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| #1orc_taoJun 24, 2008 22:06:00 | A quick and dirty preview of a class I have been working on. There are still heaps of balancing issues at higher levels and I may rearrange some of the basic class features still, but its been a blast to play-test thus far and the low levels seem to be balanced pretty well (at least against the Wizard). It is designed as something of a Martial Controller with a little bit of leader thrown in, and plays very differently than the Wizard while still accomplishing the same basic role. The full version should be available as a PDF sometime in the next month or so. In the meantime, I'd love to hear any input you might have. Highwayman Rob? Tsk tsk tsk. That's a naughty word. We never rob. We just sort of borrow a bit from those who can afford it. Class Traits Role: Controller. You exert control through the clever manipulation of your enemies. Your mastery of martial abilities allows you to engage multiple enemies at once, both at range and in melee, and your keen wit and insight allow you to hinder your foes. Power Source: Martial. Your power comes not only from your skill with a blade, but also from your understanding of the ebb and flow of battle and the clever manipulation of your surroundings. Key Abilities: Dexterity, Wisdom, and Charisma Armor Proficiencies: Cloth. Weapon Proficiencies: Dagger, hand crossbow, rapier, shuriken, short sword Bonus to Defense: +2 Reflex Hit Points at 1st Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution modifier Trained Skills: Acrobatics. From the class skills list below, choose three more trained skills at 1st level. Class Skills: Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex) Build Options: Dashing Scoundrel, Cunning Rascal Class Features: Blade Barrier, Blade Expertise Highwaymen live on the fringes of society, scraping out a meager existence as daring brigands. A highwayman is often equally revered and reviled, depending on the targets of his raids. Many take up the life of the highwayman out of necessity in order to provide for their loved ones and safeguard them from the tyrannical grasp of some despotic ruler. Highwaymen can be good or evil, lawful or chaotic, but they nearly always champion the cause of freedom and combat oppression wherever it might rear its ugly head. As a highwayman, you possess a deep respect for the value of life and liberty, preferring to eliminate your foes through subtle ways. You enjoy turning the tables on the powerful and rendering them impotent, and the irony of the situation is certainly not lost on you. While perhaps not as strong as many of your foes, your skill, wit, and determination are nearly always sufficient to turn the tides of battle and thoroughly humiliate your enemies. With little more than a sturdy blade and the clothes on your back, you are a bastion of hope in a hopeless world. Can a common man truly make a difference in this dog eat dog world? Creating a Highwayman Highwaymen depend heavily on Dexterity, Wisdom, and Charisma for most of their powers. Constitution is also useful, especially for a swashbuckling highwayman, since it helps them take a few hits. The two highwayman builds presented here are the dashing scoundrel and the cunning highwayman. Dashing Scoundrel You are a master of the light blade, able to mix it up on the front lines. You are a skirmisher, pinning an enemy down and setting them up for a killing blow from the party’s striker. Most of your powers rely on Dexterity, so that should be your highest ability score. In addition to their role as a controller, dashing scoundrels also may find themselves in positions of leadership and responsibility, which is aided by a high Charisma score. A healthy Constitution score will help you stay alive while face to face with your enemies. Suggested Feat: Two-weapon Defense (Human Feat: Toughness) Suggested Skills: Bluff, Diplomacy, Intimidate Suggested At-Will Powers: Arc of Steel, Dizzying Strike Suggested Encounter Power: Hasty Retreat Suggested Daily Power: Gaping Wound Cunning Rascal A focused combatant, able to fight equally well both in melee and at range, the cunning highwayman’s focus is on hindering and disabling multiple targets. Dexterity is your most important ability, though a high Wisdom increases the secondary effects of many of your attacks. Charisma can aid in abilities that distract and let you escape to a safe distance, as well as abilities that can set up an enemy for attacks by your teammates. Suggested Feat: Nimble Blade (Human Feat: Action Surge) Suggested Skills: Insight, Perception, Stealth Suggested At-Will Powers: Dagger Spray, Hamstring Suggested Encounter Power: Bed of Blades Suggested Daily Power: Stakedown Highwayman Class Features All highwaymen share these class features. Blade Barrier When wielding a light blade, enemies treat all squares threatened by the highwayman as Difficult Terrain. Master Swordsman The highwayman gains Two-Weapon Fighting as a bonus feat. Quick Fingers The highwayman gains Quick Draw as a bonus feat. |
| #2orc_taoJun 24, 2008 22:06:34 | Highwayman Powers Your powers are heroic exploits drawn not only from your expertise with a blade, but also from your practical knowledge of combat situations and your ability to manipulate your enemies. Some powers are more effective when used to lockdown a single target, while others may affect a great many of your foes. You are free to choose any power you like. Level 1 At-Will Exploits Arc of Steel Highwayman Attack 1 You swing your blade in a wide motion. At-Will # Martial, Weapon Standard Action Close burst 1 Target: A number of enemies equal to your Wisdom modifier within burst. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level. Dagger Spray Highwayman Attack 1 Without warning you unleash a barrage of daggers against your enemies. At-Will # Martial, Weapon Standard Action Close blast 3 Requirement: You must be wielding a bow or a light thrown weapon. Target: Each enemy in blast you can see. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Increase damage to 2[W] + Dexterity modifier at 21st level. Dizzying Strike Highwayman Attack 1 Just a quick flick of the wrist and a half step and you smack your foe in the back of the head, dizzying him. At-Will # Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Fortitude Hit: Dexterity modifier damage, and the target is dazed until your next turn. Increase damage to 1[W] + Dexterity modifier at 21st level. This power is a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Hamstring Highwayman Attack 1 You attack your foe in his flanks, causing a stabbing pain that slows his movement. At-Will # Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is slowed (save ends). Increase damage to 2[W] + Dexterity modifier at 21st level. This power is a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power. Level 1 Encounter Exploits Bed of Blades Highwayman Attack 1 You let fly a flurry of steel that sends your enemies sprawling to the floor. Encounter # Martial, Weapon Standard Action Area burst 1 within 10 squares Target: Each creature in burst Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is knocked prone. Effect: Anyone entering the power’s area before your next turn takes damage equal to your Wisdom modifier. Hasty Retreat Highwayman Attack 1 A quick strike and a short hop and you slip away from your enemies. Encounter # Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and make a secondary attack. Secondary Attack: Charisma vs. Will Hit: You may shift 1 square as a Free Action. Trick Shot Highwayman Attack 1 Your attack ricochets off of its target and strikes a nearby opponent. Encounter # Martial, Weapon Standard Action Ranged weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity modifier damage, and the target is dazed. Make a number of secondary attacks equal to your Wisdom modifier. Secondary Target: An enemy within 5 squares of your original target. Attack: Dexterity vs. Reflex Hit: The target is dazed. Level 1 Daily Exploits Gaping Wound Highwayman Attack 1 A deep enough cut can give you the opening you need to really make them hurt. Daily # Martial Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Ref Hit: 2[W] + Dexterity modifier damage, and the target is slowed (save ends). Sustain Minor: The target takes ongoing damage equal to your Dexterity modifier. Stakedown Highwayman Attack 1 Sorry, bub, you’re not going anywhere. Daily # Martial Standard Action Area burst 1 within 10 squares Target: Each enemy within burst. Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and make a secondary attack. Effect: The target is knocked prone. Secondary Attack: Wisdom vs. Reflex Hit: Target is immobilized (save ends). Level 2 Utility Exploits Clever Distraction Highwayman Utility 2 Your attack goes wide, missing your enemy… giving you just the distraction you needed. Daily # Martial, Weapon Immediate Reaction Melee or Ranged weapon Trigger: You miss a melee or ranged attack against an enemy. Attack: Charisma vs. Will Hit: The target grants combat advantage to you and all of your allies until the end of your next turn. Pointy Little Objects Highwayman Utility 2 Scattering sharp objects that you have collected for just such an occasion, you make the enemy think twice before engaging you. Daily # Martial Minor Action Close Blast 5 Target: All creatures within blast Attack: Dexterity vs. Fortitude Hit: The target is slowed (save ends). Effect: The area is considered difficult terrain for the remainder of the encounter. Additionally, anyone beginning their turn in the area takes damage equal to your Wisdom modifier. Sand in the Eyes Highwayman Utility 2 A little bit of dust. A little bit of trickery. A whole lot of fun. Encounter # Martial Minor Action Close Blast 5 Target: All creatures within blast Attack: Wisdom vs. Fortitude Hit: The target is blinded (save ends). Effect: Area is concealed until the end of your next turn. Level 3 Encounter Exploits Intimidating Stare Highwayman Attack 3 A hard glare freezes your enemy in his tracks. Daily # Martial Standard Action Area burst 3 within 10 squares. Target: All enemies within burst Attack: Charisma vs. Will Hit: Target is immobilized and takes a -2 penalty to all attack rolls until the end of your next turn. Knockout Highwayman Attack 3 A hard attack to the back of the head with the hilt of your blade, and your foe is practically on the ropes. Encounter # Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed (save ends). If the target fails his first save he is instead stunned (save ends). If he fails his second save he is unconscious (save ends). Rending Shards Highwayman Attack 3 Tiny blades fill the air, impaling your enemies and leaving deep bleeding wounds. Daily # Martial, Weapon Standard Action Area burst 3 within 10 squares. Target: All enemies within burst Attack: Dexterity vs. Reflex Hit: 1[W] + Dexterity damage, and the target suffers ongoing damage equal to 1 + your Wisdom modifier (save ends). |
| #3fredrik_svanbergJun 24, 2008 22:26:13 | A cool idea. I'm a bit surprised to see that they don't get proficiency with crossbows, though. Crossbows are a constant presence in my mind when I think "highwayman". Well, that and flintlock pistols but I can settle for crossbows. |
| #4orc_taoJun 25, 2008 2:25:21 | A cool idea. I'm a bit surprised to see that they don't get proficiency with crossbows, though. Crossbows are a constant presence in my mind when I think "highwayman". Well, that and flintlock pistols but I can settle for crossbows. Ah... that was a definite oversight, left over from when the class was split into two separate "fighting styles", one of which gained TWF and proficiency with the rapier while the other gained some ranged abilities and proficiency with the crossbow. It should have been corrected when they were combined. |
| #5truityJun 25, 2008 8:00:15 | The concept of the class is really fun! But i dont think control mean AOE first lvl especially for martial power characters. Concept and RP is really good, i think highwayman need more panache. First, i'll add heavier armor (because of martial power source, i'm not sure about that but not above hide armor) Trained Skills: Bluff and Intimidate (Cha) From the class skills list below, choose three more trained skills at 1st level. Class Skills: Acrobatics (Dex), Diplomacy (Cha), Insight (Wis), Perception (Wis), Stealth (Dex), Streetwise(Cha) Class features : Highwayman choose between the two Highwayman styles Blade Barrier When wielding a light blade, enemies treat all squares threatened by the highwayman as Difficult Terrain. Highwayman gain 2 weapon fighting as bonus feat. Sharp shooter (i need time to elaborate... i think of something like increase range increment, rapid reload with crossbows, maybe point blank bonus damage) Dangerous reputation You know how to use fear as a weapon. You gain skill focus(intimidate). Anytime you inflict a condition to an oponent with a highwayman power, you gain a bonus to intimidate check equal to your (dexterity or wisdom or charisma) bonus. Always ready You gain alertness, quick draw and a bonus to initiative equal to half you wisdom modifier At will powers (i disagree with ricochet shot for an at will power, a group of highwaymen always shooting in the ground looking for rock to ricochet is a bad idea, but it can be a good daily power) Warning Shot "Do you REALLY want to know if I missed you on purpose ?" You show your opponent you can kill him anytime you want At-Will # Martial, Weapon(melee or ranged) Standard Action burst 5 Target: One opponent Attack: Dexterity vs. Will Hit: Dexterity modifier damage. Opponent is dazed until the end of your next turn. I think martial controler must have powers/abilities to influence enemies (to avoid to make a class too similar to the ranger). Making AOE ranged attacks with weapons is difficult except if you have a pack mule full of (bolts/shuriken/throwing hammers, pick one) following you everywhere. I will give a better shot and post something more constructive later...(after work) |