Huntsman: A defender with a pet. PEACH (WIP, up to level 10)

Post/Author/DateTimePost
#1

dragoon1

Nov 28, 2009 3:57:59
Name: Huntsman
Role: Defender
Powersource: Martial
Key Atributes:  Strength, Dexterity, Constitution

HP at level 1: 15+con
HP per level: 6
Surges per day: 9 + con modifier

Skills: Nature, plus three of the folowing:
Acrobatics, Athletics, Endurance, Heal, Dungeonearing, Intimidate
Armor Proficiences: Cloth, leather, hide, heavy shield, light shield
Weapon proficiencies: All simple and military melee and ranged
Bonus to defense: +1 fortitude, +1 reflex

The huntsman is much like a wilderness ranger.  They spend much time in the wilds, honing their skills against the wilderness, fighting alongside their bestial companion.  Their is no mysticism to their combat, though many do worship dieties or the spirits of the land.  They are often found in the frontier, defending outposts, towns, and sometimes just themselves from the dangers of the widlerness.  Their motives differ greatly from defense of their home, to survival, to in the most extream cases simply the joy of killing something up close.

Class features:

Companion:  All huntsmen have a beast companion much like a beastmaster ranger.  They chose from the same list but make the following changes:
Defenses:  Add +3 to AC and +2 to all other defenses
Healing surges:  Your pet has 5 healing surges +1 per tier

Rituals: You have the raise beast companion ritual

Fierce Presence:  As a free action once per turn you may mark any enemies adjacent to you and your beast companion.  Marked enemies take a -2 to attack rolls if they make an attack that includes neither you nor your beast companion as a target.  If a marked enemy makes an attack that includes neither you nor your beast companion then one of you adjacent to it may make a melee basic attack as an imediate interupt.

Simple weapon specialist:  Weapons are often not easy to come by on the frontier.  Add +1 to attack and damage rolls if wielding a simple weapon.  You also have a +1 proficiency bonus with improvised weapons.

Powers:

Level 1 at will powers:
Note:  All at wills increase to 2W or 2B at level 21

Syncronised Strike
You and your beast strike in unison
Martial Beast Weapon
Standard Melee Weapon Beast Melee1
Target: one or two creatures
Attack: Strength vs AC and Beast Attack vs AC
Hit: 1W to target you attacked, 1B to target beast attacked

Timed Strike
Power is sacrificed to save the attack for the proper moment
Martial Beast or Weapon
Standard Melee Weapon or Beast Melee1
Target: one creature adjacent to you or your pet
Attack: Strength +2 vs AC or Beast Attack +2 vs AC
Hit: 1W or 1B as per who attacked

Pull Away
Your pet drags its prey away
Martial Beast
Standard Beast Melee1
Target: one creature adjacent to your pet
Attack: Pet Attack vs AC
Hit: 1B + Strength modifier and your pet may slide one square then pull the enemy to an adjacent square

Tide of Iron (as per fighter)

Level 1 Encounter

Vicious Smash
You strike your oppent hard with your shield, pushing them down and away
Martial
Standard Melee1
Special: You must be wielding a shield, if you are weilding a spiked shield add it's weapon damage
Target: one adjacent creature
Attack: Strength vs Reflex
Hit: 1d4 damge then you may push your target one square and the target is knocked prone

Latch on
Your companion latches firmly onto your foe, hindering movement
Martial Beast
Standard Beast Melee1
Target: One enemy adjacent to your beast
Attack: Beast Attack vs AV
Hit: 1B + Beast Strength and your target is slowed and can not shift untill the end of your next turn.  Aditionally if your target moves your beast may slide with it to stay adjacent to it untill the end of your next turn.

Move Aside
You less than gently move your allie out the way then strike
Martial Weapon
Standard Melee Weapon
Effect: Slide one willing adjacent allie a number of squares equal to your strength modifier and then shift into one of the squares he or she moved through then attack
Target: One Creature
Attack: Strength vs AC
Hit: 2W + strength modifier

Level 1 daily:

Feral Assault
You and your pet attack in powerful unison
Martial Beast Weapon
Standard Melee Weapon Beast melee1
Target:  One enemy adjacent to you and your pet
Two Attacks: Beast attack vs AC and Strength vs AC
Hit: 1B + Beast Strength or Dexterity and 1W+ Strength
Special: If the target is flanked and both attacks hit add an aditional 1B and 1W

Feral Threat
Your beast shows how dangerous it truely is
Martial Beast
Standard Beast Melee1
Target: One enemy adjacent to your beast
Attack: Beast Attack vs AC
Hit: 2B + Beast strength or dexterity
Effect: The target is marked to your beast for the remainder of the encounter

Reckless Fury
You mimic feral fury as you attack with wild abandon
Martial Weapon Reliable
Standard Melee Weapon
Target: One enemy
Attack: Strength +2 vs AC
Hit: 3W + Strength Modifier
Effect: You have a -2 to AC untill the end of your next turn.

Level 2 Utility

Rapid Recuperation
with a quick breath you ar refreshed and ready to stay in the fray
Daily Martial Healing
Free Action Personal
Effect: You take a second wind at an action below what it normally would be and gain aditional hitpoints equal to your constitution modifier.

Nowhere to run
There is no escaping you or your beast
Encounter Martial
Immediate interupt
Trigger: An enemy who began its turn adjacent to you or your beast companion is no longer adjacent to you or your beast companion
Effect:  You and/or your beast may shift up to twice speed to stay adjacent to the enemy triggering this power.

Just a little further!
You move with a burst of spead to get to where you need to be
Encounter Marial
Move Action
Effect: You and your beast move up to speed +2

Lick your wounds
It  hurts, but with a moment to wrap it you'll be able to keep going
Daily Healing Marial
Standard Action
Special: You may only use this power when you or your pet is bloodied
Effect: You and your pet may spend a healing surge.

Level Three encounter

Tendon Rip
You make sure your enemy isn't moving from the pain
Martial Weapon
Standard Melee Weapon
Target: One enemy
Attack: Strength vs AC
Hit: 1W + strength damage, if you are wielding a dagger or sickle add your dexterity modifer.  Your target is imobilized (save ends)

Pounce
Your beast uses its momentum to send your foe to the ground
Martial Beast
Standard Beast Melee1
Target: One enemy
Attack: Beast Attack vs AC
Hit: 1B and the target is knocked down and dazed untill the end of your next turn
Special: Your beast must have moved at least three squares

Obvious Distraction
Between your beasts calls and your strikes the enmy can't focus on attacking
Martial Weapon
Standard Melee Weapon
Target: One enemy
Attack: Strength vs AC
Hit: 2W + strength modifier
Effect: Your target has a -2 to all attacks untill the end of your next turn
Special: Your beast must be adjacent to you or your target

Nimble Taunt
You strike and move, beckoning your enemy to follow
Martial Weapon
Standard Melee Weapon
Target: One enemy
Attack: Strength vs AC
Hit: 2W + strength modifier damage and you may shift a number of squares equal to 1 plus your dexterity modifier.  If your target makes an attack that does not include you it takes a -1 to all attack rolls untill the end of your next turn

Level 5 daily attacks

Iron-Jawed latch
Your beast latches on, and is not lettign go any time soon
Martial Beast
Standard Beast Melee1
Target: one enemy
Attack: Beast attack vs AC
Hit: 2B + beast strength modifier and the beast slides with the target whenever it moves and takes a -2 penalty to AC (save ends both)

To the ground!
You take you foe to the ground, and make sure they stay there.
Martial Weapon Stance
Standard Melee Weapon
Target: one enemy
Attack: Strength vs Reflex
Hit: 1W + strength modfier and your oppent is knocked down and can not get up as long as you sustain this power
Sustain: move, if you are not adjacent to the target you can not sustain this power

Flurry of fangs
Your pet lashes out against all enemies around
Martial Beast
Standard Beast burst1
Target: each enemy in burst
Attack: Beast attack vs AC
Hit: 2B + beast's strength or dexterity and the target takes an ongoing 2 damage (save ends)

Level 6 Utility

Shield Wall
You take extra effort to make sure you provide cover to all allies around you.
Daily Martial Stance
Minor Action
Effect: Untill the end of the encounter all allies adjace to you gain a power bonus to AC and reflex equal to the bonus to ac and reflex your shield provides

Paired Senses
What you may miss your pet picks up
Encounter Martial
No Action
Effect: Reroll a failed perception or nature check being used to track, add 2 to that roll or 5 if your pet is trained in the relevant skill

Close Call
That almost hit!
Encounter Martial
Imediate Interupt
Trigger: You would be hit by an attack that attacks AC
Effect: Add your dexterity to your AC, if the attack would not hit the new AC the attack misses.

Level 7 Encounter

Where are you going?
You aren't letting your foe move
Martial Weapon
Imediate interupt Melee weapon
Trigger: An enemy adjacent to you shifts, moves, is pushed, is pulled, or is slid away from you
Target:  One enemy
Attack: Strength vs AC
Hit:  2W + strength damage and the target stops

Ping Pong
You shove your foe to your pet who is waiting to strike
Martial
Standard Melee1
Target: One enemy
Attack: Strength vs Reflex
Hit: Strength damage and you may slide the target a number of squares equal to your strength modifier (minimum one)
Secondary Attack : Beast attack vs AC
Hit: 2B+ beast strength or dexterity modifier

Turtle Formation
side by side you and your pet defend eachother
Martial Beast Weapon
Close Burst 1 from you and your beast
Special: you and your beast must be adjacent to eachther
Target: All enemies in burst
Attack: beast attack vs reflex
Hit: 1B + beast strength or dexterity
Effect: Untill the end of your next turn you and your pet have a +2 power bonus to AC

Level 9 daily attacks

Bowl over
You knock your foes to the ground in a flurry of strikes
Martial Weapon
Standard action Close burst 1
Target: each enemy in burst
Attack: Strength vs AC
Hit: 2W + strength modifier damage and the target is knocked prone
Miss: Half damage and the target is not knocked prone

Rip and tear
Your pet tears a bloody mess into your foe
Martial Beast Reliable
Target:  One enemy
Attack: Beast Attack vs AC
Hit: 4B + beast strength or dexterity modifer and the target takes an ongoing 5 damage (save ends)

Level 10 utility

Paired Healing
Your pet and you share a strong bond, and seeing one recover helps the other
Daily Martial Healing
Immediate interupt
Trigger: You or your pet recover HP
Effect: You and your pet regain HP as though you spent a healing surge

Frenzied Feading
Flesh, delicious flesh...
Encounter Martial Healing Beast
Free Action
Special: Your pet must be adjacent to or have been adjacent to a dead or unconcious enemy
Effect: Your pet may spend a healing surge

Mutual protection
Your pet and you know you must protect eachother when things look grim.
Encounter Martial Beast
Immediate interupt
Special: You and your pet must be adjacent to eachother
Trigger: you or your pet is attacked
Effect: Change the target to you or your pet.

Note:  I typed this up between 2 and 5AM, so please forgive any dumb errors.