Pierrot (4e Class)
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|“||I have you now villain!||”|
|—Cole, Actor in Fallcrest, Combat with an Orc|
|Role: Defender. Pierrots are masters at annoying enemies and drawing attention|
|Power Source: Martial and Arcane. You long training with your blades gives you an edge while fighting. Your deck of performance cards use arcane magic in order to hurt and beguile foes.|
|Key Abilities: Dexterity, Charisma, Constitution|
|Armor Proficiencies: Cloth, Leather|
|Weapon Proficiencies: Light Blades, Light Thrown, Unarmed Attacks|
|Implements: Deck of Cards|
|Bonus to Defense: +1 Reflex, +1 Fortitude|
|Hit Points at 1st Level: 15 + Constitution score|
|Hit Points per Level Gained: 6|
|Healing Surges per Day: 9 + Constitution modifier|
| Trained Skills: Bluff (Charisma). From the class skills list below, choose 3 more trained skills at 1st level.|
Class Skills: Acrobatics (Dexterity), Diplomacy (Charisma), Endurance (Constitution), History (Intelligence), Insight (Wisdom), Intimidate (Charisma), Perception (Wisdom), Streetwise (Charisma), Thievery (Dexterity)
|Build Options: Fencer, Juggler, Pugilist|
|Class Features: Pierrot Stances, Performance Deck|
A master of annoying flourishes and distracting enemies, a Pierrot draws attention from his allies to himself. While not as heavily armored as a fighter, Pierrots knock enemy weapons aside and follow with counter attacks. Pierrots favor the bold and dramatic, often resorting to arms over a small insult. Your tongue is sharper than your blades biting into your foes and bolstering your allies. You specialize in challenging foes, and will often compete for preforming the most dramatic acts in your party.
Pierrots also are trained to use specialty cards that have been made for them in many of their performances. These cards are stored in a deck on their person, and are used in conjunction with their Daily Powers.
|Characteristics: Pierrots are loud and flamboyant, often shouting colorful oaths while charging into battle. You have high hit points, but prefer to be lightly armored. A master at close and medium ranged combat, you draw attention from your other allies to yourself.|
|Religion: Pierrots often follow the teachings of Avandra, Corellon, Kord or Melora. Pierrots favor freedom and boldness over all other actions and ideals.|
|Races: Half-Elves and Halflings often make good Pierrots because of their higher charisma and constitution or dexterity. Humans, Half-Orcs, Goliaths, and Gnomes also make for good Pierrots because of their attribute bonuses.|
Fencers use light blades, off hand daggers and shields. They charge into the fray and knock enemy attacks aside and return a viscous counter attack. Dexterity should be their highest stat to make the most of their attacks. Constitution should be the next because it improves the Fencer's durability and Charisma should be used to distract the foes.
When making a fencer, you should start by buying a light blade, usually a Rapier, but any light blade will do. Secondly buy Leather armor and a shield for protection and defending you allies. An off-hand dagger might also be a good idea. Finally you can spend the rest of your gold on adventuring gear.
- Suggested Feat: Weapon Expertise (Light Blade) (Human Feat:Nimble Blade)
- Suggested Skills: Bluff, Intimidate, Acrobatics, Endurance
- Suggested At-Will Powers: Cut, Thrust
- Suggested Encounter Power: Flunge
- Suggested Daily Power: Saber Card
Jugglers use light thrown weapons to damage enemies. They move into combat and use openings to land their own attacks. Their highest stat should be Dexterity to make their attacks. Their second highest ability should be Charisma to distract their foes from combat followed by constitution.
- Suggested Feat: Quick Draw (Human Feat:Martial Alacrity)
- Suggested Skills: Bluff, Thievery, Diplomacy, Streetwise
- Suggested At-Will Powers: Waltz, Deadly Flourish
- Suggested Encounter Power: Rubenstein's Revenge
- Suggested Daily Power: Baffle Card
Pugilists are brawlers who favor punching their foes over weapons. They move into combat without caring for the blades and arrows and use their fists to defeat their foes. Their highest stat should be Constitution because their attacks rely heavily upon it. Dexterity should be second to improve their defenses.
- Suggested Feat: Improved Grab (Human Feat:Melee Training Constitution)
- Suggested Skills: Acrobatics, Thievery, Endurance, Streetwise
- Suggested At-Will Powers:
- Suggested Encounter Power:
- Suggested Daily Power: Baffle Card
Pierrot Class Features
All Pierrot share these class features.
You have learned fighting techniques that allow you to fight against you foes better.
Choose one of these options
You gain a Class bonus of +1 to AC and Reflex while wielding a dagger in your off hand. If you attack with the dagger, the bonus does not apply until the start of your next turn. In addition, you gain the En Garde, Parry and Ripost and Appel powers.
You gain a +1 power bonus to AC and Reflex while you wield a light thrown weapon in your main and off hand. In addition, you gain the Juggling and Shimmering Flourish powers that allow you to attack more easily while you wield light thrown weapons.
You gain a +1 bonus to AC if you are unarmed and wearing light armor. When you grab an enemy, you gain a +2 bonus to AC and area and burst attacks that hit you deal half damage to your grabbed foe. In addition, you gain the Fisticuffs, Feint and Sucker Punch powers.
You possess a Performance Deck of specially made cards that allow you to use daily attacks. You begin by knowing two daily attacks that are stored in the deck. At each level when you gain a daily attacks, you gain two, but can only use the approptiate number of daily attacks for your level. When you replace a daily attack because of gaining a level or retraining, the previous card vanishes and is replaced by the new card.
A Pierrot's powers are called Expositions and are derived though training and taunting the enemies. A list can be found Here.
New Key Words
Shout:Certain Pierrot Expositions have the Shout keyword. Shouts have secondary effects that affect all allies within a close blast equal to your charisma modifier. Shouts cannot be used while Dazed, Deafened, or Stunned.