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!
Class - Improviser
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
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.
Clearing a path:
Level 1 Encounter powers
The Old Switcheroo
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!
You really need to fix your formatting. The powers are pretty much illegible to me. So I'll only comment on what I can actually read:
Your HP and surge values are... odd. 10 + Constitution, +4 every level after, is standard Controller HP. Even the Druid only has 12 + Constitution at first level and +5 each level after, and Primal classes are always more durable than other classes.
Getting 8 + CON surges is HUGE. Standard controller is 6, Druid is 7. Ranger and Rogue only get 6 and most of their builds are melee strikers. Fighter only gets 9. And you have CON secondary here, which means you get even more surges by default. The way that works out, you wind up with a lot more HP per day than your role would suggest.
Also, skills: Rogue gets two automatic skills and four chosen skills. Ranger gets one automatic skill and four chosen skills. And having a lot of skills is basically the Rogue's "thing." So you may want to drop the number of skills by one.
Furthermore, the word is spelled "thanks." I don't care how many x's you have in your username, have a little respect for the English language.
I like the idea behind this class a lot, and actually worked on making a character like this w/pre existing material. What I ended with is this.
(Class)Arena Fighter /(feat)Multi-class into Barbarian/ (feat) deft hurler style/(feat)Improvised Missile.
So I Agree w/Tech Priest on that Arena Fighters are the route to go when it comes to standard improvised play.
What I would do if I was you, is Remake the Arena Fighter class to focus ONLY on Improvised Weapons (drop its other class features for some of those you already made)
And change its powers/abilities to focus around improvised combat instead of regular combat.
Once again really like the idea behind the class, hope you keep working on it.
Also feel free to ignore the grammar Nazi’s, I have found people who have nothing better to do then to be critics your grammar, really, really need to get a life.
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