Role: Defender. You serve as a front-line combatant that use buffs to protect yourself and fear to drive away your enemies. Depending on your class options, you can lean towards a more striker role. Power Source: Martial. You have gained your powers through training, meditation and dedication. Key Abilities: Strenght, Constitution, Wisdom.
Armor Proficiencies: Cloth, leather, hide, chainmail, scale; light shield, heavy shield Weapon Proficiencies: Simple melee, military melee, simple ranged, military ranged Bonus to Defense: +1 Fortitude, +1 Will Hit Points at 1st Level: 15 + Constitution score Hit Points per Level Gained: 6 Healing Surges per Day: 9 + Constitution modifier Trained Skills: Intimidate (Cha). From the class skills list below, choose three trained skills at 1st level. Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha) Build Options: Nito-Ichi Samurai, Battojutsu Samurai, Sojutsu Samurai, Kyudo Samurai Class Features: Ancestral Weapon, Ancestral Power, Fighting Style, Fearful Presence
Unlike others defenders who protect their party members by engaging opponents and making them fight you, you use fear to drive them away, or take them down before they can even react. You heavily border the lines of the strikers and controllers, creating an interesting and unique mixture of abilities that lets you prevail in battle.
Ancestral Weapon
All samurai are gifted with a weapon from birth and trained to use it in battle. The Samurai gains Superior Weapon Proficiency for one weapon from the following list as a free feat: bastard sword, fullblade, great spear, kukri (wakizachi) or greatbow The samurai gains a +1 to attack rolls while using this weapon it also counts for his Ancestral Power Feature.
Ancestral Power
You can perform the Enchant Magic Item ritual. You can only use it on your Ancestral Weapon, and you can add any magical property and level you want (the component cost reflects this). For example, if you want your Ancestral Weapon to be a Flameburst +3 weapon, you must pay 17000 gp. You can also perform the Make Whole ritual, except that you can only use it on your Ancestral Weapon.
Fighting Style
Choose one of the following fighting styles: Nito-Ichi, Battojutsu, Kyujutsu or Sojutsu
Nito-Ichi
You are trained to fight with a katana in one hand and a wakizachi in the other. For this, you gain Two-Weapon Defence as a bonus feat, even if you don't meet the prerequisites. You gain only the benefits of this feat as long as you're fighting with your Ancestral Weapon. Battojutsu
You are trained to make quick and lethal attacks from the sheath of your sword. As long as you're using your Ancestral Weapon, you're treated as if you had the Quick Draw feat, even if you don't meet the prerequisites. The first time in an encounter you draw your weapon, you get +1 to the next attack roll made in that same turn. When you score a critical hit with your ancestral weapon, you can use this ability once more (you must sheath your weapon first, sheating a weapon is also a minor action).
Sojutsu
You excel at fighting with spears and quarterstaves. When making melee basic attacks with your ancestral weapon (it must be from the spear group), you can use your constitution modifier instead of your strenght modifier. Also, once per encounter, you can make an opportunity attack against an enemy that is in your reach range (as if you had treathing reach).
Kyujutsu
Wherever you aim, you put an arrow there. You have such mastery with the bow, that you can use you wisdom modifier instead of your dextery modifier when making ranged basic attack rolls. You also gain Defense mobiity as a bonus feat. You only gain the benefits of this feat when holding your ancestral weapon.
Fearful Presence
You gain the Fearful Presence encounter power.
Fearful Presence You take down your foe with such ability and power that you inspire dreadful fear. Encounter ♦ Fear Free Action Close burst 3 Trigger: Your attack reduces an enemy to 0 hit points or fewer Target: Up to three creatures in burst. Attack: Con - 1 per enemy in burst vs Will. Effect: The target is marked until the end of your next turn. Aftereffect: The targets gets -2 to its Will defence (save ends) Special: If you roll a natural 20 with this power, you can stun the enemy instead of marking it (the enemy is stunned until the end of your next turn). Enemies previously affected by this power obtain obtain +2 to their Will defence against this power, and can't be stunned with a natural 20.
When you score a critical hit with a power with the fearsome keyword, you recover the use of your fearful presence power, and you can use it immediately, even if you don't meet the trigger.
Double Slash At-Will ♦ Martial, Weapon Standard Action Melee Weapon Targets: One creature Attack: Strength vs AC Hit: 1[W]. Make a secondary attack. Secondary attack: Strength vs AC Hit: 1[W]. Nito-Ichi style: If both attacks hit, you get +2 to the AC until the end of your next turn. Special: If you are wielding two weapons, you use one weapon for strike (you decide the actual order of the strikes).
Swift Strike At-Will ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Targets: One creature Attack: Strength vs Reflex (melee), Wisdom vs Reflex (ranged) Hit: 1[W] + Str. Battojutsu style: If you used this attack in the same round you drew your weapon, you gain +2 to the damage roll.
Powerful Shot At-Will ♦ Martial, Weapon Standard Action Ranged Weapon Targets: One creature Attack: Wisdom vs AC Hit: 1[W] + Str. The target gets -2 to its AC until the end of your next turn. Kyujutsu style: The target is marked.
Tactical Strike At-Will ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Targets: One creature Attack: Strength vs AC (melee weapon), Wisdom vs AC (ranged weapon) Hit: 1[W] + Str. You slide the target one square. Sojutsu style: You gain temporary hit points equal to your constitution modifier.
Stylish Strike At-Will ♦ Martial, Weapon, Fearsome Standard Action Melee or Ranged Weapon Targets: One creature Attack: Strength vs AC (melee), Wisdom vs AC (ranged) Hit: 1[W] + Str.
The damage of all at-will powers increase to 2[W] at 21st level.
Rising Strike Encounter ♦ Martial, Weapon Standard Action Melee Weapon Requirements: You must be wielding your weapon with both hands. Targets: One creature Attack: Strength vs AC Hit: 1[W]+Str. You push the target 1 square. Sojutsu style: The target must succeed a saving throw or fall prone.
One Parry, One Cut Encounter ♦ Martial, Weapon Immediate Reaction Melee Weapon Trigger: An enemy makes a melee attack against you. Attack: Make a melee basic attack against the enemy. Special: Gain a power bonus to your attack roll equal to your Wisdom modifier. Battojutsu style: You can use Swift Strike instead of a melee basic attack.
Twin Blades Encounter ♦ Martial, Weapon Standard Action Melee Weapon Requirements: You must be wielding two melee weapons. Targets: One creature Attack: Strength vs AC Hit: 2[W]+Str. Special: Make two attack rolls, and choose the higher result. Nito-Ichi style: You mark the target.
Two Shots Encounter ♦ Martial, Weapon Standard Action Ranged Weapon Targets: One creature Attack: Wisdom vs AC (two attacks) Hit: 1[W]+Str. Kyujutsu style: You can target two creatures instead of one.
Devastating Slash Daily ♦ Martial, Weapon, Fearsome Standard Action Melee Weapon Requirements: You must be wielding your weapon with both hands. Targets: One creature Attack: Strength vs AC Hit: 3[W]+Str. Miss:: Half-damage.
Double Crush Daily ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Requirements: You must be wielding two melee weapons or a ranged weapon. Target: One creature that is marked by you. Attack: Strength vs AC (melee), Wisdom vs AC (ranged) Hit: 2[W]+Str. Make a secondary attack against the same target. Secondary Attack:Strength + 2 vs AC (melee), Wisdom + 2 vs AC (ranged) Hit: 1[W]+Str. The creature is marked.
Bloodied Counterassault Daily ♦ Martial, Weapon Immediate Reaction Melee or Ranged Weapon Trigger: You are damaged by an attack that lets you bloodied. Target: The creature that made the attack. Attack: Strength vs AC Hit: 2[W]+Str. Effect: You can spend a healing surge. Special: If the creature that damaged you was marked by you, you regain the use of your Fearful Presence.
Quick Block Encounter ♦ Martial Immediate Interrupt Melee Weapon Trigger: An enemy scores a critical hit on you or an adjacent ally. Effect: Turn the attack into a normal hit.
Fearful Eyes Encounter ♦ Martial, Fear Minor Action Effect: You can make an Intimidate check against a creature marked by you with a +5 power bonus.
Third Wind Daily ♦ Martial, Healing Minor Action Melee Requirement: You must have already spent your Second Wind in this encounter. Effect: Use your Second Wind again.
Defensive Style Daily ♦ Martial, Stance Minor Action Effect: You gain +4 power bonus to AC and Reflex against opportunity attacks.
Nito-Ichi Ryu Blade Encounter ♦ Martial, Weapon Standard Action Melee Weapon Requirements: You must be wielding two melee weapons. Targets: One creature Attack: Strength vs AC Hit: 1[W]+Str, two attacks (main and off-hand) Special: If you hit with both attacks, the target is marked. Nito-Ichi style: You push the target 1 square.
Fake Opening Encounter ♦ Martial, Weapon Immediate Reaction Melee or Ranged Weapon Trigger: An enemy attacks you. Targets: The triggering creature Attack: Wisdom vs AC Hit: 2[W]+Wis. Gain a +2 power bonus to your defences against the triggering attack. Kyujutsu style: You can shift one square after the triggering attack resolves.
Wood-cutting Blade Encounter ♦ Martial, Weapon Standard Action Melee Weapon Requirements: You must be wielding a melee weapons with both hands. Primary Target: One creature Attack: Strength vs AC Hit: 2[W]+Str, and up to two enemies adjacent to both you and the target take damage equal to your Strength modifier. Battojutsu style: If you used this attack in the same round you drew your weapon, gain a +2 bonus to the damage done with this power.
Long Fang Strike Encounter ♦ Martial, Weapon Immediate Reaction Melee or Ranged Weapon Trigger: A creature moves into your weapon reach. Targets: The triggering creature. Attack: Strength + Wisdom vs Reflex Hit: 1[W]+Str+Wis Sojutsu style: If you hit the target, the target ends its movement and you can slide 1 one square.
Deep-wounding Strike Daily ♦ Martial, Weapon, Fearsome Standard Action Melee or Ranged Weapon Targets: One creature Attack: Strength vs AC (melee), Wisdom vs AC (ranged) Hit: 2[W]+Str (melee), 2[W]+Wis (ranged). The target takes ongoing 10 damage (save ends). Miss:: Half-damage.
Three-Headed Dragon Strike Daily ♦ Martial, Weapon Standard Action Melee or Ranged Weapon Target: One, two or three creatures. Attack: Strength vs AC (melee), Wisdom vs AC (melee), three attacks Hit: 1[W]+Str (ranged), 1[W]+Wis (ranged). The target is marked. Special: If you hit a single creature with two attacks, that creature takes additional damage equal to your Con modifier. If you hit a single creature with three attacks, that creature takes additional damage equal to your Con modifier and it takes -2 penalty to attack rolls (save ends).
Warding Style Daily ♦ Martial, Weapon, Stance Minor Action Personal Effect: Allies withing your weapon range get +2 to AC as long as you can make opportunity attacks. In addition, whenever a marked enemy that is within your weapon range makes an attack that does not include you, you can make a basic attack against that enemy as an immediate interrupt.
Battle Feint Daily ♦ Martial No Action Weapon Trigger: You roll a natural 1 with an attack roll. Effect: Your attack hits.
Dreadful Presence Encounter ♦ Martial, Fear Free Action Effect: AOne creature affected by your fearful presence this turn is stunned until the end of your next turn.
Mind Blank Daily ♦ Martial, Healing, Stance Minor Action Melee Effect: You gain +4 bonus to your Will defense until the end of the encounter.
Iaijutsu is the martial art of drawing a weapon and attacking with it in the same fluid motion and its masters are feared and respected throughout the world. Iaijutsu masters strike with blinding speed and devastating power.
Lightning Blade (11th Level): An Iaijutsu master adds his Wisdom modifier as well as his Dexterity to initiative.
One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make a basic attack on an adjacent target as a free action.
Strike with No Thought (16th Level): If an iaijutsu master begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the iaijutsu master can take in this surprise round is a standard action to make an attack. The iaijutsu master gains combat advantage for this attack.
Bounding Assault Iaijutsu Master Attack 11 You spring across the battlefield using your ability and focus to attack quickly. Encounter - Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier Special: You may charge and use this power in place of a basic attack. Moving does not provoke attack of opportunity.
Lightning Recovery Iaijutsu Master Utility 12 As your foe avoids your first attack your weapon becomes a blur as you attack with lightning speed for a second strike. Encounter ♦ Martial Immediate Reaction Personal Trigger: You miss an enemy with an attack Effect: you may reroll the attack with a +2 bonus to the attack roll.
Finishing Cut Iaijutsu Master Attack 20 You deliver a devastating strike to a wounded foe, aiming to finish them off once and for all. Daily ♦ Martial, Weapon, Fearsome Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 5[W] + Strength modifier damage and 10 ongoing damage. (Save ends)
Just after a quick glance, this looks much more like a striker than a defender to me. Not that a defender necessarily must mark enemies to fulfill its role, but all defenders thus far have, and this class doesn't have anything similar to show that it is trying out for the defender role.
Fearful presence is pretty powerful, stun is so good that I don't know of any other way to do it at first lvl, and you have an ability that lets you do it to multiple enemies as a free action . . . yes, very powerful! Keying the attack off of intimidate is creative, and I assume that's why you added the +5 to the target's Will defense? (incidentally, that bit is hard to read) Increasing the Will defense by 1 per enemy in the blast is interesting, if you end up doing that i would change it so that the samurai gets -1 to attack for each enemy in the burst (just simpler wording, IMO). Still, we are stuck with the problem that Stun is a ridiculously good status and is probably very overpowered. Another unintended consequence of using a skill bonus as an attack roll for a power is that races who get a racial bonus it intimidate are suddenly much more powerful, since it equates to +2 attacks with that power.
In conclusion, it was an interesting idea, but I vote for a redesign of fearful presence. Make it a standard attack roll based on Cha. Instead of Stun, maybe have it automark all targets in the burst? (no attack roll required) Admittedly that might have balance problems of its own, but it's more in line with other power levels out there.
Double Slash is ridiculously good. Twin strike is widely regarded as one of the best striker at wills in existence, and this ability is very similar. True, you don't always get two chances to make attacks with double slash. So instead you have sort of an all-or-nothing situation: if you miss with your first attack, you miss and it's like missing with any other damage-only-at-will. If you hit, you're nnot only going to deal full damage from a successful attack, but you get another attack as well! Without running the actual numbers I can't tell you exactly how powerful that is, but my gut tells me that it will be very good indeed. And keep in mind that this class is (nominally) a defender, they probably shouldn't have an at-will that competes with (much less exceeds) the best striker at-will in the game.
Stylish strike is overpowered simply because fearsome presence, as you wrote it, is far too powerful.
All in all, rethink how you want the class to function. Right now it seems that what you really want to make is a melee striker who is resilient and wears big armor, not a defender at all.
Also, from what I can tell this class variably relies on Str, Con, Wis, and Cha. that's extremely MAD, and you should prune it down to 3 attributes, with only 2 asociated with any particular build.
Ok, fearful presence is a bit overpowered, I admit it. However, that's what I want with the class. I don't want another defender that marks. How about if I switch it to Con vs Will (plus the bonus to the enemy defense), and a close burst 1?
About Double Slash, yes, I also admit it, it is too powerful. Should I remove the bonus to damage rolls from Str?
I know that right now it may seem a bit more strikish, but with more powers I want to make a defender class that works on self-buffs and fear to stop enemies.
EDIT: Wait... Now that I think about it, I should modify the at-wills that give bonus to the damage rolls and change them for some buffs. Hmmm...
EDIT2: Ok, changed some at-wills. Btw, here's an idea for Fearful Presence: Con vs Will (plus bonus), affected enemies are marked. Enemies that were already marked by the Samurai are instead dazed. Enemies that were already dazed are instead stunned. It seems that, after all, I will have to work with marks... ¬_¬
EDIT3: Ok, changed Fearful Presence. How is it now?
Well, the new ability looks better! Out of curiosity, what is it about marks that you dislike? Maybe we can come up with some alternative.
Double slash looks much better now. It's still very damaging for a defender at will, and doesn't have much of a kicker to make it defender-y, but if that's what you're looking for then no objections here.
Your description for fearful presence doesn't mention the advancing condition track (mark to daze to stun). Did you scrap it? It's probably better that way, but I wonder if it was an omission on your part.
The problem I foresee with making a "defender"" that works on self-buffs and intimidation is that he won't do any defending. Defenders are meant to bog down opponents and draw hits, and if your class is all about buffing itself then there is no incentive for enemies to attack you. In fact it's the opposite, where your powers make it less likely that the enemy will attack you and more likely to attack your allies.
i like the way the samurai is fleshing out. the fearsome presence is really good though the -2 to Will doesnt make much sense to me. The Samurai doesnt have many attacks that will go against the will defense so i dont see how it would help him in battle. though i like the fact that it marks the opponents as well.
I started to work on a Paragon path so ill post it here if you like it do what u want with it. Spoiler:Show
Iaijutsu Master
Iaijutsu is the martial art of drawing a weapon and attacking with it in the same fluid motion and its masters are feared and respected throughout the world. Iaijutsu masters strike with blinding speed and devastating power.
Lightning Blade (11th Level): An Iaijutsu master adds his Wisdom modifier as well as his Dexterity to initiative.
One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make a basic attack on an adjacent target as a free action.
Strike with No Thought (16th Level): If an iaijutsu master begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the iaijutsu master can take in this surprise round is a standard action to make an attack. The iaijutsu master gains combat advantage for this attack.
Bounding Assault Iaijutsu Master Attack 11 You spring across the battlefield using your ability and focus to attack quickly. Encounter - Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier Special: You may charge and use this power in place of a basic attack. Moving does not provoke attack of opportunity.
Lightning Recovery Iaijutsu Master Utility 12 As your foe avoids your first attack your weapon becomes a blur as you attack with lightning speed for a second strike. Immediate Reaction Personal Trigger: You miss an enemy with an attack Effect: you may reroll the attack with a +2 bonus to the attack roll.
Finishing Cut Iaijutsu Master Attack 20 You deliver a devastating strike to a wounded foe, aiming to finish them off once and for all. Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 5[W] + Strength modifier damage and 10 ongoing damage. (Save ends)
Well, the new ability looks better! Out of curiosity, what is it about marks that you dislike? Maybe we can come up with some alternative.
Well, it's not that I don't like it, it's that all defenders have it. I wanted something more original.
SteelMirror wrote:
Double slash looks much better now. It's still very damaging for a defender at will, and doesn't have much of a kicker to make it defender-y, but if that's what you're looking for then no objections here.
Well, it gives you more defence in certain cases.
SteelMirror wrote:
Your description for fearful presence doesn't mention the advancing condition track (mark to daze to stun). Did you scrap it? It's probably better that way, but I wonder if it was an omission on your part.
Nah, I decided to scrap it. Maybe add something like that as a feat, but you were right.
SteelMirror wrote:
The problem I foresee with making a "defender"" that works on self-buffs and intimidation is that he won't do any defending. Defenders are meant to bog down opponents and draw hits, and if your class is all about buffing itself then there is no incentive for enemies to attack you. In fact it's the opposite, where your powers make it less likely that the enemy will attack you and more likely to attack your allies.
Something to think about, anyway.
I took your advice. Now, it's a defender that self-buffs, uses fear, and marks enemies (so they have to attack a heavy fortified wall). Is it looking better?
RedHeadSamurai23 wrote:
i like the way the samurai is fleshing out. the fearsome presence is really good though the -2 to Will doesnt make much sense to me. The Samurai doesnt have many attacks that will go against the will defense so i dont see how it would help him in battle. though i like the fact that it marks the opponents as well.
I started to work on a Paragon path so ill post it here if you like it do what u want with it. Spoiler:Show
Iaijutsu Master
Iaijutsu is the martial art of drawing a weapon and attacking with it in the same fluid motion and its masters are feared and respected throughout the world. Iaijutsu masters strike with blinding speed and devastating power.
Lightning Blade (11th Level): An Iaijutsu master adds his Wisdom modifier as well as his Dexterity to initiative.
One Strike, Two Cuts (11th Level): When you spend an action point to take an extra attack, An iaijutsu master can make a basic attack on an adjacent target as a free action.
Strike with No Thought (16th Level): If an iaijutsu master begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the iaijutsu master can take in this surprise round is a standard action to make an attack. The iaijutsu master gains combat advantage for this attack.
Bounding Assault Iaijutsu Master Attack 11 You spring across the battlefield using your ability and focus to attack quickly. Encounter - Martial, Weapon Standard Action Melee Weapon Target: One creature Attack: Strength vs. AC Hit: 3[W] + Strength modifier Special: You may charge and use this power in place of a basic attack. Moving does not provoke attack of opportunity.
Lightning Recovery Iaijutsu Master Utility 12 As your foe avoids your first attack your weapon becomes a blur as you attack with lightning speed for a second strike. Immediate Reaction Personal Trigger: You miss an enemy with an attack Effect: you may reroll the attack with a +2 bonus to the attack roll.
Finishing Cut Iaijutsu Master Attack 20 You deliver a devastating strike to a wounded foe, aiming to finish them off once and for all. Standard Action Melee Weapon Target: One creature Attack: Strength vs. Reflex Hit: 5[W] + Strength modifier damage and 10 ongoing damage. (Save ends)