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| #1yt3800Nov 25, 2008 6:56:12 | Hey, I've been working on this class for a while and want to know what all of you think. It's still very much a work in progress (it only goes up to third level) so please lay down some helpful criticism. Thanks. Inquisitor “I’m nothing but an ordinary citizen.” CLASS TRAITS Role: Controller. You use your fists, knees, feet, and whatever you can find to impede the enemy, and give your allies an edge. Power Source: Martial. You have learned that your body is your only real defense. Let others play with their swords and magic, and at the end of the day you’ll be the one burying them. Key Abilities: Dexterity, Strength, Wisdom Armor Proficiencies: Cloth, leather Weapon Proficiencies: Unarmed, improvised Bonus to Defense: +2 Armor Class, +2 Reflex Hit Points at First Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution Modifier Trained Skills: Perception. From the class skills list below choose three more class skills at first level. Class Skills: Endurance (Con), Heal (Wis), Insight (Wis), Stealth (Dex), Streetwise (Cha), Intimidate (Cha), Thievery (Dex), Build Options: Class Features: Steel Fists, Tough Catch, Skirmisher, Clocked in secrets, and defended by lies, the inquisitor is a “master citizen”, a commoner who has gained, through years of survival in the urban jungle, uncommon abilities and an deep lust for truth. He disdains using normal weapons as he is not a “solder” and wishes to keep his alibi of normality intact. He searches the world for philosophies and theologies that he could agree with and, once found, he guards his choice against any and all who would threaten it. As an inquisitor, you might be a freelance hunter of heretics, or a wanderer through various belief systems, constantly looking for the truth. You could be an assassin for a philological organization, or a common blacksmith working the fires of your smithy by day, and heading a demon cult by night. CREATING A IQUISITOR Inquisitors depend on Dexterity, Strength, and Wisdom for most of their powers. Charisma is also useful since two of their class skills need it. IQUISITOR CLASS FEATURES All inquisitors share these class features. STEEL FISTS Inquisitors use a d6 for damage rolls with unarmed strikes, and inquisitors gain a +3 bonus to attack rolls. TOUGH CHATCH Enemies have to reroll attacks of opportunity that have hit the inquisitor. SKIRMISHER Inquisitors can spilt their move action before and after a standard action INQUISITOR POWERS Your powers are powers are used to weaken the enemy and empower you with special benefits. Most of your powers make use of your Strength and Dexterity modifier. LEVEL 1 AT-WILL POWERS Hindering Strike A well-timed blow to the shins or ankles severely hampers a foe’s movement. At-Will * Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Strength vs. Fortitude Hit: Strength modifier damage and the target is slowed (save ends). Kick Back With a fierce kick you push a enemy away. At-Will * Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Strength vs. Fortitude Hit: Strength modifier damage and push target back a square. Head Shot A slap to the back of your enemies head leaves him reeling. At-Will*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Strength vs. Will Hit: Target takes strength damage and is dazed (save ends). Chest Kick A blow to the chest can really knock it out of you. At-Will*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Fortitude Hit: target takes dexterity modifier damage and loses his next move action. LEVEL 1 ENCOUNTER POWERS Daft Position You frustrate your foe to no end as you lightly dance around him, keeping him unaware of the your ally behind him. Encounter*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Will Hit: Shift one square, target takes strength damage and an ally of your choice gets combat advantage over your target until your next turn. LEVEL 1 DAILY POWERS Flurry of Blows Kicking, punching, hitting, smacking, anything to drop your foes. Daily*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: Close burst Attack: Dexterity vs. Reflexx Hit: 1 [w] damage and targets are knocked prone. LEVEL 2 UTILITY POWERS Yield Ground Get hit once. You know it’s time to run. Encounter*Martial, Weapon Immediate Reaction Personal Trigger: An enemy damages you with a melee weapon Effect: You can shift a number of squares equal to your wisdom modifier, and gain +2 to all defenses until next turn. Questioning Sometimes jut yelling isn’t enough. At-Will*Martial 30 Minutes Martial Requirement: A helpless victim. Effect: Add strength modifier to intimidate checks made to interrogate. LEVEL 3 ENCOUNTER POWERS Bleeding Wound It hurts, but then again you told them it would. Encounter*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: Close Burst Attack: Strength vs. AC Hit: [W] + each target takes 7 points of ongoing damage (save ends). Slip Through Guard Under the hole, past the shield and... Encounter*Martial, Weapon Standard Action Melee, Weapon Target: One or two creatures Attack: Strength vs. AC Hit: [W] + targets take -5 to armor class for next turn. |
| #2EmpactWBNov 25, 2008 13:04:54 | Just remember that Improvised weapons have no proficiency bonus, so you can't be proficient with them. Or rather, everyone is as much as this class is, so that's not a benefit. |
| #3yt3800Nov 25, 2008 16:00:11 | I know, I've yet to work out some good bonuses that this class would get from improvised weapons. The hard thing is making the improvised weapon have different bonuses than unarmed combat. I'm thinking of having an inquisitor's unarmed attack be more accurate, and have his improvised weapon deal more damage. |
| #4cariosNov 25, 2008 16:12:58 | I'm not convinced... The name Inquisitor implies organised religious order but your fluff describes a vigilante. I would change one or the other because people are going to be confused. Also you are going to be extremely low damaging. None of your At-Wills do [w] damage, just static amounts. Wizards hand out effects along with at least 1d6 damage... I would change Hindering Strike and Head Shot to do [w] damage + effect until end of your next turn. Dazed - save ends is perhaps overpowered for an At-Will power. |
| #5yt3800Nov 25, 2008 17:21:33 | The word "inquisitor" as stated in dictionary.com is: 1. a person who makes an inquisition. 2. a questioner, esp. an unduly curious or harsh one. 3. a person who investigates in an official capacity. 4. a member of the Inquisition. Only number 4 has anything to do with religion, all a inquisition is is "an official investigation, esp. one of a political or religious nature, characterized by lack of regard for individual rights, prejudice on the part of the examiners, and recklessly cruel punishments." (again dictionary.com) In other words the name inquisitor is quite well suited to this class. Damage bad. The simple fact of the matter is that I want this class's stats damage to be really good, but its damage ability very limited. The defender and striker can take care of damage. |
| #6EmpactWBNov 25, 2008 19:35:59 | Unless you are a bureaucrat, technically correct is not the best kind of correct. If I were to develop a race called "Hipposapiens", people would expect hippopotamus-human hybrids, despite the fact that the prefix hippo means horse and my race would be reflavored centaurs. There would be confusion because the name, while technically correct, has a vastly different connotation in the general mind. Renaming the class might be something you should consider, given enough expectation that people will confuse it with the Inquisitors of the Church. Frankly, I didn't have much time previously. So I've read it through a bit more thoroughly this time. Steel Fists as written gives a +3 untyped bonus to all attack rolls. That's pretty broken early on since nothing mechanically stops them from picking up proficiency in a better weapon (and a +8 or +9 basic attack at first level is pretty good) and paragon multiclassing to get around the power requirements. It should probably be rewritten to "Inquisitors use a d6 for damage rolls with unarmed strikes, and inquisitors gain a +3 bonus to attack rolls with improvised weapons or weapons from the unarmed weapon group." Even so, the existence of the spiked gauntlets threatens to make this class too powerful: +2 proficiency, +3 untyped bonus from this, +3-5 ability mod, and all of the at-wills target the NADs? That's +5 above what the Wizard can start with versus the same defenses. Tough Catch should be rewritten. As it stands, it creates a situation where an opportunity attack will keep being rerolled until it misses. "When an opportunity attack hits the Inquisitor, the enemy must reroll the attack and take the second roll." Even so, I'm not entirely sure this isn't too powerful. Skirmisher is only slightly problematic. I asked CustServ about this very type of thing, as the rules do not address this possibility. The reply was the system makes no assumption in either direction, so they'd pass it up to the developers. As it stands, you might get a DM who assumes this to be a part of what anyone can do and thus lose the added benefit entirely. Still, a minor rewrite might be in order: "An Inquisitor may use a standard action during a move action taken to walk, run, or shift." Otherwise, you get some rather problematic results, like Eladrin Inquisitors using Fey Step to go past an enemy and hitting him with a Daily Attack power on the way. Head Shot is truly too powerful for an at-will. Dazing is a very potent effect, it targets the lowest average defense, and it benefits from that same +3 from Steel Fists that pushes this class a little over the top. Also, because it says "strength" instead of "strength modifier", rules lawyers will argue that you add 1/2 your level or even your Strength score, since it doesn't specify. Forcing Combat Advantage until the start of your next turn is more balanced and still potent. Chest Kick is problematic because, as written, it removes one specific action, not from the next turn, but period. It can be interpreted as "the next time the target attempts to take a move action, the action fails" rather than what I think you intended, which is "the target loses its move action on its next turn". This is effectively dazing, though, and I think it should be written out rather than actually rewritten to do what it intends. Knocking a character prone, though, requires a move action to stand, effectively doing the same thing within the existing rules. Daft Position is a little weak, actually. Make the shift an effect before the attack, and give it 1[W] + Dex, (because Str doesn't make any sense on this attack). Also, "until your next turn" should be "until the start of your next turn" to prevent confusion over when it ends. Flurry of Blows is written improperly. The range is "Melee Weapon", and the target is "Each enemy in range." "Close Burst" is a type of range, not a type of target. It's also fairly weak for a daily. You have prone for a daily and stunning for an at-will. At least make it Reliable, or give it an extra [W] damage. Yield Ground seems pretty good. A little too good for an Encounter power at such a low level, but I'm not sure about that, so I'll relent. Questioning needs a valid usage keyword. It must be either at-will, encounter, or daily. I recommend Encounter or even At-will. It cannot be 30 minutes. Bleeding Wound is written improperly, same as Flurry of Blows was. Same fix. Slip Through the Guard's penalty is too high. That's a +25% chance to hit; I know wizard builds that would switch to melee for that large a bonus. It should grant CA and give them vulnerability to all attacks equal to your Wisdom modifier until the start of your next turn. That gives you the increase in damage without the ridiculous benefit just for people targeting AC. I think it's a good start. Some things need work, but nothing is perfect from the get go. |
| #7yt3800Nov 26, 2008 7:32:50 | Thanks for all the comments thus far, they've really helped. Here's a revised edition of the "Inquisitor" (I haven't changed the name throughout the entire text, cause I'm thinking this name might go as well) with which I've added some of your suggestions. Again, this is still a rough draft and there's going to be flaws so please point them out to me. Philosopher “I’m nothing but an ordinary citizen.” CLASS TRAITS Role: Controller. You use your fists, knees, feet, words and whatever you can find to impede the enemy, and protect your chosen ideology. Power Source: Martial. You have learned that your body and mind are your only real defense. Key Abilities: Dexterity, Charisma, Wisdom Armor Proficiencies: Cloth, leather Weapon Proficiencies: Unarmed, improvised Bonus to Defense: +2 Armor Class, +2 Reflex Hit Points at First Level: 12 + Constitution score Hit Points per Level Gained: 5 Healing Surges per Day: 7 + Constitution Modifier Trained Skills: Perception. From the class skills list below choose three more class skills at first level. Class Skills: Bluff (Cha), Heal (Wis), Insight (Wis), Stealth (Dex), Streetwise (Cha), Intimidate (Cha), Thievery (Dex), Build Options: Class Features: Steel Fists, Tough Catch, Skirmisher, Clocked in secrets, and defended by lies, the inquisitor is a “master citizen”, a commoner who has gained, through years of survival in the urban jungle, uncommon abilities and a deep lust for truth. He disdains using normal weapons as he is not a “solder” and wishes to keep his alibi of normality intact. He searches the world for philosophies and theologies that he could agree with and, once found, he guards his choice against any and all who would threaten it. As an inquisitor, you might be a freelance hunter of heretics, or a wanderer through various belief systems, constantly looking for the truth. You could be an assassin for a philological organization, or a common blacksmith working the fires of your smithy by day, and heading a demon cult by night. CREATING A IQUISITOR Inquisitors depend on Dexterity, Charisma, and Wisdom for most of their powers. IQUISITOR CLASS FEATURES All inquisitors share these class features. STEEL FISTS Inquisitors gain a +3 bonus to attack rolls with improvised weapons or weapons from the unarmed weapon group proficiency bonus, and roll 1d6 for unarmed attacks, roll 1d8 damage for improvised weapons for one-handed weapons, and 1d12 for two-handed weapons. TOUGH CHATCH Enemies have to reroll attacks of opportunity that have hit the inquisitor. They must use the lower roll. SKIRMISHER Inquisitors can spilt their move action before and after a standard action INQUISITOR POWERS Your powers are powers are used to weaken the enemy and empower you with special benefits. Most of your powers make use of your Strength and Dexterity modifier. LEVEL 1 AT-WILL POWERS Hindering Strike A well-timed blow to the shins or ankles severely hampers a foe’s movement. At-Will * Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Will Hit: Dexterity modifier damage and the target is slowed (save ends). Kick Back With a fierce kick you push a enemy away. At-Will * Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Fortitude Hit: Strength modifier damage and push target back a square. Head Shot A slap to the back of your enemies head leaves him reeling. At-Will*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Will Hit: Target takes dexterity modifier damage and has Forced Combat Advantage (save ends). Chest Kick A blow to the chest can really knock it out of you. At-Will*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Fortitude Hit: target takes dexterity modifier damage and falls prone. LEVEL 1 ENCOUNTER POWERS Intimidate You used your words and body to intimidate an enemy keeping him away from your allies. Encounter*Martial, Weapon Encounter Action Range, Weapon Target: One creature Attack: Charisma vs. Will Hit: Target loses his standard action next turn. Daft Position You frustrate your foe to no end as you lightly dance around him, keeping him unaware of the your ally behind him. Encounter*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: One creature Attack: Dexterity vs. Will Hit: 1[W] + dexterity and an ally of your choice gets combat advantage over your target until the start of your next turn. Effect: Before your attack you can shift one square. LEVEL 1 DAILY POWERS Flurry of Blows Kicking, punching, hitting, smacking, anything to drop your foes. Daily*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: Each enemy in range. Attack: Dexterity vs. Reflex Hit: 1 [w] damage and targets are dazed (save ends). LEVEL 2 UTILITY POWERS Yield Ground Get hit once. You know it’s time to run. Encounter*Martial, Weapon Immediate Reaction Personal Trigger: An enemy damages you with a melee weapon Effect: You can shift a number of squares equal to your wisdom modifier, and gain +2 to all defenses until next turn. Random Knowledge You’ve learned something from surviving in the urban jungle for this long. Daily*Martial, Weapon Immediate Reaction Personal Trigger: An skill check is required using one of your untrained skills. Effect: You can choose for that one skill check roll to act as if you are trained in that skill. Questioning Sometimes jut yelling isn’t enough. At-Will*Martial 30 Minutes Martial Requirement: A helpless victim. Effect: Add [w] damage modifier to intimidate checks made to interrogate. LEVEL 3 ENCOUNTER POWERS Bleeding Wound It hurts, but then again you told them it would. Encounter*Martial, Weapon Standard Action Melee, Weapon Requirement: You must be wielding an improvised weapon or making an unarmed attack. Target: Each enemy in range. Attack: Dexterity vs. AC Hit: [W] + each target takes 7 points of ongoing damage (save ends). Slip Through Guard Under the hole, past the shield and... Encounter*Martial, Weapon Standard Action Melee, Weapon Target: One or two creatures Attack: Dexterity vs. AC Hit: [W] + targets grant Combat Advantage and take a penalty to their armor class equal to your wisdom modifier until the start of your next turn. Lies and Anger You know you really should watch out for the fighter behind you… OK I lied. Encounter*Martial, Weapon Standard Action Ranged, Weapon Target: One to two enemies Attack: Charisma vs. Will Hit: Allies near the targets get to make an attack of opportunity on one of the targets near them. |
| #8EmpactWBNov 27, 2008 21:45:31 | Thanks for all the comments thus far, they've really helped. Here's a revised edition of the "Inquisitor" (I haven't changed the name throughout the entire text, cause I'm thinking this name might go as well) with which I've added some of your suggestions. Again, this is still a rough draft and there's going to be flaws so please point them out to me. I'm a little concerned about this defense bonus. It's a little high, especially for a class with features that will almost always see use in a combat. As it stands, it's the same as always having a heavy shield with none of the drawback. An AC of 19 at first level is pretty good without proficiency feats, as I think 20 is the highest you can do at first level with other classes (plate and heavy shield for pally, or hide, +5 ability, and heavy shield for fighter or pally) without feats. Maybe not broken, but probably a little too good. Hit Points at First Level: 12 + Constitution This is the standard striker/leader array. You definitely expect this class to be a melee controller, so I understand why you went with that rather than the only Controller array we've seen so far, but I'm wondering if you haven't overcompensated overall. Very high defense bonuses to two major defenses, one of which is usually the bane of controller types. Trained Skills: Perception. From the class skills You went overboard with this revision. Unarmed attacks for creatures without natural weapons really are improvised weapon attacks. That's why they do the same damage normally, and they should continue to do so. And increasing the weapon dice for two-handed weapons by three full steps on the chart is way too much. You said you wanted to minimize their damage and keep focused on the status debuffs. An increase of 1/2/2 per [W] is too much if you want to keep that true. Alternately, if you don't use a lot of [W] powers, this benefit becomes irrelevant. And that means it's a mechanic created in order to not be used, which is just bad design. Also, that part in bold seems to be missing some key wording. You may have meant to type the bonus as a proficiency bonus so that it doesn't stack with the proficiency with the gloves, but it still ends up being a rather hefty benefit. TOUGH CATCH And again, we have the lack of a limiter in the language. Say either "creatures making opportunity attacks against an inquisitor must roll twice and take the lower roll" or "The first time an enemy hits an Inquisitor with an opportunity attack in a round, the enemy rerolls the to hit; the attacker must use the second roll". SKIRMISHER And we still have the problem with teleportation. INQUISITOR POWERS Okay, I'm going to take the time to fully explain why this has to be changed. In the Player's Handbook, there are no at-will attacks that deliver a condition that ends on a save. There is exactly one encounter power that delivers a condition that ends on a save, and that's Fire Shroud's ongoing damage. Every other class power that delivers a condition that a save can end is a daily power. It is way, way too much to put into an at-will attack that can be spammed forever. It needs to be either until the end or beginning of the user's next turn. Kick Back Once again, way too powerful for an at-will. Secondly, it's not "has Forced Combat Advantage", it's "grants combat advantage". Forced Combat Advantage is not a condition. Chest Kick Remember how I said that losing a specific action is better done by dazing a creature for a turn instead? It really is. Daft Position Might want to rewrite this to say "You may make a skill check untrained to perform an action that usually requires training in a skill." Unless you mean for them to get the +5 training bonus. Questioning Seeing that I read this one wrong as far as usage keyword, I have a question about this one's duration. Since powers should generally last only for one encounter at most, you may want to reconsider that. You definitely want to reconsider the actual bonus. A bloodclaw weapon can give you +3/6/9/12/18 from its property, another +1~6 from its enhancement bonus, and then all the niftiness from feats and what-not. Now imagine that the character multiclasses rogue for SA or ranger for HQ. That's another +4~7 on average. That's a +12 on top of your base at first level. Assuming you are trained in Intimidate, all level appropriate challenges will be done by that weapon in one action. Heck, that's +17 without a Cha bonus. That's auto-success every single HARD Intimidate check up to 6th level, even with using Charisma as the dump stat because you don't fail on a 1. It obviates the usefulness of the skill entirely. You should have stuck with Str mod. LEVEL 3 ENCOUNTER POWERS A little more fair here, I like the fix. Lies and Anger This should probably be changed to "Allies adjacent to the targets make a melee basic attack against one of the targets (if the ally is adjacent to both enemies, the ally chooses which target)." You tend not to force an ally to use up an action that might otherwise see use (say, if an enemy has an Immediate action that moves it in response to something you do). Also, instead of "Ranged, Weapon" it should be "Ranged weapon", which is standard notation for using the range of a ranged weapon you are using. Just a bit of clean-up, i's still technically correct. |
| #9alumanNov 27, 2008 22:59:50 | Philosopher I dislike this flavor text. In 4E we have gone back to 1/2E PC classes are rare model, this flavor text is saying 'I am not special' when its not true. CLASS TRAITS Improvised includes Unarmed and is not a weapon type. Bonuses to AC and Relfex equal to a heavy shield. Both of these need to be fixed. Hit Points at First Level: 12 + Constitution These are Striker/Leader but I am ok with them for the most part as this is melee oriented controller. Trained Skills: Perception. From the class skills Perception (wis) needs to be added to the list (q.v. Rogue, Wizard, Paladin, Cleric). STEEL FISTS I was with you until 1d12 for two handed weaopns. Add on that Unarmed counts as off hand weapons, change 1d12 to 1d10 for two handed weapons. TOUGH CHATCH Catch. this needs to be reworded, to 'When an opponent makes an opportunity attack on the Inquisitor he must roll twice, and take the lower of the two results" SKIRMISHER This needs seriously to be reworded. I suggest May move before and after a standard action so long as they have movement left. INQUISITOR POWERS You haven't mentioned strength before this point, Strength isn't one of their key attributes, it should not be used in their powers. LEVEL 1 AT-WILL POWERS No. No. No. No. Will is the best defense to target (No) Weapons should rarely target NADs (No) At Will's shouldn't invoke perment condition (No) any at will power that deals damage gets an upgrade at level 21. If we compare this to a similar wizard power (Ray of Frost), the only thing the RoF has is range and damage. Everything else is better (Ray of Frost hits Reflex, Ray of Frost is only until the end of the next turn, and doesn't get Weapon bonus) I suggest: Dexterity vs Ref Hit: 1[w]+Dex Target is slowed until the end of your next turn. Level 21 2[w]+Dex Kick Back This one isn't too bad, go ahead and add 1[w] to it though, and it needs to improve to 2[w] at 21st level (compared to Tide of Iron from the fighter) Head Shot Again no Dex v Will with Melee taked on. Its BAAAADDDDDD. Forced Combat Advantage doesn't exsist Save Ends don't belong on at wills Change to Dex v AC 1[w]+Dex improves to 2[w] Chest Kick *broken record* Change to Dex v AC make 1[w] improves to 2[w] remove the prone, replace with some kind of free attack if they do X thing. LEVEL 1 ENCOUNTER POWERS Kay. From here on out, on ANY power you have targeting a NAD with Weapon as a key word, assume the follow 'retarget to AC or drop the Weapon' This stacks with Daze. This is Why we have condition words, to prevent essentially removing a target from combat. Encoutner powers should be dealing 2[w] or so, if you leave daze on (and you should) make it 1[w] as Daze is the third/fourth most powerful condition. For your edification Unconcious>Petrified>Stunned>Daze/Blind (they are close enough to be almost as good as each other)>Restrained>Immobilized>Slowed>Weakened/Combat Advantage I haven't seen much with dominate my gut puts its close to Stun. Daft Position above comment, oh and Effect needs to be moved before the Attack (judging by the Ranger/Rogue powers that allow movement) change damage to 2[w] as CA while useful isn't nearly the power that Daze is. LEVEL 1 DAILY POWERS Close Burst 1. The way it is worded right now is essentially a close burst 10. Thats absurd. Remove save ends. Level 1 doesn't get to daze save end. LEVEL 2 UTILITY POWERS Seems fine. Random Knowledge This is an ok power, change from Immediate Reaction to free action though. Immediate Reactions can't be done on your turn, you won't ever roll a skill check when its not your turn. Questioning 30 Minutes isn't an acceptable duration of a power. Make it Encounter. Actually just delete this, its weird on all steps of the power. LEVEL 3 ENCOUNTER POWERS [w] isn't damage it needs a specific number in front of it. 7 is unusual for ongoing damage (its typically an attribute modifier or divisible by 5) Again with this its basically close burst 20. Needs modifier damage Slip Through Guard See above. about [w] needs modifier damage Lies and Anger One or Two. Not One to Two. This is a leader power, not a controller power. Remove it and replace with imobilization of some kind. |
| #10EmpactWBNov 27, 2008 23:26:14 | For your edification Just to get this on record, Dominated is "Dazed plus the enemy chooses your one action". It's stronger than Stun, because stun only takes you out of the combat with a chance to return, while Dominated puts you on the other side of the combat for a while (and since Petrified takes you out more or less permanently, I'd say Dominated takes the space right after Petrified and before Stun). |
| #11yt3800Nov 28, 2008 6:47:29 | Alright hold on. You guys have given me plenty to work with, and I'm beginning to see what I really want this class to do. Thanks for all the help thus far, I'll be posting a new thread with the name "test 2" or something shortly. Thanks. ![]() |
| #12alumanNov 28, 2008 12:30:54 | Just to get this on record, Dominated is "Dazed plus the enemy chooses your one action". It's stronger than Stun, because stun only takes you out of the combat with a chance to return, while Dominated puts you on the other side of the combat for a while (and since Petrified takes you out more or less permanently, I'd say Dominated takes the space right after Petrified and before Stun). Yeah but its not quite at Petrified You Can't Do ANYTHING and are rock. or Unconcious status. |