Abyssal Marauder (4e Class)

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Contents

[edit] Abyssal Marauder

I shall kill you in Demogorgon's name!
Class Traits
Role: Striker.
Power Source: Demonic.
Key Abilities: Strength, Dexterity, Constitution
Armor Proficiencies: Cloth and Leather
Weapon Proficiencies: Simple Melee and Military Melee
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 14 + Constitution score
Hit Points per Level Gained: 6
Healing Surges per Day: 8 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Endurance (Con), Intimidate, (Cha), Perception (Wis), Religion (Int)
Build Options: Hit-and-Run Marauder, Beserker
Class Features: Demonic Might, Ragestrike, Rampage, Unarmored Defense

Out of the darkness of the Abyss, these blood crazed demons come. Using their rage and speed is how they overcome obstacles. When it comes to violence, there is no one more enthusiastic then the Abyssal Marauder. Marauders roam on land and on sea, but seaborne marauders use poorly maintained ships that they barely know how to handle. On sea, it takes a sea prince or someone that supplies lots of loot and rum to keep on in control in between battles.

Abyssal Marauder Overview

Characteristics: You combine melee attacks with speed, making you a tough target to kill because of your hit-and-run tactics. You can fly into rages like a barbarian, showing different demonic powers.
Religion: Abyssal Marauders worship Demogorgon because of his destructive nature.
Races: Humans are one of the recipients of this class, Goliaths make a good Abyssal Marauder because of their strength, constitution, and resistance. Changlings are effective because they can make their opponent grant combat advantage. Elves, Eladrin, and Devas abhor this class.

[edit] Creating an Abyssal Marauder

[edit] Hit-and-Run Marauder

The Hit-and-Rund Marauder darts in and out of the fray, dealing less damaging strikes, but preventing him from getting hurt... as much. Abyssal Marauders are still crazy, rushing through some enemies, possibly, to get to the target.

Suggested Feat: Lucky Start, Powerful Charge, or Fast Runner (Human Feat: Improved Initiative)
Suggested Skills: Acrobatics, Perception, and Intimidate
Suggested At-Will Powers: Careful Attack, Demonic Push
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->
[edit] Beserker

Beserkers go into the middle of a battle where they can hit more targets or just concentrate on one target. They deal more damage on their strikes, if they concentrate their attack on one target, or spread it among the enemy.

Suggested Feat: Power Attack (Human Feat: Weapon Focus)
Suggested Skills: <!-suggested trained skills->
Suggested At-Will Powers: Double Attack, Savage Twist
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->

[edit] Abyssal Marauder Class Features

All Abyssal Marauders share these class features.

[edit] Demonic Might

Abyssal Marauders have been strengthened by demonic powers, but use them to either act sooner, strike more accurately, or mete out more damage.

Choose one of the following options. The choice you make gives you the benefit described below and might also provide bonuses to certain Abyssal Marauder powers, as detailed in those powers.

Danger Sense: You gain a +2 bonus to your initiative checks and you can use the Hardening Fortitude power.

Demonic Accuracy: You gain the Demonic Accuracy power.

Savage Howl: You gain the Savage Howl power. In addition, whenever you make an opponent drop to 0 hit points or lower, you gain 5+one-half your level temporary hit points.

Rage of Insanity: You gain the Swift Charge power. Also, whenever you drop an opponent to 0 hit points or lower, you gain a +2 power bonus to your damage rolls until the end of your next turn.

[edit] Rage Strike

Abyssal Marauder daily attack powers have the rage keyword (page 220 of the 2nd player's handbook). They allow you to unleash bursts of emotion and demonic energy. Each rage power starts with a mighty attack, and then you enter a rage, which grants an ongoing benefit.

At 5th level, you gain the Rage Strike power, which lets you channel an unused rage power into a devastating attack while you're raging. Using Rage Strike is an alternative to using a second rage power in a climactic battle; it gives you the damage output of a daily power without forcing you to enter a different rage.

[edit] Rampage

Once per encounter, when you score a critical hit with an Abyssal Marauder attack power, you can immediately make a melee basic attack as a free action. You do not have to attack the same target that you scored a critical hit against.

[edit] Unarmed Defense

While you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC.

[edit] Powers

Abyssal Marauder powers are called frenzies and are shows of demonic frenzy and strength. A list can be found Abyssal Marauder Powers (4e Power List).



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