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).
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 TypeClose 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. RoaringDreadnought: -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.
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.
The Mountain's Counter Juggernaut Encounter 1 x 1 Hidden in your brutal attack is the threat of retaliation. Encounter - Martial ✦ Weapon, Fear Standard Action Attack Type Close Burst 1 Target: All enemies within Burst Attack: Str vs. Ref. Hit: 1 x +Con mod damage and -2 to attacks until the beginning of your next turn. Effect: If the target attacks you before the beginning of your next turn, they take Con damage.
Creeping Doubt Juggernaut Utility 1 x 2 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.
Grim Reaver Juggernaut Daily 2 x 0 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 x Will defense. Sustain Minor
Gore Hound
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.
Clear a Path Gore Hound Utility 1 x 2 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.
Gorey Glory Gore Hound Daily 2 x 0 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 x +Str damage and secondary attack. -Secondary Attack: Str vs. Reflex, three creatures within 5 x squares. -Hit: Stunned until the beginning of your next turn. Miss: Half damage.
Screaming Demon
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.
11 x th: Howling Action When you spend an Action Point all adjacent enemies take your Cha mod as a penalty to their next roll.
16 x th: 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.
Disarray Screaming Demon Encounter 1 x 1 An unbearable promise sends your enemies into disarray. Encounter - Martial ✦ Implement, Battlecry, Fear Standard Action Attack Type: Burst 1 x within 20. Target: All enemies within blast. Attack: Cha vs. Will Hit: Confused until the end of your next turn.
Interruption Screaming Demon Utility 1 x 2 It's amazing what people will do if you yell. Encounter - Martial ✦ Fear Immediate Reaction Target: One creature within 20 x . Trigger: Target creature makes a roll. Effect: The target rerolls and uses the results of the second roll.
Panicked Stampede Screaming Demon Daily 2 x 0 Your yelling and cursing sends your opponents scrambling for their lives. Daily - Martial ✦ Implement, Battlecry, Fear Standard Action Attack Type: Blast 4 x 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 2 x d12+Cha damage. If a target flees through difficult terrain or attempts to flee into impassable terrain it takes 1d12+Cha damage.
Scourge
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.
11 x th: Scarring Action When you spend an Action Point all adjacent enemies become scarred until the beginning of your next turn.
Flashback Scourge Encounter 1 x 1 A meaningful glance staggers your already terrified foe. Encounter - Martial ✦ Fear Minor Action Attack Type: Ranged 1 x 0 Target: One scarred creature. Effect: Slowed (save ends) and scarred until the end of the encounter.
Bloody Promise Screaming Demon Utility 1 x 2 Intimidation alone cause the target to fear you forever. Encounter - Martial ✦ Fear Minor Action Attack Type: Ranged 1 x 0 Target: One creature. Effect: The target becomes scarred until the end of the encounter.
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 Psychic): Free Action: All damage dealt by implement powers modified becomes Psychic damage. Another free action returns this damage to normal. Power (Daily 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).
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.
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.
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.
*** *U* ***
Where U is You (get it) Legal xxx *U* ***
xx* xU* ***
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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.
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.
Johnathan_Vagabond wrote:
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...
Johnathan_Vagabond wrote:
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.