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tlobo
2011-11-15, 05:28 PM
This is a work in progress, I really need advice and I'm going to post really slow, I just dropped all of my games beacuse I'm leaving into an area where internet is hard to get.

Well, I always liked that kind of character, musketeers, swashbucklers, daring, almost crazy, swordmen that fight with style, technique and flashy moves and quotes. Personally, I think they could fit easier into any of the other roles, but there's a tremendous lack of controllers in the books, and there ain't any martial controller either, and it can work as one, so, here it is my work, still just starting.

The Swashbuckler

Class Traits
Role: Controller
Power Source: Martial
Secondary Role: Defender, Leader
Key Abilities: Dexterity, Intelligence, Charisma

Armor Proficiences: Cloth, Leather
Weapon Proficiences: Dagger, Longsword, Scimitar, Short Sword, Rapier.

Bonus to Defenses: +1 Reflex, +1 Fortitude

Hit Points total at 1st level: 14+ Constitution Score
Hit Points Gained per level: 6
Healing Surges per Day: 7+ Constitution Modifier

Trained Skills: Acrobatics. From the class list below, choose four more trained skills at 1st level.
Class skills: Acrobatics, Athletics, Diplomacy, Bluff, Diplomacy, Intimidate, Perception, Streetwise.

Build Options: Chessmaster, Crowd Champion

Swashbuckler Class Features: Parry, Challenge, Daring Musketeer, Swordplay Style.

Parry: You're trained into the art of fighting sole with a sword, and learned how to change the path of an enemies blade against you using your own blade and agility. Whenever you're not wearing armor heavier than leather, neither encumbered or using a shield or weapon on the other hand, you gain +3 Untyped Bonus to your CA.

Slap with a silk glove: Your challenges are more than mere words, they're an attack to your enemy honor, manliness (or womenliness) and courage itself. With a minor action you can isso a challenge to an enemy, making him reckless against you and easier to hit.
You can challenge a number of enemies equals to your level + charisma modifier, every attack that targets only challenged creatures receives a bonus to the attack roll.

Level | Attack Roll Bonus
01-10 | +1
11-20 | +2
21-30 | +3

Daring Musketeer: Your dueling skills come from more than just techinque or smartness, courage, confidence, and sometimes even madness are so important in your swordplay as your hand.You can take 10 on a Acrobatic test even during a stressfull, dificult or combat situation, and everytime you succeed in one you gain a +1 to your attack rolls until the end of your next turn. For each 10 points get above the DC you gain a extra +1 to that bonus.
At level 11 you are able to use an acrobatic stunt to turn your charges up to 90º, at level 21 you can do a 180º turn with an acrobatic stunt during a charge.

Swordplay Style: Swashbucklers specialize in one style of fighting, the one that draws more upon his kind of facing the fight: either a battle of minds or a battle of personalities.

Witty Fencer:
-You deal your Intelligence Modifier instead of your Strenght Modifier in basic attack rolls when using a light or heavy blade, in adition you gain the Flashy Feint power.

Showman Fencer:
-Everytime you score a critical hit you add your Charisma Modifier as a bonus to the attack rolls you and your allies make until the end of your next turn, in adition you gain the Demoralizing Triumph power.

Swashbuckler Builds
Chessmaster
These swashbucklers rellies on their braincells to get the upperhand on combats, people often claims that fighting a party lead by one of those is like playing a chess game against an oponent whose all pieces are queens.
Make Dextery your primary ability since most of your powers use it, and make Intelligence a close second, since your damage for your melee basic attacks will depend on it and is used on your powers too.
Suggested Feat
Suggested Skills
Suggested At-will Powers
Suggested Encounter Power
Suggested Daily Power

Crowd Champion
You fight for the audience – even if that audience is your own party – always expecting the cheers after every swing of your blade. More than just egotistical, your way of fighting is like an art, inspiring admiration and joy to your comrades, getting them more corageous, and, as that happens, you feel even more amazing than you knew you were.
Suggested Feat
Suggested Skills
Suggested At-will Powers
Suggested Encounter Power
Suggested Daily Power


Swashbuckler Powers
Your powers are courageous – or outrageous – daring and flashy exploits. At your choice there'll be powers that favors either a high charisma or a high intelligence, pick the ones you feel that fits better within you character personality.

Class Features
Flashy Feint
Free Action Close Burst 15
Requirement: You must be using a light or heavy blade
Trigger You hit with an attack benefited by Daring Musketter
Target Each challenged creature in the burst
Attack Intelligence +2 vs Will
Hit You push or pull the target two squares
Special You choose push or pull, that choice applies to the move you force all targets to do.
At level 11 you can now decide to push or pull each target individually.
At level 21 you can now slide your enemies.
Special: You can use this power only once per round.

Demoralizing Triumph
Free Action Close Burst 15
Trigger You hit with an attack benefited by Daring Musketter
Target Each challenged creature in the burst
Attack Charisma +2 vs Will
Hit -2 to a defense you choose.
At level 11 the penalty is extended to all defenses.
At level 21 the penalty is extended to all defenses and is equal to your charisma modifier -2
Special: You can use this power only once per round.


Level 1 At-will Exploits
Dance with me
With a quick movement of your sword, and a word, you got your opponent attention.
At-will ♦ Martial, Weapon
Standard Action Melee weapon
Target One creature
Attack Dexterity vs Will
Hit 1[W]+Dexterity damage and the target grants combat advantage until the end of your next turn.


Engarde
You delve a deeply into your enemy body, trough his armor and into his flesh, the pain then hinder his movement.
At-will ♦ Martial, Weapon
Standard Action Melee weapon
Target One creature
Attack Dexterity vs Armor Class
Hit 1[W]+Dexterity Modifier damage.
Effect The target is slowed until the end of his next turn
Special You can use this power instead of a basic melee attack during a charge.

One, two, three!
You attack fiercily, pressuring your opponents while you walk ahead.
At-will ♦ Martial, Weapon
Standard Action Melee weapon
Target One or two creatures
Attack Dexterity vs Reflex
Hit 1[W]+Dexterity Damage
Special If you choose two targets you can shift 2 squares between each attack. If you choose only one target, you can push it two squares, and shfit to the closest adjacent square to it.


Lure into the blade
You fake an oppening, luring you enemy into your reach, when he realizes the maneuver, it's too late.
At-will ♦ Martial, Weapon
Standard Action Melee 3
Target One creature
Attack Dexterity vs Reflex
Hit You pull the target to a square adjacent to you, then you deal 1[W] damage, and it is slowed until the end of his next turn.

Into the fray
Beeing a swashbuckler takes guts, and you show it dashing into the middle of your enemies yout blade moves so quickly that it's a mere blur, of death.
At-will ♦ Martial, Weapon, Invigorating
Standard Action Close Burst 2
Target Each enemy in the burst
Attack Dexterity vs Reflex
Hit 1[W] Damage
Special You make an acrobatics test to take a jump, you can't take opportunity attacks during that movement.

Disarming Feint
When your blades where about to meet, you change the course of yours, moving your body out of the way of his enemies attack, and hitting his hand.
At-will ♦ Martial, Weapon
Standard Action Melee weapon
Target One creature
Attack Dexterity vs Fortitude
Hit Dexterity Modifier damage.
Effect The target is weakened during his next attack or until the end of his next turn, wichever comes first.