Class primary stats: Strength, Constitution, Wisdom
Class weapon options: None, but see below
Class armor options: None, but see below
HP: 6
Surges: 9 + Con
Defenses: +2 Fort
(Simple enough so far)
Class perks:
- When wielding caestae, you are considered to be wielding two melee weapons.
- When wearing no armor, you are considered to be wearing light armor.
- As a free action, on your turn, you may mark all adjacent enemies. Enemies remain marked until the end of your next turn.
(Still doing OK. A bit of Reflex defense is lost, but overall this remains easy to calculate.)
Powers:
Hook the Unwary
Pankratiast Feature
Foes who ignore you risk being tripped.
At-Will * Martial, Implement
Immediate Interrupt Melee 1
Trigger: An adjacent enemy who you have marked shifts or makes an attack that does not include you as a target
Immediate Interrupt Melee 1
Trigger: An adjacent enemy who you have marked shifts or makes an attack that does not include you as a target
Target: The triggering enemy
Attack: Strength vs. Fortitude
Attack: Strength vs. Fortitude
Hit: The target is knocked prone.
(Ah, here's where it gets complicated. Low-granularity damage means that minor damage on a miss is hard to model.)
Jab and Cross
Pankratiast Attack 1
You pin your foe with a combination. The quick jab throws them off balance, and the stronger cross does the damage.
At-Will * Martial, Weapon
Standard Action Melee 1
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Attack: Strength vs. AC
Hit: [W] damage. Push the target 1 square. You may then shift into the square the target occupied.
Warding Sweep
Pankratiast Attack 1
Powerful swings of your arms and legs hammer one foe while knocking aside the attacks of others.
At-Will * Martial, Weapon
Standard Action Melee 1
Standard Action Melee 1
Target: One creature
Attack: Strength vs. AC
Attack: Strength vs. AC
Hit: [W] damage, and you receive a bonus to AC equal to your Wisdom modifier until the end of your next turn.
(Note that these are now Weapon powers, meaning they derive their tohit bonus and damage from the wielded weapon.)
Joint Lock
Pankratiast Attack 1
You grab a foe in such a way that the only escape is through pain.
Encounter * Martial, Implement
Standard Action Melee 1
Requirement: You must have one hand free.
Standard Action Melee 1
Requirement: You must have one hand free.
Target: One creature
Attack: Strength vs. Reflex
Attack: Strength vs. Reflex
Hit: 1 damage, and the target is grabbed. If the target escapes the grab, they take an additional 1 damage.
Grab and Toss
Pankratiast Attack 1
You seize a foe and use him as a weapon against another, throwing both to the ground.
Daily * Martial, Implement
Standard Action Melee 1
Requirement: You must have one hand free.
Standard Action Melee 1
Requirement: You must have one hand free.
Target: One creature
Attack: Strength vs. Reflex
Attack: Strength vs. Reflex
Hit: 1 damage, and make a secondary attack.
Miss: The target is knocked prone.
Secondary Target: One creature not the first target
Secondary Attack: Strength vs. Reflex
Secondary Attack: Strength vs. Reflex
Hit: 1 damage to first target, 1 damage to second target, both targets knocked prone.
(These, on the other hand, are implement powers, and do not benefit from the weapon proficiency bonus.)
I think this will work.
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