286382-4E-Martial-Controller-Dragoon) and as you can see by the link, it is still there, but the creator never completed it. it is impossible to play it past level 10. I would like to finish the class. however, I have no idea how to properly balance these things (I had no idea how powerful twin strike was until I read about it online, or even that it was more powerful than the other at will exploits).
yes, I know that their are already many martial controllers, many classes called dragoons (and in fact there's a controller dragoon on this site) but this one has a flavor that really speaks to me, and I think that it is worth completing. but first some ground rules.
1. be polite, obviously.
2. try to keep the options well balanced.
3. if something is not balanced, please be polite about it and explain why.
4. The creator already created some paragon paths, he just didn't create the powers. I would like to finish the already existing paragon paths before creating new ones.
The next three post are for the heroic, paragon, and epic tiers, respectively. I will decide what gets placed in them.

Edit: a note for all the people viewing this and not posting: if you have any ideas for powers, please post them. I need help on this.

Raazan
2013-05-02, 06:20 PM
Heroic Tier
Class Statistics
Role: Controller
Strengths as a Controller: Very durable and mobile, area attacks do not affect allies
Weaknesses as a Controller: Short range and smaller area attacks
Power Source: Martial
Key Abilities: Strength, Charisma, Dexterity
Armor proficiencies: Cloth, Leather, Hide, Chainmail, Scale
Weapon proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Reflex

HP at first level: 12 + Con mod
HP per level: 5
Healing Surges: 7 + Con mod

Skills: Athletics, plus one additional skill depending upon build (see below). Plus two more of the following: Acrobatics, Diplomacy, Endurance, History, Intimidate, Perception, Stealth.


Class Features and Build Options
Scaleborn: Dragoons are as comfortable wearing heavy armor as if it were their own skin. While wearing heavy armor, you ignore the movement and check penalties from your armor.

Dragoon Weapon Talents: Dragoons are feared for their prowess with reach weapons. All spears, staffs, and polearms that you use gains [Reach]. All weapons you use that originally have [Reach] also gain [High Crit].

Battlefield Controller: Dragoons are specially trained to harry their opponents. All dragoons gain the Combat Control power.

At Will, Combat Control [Martial]
Free Action, One enemy you hit this turn
Effect: You demark the target. Until the end of your next turn, while the target is demarked, it takes a -2 penalty to attack rolls against you. A creature can be subject to only one demark at a time. Demarks do not stack with marks. A new mark, or a new demark, supersedes a mark or demark that was already in place. You can only use this power once per round.

Build options:

Draconic Cunning: Cunning Dragoons tend towards a secondary role of Defender. Cunning Dragoons slither across the battlefield, luring their foes to favorable ground, and then strike at their weakest point. You gain skill training in Diplomacy. You gain a class AC bonus vs. opportunity attacks equal to your Dexterity modifier.

Draconic Might: Mighty Dragoons tend towards a secondary role of Striker. Mighty Dragoons leap across the battlefield, using brute force and muscle to pummel opponents into submission. You gain skill training in Intimidate. Whenever an effect forces you to move-through a pull, a push, or a slide-you can reduce the number of squares you move by a number of squares up to your Charisma modifier, rounded down.

New Movement Types, Area of Effect type, Terrain Type and Condition
New Movement Type: Slither
Slither is a new type of movement. When a Dragoon slithers, they can move both before and after an attack, up to a number of squares specified by the power. However, the maximum distance a Dragoon can Slither is limited by their speed.

The movement action does not end until the standard action is completed. For example, a Dragoon using a Slither 4 power could move 2 squares, attack, and then move the remaining 2 squares. Or instead, they could move 1 square, attack, and then move 3 squares.

New Movement Type: Leap
Leap is a new movement type. When a Dragoon leaps, they can move through both occupied and unoccupied squares normally without provoking opportunity attacks. However, there are the following restrictions:

1. The Dragoon cannot be slowed, dazed, immobilized, or restrained
2. The Dragoon cannot carry any other creatures
3. The Dragoon cannot end its Leap in an occupied square
4. The maximum distance that a Dragoon can Leap is limited by their speed

New Area of Effect type: Leap Path
Some Dragoon Full Discipline powers list either "Leap Path 1" or "Leap Path 2" as the attack area. A Leap Path attack is a Close Burst attack that collects additional targets that come within range while the Dragoon Leaps. First, the Dragoon adds all the targets within the initial close burst to the attack's area. Second, the Dragoon uses a Leap move action (most often supplied by the movement technique), and adds each square that comes within range to the attacks area. Third, once the Dragoon reaches their final square, they take the attack action.

Note: If there is any single square within the Leap Path where the target is both in range and you flank the target, then for the purposes of the attack you are considered as flanking the target. The same applies to all situational combat modifiers (cover, concealment, combat advantage, etc).

New Terrain Type: Mobile Terrain
Mobile terrain is a new type of terrain effect that moves with the Dragoon instead of remaining stationary. All effects of the original terrain stack with the effects of mobile terrain. If the Dragoon moves, or is pushed, pulled, or slid, the Dragoon must roll a saving throw to sustain the effect. If successful, at the end of movement the Dragoon can recreate the mobile terrain according to the original parameters of the power. If the saving throw fails, its effect ends.

New Condition: Demarked
While the target is demarked, it takes a -2 penalty to attack rolls against you. A creature can be subject to only one demark at a time. Demarks do not stack with marks. A new mark, or a new demark, supersedes a mark or demark that was already in place.

NOTE: All Dragoon powers have requirement: Reach Weapon, unless stated otherwise

Level 1 At-Will
Almighty Push [Martial, Weapon]
Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage, and you push the target 1 square
Level 21: 2[W]+ Strength modifier damage, and you push the target 2 squares
Draconic Might: You push the target a number of squares equal to your Charisma modifier.

Furious Whirlwind [Martial, Weapon]
Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W]+Strength modifier damage
Level 21: 2[W]+Strength modifier damage
Special: You may demark one creature you hit with this power as a free action.

The Grapevine Twines [Martial, Weapon]
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W]+ Strength modifier damage, and you pull the target 1 square.
Level 21: 2[W] + Strength modifier damage, and you pull the target 2 squares.
Draconic Cunning: After you pull the target, you can slide the target 1 square.

The Leopard's Caress [Martial, Weapon]
Standard Action, Melee or Heavy Thrown Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is slowed
Level 21: 2[W] + Strength modifier damage

The Ribbon Dances on the Breeze [Martial, Weapon]
Standard Action, Melee Weapon
Target: One or two enemies
Attack: Strength vs. AC, one attack per enemy
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage

Encounter 1
Lizard in the Thornbrush [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 4.

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is immobilized (save ends).

The Dove Takes Flight [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee 1
Target: One enemy.
Hit: 2[W] + Strength modifier damage.

The Swallow Rides the Air [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Close Burst 1
Target: Each enemy within burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.

Willow in the Storm [Martial, Weapon]
Immediate Reaction, Melee Weapon
Trigger: You are hit by an attack
Target: The triggering enemy within reach
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the enemy takes a -2 penalty to all attacks. (save ends)

Daily 1
Cyclone on the Plain [Martial, Weapon, Aura]
Standard Action, Close burst 2
Target: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target is deafened (save ends).
Miss: The target is deafened (save ends)
Draconic Might: The target is deafened and takes a -2 penalty to saving throws vs this effect (save ends both)
Effect: Ringing Aura 2: Until the end of your next turn, each enemy that is within Ringing aura grants combat advantage.
Draconic Cunning: You can sustain Ringing Aura as a minor action

Leaf Floating on the Breeze [Martial, Weapon, Aura]
Standard Action, Close burst 1
Target: All enemies in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage.
Miss: Half damage
Effect: Leaf Aura 2: Until the end of your next turn, each enemy that begins their turn within Leaf Aura treats squares adjacent to you as difficult terrain.
Sustain: Save
Draconic Cunning: You can sustain Leaf Aura as a minor action.

Menacing Avalanche [Martial, Weapon, Aura]
Standard Action, Close burst 2
Target: All enemies in burst
Attack: Strength vs. Reflex
Hit: Strength modifier damage.
Miss: Half damage
Effect: Avalanche Aura 2: Until the end of your next turn, when an enemy begins their turn within Avalanche Aura, you can choose to demark them until the end of your next turn.
Sustain: Save
Draconic Might: You can sustain Avalanche Aura as a minor action

Tower of Morning [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Melee 1
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage. You shift into the target's square, push them two squares and knock them prone.
Miss: Half damage, you knock the target prone, and you fall prone.
Draconic Might: You push the target a number of squares equal to your Charisma modifier.

Utility 2
[E]Cat Crosses the Courtyard [Martial]
Immediate Interrupt, Personal
Trigger: You are hit with an opportunity attack.
Effect: You gain a +2 power bonus to all defenses against the opportunity attack, and the triggering enemy grants combat advantage to all your allies until the end of your next turn.

[E] Clear the Path [Martial, Mobile Terrain]
Minor action, Personal
Effect: Place one Haven squares within your reach. This terrain lasts until the end of your next turn.
Sustain: Save, and you may reposition your Haven squares within your melee reach

Mobile Terrain Description, Haven: Allies do not provoke opportunity attacks by leaving this square.

[D] The Dandelion in the Wind [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain threatening reach, but take a -3 penalty to all opportunity attacks. If you make an opportunity attack, you lose threatening reach and the penalty to opportunity attacks until the end of your next turn. You may end this stance at any time as a free action on any creature's turn.

[E] Slithering Slide [Martial, Slither]
Move Action, Personal
Effect: Slither your speed.

[E] Spread Wings [Martial, Leap]
Move action, Personal
Effect: Leap your speed. You can't use this power to create a Leap Path.

Encounter 3
Kissing the Adder [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6.

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Special: If the target is bloodied, it is also slowed until the end of your next turn.
Draconic Cunning: If the target is bloodied, it is immobilized instead of slowed.

The Courtier Taps Her Fan [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6 squares

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and the target cannot move further away from you until the start of your next turn. The target can still be subjected to forced movement.
Draconic Cunning: The target cannot move further away from you (save ends).

The Heron Spreads Its Wings [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 4

Attack Technique
Standard Action, Close Burst 1
Target: Each enemy within burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and ongoing 5 damage (save ends).

The Hummingbird Kisses the Rose [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. Reflex
Hit: The target is blinded until the end of your next turn.

Daily 5
The Ox Lowers its Horns [Martial, Weapon, Aura]
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square.
Miss: Half damage
Effect: Forceful Aura 2: Until the end of your next turn, each enemy that ends its turn within Fearful Aura is pushed 1 square.
Sustain: Save
Draconic Might: You can sustain Forceful Aura as a minor action

The Cardinal Coos [Martial, Weapon, Aura]
Standard Action, Close Burst 3
Target: Each enemy in burst that is not adjacent to you
Attack: Strength vs. Will
Hit: Pull the target one square. Then each enemy within Close Burst 1, centered on you, takes Strength modifier damage. If you pull multiple creatures with this attack, you can hit creatures multiple times, however do not add any damage bonuses to subsequent attacks.
Miss: Half Damage
Effect: Alluring Aura 3: Until the end of your next turn, each enemy that ends its turn within Alluring Aura is pulled 1 square. Also, during your turn you can use a minor action to pull one enemy within Alluring Aura 3 squares.
Sustain: Save
Draconic Cunning: You can sustain Alluring Aura as a minor action.

Scattering the Leaves [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target and each adjacent enemy prone.
Miss: Half Damage

Cutting the Wind [Martial, Weapon]
Immediate Interrupt, Melee Weapon
Trigger: An enemy charges within your melee weapon range
Target: The triggering enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and the target grants combat advantage (save ends).
Miss: Half Damage
Special: You gain a +3 power bonus to damage rolls with opportunity attacks until the end of your next turn.
Draconic Might: This power gains the Rattling keyword

Utility 6
[D] The Mother Defends its Own [Martial, Stance]
Minor action, Personal
Effect: Until stance ends, whenever you provide an ally with cover, the enemy suffers an additional -2 penalty to attack rolls.

[D] Blocking Screen [Martial, Mobile Terrain]
Minor Action, Personal
Effect: Place up to 2 squares Blocking Terrain within Close Burst 1. Each square must be unoccupied and continuous. This terrain lasts until the end of your next turn. You can destroy this terrain at any time as a free action.
Draconic Cunning: Place a number of Blocking Terrain squares equal to your Dexterity modifier (maximum 5).
Draconic Might: You can use this power as an immediate reaction.
Sustain: Save, and you may reposition your Blocking squares within Close Burst 1

Mobile Terrain Description, Blocking: No enemy your size category or smaller can occupy this square.

[E] Intimidating Might [Martial]
Standard Action, Personal
Requirement: You must be trained in Intimidate.
Effect: Make an Intimidate check, using your Strength modifier instead of your Charisma modifier.
Draconic Might: Roll twice, and select the higher result.

[E] Diplomatic Cunning [Martial]
Standard Action, Personal
Requirement: You must be trained in Diplomacy.
Effect: Make a Diplomacy check, using your Strength modifier instead of your Charisma modifier.
Draconic Cunning: Roll twice, and select the higher result.

[D] Blade Twirl [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain concealment. You cannot use this concealment to become or stay hidden. If you move, you lose concealment from this power until the end of your next turn.

Encounter 7
Eel Among the Lily Pads [Full Discipline, Martial, Weapon, Slither]
Full Discipline Technique
Movement Technique
Move Action, Personal
Effect: Slither 6. After the Slither ends, you can repeat the attack technique.
Draconic Cunning: Add your Dexterity modifier to the total number of squares you can Slither with this attack. This extra movement does not count toward the limit of squares you can Slither this turn.

Attack Technique
Standard Action, Melee Weapon
Target: Each enemy within range that has not already been attacked by this power this turn
Attack: Strength vs. Reflex
Hit: Strength modifier damage, and you knock the target prone.
Draconic Might: Add your Charisma modifier to damage.

Whirlwind on the Mountain [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move action, Personal
Effect: Leap 4 squares.

Attack Technique, Melee Weapon
Standard action, Leap Path 1
Target: Each enemy within Leap Path 1
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.

The Kingfish Circles its Pond [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and if the target does not end its next turn outside of your reach, it takes 10 damage.
Draconic Cunning: 15+Dexterity modifier damage instead of 10 damage.

[E] The Lion Springs [Full Discipline, Martial, Weapon, Leap]
Movement Technique
Move Action, Personal
Effect: Leap 6

Attack Technique
Standard Action, Melee Weapon
Target: One adjacent enemy
Attack: Strength vs Fortitude
Effect: Push the target a number of squares equal to your Strength modifier. For each square that you push the target, you may slide into the vacant space.

Daily 9
Apple Blossoms in the Wind [Martial, Weapon, Aura]
Standard Action, Close Burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage
Miss: Half damage
Effect: Tactical Aura 1: Until the end of your next turn, you can slide each enemy that begins their turn within Tactical Aura 1 square.
Sustain: Save
Draconic Cunning: You can sustain Tactical Aura as a minor action

The Boar Crashes Down the Mountain [Martial, Weapon, Aura]
Standard Action, Close burst 1
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage, and you knock the target prone
Miss: Half damage
Effect: Crushing Aura 1: Until the end of your next turn, each enemy that ends their turn within Crushing Aura is knocked prone.
Sustain: Save
Draconic Might: You can sustain Crushing Aura as a minor action

The Wolf Lunges [Full Discipline, Martial, Weapon, Slither]
Movement Technique
Move Action, Personal
Effect: Slither 6

Attack Technique
Standard Action, Melee Weapon
Target: One enemy is smaller than you, the same size category as you, or one category larger than you.
Attack: Strength vs. AC
Hit: 1[W] + Strength modifier damage, and you grab the target, even if you do not have a hand free. While the target remains grabbed, the target grants combat advantage, and you cannot attack any other creatures. You can end the grab at any time as a free action.
Miss: You grab the target.
Sustain Standard: The target takes 1[W] + Strength modifier damage, and you sustain the grab.
Draconic Might: Add your Charisma modifier to damage both to the original attack and when you Sustain Standard.

Twisting the Wind [Martial, Weapon, Aura]
Standard Action, Close Burst 2
Target: Each enemy within burst
Attack: Strength vs. Reflex. Do not apply any cover or concealment combat modifiers to this attack.
Hit: You knock the enemy prone, they become unhidden, they lose invisibility, and they cannot gain the benefits of concealment (save ends).
Miss: The enemy becomes unhidden, and loses invisibility
Effect: Seeking Aura 2: Until the end of your next turn, enemies within aura do not gain the benefits of regular concealment. Any attack either yourself or your allies make against an enemy within aura and has total concealment has a -2 penalty instead of a -5 penalty.
Sustain: Save
Draconic Cunning: Sustain: Minor

Utility 10
[D] Emptiness [Martial, Stance]
Minor Action, Personal
Effect: Until stance ends, you gain threatening reach. If you take a standard action on your turn, then you lose threatening reach until the end of your next turn.

[D] Folding the Fan [Martial, Reliable]
Standard action, Melee Weapon
Target: One creature that emits an aura or is in a stance. If a creature has multiple auras or stances, you must choose one.
Attack: Strength vs. Will
Hit: The aura or stance is canceled until the end of the encounter.

[D] Hyper Vigilance [Martial, Mobile Terrain]
Minor Action, Personal
Effect: Place 3 Vigilance squares within your reach. This terrain lasts until the end of your next turn.
Sustain: Save, and you may reposition your Vigilance squares within your melee reach.

Mobile Terrain Description, Vigilance: Each enemy that ends their turn within this square takes 5 damage.

[E] Shake Off [Martial]
Immediate Reaction
Trigger: You are hit with a daze, slow or immobilize status effect
Effect: Immediately roll a save against the effect, even if the effect does not normally grant a save.

[D] The Lionfish Lurks [Martial]
Minor action, Personal
Effect: You gain a swim speed equal to your movement speed for five minutes.

Heroic Feats
Agile Pursuit: Requirement: Dragoon, Draconic Cunning. You do not grant combat advantage due to running. You take a -2 penalty to attack rolls while running instead of -5.

Aura Spin: Requirement: Dragoon. You can sustain two Dragoon Auras that have Sustain: Minor with a single movement action.

Aura Weave: Requirement: Dragoon. +3 to saving throws vs. sustaining Dragoon Auras.

Battle Brother: Requirement: Combat Control power. When you demark the target, you can choose one ally within your reach to receive the benefits of the demark, instead of yourself.

Cunning Lure: Requirement, Dragoon, Draconic Cunning. When you use your second wind, you pull each enemy within your reach one square.

Pouncing Charge: Requirements: Dragoon, Strength 14, Dexterity 14. When you charge, you can choose to Leap a number of squares equal to your Strength modifier (up to a maximum of your speed) instead of moving normally. However, you must move at least two squares, and the first square of your Leap provokes opportunity attacks.

Impenetrable Scales: Requirements: Dragoon, Draconic Might. When you use Total Defense, instead of gaining a +2 bonus to all defenses, you can choose to gain a bonus to all defenses equal to your Charisma modifier (up to a maximum of +5).

Maiden of the Spear: Requirement: Dragoon. One handed spears have a +3 proficiency bonus instead of +2. Javelins do 1d8 damage instead of 1d6.

Mobile Master: Requirement: Dragoon. +3 to saving throws vs. sustaining mobile terrain.

Scaled Soldier: Requirement: Dragoon, Str 13, Con 13. Reduce the movement and armor check penalties of wearing heavy armor by 1.

Shadow Slither: Requirement, Dragoon, training in Stealth. When you Slither, you can make a stealth check in the middle of a move action, instead of at the end of the move action. +2 damage while Slithering if you are hidden from your target.

Steady Wings: Requirement: Dragoon, training in Athletics training in Acrobatics. You gain a +2 feat bonus to Acrobatics checks while Leaping or Slithering, as well as reducing damage taken from a fall. You gain a +2 feat bonus to Athletic Jump checks, and you are always considered to have a running start.

Terrifying Resurgence: Requirement: Dragoon, Draconic Might. When you use your second wind, you push each enemy within your reach one square.

Raazan
2013-05-02, 06:21 PM
Paragon Tier
Encounter 13
Diving Dragon Rush [Full Discipline, Leaping, Martial, Rattling, Weapon]
You leap and whirl your blade, sending your target Flying
Movement Technique
Move Action, Personal
Effect: Leap 4 squares.

Attack Technique
Standard Action -- Leap Path 1
Target: Each enemy in path
Attack: Strength versus Reflex
Hit: 2[W] + strength modifier damage. You slide each target 1 square, then knock it prone.
Draconic Might: This attack deals additional damage equal to your Charisma modifier.

Roaring Avalanche [Martial, Weapon]
You strike a series of rapid blows to your target's head, leaving them disoriented and deafened.
Standard Action Melee Weapon
Target: One creature
Attack: Strength versus Fortitude
Hit: 1[W] + strength modifier damage and the target is deafened (save ends) and stunned until the end of your next turn.

Scorpion Stings the Giant [Full Discipline, Martial, Slither, Weapon]
You spring through the chaos, piercing your foe's leg with your weapon and leaving them crippled in your wake.
Movement Technique
Move Action, Personal
Effect: Slither 4 squares

Attack Technique
Standard Action Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and weakened (save ends both).
Draconic Cunning: After the attack and slither is resolved, you may shift a number of squares equal to your Dexterity modifier.



The Tree is Felled [Full Discipline, Martial, Slither, Weapon]
Movement Technique
Move Action
Effect: Slither 6

Attack Technique
Standard Action Close Burst 2
Target: All enemies in burst
Attack: Strength vs. Fortitude
Hit: 2[W]+Strength damage, and the target is dazed until the end of your next turn

Piercing Arrow [Full Discipline, Leap, Martial, Weapon]
Movement Technique
Move Action
Effect: You Leap 6 squares

Attack Technique
Standard Action Melee Weapon
Target: one enemy in range
Attack: Strength vs. Reflex
Hit: 2[W]+Strength modifier damage, and the target is immobilized until the end of your next turn.

Level 15
Boulder Crashes Down [Martial, Weapon, Aura]
Standard Action Close Burst 1
Target: each enemy in burst
Attack: Strength vs. AC
Hit: 3[W]+Strength modifier damage, and the target is knocked prone.
Miss: Half damage
Effect: Landslide Aura 2: until the end of your next turn, each enemy that ends its turn within Landslide Aura is knocked prone.
Sustain: save
Draconic Might: you can sustain landslide aura as a minor action.

The Behemoth Swings its Tail [Martial, Weapon]
Standard Action Melee Weapon
Target: one enemy in range
Hit: 1[W]+Strength modifier damage, and the target is stunned (save ends)
Aftereffect: the target is dazed (save ends)
Miss: Half damage, and the target is dazed until the end of your next turn.

Water Flows Around [Martial, Weapon]
You perform dozens of minor attacks, slipping in concussive blows to the head, swipes at the legs, and confusing flourishes of your weapon.
Standard Action Close Burst Weapon
Target: Each enemy in burst
Attack: Strength vs. AC, Fortitude, Reflex, Will
Hit (AC): 3[W]+Strength Modifier Damage
Hit (Fortitude): The target is weakened (save ends)
Hit (Reflex): The target is knocked prone and slowed (save ends)
Hit (Will): The target is dazed (save ends)
Miss (AC): Half damage
Special: Make one attack roll, but compare it to all four defenses. A target is subject to all effects that hit their respective targets, whether that is all, any, or only the miss effect. The target must make a saving throw against each ongoing effect separately.

Whirlwind Holds the Blade [Martial, Weapon]
Standard Action Close Blast Weapon
Target: Each enemy in burst
Hit: 3[W]+Strength Modifier Damage
Miss: Half damage
Effect: Whirlblade Aura 2: until the end of your next turn, each enemy that ends its turn within Whirlblade Aura takes 2[W] damage is slowed.

Paragon Paths
Chromatic Dragoon
Requirement: Dragoon
Level 11: You gain a +1 class bonus to Speed. Whenever you Leap, increase the number of square you Leap by one. This extra movement is not limited by your speed.
Level 11: Whenever you spend an action point, you can Leap while slowed, dazed, immobilized, or restrained, and you can carry grabbed creatures.
Level 16: +2 damage while Leaping.

Dragoon Breath
Requirement: Dragoon
Level 11: All your non-Leap-Path Dragoon powers can be used at range with Heavy Thrown weapons if you are not using a shield. The range of Dragoon powers used in this fashion becomes the short range of your heavy thrown weapon. If you use a Dragoon power that is Close Burst with a Heavy Thrown weapon, the power becomes Area Burst instead.
Level 11: Whenever you spend an action point, your range with heavy thrown weapons increases by one until the end of your next turn.
Level 16: Whenever you use a Leap Path attack technique with a [Heavy Thrown] weapon, you can choose to not move and make the trajectory of your [Heavy Thrown] weapon form the Leap Path. The range of the power becomes the short range of your [Heavy Thrown] weapon.

Dragoon Claw
Requirement: Dragoon, Monk
Level 11: +2 damage with opportunity attacks
Level 11: Whenever you spend an action point, you gain threatening reach until the end of your next turn.
Level 16: Your unarmed strike becomes 1d8 damage with a +3 proficiency bonus, and gains [Reach]

Dragoon Knight
Requirement: Dragoon, mounted combat feat
Level 11: While mounted, your mount gains +2 speed, and you increase the maximum distance you can Slither and Leap by 4 squares.
Level 11: Whenever you spend an action point, you can make a melee basic attack as a free action with a -2 attack penalty. Or if you are mounted, your mount can make a melee basic attack as a free action with a +2 attack bonus.
Level 16: Whenever an enemy attacks you while mounted, you can choose whether the primary target is either yourself or your mount.

Platinum Dragoon
Requirement: Dragoon
Level 11: You gain a +1 class bonus to Speed. Whenever you Slither, increase the number of squares you Slither, by one. This extra movement is not limited by your speed.
Level 11: Whenever you spend an action point, until the end of your turn, you can Slither your speed as a move action.
Level 16: +2 damage while Slithering.

Spear of Destiny
Requirement: Dragoon
Level 11: You gain Proficiency(Plate) and Proficiency(Light Shield).
Level 11: Whenever you spend an action point, each ally within your reach gains your shield's AC and Reflex bonus as a shield bonus until the end of your next turn.
Level 16: Whenever you use a one-handed Spear, you gain [High Crit].

Raazan
2013-05-02, 06:22 PM
Epic Tier
This space reserved

Hawk7915
2013-05-03, 01:37 PM
There's a lot here, so this is just a start. First, the usual caveat: If you want a martial controller it makes far more sense to play a Polearm Fighter or build an essentials-style Monk build that does it, rather than make a whole class.

Class Chassis: Seems fine.

Class Features: A bit wordy with Leap, Slither, Mobile Terrain (why not just have mobile zones that change terrain to difficult on some powers or something like that?), but that isn't bad. De-marking is hilarious :smallsmile:.

Not sure how much I like Scaleborn: since Dex is secondary, it's almost always better to just let your Scale or Plate give a +7 or +8. By the time you crank Dex high enough to enjoy a better armor bonus, it makes sense to just wear hide and not have to suck up speed and check penalties. I'd rather see a bonus to light armor (+2 AC in light, or +1 AC and +1 Will, or Strength instead of Dex to AC?) to make Light Armor comparable to Heavy for a Dragoon who is dex-heavy. Ultimately, I think I'd ditch this feature entirely and focus the class into heavy armor. Maybe change Scaleborn to: "The Dragoon ignores speed and check penalties from wearing heavy armor"?

I really do like Combat Control, but it doesn't feel very "control-y" and chewing through minor action sucks on a controller. Why not make it work like the Fighter? They may choose to "De-mark" whomever they hit? Again, since it only protects the Dragoon, it isn't likely to be game-breaking by any means.

At-will: Almighty Push, Furious Whirlwind, and The Ribbon Dances on the Breeze are just way too powerful. Compared to Freezing Burst (a fantastic at-will for most Wizards) or Chill Wind (a solid druid at-will), Almighty Push and Furious Whirlwind all do far too much damage while imposing similar control. This isn't necessarily the worst, since the Dragoon has to melee while the Wizard or Druid can hide 10 squares away, but it still seems like a bit much. The real problem child is "The Ribbon Dances..." while you can't unload on one target, this is almost always better than Twin Strike, which is one of the most powerful at-wills in the entire edition. You could drop the strength mod to damage, or bump it to E1, or just axe it entirely, but it has to be changed. It honestly feels a lot like a striker power, so it wouldn't be bad to drop it.


Encounter 1: Most of these seem alright although not very control-y. The only ones I'm a bit leery of are "The Swallow Rides...", since a friendly Close Burst 2 for 1d10+strength is really huge at level 1, especially with free "leaping" baked in. That might be fine though. The real issue is "Willow in the Storm": an out of turn 2[W] that imposes a debuff? Ideally you'll be unattractive and it wouldn't come up much, but 2[W] as an immediate at E1 seems a bit much compared to other controllers and even other strikers.


Daily 1: Sustain: Save is an interesting mechanic. Cyclone on the Plain seems too weak. Dragoons can currently get a big Close Burst 2 for the same damage out of their encounter powers, and the aura needs a lot to go right in order to impose combat advantage (Deafened is a worthless status condition). The other three seem alright although again I'm not sure if its control-y enough. I wouldn't ask for a power that equals or beats, say, Sleep or Fountain of Flame, but these powers don't even cut the mustard compared to the Druid's Faerie Fire, Savage Frenzy or the Wizard's Freezing Cloud.

More will follow. I see this class as having an uphill battle, since it makes sense for it to impose "Death" as its primary status condition but a melee martial controller is going to be a hard design. I would consider not "keywording" Slither and Leaping and instead just spelling them out for individual powers, but I'm not sure yet.

Raazan
2013-05-03, 06:44 PM
Before I respond, I would like to repeat that I did not create this class. Someone else did, but they never finished, and I would like to finish the class because I like the idea behind it

I like your idea for the demark, but that might reduce the effectiveness of the powers, like Furious Whirlwind, which demark the target. what if it was a free action, but you could only do it once per round?


The real problem child is "The Ribbon Dances..." while you can't unload on one target, this is almost always better than Twin Strike, which is one of the most powerful at-wills in the entire edition.
No, it isn't. If a ranger has two enemies in melee range, he can call one of them his quarry, and therefore deal 1d6 extra damage (2d6 at 11th and 3d6 at 21st) and therefore deal more damage. if there is one enemy in melee range, then the ranger will hit them twice and deal way more damage, because the dragoon can only hit that enemy once. this is only better if you're fighting lots of minions, which is where controllers excell anyway.


The only ones I'm a bit leery of are "The Swallow Rides...", since a friendly Close Burst 2 for 1d10+strength is really huge at level 1, especially with free "leaping" baked in. That might be fine though. The real issue is "Willow in the Storm": an out of turn 2[W] that imposes a debuff? Ideally you'll be unattractive and it wouldn't come up much, but 2[W] as an immediate at E1 seems a bit much compared to other controllers and even other strikers.

These seem like fair complaints. what if "the Swallow Rides..." was close burst 1? and what if "Willow in the Storm" was only 1[W]?

also, if I reduce "The Swallow Rides..." to close burst 1, this daily power will have an advantage again. what if the aura only required them to be in the aura.
As far as I can tell, the Sustain: save thing is referencing the mobile terrain description, which mentions that you have to make a save everytime you move (voluntarily or involuntarily)

again, I'm looking for ideas on how to finish this class. I cannot take crediit for this class, I just copied the information from another thread which hasn't been posted on or even edited since 2010.

Hawk7915
2013-05-03, 07:42 PM
Okay. I can respect that: get the remaining powers and PPs and feats written and then worry about rebalancing what you were given to start with. I don't have time to write out whole powers yet, but here's my observations:

- In Heroic, the Dragoon's powers seem to exclusively use "soft control". There's a few Dazes and Immobilizes, but it's mostly full of Slows, "move or be punished" effects, and forced movement/prone effects alongside a few debuffs (mostly making targets grant Combat Advantage). Their damage is good (likely too high on Encounter powers and too low on Dailies), but they lack the tools to really do their job. That can be okay in Heroic, as they are more like a Striker. But in Paragon, they'll need some more hardcore control tools. I'd suggest a strong single-target Restrain, Blind, or Stun at E13, moving to mass Dazing/Immobilizing with high damage for dailies, and possibly something that makes a target Unconscious or "Charms" it (slide and it attacks an ally) later in Paragon tier.

A Dragoon can't Dominate, it wouldn't make sense, but pretty much every other major controller tool in the book can make sense for them with the right fluff (Blind, Restrain, Stun, Daze, "Charm", cause Vulnerability, Unconscious, Helpless). By all means they should still get some big pushes/slides and huge bursts of damage, but start looking to give some nice control attacks too.

When I designed my Death Knight class (see signature), for most levels I'd go in and look at Fighter, Paladin, and Runepriest attacks at that same level. This helped me to make sure I had damage and effects that were in-line with other classes, while also making sure I gave the class its own unique feel. I'd heartily suggest a similar plan for you: Take a peek at Wizard, Druid, and Monk to get an idea of what sort of power you should be aiming for while making sure you stick to the theme: a hard to hurt hit-and-run attacker with tons and tons of forced movement and reach weapon attacks. Accurate and high damage but short-range controller.

Hope that helps! I'll look at Paragon Paths a bit later.

Raazan
2013-05-04, 03:02 PM
one of my ideas was a close burst daze. my vision was the dragoon twirling his weapon around so that the flat of his blade hits the enemies heads, thus the daze. your ideas sound good, but i'm still looking for damage numbers to go with them. your ideas are great though, thanks.

Raazan
2013-05-04, 03:49 PM
Okay, my last post was a bit rushed, but now i've got plenty of time to respond in detail.
First off, thank you for the understanding additude. your advice has been very helpful.
Your power ideas were very helpful, and I thank you for them. the main problem I am having designing these powers is that most wizard/druid/invoker/seeker powers (I'm currently not looking at the Psion because it doesn't have any encounter attack powers) is that most of them are ranged powers, and I'm not sure how much I should increase the damage/effect to compensate for the close range (or even if I should increase it at all). I have only found one level 13 blast power, and not a single close burst power (although I still have to check arcane and primal power). I'm working on it though. your advice on theme is very helpful. I'll see what I can do.

Edit: I just found the monk power "Furious Bull", and it seems like a perfect base for an encounter power. Working on the conversion now.

Hawk7915
2013-05-05, 11:17 AM
Okay, my last post was a bit rushed, but now i've got plenty of time to respond in detail.
First off, thank you for the understanding additude. your advice has been very helpful.
Your power ideas were very helpful, and I thank you for them. the main problem I am having designing these powers is that most wizard/druid/invoker/seeker powers (I'm currently not looking at the Psion because it doesn't have any encounter attack powers) is that most of them are ranged powers, and I'm not sure how much I should increase the damage/effect to compensate for the close range (or even if I should increase it at all). I have only found one level 13 blast power, and not a single close burst power (although I still have to check arcane and primal power). I'm working on it though. your advice on theme is very helpful. I'll see what I can do.

Edit: I just found the monk power "Furious Bull", and it seems like a perfect base for an encounter power. Working on the conversion now.

Monk and Wildshape Druid attacks should give you a good baseline for damage. Monk is a striker, yes, but as the other "full discipline" class in the game and as a Striker who is more of a controller (because it focuses a lot on mobility denial and AoE attacks) it is a good measuring stick.

I'll see if I can't crank out a few ideas a bit later :smallsmile:

EDIT: Here's a few E13s. A damage boost and they'd probably be acceptable as E17s instead.


Diving Dragon Rush -- Dragoon Attack 13
You leap and whirl your blade, sending your targets flying.
Encounter, * Full Discipline, Leaping, Martial, Rattling, Weapon
Movement Technique
Move Action, Personal
Effect: Leap 4 squares.

Attack Technique
Standard Action -- Leap Path 1
Target: Each enemy in path
Attack: Strength versus Reflex
Hit: 2[W] + strength modifier damage. You slide each target 1 square, then knock it prone.
Draconic Might: This attack deals additional damage equal to your Charisma modifier.

Roaring Avalanche -- Dragoon Attack 13
You strike a series of rapid blows to your target's head, leaving them disoriented and deafened.
Encounter * Martial, Weapon
Standard Action -- Melee Weapon
Target: One creature
Attack: Strength versus Fortitude
Hit: 1[W] + strength modifier damage and the target is deafened (save ends) and stunned until the end of y our next turn.

Scorpion Stings the Giant -- Dragoon Attack 13
You spring through the chaos, piercing your foe's leg with your weapon and leaving them crippled in your wake.
Encounter * Full Discipline, Martial, Slither, Weapon
Movement Technique
Move Action, Personal
Effect: Slither 4 squares

Attack Technique
Standard Action -- Melee Weapon
Target: One enemy
Attack: Strength versus AC
Hit: 2[W] + Strength modifier damage, and the target is slowed and weakened (save ends both).
Draconic Cunning: After the attack and slither is resolved, you may shift a number of squares equal to your Dexterity modifier.


What do you think? Is that the sort of thing you are looking for?

Raazan
2013-05-05, 12:09 PM
Okay, I've added three level 13 encounter powers, but I need at least one more before I can even consider calling that level done. Here is my summary of them and their logic
"The Dragon Leaps" is based on the monk Discipline "Furious Bull", I simply changed the movement (which already ignored enemies in the way) to leap. You can envision this as the dragoon leaping into the air and throwing his enemies away as he lands if you like.

"The Boulder Falls" is based off of a druid power. the druid version had a range of five, so I gave the dragoon the option to leap 4 squares, which equates to the same distance because all powers require reach weapons.

"The Tree is Felled" is just something I made. please tell me what you think.

Edit: yes this is what I am looking for, I just have one minor quibble. if it is not to inconvenient, please try to keep the format similar to what is already written. It's easier to write powers in that format than it is to change the format of everything else already written. thank you.

Raazan
2013-05-15, 09:00 PM
Where did everbody go?

Raazan
2014-05-18, 04:59 PM
Ok, I have come back to this thread, and since I am the thread creator, it is not thread necromancy. this should move it to recent postings, so people should be able to find this by looking at the homebrew forum. I am going to alter the first post to make sure it is up to date