Hey everyone! I thought I'd post a class I've been working! It's really on just a work in progress of mine. Me and a couple friends were tossing around the idea so this is what I came up with!
The Improviser
Class - Improviser
Role - Controller. You make use of all your surroundings, equipment, and even you're opponents to control the flow of battle. You always have a card up your sleeve, and can double as a defender or Striker.
Power Source: Martial. Your talents depend on quick reflexes, toughness, and battle hardened situational awareness.
Key Abilities: Strength, Dexterity, Constitution
Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Light Shields
Weapon Proficiencies: , Simple Melee, Simple Ranged
Bonus To Defense: Fortitude +1 reflex +1
Hit Points at 1st Level: 13 + Constitution Score
Hit Points per level gained: 5
Healing Surges Per day: 8 + Constitution Modifier
Trained Skills: Perception and Dungeoneering and from the class skills list below, choose 4 more trained
Acrobatics, Athletics, Insight, Bluff, Intimidate, Streetwise, Endurance, Heal, Stealth, Thievery
Build Options: Devilish Improviser, Survivalist Improviser
Class Features: Improvised Proficiency, Improviser tactics, Improvised Mastery
Improviser Tactics: choose one of the following options. The choice you make provides certain bonuses to improviser powers
Devilish Improviser: Each of your improviser powers that imposes a condition on an enemy also gains - After Effect: Until end of its next turn target is vulnerable 10 or takes a -2 penalty to all defenses. Level 11 Vulnerable 15 or -4 penalty Level 21 Vulnerable 25 or -6 penalty
Survivalist Improviser: Each of your Improviser powers that imposes a condition on an enemy also gains- After Effect: Until end of its next turn target is weakened or takes a -2 penalty to attack rolls
Level 11 weakened or – 4 penalty Level 21 weakened and immobilized or -6 penalty
Improvised Mastery: When wielding an improvised weapon the base range is 5-10 squares and your weapon damage die is increased by 1 size, 2 sizes at 16th level, and 3 sizes at 24th.
Improvised Proficiency: Gain a + 3 bonus to attack rolls when wielding improvised weapons. This bonus increases to +4 at level 6, +6 at level 11, +7 at level 16, +8 at level 21, +9 at level 28
Level 1 At Will Powers:
Forceful Strike:
Gathering strength you throw the entire force of your body into the attack sending your enemy stumbling backwards.
At-Will * Martial, Weapon
Standard Action Melee Weapon Requirement: you must be wielding an improvised weapon
Target: one Creature
Attack: Strength vs. AC
Hit: Strength Modifier Damage and target is pushed 2 squares. If the target moves adjacent to an ally during this movement that ally can make an opportunity attack against that enemy.
Level 21 2[W] + Strength Modifier and target is pushed 4 squares
A Quick Bashing:
You dizzy your target by smashing your weapon over his head
At-Will * Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs. AC
Requirement: Must be wielding an Improvised Weapon
Hit: 1[W] + Strength Modifier Damage and takes penalty to attack rolls equal to your constitution modifier until the end of its next turn.
Clearing a path:
You make and opening in the battle by throwing a nearby object and darting into the fray. At-will* Martial, Weapon
Standard action Ranged Weapon
Target: One Creature Attack: Strength vs. Reflex
Requirement: You must be wielding an improvised weapon
Hit: 1[W] + Strength Modifier damage and target is marked Special: If any enemies block line of sight for this attack shift them 1 square before making the attack. Effect: Shift your speed towards the target along the exact path of your ranged attack.
Home safe:
Gathering speed and taking aim at an enemy you slide into him from a low angle At-will* Martial, Weapon
Standard action
Special: Shift 3 squares towards the target before the attack you may move through enemy squares during this movement but you may not end your movement there.
Target: One Creature
Attack: Strength vs. AC
Hit: 1[W] + Strength Modifier and target is knocked prone and slowed (save ends) Special: This attack may be made in place of a charge attack
Level 1 Encounter powers
The Old Switcheroo
You move nimbly across the battle field to strike your opponent, confusing him and taking control of his momentum. Encounter* Martial, Weapon
Standard Action Melee Weapon
Requirement: you must be wielding an improvised melee weapon Target: One creature
Attack: Strength vs. Reflex Special: You may choose Shift 1 square before or after the attack
Hit: 2[W] + Strength Modifier and you may switch occupied squares with the target.
Survivalist Improviser: Until the end of your next turn the next attack made against you by any other creature is instead made against the target.
Provocation Play You keep your cool while using your wits to make your enemies lose theirs Encounter* Martial, Weapon Standard Action: Ranged Weapon Requirement: You must be wielding an improvised weapon Target: One creature Attack: Strength vs. AC Hit: 1[W] + Strength Modifier damage and the target is distracted until the end of its next turn. While distracted an enemy must make an attack against you during their turn or be stunned at the start of their next turn. If an enemy cannot attack you it must end its turn as close to you as possible.
Obvious Openings You completely toss away your guard and your opponent follows suit Encounter* Martial, Weapon Standard action Melee Weapon Special: Before the attack the target makes an attack against you. This attack provokes an opportunity attack from every adjacent ally. Devilish Improviser: Allies gain a bonus to the opportunity attacks equal to your Dexterity modifier. Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength Modifier Damage
Level 1 Daily Powers
Dirty Flurry You viciously attack your targets weak points in quick succession Daily* Martial Weapon Standard Action Melee Weapon Requirement: you must be wielding an improvised weapon. Target: one,two, or three adjacent creatures Attack: Strength vs. AC, Two Attacks Hit: If 1 attack hit the target is blinded until end of next turn. If two attacks hit target is blinded and dazed until end of next turn. Special: If a critical hit is scored on any of the attack rolls this power is not expended after its use.
Meat Shielder You smash your opponent and then use his disoriented body to your advantage. Daily* Martial Weapon Standard Action Melee Weapon Requirement: You must be wielding an improvised weapon Target: One Creature Attack: Strength vs. AC Hit: 1[W] + Strength modifier damage and make a secondary attack. Secondary Attack: Strength vs. Reflex Hit: The target is dazed and restrained until the end of your next turn. You the move into the targets space and are consdiered to be sharing a square. Until the end of you next turn the target moves with you during any of your movement and any attacks made against you are made against the target instead.
Feign Death Some quick thinking and good acting lets you take your enemies by surprise Daily* Martial Immediate Reaction Personal Trigger: You take damage. Effect: You fall prone and are considered dead until the start of yoru next turn though your hit points remain the same. At the start of your next turn you may stand up a free action and make all adjacent enemies surprised until the end of their next turn.
I want some criticism just don't be too harsh I'm new at this. Also I'd like comments on what you think of the Improviser class in general and any new ideas would be super useful! Thanx for the feedback!