Difference between revisions of "Joker (4e Paragon Path)"

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|feat2=Powered projectiles
 
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|feat2desc= all ranged powers and melle powers of rogue can use light projectiles instead of the condition wepon (but melee powers still beeing with range 1, even if projectiles are beeing used
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|feat2desc= all ranged powers and melle powers of rogue can use light projectiles instead of the condition wepon (but melee powers still beeing with range 1, even if projectiles are beeing used. While using light projectiles, jokers score critical hits with a natural dice score of 15-20 against enemies that are conceading combat advantage, but all other bonuses with critical hits that are not in the joker's description aren't aplied. Joker inflict 5d4 extra damage when they score a critical hit.
 
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Revision as of 01:13, 17 September 2011

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Author: Ashe (talk)
Date Created: 16/09/2011
Status: half-made
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Joker

Oh, i tricked you? I'm sorry.
Prerequisite: Rogue lvl11, trained in bluff
A joker is a rogue that like tricking the others, gambling, bluffing and joking, it is the joker: it always come with a new 

surprise, making itself a deadly enemy. Jokers almost all time dont enter in melee combat, using projectiles to pierce and defeat

it's enemy

Joker Path Features

Deadly projectiles (11th level): The joker can use mettalic cards as wepon, upgrading their damage cattegory by 2. Any other kind of light projectiles that don't needa base thrower (like bows or crossbows) have its damage cattegory increased by 1. Jokers also have +1 in attack rolls while using light projectiles.
Powered projectiles (11th level): all ranged powers and melle powers of rogue can use light projectiles instead of the condition wepon (but melee powers still beeing with range 1, even if projectiles are beeing used. While using light projectiles, jokers score critical hits with a natural dice score of 15-20 against enemies that are conceading combat advantage, but all other bonuses with critical hits that are not in the joker's description aren't aplied. Joker inflict 5d4 extra damage when they score a critical hit.
Fast as hell (12th level): Jokers learned that they need to be fast to make serius damage in enemies, using a basic attack with light projectiles only costs a minimum action and when a joker makes a critical hit it wins an extra minimum action in its next turn. As a balance to its weak attacks, jokers can do two opportunity attacks between it's turns.
Double trouble (16th level): Jokers have porfiency with all light progectiles and they can be throwed 3/6 squares more then usual.
Advantage (19th level): Jokers can make a basic attack when in it's own turn in the first combat turn to each other enemy that didn't moved yet and they grant combat advantage to the joker.

Joker Path

Ace of Spade
Joker Attack 20
You carefully choose a card from your metallic deck: an ace of spades! You throw it at your enemy, cutting anything in the way.
Daily ✦ Martial, Weapon
Standard Action Ranged 10
Prerequisite: You must have at least 1 metallic card
Target: One creature
Attack: Dexterity vs. Armor Class
Hit: 5[w]+ dexterity modifier damage and the target is not able to move until the end of your next turn (no saving throw).
Miss: Half of the damage.
The target doesn't get the benefit of cover or superior cover.

Fast Reaction
Joker Utility 12
You see that explosion coming, you decide to make it explode a bit earlier.
Encounter ✦ Martial, Weapon
Immediate Interrupt None
Trigger: An enemy makes a ranged explosion attack.
Prerequisite: The joker must have at least one light projectile.
Requirement: The joker cant be wielding any weapon that isn't a light projectile.
Effect: You can change the center of the explosion, but it still need to hit you. Any targets that are in the new area suffer the attack of the explosion, even if it is one ally of the enemy that made the explosion or that enemy.
Sustain Standard Action: You recover the power of using this power once more in this encounter, this sustain can only be used 3 times per encounter, this can be only done in your turn and only in your next turn.

Rapid throw
Joker Attack 11
You get mad that your enemy still stands and you see the opportunity for some extra throws to end his life.
At-Will ✦ Martial, Weapon
' Ranged 1/As much as i need to reach the triggering enemy.
Trigger: You score a critical hit against an enemy and he/it dont die.
Prerequisite: The joker must have at least 2 light projectiles.
Requirement: The joker can't be wielding any weapon that are not light projectiles.
Target: The triggering enemy.
Attack: Dex vs. AC.
Hit: 2[w]+ dexterity modifier damage.
Miss: half of the damage.



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AuthorAshe +
ClassRogue +
Identifier4e Paragon Path +
RatingUndiscussed +
SummaryA joker is a rogue that like tricking the
A joker is a rogue that like tricking the others, gambling, bluffing and joking, it is the joker: it always come with a new surprise, making itself a deadly enemy. Jokers almost all time don't enter in melee combat, using projectiles to pierce and defeat it's enemy.
ojectiles to pierce and defeat it's enemy. +
TitleJoker +