Filling the sub-divided Essentials Grid

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There's an impulse to 'fill the grid' with respect to roles and power sources - that is, to have every source have at least one class for each role.  Only the Martial source doesn't, and that's made some of us obsessively speculate over a Martial Controller. 


The preview of the Essential Slayer has just made that impulse a lot worse.  The Slayer, in case you missed it, is a Fighter build that fills the Striker role.  That's right, a class can now fill a second role, not just as a 'secondary' role that it leans into a bit, but outright.


So, you could have a Barbarian who's outright a Defender, or a Druid who's a Leader, etc...


Presumbably, you could have an essentials-style fighter that's a leader (fighters were long the traditional party leader in the RP sense) or controller (like a 3.x 'battlefield control' fighter).



Without further ado, here are some immaginary 'Essentials Previews' of the Fighter-Leader and Fighter-Controller:



Hero


Key Abilities: Strength, Charisma


Martial Leader: Fighters such as the Hero lead by example, inspiring fellow fighters and other allies to renewed and greater efforts. 


Why This Is the Class for You: You like playing a tough character who possesses that special quality that makes him a leader of men and the stuff of legends. 



When tales are told of the of the founding of great kingdoms and the downfall of terrible tyrants, Heroes are often those the stories speak of.  Heroes are mighty warriors in their own right, but their greatest power comes from the mystique that springs up around them.  They inspire lesser men to do great things, they build legends and leave legacies that change the face of the world.


Heroes are often nobles born or other persons of standing and influence, but they can also find themselves called from all walks of life.  Wherever the people are downtrodden and hopeless, a Hero may arrise who can lead them to glory.


The Hero combines the best traits of Leader and Defender, helping to keep allies in the battle, and enjoying superior personal durrability, himself. This class grants heavy armor proficiency and plenty of hit points, making the Hero an ideal warrior to stand beside in the front line of battle.


Class Traits
Hit Points: You start with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you gain a level.
Bonus to Defenses: +1 to FORT, REF & WILL
Healing Surges per Day: 9 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), History (INT)
Trained Skills: Heal plus three others from the list of class skills


 



HERO HEROIC TIER 
Total XP Level Feats Known Class Features and Powers 
    0   1    1 Heroic Effort 1/day
     Aid & Comfort
     Fighter stances
     Power Strike
1,000   2   +1  Utility power
2,250   3   —  Improved Power Strike
3,750   4   +1  Ability score increase
     
5,500   5   —  Heroic Effort 2/day
7,500   6   +1  Utility power
10,000   7   —  Extra fighter stance
     Weapon Specialization
13,000   8   +1  Ability score increase
16,500   9   — Heroic Effort 3/day
20,500   10   +1  Utility power


 


Level 1: Aid & Comfort.  You are an inspiration to your allies.  When you take the time to help them, your efforts are always rewarded.


Aid & Comfort  Hero Class Feature


When you use the Aid Another action or use a healing check to allow an ally to spend his Second Wind or make an extra Saving Throw, you provide greater benefits than normal:


Aid Another:  Your Aid Another action adds your CHA modifier to the ally's check even if it fails, and adds 2+ your CHA mod if it succeeds.


Heal:  When you use a Heal check to give an ally a Saving Throw, the ally gains a bonus to the Saving Throw equal to your CHA mod. If you fail, he recieves an unmodified save.


Heal:  When you use a Heal check to allow an ally to spend his Second Wind, the ally regains additional hps equal to your CHA modifier plus 1d6.  If you fail the check or if he has already use his second wind, you grant him temporary hit points equal to 1/2 your level plus your CHA mod, instead.


Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points.
Level 21: 5d6 additional hit points.
Level 26: 6d6 additional hit points.


 


Stances:



Shining Example   Hero Utility
At-Will    Martial, Stance
Minor Action   Close Burst 5
Effect:  While the stance continues, whenever you succeed with an attack, check, or saving throw, you may grant one ally in the Burst who saw your success a bonus equal to your CHA mod to attack the same enemy, make the same skill check, or save against the same effect. 



Never Give Up     Hero Utility
At-Will    Martial, Stance
Free Action  Personal
Trigger:  You miss with an attack, or fail a skill check or saving throw
Effect:  You gain a +1 on your next attempt to attack the same target, make the same skill check, or save against the same condition that triggered the stance.  While the stance continues, each time you fail the same roll, the bonus increases by 1, to a maximum of your CHA bonus.  The stance ends when you succeed with the triggering roll or choose not to attempt it on your turn.



Heroic Stand      Hero Utility
At-Will    Martial, Stance
Minor Action  Cose Burst 5
Effect:  While the stance continues, each time you hit with a basic attack, you can choose to grant one ally within the Burst either a saving throw vs one effect that a save can end, or temporary hit points equal to 1/2 your level plus your CHA modifier.


 


Level 1:  Heroic Effort - you can push yourself beyond normal human limits to ensure success when failure is not an option.


Heroic Effort   Hero Utility
Daily  *  Martial
Free Action  Personal
Trigger: You miss with an attack roll or fail a skill check or saving throw.
Effect:  The failed roll succeeds. If the roll failed by more than your CHA mod, you lose a healing surge.
Special: As you gain levels, you can use this Daily more often.  Twice at 5th level and three times at 9th.  However, you can not use it twice in the same encounter.


 



Piker


Key Abilities: Strength, Intelligence


Matial Controller:  Fighters such as the Piker do not seek glory or fight with reckless abandon.  They are thinking warriors, who stack the deck in their favor before playing the deadly game of combat.


Why This is the Class for You:  You want to play a canny warrior who masters tactics and weapons that give him unique advantages in combat and let him exert influence over the choices of enemies as well as allies.  You may also just love the look on the DM's face when his monsters' battle plan falls to peices because of something you did.



Battles aren't always won by the flashy hero on the white horse. Most battles are won by the disciplined soldiers who hold their ground or the brilliant strategist who chooses the battles he can win, and changes the nature of other battles until they /can/ be won.  In the adventuring party, the Piker is such a warrior - he may or many not stand out or seem that heroic, but he /will/ see his party win battles they would have lost without him.


While other Fighter rush headlong into battle, the Piker prefers to let enemies come to him - and to make that as hard as possible on them, into the bargain.  Pikers use the terrain around them to their advantage, and choose 'reach' weapons for the advantages they give in critical moments, such as when battle is first joined, or when routed enemies try to escape.


The Piker combines the traits of Controller and Defender, being tough and melee-oriented, but able to deal with large numbers of enemies and decieve and weaken his opponents.


Class Traits
Hit Points: You start with hit points equal to 15 + your Constitution score. You gain 6 hit points each time you gain a level.
Bonus to Defenses: +2 to WILL
Healing Surges per Day: 9 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide
Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged
Class Skills: Athletics (Str), Endurance (Con), Heal (Wis), History (INT), Bluff (CHA), Intimidate (Cha), Streetwise (Cha).
Trained Skills: History and three others from the list of class skills


 


PIKER HEROIC TIER 
Total XP Level Feats Known Class Features and Powers 
    0   1    1 Sieze the High Ground
     Weapon Talent
     Fighter stances
     Know Thine Enemy
     Trip
1,000   2   +1  Utility power
2,250   3   —  Disarm
3,750   4   +1  Ability score increase
     
5,500   5   —  Spring the Trap
7,500   6   +1  Utility power
10,000   7   —  Extra fighter stance
     Weapon Specialization
13,000   8   +1  Ability score increase
16,500   9   — From the Jaws of Defeat
20,500   10   +1  Utility power


 


Level 1:  Know Thine Enemy  -  you have an encyclopedic knowledge of military history and legend.  You know or can deduce the weaknesses of foes and what tactics will work best against them.


Know Thine Enemy   Piker Class Feature
When you make a Knowledge Check to gain information about creatures' combat abilities, vulnerabilities, resistances, tactics, or possible motivations to fight, you can substitute a History check for the usual Religion, Arcana, Nature or Dungeneering check.  When you would make an Insight roll to guess at an opponents intentions in combat, you may also substitute a History check.



Stances:



Set Spears  Piker Utility
At-Will    Martial, Stance
Minor Action  Personal
Requirement: You must be using a weapon with the Reach Attribute.
Effect: While this stance continues you have Threatening Reach.  The stance ends if you hit an adjacent enemy.


Formation Fighting Piker Utility
Effect: While this stance continues, your Basic Attack becomes a burst 1 that targets enemies within the burst.  The Stance ends if you have no allies adjacent to you.


Shortenned Grip:   Piker Utility
You hold your spear like a quarterstaff, using the pole to block attacks and club enemies.
Requirement: You must be using a pole-arm or spear in two hands.
Effect:  Until the stance ends, you have a +1 shield bonus to AC and REF, and, when you make a Melee Basic Attack against an adjacent enemy, may make a second melee basic attack against an adjacent enemy you did not hit with the first attack.  The second MBA inflicts [1d6] damage in place of the weapon's normal [W] damage.


 


Level 1:  Trip - you snag an enemy with a projection on your weapon and drag him off his feet.


Trip         Fighter Attack 1
Encounter    Martial, Weapon
Free Action  Personal
Trigger: You hit an enemy with a melee basic attack using a weapon.
Target: The enemy you hit
Effect: The target is knocked prone.



Level 1: Sieze the High Ground - you position yourself idealy for the coming battle.


Sieze the High Ground    Fighter Attack 1
Daily * Martial, Zone
Move    Close Burst 2
Effect:  Sift up to your speed. The square where you end this movement is the center of a Burst 2 Zone that you can use to your tactical advantage.  When in this zone, you gain a +1 to all attacks and defenses and can slide an enemy you hit with a basic attack your INT mod once per turn. If you and an ally are both in the zone and both threaten an enemy, you gain combat advantage against that enemy.
Your allies also gain a +1 to attacks and defenses when in the zone.
Sustain: Minor.  The Zone persists.


 


 


 

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