Talk:Sentient, Smilodon Maioribus (4e Race)

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At time of writing this discussion article, it is of most importance to note this race is a significant work in progress, and should not be considered complete and or finalized.

Below I will add the "Ideals of Concept", or the general route and design I am attempting behind this race.

Ideals of Concept

"True Beast" Race: The greatest ideal behind this race is that it is, more or less, a conventional beast with an intelligent mind capable of human-like thought. This as a concept alone comes with inherent flaws, but all of which could be worked around mechanically, and further issues encountered in actual play are by design, and actual functionality issues could be overcome by player ingenuity with Dungeon Master approval.

Example; A lone Greater Smilodon approaching a town would likely draw alarm from the local militia, guards, mercenaries, or whatever defensive faction is present (if applicable), however if the approaching Greater Smilodon was accompanied by a band of fellow adventurers, one could say their companion is actually a Ranger's pet with a successful Bluff (even going so far as to Bluffing this without any Ranger present), even if at the cost of the Greater Smilodon's pride.

Situations such as this are the major backing factor for this endeavor as it offers innumerable roleplay opportunities that could spin off into their own greater character development and immersion; perhaps the Maioribus character forgets he or she is a Ranger's "companion", and speaks in front of those who were unaware of their intellect. Perhaps the Maioribus character reacts negatively to even the notion, and makes a understandable grudge about the topic of being a "pet", even if he or she is in no such real fashion. Again, the possibilities are endless and compelling, making for both lighthearted and dire situations alike.

To a player of a Maioribus character, there are foreseeable benefits not explicitly described in the Race topic for being essentially an intelligent animal; provided the Dungeon Master approves, one could easily see how a Greater Smilodon would understand natural concepts (weather patterns, for example) without necessarily using a Nature check, instead perhaps using Perception in a case for deciphering unusual animal behavior, a lack of ambient noise in the forest. Given, again, it all depends on how the player develops and refines their character and how the Dungeon Master of their particular group wishes to treat things; some more rule bound than others, but to each's own.

Quadruped: Highly unusual by all means of the sense both within D&D and outside of, the ideal behind this concept is straightforward; to have a non-tauric, non-humanoid race that suffers from all the weaknesses there of, but benefits rightly so from what it does excel at as a quadruped. Tying in heavily to the "True Beast" ideal, the purpose of a quadruped is to present a player with a powerful and unusual alternative for roleplaying; the simplicity of opening a door with a doorknob becomes much more difficult; the survival without thumbs and complete fingers, instead functioning with dexterous digits; the added difficulty to Stealth or Sneak. Quadrupedal characters seem nearly taboo within D&D, but offer a very different roleplaying experience, in that certain situations might have to be handled in ways never normally accounted for. Paws might fumble with a door, disturbing the occupants within and foiling any chance of surprise; the large body may inhibit allies' movement around the Maioribus player; enemies might find it easier to flank the player's character.

With these glaring flaws, and much more subtle ones, it becomes a question of what benefit it offers to the player involved, even on a coldly mechanical level ignoring any roleplaying elements. A quadruped that might have fallen into a pitfall or trap might be granted an additional saving throw to avoid the danger (and even possible death) because their forward or rear half still occupied a regular square, allowing them a chance to grab hold and pull themselves to safety. Their natural run speed is greater than that of most any bipedal race, allowing superior out maneuvering, if it be for avoiding danger, or for ending it. An attack, such as a trip, that might knock a biped prone, might instead simply slow a quadruped down, given the Dungeon Master's choice.

Large: Large creatures simply do not function well in some scenarios of D&D; tight corridors of a maze or dungeon, situations where cover and subtlety might be of greatest importance, even the simple act of entering a small house. The typical assumption is that the player character is medium, or smaller, but roughly occupying just one square, but owing to the fact that the Smilodon Maioribus as a creature is both a quadruped and large, it instead occupies two squares in a vertical (or horizontal) column, depending on its direction. Even armoring of a Large character will likely end up more costly, ignoring the exotic quadrupedalism and body design that a Greater Smilodon exhibits, let alone the fact that little to no equipment found would likely fit without extensive modification. And so the question becomes "Why?"

As an ideal of design, a Greater Smilodon is a Large creature simply because of its origins, which stem from a very large feline in reality and in D&D, the Saber Toothed Cat. In the case of Smilodon Maioribus, owing its existence to some act of tremendous magic (be it Divine, Nature, Fell or otherwise), has grown to not only tremendous proportions, standing as tall as most humans at 5'6" and up to nearly 6' feet, but also its length of 15' or so feet, but also gained great intelligence, enough that it has become a sapient, sentient being. Such a thickly muscled and massive animal grants particular benefits to its players accordingly; incredible Strength with some Constitution, strong offensive and defensive traits, Frost resistance, among other things. On a purely functional basis, a Large creature has much better combat focused abilities with less utility, leaving the player to figure out how to overcome issues that present themselves.

Magical Void: The lack of conventional spell casting and magic in D&D is a crippling disadvantage unless the scenarios are adjusted accordingly. However, player wit and some twisting of the concepts does not wholly rule out magical Greater Smilodon either, in that there would be ways around it, provided the Dungeon Master approves of these exceptions. A Maioribus Mage would be able to recite incantations and spells, perhaps even using the words to describe the spell casts instead of using certain physical motions (a spell that requires thumb motion in order to cast would fail to function with a Smilodon Maioribus character, however it is possible they have learned a specific incantation that includes, or even excludes, certain additional components.) A Paladin Maioribus perhaps is naturally gifted without a Holy Symbol, instead having a worn trinket, or even pelt pattern that allows the wielding of Divine powers accordingly, or yet, has a chosen destiny for them by their Deity that nullifies any such concern of a lack of a Holy Symbol, making it a non-physical function. While the Racial Feats and Powers would not favor ranged classes, wise and clever players could once again find unique applications and uses of abilities that would not be expected.

Lack of Traditional Weapon Usage: The natural proficiency and "equipped" weapons of Razor Claws and Saber Fangs is to, idealistically, remove any reliance on standard weapons, like those of Swords, Axes, Polearms, Staves, and the like. In design, they are to represent a powerful and always present threat to the player's enemies, for in all reality, they pose grave threat. Should this disallow any weapon usage by the Maioribus character? Certainly not, as players with great ingenuity will quickly find ways around this concept in manners that may be glaringly obvious, or incredibly exotic. Reasonably a Greater Smilodon could, in theory, wield a conventional weapon (like a greatsword) in their jaws by holding the weapon's grip and striking from an angle; as awkward and possibly humorous this format could be, it is not wholly outside possibility. A more exotic concept would be to use a bit (like those used by horses) with bladed ends (similar to a double sword, double scimitar, etc) as a different weapon type that would additionally allow the weapon in question to be enchanted, unlike the natural weapons of Razor Claws and Saber Fangs.

While the Razor Claws and Saber Fangs cannot be magically augmented or enchanted, they could be improved by more normal means. One could craft greater blades to enhance the Saber Fangs, covering over them with shaped metal (magical materials included), or even a helm fitted specifically for this reason, as the ideal only states that the Razor Claws and Saber Fangs themselves cannot be enchanted or modified magically. One could go so far, as always with the Dungeon Master's permission, to say that magical benefits placed on the Greater Smilodon indirectly benefit the claws or fangs accordingly, as the ideal states nothing against indirect sources increasing their effectiveness.

The largest and most difficult component for the lack of conventional weapons comes in the form of those such as bows, slings, crossbows, and similar weapons, but again, this problem can be solved by exceptions. One could have a crafted crossbow, like that of a hand crossbow, fashioned to the foreleg of a Smilodon, and keeping with the ideal of a Large creature, it is not outside possibility that it is in fact a standard crossbow that has been refitted to function in this manner. Bows could be explained in the same format, but that the character has the natural adeptness and dexterity (not as a stat) to manipulate his or her pawed digits enough to notch arrows to a string; seeing as the forerunner race of Maioribus is Smilodon populator, one can assume they have enough strength to stand briefly on their rear legs (similar to a bear) to fire the weapon. Again, as highly unusual as the image is, as is the concept, it does not explicitly break the ideal. Thrown attacks could be understood as more of a "flinging attack", but functionally the same, as the paws could sling the weapon at high speeds.

The natural weapons themselves of Razor Claws and Saber Fangs are designed to be treated as actual "equippable weapons", like any Short Sword, Battleaxe, Halberd and the same. The Razor Claws are considered as both Main Hand and Off-Hand weapons (owing to the forelegs as a pair), with a Proficiency bonus of +2, and properties of both Light Blade and Unarmed. The Saber Fangs are treated as a "two-handed", seeing as the jaws would be a primary attack format, without more than one method of attack, and with the High Crit, Heavy Blade, Unarmed properties.

Mortal Bite: Smilodon are well known for their elaborate saber canines, massive fangs designed to deliver killing blows to subdued or injured prey. Smilodon Maioribus is no foreigner to this concept and idealistically, is to bring this unique aspect to D&D with Mortal Bite. Mechanically, Mortal Bite is designed to be a situational and specific ability, only to be used against Bloodied targets with the goal of ending their life in one finishing bite, though this may not always be true, even with a success of Mortal Bite for various reasons, some as simple as the damage was not enough to the target unable to be killed. Mortal Bite should function as an "execute", but with some understandable risk; trying to finish off a wounded enemy with those massive fangs could result in serious harm to the Greater Smilodon on failure. Poorly played, bad rolls, or simple bad luck efforts behind Mortal Bite should recoil and instead harm the attacker for their recklessness, or make their bad situation go to worse. On success, the taste of blood should reinvigorate the Maioribus character; a clean killing blow and the taste of your prey's life energy would have that sort of credible morale boost. As a roleplaying concept, Mortal Bite is a gruesome finish to whatever creature brought the band's ire, as the enormous saber fangs puncturing the weak neck for a kill could have many outcomes on those around the Greater Smilodon; some, like Barbarians or Fighters, might revel in the bloodshed, while others such as Paladins or Clerics might find the act a bit too... Savage, and unbecoming. To the Greater Saber, he or she would likely consider this act just another component of life, something that is as natural as sleeping.

Hemorrhaging Wounds: A great cat with large claws and even larger fangs will undoubtedly inflict terrible bleeding on anything that gets in a skirmish with it, and if those wounds end up being severe, the bleeding will be as lethal, if not more than the initial attack. The conceptual ideal behind Hemorrhaging Wounds is that a target unfortunate enough to find itself in conflict with a Smilodon adventurer, and even more unfortunate to be critically struck by them, will need to try and stay alive in the face of a savage and brutal demise. A bandit who thought it wise to accompany his fellow bandits on a raid against some travelers might think twice before continuing the fight when his companions begin to die of severe bleeding while fending off the largest cat they've ever seen. Roleplay wise an enemy who avoided death but was suffering Hemorrhaging Wounds and escaped might leave a trail of blood behind, or even just the scent, enough that the party's Ranger (or Greater Smilodon) could track the fleeing individual, maybe discovering something along the way. Likewise, situations where mind control or similar effects are involved, might find themselves ending with party members bleeding and wounded, with the Maioribus character to blame; not by choice, after all, a failed roll to break a mind control is likely just bad luck.

Intimidate: Maioribus characters are designed to make use of their natural traits, in all senses of the words, and their fierce, startling outward appearance, along with coldly calculating intelligence would shock most anyone. To see a saber toothed cat might be startling to all but the most hardened adventurers, to see one larger than a man in height and length might be awing, to see one exhibit mental capability like that of a mortal race would be heart stopping. As a strong combat and non-combat utility, Maioribus characters are, by concept, make use of these traits (including the fact they can even speak) to their greatest advantage. Canonically, Maioribus characters are not evil, but are by no means beyond terrifying someone into giving them what they wish, and the addition of Intimidate and any Feats relative are for this purpose. Forcing enemies to cower or flee in battle might be as worthy as any attack, maybe more than; after all, you don't always need kill everyone. In the actual roleplaying element fellow adventurers would likely need to be conditioned to the presence of their Sentient Smilodon ally, for the deep, snarled voice and analytical demeanor would probably not sit well. Other parties yet might find this addition enjoyable, some characters taking comfort in the ferocity, and others might just enjoy the yelling for the sake of doing so.

--Argent Fatalis 15:13, 11 January 2012 (MST)


There's one big design decision to make. The 4e class system makes the assumption that a player character will be a medium humanoid, and it is the class that determines what weapons and armour the PC will be using.

In this case it's the race that is the main determiner of role and "equipment" - I can't imagine how a Smilodon Paladin or a Smilodon Thief would work.

I propose making a Smilodon "class" in conjunction with the race. Powers like Mortal Bite and Hemorrhaging Wounds would be controlled through class. Marasmusine 01:14, 12 January 2012 (MST)

Would it be possible to say, with a Disclaimer, that the Greater Smilodon race would be a Large Quadruped and may not function in all 4e Campaign formats? I had thought of a Race-Class specific function, where the "Smilodon Class" would be the only option for the Maioribus Race (ignoring that players, given Dungeon Master approval could create other variants such as Wizards, Paladins, Thieves, etc, but they would need iron out the specific issues accordingly on their own.)
Continued if the Race-Class restriction is viable, much of the issue regarding powers such as Mortal Bite, Maim, Predator's Mark, Intensity, Hemorrhaging Wounds, etc, would be resolved, correct? As they would be specific to one "Race-Class", eliminating much of the issue aside from the Large Quadruped? --Argent Fatalis 12:41, 12 January 2012 (MST)
I can base this whole thing on the "companion" mechanics from 4e Dungeon Master's Guide 2. That is, everything normally provided for by class and equipment is subsumed into the race. All that's important is the "role": striker, defender, controller or leader. Since the Smilodon is a big chunk of armoured hit points that's sure to draw the enemy's attention, the high AC, HP and marking abilities of a defender is the natural place to start. Here's an example:
  • A smilodon defender:
  • cannot wear armour, but has a natural +7 armour bonus to AC. This natural armour can be enchanted, and does not disintegrate when disenchanted.
  • cannot wield weapons, but has a natural bite attack that counts as a weapon in the pick group with the high crit property, a +2 proficiency bonus and 1d12 damage. The bite can be enchanted, and does not disintegrate when disenchanted.
  • can wear any magical accessories such as rings, helms, bracers and necklaces by magically resizing them.
  • has healing surges equal to 9 + Constitution modifier
  • has hit points equal to 9 + Constitution score, and receives an additional 6 hit points per level.
At the base level, this makes them equivilent to a fighter with scale armour and a two-handed weapon. Then we supply various class/race features (some kind of marking ability), attack and utility powers and feats (such as adding claws as weapons). Marasmusine 02:07, 13 January 2012 (MST)

Would all of this information be present solely on this Race page, or would we need to also create a 4e Class page with it? I am exceptionally glad to see that natural species components such as Natural Armor and Weapons can be resolved within the 4e Rules. Class-Race wise, the idea behind the Greater Smilodon as a Defender-Striker is well placed and with good reason.
Here is my current idea regarding the Race-Class of:
  • Robustness: Your bestial physique may not wear conventional Armor, but you instead gain a natural +7 armor bonus to AC because of your dense flesh and pelt. This natural armor can be enchanted, magically enhanced, or alchemically augmented, but cannot be disenchanted or otherwise removed from you by any means; you cannot have more than one enchantment or magical imbue placed upon your pelt at any given time, and new effects will overwrite older ones.
  • Bestial Proficiency: Your quadrupedal form prevents you from wielding conventional weapons, however you are naturally proficient with your Saber Fangs, which count as High Crit Heavy Blades, granting a +2 Proficiency Bonus and dealing 1d12 damage. Your fangs may be enchanted, magically enhanced, or alchemically augmented, but cannot be disenchanted or otherwise removed from you by any means; you cannot have more than one enchantment or magical imbue placed upon your Saber Fangs at any given time, and new effects will overwrite older ones.
  • Adaptation: You may wear magical accessories such as rings, helms, bracers, necklaces and other like items, however they must be magically resized or physically fitted for you.
  • Healing Surges equal to 9 + Constitution modifier.
  • Hit Points equal to 9 + Constitution score, and receives an additional 6 hit points per level.
  • Primary Stats: Strength, Constitution, Wisdom
As for the name of the class, I am currently looking at the following choices, leaning towards Savage Champion;
  • Savage Champion
  • Primal Champion
  • Feral Guardian
On a class functionality level, I believe that the overall design and feel of the class should favor powerful, crushing attacks (akin to two-handed weapon Powers), with a strong defensive component in the Physical area (similar to wear Scale and or Plate). However, not a "wading" type of combat style that focuses on little mobility, instead the opposite, favoring Charges and some leaping, lunging style attacks; a highly mobile, durable combatant who aims to strike, and strike hard. Actual physical control of enemies should be limited to certain specific effects, and or Critical Hits; some powers should knock the victim prone, others Grabbing the target to allow a new, more powerful but conditional attack.
Key Concepts of Greater Smilodon Race-Class
  • Merciless and hard hitting abilities that focus less on frequency or multiple components (few cleaves), and more on punishing a single target.
  • Strong physical durability, with natural (Racial) Frost resistance, designed for shrugging off attacks and less of negating them.
  • Favors usage of Charge, and grants access to Powers that can allow large leaps and lunges, clearing distances and attacking a target, but equally requiring one.
  • Sequential abilities that can allow for devastating follow through; Powers that can Grab or Knock Prone, allowing another Power (with a qualifier such as "One Grabbed Creature") to deal large damage.
  • Usage of Critical Strikes to restore lost health or generate temporary hit points, or apply negative effects to the target (like that of Hemorrhaging Wounds).
--Argent Fatalis 13:26, 13 January 2012 (MST)
So far so good. With Bestial Proficiency stick with the wording I used (although heavy blade makes sense): You must say that the fangs count as a weapon. This makes it clear that it can be used with weapon powers and benefits from tiered damage progression. The bit about allowing alchemical augments and not having multiple enchantments is superfluous, since this is normal in 4e. Similarly for the armour information. Must also remember to give features that give them the equivalent of masterwork armour, at appropriate levels.
I favour keeping the "class" information here since it's not a class in the traditional sense, and no other race would have access to it. We just need to say what powers and features the player gets at what level.
Oh, drop the darkvision to low-light. Darkvision is for creatures from the underdark, shadowrealm and so-forth. Change ability score bonuses to "+2 Strength, +2 to Constitution or Wisdom" Marasmusine 14:32, 13 January 2012 (MST)
The page has been edited accordingly and I believe has had some major flaws ironed out, and a large amount of balancing applied. I would like to hear your thoughts with its current status. In addition, the disclaimer has been edited for the time being to Not Yet Finished (NYF) seeing as a large portion of the page itself has now been edited.
Later portions for the class (such as Feats and Powers) will be added after the 4e Race topic here is completed, and once the 4e Sentient, Smilodon Maioribus Racial Feats (and Powers) have been refined and edited accordingly.
--Argent Fatalis 21:43, 13 January 2012 (MST)

You've done some great work. There some wording I'd like to change in various places. Intensity, Maim, Predator's Mark, etc should be class utility and attack powers rather than a feats. Mortal Bite and Hemorrhaging Bite are overpowered. Since this is not a normal class, I'd like to present a breakdown of what the player gets at each level much like the presentation in the Essentials books. I'm hoping you'll trust me enough to just dive in and make some changes. Otherwise I can propose my changes on a copy of the article. Marasmusine 14:55, 16 January 2012 (MST)

Thank you, Marasmusine. You are welcome to make edits accordingly, I just ask that you explain your reasoning (as I do not doubt your credibility, I simply desire to know what functions were incorrect/unbalanced/overpowered/underpowered and so on) if possible when you finish said updates. You have my trust with your edits, and you have the knowledge now of my overall design goal and feeling for this class, and most importantly, you have proven reliable, and for these things I thank you.
Regarding Mortal Bite the design is intended to be a "coup de grace" style action used on very low health enemies (but I know no other term but "Bloodied") as a killing blow, with the risk that the failure of the attack harms the attacker instead. A gamble in reality is the rough sense, as either it pays off well, or pays off poorly.
Hemorrhaging Wounds is intended to function similarly to a type of Enchanted Weapon's Critical Hit, in that it adds a damage over time effect that slowly increases if ignored. In my design of the feature, I was encountering difficulty conveying the concept within the D&D functions, but I am sure you know it well. In simplest sense, Hemorrhaging Wounds is intended to act like an incrementally increasing danger to its victim who already suffered a Critical Hit delivered by the Greater Smilodon character.
--Argent Fatalis 15:57, 16 January 2012 (MST)
Adding class powers to replace the function of enchanted weapon critical hits is a good idea. AFAIK any power that deals ongoing damage is Daily, though. I'll have to review magic weapon powers. But certainly adding additional damage dice on critical hits should be added as a class feature at certain levels.
If I make any changes, I'll do them step at a time, and make a comment in the revision history with my reasoning. That way if you happen to disagree with anything it's easy to revert that particular edit. Marasmusine 16:24, 17 January 2012 (MST)
I will attempt a search of like-text on Google to see what exactly the weapon's Enchantment is (based on the terminology used for its effect). I do believe, from what I last saw, was that it was a Poison effect of some form from a medium to high (likely 21+) level weapon that caused a powerful Damage Over Time (DOT) effect. Regarding the additional dice on Critical Hits, that was a large portion of my intention, so as to keep the overall momentum (highly valuing Critical Strikes and using synergy with them to trigger other effects), such as adding Feats similar to Devastating Critical, along with Powers that require a Critical Hit prior to them in order to be used (as a sort of one-two punch effect, but in different turns).
Again, that is much appreciated, and I look forward to your revisions, Marasmusine. In the event I do disagree (for whatever reason) I would likely debate the matter before further progressing to alteration of your edits, as your knowledge exceeds mine in these areas and I would likely fail to see mechanical or design problems that exist specifically because of this.
--Argent Fatalis 16:54, 17 January 2012 (MST)
It's occurred to me that any features/powers we add to emulate magical weapon properties must not stack with enchantments that players might give to their natural weapons/armour - and the versatility of enchantments shouldn't be taken away from the player. Nevertheless, I'm sure the Hemorrhaging Wounds power can be adapted to be a reasonable level 1 encounter attack power. Marasmusine 07:26, 18 January 2012 (MST)
Perhaps a solution would be to create specialized Greater Smilodon "Enchantments" that are Class-Race specific, but are unique and varied from the average weapon and armor Enchants. While they would be more limited (and handful, between five to seven per level tier such as 11th and 21st levels) they would have much more synergistic effects. A Challenger Apex, for example could choose an "Enchantment" to their fangs called Fevered Fangs, which causes regular attacks to do added Poison (Nature?) damage of +3, and causes Critical Strikes to weaken the target via the fever, reducing its AC by -2 and its attack rolls by -2, in addition to doing 1d6 Poison damage. I am extremely unsure of the rules regarding weapon Enchantments or their creation, but this plausibility is one I'd rather not rule out, yet.
Regarding the change to Mortal Bite, seeing as the ability has the danger of recoil (reducing AC and dealing damage), would it be reasonable to make the Power as a Minor Action, seeing as it is Conditional (requires a Bloodied target) and is Encounter based? Otherwise, it seems much to risky in its current state to be a sort of "finishing blow" to a wounded (and likely nearly dead target). Continued, I noticed the level scaling was removed from Mortal Bite, are Class Features such as this intended not to scale?
With the concept of scaling, what is to be done in that area? Is a 1d12 weapon suitable for most every tier of content? Should it be increased manually at some point to a value like that of 1d20, or would it be increased like so with 1d12+5, or would it not scale at all?
What would be the best method for myself to add the other Race-Class Powers and Feats, such as the ones mentioned below in your "Builds" subsection, like the Leveling Blow Encounter Power? Should I simply add them to the list already started, and we retroactively balance them and or redesign them?
Those subjects aside, you did superb with the formatting and condensing of the Sentient, Smilodon Maioribus (4e Race) page, and the mechanical functions of its Powers and Feats read much easier. Additionally, the layout is much more fluid and that alone helps significantly. Thank you very much for those changes and your continued hard, diligent work!
--Argent Fatalis 10:59, 19 January 2012 (MST)


I have moved the builds here, perhaps temporarily.

In the current ("Essentials") formatting, this way of presenting builds has been dropped in favour of a shorter paragraph on general advice on features and powers. I recommend leaving this out until the features and powers have filled out. Marasmusine 07:31, 18 January 2012 (MST)

Creating a Smilodon Maioribus Apex[edit]

Challenger Apex[edit]

Challenger Smilodon rely on extreme durability and conditioning to dominate a field of battle and defend their companions, often rushing distances and closing gaps to gain an enemy's ire.

Suggested Feat: Toughness
Suggested Skills: Perception, Insight, Athletics, Endurance, Nature
Suggested At-Will Powers: Sundering Strike, Intercept
Suggested Encounter Power: Leveling Blow
Suggested Daily Power: Vigilance
Vanquisher Apex[edit]

Vanquisher Smilodon are excellent damage dealers, surprising prey with their ambush style abilities and going for fast kills with grab attacks, which allow for much more powerful follow through abilities.

Suggested Feat: Power Attack
Suggested Skills: Perception, Insight, Athletics, Stealth, Endurance
Suggested At-Will Powers: Wicked Slash, Ambush
Suggested Encounter Power: Overwhelm
Suggested Daily Power: Fixation
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