[Class] Dreadnought: Bigger and Meaner than You.

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Dreadnought


I want to say this before anything else, I am not a coward. I've stood on the field and I've fought my share of men and beasts. I believe in the empire, in the emperor, and his armies; the righteousness of our campaign, the truth of the Word, and everything else the Griffon Empire stands for. I believe in it like a brillaint flame and a steady ember. But, but I couldn't hold my ground at the Battle of Takwa. That's what you'll never understand. I couldn't hold my ground before that monster!

I stood in the fourth rank of the line. Three men, strong men, standing infront of me and three behind me. When those things, those horse-men came charging out with their long lances we stood fast. The first and second men went down, a lance piercing their chest and driven into the ground. Their howls and cries of pain were audible. Before me was Jacob, a veteran of more battles than I by at least a half decade. He rushed forward, shield raised and swung at the beast. It was awful what followed. The horse-creature before me who I've come to know is called Radga, sliced off his head with her wicked sword, and flung it at me in the same blow. It bounced off my chest and landed in the mud at my feet. Much of the first two ranks elsewhere were the same. But then they howled, if you call it that, howled and sang with delight. It was awful, their voices rattled around my skull with the cries of my countrymen and I ran. I ran as fast as I could. I know that when I ran, others fled with me. But I didn't care, I didn't care then. I wanted to live.

A Dreadnought is a terrifying warrior that mixes melee and ranged combat with a terrifying presence. No stronger, perhaps weaker, than their near-cousins fighters or warlords, the Dreadnought torments their foes with obscene promises or a haunting inevitability. Whilst they wage war in the flesh, they wage a second battle in their opponent's minds, weakening them, terrifying them, and breaking them. There are two recognized tactics amongst the Dreadnought class.

Roaring Dreadnoughts howl and shout, sowing panic amongst the masses. Inexorable dreadnoughts plod slowly forward, shoving aside the weak and draining their courage. Sinister dreadnoughts cripple and carve, demoralizing their foes.


CLASS TRAITS


Role: Controller. You control the battlefield with great sweeping attacks, harrying, targeted strikes, and old fashioned intimidation.
Power Source: Martial. You're prowess in combat allows you to clear large swaths of weaker enemies and force them about the field against their will.
Key Abilities: Strength, Charisma, and Constitution.

Armor Proficiencies: Cloth, Leather, Hide, Chain.
Weapon Proficiencies: Simple melee, military melee
Bonus to Defense: +1 Fortitude, +1 Will

Hit Points at 1st Level: 12 + Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution Modifier.

Trained Skills: At 1st level the Dreadnought is trained in Intimidate and any 3 skills from the list below.
Class Skills: Athletics (Str), Bluff (Cha), Diplomacy (Cha), Endurance (Con), Insight (Wis), Streetwise (Cha).


Builds:


Roaring Dreadnought
Inexorable Dreadnought
Sinister Dreadnought


Class Features: Dreadnought Type, Aura of Menace, Great Throw


Dreadnought Type: Select one of the following Dreadnought Type options.


Roaring Dreadnought: Your Aura of Menace has a zone size equal to your Cha Mod and you gain a +1 to attack with Battlecries.


Inexorable Dreadnought: When your Aura of Menace triggers one additional creature of your choice within a Close Burst 5 takes your Con Mod as a penalty to attack until the beginning of your next turn. Also you gain proficiency in Scale Armor.


Aura of Menace: Whenever you bloody or reduce an enemy to 0 hit points, you emit zone 1 until the beginning of your next turn. Enemies within the zone take a -1 to attack rolls. This is a Fear effect.

Great Throw: Your terrifying bulk is not given to the delicacy of bows or daggers. When using heavy thrown weapons you ignore range penalties to attack. You treat improvised thrown weapons weighing 2 or more pounds as Heavy Thrown weapons with a +2 proficiency bonus and a damage die increase one size.


Implement: Dreadnought's utelize the their weapons as implements.


New Keywords
Battlecry: Powers with this keyword gain a benefit from the roaring dreadnought class, some paragon paths, and some feats.
Sweeping: Sweeping attacks target multiple creatures (listed in the target line). Each target of a sweeping attack beyond the first must be adjacent to at least one other target of the attack and be within the power's range.
Line: This new area attack affects the listed number of squares in a straight line.  If the line passes through a square it is affected and counts against the line's area of effect.


CLASS POWERS


At Wills


Cull the Weak Dreadnought At-Will 1
Filled with contempt for lesser warriors you swing your weapon in a broad arch, laying waste to those within reach.
At-Will - Martial ✦ Weapon, Melee, Sweeping
Standard Action - Melee Weapon
Target: One, Two, or Three creatures
Attack: Str vs. AC
Hit: 1[W] damage and pushed Con squares.
Increases to 2[W] at 21st level.


Break the Line Dreadnought At-Will 1
Barreling into the fray you hack and hew about you until your foes are weak with fear.
At-Will - Martial ✦ Weapon, Melee
Standard Action - Close Burst Weapon
Target: All enemies in Burst
Attack: Str vs. AC
Hit: 1[W] damage and -2 to attacks.
Special: This attack may be used at the end of a charge.
Increases to 2[W] at 21st level.

Crackin' Heads Dreadnought At-Will 1
Haw haw haw!
At-Will - Martial, Implement
Standard Action - Melee 1
Target: Two creatures
Attack: Str vs. Ref
Hit: Str damage and Slide 1.
Special: If the targets end their this movement adjacent to each other, they take an additional 1d6 damage.
Increases to Double Str damage at 21st level.

Inflict Trauma Dreadnought At-Will 1
Hesitation worms its way into your enemies heads. 
At-Will - Martial ✦ Weapon, Fear, Battlecry
Standard Action - Ranged Weapon
Target: One creature.
Attack: Str vs. AC
Hit: 1W damage.  All enemies within a Close Burst 1 of the target take a -1 to attack and -3 to damage rolls until the beginning of your next turn.
Increases to -2 to attacks and -6 to damage at 21st level.


Menacing Glare Dreadnought At-Will 1
Drawing blood from a foe within reach, you lock eyes on another, promising them the same.
At-Will - Martial ✦ Weapon, Fear
Standard Action - Melee Weapon
Target: One creature
Attack: Str vs. AC
Hit: 1W+Str damage.  One creature within 10 squares grants Combat Advantage until the beginning of your next turn.
Change to 'until the end of your next turn' at 21st level.

Topple Dreadnought At-Will 1
Your brutish throw knocks the enemy from their feet.
At-Will - Martial ✦ Weapon
Standard Action - Melee Weapon or Ranged Heavy Thrown
Target: One creature
Attack: Str vs. AC
Hit: 1d6+Str mod damage and Knocked prone.
Special: Can be used as a Ranged or Melee Basic Attack.
Increases to 2d6+Str mod damage at 21st level.


Encounter 1


Dread Strike Dreadnought Encounter 1
With a snarl you bash your enemy, convincing them they'd be better off far away from you.
Encounter - Martial, Implement
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. Will.
Hit: Str damage and target moves at it's speed away from the Dreadnought, using the safest and most direct path.

Carnage Dreadnought Encounter 1
You turn the tables on your foes, leaving the ground slick with offal and blood.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Close Burst 1
Target: Each Enemy in Burst
Attack: Str vs. AC.
Hit: 1[W]+Str+1 per adjacent enemy. The target's square becomes difficult terrain until the end of your next turn.
Special: If you reduce the target to 0 hit points, the target's square becomes difficult terrain until the end of the encounter.

Eat Dirt Dreadnought Encounter 1
You grab your foe by the head and ram his face into the dirt.
Encounter - Martial ✦ Implement
Standard Action
Attack Type Melee
Target: One creature within range
Attack: Cha vs. Ref.
Hit: 1d6+Str damage and knocked prone.

Gut Shot Dreadnought Encounter 1
A swift hit to your opponent's vitals ensures that they'll be feeling it for a while.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Cha vs. Fort
Hit: Str damage and target is slowed (save-ends).


Daily 1


Chuck 'em! Dreadnought Daily 1
Eny Meany Miny Moe, how far do you think you'll go?
Daily - Martial, Reliable, Implement
Standard Action
Attack Type Melee 1, secondary Line 4
Target: One creature of equal size or smaller within range.
Attack: Str vs. Ref.
Hit: Str damage and target is pushed 4 squares in a straight line and knocked prone. Make a secondary attack.
-Secondary Attack: Line 4, Str vs. Ref, each creature in line.
-Hit: Slowed until the beginning of your next turn.


Steel Hurricane Dreadnought Daily 1
Your threatening posture isn't the only thing to keep your foes at bay.
Daily ♦ Martial, Weapon, Stance
Standard Action - Close Burst 1
Targets: All enemies in burst
Attack: Str vs. AC
Hit: Push 1
Effect: You create a Zone 1 and become immobilized.  You may end this stance as a Free Action. Any enemy that enters or begins it's turn in the zone is subject to the following attack as a Free Action.  This power cannnot affect an enemy more than once per round.
-Target: The triggering enemy
-Attack: Strength+1 vs. AC
-Hit: 1W+Str mod damage and Push 1.

Scattering Roar Dreadnought Daily 1
With a sudden and frightful noise you send your enemies into a brief panic.
Daily - Martial, Fear, Battlecry, Implement
Standard Action
Attack Type: Close Burst 4
Target: All enemies in burst
Attack: Cha vs. Will
Hit: Slide 2
Miss: Push 1

Threatening Roar Dreadnought Daily 1
A beastial roar erupts from your throat, intimidating nearby enemies into hesitation.
Daily - Martial, Fear, Battlecry, Implement
Standard Action
Attack Type Close Burst 3
Target: All enemies in Burst
Attack: Cha vs. Will
Hit: -2 to damage until the end of your next turn.
Effect: -2 to attacks until the end of your next turn.
Sustain Minor:The attack penalty persists.Dreadnought Daily 1

Utility 2


Living Mountain Dreadnought Utility 2
Shrugging off an attack you cow the attacker.
Daily - Martial ✦ Fear
Immediate Reaction
Trigger: You take damage.
Target: The creature that attacked you.
Effect: Reduce the damage by 3.
Inexorable Dreadnought: Reduce the damage by 3+Con Mod.

Fearsome Aura Dreadnought Utility 2
Already people are aware of your dangerous presence.
Encounter - Martial ✦ Fear
Free Action
Effect: You make an Intimidate Check as a free action.
Roaring Dreadnought: You gain a +3 to this check.

Exultation of Battle Dreadnought Utility 2
You howl with glee as you draw blood.
Encounter - Martial ✦ Weapon
Free Action
Trigger: You hit with an attack
Effect: Use a healing surge and regain an additional Cha mod hp.

Reminder of Mortality Dreadnought Utility 2
"M'lord, my allies an I worry only over your jugular's health."
Encounter - Martial
Minor Action
Trigger: You make an Intimidate check.
Effect: You may instead make an Monster Knowledge check and treat it as an Intimidate check.
Sinister Dreadnought: Failing this check does not carry penalties for skill challenges nor those associated with the Intimidate skill.


Encounter 3


Living Shield Dreadnought Encounter 3
Use the little one as a shield.
Encounter - Martial ✦ Weapon
Immediate Interuppt
Attack Type Melee 1
Target: One creature of equal size or smaller within range.
Trigger: An enemy, other than the target, hits you with an attack.
Attack: Str vs. Ref.
Hit: Move the target between you and the triggering enemy. The target takes all appropriate effects and half damage damage from the attack while you take the other half. This movement does not provoke an Opportunity Attack.

Grind Beneath your Feet Dreadnought Encounter 3
Lumbering forward like a giant, you crush those within your path. The ones that remain wonder if you're real or a nightmare.
Encounter - Martial ✦ Weapon, Fear
Standard Action
Attack Type Line 3
Target: All creatures in occupied squares.
Attack: Str vs. AC.
Hit: Shift 3 squares in a line, dealing Con damage to creatures in any occupied squares. Make a second attack at the end of this movement. You do not draw OAs for this movement and may move through occupied squares. If you end in an occupied square, push your target 1.
Effect: -2 to Attacks until the beginning of your next turn.
-Secondary Attack: Enemies within Close Burst 1, Cha vs. Will.
-Hit: -2 to Attacks until beginning of your next turn.

Cry Havoc Dreadnought Encounter 3
and let loose the dogs of war!
Encounter - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Close Burst 3
Target: All enemies within burst
Attack: Cha vs. Will.
Hit: Cha damage and slowed until the end of your next turn.
Effect: Slowed until the beginning of your next turn.
Sustain: Standard

Don't You Dare Dreadnought Encounter 3
You declare your intent to harm the target should they attack
Dreadnought - Martial, Weapon
Minor Action
Attack Type: Close Burst 5
Target: One enemy within burst.
Effect: If the target makes an attack before the beginning of your next turn, you may make a ranged basic attack against the target as an immediate reaction without drawing an opportunity attack.

Mangle Dreadnought Encounter 3
Two crippling blows weaken your enemies' sword arms.
Encounter - Martial, Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: Two targets
Attack: Str vs AC.
Hit: 1[W]+Str damage.
Effect: Weakened until the end of your next turn.


Daily 5


Heavy Hand Dreadnought Daily 5
A single powerful blow knocks your foe away.
Daily - Martial ✦ Weapon
Standard Action - Melee Weapon
Target: One creature within range
Attack: Str vs. AC
Hit: 2[W]+Str and pushed Con squares.
Miss: Half damage and pushed 1.

Sweep Dreadnought Daily 5
A great sweep of your weapon sends your enemies tumbling into and over each other.
Usage - Martial ✦ Weapon, Sweeping
Standard Action - Melee Weapon
Target: Up to Five creatures
Attack: Str vs AC.
Hit: 1[W]+Str, Push 2, and knocked prone. If a target is pushed into an occupied square Secondary Attack .
-Secondary Attack: Str vs. Ref, creature in occupied square
-Hit: Push 1
Miss: Half Damage.
Inexorable Dreadnought: Con damage on secondary attack.

Forced Reposition Dreadnought Daily 5
Some sneaky git moves to flank you and gets a face full of his ally.
Daily - Martial, Implement
Immediate Interupt - Melee 1
Trigger: You are attacked by a flanking creature.
Target: One flanking creature of equal size or smaller
Attack: Cha vs. Ref.
Hit: 2d6+Str damage, knocked prone, and slid into the second flanker's square. Secondary attack.
-Secondary Attack: Second Flanker, Str vs. Reflex
-Hit:: 2d6+Str damage, pushed 1, and knocked prone.
-Miss: Str damage and pushed 1.
Miss: Str damage and knocked prone.

Cruel Wound Dreadnought Daily 5
You give your foe such a wound that those nearby are sickened.
Daily - Martial ✦ Weapon, Fear
Standard Action Melee or Ranged Weapon
-Special: Ranged attacks require Heavy Thrown.
Target: One creature within range.
Attack: Str vs. AC.
Hit: 2[W]+Str damage and on-going 3 damage (save ends).
-Special: So long as the target is taking on-going damage, they radiate a Zone 3 that causes nearby enemies to take a -2 to Fort Defense.
Roaring Dreadnought: -Cha to save.

Blinding Assault Dreadnought Daily 5
Your anatomical expertise lets you temporarily disable your opponent's optical functions.
Daily - Martial ✦ Weapon
Standard Action
Attack Type Close Burst 1
Target: All enemies within burst.
Attack: Str vs. Ref.
Hit: 1[W]+Str damage and Blinded until the beginning of your next turn.
Sinister Dreadnought: Blinded (save-ends).


Utility 6


Mighty Leap Dreadnought Utility 6
With a tremedous leap you arrive either in battle or a more advantageous position.
Encounter - Martial
Move Action
Effect: You gain a +5 power bonus to an Athletics Jump check and provoke no Opportunity Attacks for movement during that Jump.

It Just Keeps Coming Dreadnought Utility 6
Brushing aside minor obstacles you press on inimpaired
Daily - Martial
Minor Action
Effect: You ignore difficult terrain and movement impairing effects (like slow and immobilized) until the end of your next turn. This does not grant immunity to forced movement.
Inexorable Dreadnought: You negate a non-on-going movement impairing effect or make a save with your Con modifier bonus against an on-going one.

Mule-Headed Dreadnought Utility 6
You do what you want, when you want, how you want.
Daily - Martial
Immediate Interrupt
Trigger: You are dominated or Intimidated by a creature
Effect: You ignore commands given by the coercing creature until the beginning of your next turn.
Roaring Dreadnought: You make an save against the domination or make a counter-Intimidate with your Charisma Modifier bonus. Exceding your opponent's Intimidate check negates their initial Intimidate Check.

Veiled Threat Dreadnought Utility 6
An offhand remark clearly intimates your intent to the target, but appears entirely innocent to the rest of the audience.
Encounter - Martial
Trigger: You make a Bluff or Diplomacy check
Effect: You may instead make an Intimidate check but treat it as though it were the triggering check.
Sinister Dreadnought: You gain your Int mod bonus to the check.


Encounter 7


Leaping Sweep Dreadnought Encounter 7
Leaping over the heads of your foes you land in the midst of battle.
Encounter - Martial * Weapon
Standard Action, Melee Charge
Target: One creature as part of a charge
Attack: Str vs. AC.
Effect: You draw no opportunity attacks for movement during your charge.
Hit: 1[W] damage and sweeping secondary attack against one, two, or three creatures.
-Secondary Attack: Str vs Fort.
-Hit: Str damage, the Area of Effect becomes difficult terrain until the end of the encounter.

Avalanche of Steel Dreadnought Encounter 7
Striding forward like an avalanche you brush the slow and incautious from your path.
Encounter - Martial, Weapon
Standard Action - Melee Weapon
Target: One, Two, or Three creatures
-Special Each target must be adjacent to at least one other target.
Attack: Str vs. Ref.
Hit: 1[W]+Str damage and pushed 1. You may shift to follow and make a Secondary attack against One, Two, or Three creatures, each of which must be adjacent to at least one other target.
-Secondary Attack: Str vs. Ref.
-Hit: 1[W]+Str damage and pushed 1, you may shift to follow.

Red Haze Dreadnought Encounter 7
A vicious wound sprays blood into the air. Mixed with the dust and debris of battle it becomes difficult to see.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. AC.
Hit: 1[W]+Str damage.
-Effect: A Close burst 3 centered on the target becomes light concealment until the beginning of your next turn.

Brute Sweep Dreadnought Encounter 7
With a precise swing you knock your foes upside their heads.
Encounter - Martial ✦ Weapon, Sweeping
Standard Action - Melee Weapon
Target: One, Two, or Three creatures
Attack: Str vs. Ref.
Hit: 1[W]+Str damage and dazed until the beginning of your next turn.


Daily 9


Quake with Fear Dreadnought Daily 9
Your next swing brutalizes your foe such that their allies can't bring themselves to advance.
Daily - Martial ✦ Weapon, Fear
Standard Action
Attack Type Melee or Range (Heavy Thrown)
Target: One creature within range
Attack: Str vs. AC.
Hit: 1[W]+Str Damage and immobilized until the beginning of your next turn, secondary attack.
-Secondary Attack: Cha vs. Will, Close Burst 3 on target, all enemies within burst
-Hit: Cha damage and Immobilized until the beginning of your next turn.
Miss: Half damage and slowed until the beginning of your next turn.

Beg for Mercy Dreadnought Daily 9
A vicious blow renders your enemies from hardened warriors to blubbering cowards.
Daily - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Melee or Range (Heavy Thrown)
Target: One creature within range
Attack: Cha vs. Will.
Hit: 1[W]+Str damage and dazed (save ends).
-Special: The target radiates a Zone 5 so long as they are affected by Beg for Mercy. All enemies within zone take a -2 to Will Defense.
-Roaring Dreadnought: -Cha to save.

Grinder Dreadnought Daily 9
It takes balls to take a shot at you, it takes iron bones to survive.
Daily - Martial ✦ Weapon
Immediate Reaction
Attack Type Melee or Ranged (Heavy Thrown)
Trigger: You are missed with a Non-AC attack
Target: The attacker
Attack: Cha vs. Fort.
Hit: 1[W]+Con damage.
Effect: Slowed and -2 to Fort Defense (save ends both).
Inexorable Dreadnought: -Con to Fort Defense instead.


Utility 10


Churned Earth Dreadnought Utility10
Churning the earth beneath your feet, you make it nearly impassable for others.
Encounter - Martial ✦
Move Action
Effect: Each square you move through this round becomes difficult terrain until the end of the encounter. You ignore the effects of non-magical difficult terrain during this movement.

Mock Dreadnought Utility 10 
Your hard words and mocking tone shake your opponent and cause them to miss.
Encounter - Martial ✦
Immediate Reaction
Attack Type Melee or Ranged 20
Trigger: You or an ally are attacked.
Target: Attacker
Effect: Target takes -Cha to their attack. You may use this after the DM tells you whether the attack will hit or not.

Overcome Dreadnought Utility 10
No effect is so terrible that you can't just shrug it off.
Daily - Martial ✦
Minor Action
Effect: Make a save with a +2 bonus against each effect you currently suffer from.


Encounter 13


Bully Dreadnought Encounter 13 
You direct your full attention to a group and let them know exactly what is on your mind. It isn't pretty
Encounter - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Blast 3 within 3
Target: All enemies within blast.
Attack: Cha vs. Will.
Hit: Immobilized and grants Combat Advantage to your allies until the end of your next turn.

Flying Frenzy Dreadnought Encounter 13
Leaping into the fray you flail at everyone nearby before leaping back out again.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Close burst 1
Target: All enemies in burst
Attack: Str vs. AC.
Hit: 1[W]+Str, target area becomes difficult terrain until the end of the encounter.
Effect: Shift 3 before and after attacking. You do not draw opportunity attacks for this movement.

Body Check Dreadnought Encounter 13
While charging you throw your shoulder into your enemy knocking the wind out of them.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Melee
Trigger: You charge an enemy creature
Attack: Str vs. Fort.
Hit: 1[W]+Con damage and weakened (save ends).
Miss: Weakened until the end of your next turn.


Daily 15


Savage Snarl Dreadnought Daily 15
Cries issue from your throat that haven't been heard by civilized men since the beginning of time. They freeze up like deer.
Daily - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Close Burst 5
Target: All enemies within burst
Attack: Cha vs. Will.
Hit: -3 to Reflex Defense and Slowed until the end of your next turn.
Sustain: Standard

Got My Eye on You Dreadnought Daily 15
You declare your intent to harm the target should they dare to move
Dreadnought - Martial * Weapon, Reliable
Minor Action
Attack Type Close Burst 6
Target: One enemy within burst.
Effect: If the target moves or shifts you may make a ranged basic attack against the target as an immediate reaction, with a bonus to attack and damage equal the number of squares moved, and without drawing an opportunity attack. Forced movement does not trigger this effect. If the creature moves out of your range make the attack when it reaches your maximum range.

Run Away! Dreadnought Daily 15
Panicked by the terror of your attack, your foes flee straight into the teeth of your allies.
Dreadnought - Martial ✦ Weapon, Fear
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. AC
Hit: 2[W]+Str damage, secondary attack
-Secondary Attack: Cha vs. Will, Blast 5 within 1 extending from target.
-Hit: Push 6 from target.
Miss: Half damage.

Stone Giant Dreadnought Daily 15
Advancing without sympathy or fear, your foes quail at the sight of you.
Dreadnought - Martial ✦ Weapon, Fear
Standard Action
Attack Type Close Burst 1
Target: All enemies in burst
Attack: Str vs. Fort.
Hit: 2[W]+Con and weakened until the end of your next turn.
Miss: Con damage and weakened until the beginning of your next turn.
Effect: Shift 2 before attack.


Utility 16


Pushback Dreadnought Utility 16
Someone tries to push you, you push back.
Encounter - Martial
Immediate Interupt
Trigger: You are pushed, pulled, or slide.
Target: Creature initiating the forced movement.
Effect: Instead of being moved, you slide the target the same distance.

Bulldoze Dreadnought Utility 16
Outta my way!
Encounter - Martial
Move Action
Effect: You may move through occupied enemy squares without provoking opportunity attacks. If you do so, Push 1.


Aggressive Determination Dreadnought Utility 16
It ain't over til the fat lady eats dirt
Encounter - Martial ✦ Fear
Immediate Reaction
Trigger: You fail a check
Effect: Reroll the skill check with a +4 bonus.

Mind over Might Dreadnought Utility 16
You face your foe on the battlefield of the mind, in a match of wit and will.
Encounter - Martial ✦ Fear
Immediate Interrupt
Trigger: You are targeted with an attack against either Fortitude or Reflex.
Effect: The attack targets your Will defense.
Raging Dreadnought: Add your strength modifier to your Will Defense against the attack.
Inexorable Dreadnought: Add your constitution modifier to your Will Defense against the attack.


Encounter 17


Terrific Throw Dreadnought Encounter 17
Grasping a nearby irritation you hurl them long and far.
Encounter - Martial, Implement
Standard Action
Attack Type Melee
Target: One creature within range and no more than 2 sizes larger than the Dreadnought
Attack: Cha vs. Ref.
Hit: Push 10 in a straight line and knocked prone. If the target hits a solid object before the end of the push they take 2d6+Str damage.
Miss: Push 3.
Inexorable Dreadnought: Pushed an additional Con mod squares.

Unpleasent Promise Dreadnought Encounter 17
You give a very special promise to a small group of creatures and unnerve them.
Encounter - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Ranged Blast 2 within 10
Target: All enemies within blast
Attack: Cha vs. Will
Hit: The target must roll twice for any attack or action and use the lower of the two rolls until the end of your next turn.
Roaring Dreadnought: -3 to attack rolls.

Merry Slaughter Dreadnought Encounter 17
After dropping a foe you feel a surge of glee, those nearby don't feel so happy.
Encounter - Martial ✦ Fear, Implement
Minor Action
Attack Type Close Burst 1
Trigger: You reduce an enemy to 0 hitpoints.
Target: All enemies in burst.
Attack: Cha vs. Will.
Hit: Dazed and Slowed (save ends both).


Daily 19


Thunderous Throw Dreadnought Daily 19
A mighty heave sends a weapon tumbling through the air, breaking through any resistance in it's path and leaving a trail of gore.
Daily - Martial ✦ Weapon
Standard Action
Attack Type Line 8
Target: All creatures in line
Attack: Str vs Fort.
Hit: 2[W]+Str and dazed until the beginning of your next turn. The target area becomes impassible terrain until the end of your next turn. Ignore concealment for this attack.
Miss: Half damage.

Screamer Dreadnought Daily 19
You hurl an opponent across the battlefield, where his cries distract your enemies, making them sluggish.
Daily - Martial ✦ Fear, Battlecry, Implement
Standard Action
Attack Type Melee
Target: One adjacent creature
Attack: Cha vs. Reflex.
Hit: Shift the target to any adjacent square and Push up to 5, ignoring occupied squares. Immobilized (save ends)
Effect: As long as the target is immobilized it emites a Zone 5. All enemies within the zone take a -3 penalty to their Reflex Defense.
Roaring Dreadnought: -Cha to save.

Iron Landslide Dreadnought Daily 19
Death in battle is common for the Dreadnought, you look to change that.
Daily - Martial ✦ Weapon, Sweeping
Standard Action - Melee Weapon
Target: Up to Five creatures
Attack: Str vs. Ref.
Hit: 1[W] damage and shift 1, secondary attack. The target area becomes difficult terrain until the end of the encounter.
Miss: Half Damage and sweeping secondary attack against up to Five creatures.
-Secondary Attack: Str vs. Ref
-Hit: 1[W] damage and shift one, sweeping tertiary attack against up to Five creatures. The target area becomes difficult terrain until the end of the encounter.
-Miss: Half damage and tertiary attack.
-Tertiary Attack: Str vs. Ref.
-Hit: 1[W] damage. The target area becomes difficult terrain until the end of the encounter.
-Miss: Half damage.


Utility 22


Iron Hide Dreadnought Utility 22
What was that? Oh, must have been a breeze.
Daily - Martial
Immediate Interrupt
Trigger: You are damaged by an attack.
Effect: You take no damage from the attack. You still take any non-damaging status effects from the attack.

Brute Dreadnought Utility 22
Faced with an obstacle you decide to power through it, rather than think around it.
Daily - Martial
Standard Action
Trigger: You make a Strength check.
Effect: You gain a +10 to that check.

Eye for an Eye Dreadnought Utility 22
A tooth for a tooth.
Encounter - Martial
Free Action
Trigger: You miss an attack against a creature that attacked you last round.
Effect: Reroll the attack.
Rampaging Dreadnought: +Cha to damage.
Inexorable Dreadnought: +Con to attack.

Steel Lining Dreadnought Utility 22
To your foe's surprise, your armor absorbs the brunt of their assault.
Encounter - Martial
Immediate Interrupt
Trigger: You are targeted with a Non-AC attack.
Effect: The attack targets your AC.


Encounter 23


Invigorating Slaughter Dreadnought Encounter 23
Each deadly blow refreshes your spirits.
Encounter - Martial ✦ Weapon, Healing
Standard Action
Attack Type Close Burst 1
Target: All enemies within Burst
Attack: Cha vs. AC.
Hit: 2[W]+Str.
Effect: Use a healing surge and regain an additional 2hp per hit.

Breakin' Faces Dreadnought Encounter 23 
You don't share the limelight.
Daily - Martial ✦ Fear, Implement
Immediate Interrupt
Attack Type Melee
Trigger: A creature attempts to use an Encounter, Daily, or Recharge power.
Attack: Cha vs. Ref
Hit: 1[W]+Str+Con damage, creature's power fails and is considered used.

Raining Death Dreadnought Encounter 23
Massive weapons tumble through the air and where they land, death is there!
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Heavy Thrown
Target: One, Two, or Three targets within range
Attack: Str vs. AC.
Hit: Three attacks for 2[W]+Str damage and Dazed until the beginning of your next turn.


Daily 25


Cower Weaklings! Dreadnought Daily 25
Unspeakable oaths and curses assail your foes, freezing the very blood in their veins.
Daily - Martial ✦ Battlecry, Fear, Implement
Standard Action
Attack Type Close Burst 3
Target: All enemies within burst
Attack: Cha vs. Will.
Hit: Stunned until the beginning of your next turn.
Miss: Dazed until the beginning of your next turn.

Rocks Fall... Dreadnought Daily 25
You declare your intent to harm anyone that dares attack.
Dreadnought - Martial, Weapon, Reliable
Minor Action
Attack Type: Close Burst 10
Target: All enemies within burst.
Effect: Any target that makes an attack draws a ranged basic attack from you as a free action. You do not draw opportunity attacks for making these ranged basic attacks while in melee.

Hurricane of Iron Dreadnought Daily 25
You savagely hack and swing, pushing through ranks of enemies like a knife in butter.
Daily - Martial ✦ Weapon
Standard Action
Attack Type Close Burst 2
Target: All enemies within burst
Attack: Str vs. AC.
Hit: 2[W]+Str and the target area becomes difficult terrain until the end of the encounter.
Miss: Half damage and the target area becomes difficult terrain until the end of your next turn.

Bloody Mist Dreadnought Daily 25
Blood erupts from your victim, concealing everything and choking those who breath it in.
Daily - Martial ✦ Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. AC.
Hit: 3[W]+Str and on-going 15 damage (save ends). -4 to save.
Effect: So long as the target is affected by Bloody Mist they emit a Zone 6 of light concealment. Creatures entering or starting their turn in the zone take 5 damage.


Encounter 27


Sundered Earth Dreadnought Encounter 27
Your dreadful blows shatter stone and churn earth, making it impossible to pass.
Encounter - Martial ✦ Weapon, Sweeping
Standard Action - Melee Weapon
Target: One, Two, or Three creatures
Attack: Str vs. Ref.
Hit: 3[W]+Str damage and Push 1. The area of effect becomes hazardous difficult terrain, dealing 15 damage to any creature that moves through it. Shift 1 and make a sweeping secondary attack against one, two, or three creatures.
-Secondary Attack: Str vs. AC.
-Hit: 2[W]+Str damage and Push 1. The area of effect becomes impassible terrain.
-Miss: Half damage. Area of effect becomes difficult terrain.
Miss: Half damage. Area of effect becomes difficult terrain.

Cripple Dreadnought Encounter 27
One hateful wound turns your enemy into a shambling cripple.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. AC.
Hit: 2[W]+Str damage. Weakened (save -3 ends) and slowed (save -5 ends).
Miss: Weakened and slowed until the beginning of your next turn.

Rolling Boulder  Dreadnought Encounter 27
You can't make an omelet without breaking a few bones.
Encounter - Martial, Implement
Move Action
Target: All creatures that make Opportunity Attacks against you during this movement.
Effect: The attack misses and the enemy is knocked prone.

Death from Above Dreadnought Encounter 27
Propelled with a powerful leap, you sail through the air and fall upon your foe like the fist of a vengeful god.
Encounter - Martial ✦ Weapon
Standard Action
Attack Type Melee Weapon
Target: One creature within range
Attack: Str vs. AC.
Hit: 3[W], knocked prone, and slowed until the beginning of your next turn. Secondary Attack.
Effect: Shift up to 6 squares before the attack. This movement does not draw Opportunity Attacks.
-Secondary Attack: Str vs. Reflex, all creatures in a Close Burst 2.
-Hit: 1d10+Str damage, knocked prone, and slowed until the beginning of your next turn.
-Miss: Knocked Prone.
Miss: Knocked prone, secondary attack.


Daily 29


Broken Will Dreadnought Daily 29 
Without the will to fight, your enemies barely oppose you.
Daily - Martial ✦ Battlecry, Fear, Implement
Standard Action
Attack Type Close Burst 8
Target: All enemies within Burst.
Attack: Cha vs. Will.
Hit: Dazed (Save Ends)
Roaring Dreadnought: Area becomes a Zone 8 that moves with you, Dazes until the end of your next turn, with a Sustain Move+Minor.

Evil Grin Dreadnought Daily 29
Your bloodlust is too much to bear, your foes avert their eyes.
Daily - Martial ✦ Fear, Implement
Standard Action
Attack Type Close Burst 3
Target: All enemies within Burst
Attack: Cha vs. Will
Hit: Blinded and Immobilized (save ends both).
Effect: Slowed (save ends)

Brain Basket Bash Dreadnought Daily 29
At least for him, the fight's over.
Daily - Martial ✦ Weapon
Standard Action
Attack Type Melee or Heavy Thrown
Target: One creature within range
Attack: Str vs. AC.
Hit: 3[W]+Str, Dazed (save ends), Weakened (save ends), Slowed (save ends), and grants Combat Advantage (save ends).
Sinister Dreadnought: -Int mod to save.

Scar the Face of the World Dreadnought Daily 29 
You advance unmercifully, with death and carnage in your wake!
Daily - Martial ✦ Weapon
Standard Action
Attack Type Line 5
Target: All enemies adjacent to or within Line
Attack: Str vs. Ref.
Hit: 3[W]+Str, Push 1, and Slowed (save ends). Shift to end of line, target area becomes difficult terrain until the end of the encounter.
Inexorable Dreadnought: Push 1 becomes Slide 1+Con.

Resident Shakespeare
PARAGON PATHS

Juggernought




117997.jpg


Aye, Ah remember the Battle of Takwa. What d'ye want to know of it? No, Ah wosn't in the center, Ah wos on the right flank, the 'Ammer side of th'Anvil. Bloody mess, an' thats not just a curse. Shore an' we could 'ear their 'owling, but it didn't mean nothing t'us. Too far away Ah suppose. No, when we came around to lay into 'em, a block of their reserves broke off t'meet us. Ah wosn't scared at first. Ah've fought men in armour, Ah've fought giant's in armour, so armour's no fear t'me. But you see, they weren't just armoured in metal, though Ah kin not guess what else protected them. They advanced mercilessly through us, cleaving our men aside and taking no a scratch in the process. Ah remember them clearly, they were like golems, engines of destruction marching through our ranks like they were strollin' through a field of daisies. Maybe thats what they thought too. Ah don't remember if any of them fell, but I know that as they moved towards me it felt like they wos starin' at me, condemin' me t'death with every step, inplaccable, inexorable, unstoppable. Ah've seen fellow dwarves march like that, bot never to the same effect. Ah could no' help it. When he reached me Ah took a blow to the shield and fell down, played dead. Never done such a think in me whole life, an' Ah'll be ashamed of it 'til me funeral pyre. That's right boy, there'll be no stonin' me in with me ancestors after an act like that. Ah'll be burned away so nothin' of me cowardice remains t'taint the 'earts of me kin. Bot, if ye ask me boy, Ah'd do it again. Don't like sayin' it, bot Ah'd do it again if he were 'ere infront of me, do it again in an 'eartbeat.

Juggernauts are terrible, iron-clad engines of war that inspire terror in the hearts of all who see them. They shrug off the brunt of their enemies' attacks and drive them into a panicked terror, encouraging them to flee before the Juggernaut reaches them. In truth, the Juggernaut usually takes damage like any other armored warrior, but their presence and endurance draws their foes' attentions away from the Juggernaut's wounds and towards their own.

Juggernauts favor shields and heavy armor whilst trudging through the melee, pushing enemies around (and grinding them beneath their heel). They also have some defenderish powers that helps keep them alive in the midst of a furious battle. Make no mistake though, the Juggernaut exists to inspire that sinking doubt, that feeling of impending doom coupled with an inherent hopelessness that melts resistance and ends in defeat.

11th: Recovering Action
When you spend an Action Point you regain hit points equal to your Con mod +2 per adjacent enemy. Increases to +3 per enemy at 21st level.

11th: Churning Push
Whenever you push a creature at least 1 square, they take Con mod damage.

16th: Deathless Giant
Enemies do not treat you as bloodied until you reach 1/4 health.







[deck=Creeping Doubt]Juggernaut Utility 12
As another attack bounces off your shell, your enemies fear that you may be invulnerable.
Encounter - Martial ✦ Fear, Implement
Immediate Reaction
Trigger: An enemy misses you with an attack.
Attack Type Close Burst 2
Target: All enemies within burst.
Effect: -Con mod to Attacks, Damage, and Defenses until the beginning of your next turn.[/deck]

[deck=Grim Reaver]Juggernaut Daily 20
You are like a rising river, slow and unstoppable.
Daily - Martial ✦ Fear, Zone
Move Action
Area: Zone 4
Target: All enemies within Zone
Effect: -2 Will defense.
Sustain Minor

 



Gore Hound


117999.jpg


Gore hounds are calculated savages. To a gore hound, a dead enemy should serve to sicken and disgust the enemy. They might be savage maulers or calculating terrors, but they exploit the weak stomachs of their opponents to control them. As they churn the earth into clods of mud and bloody muck they funnel or separate their foes to deal with as they please. Repulsed by the squishy carnage, many enemies fall for their disquieting tactics.

Gore hounds favor large AoEs and powers that create difficult terrain. These powers cause hesitation in the enemy, making the easier and less horrific route wherever the gore hounds pleases. Gore hounds are the dreadnoughts that focus purely on controling movement on the battlefield, impeding enemies and adjusting their position. Most gore hounds utilize a variety of pushing abilities as well, to repulse those that attempt to brave the undesirable terrain.

11th: Repulsing Action
When you spend an Action Point to make an attack, you may slide the target 2 squares as part of the attack.

11th: Controlled Carnage
Whenever create an area of difficult terrain, you may exlude a number of squares equal to your Constitution modifier.

16th: Mud and Blood [Fear]
Enemies moving through difficult terrain you have created use up one additional move per square (3 in normal conditions). This affects creatures immune to difficult terrain, but not those immune to Fear effects

[deck=Noxious Haze]Gore Hound Daily 11
You disembowel your foe, sending their internals up in a gorey mist.
Daily - Martial ✦ Poison
Minor Action
Trigger: You kill an enemy with an attack that creates difficult terrain.
Target: All creatures within or entering the difficult terrain
Hit: 2d6+3 poison damage and the difficult terrain grants light concealment until the end of your next turn.
Special: Increases to 4d6+5 at 21st level.[/deck]

[deck=Clear a Path]Gore Hound Utility 12
You're versed with difficult terrain of all manners; natural, arcane, divine, or psychological. You use that knowledge to make way for your allies.
Encounter - Martial
Move Action
Effect: Any difficult terrain you move through as part of this action becomes normal terrain until the end of the encounter. A equal or lesser number of squares adjacent to you during the move become difficult terrain until the end of the encounter.
Special: It is possible to pile all the difficult terrain into a single square, this does not make the terrain 'more' difficult and does not trigger your gore hound powers or abilities.[/deck]

[deck=Gorey Glory]Gore Hound Daily 20
You toss bits of injured enemies about with skillful weaponwork. Those nearby are paralyzed with fear.
Daily - Martial ✦ Weapon, Fear
Standard Action
Attack Type: Melee
Target: One creature within range.
Attack: Str vs. AC
Hit: 2[W]+Str damage and secondary attack.
-Secondary Attack: Str vs. Reflex, three creatures within 5 squares.
-Hit: Stunned until the beginning of your next turn.
Miss: Half damage.



 



Screaming Demon


118029.jpg


Battlecries have been a part of the battlefield since two people got together and started beating each other with sticks. Often the rally the spirits of men or muster courage for a fearful soldier. The other side of the coin, one well known to many, are the battlecries that break the spirits and cause brave men to flounder. This is the screaming demon's realm. Promises carried on the winds of defeat. Threats laced through the ears of enemies. Sounds unheared since man was prey. Screaming demons don't 'play fair' or 'speak softly', the threaten, coerce, and cajole their opponent until it's nothing but a blubbering pile of pre-mortem fear.

The screaming demon specializes in large and small area targeted debuffs. Although not a controller of the field itself, they control the power of the enemy. They reduce their opponent's combat effectiveness like an anti-leader, making that target easy prey. This is important for the screaming demon, who does not have as many non-debuff powers. They are often ill-suited to direct melee combat, fairing better with Great Throws and selective engagements.

11th: Howling Action
When you spend an Action Point all adjacent enemies take your Cha mod as a penalty to their next roll.

11th: Strong Lungs
Your battlecry effects have their area of effect increased by 1. They increase again (to 2) at 21st level.

16th: Lasting Panic
Battlecry effects that would end either on the beginning or end of your next turn end one turn later. Battlecry effects that end on a save instead end one turn following the save.

[deck=Disarray]Screaming Demon Encounter 11
An unbearable promise sends your enemies into disarray.
Encounter - Martial ✦ Implement, Battlecry, Fear
Standard Action
Attack Type: Burst 1 within 20.
Target: All enemies within blast.
Attack: Cha vs. Will
Hit: Confused until the end of your next turn.[/deck]

[deck=Interruption]Screaming Demon Utility 12
It's amazing what people will do if you yell.
Encounter - Martial ✦ Fear
Immediate Reaction
Target: One creature within 20.
Trigger: Target creature makes a roll.
Effect: The target rerolls and uses the results of the second roll.[/deck]

[deck=Panicked Stampede]Screaming Demon Daily 20
Your yelling and cursing sends your opponents scrambling for their lives.
Daily - Martial ✦ Implement, Battlecry, Fear
Standard Action
Attack Type: Blast 4 within 10
Target: All enemies within Blast.
Attack: Cha vs. Will
Hit: All targets move at their move speed in the direction chosen by the screaming demon. If a target flees through an occupied square, both it and the occupier take 2d12+Cha damage. If a target flees through difficult terrain or attempts to flee into impassable terrain it takes 1d12+Cha damage.



Scourge


117998.jpg



Donchye bother askin' that pour man anythin'. Fer won he dun need ye askin' 'im questions, specially not iffen yer askin' over what I think yer askin' over. Two, ye won't get nuthin' useful out'o'im anyhow. Four, iffen I got me countin' roight, he'll be screamin' 'is bludy 'ead off about it any minute now. 'S Tokwa, innit, yer wontin' to ask 'him over the battle'o'tokwa. Ye jus' come o'er here an' I'll tell ye everythin' ye'd be gettin' from 'im without botherin' over the howlin' he gets hisself into. 'Ccordin' to 'im, he wos a great worrior, course he wos proberbly jus' some muck'ead with a sword an' leathers. Anyhows, he comes up upon this roit turrible beastie, named somethin' I fergot. He says they went on battlin' fer days an days, wiff the loightenin' stoiken awl over the bludy place and thunder fer every swing, 'corse we awl know the battle'o'tokwa didn' last but a day and there won't a storm in soight. So anyhow, he says the beastie went'n won, gave him a nasty scar. Is the last bit he stops braggin' his fool mouth over. It how he went on lost the 'alf a face he's missin, awl jaggedy and narsty. Dun look too long on it neivver, as he'll a-start ta wailin' over how the turrible beastie done returned t'finish him orf. So there ye go, everything he woulda toldya iffen ye'd waited about. Worth an extra bit o' a tip, innit?

Scourges leave lasting scars that prevent their foes from ever forgetting the horror they lived through. Many scourges have a preferred scar be it physical, emotional, or spiritual. Disturbing philosophy and black promises serve alongside physical maiming to prevent opponents from fighting at their full strength. Demoralized and often haunted, scarred enemies hesitate to have anything to do with the Scourge again.

The scourge's scar is similar to a fighter's mark. It punishes the scarred creature for certain actions and reduces their success rate when performing them. Like the opposite of a defender, the scourge makes it more difficult for the target to hit the scourge, but still punishes them for attempting to escape to an easier target.

11th: Scarring Action
When you spend an Action Point all adjacent enemies become scarred until the beginning of your next turn.

11th: Scar
Whenever you hit a target in battle, the target becomes scarred until the end of your next turn. A scarred creature takes a -2 to attacks that include you as the target or to opposed skill checks. You may make opportunity attacks against a scarred creature as a free action, and gain a Cha mod bonus to attack and damage when you do so.

16th: Terror of the Battlefield
When you reduce a scarred target to 0 hit points, you regain 1d6 hit points and scar another creature within 10 squares.

[deck=Flashback]Scourge Encounter 11
A meaningful glance staggers your already terrified foe.
Encounter - Martial ✦ Fear
Minor Action
Attack Type: Ranged 10
Target: One scarred creature.
Effect: Slowed (save ends) and scarred until the end of the encounter.[/deck]

[deck=Bloody Promise]Screaming Demon Utility 12
Intimidation alone cause the target to fear you forever.
Encounter - Martial ✦ Fear
Minor Action
Attack Type: Ranged 10
Target: One creature.
Effect: The target becomes scarred until the end of the encounter.[/deck]

[deck=Relive the Moment]Screaming Demon Daily 20
Flashbacks of your brutality paralyze your foes.
Daily - Martial ✦ Fear
Minor Action
Attack Type: Blast 4 within 10
Target: All scarred creatures within Blast.
Attack: Cha vs. Will
Hit: Slowed and Dazed (save ends).


 


Feats

Multiclass



Fearsome Assailant
Prerequisites: Str 13
Benefits: You gain training in Intimidation and may use Aura of Menace once per encounter.


Heroic




Dreadnought Non-Implement Feat Tax
Prerequisites:
Dreadnought, Poor Planning
Benefit: You gain a +1 to attack and +2 to damage per tier to your Dreadnought Class Powers that lack the Weapon keyword.  If your DM decides to be fair and not force you to burn a feat, this is a class feature and not a feat.


Big Arm
Prerequisites: Dreadnought, Great Throw class feature
Benefit: You're maximum range with heavy thrown weapons increases by 5.

Contagious Savagery
Prerequisites: Dreadnought
Benefits: Allies within the area of effect of your battlecry powers gain a +1 to attack until the beginning of your next turn.

Chain Sweep
Prerequisites: Dreadnought
Benefits: If you hit one creature with your sweeping attack, you gain a +1 to attack against the other targets of your sweeping attack.

Trembling Warning
Prerequisites: Dreadnought, Aura of Menace class feature, Inexorable Dreadnought
Benefits: Enemies within your aura of menace take a damage penalty equal to it's attack penalty.

Weakened Resolve
Prerequisites: Dreadnought, Aura of Menace class feature, Raging Dreadnought
Benefits: Enemies within your aura of menace take a -1 to Will Defense.

Greater Aura of Menace
Prerequisites: Dreadnought, Aura of Menace class feature
Benefits: Your aura of menace attack penalty increases by 1.

Fearsome Half-breed
Prerequisites: Dreadnought, Half-Elf, Aura of Menace class feature
Benefits: Allies within 5 squares of you gain a +1 bonus to Intimidate checks. This increases to +2 at Paragon and +3 at Epic.



Paragon



Great Sweep
Prerequisites: Dreadnought
Benefits: You may increase the maximum number of targets for your Sweeping powers by 1.

Turning Tide
Prerequisites: Dreadnought
Benefits: Allies within your the area of effect of your Battlecry powers gain a +1 to all defenses until the beginning of your next turn.

Scent of Blood
Prerequisites: Dreadnought, Aura of Menace class feature
Benefits: You gain a +2 to attack bloodied creatures within your aura of menace.

Terror of the Forest
Prerequisites: Dreadnought, Elf, Great Throw class feature
Benefits: You may use a bow instead of a heavy thrown weapon for ranged Dreadnought powers. You may use your Strength modifier for ranged basic attacks with the bow.

Otherworldly Insight
Prerequisites: Dreadnought, Eladrin
Benefits: Whenever a Dreadnought Class ability, trained skill, or power calls for your Charisma modifier you may instead use your Intelligence Modifier.

Lingering Fear
Prerequisites: Dreadnought, Aura of Menace class feature
Benefits: Your aura of menace lasts one additional round.

Dangerous Reputation
Prerequisites: Dreadnought
Benefits: Enemies immune to fear instead gain a +5 bonus to defenses against your Dreadnought attacks that have the Fear keyword.



Epic



Menacing Breath
Prerequisites: Dreadnought, Dragonborn, Aura of Menace class feature
Benefits: Enemies hit by your breath attack are affected by your Aura of Menace.

Hammerthrower's Legacy
Prerequisites: Dreadnought, Dwarf, Great Throw class feature
Benefits: When throwing heavy thrown hammers or axes with Dreadnought Attack Powers, you may increase the push distance by 1, or add Push 1 to the effects line.

Mouse of War
Prerequisites: Dreadnought, Halfling, Aura of Menace class feature
Benefits: Your battlecries have a +3 to hit against creatures larger than you.

Blackhearted Hellborn
Prerequisites: Dreadnought, Tiefling, Aura of Menace class feature
Benefits: Your Aura of Menace reduces all defenses of bloodied opponents by 1.


 


War Banners

The war banner serves as a tool by which the Dreadnought is known.  It is generally distinctive and crafted for the dreadnought personally.  Although war banners may change hands (generally following the immediate defeat of it's master) the power of the war banner does not change, but grants the new owner the fearsome awe of the old.


Magic War Banner
This terrifying banner is enchanted with magic.
Lvl 3 +1 680gp  Lvl 18 +4 85,000gp
Lvl 8 +2 3,400gp  Lvl 23 +5 425,000gp
Lvl 13 +3 8,500gp  Lvl 28 +6 2,125,000gp
Implement (War Banner)
Enhancement: Attack rolls and damage rolls.


Banner of Nightmares
Runes and sigils of nightmarish fate adorn this banner, searing your words into your foe's mind.
Lvl 5 +1 1,000gp  Lvl 20 +4 125,000gp
Lvl 10 +2 5,000gp  Lvl 25 +5 625,000gp
Lvl 15 +3 25,000gp  Lvl 30 +6 3,125,000gp
Implement (Warbanner)
Enhancement: Attack rolls and damage rolls.
Critical: 1d6 Psychic damage per plus
Power (At-Will x.gif Psychic): Free Action:  All damage dealt by implement powers modified becomes Psychic damage.  Another free action returns this damage to normal.
Power (Daily x.gif Psychic): Free Action. Use this power when you hit with the power modified by this implement. Deal an extra 1d6 psychic damage, and the target is dazed until the end of your next turn.
Level 15 or 20: 2d6 psychic damage.
Level 25 or 30: 3d6 psychic damage.


Banner of the Shrike 
This banner features a ring of wicked spikes that writhe in agony. 
Lvl 30 +6 3,125,000gp
Implement (War Banner)
Enhancement: Attack rolls and damage rolls.
Critical: 1d6 damage per plus and the target is immobilized
Property: Opponents that are Slowed, Immobilized, or Knocked Prone with a power modified by this implement, take on-going 10 damage (save-ends).
Power (Encounter): All creatures within a Close Burst 3 are immobilized and take on-going 10 damage (save ends both).

Resident Shakespeare
Reserved, should the need arise.
Resident Shakespeare
I ran out of space in the old thread, quickly reaching the 5,000 word limit. Go ahead and let the old boy die. Here I've gone and reserved 3 posts (well, four if I decide to use this one as well). Just in case.
Resident Shakespeare
I'm just looking at the At Wills at the moment:

Cull the Weak: This is overpowered. It's also weird. And third, it makes no sense to have an attack that's a wall 3 with no later effects, and also a melee attack. You could make it a Close Burst 1, but that would be grossly overpowered for an At Will attack. Not sure how to save it. Perhaps Close Burst 1, Str damage, push Con squares?

Brutalize: OK.

Howling Hammer: Grossly underpowered. It's neither weapon nor implement, and gets no +to hit. It is very weak from start, and quickly grows completely useless.

Topple: Far too weak, except when you have Spitting Cobra Stance, in which case it's too strong instead. Teh kind of power that has no legitimate uses.

By the way, Great Throw makes no kind of sense. I recommend that you read up on the rules about Heavy Thrown weapons, as well as the rules about improvised weapons.
Ok, I'll argue for Cull the Weak here.

Although Cull the Weak uses the term "Wall 3 within 1" note that it has no duration. Thus, like any other area attack, it only exsists at the exact moment of the attack. The original term was Three Continguous Adjacent Enemies. Igniz, bless his soul, recommended using Wall 3 within 1. The point being that a Wall must be a number of connected squares. Because it is within 1, all squares must be within 1 square, thus adjacent, to the PC. Therefore, Wall 3 within 1 attacks three adjacent squares that are next to each other. In that context, I think Wall 3 within 1 is rather logical.

***<br /> *U*<br /> ***<br /> <br /> Where U is You (get it)<br /> Legal<br /> xxx<br /> *U*<br /> ***<br /> <br /> xx*<br /> xU*<br /> ***<br /> <br /> ***<br /> xU*<br /> *xx<br /> <br /> *x*<br /> xU*<br /> *x*<br /> Not legal<br /> <br /> *x*<br /> *U*<br /> xx*<br /> <br /> *x*<br /> *Ux<br /> x**<br /> <br /> So on, so forth.

Now, as for it's damage, which I have been told before is stronger than Tide of Iron, let me explain. Cull the Weak is quite similar to Thunderwave in it's execution. Thunderwave deals 1d6+Int, while Cull the Weak only deals 1[w]. Even the strongest weapon I know of, 2d6, is roughly equivalent to 1d6+Int for a wizard. The average 2d6 roll is 7. The average wizard has 16 Intelligence, giving 1d6+int a average 6.5 damage. However, Thunderwave has a higher chance to hit multiple enemies, being a 3x3 square, and Cull the Weak has a lower chance to hit multiple enemies, being a 3x1 line. To compensate, Cull the Weak averages higher damage per enemy, while Thunderwave averages higher enemies per damage. They are very similar and very fair. Cull the Weak uses Con for push, a secondary stat. Thunderwave uses Wis for push, a secondary stat. With any luck, this first post will solve any issues people raise with Cull the Weak.

As for Howling Hammer, I am all to aware of the challenges I face with scaling. My greatest desire is to keep implements away from this class entirely, not even the trophies of enemies. As such, I will need to find an alternate method for saving it. Also note, because Howling Hammer targets Will, granting it the weapon's proficiency and magical bonuses to attack would be unfair, making it nearly impossible to miss.

I don't, by memory, know the basics of Spitting Cobra Stance. But I think that a ranged Damage + Knockdown at will would be unfair, as knockdown essentially robs you of your move action. I believe, however, that a Controller has a great number of uses for a ranged knockdown At-Will power. But I fear targeting more than 1 creature or adding damage to it would unbalance the power. Would you think Str damage + Knockdown was balanced?

I believe Great Throw makes adequate sense. Do Heavy Thrown weapons already use Strength to attack? I thought they used Dexterity. They also ignore range penalties. Meaning that using a Heavy Thrown weapon at a 10 square range does not invoke the -2 to attack penalty. I had brought Great Throw down in power, as it used to increase the damage die by one size. Should I bring this back? I shall fix the Improvised Weapon issue.

Edit: You know what could work for an implement? Weapon. When using the weapon as an implement you gain gain it's magical bonuses to attack, but not the proficiency bonus.
Resident Shakespeare
Yeah, heavy thrown use STR already for a BASIC RANGED ATTACK.

The trick is that with some class powers, it becomes confusing.

For example, A tratnyr wielding ranger uses his STR to make basic ranged attacks when he throws it.

However, with Twin Strike, the power specifically says to use DEX if using the power as a Ranged one.



So, the power trumps all. Since heavy thrown already uses STR, and so do your weapon/thrown powers, so no difficulties there anyways.
My Sorc Guide Link: http://community.wizards.com/go/thread/view/75882/19649162/Joes_Sorcerer_Guide_AP_update_51509 My Genesi Wizard Blaster Link: http://community.wizards.com/go/thread/view/75882/25082729/Miniguide_to_Genesi_LightningThunder_Blaster_Wizard_%2806-2010%29
Ok, I'll argue for Cull the Weak here.

Although Cull the Weak uses the term "Wall 3 within 1" note that it has no duration.

I'm pretty sure "Wall 3" would trigger OAs. I'm pretty sure that's not intentional.

Just say "Close Burst 1, maximum of three targets" instead.

As for Howling Hammer, I am all to aware of the challenges I face with scaling.

Just do what the other similar powers do - +2 at Heroic, +4 at Paragon, +6 at Epic. There are a lot of powers like this in the class, though, so maybe you should come up with a different kind of solution...

I believe Great Throw makes adequate sense. Do Heavy Thrown weapons already use Strength to attack?

Yes.

Also, there is no such thing as a penalty to improvised weapons! The improvised weapons are horribly bad, but no penalty is involved, anywhere. If you want it to work the way you think, say "Warlords get a +2 bonus to attack and damage rolls with Improvised Thrown Weapons". It could also be a feat, but then no-one would take it...

Therefore, Great Throw is meaningless, except that it allows you to throw the full distance without penalty, which is a weird ability anyway. Why would Dreadnoughts have that? At least make it interesting, such as adding the Strength modifier to the range of the thrown weapon.
I'm pretty sure "Wall 3" would trigger OAs. I'm pretty sure that's not intentional.

Just say "Close Burst 1, maximum of three targets" instead.

I could also add Close Wall 3 within 1, which ought to stop any OA business, yes? I suggest this because Close Burst 1, Target: "Three contiguous enemies" would require unusual terms and "Three adjacent enemies" could be misunderstood and "Three enemies next to each other" is too wordy.



Just do what the other similar powers do - +2 at Heroic, +4 at Paragon, +6 at Epic. There are a lot of powers like this in the class, though, so maybe you should come up with a different kind of solution...

All that typing, yes. Perhaps an alternate solution can be reached. What do you think of the "Weapon Implement": Gain Enhancement Bonus but not proficiency bonuses?

Also, there is no such thing as a penalty to improvised weapons! The improvised weapons are horribly bad, but no penalty is involved, anywhere. If you want it to work the way you think, say "Warlords get a +2 bonus to attack and damage rolls with Improvised Thrown Weapons". It could also be a feat, but then no-one would take it...

Therefore, Great Throw is meaningless, except that it allows you to throw the full distance without penalty, which is a weird ability anyway. Why would Dreadnoughts have that? At least make it interesting, such as adding the Strength modifier to the range of the thrown weapon.

I see. I have adjusted the power such that Dreadnoughts treat improvised heavy thrown weapons as having a +2 proficiency bonus and a damage die increased by 1 size. Thus allowing them to throw rocks with efficiency. I added this because with the many powers that can use Great Throw the dreadnought could easily run out of thrown weapons. Allowing them to throw whatever is hand is both mechanically convenient and thematically plausible.

I agree that very few would take such a feat. I do forsee Dreadnoughts that wish to use their Great Throw powers all taking Quick Draw to remain viable.

I also wanted Dreadnoughts to have reasonable ranged powers, without resorting to bows and arrows. It gives all of their Great Throw powers range 10, which is adequate for a melee controller.
Resident Shakespeare
A wall isn't just a mechanical term for an area. It's a physical wall. Doesn't make sense for a martial guy to suddenly spawn a 3 space wall.
A wall isn't just a mechanical term for an area. It's a physical wall. Doesn't make sense for a martial guy to suddenly spawn a 3 space wall.

With a quick perusal, I noted that the Wall powers I saw began with the effect line: "You conjour a wall...into being". That leads me to believe that, when used as an Area, without stating that such a wall is conjured into being that Wall is a purely mechanical term meaning two or more contiguous squares within range.

Not having the books on me, and with the strictness of the D&D 4e SRD, I can't seem to find a glossary definition of Wall for 4E.

I can change it back to "three contiguous adjacent squares", but I have so much trouble beliving that that makes more sense than Close Wall 3.
Resident Shakespeare
I see. I have adjusted the power such that Dreadnoughts treat improvised heavy thrown weapons as having a +2 proficiency bonus and a damage die increased by 1 size. Thus allowing them to throw rocks with efficiency. I added this because with the many powers that can use Great Throw the dreadnought could easily run out of thrown weapons. Allowing them to throw whatever is hand is both mechanically convenient and thematically plausible.

Suddenly, I want to play a character who specializes in throwing bits of fallen foes at other foes. We tend to have a lot of head-comes-loose narrative description in our games, and cranial projectiles would be excellent.

There's lots of room for other thrown things too, like using "Effect: If the target attacks you before the beginning of your next turn, they take Con damage" and on your next turn pulling the dead rogue's dagger from your arm and flinging it, along with his hand, at the enemy wizard. Or shattered bits of armor, various tentacles, impaling the High Priest of Vecna with his minion's holy symbol...
Do not meddle in the affairs of gryphons, for you are fragile and we play with our food.
I appreciate your encouraging post.
Resident Shakespeare
Maybe, to solve the problem of your power...

Close burst 1
Target: Up to 3 enemies adjacent to eachother within burst.

Job done.

Also, I'm really liking the look of this class at the minute...
A wall isn't just a mechanical term for an area. It's a physical wall. Doesn't make sense for a martial guy to suddenly spawn a 3 space wall.

On the other hand, it would be totally cool for a martial controller to swing his weapon around create a small, short-range, one-turn wall that's similar to Blade Barrier. Should be fine for an encounter power.
-Roaring Dreadnought: Your Brutal Warnings gain your Cha Mod to their zone size and you gain a +1 to attack with Battlecries.

Is not this excessive? I mean, a proper tune-up char an easily go up to a +8-+10 modifier... Mean zones often larger than the battlefield itself. MC to Wizard FTW.
Actually Play'ng: Nothing. My old party is full of short-sighted racists and sexists (on their own admission), so I left.
Is not this excessive? I mean, a proper tune-up char an easily go up to a +8-+10 modifier... Mean zones often larger than the battlefield itself. MC to Wizard FTW.

It's not that bad. Remember they're penalties from the same source, so they don't stack. Essentially, a properly tuned up character will kill an enemy and give all enemies on the field a -1 to attack. -2 at paragon and -3 at Epic. The penalty isn't big enough that it's a problem to give it to everyone. If you really think it's too strong then I can make it a -2 at 16th level with no ascension to -3.

Or I could make it Burst size = to Cha, which stops a burst 6 at 1st level (though a burst 5 is only marginally better).

The idea here is that when a Roaring Dreadnought kills an enemy, everyone knows because he's such a blowhard.
Resident Shakespeare
Yeah, heavy thrown use STR already for a BASIC RANGED ATTACK.

The trick is that with some class powers, it becomes confusing.

For example, A tratnyr wielding ranger uses his STR to make basic ranged attacks when he throws it.

However, with Twin Strike, the power specifically says to use DEX if using the power as a Ranged one.



So, the power trumps all. Since heavy thrown already uses STR, and so do your weapon/thrown powers, so no difficulties there anyways.

This rule is why Heavy Thrown weapons are not a viable option in the game.
This rule is why Heavy Thrown weapons are not a viable option in the game.

They are now!
Resident Shakespeare
I've revamped and (hopefully) rebalanced a number of powers to compensate for his use of [w] attacks and Fear powers. Do please have a look at them and see what you can see.

Also, added Scourge flavor text.
Resident Shakespeare
I need to go over the updates but in general I love this class. This is a Martial Controller done right. I would play a Dreanought in a second.
Thanks a lot. Generally I tried to lower the damage output and reduce the number of Fear dependant powers. As well as add one or two (Big Shove).
Resident Shakespeare
This is a bump.

This, is a tango.

Of course, it's hard to see a spontaneous tango over the internet.
Resident Shakespeare
After 2 months away, ressurected for commentary.
Resident Shakespeare
This class looks awesome. I haven't read through all the powers yet, but here are some thoughts:

(At-Will) Brutalize's wording is slightly unclear. Who takes the -1 to hit, the character or the target?

(Daily 1) Sword in the Stone should mention lodging your weapon in the ground in the text of the power, not just the flavor text. Also, are you then disarmed for the duration of the power?

Should Scattering Roar be a shift, or a slide?

Does Threatening Roar's sustain effect mean you repeat the attack in a new burst 3, or does it mean that the -2 penalty stays on the first targets you hit? Also, you should specify the duration of the -2 penalty (until the end of the character's next turn?).

(Encounter 3) Powers like Grind Beneath Your Feet usually specify that you can move through enemy squares (since you normally can't).

Is the Don't You Dare effect an "until the end of your/its next turn", "save ends", "for the rest of the encounter", or what?




These are mostly just nitpicking, I don't see anything obviously wrong with the ideas or balance.
This class looks awesome. I haven't read through all the powers yet, but here are some thoughts:

(At-Will) Brutalize's wording is slightly unclear. Who takes the -1 to hit, the character or the target?

(Daily 1) Sword in the Stone should mention lodging your weapon in the ground in the text of the power, not just the flavor text. Also, are you then disarmed for the duration of the power?

Should Scattering Roar be a shift, or a slide?

Does Threatening Roar's sustain effect mean you repeat the attack in a new burst 3, or does it mean that the -2 penalty stays on the first targets you hit? Also, you should specify the duration of the -2 penalty (until the end of the character's next turn?).

(Encounter 3) Powers like Grind Beneath Your Feet usually specify that you can move through enemy squares (since you normally can't).

Is the Don't You Dare effect an "until the end of your/its next turn", "save ends", "for the rest of the encounter", or what?




These are mostly just nitpicking, I don't see anything obviously wrong with the ideas or balance.

Let me see.

The target takes the attack penalty in brutalize, I'll add some wording to clarify it.

Yes, with Sword in the Stone I should mention something about being disarmed, though I don't want the player to think that they can't just draw another weapon.

Scattering Roar should most definately be a slide, thank you. Allowing the enemy to shift really makes no sense as a power, does it.

Threatening Roar's sustain effect means that the -2 penalty remains. I'll add some wording to clarify that.

I'll mention that you can move through occupied squares with Grind Beneath your Feat.

Don't you Dare should indeed read "Until the beginning of your next round, if the target...".
Resident Shakespeare
Yes, with Sword in the Stone I should mention something about being disarmed, though I don't want the player to think that they can't just draw another weapon.

I think the power would make more sense as a Zone.










Nothing about the power leads you to believe you can't draw another weapon. Also, planting it in the ground sounds pretty obvious that you can't use it, but just to make sure I added the clause for disarming yourself. Even then, it's only talking about disarming yourself of one particular weapon. Still no reason to believe you can't just draw another.

I'm a little confused about what type of action it is to draw the weapon from the ground. Always a minor or move? Same as drawing it from a sheath? If it's meant to be the same as drawing from a sheath, specify it's a minor action and add a
"Special: If you have the Quick Draw feat you may remove the weapon from the ground as a free action"
line.
Planes Wanderer
If you've forced the weapon into the ground, it may be a little harder to remove.

On the other hand, can enemies remove it as well?
First thing that caught my eye was HP per level gained. The Primal power source currently offers the highest HP gain, and the primal controller (druid) only gets 5 HP per level, 6 as a controller seems to be pretty far off, given that it's the same as the martial defender (fighter), that just seems plain wrong

Other controllers:
Wizard: 4
Invoker: 4
Druid: 5

Other martial classes:
Fighter: 6
Ranger: 5
Rogue: 5
Warlord: 5
I could reduce it to 5. It doesn't have as many "in and out" powers as a the druid, so I matched it's HP/level to the fighter, but since his job isn't to take hits, I'll bring it down a notch.
Resident Shakespeare
I'd raise his base HPs a tad to compensate, he's supposed to be a Juggernaut, so having high HPs makes sense.
Several issues:

This, like many melee martial controller attempts, is kind of a god-class. It's got pretty much all of the controlling power of a controller class, but it's also got most of the toughness of a defender. Part of the party dynamic of having a controller is that they provide great area management at the cost of being squishy and needing protection. (See DMG 10 on parties with a missing role for more on that.)

What you instead have here is a super-(solo-)defender. You have, basically, a melee tank that can mark enemies. He only has 3 less HP and 2 less healing surges than a Fighter and can wear the best armors with minimal feat expenditures (and no sacrifice of attributes). The main difference is that his "mark" penalizes attacking him too, so he's even more invulnerable. "Bigger and Meaner than You," indeed!

This Brutal Warning mechanic is kind of strange. It's obviously a fear-based effect, but it doesn't allow enemies immune to fear any leeway unlike a Barbarian's similar roar of triumph. The "scaling" penalties don't, especially if you're an Inexorable Dreadnought, and the class has a very weird incentive as a controller to hold of on minions and pick them off one by one rather than doing what a controller does and clear the field quickly. On the other hand, what happens when the zones overlap? (And should the effect be centered on the enemy or you, really?)

The implement thing is bizarre as hell for a martial class, but I guess I see where you're going with that, though it makes some powers that have reach based on your weapon very confusing. Are you hitting with the weapon? Then why isn't it a weapon attack vs. AC?

As joemama512 said, Great Throw is a little redundant and unnecessary unless you're MC'ing to Ranger or another class that uses Dex for its ranged powers no matter what weapon you're using. It doesn't belong in the range line for a power. (Use "melee weapon or ranged weapon" instead of "Melee or Great Throw.")

Your at-wills are off-balance and some are kind of out of tune with what a martial class should be able to do at level 1. I haven't examined the higher level powers in depth.
  • Cull the Weak: What are you, the Dark Lord of Mordor? Golfing around enemies 15-20' on an at-will from level 1? Halve that push if you want to be believably martial.
  • Big Shove: No complaints.
  • Brutalize: Seems a little more powerful than the rogue's disheartening strike, especially once you hit 21st level. Well, if it could hit. It is missing the Weapon or Implement keyword.
  • Howling Hammer: Confusing and broken. First, are you hitting with the weapon? If so, then you should switch from Strength modifier damage to 1[W] damage so that the implement's enhancement bonus comes into play. If not, then change the damage to be Charisma based or a fixed die roll. Second, being able to inflict a penalty greater than -2 with an at-will becomes degenerate by Epic tier when it hits -7 or more easily and is pretty bad at Heroic tier when -4 won't be uncommon. This is far more powerful than the Shielding Swordmage's mark because it applies to all attacks a creature makes, not just an attack against a single target. Compare the power of the two against a Beholder Ultimate Tyrant or an Ancient Red Dragon.
  • Topple: Again, I'd suggest flipping the damage to let the enhancement bonus come in.


I didn't examine the rest of your powers in depth, but you have a lot of formatting work to do. Explicitly making attacks "great throw" attacks instead of just "ranged weapon" is odd because of what it means for multiclassing into the class (and it doesn't add anything to the rules when a dwarf ranger throwing hammers still uses Dex for his powers). You also have some powers with Attack lines, but no Hit lines (just Effect lines).

Some praise is in order, though. I like that you reserved the big "shouting powers" as dailies as far as I can tell with a quick glance. That's more realistic. The current build you have has some balance issues, but the core idea seems to be gelling into something worthwhile over time and many edits.

(Thematically, I find the concept of a big scary man in armor carrying around teeny little throwing hammers kind of hilarious, though.) ;)
Several issues:

This, like many melee martial controller attempts, is kind of a god-class. It's got pretty much all of the controlling power of a controller class, but it's also got most of the toughness of a defender. Part of the party dynamic of having a controller is that they provide great area management at the cost of being squishy and needing protection. (See DMG 10 on parties with a missing role for more on that.)

It lacks a good deal of the other controlling classes benefit of range though. If it were to go so far as to be as physically frail as any of the other controlling classes, it wouldn't serve a point. From a purely mechanical standpoint, it would be incapable of spending any amount of time in melee, nerfing a full 'branch' of the class. Thus, without the hit points and armor options, this 'big swinging' controller would not be able to perform it's role and would become a joke class, much in need of a fix to make melee viable (somewhat similar to that poor strength paladin and his Cha based attack powers).

What you instead have here is a super-(solo-)defender. You have, basically, a melee tank that can mark enemies. He only has 3 less HP and 2 less healing surges than a Fighter and can wear the best armors with minimal feat expenditures (and no sacrifice of attributes). The main difference is that his "mark" penalizes attacking him too, so he's even more invulnerable. "Bigger and Meaner than You," indeed!

The dreadnought has no marking or 'anti-marking' effect. I don't really know what you mean. There is a paragon path that includes a sort of 'anti-mark', however it is optional and, quite frankly, I've never gotten any balance feedback on the paragon paths whatsoever.

As I stated, any true melee controller requires high hitpoints and armor or they will be incapable of actually getting into melee and performing their control function. Because it lacks a marking effect, it is entirely un-sticky, making it impossible for the class to be interpreted as a defender. I don't know where this mark thing is coming from. If you mean the brutal warning power, that only functions when the Dreadnought reduces an opponent to 0 hit points. Hardly a mark at all. I believe you are referring to the Scourge PP's "Scar" class ability.

This Brutal Warning mechanic is kind of strange. It's obviously a fear-based effect, but it doesn't allow enemies immune to fear any leeway unlike a Barbarian's similar roar of triumph. The "scaling" penalties don't, especially if you're an Inexorable Dreadnought, and the class has a very weird incentive as a controller to hold of on minions and pick them off one by one rather than doing what a controller does and clear the field quickly. On the other hand, what happens when the zones overlap? (And should the effect be centered on the enemy or you, really?)

The brutal warning mechanic is indeed rather fear-centric. However I felt that to preclude an entire set of enemies from the classes mechanic would be improper. When the zones overlap they do not stack, as bonuses from the same source don't stack. However I'm confused as to why you think the Inexorable Dreadnought is crippled, it is their power which I am most concerned about. They use their full Constitution modifier to the attack penalties of all enemies within the zone (meaning within melee range), and because many Inexorable Dreadnought powers utilise their Con mod, it's already in their best interest to keep it high. At the very least it will reach 20 by 30th level, meaning whenever they drop an enemy, all those within melee will take a -5 to attacks for that round.

The implement thing is bizarre as hell for a martial class, but I guess I see where you're going with that, though it makes some powers that have reach based on your weapon very confusing. Are you hitting with the weapon? Then why isn't it a weapon attack vs. AC?

It was the most feesible implement for a martial class. The dreadnought does not strike with it, rather they brandish and threaten with it, as posted.

As joemama512 said, Great Throw is a little redundant and unnecessary unless you're MC'ing to Ranger or another class that uses Dex for its ranged powers no matter what weapon you're using. It doesn't belong in the range line for a power. (Use "melee weapon or ranged weapon" instead of "Melee or Great Throw.")

Indeed, I will drop the 'use strength instead of dex' wording. However, the rest of the feature makes perfect sense. It has no range penalty (no -2 for throwing it past 5 feet) and grants the use of improvised 'heavy thrown' weapons that are useful.

Your at-wills are off-balance and some are kind of out of tune with what a martial class should be able to do at level 1. I haven't examined the higher level powers in depth.
  • Cull the Weak: What are you, the Dark Lord of Mordor? Golfing around enemies 15-20' on an at-will from level 1? Halve that push if you want to be believably martial.
  • Big Shove: No complaints.
  • Brutalize: Seems a little more powerful than the rogue's disheartening strike, especially once you hit 21st level. Well, if it could hit. It is missing the Weapon or Implement keyword.
  • Howling Hammer: Confusing and broken. First, are you hitting with the weapon? If so, then you should switch from Strength modifier damage to 1[W] damage so that the implement's enhancement bonus comes into play. If not, then change the damage to be Charisma based or a fixed die roll. Second, being able to inflict a penalty greater than -2 with an at-will becomes degenerate by Epic tier when it hits -7 or more easily and is pretty bad at Heroic tier when -4 won't be uncommon. This is far more powerful than the Shielding Swordmage's mark because it applies to all attacks a creature makes, not just an attack against a single target. Compare the power of the two against a Beholder Ultimate Tyrant or an Ancient Red Dragon.
  • Topple: Again, I'd suggest flipping the damage to let the enhancement bonus come in.

This is the first arguement against the fluff of my at-wills. I disagree without about the believability of Cull the Weak. Remember that squares no longer equal 5 feet.

Brutalize should certainly have the weapon keyword.

Howling Hammer is using the heavy thrown weapon in such a manner as to distract and intimidate the opponent. Rather than dealing a lot of damage, you reduce it's combat capacity with a debuff. Tradining damage for debuffs is a controller theme I believe.

Topple is also trading damage for a status debuff, one that costs the target's entire move action.

I didn't examine the rest of your powers in depth, but you have a lot of formatting work to do. Explicitly making attacks "great throw" attacks instead of just "ranged weapon" is odd because of what it means for multiclassing into the class (and it doesn't add anything to the rules when a dwarf ranger throwing hammers still uses Dex for his powers). You also have some powers with Attack lines, but no Hit lines (just Effect lines).

Indeed, there is some formating that needs doing.

Some praise is in order, though. I like that you reserved the big "shouting powers" as dailies as far as I can tell with a quick glance. That's more realistic. The current build you have has some balance issues, but the core idea seems to be gelling into something worthwhile over time and many edits.

Thank you very much.

(Thematically, I find the concept of a big scary man in armor carrying around teeny little throwing hammers kind of hilarious, though.) ;)

Teeny hammers? Are heavy thrown hammers small?
Resident Shakespeare
A Dreadnought that pumps just STR and CON could apply a -8 to enemy attacks with Brutal Warning without hurting the rest of the build, which is pretty damn powerful.

Co-author on AoA 2-3 and 4-1.

It lacks a good deal of the other controlling classes benefit of range though. If it were to go so far as to be as physically frail as any of the other controlling classes, it wouldn't serve a point. From a purely mechanical standpoint, it would be incapable of spending any amount of time in melee, nerfing a full 'branch' of the class.

You went too far. Look more at the Druid than making it a mini Fighter.

Also, I don't think it's a good compromise to trade control for durability. A Controller needs to be just as good at its primary role as any other, even if that means sacrificing other concerns. (This is one reason I don't like primal predator druids. They sacrifice too much control.)

The dreadnought has no marking or 'anti-marking' effect. I don't really know what you mean.

A mark is nothing more than an attack penalty with an exception to make you focus on one target. You just remove the exception in Brutal Warning. That was how I was approaching it when looking at the class.

The brutal warning mechanic is indeed rather fear-centric. However I felt that to preclude an entire set of enemies from the classes mechanic would be improper.

Then you've stepped beyond the boundaries of what is martial. Why should any enemy immune to fear, such as an angel, be scared of this guy? Why should they take a penalty at all? This just becomes a pure mechanic that ignores the martial fluff of its class.

When the zones overlap they do not stack, as bonuses from the same source don't stack.

Penalties would from other powers, but I missed some text for the Zone keyword (PH 59, PH2 222) that says that penalties from overlapping zones (even different ones) do not stack. My bad.

However I'm confused as to why you think the Inexorable Dreadnought is crippled, it is their power which I am most concerned about. They use their full Constitution modifier to the attack penalties of all enemies within the zone (meaning within melee range), and because many Inexorable Dreadnought powers utilise their Con mod, it's already in their best interest to keep it high. At the very least it will reach 20 by 30th level, meaning whenever they drop an enemy, all those within melee will take a -5 to attacks for that round.

C- Crippled? Why on earth would you think that? My objection is the opposite -- that it's massively overpowered!

It does *not* scale. First, I can't think of any at-will powers that impose a penalty to an enemy that increases as you go up in levels (outside of one of yours). Forced movement, yes. Temporary hit points, yes. But attack penalties? No. Encounter powers, yes. Daily powers, yes. At-will abilities, no.

Again, compare to the barbarian's roar of triumph. You're doing much the same thing (only an attack instead of a defense penalty), but you're doing it at-will.

Also, the Inexorable Dreadnought is much worse. The Roaring Dreadnought only goes from -1 to -3. A Dwarf Inexorable Dreadnought easily goes from -4 to -8. This pretty much means any DM will be forced to eliminate the use of minions or see the Dreadnought turn their stronger monsters into useless prats.

It was the most feesible implement for a martial class. The dreadnought does not strike with it, rather they brandish and threaten with it, as posted.

Then why do so many of your implement powers have a range of "Melee or Great Thrown," and why do some of them do Strength modifier damage on a hit?

[...][T]he rest of the feature makes perfect sense. It has no range penalty (no -2 for throwing it past 5 feet) and grants the use of improvised 'heavy thrown' weapons that are useful.

Sorry, you're right. That part is still useful. (However, it doesn't need to be mentioned in the power blocks I maintain. What happens if someone MC's into this class and doesn't get that class feature? Can they only use the attacks as melee attacks?)

This is the first arguement against the fluff of my at-wills.

Well, isn't that really 90% of the argument against martial controllers in the first place -- that they lack believable and sensible fluff?

I disagree without about the believability of Cull the Weak. Remember that squares no longer equal 5 feet.

They do. See PH 266. Also, jump checks rely on 1 square being 5 feet.

Howling Hammer is using the heavy thrown weapon in such a manner as to distract and intimidate the opponent. Rather than dealing a lot of damage, you reduce it's combat capacity with a debuff. Tradining damage for debuffs is a controller theme I believe.

Back to the implement discussion, are you or are you not hitting with it?

The damage for debuffs argument is still preserved by going "1[W]" or "Strength modifier damage" instead of "1[W] + Strength modifier damage," and the two are pretty equivalent at 1st level, though the "1[W]" approach piles up by Epic tier, so maybe you have a point.

Teeny hammers? Are heavy thrown hammers small?

Looking at the PH picture, I guess not as much as I thought. I just had this great mental image of someone in Warhammer 40K style massive, spiked armor with these little craftsman hammers, and it made me giggle. :D
You went too far. Look more at the Druid than making it a mini Fighter.

Also, I don't think it's a good compromise to trade control for durability. A Controller needs to be just as good at its primary role as any other, even if that means sacrificing other concerns. (This is one reason I don't like primal predator druids. They sacrifice too much control.)

The intent of the Dreadnought is indeed not to trade control for durability. So where do you see the trade off (on either end)? I ask because I'd like to fix it.

EDIT: I see what you're getting at. No, the dreadnought does not trade control for durability, they trade range. My driving theme is that the dreadnought is an effective melee controller (though yes, he has ranged powers), not a mixed melee controller/whatever. If you think the powers lack control mechanics, we can work that out.

A mark is nothing more than an attack penalty with an exception to make you focus on one target. You just remove the exception in Brutal Warning. That was how I was approaching it when looking at the class.

All marks have a much easier method of applying them than actually killing a creature. Not all encounters are going to have minions, and minions are still a threat. If the dreadnought wants to 'save' his minion targets he's going to be sorely disappointed when the poke him to pieces. He may be durable, but he's not as durable as a defender.

Then you've stepped beyond the boundaries of what is martial. Why should any enemy immune to fear, such as an angel, be scared of this guy? Why should they take a penalty at all? This just becomes a pure mechanic that ignores the martial fluff of its class.

You're right, I'll toss the Fear keyword in there.

C- Crippled? Why on earth would you think that? My objection is the opposite -- that it's massively overpowered!

Ah, I see. You were talking about the Inexorable Dreadnought not scaling, which I took to mean that it would be crippled as it leveled up (i.e. less and less powerful as the levels grew).

It does *not* scale. First, I can't think of any at-will powers that impose a penalty to an enemy that increases as you go up in levels (outside of one of yours). Forced movement, yes. Temporary hit points, yes. But attack penalties? No. Encounter powers, yes. Daily powers, yes. At-will abilities, no.

Although Brutal Warning can be used more than once per encounter, it's far less than an at-will power. To activate Brutal Warning, you have to reduce a creature to 0 hit points. There might be a lot of minions around, making it easier to do, but it certainly isn't an at will.

I really think you have focused too much on an individual scenario, a few strong bad guys and lots of minions. But that's not every combat, and the Dreadnought, as a controller, will excel in that situation (just like a wizard or an invoker or a druid). Enemies recognize that they will take a penalty for entering a Brutal Warning zone, it's not a trap.

While the others will simply destroy minions (which the dreadnought may very well also do), the dreadnought can use them to control the positioning of their enemies. People will steer clear of the Inexorable Dreadnought, who can use that avoidance as terrain control, or they'll take a penalty from the Raging Dreadnought that can't be avoided. But either way, remember that they still need to kill a creature, which is generally a little harder than you're making it sound.

Also, the Inexorable Dreadnought is much worse. The Roaring Dreadnought only goes from -1 to -3. A Dwarf Inexorable Dreadnought easily goes from -4 to -8. This pretty much means any DM will be forced to eliminate the use of minions or see the Dreadnought turn their stronger monsters into useless prats.

Firstly, DMs eliminate minions from use as they get into the higher levels (the -6 in your example) levels anyways because minions stop being effective. Secondly, the zone is only a burst 1. So the inexorable dreadnought has two choices. Kill only one minion for a miniscule zone but a sustainable source of zones, or kill lots of minions for a larger zone that can't be sustained. Furthermore, his choices are very limited, it's not a 3x3 square that he can drop anywhere on the board, it's going to emanate from the dead creature, which limits it's positioning. Because it's a zone, the enemy can use a move action to get out of it before attacking unless their target is standing right in the middle of it and they have no ranged attacks. The penalty doesn't follow them around. Creatures with reach also get a pass because they don't have to occupy a square within the zone to make melee attacks against other creatures hiding in it.

If you intend to think of this as an at-will power, then use this method:
[deck]Brutal Warning
Dreadnought At-Will 1
At-Will - Martial ✦ Fear
Free Action
Trigger: You reduce a creature to 0 hit points.
Effect: The dead creature emanates a burst 1 zone until the beginning of your next turn. Any enemy within the zone takes a -1 to attacks.
Increases -2 to attacks at 11th level and -3 at 21st level.
Raging Dreadnought: The zone becomes a burst 1+Cha mod.
Inexorable Dreadnought: The penalty to attack is equal to your Con mod.

The only abuse I can think of would be the Dreadnought carrying around a bag of rats. But, that's a stupid idea that no DM would allow. "Look at me, I brutally killed this rat! Run in terror! HAHAHAHAHAHA" It's not something the DM needs to fix (and thus isn't a Stormwind Fallacy) but something the DM just needs to say no to.

Then why do so many of your implement powers have a range of "Melee or Great Thrown," and why do some of them do Strength modifier damage on a hit?

Because they still need a range and damage. Here's the idea of the implement (which I have reviewed since your second to last post). You are using the weapon in a manner that does not take advantage of the weapon's design. For example, a sword still forcefully impacts the target with the wielder's strength (thats the +Str part of 1d8+Str), but the design of the edge enables it to make better use of the strength (that's the 1d8 part of 1d8+Str). Using a weapon as an implement does not make use of the sword's blade, and thus does not make use of it's proficiency bonus to hit either, but still imparts the wielder's strength. The reason being that the sword's edge is not adept at other things, such as tripping someone or knocking them down. Those are for the effects that deal strength damage. You're still imparting the physical impact of your own personal strength, but you're not utilising the weapon in it's intended method.

For the powers which do not deal strength damage, you are using the weapon as an intimidation tool, as before you brandish it, swing it about, threaten the enemy with it, etc, etc, etc. Those powers which use the weapon implement in such a manner also have the fear keyword, (so far as I remember).

Sorry, you're right. That part is still useful. (However, it doesn't need to be mentioned in the power blocks I maintain. What happens if someone MC's into this class and doesn't get that class feature? Can they only use the attacks as melee attacks?)

You're right, as it's written, it blocks anyone from using the ranged option. I'll go in and change "Great Throw" to Heavy Thrown.

Well, isn't that really 90% of the argument against martial controllers in the first place -- that they lack believable and sensible fluff?

90% of the arguments against fluff is opinion. I understand arguements against alchemists. If they can throw it why can't someone else. I don't understand the arguements against a rapid-shot bow controller, or (obviously) a dreadnought style controller.

I find the fluff of the dreadnought believable. I appreciate you pointing to different individual items and saying, that's a little hard to believe. If you say that it's impossible to believe, I'm automatically going to think you're over-reacting.

Cull the Weak (for example): Does not knock prone and does not ignore difficult terrain. Which means they aren't 'flying through the air' 'dark lord sauron' style. I find it believable that a linebacker with a big hit makes someone stumble from the 5 back to the 10 1/2 (approximately 25 ft).

They do. See PH 266. Also, jump checks rely on 1 square being 5 feet.

I'll look when I get home, but I doubt that you're making that up. If you do reply before this evening, does it say that they have to be, or that they can be.

The damage for debuffs argument is still preserved by going "1[W]" or "Strength modifier damage" instead of "1[W] + Strength modifier damage," and the two are pretty equivalent at 1st level, though the "1[W]" approach piles up by Epic tier, so maybe you have a point.

My biggest concern (as has been pointed out to me) is Bloodclaw and some other lesser enhancement weaponry. But, I submit that it is bloodclaw that breaks the 1[w] damage, not a multiple 1[w] power. It's like saying that just because divine metamagic in 3.5 was overpowered doesn't make Turning overpowered. I suppose that's an arguement for someone else though.

Looking at the PH picture, I guess not as much as I thought. I just had this great mental image of someone in Warhammer 40K style massive, spiked armor with these little craftsman hammers, and it made me giggle. :D

You're right, that would be very funny.
Resident Shakespeare
EDIT: I see what you're getting at. No, the dreadnought does not trade control for durability, they trade range. My driving theme is that the dreadnought is an effective melee controller (though yes, he has ranged powers), not a mixed melee controller/whatever. If you think the powers lack control mechanics, we can work that out.

Oh, I see what you meant. Actually, it trades off less ranged ability than a primal predator druid does, but that's a low bar to meet.

No, I think the powers that I've glanced at do have some control mechanics. I haven't dug into them yet because I really did intend to pop into this thread and pop out after a few posts.

All marks have a much easier method of applying them than actually killing a creature. Not all encounters are going to have minions, and minions are still a threat. If the dreadnought wants to 'save' his minion targets he's going to be sorely disappointed when the poke him to pieces. He may be durable, but he's not as durable as a defender.

True. And this is why I should have put all my uses of the work "mark" in quotes. It's not really a mark and more than a rattling attack is, though it mechanically fits in an overlapping space in my mind.

It's also true that not all encounters are going to have minions -- especially once this class gets in. I do think you underestimate the class's durability, though. A Con-based Dreadnought with an armor feat or two is more durable than a Tempest Fighter, an Assault Swordmage, a Wildblood Warden, and most Paladins.

Although Brutal Warning can be used more than once per encounter, it's far less than an at-will power.

Contrast to the Barbarian's roar of triumph, which is very similar, only an encounter power.

Firstly, DMs eliminate minions from use as they get into the higher levels (the -6 in your example) levels anyways because minions stop being effective.

Fair enough.

The only abuse I can think of would be the Dreadnought carrying around a bag of rats.

Well, the designers were nice enough this time around to explicitly spell out that the bag of rats trick doesn't work in 4e ("Legitimate Targets," DMG 40), but I get your point.

Because they still need a range and damage. Here's the idea of the implement (which I have reviewed since your second to last post). You are using the weapon in a manner that does not take advantage of the weapon's design. For example, a sword still forcefully impacts the target with the wielder's strength (thats the +Str part of 1d8+Str), but the design of the edge enables it to make better use of the strength (that's the 1d8 part of 1d8+Str). Using a weapon as an implement does not make use of the sword's blade, and thus does not make use of it's proficiency bonus to hit either, but still imparts the wielder's strength. The reason being that the sword's edge is not adept at other things, such as tripping someone or knocking them down. Those are for the effects that deal strength damage. You're still imparting the physical impact of your own personal strength, but you're not utilising the weapon in it's intended method.

Yeah, but aren't hammers one of the most common heavy thrown weapons? I can see this maybe for an handaxe, but a hammer going to hurt as much no matter how your throw it, a spear is going be completely ineffective if not thrown so that one of its two ends hits, and the class is going to be kind of silly if it's intimidating people by throwing weapons in a completely ineffectual looking way.

My opinion is that it's best to just go with the "brandishing" method, used fixed ranges like most implement powers, and switch Str damage to Cha damage or similar; OR to just make them normal weapon powers that target AC and do [W] damage (even weak [W] damage).

You're right, as it's written, it blocks anyone from using the ranged option. I'll go in and change "Great Throw" to Heavy Thrown.

If you truly want to limit the powers to heavy thrown weapons, it would fit the style of WotC's 4e powers if you wrote the following:

Range: Melee or Ranged weapon
Requirement: You must be wielding a heavy thrown weapon to make a ranged attack.

Style it after rogue powers.

90% of the arguments against fluff is opinion. I understand arguements against alchemists. If they can throw it why can't someone else. I don't understand the arguements against a rapid-shot bow controller, or (obviously) a dreadnought style controller.

Well, of course, it's opinion. All fluff is subjective. Martial carries some expectation of non-magical realism at lower levels, but it's all debatable.

The argument against a rapid-shot bow controller is that it's very hard to imagine that a martial, Heroic tier character could do both rapid enough fire to control a significant area and to make super precise shots needed to impose conditions on targets. (It's also kind of strange to imagine someone capable of placing leg shots on numerous targets in a single action not going for somewhere better like the chest.)

The dreadnought style can encompass a couple of different aspects that can cause minor troubles.

First, there's the intimidation-style controller. As long as the intimidation causes panic, chaos, and a loss of morale (and carries the Fear keyword), it's perfectly valid. A little limited, but I think you got a lot of good mileage out of it.

When the intimidation causes more direct manipulation of the target, it starts to fall apart. Martial powers should not verge into mind-control.

For example, I believe you have a battlecry power that lets the Dreadnought slide its targets. This places the actions and movement of the targets firmly in the Dreadnought's control unlike a power that would push the targets from fright or draw the target in with a challenge or feigned weakness. You can scare a target into coming closer or shifting laterally into a space between the party's Fighter & Rogue or into a pit (or both at the same time to two different targets while making others run away).

That's a lot of fine-tuned power for just a scary scream. Though, the fact that I'm having to point to an individual power and not the whole concept speaks well for your class.

Second, there's the heavily armored controller side of things. Part of the role of being a controller is tied up with the defender's role -- i.e. being the thing to defend. (DMG 10). Your Cha-based Dreadnought plausibly fits in this role and has decent area control.

The Inexorable Dreadnought, on the other hand, is good bit tougher though it has less ranged control. Compare it to a Wrathful Invoker or a Guardian Druid. All three can wear hide or chain. All three have Con as a secondary attribute. However, the Dreadnought has 6 HP per level vs. 4-5, and the Dreadnought has the ability scores to nab plate and shield proficiencies. Again, an I.D. is tougher than a Tempest Fighter and just blows away a Rogue or a Warlord, especially by Epic tier.

I find the fluff of the dreadnought believable. I appreciate you pointing to different individual items and saying, that's a little hard to believe. If you say that it's impossible to believe, I'm automatically going to think you're over-reacting.

The fact that I'm to the point of poking at individual powers (and not everything) is in its way high praise from me, one of the more ardent "most martial controller ideas suck" voices on the board. Most of these just need some cleaning up. A few should be kicked to higher tiers where realism starts to go out the door. Overall, the concept is needing mostly rebalancing, not a total rewrite. I think that's pretty good (and better than most homebrewed classes do even without trying to fit an odd role and power source together).

Cull the Weak (for example): Does not knock prone and does not ignore difficult terrain. Which means they aren't 'flying through the air' 'dark lord sauron' style. I find it believable that a linebacker with a big hit makes someone stumble from the 5 back to the 10 1/2 (approximately 25 ft).

If you were charging and tackling (bull rushing) someone with all your weight, then maybe. I'll admit that I haven't watched football since high school, but I'm pretty sure I don't remember anyone getting knocked 5 yards.

But swinging your weapon in a circle around you, no. You just don't have the leverage for that with mere mortal strength. Especially not with one-handed throwing hammers.

[On 1 square = 5 feet] I'll look when I get home, but I doubt that you're making that up. If you do reply before this evening, does it say that they have to be, or that they can be.

It just says that squares on the grid "represent" 5-feet in the game world, not "must" or "can." You can change anything you want in the game when running, but I think a class should be designed for the default assumptions of the game world instead of requiring you to change the size of your map and monsters.

My biggest concern (as has been pointed out to me) is Bloodclaw and some other lesser enhancement weaponry. But, I submit that it is bloodclaw that breaks the 1[w] damage, not a multiple 1[w] power.

Well, bloodclaw is just broken and is as much a problem for users of other weapon implements, like Swordmages, Sorcerers, and Monks. It is limited to melee attacks only, so I don't think its abusive in most areas where a Dreadnought should be acting as a controller.

Again, YMMV.
No, I think the powers that I've glanced at do have some control mechanics. I haven't dug into them yet because I really did intend to pop into this thread and pop out after a few posts.

*Holds up the hook* "Got another one". It's ok, seriously I think the majority of the people that have given me the most useful feedback are the ones that think martial controllers are stupid and should be burned. That's probably why you like it so much, it's had very tough criticism and feedback (which even you, as I'll highlight later in the post, have provided).

It's also true that not all encounters are going to have minions -- especially once this class gets in. I do think you underestimate the class's durability, though. A Con-based Dreadnought with an armor feat or two is more durable than a Tempest Fighter, an Assault Swordmage, a Wildblood Warden, and most Paladins.

Though true, the Tempest Fighter is making the active choice to take lower defenses in exchange for higher damage. The Dreadnought lacks that nigh-striker damage that a Tempest Fighter will achieve.

The Assault Swordmage (I don't have that book, but I think that's the teleport-punch one) also trades higher damage for defenses. Infact, I think that's the point of the swordmage isn't it? They have low defenses because they can actually 'run away' from their enemy and still be a defender (because they mark an ally instead of an enemy, right? Or have I mixed that up).

Wildblood Warden, wildblood warden... I haven't had the book long enough to remember the pros and cons of the Wildblood Warden. I'll peak at him again tonight, scratch that- we have company tonight, I'll look it over tomorrow night. Don't they do something with temporary hit points or healing or something? Maybe I'm cracking up. I'll look over it. To be fair, the Dreadnought was out before Martial Power, let alone PHB 2.

And the Paladin. Poor paladin. Str, Cha, Wis, Con. He's got a rough MAD life as it stands. I do think the Dreadnought has fewer hit points though, doesn't it? And the paladin gets a +1 to all defenses, whereas the Dreadnought is vulernable to reflex attacks.

Contrast to the Barbarian's roar of triumph, which is very similar, only an encounter power.

I'll look at it. Still, there are non-leader classes that gain healing benefits on Dailies, but that doesn't mean leaders should stop getting heals.

Yeah, but aren't hammers one of the most common heavy thrown weapons? I can see this maybe for an handaxe, but a hammer going to hurt as much no matter how your throw it

Not neccessarily. The hammer is meant to utilise it's unbalanced weight with a sustained counterforce to keep it from just bouncing off. So, if a hammer where thrown in such a way as to circle end over end (as is often depicted) and strike with the face (as opposed to the top or 'center' of the hammer head) it would lack the sustained counterforce to maintain it's circular momentum (not a scientific term) to utilise the hammer's weapon strength.

a spear is going be completely ineffective if not thrown so that one of its two ends hits

Well pooh, there is that. Maybe it just grazes him?

and the class is going to be kind of silly if it's intimidating people by throwing weapons in a completely ineffectual looking way.

I don't know about that. If someone throws a handaxe at me that, despite nailing me with the handle, knocks me flat on my ass, I'd be scared. Even Lamar's limp-wristed throwing style scars his fellow competitors (so long as a special javelin has been designed to compensate for it).

My opinion is that it's best to just go with the "brandishing" method, used fixed ranges like most implement powers, and switch Str damage to Cha damage or similar; OR to just make them normal weapon powers that target AC and do [W] damage (even weak [W] damage).

I would, but many effects that do Strength damage would be difficult to justify with the Brandishing method, and I'd like to provide a method by which one can make brutal throws without being a fancy knife tosser. As such, I'll consider the spear to be a graze.

If you truly want to limit the powers to heavy thrown weapons, it would fit the style of WotC's 4e powers if you wrote the following:

Range: Melee or Ranged weapon
Requirement: You must be wielding a heavy thrown weapon to make a ranged attack.

Style it after rogue powers.

So much type, ba-humbug! Really though, does "Range: Melee or Heavy Thrown" not get the point accross? It's not a balance thing, I just don't want to do all that typing all over again.

The argument against a rapid-shot bow controller is that it's very hard to imagine that a martial, Heroic tier character could do both rapid enough fire to control a significant area and to make super precise shots needed to impose conditions on targets. (It's also kind of strange to imagine someone capable of placing leg shots on numerous targets in a single action not going for somewhere better like the chest.)

I believe I can answer that. A round is, after all, only 6 seconds. You have three actions per round, Standard/Move/Minor. Of those actions, you can trade down but not up, thus Standard>Move>Minor. Therefor, it is reasonable to assume they take up relatively smaller amounts of time. 6 being the handy number it is, a Standard would logically be 3 seconds, a Move 2 seconds, and a Minor 1 seconds. Therefore, to effectively use slow or immobilise on a large area, the PC need only make it difficult to move about in for a 2 second window. That can be done by raining arrows down indiscriminately (targets all creatures in area) such that units will naturally refrain from moving quickly. Besides, an arrow in the leg is a poor mechanic for a short term slow. If it only slows for 1 round, what happens to the arrow next round? More likely, it makes it difficult for creatures to move because a) threat of danger, b) arrowshafts peppering the floor, or c) glancing blows from arrows unbalance them. Now, one of these alone might not suffice, but all three together are perfectly reasonable. The sentient creature with a healthy sense of survival moves slower to 'dodge'. The reckless creature with less than zero survival instinct 'dodge's' less but is 'grazed' more. And everyone has difficulty with the arrows laying around. The arrows won't create actual difficult terrain however, because they break easily.

Thus, the rapid fire arrow controller will deal less damage with AoE's (higher RoF, lower accuracy) but still pinpoint single targets (or small AoEs at higher levels).

The dreadnought style can encompass a couple of different aspects that can cause minor troubles.

First, there's the intimidation-style controller. As long as the intimidation causes panic, chaos, and a loss of morale (and carries the Fear keyword), it's perfectly valid. A little limited, but I think you got a lot of good mileage out of it.

When the intimidation causes more direct manipulation of the target, it starts to fall apart. Martial powers should not verge into mind-control.

I agree with that.

For example, I believe you have a battlecry power that lets the Dreadnought slide its targets (insert: that would be Scattering Roar, level 1 Daily, deals no damage). This places the actions and movement of the targets firmly in the Dreadnought's control unlike a power that would push the targets from fright or draw the target in with a challenge or feigned weakness. You can scare a target into coming closer or shifting laterally into a space between the party's Fighter & Rogue or into a pit (or both at the same time to two different targets while making others run away).

That's a lot of fine-tuned power for just a scary scream. Though, the fact that I'm having to point to an individual power and not the whole concept speaks well for your class.

Both statements are true. Here is my conundrum. If I make it shift 2 (putting the movement in the monster's hands) then it actually benefits the enemy. If I make it slide 2 it puts the movement in the PCs hands, benefitting the PC (as it should be). If I make it Shift 2 in a random direction with 1 being north and continuing clockwise to eight being North-West, then it bogs down the gameplay. Though the idea is fluff functional, it's mechanically difficult.

So, you don't have a fluff problem with the power, but a mechanical problem. You don't think it's unbelievable (because it causes a panic) You do, however, think it's poorly implemented. I'd like your opinion on how to implement it. Perhaps a Slide 1, Push 2, or the aforementioned random direction (these are all posibilities I considered when crafting the power). In the end I felt that Slide was the most reasonable in terms of table time and game function.

Second, there's the heavily armored controller side of things. Part of the role of being a controller is tied up with the defender's role -- i.e. being the thing to defend. (DMG 10). Your Cha-based Dreadnought plausibly fits in this role and has decent area control.

I don't think the controller has been hard-wired as the defender's defendee. All the other classes ought to be defended by the defender. Leader, striker, AND controller.

The Inexorable Dreadnought, on the other hand, is good bit tougher though it has less ranged control. Compare it to a Wrathful Invoker or a Guardian Druid. All three can wear hide or chain. All three have Con as a secondary attribute. However, the Dreadnought has 6 HP per level (insert: because of your commentary I reduced it to 5/level before you posted EDIT: Correction, that was Kilivian, sorry Kil!) vs. 4-5, and the Dreadnought has the ability scores to nab plate and shield proficiencies. Again, an I.D. is tougher than a Tempest Fighter and just blows away a Rogue or a Warlord, especially by Epic tier.

Now, I stand by the tempest fighter making a concious choice to trade high damage for lower defenses. The Rogue has an AC main stat (Dex) which will help make up the difference. They'll also have a high Reflex and Fort/Will defense, depending on their build (Str/Cha). So they'll have good light AC and two strong Defenses.

The Warlord is a different matter. He has (I think) approximately the same hit points, 15+Con and 5/level, and his defenses will vary. A Taclord will have a high Int (AC and Reflex) and Str (Fort) while an Inspirer will have a high Cha (Will) and Str (Fort). So, really, its in the air. He will have a harder time making the heavier armor feats, I grant that.

However, the Inexorable Dreadnought has high Str and Con (same defense) and will need a decent Cha (Will) if they want any shouty-powers. So, while the Raging Dreadnought will have good Will and Fort with a moderate AC, the Inexorable Dreadnought will have good AC and Fort, with a moderate Will (maybe). Not to mention a more limited (but not super limited) ranged capacity.

The fact that I'm to the point of poking at individual powers (and not everything) is in its way high praise from me, one of the more ardent "most martial controller ideas suck" voices on the board. Most of these just need some cleaning up. A few should be kicked to higher tiers where realism starts to go out the door. Overall, the concept is needing mostly rebalancing, not a total rewrite. I think that's pretty good (and better than most homebrewed classes do even without trying to fit an odd role and power source together).

Well, like I said, this has been in the work since before Martial Power came out, and you're not the first Martial Controller... I won't use the term 'hater'... Detractor to give it a firm kick in the ribs.

If you were charging and tackling (bull rushing) someone with all your weight, then maybe. I'll admit that I haven't watched football since high school, but I'm pretty sure I don't remember anyone getting knocked 5 yards.

You've got to get this 'knocking' thing out of your head. It's not sending someone flying through the air, it's making them stumble and stagger. Maybe you 'knock' them back 3 yards and they stumble the last 2 trying to not fall.

But swinging your weapon in a circle around you, no. You just don't have the leverage for that with mere mortal strength. Especially not with one-handed throwing hammers.

Remember that at the Heroic tier the PCs are still heroes. They not even 'mere mortals'. They already do more than a real person does. It just isn't 'reality breaking' yet.

It just says that squares on the grid "represent" 5-feet in the game world, not "must" or "can." You can change anything you want in the game when running, but I think a class should be designed for the default assumptions of the game world instead of requiring you to change the size of your map and monsters.

Naturally I intend to.

Well, bloodclaw is just broken and is as much a problem for users of other weapon implements, like Swordmages, Sorcerers, and Monks. It is limited to melee attacks only, so I don't think its abusive in most areas where a Dreadnought should be acting as a controller.

Again, YMMV.

See, that's what I said, but the Martial Controller Detractor told me to suck it up and deal.
Resident Shakespeare
The hit points are a little odd. Every class except the avenger (who is 14/6) falls into a category:
10 + con, 4 per level
12 + con, 5 per level
15 + con, 6 per level
17 + con, 7 per level (the warden is alone here)
There's no real reason you can't have a 15 + con, 5 per level class, but I just thought I'd point it out.

I have to echo Valdrax's concern over the Inexorable Dreadnought's Brutal Warnings. The simplest fix would be to make the Inexorable feature mirror the Roaring feature, in that the warnings become Con mod size, but that feels like a boring solution. Maybe Inexorable Dreadnoughts should get a different power altogether instead of Brutal Warning? Just throwing out random ideas.

One thing that's been bugging me is the powers that push an enemy into another enemy, then push that enemy 1 square. What happens when the enemies are larger than 1 square?

Anyway, now I've got a few nits to pick on the paragon paths:

Juggernought: Is that the right spelling?
Churning Push, Mountain's Counter, and Creeping Doubt use Con where I believe you mean Con mod.
Creeping Doubt has no trigger condition.

Gore Hound:
When does the Repulsing Action slide occur? Before, after, or as part of the attack?
Noxious Haze's scaling damage is a little weird. Seems like giving it ability and implement damage would be easier.
Is there a limited area in which Clear a Path can alter terrain? Also, probably needs an "until the end of the encounter" clause. Or is it supposed to be permanent?

Screaming Demon:
Disarray and Panicked Stampede are missing the Implement keywords.
Disarray makes targets confused. I don't know that there is a confused condition in 4e.
Panicked Stampede should clarify what "in the direction chosen" means. Is it a general "that way", a "towards this square", a cardinal direction, or what?
Disarray and Panicked Stampede should be bursts instead of blasts.

Scourge:
The reverse-marking effect of Scar is pretty cool.
Relive the Moment is missing the Implement keyword. Also should be a burst instead of a blast.

I'll come back later to look at some more powers, but so far aside from formatting I see few things wrong with it. And with those, it's almost always clear what the intent was, I'm just trying to help make it more rigorous.

I'll see if one of my players wants to playtest this, it would be fun.
It's also true that not all encounters are going to have minions -- especially once this class gets in. I do think you underestimate the class's durability, though. A Con-based Dreadnought with an armor feat or two is more durable than a Tempest Fighter, an Assault Swordmage, a Wildblood Warden, and most Paladins.

That's not saying much... My staff/ToS wizard was tougher than them at level 1, too. So much for squishy wizard! (and I still havn't taken Toughness yet!)
The hit points are a little odd. Every class except the avenger (who is 14/6) falls into a category:
10 + con, 4 per level
12 + con, 5 per level
15 + con, 6 per level
17 + con, 7 per level (the warden is alone here)
There's no real reason you can't have a 15 + con, 5 per level class, but I just thought I'd point it out.

I have to echo Valdrax's concern over the Inexorable Dreadnought's Brutal Warnings. The simplest fix would be to make the Inexorable feature mirror the Roaring feature, in that the warnings become Con mod size, but that feels like a boring solution. Maybe Inexorable Dreadnoughts should get a different power altogether instead of Brutal Warning? Just throwing out random ideas.

One thing that's been bugging me is the powers that push an enemy into another enemy, then push that enemy 1 square. What happens when the enemies are larger than 1 square?

Anyway, now I've got a few nits to pick on the paragon paths:

Juggernought: Is that the right spelling?
Churning Push, Mountain's Counter, and Creeping Doubt use Con where I believe you mean Con mod.
Creeping Doubt has no trigger condition.

Gore Hound:
When does the Repulsing Action slide occur? Before, after, or as part of the attack?
Noxious Haze's scaling damage is a little weird. Seems like giving it ability and implement damage would be easier.
Is there a limited area in which Clear a Path can alter terrain? Also, probably needs an "until the end of the encounter" clause. Or is it supposed to be permanent?

Screaming Demon:
Disarray and Panicked Stampede are missing the Implement keywords.
Disarray makes targets confused. I don't know that there is a confused condition in 4e.
Panicked Stampede should clarify what "in the direction chosen" means. Is it a general "that way", a "towards this square", a cardinal direction, or what?
Disarray and Panicked Stampede should be bursts instead of blasts.

Scourge:
The reverse-marking effect of Scar is pretty cool.
Relive the Moment is missing the Implement keyword. Also should be a burst instead of a blast.

I'll come back later to look at some more powers, but so far aside from formatting I see few things wrong with it. And with those, it's almost always clear what the intent was, I'm just trying to help make it more rigorous.

I'll see if one of my players wants to playtest this, it would be fun.

You know what? After I added the implement to the class, I completely forgot to go back and put it in the paragon paths. WHOOPSIES... brb.

Other comments:
Creeping Doubt: Excellent catch! That should have Trigger: An enemy misses you with an attack.
Juggernoughtnaut: I'm pretty sure that's right *google google google* Ye gods! Tis wrong!
Repulsing Action: Clarified!
Noxious Haze: Well, I can't really justify giving it weapon damage, and giving it ability damage doesn't quite make sense either. It's the various bacteria/poisonous materials that reside in the corpses of random creatures. So I went with 2d6 (up to 4d6).
Clear the Path: Clarified!
Disarray: I was fairly sure that there was a confused condition. Still fairly certain. I'll look that up tonight. And yes, I meant burst. A blast 1 would be silly, and the fluff uses a plural!
Panicked Stampede: I think any of those uses work. After all, it's not mind control (a la "You vill go to zee square, you are getting very zleepy). Rather the Screaming Demon is frightening them into fleeing in that direction. So, all the player has to say is "I'm using Panicked Stampede to make them flee _______." Also, I mean for it to be a 4x4 square (I think a Burst 4 would be a 9x9 square).
Relive the Moment: The same deal as Panicked stampede, I wanted a 3x3 (now 4x4 square) instead of a 7x7 square (burst 3).
Resident Shakespeare
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