Gladiator class(PEACH!!)

Post/Author/DateTimePost
#1

ifritus

Aug 13, 2009 22:22:51
GLADIATOR

“Alone or together and surrounded… we will survive!”

CLASS TRAITS
Show

Role: Controller: Used to being outnumbered, you use martial prowess to control your enemies. Some powers may lead you to being a leader as a secondary role.
Power Source: Martial, you have gained your powers from intense training and realising what skills are necessary in your survival.
Key Abilities: Strength, Wisdom, Intelligence

Armor Proficiencies: Cloth, Leather, Hide, Chainmail, Scale; Light Shields.
Weapon Proficiencies: Simple melee, military melee, simple ranged
Bonus to Defense: +1 Fortitude, +1 Will

Hit points at 1st level: 13 + Constitution Score
Hit points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: From the class skill list below, choose 3 trained skills at 1st level.
Athletics (Str), Dungeoneering (Wis), Endurance(Con), Heal (Wis), History(Int), Insight (Wis)

Build Options: Survivalist Gladiator, Dedicated Gladiator
Class Features: Gladiator’s Bravado, Gladiator’s Nature, Warfield Tactics

Gladiators are warriors of survival, you are at home in enclosed spaces with foes vastly outnumbering you. It is your first nature to survive in any way possible, be it honourable or dirty. It is for this reason you excel in controlling the battlefield, putting your foes where you want them. With a history of dirty fighting, alongside other caged fighters, you realise the importance of allies, but with such a history, will you find that your allies may be more cautious of you rather than the real enemies?
#2

ifritus

Aug 13, 2009 22:25:08
CAGE FIGHTER
Show

“In an enclosed area, I am in my element”

Prerequisite: Gladiator class
Your career as a Gladiator has led you to become at home in enclosed areas as battlefields. This meant for you to carefully study and learn from your previous encounters. As a Cage Fighter, you have learned to put both limited and ample space to your advantage. Even if you and your allies are heavily outnumbered, your knowledge and techniques may be your group’s only hope to survive.

Cage Fighter Path Features

Cage Fighter’s Action(11th level):
When you spend an action point to take an extra action, and you use that to attack with a power that affects the area within your melee range. You gain a bonus to any damage done equal to your Wisdom modifier
Resilience of the Cage (11th level): For every enemy that is within your melee range, you gain a +1 bonus to your AC and one other defense of your choice.
Cage of Blood(16th Level): when you become bloodied, you gain a +1 bonus to all sliding, pushing and pulling effects.

Cage Fighter Exploits

Tactics of the Cage Cage Fighter Attack 11
Your knowledge of positioning passes to an ally, to which you both take advantage of to strike harder
Encounter * Martial, Weapon
Standard Action Melee weapon
Target: one creature
Effect: you may move one Ally sqaures up to Wisdom modifier, the ally must end the move action
Adjacent to the target of this power.
Aftereffect: you both may make a basic melee attack against the target with a +1 power bonus to the hit and damage rolls.

Tight Fit Cage Fighter Utility 12
You take advantage of the area to make the enemy feel uncomfortable
Encounter * Martial
Minor Action Melee Touch
Effect: an adjacent enemy takes a penalty to their melee hit rolls equal to your Wisdom modifier for as long as they remain adjacent to you
Secondary Effect: if there are any other enemies adjacent to you other than the primary target, they take a penalty to their melee hit rolls equal to half your Wisdom modifier for as long as they remain adjacent to you
Special: as soon as any targets affected by this power move from being adjacent to you, the penalties afflicted by this power end, and do not reassert if they move back to being adjacent to you.

Devastating Blow Cage Fighter Attack 20
Your calculated blow of brute strength devastates an enemy. Destroying and damaging armor as easily as cloth
Daily * Martial, Weapon
Standard Action Melee weapon
Target: one creature
Attack: Strength vs. AC
Hit: 3[w] + Strength modifier damage, the target takes a penalty to their AC equal to 2+ your Wisdom modifier. The target also takes ongoing 10 damage.
Miss: Half damage, no ongoing damage, and a penalty to their AC equal to half your Wisdom modifier.
#3

generalhenry

Aug 13, 2009 23:34:23
Gladiator’s Bravado

+1 to hit is a very good ability.

MORE than +1 is OP

Dirty Nature

Fighters only get to attack when the target disobeys their mark. NOT when they are attacked by their mark.

Avengers deal damage to targets they didn't oath against, but again not against the target they oath against.

This ability is ALL targets who attack you OR your allies, and does high damage without using your interrupt.


in other words, also OP

also when a hostile target makes an attack that targets your AC, they receive a penalty to their attack equal to half your Intelligence modifier(minimum 1)

implemented strangely, it's effectively simply half int mod to AC

and at epic that's completely broken.


you gain a bonus to any powers that slide, push or pull the target equal to half your Wisdom modifier.

with a long spear or great spear that'll get real silly real fast.


The feats in general as also OP



Last but not least, imho this class is not a controller as written. It's a defender/leader, fighter/warlord.

Which isn't to say I don't like it or it's poorly done. You have the fluff right, and the powers are well done.
#4

ifritus

Aug 13, 2009 23:55:38
Show
well i kinda would have jumped down your throat if there were no objections
let see what we can make better.

for the bravado class feature how does this sound...

if there is at least two hostile targets adjacent to you, you gain a +1 bonus to hit with melee attacks, you also gain a further +1 if there is 4+ hostile targets adjacent to you.(or is that extra +1 OP?)

Dirty Nature

When a hostile target within melee range makes a melee attack against an ally you can see and is either: Slowed,marked,weakened or dazed. you may make an oppertunity attack agaisnt them.

definetely sounds dirty to me
what no comment on honourble fighting... guess you like that then?
---

sniffle, youve compeltely ruined my tactics

oh well. how bout removing the -1/2Int to attack form survivor, and jsut make it a +1 to all deffs? and a
+1 to AC if you get attacked by an enemy that attacked you in it's previous turn?

Dedicated =: waht you mean reall silly fast?
what sort of bonus can you think for polearms then: THAT is one thing thats staying.

gotcha!

For as long as you wield a Polearm you gain a +1 bonus to hit rolls with melee attacks. And a +1 to damage rolls of attacks agaisnt enemies that attacked you in their previous turns

there there two bonuses each, both +1s no 1/2 stats involved.

okays. feats... some changes above impact some of them quite a bit. so lets see
#5

generalhenry

Aug 14, 2009 0:20:16
for the bravado class feature how does this sound...

if there is at least two hostile targets adjacent to you, you gain a +1 bonus to hit with melee attacks, you also gain a further +1 if there is 4+ hostile targets adjacent to you.(or is that extra +1 OP?)

better, though imo, make more targets = more damage no9t more +hit

+hit scales in strange ways, damage is simple.


Dirty Nature

When a hostile target within melee range makes a melee attack against an ally you can see and is either: Slowed,marked,weakened or dazed. you may make an oppertunity attack agaisnt them.

definetely sounds dirty to me

me likes


oh well. how bout removing the -1/2Int to attack form survivor, and jsut make it a +1 to all deffs? and a
+1 to AC if you get attacked by an enemy that attacked you in it's previous turn?

sounds good


For as long as you wield a Polearm you gain a +1 bonus to hit rolls with melee attacks. And a +1 to damage rolls of attacks agaisnt enemies that attacked you in their previous turns

kinda like the avenger don't hit me stuff. It could use more work, but it's ok for now.

Superior Confidence

I'd scrap it

Expert Survivalist

make it paragon and a +1 feat bonus to all defenses and it's perfect.

Shield Specialisation

it's overkill, they shouldn't be able to get better AC than defenders can.

Polearm Specialization

no real need, there's no shortage of polearm feats

Master Opportunist



Gladiator’s Honour



Tactical Mastery

int to AC with heavy armor needs to go.
#6

ifritus

Aug 14, 2009 0:26:37
recheck the feats.. ive made a few changes

meh, now no Epic class feat
#7

Qube

Aug 14, 2009 6:41:18
not bad.

Remarks I have about the level 1 to 10 powers.
- I personally don't like the difficult terrain stuff (personal preference - seems unrealistic)
- Ankle biter: an at will power with 'save ends' ?
- Invigorating Attack is a leader power, not a controller power (maybe 'the target gets -1 defenses against the next attack' - nearly same effect, but controllerish instead of leaderish)
- in my sig you can see how to use decks (power blocks) if you're interested
- Deadly blades is overpowered: an encounter power that lasts for the encounter basically is a class feature
- same remark for Piercing Strike
- how long does Duel of Honour last?
- non of the level 5 dailies have a 'miss' or 'effect' ...
- Traverse Warfield overpowered (rangers get 'ignore difficult terrain' as stance at lvl 10 - this power is much much better)
- Confusing Terrain and Ensnaring Terrain are just plane weird, I think
- Gladiator’s Accuracy is overpowered, I think


Since you're making a martial controller, could you check out my martial artist and say what you think (I know- shameless of me)? heck, worst case, you might get an idea ...
#8

ifritus

Aug 14, 2009 8:02:06
the terrain stuff mechanic was that the Gladiator is such a good "controller"
that his very presence poses difficulty (honourable nature)
hence the fact that most terrain powers give you a bonus for having chosen the nature.

In the traits it does say some powers may lead to you being a leader as a secondary role...

the ones like Deadly terrain is more of the gladiator taking their weapon and cutting the place up(rocks, chairs etc) hence the standard action.

believe it or not, i thought Ankle Biter Overpowers WITHOUT the save ends.

so should it be "slowed until the end of your next turn?"]

the Deadly blades and PS should be for two turns?

DoH lasts until the end of your next turn

Traverse warfield shall be changed

GA changed....

recap:

changes incorporated.
Show

Ankle Biter now has a duration, no save ends
Deadly Blades and piercing Strike have had effect duration reduced.
DoH now has a Duration.
Traverse Warfield shall have the Ignore DT removed
Gladiator's Accuracy is now a +2 till the end fo the encounter rather than Wis mod.
#9

Qube

Aug 14, 2009 9:14:36
might i ask your favourite Paragon path. and any powers you like.

Pinning Jab, Knockdown Swipe, Piercing Strike, Sunder Defenses, Gladiator’s Rage
all sound like fun powers
problem with the dailies, is I'dd rather have miss or effect ...


cage fighter sounds cool
- but I'm not going to judge anything over level 10, before I had a chance to analyse those powers ...

if were both makign a martial controller. though mine seems more of a DEF/LEAD than a CONT/LEAD as thought

(mine skirmishes,so not really defender material).
Perhaps you could get ideas of the warlord: look at its powers and analyse what stops it from looking like a defender?
#10

ifritus

Aug 14, 2009 9:17:39
phew thanks for reminding me...

dailies= miss effects .. ill do that

Heroic Dailies now have Miss effects.
Paragon Dailies now have Miss Effects. (Includes paragon path lv20 dailies)
Epic Dailies now have Miss effects.
#11

ifritus

Aug 14, 2009 13:01:52
Update. powers changed Paragon paths more workeable (not OP anymore)

curtesy of the same thread in the Controller Site.