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    Pixie in the Playground
     
    SwashbucklerGuy

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    Default [4.0] Dragoon, a Martial Controller Class

    DRAGOON

    CLASS TRAITS
    Role: Controller. Your exclusive training on weapons with reach, mobility and alchemical weapons gives you the skill to put foes right where you want them and away from you.
    Power Source: Martial. Through rigorous focus wielding the most common of manufactured weapons that while at times expendable, are invaluable tools of destruction in your hands, making you a force to be reckoned with.
    Key Abilities: Strength, Wisdom, Dexterity

    Armor Proficiencies: Cloth, Leather, Hide, Chain
    Weapon Proficiencies: Polearms, Spears
    Bonus to Defenses: +1 Fortitude, +1 Reflex +1 Will

    Hit Points at 1st Level: 12 + Constitution score
    Hit Points per Level Gained: 5
    Healing Surges per Day: 5 + Constitution modifier

    Trained Skills: Athletics. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis), Thievery (Dex)

    Class Features: Heavy Armor Mastery, High Clearance, Technological Tactician

    DRAGOON CLASS FEATURES
    Dragoons have the following class features.

    HEAVY ARMOR MASTERY
    Through years of training in armor that would cripple the mobility of other warriors, the dragoon can move as if they were wearing not armor at all. While wearing heavy armor, skill check and speed penalties are reduced by 1. This reduction increases to 2 at 11th level and 3 at 21st level.

    HIGH CLEARANCE
    You have an uncanny ability to jump leaps and bounds beyond other heroes. When jumping, divide by 5 instead of 10. When jumping with a running start, divide by 3. Also, this feature gives you a +1 bonus to Athletics. This bonus increases to +2 at 11th level and +3 at 21st level.


    TECHNOLOGICAL TACTICIAN
    Dragoons use advanced technology to master the field of battle. Some prefer to keep their foes at a distance and bewilder them with alchemical attacks and their close quarters control of the fight with polearms. Others prefer using the sharp bite of a spear and their own natural agility to put their foes down—and keep them down. Choose one of the following options:

    Sage Chemistry: Your prowess with advanced technology allows you to add your Wisdom modifier when making attacks using alchemical items. In addition, you gain Alchemy as a bonus feat and start play knowing Javelin Stone and two other first level formulas. You also gain the grenadier’s aim power.

    Opportunistic Hoplite: Your skill with spear weapons is unmatched. When wielding spear weapons you can make additional attacks of opportunity up to your Dexterity modifier and add your Dexterity modifier as bonus damage to opportunity attacks. You gain the threatening reach power.

    DRAGOON POWERS
    Your powers are called exploits and you create them by deftly maneuvering yourself, your polearm or spear and even alchemical attacks to rule the battlefield. Attributed to their name, many dragoon exploits are based on how actual dragons fight.

    CLASS FEATURES
    A dragoon receives one of two powers based on their chosen Technology Tactician option.

    Grenadier’s Aim Dragoon Feature
    With your keen awareness you lob an alchemical weapon at the enemy, knowing full well the pain your unfortunate enemy will experience when they are inevitably hit by it.
    At-Will ♦ Martial, Weapon
    Standard Action Ranged 10
    Target: One creature
    Attack: Wisdom + 2 vs. Reflex
    Hit: Special. Use the damage of the alchemical weapon used in the attack and add your Wisdom modifier to the damage roll.
    Level 21: Add your Wisdom modifier to ongoing damage for alchemical weapons.

    Threatening Reach Dragoon Feature
    You swing your spear in wide arcs to warn nearby foes the danger of getting too close.
    Encounter ♦ Martial
    Minor Action Personal
    Effect: Gain threatening reach 2 until end of next turn. Enemies making any movement within your reach provoke an attack of opportunity. If an enemy shifts within 1 square of you, they also provoke an attack of opportunity.

    LEVEL 1 AT-WILL EXPLOITS

    Claw Swipe Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Standard Action Melee weapon 2
    Requirement: Must be using a polearm or spear weapon.
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you can shift 1 square.
    Level 21: 2[W] + Strength modifier damage.
    Special: You can use this power as a melee basic attack.


    Crescent Slice Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Standard Action Melee weapon 1
    Requirement: Must be using a polearm or spear weapon.
    Target: One creature
    Attack: Strength vs. AC
    Hit: 1[W] damage per attack, and push target 1 square. Make secondary attack.
    Secondary Target: One creature within reach.
    Secondary Attack: Strength vs. Fortitude
    Hit: Strength modifier damage and push target a number of squares equal to half your Wisdom modifier.
    Level 21: 2[W] damage per attack.

    Disheartening Bite Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Standard Action Melee weapon 2
    Requirement: Must be using a polearm or spear weapon.
    Target: One creature
    Attack: Strength vs. Fortitude
    Hit: 1d8 + Strength modifier damage and target is weakened until the end of your next turn.
    Level 21: 2d8 + Strength modifier damage.

    Tail Sweep Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Standard Action Close blast 2
    Requirement: Must be using a polearm or spear weapon.
    Target: Each creature in blast
    Attack: Strength vs. Reflex
    Hit: 1d6 + Strength modifier damage, and target is knocked prone.
    Level 21: 2d6 + Strength modifier damage.


    LEVEL 1 ENCOUNTER EXPLOITS

    Harrier Flurry Dragoon Attack 1
    Encounter ♦ Martial, Weapon
    Standard Action Close blast 3
    Target: Each enemy in blast
    Attack: Strength vs. AC
    Hit: 1[W] + Strength modifier damage, and you slide the target 1 square. You shift up to 3 sq and must end your shift in the blast area.

    Heels Over Head Dragoon Attack 1
    Encounter ♦ Martial, Weapon
    Standard Action Melee weapon 2
    Requirement: You must be wielding a polearm weapon.
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: 2d4 + Wisdom modifier damage, and the target is knocked prone and dazed (save ends).

    Piercing Thrust Dragoon Attack 1
    Encounter ♦ Martial, Weapon
    Standard Action Melee weapon 2
    Requirement: You must be wielding a spear weapon.
    Target: One creature
    Attack: Dexterity + 2 vs. AC
    Hit: 2[W] + Dexterity modifier damage. If the target is bloodied, the attack deals extra damage equal to your Wisdom modifier.

    Splintering Spear Dragoon Attack 1
    Encounter ♦ Martial, Reliable, Weapon
    Standard Action Ranged 10
    Requirement: You must be wielding a spear weapon.
    Primary Target: One creature or object.
    Attack: Dexterity vs. Reflex
    Hit: 1[W] + Dexterity modifier damage. Make a secondary attack.
    Secondary Target: Each creature adjacent to the primary target.
    Secondary Attack: Dexterity vs. Reflex
    Hit: 1d6 + Dexterity modifier damage.
    Effect: The weapon used is destroyed.

    LEVEL 1 DAILY EXPLOITS

    Blazing Stalwart Dragoon Attack 1
    Daily ♦ Fire, Martial, Weapon
    Standard Action Special
    Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must know the alchemist’s fire alchemical formula to use this attack. You must be wielding a polearm weapon.
    Target: One enemy adjacent to the square you land in.
    Attack: Wisdom vs. AC
    Hit: 2[W] + Wisdom modifier fire damage.
    Miss: Half damage.
    Effect: Any enemy that hits you with an attack of opportunity in the required movement takes your Wisdom modifier fire damage. After the end of your attack, you gain +2 to AC and Reflex until the end of your next turn.

    Drake Lunge Dragoon Attack 1
    Daily ♦ Fear, Martial, Weapon
    Standard Action Special
    Requirement: You must make an Athletics check to jump to a square adjacent to an enemy. This movement provokes attacks of opportunity. You must be wielding a spear weapon.
    Primary target: One enemy adjacent to the square you land in.
    Attack: Dexterity – 2 vs. AC
    Hit: 3[W] + Strength modifier damage and enemy is knocked prone. Make secondary attack.
    Secondary Target: All enemies that can see you.
    Secondary Attack: Wisdom vs. Will. +2 to attack if primary target is reduced to 0 hp or lower; +2 to enemy that made a successful attack of opportunity.
    Hit: Target moves number of squares equal to Wisdom modifier away from you and is immobilized (save ends). This movement provokes attacks of opportunity.
    Miss: Half damage and enemy is not knocked prone. Do not make secondary attack.

    Full Circle Dragoon Attack 1
    Daily ♦ Martial, Weapon
    Standard Action Close burst 2
    Target: Each creature in burst
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage.
    Miss: Half damage.

    Good Night Kiss Dragoon Attack 1
    Daily ♦ Martial, Weapon
    Standard Action Melee weapon 1
    Target: One creature
    Attack: Strength vs. Fortitude
    Hit: 3d8 + Strength modifier damage, and the target is dazed (save ends).
    If target fails its first saving throw to this power, the target becomes unconscious (save ends).
    Miss: Half damage.

    LEVEL 2 UTILITY EXPLOITS

    Great Jump Dragoon Utility 2
    Encounter ♦ Martial
    Move Action Personal
    Effect: You make an Athletics check to jump with a +10 power bonus, and you do not have to move to make a running jump.

    Leap Through the Fray Dragoon Utility 2
    Encounter ♦ Martial
    Move Action Personal
    Effect: You make an Athletics check to make a standing long jump. You shift the resulting number of squares.

    Witty Retort Dragoon Utility 2
    Encounter ♦ Martial, Psychic
    Immediate Reaction Melee 1
    Trigger: An enemy misses you with a melee attack.
    Effect: You mark the triggering enemy. If they miss you on their next attack that includes you as a target, they take your Charisma modifier Psychic damage (minimum 1).

    LEVEL 3 ENCOUNTER EXPLOITS

    Hook Em Dragoon Attack 3
    Encounter ♦ Martial, Rattling, Weapon
    Standard Action Melee weapon 2
    Requirement: You must be wielding a polearm weapon.
    Target: One creature
    Attack: Wisdom vs. Reflex
    Hit: Wisdom modifier damage, and you shift target 1 square and target is slowed (save ends). If target is already slowed, they are immobilized (save ends).
    Special: As long as target is immobilized and you remain within reach, you can shift target 1 square as a minor action. Rattled keyword sustains until enemy is no longer immobilized or the end of your next turn in which you do not use a minor action to shift target.

    Rushing Breach Dragoon Attack 3
    Encounter ♦ Martial, Weapon
    Standard Action Melee weapon + 1 Reach
    Requirement: You must charge as a part of this action. You must be wielding a spear weapon.
    Target: One creature
    Attack: Dexterity vs. AC
    Hit: 2[W] damage and target is pushed 1 square and knocked prone. Make secondary attack.
    Secondary target: Creatures adjacent to primary target.
    Secondary attack: Strength vs. Reflex
    Hit: Target is knocked prone.

    Tail Slap Dragoon Attack 3
    Encounter ♦ Martial, Weapon
    Standard Action Melee weapon 2
    Target: One, two, or three creatures
    Attack: Strength vs. Fortitude, three attacks
    Hit: 1d8 + Strength modifier damage. If all three attacks hit a single target, the target is stunned until the end of your next turn.

    Trade Places Dragoon Attack 3
    Encounter ♦ Martial, Weapon
    Immediate Reaction Melee weapon 2
    Trigger: An enemy within range misses you or an ally with a melee or ranged attack.
    Target: Triggering enemy.
    Attack: Strength vs. Reflex
    Hit: 1[W] + Strength modifier damage and you slide target into your square as you shift into theirs.




    LEVEL 5 DAILY EXPLOITS

    Corrosive Shards Dragoon Attack 5
    Daily ♦ Acid, Martial, Weapon
    Standard Action Area burst 1 within 10 squares
    Requirement: You must be wielding alchemist’s acid to attack.
    Target: Each creature in burst
    Attack: Wisdom vs. Reflex
    Hit: 4d4 + Wisdom modifier acid damage.
    Miss: Half damage.
    Afteraffect: Ongoing 5 acid damage until the creature is dead or uses a healing surge.

    Parry and Riposte Dragoon Attack 5
    Daily ♦ Martial, Stance, Weapon
    Minor Action Personal
    Effect: Any enemy that makes a melee attack against you and misses takes 1[W] damage and you slide them 1 square as long as you are able to make attacks of opportunity.

    You’re Coming With Me Dragoon Attack 5
    Daily ♦ Invigorating, Martial, Weapon
    Immediate Reaction Melee weapon 1
    Requirement: You must be wielding a polearm weapon.
    Trigger: An effect from a melee attack would cause you to be pushed or fall prone.
    Target: Triggering enemy
    Attack: Strength vs. Reflex
    Hit: 2[W] + Strength modifier damage, and target is pulled 1 square or falls prone.
    Effect: You are not pushed or do not fall prone.
    Miss: Half damage, and target is pulled 1 square or falls prone and so do you.

    LEVEL 6 UTILITY EXPLOITS

    Critical Rescue Dragoon Utility 6
    Daily ♦ Martial
    Immediate Interrupt Melee weapon 2
    Trigger: Enemy scores a critical hit against an ally within range.
    Effect: Slide ally to closest square not adjacent to triggering enemy. If this would be impossible, the critical hit turns into a normal hit.

    Improvised Alchemy Dragoon Utility 6
    Encounter ♦ Martial
    Standard Action Personal
    Prerequisite: You must be trained in Thievery.
    Effect: Create volatile alchemical item of this power’s level or lower without component cost. Reduce item’s range to 2/5. Items with ranged 10 have ranged 5. If you attack and miss with this item, nothing happens and the item is destroyed. If you do not use this item by the end of the encounter, the item is rendered useless.

    Jumping Climb Dragoon Utility 6
    At-Will ♦ Martial
    Move Action Personal
    Effect: Make an Athletics check to climb a surface. You can move a number of squares as if you had made a long jump with a running start and rolled a 10.

    LEVEL 7 ENCOUNTER EXPLOITS

    Whirling Doom Dragoon Attack 7
    Encounter ♦ Martial, Rattling, Weapon
    Standard Action Close burst 2
    Target: Each enemy in burst.
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage.

    Wing Slam Dragoon Attack 7
    Encounter ♦ Martial, Weapon
    Standard Action Close burst 1
    Effect: Make a high jump. Factor your number of squares worth of clearance into the number of squares this attack pushes. This movement does not provoke an attack of opportunity. You must be wielding a polearm weapon.
    Target: Each enemy in burst.
    Attack: Wisdom vs. Reflex
    Hit: 2[W] damage and the target is pushed the number of squares worth of clearance in your high jump.

    Wyvern’s Descent Dragoon Attack 7
    Encounter ♦ Martial, Poison, Weapon
    Standard Action Area burst 1
    Requirement: You must move 2 squares and make a long jump, landing in a square occupied by an enemy. You must be wielding a spear weapon.
    Primary Target: The enemy whose square you land in.
    Primary Attack: Dexterity vs. Fortitude
    Hit: 2[W] + Strength modifier damage, and target is knocked prone and takes ongoing 2 poison damage (save ends). Make secondary attack.
    Secondary Target: All enemies adjacent to primary target.
    Secondary Attack: Dexterity vs. Fortitude
    Hit: 1[W] + Strength modifier damage, and target is pushed 1 square and takes ongoing 2 poison damage (save ends).
    Miss: You fall prone in the square you land in, even if it is occupied by an enemy.






    LEVEL 9 DAILY EXPLOITS

    Dragon’s Roar Dragoon Attack 9
    Daily ♦ Martial, Fear, Psychic, Weapon
    Standard Action Close burst 5
    Target: All enemies within burst that can hear you.
    Attack: Wisdom vs. Will
    Hit: Wisdom modifier Psychic damage and the target is pushed 2 squares. Any ally adjacent to a target can make a melee basic attack against target as a free action.

    Impaler Dragoon Attack 9
    Daily ♦ Martial, Rattling, Weapon
    Standard Action Melee weapon 1
    Requirement: Must be using a spear weapon.
    Target: One creature
    Attack: Strength vs. Fortitude
    Hit: 3[W] + Strength modifier damage, and the target is immobilized until you perform a secondary action which requires a minor action.
    Effect: The weapon used in this attack cannot be used to make any attacks until the Shake Em Off secondary action is taken.
    Shake Em Off: As a secondary action, you push the target 1 square and deal Strength damage. The target takes ongoing 10 damage (save ends).
    Miss: Half damage.

    Sublime Strike Dragoon Attack 9
    Daily ♦ Cold, Martial, Weapon
    Standard Action Close blast 3
    Requirement: You must know the alchemist’s frost alchemical formula to use this attack. You must be wielding a polearm weapon.
    Target: Each creature in blast
    Attack: Wisdom vs. Reflex
    Hit: 2[W] + Wisdom modifier cold damage, and target is immobilized (save ends).
    Aftereffect: Target is slowed (save ends).
    Miss: Half damage and the target is slowed (save ends).

    Vicious Recovery Dragoon Attack 9
    Daily ♦ Invigorating, Martial, Weapon
    Immediate Reaction Melee weapon 1
    Requirement: You must be wielding a spear weapon.
    Trigger: You are hit by a melee attack.
    Attack: Strength vs. AC
    Hit: 2[W] + Strength modifier damage, and target is weakened (save ends) and one enemy adjacent to target takes your Strength modifier damage.
    Effect: Shift 1 square.
    Miss: Half damage, and target is weakened (save ends).




    LEVEL 10 UTILITY EXPLOITS

    Back to the Wall Dragoon Utility 10
    At-Will ♦ Martial
    No Action Personal
    Requirement: You must be trained in Acrobatics.
    Effect: You are never considered flanked while adjacent to a solid surface.

    Reflective Parry Dragoon Utility 10
    Daily ♦ Martial
    Immediate Interrupt Personal
    Trigger: An enemy would hit you with a ranged attack.
    Effect: Enemy rerolls attack against you to hit themselves instead.

    Roll With the Punches Dragoon Utility 10
    Encounter ♦ Martial
    Immediate Reaction Personal
    Effect: Whenever affected by a forced movement, you may extend the effect by a number of squares equal to your Dexterity modifier. You can move through enemy squares but you must end the movement in an unoccupied square.
    Last edited by Chi_Mangetsu; 2009-09-17 at 12:39 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Calmar's Avatar

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    Hey

    Unfortunately I don't know much about 4E mechanics and can't give you useful feedback in this respect, but I like the concept of this class.
    Last edited by Calmar; 2009-09-13 at 03:22 PM.

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    BlueKnightGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    I like the basic idea, but I feel the execution needs some work. I haven't throughly examined the powers beyond the first few levels, but a lot of your powers seem too powerful.

    Quote Originally Posted by Chi_Mangetsu View Post
    Crescent Slice Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Standard Action Melee weapon 1
    Target: One or two creatures
    Attack: Strength vs. AC, two attacks
    Hit: 1[W] damage per attack, and push target 1 square.
    Effect: If both attacks hit the same target, push a number of squares equal to your Wisdom modifier.
    Level 21: 2[W] damage per attack.
    This is essentially a stronger version of the Ranger's Twin Strike. And Twin Strike itself is already overpowered. Multi-attacks in general are a problem because they make all the bonuses to damage you get count double (or more). An epic fighter with a greatsword can only apply his +3 damage from Weapon Specialization (heavy blade) once, an epic ranger with two bastard swords can apply it to each attack. It gets even worse with multiclassing and taking paragon paths designed for other classes. For example, there is the Pitfighter paragon paths for fighters which allows you to add your Wisdom modifier as extra damage to all melee attacks. This may be balanced on a fighter using one weapon, but with multi-attacks it becomes just crazy.

    Here's one possible edit:

    Crescent Slice Dragoon Attack 1
    At-Will ♦ Martial, Weapon
    Requirement: You must be wielding a spear or a polearm
    Standard Action Melee weapon 1
    Target: One or two creatures
    Attack: Strength vs. AC
    Hit: 1[W] damage and you make a secondary attack.
    Secondary attack: Strength vs Fortitude
    Secondary Hit: You push the target a number of squares equal to half your Wisdom modifier (minimum 1).
    Secondary Miss: You push the target 1 square.
    Level 21: 2[W] damage per attack.

    I added the requirement of using a spear or polearm because other classes might access this power through multiclassing. I made the big push equal to half the modifier because I think full modifier on an at-will power is too strong (especially on epic levels).

    Also, while many powers utilize Wisdom in some way only a single level 9 power uses Dexterity. Considering you listed Dexterity as an important ability for the build I'd expect there to be more attacks that involve it in one way or the other.

    Another (related) thing I miss is two distinct builds. Like Rogues who can be either Brutal Scoundrels or Artful Dodgers. There should be a weapon style class feature of some sort which makes you pick between two options. One gives you a bonus based on Wisdom and the other a bonus based on Dexterity. Then whenever you'd pick new attack powers you'd choose from one or two powers that benefit from Dexterity, one or two powers that benefit from Wisdom, and one or two powers that just use Strength.

    Presumably the Dex Dragoon would be better at controlling multiple targets (burst attacks, but less knocking prone and weaker forced movement) while the Wis Dragoon would be better at controlling a single target (regular melee attacks but a lot of knocking prone and powerful forced movement).

    The class feature could replace Threatening Reach. Here is a suggestion:

    DRAGOON TACTICS

    You can choose one of the following two benefits:

    Theatening Reach
    If you hit a creature with an opportunity attack you deal bonus damage equal to your Wisdom modifier. If you are wielding a polearm you have threatening reach and once per round when you hit a creature with an opportunity attack you can also slide it 1 square and knock it prone.

    Opportunistic Spearman
    If you hit a creature with an opportunity attack you deal bonus damage equal to your Dexterity modifier. If you are wielding a spear enemies provoke opportunity attacks also by shifting and you gain combat advantage until the end of your next turn against any creature you hit with an opportunity attack.

  4. - Top - End - #4
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    Default Re: [4.0] Dragoon, a Martial Controller Class

    I'm a bit wary of threatening reach at level 1. That's pretty powerful, because it reaches 24 squares.
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    PaladinGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    You can already make an opportunity action on each of the other characters' turns. Most targets aren't going to be provoking more than one OA per round, if that.

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    When I saw this, i though you might be working with the historical Dragoon idea, which would have made for an interesting ranged controler type character.

    You went for the FF version instead.

    Pity.

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    SwashbucklerGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    Quote Originally Posted by Mulletmanalive View Post
    When I saw this, i though you might be working with the historical Dragoon idea, which would have made for an interesting ranged controler type character.

    You went for the FF version instead.

    Pity.
    I considered it, but I wasn't about to approach firearms. I don't know what WotC is going to do with them--and I'm sure eventually they'll add them in--but I was going to avoid stepping on toes if at all possible.

    Quote Originally Posted by CarpeGuitarrem View Post
    I'm a bit wary of threatening reach at level 1. That's pretty powerful, because it reaches 24 squares.
    I suck at math. Also, it only lasts for a round.

    @Dragatus:

    I really like where this is going and I'm definitely going to add some of this stuff in. I was struggling to decide how I'd do different builds, but separating polearms to spears would work well. If you have more ideas along this line, I'd be very appreciative.

    I also have this posted at the WotC site, so check out their comments as well if you like.

    http://community.wizards.com/go/thre...er_Class?sdb=1
    Last edited by Chi_Mangetsu; 2009-09-15 at 02:32 PM.

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    So what is the weakness of this class?

    I see a heavy armor character with an at-will twin strike that does more than twin strike and can be used with two-handed weapons, with striker-level HP, class features that other classes get as the focus of a paragon path as a daily power for a combat or a single round in a combat. Full-W plus stat blast attacks with knock prone attached...

    What is the weakness of the class? What kind of situation would this class desperately want someone else helping it?

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    DwarfClericGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    I agree with Yakk, it does seem pretty overpowered for heroic tier.

    Maybe cut down the heavy armor bit, only give them scale or chainmail to start.

    Reduce the over-all damage, controllers are good at damaging a lot of things at once but only small amounts at a time.

    Actually, making the dragoon history based instead of FF based would probably work a lot better just substitute firearms for bows...or if you're feeling adventurous then create your own firearm weapons.

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    Pixie in the Playground
     
    SwashbucklerGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    It clearly is a bit too awesome for its own good.

    I'm definitely going to reduce the armor to at least scale and I'm going to change the [W] for the area attacks to a set amount of damage. Will make updates soon. Thanks for the input, everyone!


    Edit: Original Post Updated!
    Last edited by Chi_Mangetsu; 2009-09-15 at 04:46 PM.

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    PaladinGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    Quote Originally Posted by Mulletmanalive View Post
    When I saw this, i though you might be working with the historical Dragoon idea, which would have made for an interesting ranged controler type character.

    You went for the FF version instead.

    Pity.
    Well, he kinda did the FF version, and then tacked on alchemy, which really doesn't seem to fit.

  12. - Top - End - #12
    Pixie in the Playground
     
    SwashbucklerGuy

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    Default Re: [4.0] Dragoon, a Martial Controller Class

    It doesn't fit IF you're trying to go for the full-on ripoff, which I wasn't, so I didn't. And it works so well. Besides, you could always take the Opportunistic Hoplite option and not bother with alchemy at all.
    Last edited by Chi_Mangetsu; 2009-09-15 at 07:46 PM.

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