4e Tyrant Class 2.0

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    Tyrant ]You will do what I say, how I say, when I say, and

    you will enjoy it. Do I make myself clear?

    Class TraitsRole: Controller. You are a dominating presence onthe battlefield, and force others to do your biddingthrough intimidation or brute force. Depending onyour choice of powers, you may also lean towardLeader or Defender as your Secondary role.Power Source: Martial. You rely on your cunning,force of will, and undeniable presence to enforceyour desires on your enemies and your allies.Key Abilities: Charisma, Strength, Intelligence

    Armor Proficiencies: Cloth, Leather, Light ShieldWeapon Proficiencies: Simple melee, simpleranged, military rangedImplements: Favored Weapon

    Bonus to Defense: +2 Fortitude or +2 Will

    Hit Points at 1st Level: 10 + Constitution scoreHit Points per level gained: 5Healing Surges/day: 7 + Constitution modifier.

    Trained Skills: Intimidate. From the list below,choose three more trained skills at 1st level/Class Skills: Athletics (Str), Bluff (Cha), Intimidate(Cha), Insight (Wis), History (Int), Thievery (Dex),Religion (Int), Streetwise (Cha).

    Build Options: Enticing Tyrant, Intimidating Tyrant,Manipulative Tyrant, Ruthless Tyrant

    Class Features: Oppressive Leader, DominatingPresence, Subjugating Word

    Tyrants are uncompromising leaders who rule theirsubordinates with an iron fist. Tyrants direct theirallies in battle through threats and sheer intimidation,and force their enemies into submission through theirwillpower and the controlling power of their presenceon the field.

    You may be a ruthless monarch on a campaign toexpand the territories of your domain as far as theycan go, or you could be a low-level thug in a streetgang who bullies your party into doing your bidding,crawling your way to the top through intimidation

    and sheer force of will.Not all Tyrants are of the megalomaniacal overlordmold, nor are they necessarily evil (though mostTyrants are Lawful). A guild enforcer or a captain inan army can be a Tyrant to those who serve underhim or her. The important thing is not the socialstatus of the individual, but their method of gainingthe cooperation of fellow adventurers; The Paladin orFighter may gain their allies respect through theirloyalty in battle, a Wizard or Cleric might prove their

    worth to the party by aiding allies. The Tyrant merelygives the word, and makes sure people follow itone way or another.

    Most non-evil Tyrants believe (if nothing else) thattheir ruthless tactics are for the good of the whole,either for the party or whatever else theyre fightingfor. They may not be liked by those who they lord

    over, but they may (at least) be tolerated for theassistance they can provide.

    Creating a Tyrant

    You may use these build options to advise yourdecisions when creating a Tyrant character.

    Enticing TyrantEnticing Tyrants have a unique style of control;

    presenting the enemy an option between two effects,both of which aid you and harm the other side. TheEnticing Tyrant runs almost exclusively on Charisma,

    but you might consider boosting Intelligence and

    going for Hide Armor if you want a high AC.Otherwise, you could boost Strength to qualify forScale Proficiency, and carry a shield to offset yourlower Reflex defense. You may also want to keepyour Strength score high; in case you want to takeTyrant powers which rely on Strength.Suggested Feat:Enticing LeaderSuggested At-Wills:Eye of Dire Warning,

    Intimidating StrikeSuggested Encounter Power: Get Back Here!Suggested Daily Power:Diatribe of Fleeting Hope

    Intimidating Tyrant Intimidating Tyrants control the battlefield by theirfearful poise and subtle aura of terror. You shouldmake Charisma your first priority, and having a highStrength score benefits some of your powers.Intelligence is only needed for high AC and Reflex,

    but you could opt for Chain Armor and a Shield tocover that weakness instead. However, if you go thatroute, beware of the speed penalties for heavy armor,as mobility is important to keep you safe.Suggested Feat:Defensive MobilitySuggested At-Wills:Intimidating Strike, TyrannicalStrike.Suggested Encounter Power: Terrorizing

    Formation

    Suggested Daily Power:Aura of Dreadful MaliceManipulative Tyrant

    Manipulative tyrants have the ability to defendallies, although in a much different way than realdefender classes. A Manipulative Tyrant doesntmuch like getting attacked, but he can provide theenemy penalties for attacking allies other than theones he wants them to. Make Charisma your bestscore, because your Powers rely on it. Intelligence isvital for a Manipulative Tyrant, so make sure you

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    have a decent Intelligence, and make Strength yourthird best score, to improve your Fortitude defense,and allow you to dabble in Ruthless Tyrant powers.Suggested Feat: Master ManipulatorSuggested At-Wills:Tyrannical Strike, Eye of DireWarningsSuggested Encounter Power:Humiliating Assault

    Suggested Daily Power: Conspirators Confession

    Ruthless TyrantRuthless Tyrants are direct and forceful, focusing

    on hard control effects which push, slide, daze, andimmobilize enemies so they cant threaten theirallies. You rely on Strength to get your point across,so make that your highest score. Youre also going towant Charisma, which some of your powers gain

    benefits from. Intelligence is less important becauseyoure likely to wear heavy armor, but it cant hurt tohave a little extra Reflex defense.Suggested Feat:Armor Proficiency (Plate)

    Suggested At-Wills:Motivational Shove, ImpudentFoolSuggested Encounter Power:Driving SmiteSuggested Daily Power:Dominate the Attack.

    Tyrant Class FeaturesAll Tyrants have the following Class Features.

    Oppressive LeaderWhen your enemies roll initiative at the beginning ofan encounter, each enemy who can see or hear youtakes a -2 penalty to initiative.

    Dominating PresenceTyrants control the flow of battle using the force oftheir presence on the battlefield. Each Tyrant,however, has a unique style of command. Choose oneof the following benefits. Enticing Presence: When an enemy spends anaction point to take an extra action, choose onecreature within 5 squares of you who can see andhear you. The target can choose to gain temporary hit

    points equal to 5 + your Charisma modifier. If anenemy gains temporary hit points in this way, thetarget grants combat advantage (save ends). It maynot make a save against this effect while it hastemporary hit points remaining from this feature. Intimidating Presence: When an enemy spends an

    action point to take an extra action, you may chose toweaken any enemy within 5 squares of you who cansee and hear you until the end of its next turn. Manipulative Presence: When an enemy spendsan action point to make an attack, you may chooseyourself or an ally within range of the attack. If theenemy targets only that creature, it gains a bonus tothe attack and damage rolls of that attack, otherwiseit takes a penalty to the attack and damage rolls. The

    bonus or penalty equals your Intelligence modifier.

    Ruthless Presence: When an enemy spends anaction point to take an extra action, you maydesignate one bloodied creature within 5 squares.Until the end of that creatures next turn, all attackersgain a bonus to attack rolls and damage rolls againstthe target equal to your Strength modifier.

    Subjugating WordUsing the Subjugating Wordpower, Tyrants can

    browbeat their enemies into being non-hostile for ashort period of time. While they are in this state, theTyrant and his or her allies can make use of thesubjugated enemy in a number of ways.

    ImplementsAs a driven ruler with a tendency of making

    enemies, you wisely chose to become proficient indefending yourself from assassinations. You chose aweapon which suited your style, and practiced with ituntil it became so close to you that its steel wasalmost a part of your very soul.

    Choose one weapon with which you are Proficient.You may add the enhancement bonus of any weaponof the same kind as your Favored Weapon (forinstance, any enchanted Dagger) to the attack anddamage rolls of Tyrant powers and Paragon Path

    powers with the Implement Keyword. Do not addyour proficiency bonus to your attack roll when usinga weapon as an implement. You may still use powerswith the Implement Keyword without an Implement.

    You may change your Favored Weapon to adifferent weapon by using an Extended Rest to

    become accustomed to the new weapon (this is notstrenuous activity, so you still get all the normal

    benefits of the extended rest).

    Tyrant PowersYou call your powers martial Exploits, though intruth your deeds are mostly driving your allies andcorrupted enemies through scare tactics and honeyedwords. Depending on your build, some powers may

    be better suited for you than others, but you maychoose any powers you wish.

    Class FeatureThe Tyrants Subjugating Wordclass feature workslike a power, and is presented below.

    Subjugating Word ]]

    You threaten an enemy so severely that it loses thewill to oppose you, and agrees to help.Encounter Martial, CharmSpecial: You may use this power twice per encounter

    but only once per round. At 16th level you can usethis power three times per encounter.Minor Action Close Burst 5

    (10 at 16th level)Target: One bloodied enemy who can see and hearyou.

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    Attack: Charisma vs. WillHit: Until the end of your next turn, the target is anenemy convert. Enemy converts count as allies forthe purposes of flanking and for powers and classfeatures which target allies. Enemy converts cannotattack you or your allies, but will also not necessarilyattack your enemies. If you or your allies attack an

    enemy convert, the effect ends after that attack isresolved. If an enemy convert would be targeted by a

    power that has different effects on allies and enemies,you may choose to treat the enemy convert as either.

    Note:When a power with a range of Melee or RangedWeapon lists two different defenses in the attack block, thefirst defense listed is used if the attack you made was amelee attack and the second defense is used if your attackwas a ranged attack.

    Level 1 At-Will Exploits

    Motivational Shove ]]Your allys cowardice disgusts you, so you kick him

    toward the enemy and use him as bait.At-Will Martial, Charm, WeaponStandard Action Melee TouchTarget: One AllyAttack: Strength vs. ReflexSpecial: If the target is willing, you may choose toforgo making the attack roll.Hit: You push your ally 1 square and he or she grantscombat advantage to your enemies until the end ofhis or her next turn. If an enemy attacks the targetduring this time, that enemy grants combat advantageuntil the end of its next turn.

    Eye of Dire Warnings ]]You give your ally a fierce glare as you strike toremind them that you will not suffer incompetence!At-Will Martial, Implement, RattlingImmediate Reaction Melee or Ranged WeaponTrigger: An ally misses with an attackTarget: The target of the triggering attackAttack: Charisma vs. ReflexHit: 1[W] + Charisma modifier damage and the allywho made the triggering attack gains a +2 power

    bonus to his or her next attack roll.

    Tyrannical Strike ]]You bait an enemy into making a hastily plannedattack. If they miss, your ally strikes them down.

    At-Will Martial, Psychic, Charm, ImplementStandard Action Ranged SightTarget: One enemy who can see and hear you.Attack: Charisma vs. WillHit: The target makes a basic attack against an allyof your choice within range of its attack. The targettakes a penalty to the attack roll equal to yourIntelligence modifier. If the attack misses your ally,the target takes the damage that attack would havedealt to your ally instead.

    Miss: The target grants combat advantage to an allyof your choice until the end of your next turn.

    Impudent Fool ]]You thrust out your hand and choke the life out of a

    filthy peasant who dares to oppose you!At-Will Martial, Implement

    Standard Action Melee TouchTarget: One creature of your size or smaller

    Level 21: One creature of your size, smaller thanyour size, or up to one size larger than you.Attack: Strength vs. FortitudeHit: 1d6 + Strength modifier damage, or 2d6 +Strength modifier damage at 21st Level. The target isgrabbed (until escape).

    Intimidating Strike ]]Your fierce visage fills your enemy with dread,making them reluctant to come near you.At-Will Martial, Implement, Fear, ZoneStandard Action Meleeor Ranged Weapon

    Target: One creatureAttack: Charisma vs. WillHit: 1[W] + Charisma modifier damage, or 2[W] +Charisma modifier damage at 21st level. Until the endof your next turn, you generate a zone of difficultterrain in a close burst 1. The zone is centered onyou, and moves with you when you move.

    Level 1 Encounter Exploits

    Terrorizing Formation ]]The fury with which you attack briefly results in theenemy losing their nerve to attack you or your allies.EncounterMartial, Implement, Psychic, Fear

    Standard Action Ranged WeaponTarget: One creatureAttack: Charisma vs. WillHit: 1[W] + Charisma modifier damage. Each enemyadjacent to you takes a -2 penalty to damage rollsuntil the end of your next turn.Intimidating Presence: The penalty to damage rollsis instead equal to your Strength modifier.

    Humiliating Assault ]]You taunt your enemy with cruel words, woundinghis pride to provoke him into a reckless stance.Encounter Martial, Implement, RattlingStandard Action Ranged 10

    Target: One creatureAttack: Charisma vs. WillHit: 1d10 + Charisma modifier psychic damage andthe target takes a -2 penalty to a defense of yourchoice until the end of your next turn.Manipulative Presence: Choose one ally within 3squares of the target. If the targets next attack beforethe end of its next turn doesnt include that ally as atarget, the penalty to the chosen defense becomesequal to your Intelligence modifier, instead of -2.

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    Driving Smite ]]You attack an enemy viciously, forcing them backinto a pack of its allies and knocking them down.Encounter Martial, WeaponStandard Action Melee WeaponTarget: One creatureAttack: Strength vs. FortitudeHit: 1[W] + Strength modifier damage and you pushthe target 2 squares. The target may enter otherenemies spaces during the push, and if so, you mayeither slide that enemy 1 square, or knock it prone.Ruthless Presence: The number of squares you pushthe target is 1 + your Charisma modifier.

    Get Back Here! ]]You catch a feckless coward trying to escape, andcoax him back into line with promises or threats.Encounter Martial, WeaponStandard Action Ranged or Melee WeaponTarget: One creatureAttack: Charisma vs. ReflexHit: 1[W] + Charisma modifier damage. Choose anally within 5 squares of the target and slide them toany square adjacent to the target.Enticing Presence: Your ally gains temporary hit

    points equal to 5 + your Charisma modifier if he orshe begins his or her next turn adjacent to the target.

    Level 1 Daily Exploits

    Legions of Doom ]]You call out your loyal soldiers to fight for you.Daily Martial, Implement, SummoningMinor Action Ranged 20Effect: You summon a number of Stalwart Soldiers

    equal to your Charisma modifier, and deploy them tounoccupied squares within range. Each Soldier is aminion with a speed of 6. They are medium naturalhumanoids with 1 hit point each, and never takedamage on a miss. When you summon the StalwartSoldiers, you may spend an additional healing surgeto provide your minions with temporary hit pointsequal to your healing surge value. You can spend theappropriate action on your turn to command thesoldiers. As a free action, you may designate an allywithin a soldiers line of sight to be the target of thesoldiers guard Instinctive action (see below).Instinctive Action (Guard): The soldiers willarrange themselves in a defensive formation around

    you, or the creature you have designated for them.Minor Action: Move each soldier its speed.Standard Action: Greatspear attack; Reach 2;Strength vs. AC; 1d10 + Strength modifier damage.Opportunity Attack: Soldiers make opportunityattacks against any target in their melee reach (2);Strength vs. AC; 1d10 + Strength modifier damage.

    Martial Summoning: Unlike other power sourcessummons, Martial summoning powers represent

    calling a real, physical creature onto the battlefield,rather than a spirit, angel, or magical construct.

    How exactly you flavor this is up to you and yourDM, but in general its best to assume that anycreatures you can summon are traveling with you,waiting to be called to serve. Of course, animals and

    soldiers tire easily after a prolonged battle, so youcant call on them as much as you want (after all, realcreatures need to eat, rest, and relieve themselves).

    Like Arcane summons, the Tyrants summoningpowers are all minor actions, and the creatures beingsummoned can make opportunity attacks. However,they dont get a free attack as part of the summoning,unlike Druid summons. Being real creatures, though,they do get an instinctive action like a Druidsummon, which summoned creatures will useautomatically at the end of your turn if you dont givethem orders.

    Diatribe of Fleeting Hope ]]You boast about the prowess of your team andridicule the enemy, filling your target with despairand hopelessness.Daily Martial, Implement, Psychic, FearStandard Action Ranged 10Target: One creatureAttack: Charisma vs. WillHit: 3d8 + Charisma modifier psychic damage.Effect: The target takes a -1 penalty to damage rollsuntil the end of the encounter. Each time you or anally hits the target, or the target misses you or one ofyour allies with an attack, this penalty increases by 1,to a maximum of a -10 penalty to damage rolls.

    Dominate the Attack ]]Under your firm leadership, your allies press

    forward and your enemies are driven before you.Daily Martial, ImplementStandard Action Area Burst 2 within 10Target: Each enemy in burstAttack: Strength vs. FortitudeHit: 2[W] + Strength modifier damage and slide thetarget 3 squares. Each ally in the burst has combatadvantage against the target, and may shift 1 square.Effect: Until the end of the encounter, when you oryour allies shift, you may also slide one enemyadjacent to them 1 square as a free action.

    Conspirators Confession ]]You convince an enemy that one of their own isworking for you, and watch the hilarity ensue.Daily Martial, Psychic, Implement, CharmStandard Action Ranged SightTarget: One creature who can see and hear youAttack: Charisma vs. WillHit: The target makes a melee basic attack against anadjacent enemy of your choice, with a bonus to theattack roll equal to your Intelligence modifier. If the

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    attack hits, it does additional damage equal to yourIntelligence modifier + your Charisma modifier.Effect: An enemy of your choice adjacent to thetarget can provoke opportunity attacks from the target(save ends), and the target must make any attacks ofopportunity the chosen enemy provokes from it.

    Aura of Dreadful Malice ]]As you close in for the kill, your dreadful poisespooks the enemy so much that they cant move.Daily Martial, Implement, Psychic, Zone, FearStandard Action Close Blast 3Target: Each creature in blastAttack: Charisma vs. WillHit: 2d10 + Charisma modifier psychic damage andthe target is immobilized (save ends).Effect: Until the end of the encounter, you generate azone of fear in a close burst 1 centered on you. Thiszone does not affect your allies, but does affectenemy converts. An affected creature which beginsits turn in the zone must either shift 1 square away

    from you, or take 5 psychic damage.

    Level 2 Utility Exploits

    A Rock and a Hard Place ]]You present the enemy with two options. Both of themare quite delightful for you, anyway.Encounter Martial, WeaponMinor Action Close Burst 10Target: One enemy in burstEffect: Until the end of your next turn, the enemyreceives its choice of a penalty to attack rolls, or tosaving throws, equal to your Intelligence modifier.

    Belligerent Tirade ]]An enemy offends you and you launch into ablistering diatribe of insults to distract them.Encounter Martial, CharmImmediate Reaction Close Burst 5Trigger: You grant an enemy combat advantage.Target: The triggering enemy.Effect: As long as you grant combat advantage to thetarget, or until the end of your next turn, the targetgrants combat advantage to all attackers.

    Motivated Escape ]]Knights are obliged to die for their lord rather thanflee, but their lords have no such obligation.

    Daily Martial,Move Action PersonalRequirement: You must be bloodiedEffect: You may shift twice your speed and gain a +4

    power bonus to all defenses until the end of theencounter, or until you make an attack.

    Rub Their Faces in It ]]You pretend to offer a wounded foe your assistance,

    just so you can drive their faces into the dirt.Encounter Martial,

    Minor Action Melee TouchTarget: One bloodied enemyEffect: The target may regain hit points equal to yourstrength modifier. If it does, it is restrained until theend of your next turn.

    Level 3 Encounter Exploits

    Sunder the Line ]]With a signaling shot, you send your troops outwardto throw the enemys formation into disarray.Encounter Martial, WeaponStandard Action Area Burst 1 within 10Target: Each enemy in burstAttack: Strength vs. FortitudeHit: 1[W] + Strength modifier damage.Effect: Until the end of your next turn, you or anyally who hits the target with a melee attack slides thetarget 1 square.

    Steel-Tipped Tempest ]]

    A fusillade forces the enemy to dive for cover.Encounter Martial, WeaponStandard Action Close Blast 3Requirement: You must use a ranged weapon.Target: Each creature in blastAttack: Strength vs. ReflexHit: 1[W] + Strength modifier damage and eitherslide the target 1 square or knock it prone.

    Threatening War Cry ]]As you strike, you shout a fierce war cry thatmotivates a nearby enemy to turn and run.Encounter Martial, Implement, Psychic, FearStandard Action Melee or Ranged Weapon

    Target: One bloodied creatureAttack: Strength vs. WillHit: 1d10 + Strength modifier psychic damage.Effect: Choose one enemy who can hear you andwho is within 5 squares. That enemy must end itsnext turn a number of squares away from you equalto 1 + your Charisma modifier.

    Bait the Trap ]]You shove an ally out into the middle of the fray andready your weapon for a foe to take the bait.Encounter Martial, Weapon, RattlingStandard Action Ranged WeaponEffect: You push an ally within 5 squares of you a

    number of squares equal to your Intelligencemodifier, and all enemies within 2 squares of yourally at the end of the push are marked by that ally.Until the end of your next turn, when any enemymakes an attack against that ally, you may make thefollowing attack as an Opportunity Action provoked

    by that attack.Trigger: An enemy attacks your allyTarget: The triggering enemyAttack: Charisma vs. Reflex

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    Hit: 1[W] + Charisma modifier damage.

    Level 5 Daily Exploits

    Aura of Deadly Vigilance ]]With a grimace of determination, you ready yourweapon to counter any move the enemy makes.

    Daily Martial, Stance, ZoneMinor Action PersonalEffect: Until the end of the encounter, you create azone of danger centered on you, which moves whenyou do. The area of the zone is a burst with a sizeequal to your melee reach. You may make a melee

    basic attack as a free action against any enemy whichbegins its turn in the zone. The zone only functionswhile you are wielding a melee weapon, and its effectis suppressed while you are no longer doing so.

    Blot Out the Sun] ]With a cry of wrath, you and your allies send hails of

    screaming projectiles raining down on your foes.

    Daily Martial, WeaponStandard Action Area Burst 2 within 10Target: One creature in burstAttack: Strength vs. ReflexHit: 2[W] + Strength modifier damage, and eachother enemy in the burst takes 2 damage for each allywithin 2 squares of you who is able to make ranged

    basic attacks (up to a maximum of 10 damage).Miss: Half damage, and each other enemy in the

    burst takes damage equal to the number of allieswithin 2 squares of you who are able to make ranged

    basic attacks (up to a maximum of 5 damage).

    Citizens Nightmare ]]

    No matter where it turns, your enemies see youclosing in and blocking off all escape routes.Daily Martial, WeaponStandard Action Melee WeaponTarget: One creatureAttack: Strength vs. ReflexHit: 2[W] + Strength modifier damageEffect: Until the end of the encounter, when thetarget takes a move action while adjacent to you, youmay make the following secondary implement attackagainst the target as an Immediate Interrupt. Thesecondary attack has the psychic and fear keywords.Secondary Target: The triggering enemySecondary Attack: Charisma vs. Will

    Hit: Charisma modifier psychic damage and thetargets move action is wasted.

    Whirling Dervish ]]Laughing insanely, your body and weapon turns intoa spinning instrument of absolute carnage.Daily Martial, Weapon, StanceStandard Action Close Burst WeaponRequirement: You must wield a melee weaponTarget: Each enemy in burst

    Attack: Strength vs. FortitudeHit: 1[W] + Strength modifier damage and youknock the target prone. If it stands up before the endof your next turn, it takes damage equal to yourCharisma modifier and you slide it 1 square.Effect: If your melee reach is greater than 1, you gainthreatening reach until the stance ends.

    Racing Charioteers ]]You call in a cavalry unit to aid you in battle.Daily Martial, Implement, SummoningMinor Action Ranged 20Effect: You summon a large chariot and Charioteersand deploy them in unoccupied squares within range.The chariot has a speed of 10, and a +4 bonus to ACand Reflex. The Charioteers are medium naturalhumanoids with a speed of 6, and a +2 bonus to ACand Reflex. Each Charioteer (and the chariot) has hit

    points equal to your Healing Surge value. The chariotcan carry up to 2 medium creatures, plus the driver,or 300lbs of cargo. Any creature may attempt to

    climb onto the chariot as a minor action, if there isspace available.Instinctive Action (Ride): The chariot moves itsspeed in a random direction, avoiding opportunityattacks and hazards if possible.Minor Action: Move the chariot or the Charioteerstheir speed. Charioteers may climb onto or off of thechariot as part of the move. While on the ground, youmay move all Charioteers with a single minor action.The driver may not exit the chariot.Standard Action: One Charioteer makes an attack;Strength vs. AC; 1d8 + strength modifier damage andthe target is marked until the Charioteers next turn.Standard Action: One Charioteer makes an attack;Ranged 6/12; Strength vs. AC; 1d8 + Strengthmodifier damage and the target is marked until theCharioteers next turn.Opportunity Attack: Targets triggering enemy;Strength vs. AC; 1d8 + Strength modifier damage,and target is marked until the Charioteers next turn.

    Level 6 Utility Exploits

    Where Angels Fear to Tread] ]Your deadly glare and stern visage is enough tomake enemies think twice about approaching yourallies.Encounter Martial, Fear

    Immediate Interrupt Close Burst 5Trigger: An enemy moves adjacent to an ally.Target: The triggering enemyEffect: The targets move action ends in the lastsquare it occupied which was not adjacent to yourally. If all squares the target occupied during its moveare adjacent to the ally, you cannot use this power.

    Ingratiating Stance ]]

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    With a charming smile, you coerce your foe intoaccepting a temporary bargain with you.Daily Martial, Stance, Psychic, CharmMinor Action Close Burst 5Target: One enemy in burstEffect: Until the Stance ends, whenever the targetdoes not attack you or your allies on its turn, it gains

    temporary hit points equal to your Charismamodifier, but is weakened until the end of its nextturn. If the target attacks you or your allies on itsturn, it instead grants combat advantage until the startof its next turn.

    I Dont Think So ]]You foil your enemys well-laid plans.Daily MartialMinor Action PersonalEffect: You and one enemy switch places in theInitiative order. Your turn ends when you use this

    power, and the enemy takes its next turnimmediately, even if has already acted this round.

    You may then act when that creature would normallyhave acted.

    Redesignated Target ]]Your enemy looks like its about to attack you, so youhelpfully suggest a more promising target for it.Encounter Martial, CharmImmediate Reaction Close Burst 5Trigger: An enemy in the burst marks youTarget: The triggering enemyEffect: The target instead marks an ally within 5squares of you. The duration and effects of the markare the same as those which wouldve applied to you.

    Level 7 Encounter ExploitsCharismatic Armor ]]

    The fear of your anger weakens the enemys blows.Encounter Martial, Weapon, FearStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Charisma vs. WillHit: 2[W] + Charisma modifier damage. If the targetscores a critical hit before the end of your next turn,that attack is instead considered a regular hit.Manipulative Presence: If the target is marked byan ally, the target can score a critical hit normally onthat ally. If it attacks any creature other than the ally

    that marked it, that ally may score critical hits on aroll of 18-20 until the end of his or her next turn.

    Predators Glare ]]With a flash of malevolence in your eye, you staredown the enemy and force a growing panic to takeroot inside their very souls.EncounterMartial, Implement, Psychic, FearStandard Action Area Burst 2 within 10Attack: Charisma vs. Will

    Target: Each enemy in the blastHit: 3d6 + Charisma modifier psychic damage. Ifthe target ends its next turn closer to you than whereit started, it takes psychic damage equal to yourStrength modifier and you push it one square.Intimidating Presence: The target takes a -2 penaltyto saving throws until the end of your next turn.

    Aura of Inevitability ]]Your confidence in your plans erodes the enemyshope that they can succeed against your allies.EncounterMartial, Implement, Psychic, FearStandard Action Close Burst 2Target: Each enemy in burstAttack: Charisma vs. WillHit: 2d6 + Charisma modifier psychic damage andthe target takes a -2 penalty to attack rolls against youuntil the end of its next turn.Enticing Presence: You may present the target withthe following option; if it accepts, the penalty toattack rolls is equal to your Charisma modifier, and

    the target gains temporary hit points equal to 5 + yourCharisma modifier. The penalty lasts until it has noneof these temporary hit points remaining.

    Brutal Censure ]]You respond with shocking cruelty toward an enemywhich was foolish enough to attack you.Encounter Martial, Weapon, RattlingImmediate Reaction Melee WeaponTrigger: You take damage from an attackTarget: The creature that made the triggering attackAttack: Strength vs. ReflexHit: 3[W] + Strength modifier damage and you pushthe target 3 squares and knock it prone.

    Ruthless Presence: Push the target a number ofsquares equal to 1+ your Charisma modifier.

    Level 9 Daily Exploits

    Release the Hounds ]]You cry Havoc and slip loose the Dogs of War.Daily Martial, Implement, SummoningMinor Action Close Burst 5Effect: You summon three Dogs of War and deploythem in unoccupied squares within range. Each dog isa small natural beast with a speed of 8, a +4 bonus toreflex defense, and +2 bonus to attack and damagerolls against prone enemies. Each dog has a number

    of hit points equal to your healing surge value. If adog does not receive any commands by the end ofyour turn, it takes the Instinctive Action listed below.Each dog may make one opportunity action perround.Instinctive Action (Guard): The dog moves itsspeed to a square adjacent to you or an ally,

    preferably in a square also adjacent to an enemy. If itcant do that, it stays where it is and takes no actionunless an enemy provokes an opportunity attack.

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    Minor Action: Move each dog up to its speed.Standard Action: A dog shifts 1 square and attacksan adjacent enemy; strength vs. reflex; 2d4 + strengthmodifier damage and the target is knocked prone.Opportunity Action: The dog attacks the triggeringenemy; strength vs. reflex, 2d4 + strength modifierdamage and the target is knocked prone.

    . White Vultures Glare ]]Your hungry gaze is like that of a vulture circling itsnext meal, striking fear into wounded enemies.Daily Martial, Implement, Psychic, FearStandard Action Ranged WeaponTarget: One, two, or three creatureAttack: Charisma vs. WillHit: 1d10+ Charisma modifier psychic damage, or2d6 + charisma modifier psychic damage if the targetis bloodied.Effect: The target takes 1d10 psychic damagewhenever it ends its turn in a space within 2 squaresof you (save ends).

    Intimidating Presence: The target takes damagewhenever it ends its turn within a number of squaresof you equal to 1 + your Strength modifier.

    . Terrifying Flurry ]]A withering volley of black shafts riddles the enemysposition and throws them into a panic.Daily Martial, Weapon, Zone, FearStandard Action Area Burst 2 within 10Target: Each creature in burstAttack: Charisma vs. ReflexHit: 2[W] + Charisma modifier damage.Miss: Half damage.Effect: Slide each target 1 square. The power creates

    a zone in the burst which persists until the end ofyour next turn. Each creature which enters or startstheir turn in the zone takes a -2 penalty to attack anddamage rolls until the end of their turn.Sustain Minor: The zone persists, and you may slideeach creature in the zone 1 square.Manipulative Presence: When you sustain the zone,choose one ally and one enemy in the zone. Until theend of your next turn, if the enemy does not attackthat ally on its turn, its penalty to attack rolls from thezones effect equals your Intelligence modifier.

    . Crippling Advance ]]You brutally assault your foe, leaving him limping

    away from you as you smirk wickedly at his pain.Daily Martial, Weapon, RattlingStandard Action Melee WeaponTarget: One creatureAttack: Strength vs. FortitudeHit: 2[W] + Strength modifier damage and you pushthe target a number of squares equal to your Strengthmodifier (minimum 1). The target is then slowed andtakes ongoing 5 damage (save ends both).

    Miss: Half damage and the target is slowed until theend of your next turn.Ruthless Presence: If you hit the target while it isslowed, it is instead immobilized (save ends).

    Make your Choice ]]You present an enemy multiple options on how

    exactly it wishes to perish in simpering agony.Daily Martial, Weapon, FearStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Charisma vs. Reflex, Fortitude, or Will;choose which defense to attack before rolling.Hit (Reflex): The target is knocked prone.Hit (Fortitude): Ongoing 10 damage (save ends)Hit (Will): The target is dazed (save ends).Hit (Any): 2[W] + Charisma modifier damage.Miss: Half damage.Enticing Presence: You may present the target withthe following option; it may choose which defensethe attack targets, and it suffers the hit effect listed

    for that defense, whether the attack hits or misses (ifthe attack misses, it still takes half damage ratherthan full damage). If the attack hits any defense, youdeal extra damage equal to your Charisma modifier.

    Level 10 Utility Exploits

    . Enhance Suffering ]]Your frightful glare makes your enemys pain worse.Daily Martial, PsychicMinor Action Ranged SightTarget: One creature taking ongoing damageEffect: Increase the value of the targets ongoingdamage by 5. If the target is taking ongoing damage

    from multiple sources, this power only applies to oneof them (your choice). The extra ongoing damage is

    psychic damage, regardless of the type of the originalongoing damage effect.Intimidating Presence: If the ongoing damage effectwas inflicted by one of your powers, an enemy alsotakes a -2 penalty to saving throws against it.

    . Tactician Stance ]]Like a master of war, you survey the battlefield anddirect the flow of combat how you wish.Daily Martial, StanceMinor Action PersonalEffect: Until the stance ends, once on each of your

    turns you may spend a minor action to slide oneenemy and one ally you can see each 1 square.Ruthless Presence: If, at the end of the slide, eitheryour enemy or your ally grants combat advantage toany creature, attackers gain a +4 bonus to attack rollsfor combat advantage, rather than +2.

    . Fight to the Death ]]You single out an ally who displeases you, and allow

    your enemies to fall upon him like beasts.

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    Encounter MartialMinor Action Area Burst 2 within 10Effect: Choose an ally in the burst. That ally marksall enemies in the burst until the end of your nextturn.Manipulative Presence: The ally gains resistance toall damage equal to your Intelligence modifier, but

    grants combat advantage to marked enemies. Botheffects last until the end of your next turn.

    . Trick Shot ]]You direct an ally to aim so that their shot bouncesoff one enemy and hits another.Encounter MartialImmediate Interrupt Close Burst 5Trigger: An ally in the burst misses all targets with aranged or area attack.Effect: Choose one creature within range of thetriggering attack which was not a target of that attack.Your ally may reroll the attack against that creature.If the attack was an area attack, use the creatures

    space as the original square of the attack.Enticing Presence: If the rerolled attack misses alltargets, you may present one target of that attack thefollowing option. If it accepts, it takes half damagefrom the triggering attack, and your ally takes theother half. This damage cannot be reduced or avoidedin any way by either the target, or your ally.

    Level 13 Encounter Exploits

    Skull Crusher ]]You bring your weapon down right on your enemyshead, and laugh as he staggers about.Encounter Martial, Weapon

    Standard Action Melee WeaponTarget: One creatureAttack: Strength vs. FortitudeHit: 2[W] + Strength modifier damage and the targetis dazed until the end of your next turn.Ruthless Presence: As an aftereffect, the target falls

    prone at the start of its next turn, and takes a -2penalty to attack rolls until the end of that turn.

    Tacticians Smite ]]Your plans are so ingenious that you anticipate yourenemys every move and cut them off.Encounter Martial, WeaponStandard Action Melee or Ranged Weapon

    Target: One creatureAttack: Charisma vs. ReflexHit: 2[W] + Charisma modifier damage.Effect: Until the end of your next turn, you maymake the following secondary attack.Opportunity Action Ranged WeaponTrigger: The target takes any action which would

    provoke an opportunity attack from you if you wereadjacent to the target.Secondary Target: The primary target

    Secondary Attack: Charisma vs. ReflexHit: 2[W] + Charisma modifier damage.Manipulative Presence: You may also slide thetarget a number of squares equal to your Intelligencemodifier, and the target grants combat advantage toyou until the end of your next turn.

    No Escape ]]You slowly draw your foe closer. Theyre unawarethat youre slowly closing off their escape routes.Encounter Martial, CharmStandard Action Close Blast 5Target: Each enemy in blastAttack: Charisma vs. FortitudeHit: Slide each target 3 squares, and then slide oneally within 5 squares of you 3 squares. Once alltargets and allies have been slid, each ally you slidcan make a basic attack against one target you hit.Add your Intelligence modifier to the damage rolls.Enticing Presence: The target may choose not to beslid by this power. If it does so, it grants combat

    advantage until the end of your next turn.

    Withering Volley ]]You and your allies open fire on the enemy and leavea field of metal sticking out of the ground.Encounter Martial, Weapon, ZoneStandard Action Area Burst 2 within 10Target: Each enemy in burst.Attack: Charisma vs. ReflexHit: 1[W] + Charisma modifier damage.Effect: The burst becomes a zone which lasts untilthe end of your next turn. Each time an enemy entersa square within the zone, they take 5 damage.Intimidating Presence: Enemies which take damage

    from the zone effect also take a penalty to their Willdefense equal to your Strength modifier until the endof its next turn.

    Level 15 Daily Exploits

    Elite Royal Sentinels ]]These soldiers are a cut above the rabble.Daily Martial, Implement, SummoningMinor Action Close Burst 10Effect: You summon 3 Royal Sentinels and deploythem into unoccupied squares within range. They aremedium natural humanoids with a speed of 5, a +2

    bonus to AC and Reflex, and reach 2. Each Sentinel

    can make opportunity attacks against enemies withinits melee reach, and has hit points equal to yourhealing surge value. You can give the followingspecial commands to the Sentinels by spending theappropriate actions on your turn.Instinctive Action (Attack): The Sentinel will makeits standard action attack against an adjacent enemy.If it cant do that, it will charge the closest enemy anduse its standard action attack. If it cant do that, it willmove as far as possible toward the closest enemy.

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    Minor Action: Move each Sentinel up to its speed.Minor Action: One enemy adjacent to each Sentinelis marked until the end of your next turn.Standard Action: One Sentinel attacks; Reach 2;Strength vs. AC; 2d4 + Strength modifier damageand you slide the target one square.Opportunity Action: The Sentinel makes its

    standard action attack against the triggering enemy.

    Sudden Ambush ]]As your ally lands the first blow, you give the signaland your army appears from nowhere and piercesinto the enemy ranks with ferocious cries.Daily Martial, WeaponImmediate Reaction Close Burst 5Trigger: An ally attacks during a surprise round.Target: Each ally in burst except the triggering ally.Effect: The target may shift 2 squares and make a

    basic attack against a target of their choice as a freeaction. You then may shift 2 squares and make thefollowing secondary attack.

    Secondary Target: One adjacent creatureSecondary Attack: Strength vs. ACHit: 1[W] + Strength modifier damage.

    Blood Offering ]]Your allies know that only the blood of your enemiescan appease you, so they cut deep in hopes that youwill spare them your wrath.Daily Martial, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Strength vs. AC or ReflexHit: 2[W] + Strength modifier damage and ongoing 5damage (save ends).

    Effect: Until the end of the encounter, each time yourallies hit an enemy with a daily attack power, thatattack deals ongoing 5 damage (save ends). If the

    power already deals untyped ongoing damage,increase the value of the ongoing damage by 5.

    Sadistic Choice ]]You graciously decide to offer amnesty to the first

    person who kills all of their former allies.Daily Martial, Implement, Psychic, CharmStandard Action Ranged 10Target: One creatureAttack: Charisma vs. WillHit: The target is dominated (save ends).

    Aftereffect: If the target makes an attack whichdoesnt include one of its allies as a target before theend of its next turn, it takes 2d8 + Charisma modifier

    psychic damage at the end of that turn.Miss: The target takes 1d8 + Charisma modifier

    psychic damage and is weakened (save ends).

    Haughty Instruction ]]As you dance around your enemies blades, youridicule the flaws in their fighting styles.

    Daily Martial, Implement, CharmStandard Action Close Burst WeaponRequirement: You must wield a melee weaponTarget: Each creature in burstAttack: Charisma vs. FortitudeHit: 2[W] + Charisma modifier damage. The targetgrants combat advantage to your allies (save ends).

    Effect: You shift a number of squares equal to yourIntelligence modifier to any square within the burst.

    Level 16 Utility Exploits

    . White Vulture Circling ]]You stand tall among your allies and direct them,rather than deigning to dirty your own hands.Encounter MartialStandard Action Close Burst 10Target: Each ally in burstEffect: Each target may move his or her speed,without provoking opportunity attacks.

    Devil in the Details ]]You like to stack the deck in your favor. Some call itcheating, but you prefer Strategic Preparation.Encounter MartialNo Action Area Burst 2 within 10Trigger: Your enemies roll for initiative.Target: Each enemy in burstEffect: You swap the initiative check results of eachtarget with one of the other targets.

    . Double-Edge Advantage ]]You sacrifice your allies for a better shot at your foe.Encounter Martial, StanceMinor Action Personal

    Effect: Until the stance ends, any ally adjacent to yougrants combat advantage to your enemies, and anyenemy adjacent to an ally granting combat advantageto it grants combat advantage to you and your allies.

    . Objection Overruled! ]]You yell just as an enemy is about to take evasiveaction, throwing off his timing so his move fails.Encounter MartialImmediate Interrupt Ranged 20Trigger: An enemy uses an Immediate ActionEffect: The Immediate Action fails. If it was anInterrupt, the interrupted action proceeds normally asif the Immediate Interrupt had not occurred.

    Level 17 Encounter Exploits

    Face the Executioner ]]The only penalty for treason is DEATH.Encounter Martial, Weapon, RattlingStandard Action Melee or Ranged WeaponTarget: One bloodied creatureAttack: Strength vs. AC or ReflexHit: 3[W] + Strength modifier damaged.

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    Effect: The target is knocked prone. If it stands up onits next turn, you or an ally who is adjacent to thetarget may make a basic attack against the target asan Immediate Reaction.

    Storm of Black Iron ]]Your enemies run in panic at the sight of a thousand

    black shafts descending on them from your side.EncounterMartial, Implement, Psychic, FearStandard Action Area Burst 2 within 10Target: One creature in burst.Attack: Strength vs. ReflexHit: 2[W] + Strength modifier damage.Effect: Each enemy in the burst other than the targettakes 5 damage for each ally within 5 squares of youwho can make ranged basic attacks (up to amaximum of 20 damage).

    Deadly Terror ]]You attack so viciously that your foes fear you.Encounter Martial, Weapon, Fear

    Standard Action Melee WeaponTarget: One creatureAttack: Charisma vs. WillHit: 2[W] + Charisma modifier damage and thetarget is weakened and dazed until the end of yournext turn. Enemies within 5 squares of you do 1[W]less damage with at-will attacks until the start of yournext turn, and cannot score critical hits.

    Game Over, My Friend ]]As your men slowly surrounded and destroy them,your enemies know their fate is sealed.Encounter Martial, WeaponStandard Action Melee or Ranged Weapon

    Target: One, two, or three creaturesAttack: Charisma vs. AC or Reflex; three attacksHit: 1[W] + Charisma modifier damage per attack. Ifyou hit a target adjacent to you or an ally, each targetis slowed until the end of your next turn. If you hit atarget which is adjacent to two or more of itsenemies, each target granting combat advantage givesa bonus to attack rolls equal to your Intelligencemodifier, rather than just +2, until the end of yournext turn.

    Level 19 Daily Exploits

    Lord among Beasts ]]

    You release an animal which leaves no doubt in yourenemys mind what type of ruler you are.Daily Martial, SummoningMinor Action Close Burst 10Effect: You summon a large male Dire Lion in anunoccupied square within range. It is a large natural

    beast with a speed of 6, a +2 bonus to AC and a +4bonus to Reflex and Fortitude defense. You may givethe Lion the following special commands byspending the appropriate actions on your turn.

    Instinctive Action (Roar): Close Blast 3; targets allcreatures in blast; +14 vs. Fortitude; on a hit, thetarget takes 3d6 thunder damage and is deafened untilthe end of your next turn.Minor Action: Move the Lion up to its speed.Move Action (Pounce): The Lion shifts 2 squaresand makes a melee basic attack against an adjacent

    creature; +14 vs. AC; 1d8 + Strength modifierdamage and the target is knocked prone.Opportunity Action: The Lion attacks the triggeringcreature; +14 vs. Reflex; on a hit the target isrestrained until the end of your next turn.Standard Action: The Lion may shift one squareand make an attack against an adjacent creature; +14vs. AC; on a hit, the target takes 3d8 + Strengthmodifier damage and is grabbed (until escape).

    Tricksters Gambit ]]You incite an enemy to attack its ally. Even if itsattack misses, you still get what you want.Daily Martial, Implement, Psychic, Charm

    Standard Action Ranged 20Target: One enemyAttack: Charisma vs. WillHit: The target makes a basic melee attack against acreature of your choice within its range. If the basicmelee attack allows for multiple attack rolls, it makesall attacks against the same target, if possible.Otherwise you choose each target of the attack.Miss: The target is dazed and provokes opportunityattacks from its allies (save ends both). Enemies mustmake opportunity attacks if the target provokes one.Manipulative Presence: If the targets melee basicattack hits, the target makes a melee basic attackagainst the target as a free action, with a bonus to thedamage roll equal to your Intelligence modifier.

    Deadly Fusillade ]]With a bloodthirsty roar, you signal all your archersto rain death upon your enemys ranks. There are somany arrows flying, no enemy can possibly escape.Daily Martial, WeaponStandard Action Area Burst 2 within 20Target: Each creature in burstEffect: The target takes damage equal to yourStrength modifier + your Charisma modifier.Intimidating Presence: You may choose to forgoadding your Charisma modifier to the damage thetarget takes, and instead deal ongoing damage equalto your Strength modifier (save ends).

    Fearful Charge ]]Your brutal attack frightens your enemy and promptsthem all to move away from you.Daily Martial, Implement, Psychic, FearStandard Action Melee WeaponTarget: One enemyAttack: Strength vs. ACHit: 3[W] + Strength modifier damage.

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    Effect: Push the target and each enemy within 5squares of it 3 squares. Until the end of your nextturn, enemies which enter a square adjacent to youtake 5 + your Charisma modifier psychic damage.Ruthless Presence: Until the end of your next turn,enemies take damage if they enter a square within anumber of squares equal to your Charisma modifier.

    Special: You may use this power in place of a meleebasic attack when charging.

    Deal with the Devil ]]You offer your enemies a choice between a brutaldeath, or servitude under your banner.Daily Martial, Implement, Reliable, CharmStandard Action Melee or Ranged WeaponTarget: One enemyAttack: Charisma vs. WillHit: 3[W] + Charisma modifier damage and thetarget becomes an enemy convert (save ends).Enticing Presence: The target may choose to forgomaking a saving throw against this effect on its turn.

    If it does so, it gains 5 temporary hit points, but takesa -1 penalty to damage rolls. Both effects arecumulative, and the penalty lasts until the targetsaves, or until it has no temporary hit points left.

    Level 22 Utility Exploits

    . Carpe Diem ]]Your plans make the battle flow like clockwork.Daily MartialStandard Action Close Burst 20Target: Each creature in burst you can seeEffect: You slide each target a number of squaresequal to your Intelligence modifier.

    . Im Taking you with Me! ]]You are determined to fell the foe that brought you to

    your knees, if its the last thing you do!Daily MartialImmediate Interrupt Close Burst 10Trigger: You are reduced to 0 hit points or fewer byan attack from a non-minion enemy in the burst.Target: The enemy who made the attack.Effect: The target takes damage equal to the amountof damage the triggering attack dealt to you.

    . Aura of Imminent Demise ]]When your enemies see who theyre up against, they

    become reluctant to strike the first blow.Daily Martial, FearNo Action Close Burst 10Trigger: Your enemies roll for initiative.Target: Each enemy in burstEffect: Each target takes a penalty to their initiativecheck result equal to your Strength modifier, andeach target is slowed and grants combat advantageuntil the end of the first round of the encounter.

    . Fog of War ]]

    You sow confusion among the enemy and make it sotheir hesitation leads to gross ineptitude.Daily MartialMinor Action Close Burst 5Target: Each enemy in burstEffect: The target takes a penalty to attack rolls equalto your Charisma modifier (save ends).

    Level 23 Encounter Exploits

    Fox Hunt ]]You spook your enemies so they run from you, andthen your allies track them down for the kill.Encounter Martial, Weapon, Psychic, FearStandard Action Melee or Ranged WeaponTarget: One, two, or three creatureAttack: Charisma vs. WillHit: 3[W] + Charisma modifier damage and chooseone ally within 5 squares of the target. The target andthat ally may shift a number of squares equal to yourIntelligence modifier, but the target cannot end its

    shift closer to you than where it started.

    Haunting Laugh ]]Your eerie laughter strikes fear into your foes.Encounter Martial, Implement, Psychic, FearStandard Action Close Burst 3Target: Each enemy in burstAttack: Charisma vs. WillHit: 3d6 + Charisma modifier psychic damage andthe target takes a penalty equal to your Strengthmodifier to saving throws against charm and feareffects until the end of your next turn.

    Bring me His Head ]]

    You bellow to your allies that you want the enemyschampion brought before you in chains.Encounter Martial, WeaponStandard Action Melee or Ranged WeaponTarget: One creatureAttack: Strength vs. AC or ReflexHit: 3[W] + Strength modifier damage. Until the endof your next turn, all allies have combat advantageagainst the target, and the target takes a -5 penalty toskill checks made to escape a grab.

    Incapacitating Salvo ]]You unleash a barrage of projectiles which cripples atarget and makes briefly renders them unable to

    fight.Encounter Martial, Weapon, FearStandard Action Area Burst 3 within 20Target: Each creature in burstAttack: Strength vs. ReflexHit: 2[W] + Strength modifier damage and the targetis dazed until the end of your next turn. If the target isalready dazed by an effect you caused, it is insteadstunned until the end of your next turn.

    Level 25 Daily Exploits

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    Join Me, and We shall Triumph! ]You convince an enemy that it has a much betterchance of succeeding if it fights on your side.Daily Martial, Implement, Psychic, CharmStandard Action Close Burst 10Target: One enemy in burstAttack: Charisma vs. WillHit: The target counts as an enemy convert. If youshare a language you may command the target, and itwill perform any reasonable task you assign to the

    best of its ability (it will not follow obviously suicidalorders, but depending on its intelligence you may beable to trick it). The target may attack its formerallies if animosity exists between them, but if not itwill take a supportive role (using aid another if ithas no more useful abilities) and not actively harmeither your allies, or your enemies. If you or yourallies attack it and deal damage, the effect endsimmediately, otherwise it lasts until the end of theencounter. Once the encounter is over, you may

    attempt to recruit the enemy as a permanent follower,if your DM allows it, otherwise the effect ends.

    White Vultures Talons ]]Your blows are like a carrion bird picking at acorpse, slowly infecting your foes with despair.Daily Martial, Weapon, Psychic, FearStandard Action Melee or Ranged WeaponTarget: One, two, or three creaturesAttack: Strength vs. AC or ReflexHit: 3[W] + Strength modifier damage.Effect: The target is affected by a pervasive malaise(save ends). As long as it is under this effect it cantregain hit points or refresh powers, and takes a

    cumulative -1 penalty to saving throws against thiseffect each time it misses with an attack.

    Lament of Commandeered Luck ]]Even Lady Avandra submits to your honeyed words,reversing the tides of luck for your friends and foes.Daily Martial, ImplementStandard Action Ranged 10Target: One enemyAttack: Charisma vs. WillHit: 4[W] + Charisma modifier damage.Effect: Until the end of the encounter, the next timethe target scores a critical hit, it is considered to haverolled a natural 1. Until the end of the encounter, the

    next time you or an ally rolls a natural 1 on an attackroll, the attack is considered to be a critical hit.

    The Price of Failure ]]Youve had enough of your allies incompetence, so

    you remind them of the dire fate which awaits them ifthey continue to fall short of your expectations.Daily Martial, Weapon, Reliable, FearStandard Action Melee WeaponTarget: One enemy

    Attack: Strength vs. FortitudeHit: 4[W] + Strength modifier damage and the targetis knocked prone and restrained (save ends both).Each time the target makes a saving throw againstthis effect and fails, you may make a melee basicattack against the target as a free action.Effect: Each ally who has line of sight to you gains a

    +2 bonus to attack rolls and saving throws until theend of your next turn. If you hit the target, the bonusis instead equal to your Charisma modifier, and lastsuntil the target saves against the powers hit effect.

    Unbreakable Vanguard ]]You summon your hand-picked elite warriors to join

    you on the battlefield for one glorious massacre!Daily Martial, Implement, SummoningMinor Action Close Burst 10Effect: You summon a number of VanguardWarriors equal to your Charisma modifier and deploythem in unoccupied squares within range. Eachwarrior is a minion with a +3 bonus to all defenses, a

    speed of 5, a melee reach of 2, and may makeopportunity attacks against enemies within theirmelee reach. Each Vanguard Warrior has 1hp, butnever takes damage on a miss. You may give eachWarrior the following special commands by spendingthe appropriate actions on your turn.Instinctive Action (Attack): The warrior attacks theclosest enemy with its standard action attack, orcharges the nearest enemy if it can do so without

    provoking opportunity attacks. If it can do neither, itmoves as close to it can to the nearest enemy.Minor Action: Move each Warrior up to its speed.Move Action: Each warrior charges and uses itsstandard action attack at the end of the charge.Standard action: Targets an adjacent enemy; Reach2; Strength vs. AC; 4d4 + Strength modifier damageand the target is marked until the end of your nextturn. On a critical hit, the target is knocked prone.Opportunity Action: The warrior makes its standardaction attack against the triggering enemy.

    Level 27 Encounter Exploits

    Tarrasque Battlestrike ]]With a snarl as fierce as a living engine of chaos anddestruction, you send your enemies flying on all

    sides.Encounter Martial, Weapon

    Standard Action Close Burst WeaponRequirement: You must wield a melee weaponTarget: Each enemy in burstAttack: Strength vs. ReflexHit: 2[W] + Strength modifier damage and the targettakes ongoing 10 damage (save ends).Ruthless Presence: Each target is instead dazed andtakes ongoing 10 damage (save ends both).

    Lament of Doom Deferred ]]

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    Your vicious words cause the enemy to lose heart,while at the same time your allies press onward.Encounter Martial, Implement, Psychic, FearStandard Action Ranged 20Target: One creatureAttack: Charisma vs. FortitudeHit: 3d10 + Charisma modifier psychic damage.

    Effect: The next time the target makes a successfulsaving throw against an effect you caused, chooseone ally within range who is suffering a conditionthat a save can end. The condition ends on your ally,and the target is considered to have failed its save.Intimidating Presence: When the target fails a saveagainst a condition because of this power, the targetalso takes a -2 penalty to all defenses against attackswith the charm or fear keywords equal to yourStrength modifier until the end of your next turn.

    Shooting Fish in a Barrel] ]You challenge your enemies to personal combat and,to your astonishment the morons accept!

    Encounter Martial, Weapon, CharmStandard Action Melee or Ranged WeaponTarget: One, two, or three creaturesEffect: You may pull each target 3 squares.Attack: Charisma vs. Reflex; one attack per targetHit: 2[W] + Charisma modifier damage and thetarget is stunned until the end of your next turn.Enticing Presence: You may present each target thefollowing option; if the target accepts, it is insteaddazed until the end of your next turn, and takesdamage equal to 5 + your Charisma modifier eachtime it attacks you before the end of your next turn.

    Aura of Magnificent Bastardry] ]The ease with which you fool your enemies makesthose who witness your triumph feel inadequate.Encounter Martial, Weapon, ZoneImmediate Reaction Close Burst 5Trigger:Target: One creatureAttack: Charisma vs. WillHit: 3[W] + Charisma modifier damage and until theend of your next turn, when the target takes a moveaction, you may determine the path it takes (the targetstill determines the square it ends its move in).Effect: You generate an aura within the burst whichlasts until the end of your next turn. The aura makesenemies more cautious around you. Enemies treat thesquares in the burst as difficult terrain.Manipulative Presence: When an enemy takes astandard action to attack while within the zone,choose an ally within range of its attack. The targettakes a penalty to damage rolls equal to 5 + yourIntelligence modifier if it doesnt attack that ally.

    Level 29 Daily Exploits

    Wrath of the Living Tank ]]

    A deafening trumpet sounds as a massive beast takesthe field, crushing all who stand in its way.Daily Martial, SummoningMinor Action Close Burst 20Effect: You summon a huge War Elephant in anunoccupied square within range. It has a speed of 5and a +4 bonus to AC and Fortitude defense. The

    Elephant is a huge natural beast. During your turnyou may give the following special commands to theElephant by spending actions. Any creature ofmedium size or smaller may make a climb check toscale the Elephant and ride it. It can carry up to fourmedium creatures, or 800lbs of cargo. Friendly riderswith the Mounted Combat feat may gain access to theElephants mount ability, as if it were a mount.Instinctive Action (Trample): The Elephant movesits speed, and can enter other creatures spaces. Makethe following attack against a creature whose space itenters; Strength vs. Reflex; 3d6 + Strength modifierdamage and the target is knocked prone.Move Action: Move the Elephant up to its speed. Itcan pass through any creatures space during thismovement, and such creatures are subject to itsinstinctive action attack (listed above).Opportunity Action: The elephant makes itsstandard action attack against the triggering creature.Standard Action: Attack one adjacent creature;Strength vs. AC; 3d8 + Strength modifier damageand the target is restrained (save ends).Mount Ability: A non-hostile rider with theMounted Combat feat gains a +4 power bonus to ACand Fortitude, and Resist 10 to all damage.

    Overlords Wrath ]]Youve disappointed me for the last time.Daily Martial, WeaponStandard Action Melee WeaponTarget: One creatureRequirement: You must have a hand freeAttack: Strength vs. ReflexHit: 5[W] + Strength modifier damage.Effect: The target is grabbed and restrained (untilescape). Each time you sustain the grab, the targettakes 10 damage. Each time the target attempts toescape the grab and fails, your grip tightens.Ruthless Presence: You gain a bonus to all defensesequal to your Charisma modifier against the targetsattempts to escape the grab.

    First Failed Escape: The target is dazed andrestrained instead of just restrained (until escape)Second Failed Escape: The target is stunned insteadof being dazed and restrained (until escape).Third Failed Escape: The target is unconscious untilthe target escapes, until you fail to sustain the grab,or until the target takes damage while unconscious.The target then automatically escapes the grab.

    Countdown to Endgame ]]

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    In full view of your enemies, you slowly tick down theminutes and seconds until your inevitable victory.Daily Martial, Implement, FearStandard Action Close Burst 10Target: Each enemy in burstEffect: You begin a countdown at 10, and make theattack listed as 10. Once on each of your turns after

    this one, you may make the attack listed under thenext lower number (9, 8, 7, 6, etc.) as a StandardAction, until you reach 0. If you choose not to makethe next lower numbered attack on your turn, thecountdown ends, and you cant resume it.

    10. Charisma vs. Will; targets all enemies in theburst; the target grants combat advantage to allattackers until the end of the encounter. 9. (No attack roll); each ally in the burst gainstemporary hit points equal to your Strength modifier. 8. Charisma vs. Fortitude; targets all enemies in the

    burst; target is knocked prone and must take astandard action to stand up (save ends).

    7. Charisma vs. Will; targets all enemies in burst;the target treats each square of the burst as difficultterrain until the end of encounter.

    6. (No attack roll); Each ally in the burst gains a +5bonus to saving throws until the end of the encounter.

    5. Charisma vs. Reflex; targets all enemies in burst;3d10 + Charisma modifier psychic damage, and thetarget is weakened and slowed (save ends both). 4. Charisma vs. Will; targets all enemies in burst;3d8 + Charisma modifier psychic damage and thetarget is restrained and weakened (save ends both). 3. (No attack roll); You and each ally in the burstmay spend two healing surges and regain hit pointsfor both, and may keep any hit points over their

    maximum as temporary hit points. 2. Charisma vs. Fortitude; targets all enemies inburst; 3d6 + Charisma modifier psychic damage andthe target is dazed and weakened (save ends both). 1. (No attack roll); each ally in the burst gains a

    bonus +2 bonus to attack rolls and damage rolls untilthe end of the encounter. 0. Charisma vs. Will; targets all enemies in burst;3d4 + Charisma modifier psychic damage and thetarget is stunned (save ends).Intimidating Presence: The target takes a -2 penalty toall saving throws against this powers effects.

    Chess Masters Conquest ]]

    Your plan is so flawless that each move the enemymakes only draws it deeper into your clutches.Daily Martial, Implement, Psychic, CharmStandard Action Ranged 20Target: One enemyAttack: Charisma vs. WillManipulative Presence: If you have combatadvantage against the target, it provides a bonusequal to your Intelligence modifier to all attack rollsmade as part of this power, rather than just +2.

    Hit: 3d12 + Charisma modifier psychic damage anduntil the end of your next turn you may use a freeaction in response to the target making one of thefollowing actions to make the response associatedwith that action. You may make each of thefollowing responses only once, even if the targettakes multiple actions of the same type (such as two

    move actions, or three minor actions).Trigger: Target takes a minor action Secondary Attack: Intelligence vs. Fortitude

    Hit: The target takes a -2 penalty to attack rollsuntil the end of its current turn.Trigger: Target takes a move action. Secondary Attack: Intelligence vs. Reflex

    Hit: The target is immobilized (save ends),knocked prone, or slid a number of squares equal toyour Intelligence modifier after it ends its move.Trigger: Target takes a standard action. Secondary Attack: Intelligence vs. Will

    Hit: If the triggering action was an attack whichdeals damage, it deals half damage and has no othereffects. If the triggering action was not an attack, ordoesnt deal damage, it has no effect on the target(s).Trigger: Target takes an Immediate Action Effect: If the triggering action is an attack, youmay slide the attacks target 1 square before theattack. Otherwise, make the following attack: Secondary Attack: Intelligence vs. Reflex

    Hit: The triggering action fails.Trigger: Target takes an Opportunity Action Secondary Attack: Intelligence vs. Fortitude;make this attack before the triggering attack. Hit: The target is dazed (save ends).

    Lament of the Devils Due ]]You cash in your chips and take your enemy for all

    shes worth. You own her, and she knows it.Daily Martial, Implement, Psychic, CharmStandard Action Melee or Ranged WeaponTarget: One enemyAttack: Charisma vs. WillHit: 5d10 + Charisma modifier damage, and thetarget is dominated (save ends). The target takes a -2

    penalty to saving throws against this condition.Enticing Presence: As an aftereffect to beingdominated, the target cant restore hit points or spendaction points, cant recharge encounter powers, andgrants combat advantage (save ends all). The target

    can choose to automatically save against this effect asa minor action, but if it does so, it cant attack youuntil the end of the encounter, or until you attack it.

    Paragon PathsBlack LordYou have failed me for the last time

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    Prerequisite:Ruthless Presence

    You are a leader who rules with an iron fist, andbrooks no disobedience, whether from your darklegions or from random bands of rabble that rise fromthe streets of your city to oppose you. You may be aformerly good monarch who never recovered from a

    brush with the dark side, or you could have beenthirsting for this power since the very end, and finallyfound a way to make your dreams of power cometrue at last! Either way, you are set in your goals, andwill let no fools stand in the way of your quest forultimate power.

    Black Lord Path FeaturesPunishing Action (Level 11): When you spend anaction point to take an extra action, chose a creaturewhich is currently suffering an effect that a save canend. It takes a penalty to its next save against thateffect equal to your Strength modifier.

    Legions of Darkness (Level 11): Whenever yousummon one or more humanoid creatures with aTyrant power or paragon path power, those creaturesare immune to gaze attacks and the blinded condition,and gain a bonus to all defenses against fear andcharm effects equal to your Strength modifier.Tyrannical Ruler (Level 16): YourSubjugatingWordpower instead makes the target an enemyconvert (save ends). You may not use SubjugatingWordagain until the first target saves against it. Ifyou could target multiple creatures with yourSubjugating Wordpower, this path feature onlyapplies to one of them (your choice).

    Black Lord ExploitsFoolish Worm! ]]

    You backhand your enemy across the face and signalyour troops to dispose of this rabble.Encounter Martial, WeaponStandard Action Close Burst 3Target: One creature in burstAttack: Strength vs. AC or ReflexHit: 1[W] + Strength modifier damage and onefollower or enemy convert in the burst may make a

    basic attack against the target as a free action.

    This Cannot Be! ]]

    No! You cant be defeated! You will not be defeated!YOU ARE INVINCIBLE!Daily Martial, HealingImmediate Reaction PersonalTrigger: Youre reduced to 0 hit points or fewer.Effect: You may spend a healing surge to regain hit

    points, and you and each ally or enemy convertwithin 5 squares of you gains temporary hit pointsequal to the amount of hit points you regained.

    Ruthless Presence: Add your Charisma modifier tothe amount of temporary hit points awarded.

    Kill Them! Kill Them All! ]]You stand laughing maniacally as your Legions of

    Doom sweep in and wreak havoc on your foes.Daily Martial, Weapon

    Standard Action Close Burst 5Target: Each ally and summoned creature in burstEffect: Each target may move its speed as a freeaction and then makes the following attack againstone target of your choice as another free action.Attack: Strength, Dexterity, or Constitution vs. ACHit: 1[W] + Strength modifier, Dexterity modifier, orConstitution modifier damage and the target isknocked prone and restrained (save ends).

    Son of HeavenI rule by the will of my god

    Prerequisite: Trained in Religion and Bluff.

    Other kings have acquired their power throughconquest or by birth into a noble house, but you traceyour right to rule directly to the mandates of the godswho hold the court of heaven. Some may call youstiff or overbearing, but to your subjects you aremerciful and benevolent so long as they followyour gods laws, and praise your god in both wordand deed. Only those who are vile blasphemers havethe gall to call you Tyrant, for you are resolute inthe worship of your god, and will suffer no heathensor heretics in your glorious city.

    Son of Heaven Path FeaturesPontifical Action (Level 11): When you spend andaction point to take an extra action, choose one allywithin 5 squares of you and make a Bluff check. Ifyour check result beats the targets passive Insight, heor she regains hit points equal to your check result.Heavenly Mandate (Level 11): When you use your

    Dominating Presence on an enemy, you maydesignate one ally within 5 squares who is sufferingfrom a fear or charm effect that a save can end.Transfer that condition (and its duration) to oneenemy within 5 squares who can see and hear you.Lords Mercy (Level 16): As a minor action, youmay make a bluff check instead of a heal check tostabilize a dying creature adjacent to you, as long asyou speak a language the target knows. If your bluffcheck exceeds the targets Will defense, the targetregains hit points equal to your Charisma modifier.

    Son of Heaven Exploits

    Heavenly Radiance ]]Some call it divine powder from the Astral Sea,others call it diamond dust. Either way, it works.

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    Encounter Martial, Implement, ZoneStandard Action Close Blast 3Target: Each creature in blastAttack: Charisma vs. FortitudeHit: 2d6 + Charisma modifier radiant damage andthe target is blinded until the end of your next turn.Effect: The blast creates a zone which lasts until the

    end of your next turn. The squares of the zone arelightly obscured, and block line of sight to and fromcreatures outside the zone.

    Blessings of the Gods ]]You preach to your allies about the might of yourdiety, and claim heaven will reward their success.Encounter Martial, CharmMinor Action Close Burst 5Target: You and each ally in burstEffect: The target gains a +2 power bonus to alldefenses and Resistance to all damage equal to yourCharisma modifier until the end of your next turn.Enticing Presence: You may choose to offer any

    enemies in the burst the benefit of this power as well.Any who accept are weakened and take a -2 penaltyto saving throws until the end of your next turn.

    Divine Right of Kings ]]Your foes question your holy authority, so you launchinto a fiery diatribe denouncing the unbelievers.Daily Martial, Implement, Psychic, FearImmediate Reaction Melee or Ranged WeaponTarget: One, two, or three creaturesAttack: Charisma vs. Will; three attacksHit: 2d6 + Charisma modifier psychic damage. Iftwo attacks hit, all targets are slowed (save ends), ifall attacks hit, all targets are also dazed (save ends).

    Effect: All allies who can hear you gain a +2 powerbonus to attack rolls, and a bonus to damage rollsequal to your Charisma modifier. This bonus lastsuntil you first become bloodied.

    The Beast KingWhy kill you myself when I have all my belovedpets to do it for me?

    Prerequisite: Level 11

    Some rulers lord over men, others beasts, but youpride yourself in doing both. In addition to yourlegions of loyal humanoid soldiers, you also send

    wave after wave of trained animals into battle. Yourevel in the fear in your enemys eyes when they seea swarm of ravening beasts rushing at them fromacross the field, and savor their screams as your feralfollowers rip them limb from limb. Some may callyou mad; others may say you are as much of a beastas the creatures you command. But one thing is forcertain; there is no one who calls you weak

    The Beast King Path FeaturesNatural Predator (level 11): Chose one creaturetype (aberrant, fey, natural, shadow, elemental, orimmortal). Each creature you summon doesadditional damage equal to your Strength modifierwhen making attacks against creatures of that type.

    Military Training (Level 11): Each creature yousummon gains a +2 power bonus to attack rolls andto saving throws against Fear or Charm effects.Heart of the Beast (Level 16): Once per encounter,when a creature you summoned drops to 0 hit pointsor fewer, you may spend a healing surge as animmediate interrupt. If you do so, you regain no hit

    points, but the summoned creature regains hit pointsequal to your healing surge value. If the creature is aminion, it gains temporary hit points equal to yourhealing surge value instead of regaining hit points.

    The Beast King Exploits

    The Beast Kings Claws ]]You set the enemy up so your minions can surroundthem and attack from all sides.Encounter MartialStandard Action Melee WeaponTarget: One creatureAttack: Charisma vs. ACHit: 1[W] + Charisma modifier damage and eachsummoned creature within 5 squares may shift 3squares to a square adjacent to the target and make a

    basic attack against it as a free action.Intimidating Presence: Each summoned creaturegains a power bonus to their attack roll and damageroll equal to your Strength modifier.

    The Beast Kings Eyes ]]You send a bird of prey to scout the enemy.Encounter Martial, SummoningMinor Action PersonalEffect: You summon a tiny Falcon in your spacewhich lasts until the end of the encounter or until ittakes damage from an attack. The falcon is a tinynatural beast with a fly speed of 8, and a +4 bonus toReflex defense. It is a minion, has 1 hit point, andnever takes damage on a miss. The Falcon can pickup and manipulate objects weighing 1 pound or less.You may give the following special commands toyour Falcon by spending the appropriate action on

    your turn. While the Falcon is flying above a square,all allies in or adjacent to that square get a +5 bonusto perception checks, and enemies in those spacescannot benefit from concealment.Instinctive Action (Soar): The Falcon flies 2 squaresin a random direction. If cant do that, it falls. TheFalcon does not take damage from falling.Minor Action: The falcon flies its speed.

    The Beast Kings Legion ]]

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    You have just the right pets for the job.Daily Martial, Implement, SummoningMinor Action Close Burst 10Effect: You summon a number of dire beasts equal toyour Strength modifier and deploy them inunoccupied squares. Each is a large natural beast, anda minion, with 1 hit point, and never takes damage on

    a miss. Each beast has temporary hit points equal totwice your Strength modifier. Each beast hasdifferent bonuses, but you give the same commandsto each. When you use this power, choose fromamong these beasts; Tiger, Bear, Wolf, Boar, orShark. Each dire beast you summon is one of thesetypes, but you may choose more than one type.Tiger: +4 bonus to Reflex, Speed 7, +5 bonus tostealth checks. If it hits with its standard action attackthe target is slowed until the end of its your next turn.Bear: +4 bonus to Fortitude, Speed 6, +5 bonus toendurance checks. If it hits with its standard actionattack, the target is grabbed (until escape).Wolf: +2 bonus to AC and Reflex, Speed 6, +2 bonusto damage rolls against prone targets. If it hits with itsstandard action attack, the target is knocked prone.Boar: +2 bonus to Fortitude and Will, Speed 6, +2

    bonus to attack rolls and damage rolls whilecharging. Its standard action attack pushes the target1 square.Shark: +2 bonus to Reflex and Fortitude, SwimSpeed of 10, +2 bonus to attack and damage rollsagainst targets without a swim speed. Its standardaction attack deals Ongoing 10 damage (save ends).Instinctive Action (Attack): The dire beast attacksthe nearest enemy. If it cant do that, it charges thenearest enemy and uses its standard action attack. If it

    cant do that, it moves its speed toward an enemy.Minor Action: Move the dire beast its speedStandard Action: Targets one creature; Strength vs.Reflex; 2d8 + Strength modifier damage; can be usedas a melee basic attack while charging.Opportunity Action: The dire beast makes itsstandard action attack against the triggering creature.

    Chess MasterThey never do realize when theyre in Check.

    Prerequisite:Training in Bluff and Diplomacy

    Some people are good at manipulation, and others

    dabble in the trade of treachery, but you make it anart form. Your allies never know whose side youreon, but they do know that its a good idea to be onyours. Youre an expert at getting your enemies (and

    perhaps even your allies) to do what you want, andmaking them think it was their idea to begin with.Some day you know you may be caught in the actand unmasked as the magnificent bastard you are, butuntil that day comes you see no harm in basking in allthe pleasures deceit can bring you.

    Chess Master Path FeaturesClever Conversationalist (Level 11): You may add your Intelligence modifier (min 1) to your checkresult when making Charisma based skill checks.Antagonizing Action (Level 11): When you spend

    an action point to make an extra action, you maychoose one ally and one enemy within 10 squares.That enemy takes psychic damage equal to yourIntelligence modifier if it doesnt make an attackagainst that ally before the end of your next turn.Master of Deception (Level 16): When you miss atarget with yourSubjugating Wordpower, you do notexpend a use of that power. In addition, enemies hit

    by yourSubjugating Wordpower now count asenemy converts (save ends).

    Chess Master Exploits

    Clash of Wills ]]

    You and your enemy match wits.Encounter Martial, Implement, Psychic, CharmStandard Action Ranged 10Target: One creatureAttack: Charisma vs. WillHit: Intelligence modifier psychic damage and thetarget is dominated until the end of your next turn.Aftereffect: Charisma modifier psychic damage.

    Youre in Check, Mate ]]Regardless of what your opponent does, you have theperfect counter strategy all set up and ready to go.Daily MartialStandard Action Ranged 10

    Target: One creatureEffect: When you use this power, you are consideredto be readying an action. Your turn ends immediatelyand the target takes their turn, even if they havealready acted during this round. Until the start ofyour next turn when the target uses a move action, aminor action, or a standard action, you may take oneof the actions below, as a free action, in response.Move: You may move your speed.Slide: You may slide an enemy within 5 squares ofyou who can see and hear you 1 square.Use Power: You may use any power that requires aMove, Minor, or Standard Action to use.Rescue: You may shift 3 squares and slide an ally

    adjacent to you at the end of the shift 1 square.

    Chess Masters Roulette ]]You roll the dice and see what happens; but nomatter what comes up, your enemy loses.Daily Martial, Implement, PsychicStandard Action Area Burst 4 within 10Target: Each enemy in burstManipulative Presence: Before the attack, comparethe Will, Fortitude, and Reflex defenses of all targets,

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    and swap each of those defenses with the lowestvalue for that defense among all of the targets.Attack: Charisma vs. Will, Fortitude and ReflexSpecial: Make one attack roll for each target andcompare the result to each of its defenses. A targettakes the effect listed below for each defense whichyour attack roll hits.

    Hit (Will): 1[W] + Charisma modifier psychicdamage and the target is dazed (save ends)Hit (Fortitude): 1[W] + Charisma modifier damageand you slide the target 3 squares.Hit (Reflex): 1[W] + Charisma modifier damage andthe target is knocked prone.Hit (All): If all three of the above attacks hit, thetarget is stunned until the end of your next turn, anddoesnt get a saving throw against the dazedcondition until it is no longer stunned.Miss: Half damage.

    Heroic FeatsThe following feats are available for all Tyrants totake, as long as you meet all the prerequisites.

    Dominating AttackPrerequisite: Dominating Presence class feature.Benefit: When your Dominating Presence classfeature takes effect, you also gain a +1 feat bonus toattack rolls until the end of your next turn. This bonusincreases to +2 at 11th level, and +3 at 21st level.

    Intimidating TacticsPrerequisite: Intimidating PresenceBenefit: When a target is weakened by yourIntimidating Presence, it also takes a -2 penalty toattack rolls against an ally of your choice within 5

    squares until the end of your next turn.

    Enticing LeaderPrerequisite: Enticing PresenceBenefit: Allies who benefit from your EnticingPresence may forgo gaining temporary hit points toinstead gain a bonus to AC equal to your Charismamodifier until the end of your next turn.

    Master ManipulatorPrerequisite: Manipulative PresenceBenefit: When an enemy is affected by yourManipulative Presence, your designated ally may alsomark the enemy until the end of his or her next turn.

    Ruthless MasterPrerequisite: Ruthless PresenceBenefit: Allies benefiting from your RuthlessPresence also gain a +1 feat bonus to attack rollsagainst enemies adjacent to you. This bonus increasesto +2 at 11th level and +3 at 21st level.

    Favored Weapon ProficiencyPrerequisite: Favored Weapon class feature

    Benefit: Choose one Military Melee or MilitaryRanged Weapon. You are considered proficient withthat weapon, and may use it with your FavoredWeapon class feature. When you gain a level youmay retrain this feat to choose a different weapon touse with this benefit.

    Devils BargainPrerequisite: TieflingBenefit: When you use yourInfernal Wrath racial

    power, you may present the next enemy you attackthe following option. If it accepts, you take the extrafire damage your attack would have dealt instead, andthe target takes a -2 penalty to Will defense againstyourSubjugating Wordpower for this encounter.

    Intimidating Dragon BreathPrerequisite: Tyrant,DragonbornBenefit: You add the Fear keyword to yourDragon

    Breath Racial power. On a hit, the target is weakeneduntil the end of your next turn.

    Moonblood TyrantPrerequisite: ShifterBenefit: While you are under the effects of your

    Longtooth ShiftingRacial Power, when you attackwith a Tyrant power or Paragon Path power with theFear keyword, the target takes a -2 penalty to savingthrows against conditions imposed by that power.

    Divine MandatePrerequisite: DevaBenefit: YourSubjugating Wordpower gains theradiant keyword, and as an aftereffect of the power,the next time the target attacks you or an ally beforethe end of its next turn, it takes Radiant damage equal

    to your Intelligence modifier.

    Lord of DarknessPrerequisite: DrowBenefit: When a power specifies that you must seethe target for it to take effect, ignore darkness or dimlight when tracing line of sight to a potential target.

    Intimidating ChargePrerequisite: MinotaurBenefit: Your racial power gains the Rattlingkeyword, and you gain a +2 feat bonus to damagerolls made as part of your racial power.

    Stone-born PridePrerequisite: Goliath.Benefit: When you hit with a power with the psychickeyword, you gain a +1 feat bonus to all defensesuntil the end of your next turn.

    Unsettling FuryPrerequisite: Half-OrcBenefit: When you use yourFurious Assaultracial

    power with a Tyrant power or Paragon path power,

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    the target of the triggering attack also grants combatadvantage to you until the end of your next turn.

    Shifters CharmPrerequisite: ChangelingBenefit: When you hit a target with yourChangelingTrickracial power, the target takes a -2 penalty to

    Will Defense until the end of your next turn.

    Paragon Feats

    Zealous ConvertPrerequisite: Subjugating Wordclass featureBenefit: When you hit with Subjugating Word, youmay make a Bluff Check as a free action. Ifsuccessful, the enemy convert you just produced willattack its former allies on its next turn.

    Fav