Instigator A Real Martial Controller

Post/Author/DateTimePost
#1

lonefire

Oct 12, 2009 16:27:13

“Look out below!”


CLASS TRAITS
Role: Controller. You are an intelligent improviser and a
master of creativity.

Power Source: Martial. your love for puzzles is unending,
your creativity and curiosity drive you to incredible feats of
ingenuity and genius.

Key Abilities: Dexterity, Intelligence, Charisma

Armor Proficiencies: Cloth, leather, hide;
light shield

Weapon Proficiencies: Simple melee, simple ranged,
Grappling hook

Bonus to Defense: +1 Reflex, +1 Will

Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier

Trained Skills: From the class skills list below, choose
four trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str),
Endurance (Con), Heal (Wis), Perception (Wis),
Stealth (Dex), Thievery (Dex).

Class Features: Grappling hook, clever idea, trip-wire.

Instigator Class Features
All Instigators have these class features.

Grappling hook
Treat a grappling hook as a ranged weapon with
a +3 proficiency bonus that deals 1d6 damage
and 2/6 range.


Clever idea
At the start of an encounter choose a terrain
feature. For the rest of the encounter you gain a +5 bonus
to checks that affect the feature and defenses against the feature.


Idea affinity
choose on of the following two benefits.
Clever trickster: you may affect one enemy instead of a terrain
feature as a part of your clever idea. Clever engineer: you can
use improvised melee or ranged weapons with a +3 proficiency
bonus and and change the damage die to 1d8


Melee artist
You can use dexterity to make melee basic attacks instead of
strength.

Instigator Powers
Your powers are martial exploits, deeds of extraordinary
skill and daring learned through trial and error. (need encounter powers)

#2

lonefire

Oct 12, 2009 16:55:10

Lv 1 at-will powers


Grapple pull
at-will * martial weapon

standard action              ranged weapon
Requirement: you must be using a grappling hook
Target: one creature
Attack: Dex vs. Fort
Hit: 1w + dexterity modifier damage.
you pull the target up to 3 squares.


Grapple grab
at-will * martial weapon

standard action             ranged weapon
Requirement: you must be using a grappling hook
Target: one creature
Attack: Dex vs. AC
Hit: 1w + dexterity modifier damage and the target
is grabbed.

Distract
at-will * martial weapon

standard action              ranged/melee weapon
Target: one creature
Attack: Dex vs. will
Hit: 1w + dexterity modifier damage.
Effect: you or an ally within 2 squares of the
target can shift up to 2 squares.


Trip-up
at-will * martial weapon

standard action              ranged/melee weapon
Target: one creature
Attack: Dex vs. Fort
Hit: 1w + dexterity modifier damage.
also slide the target 1 square, it falls prone


Instruct ally
at-will * martial

standard action              voice
Target: one willing ally
Effect: the target makes a basic attack or a check
to affect the target of your clever idea
feature as a free action.


Lv1 encounter powers

Tangle
encounter * ranged weapon

standard action              ranged weapon
Requirement: you must be using a grapping hook
Target: one creature
Attack: Dex vs. Ref
Hit: 1w + dexterity modifier damage and
the target is weakened.

Trip & slide
encounter * ranged weapon

standard action              ranged weapon
Requirement: you must be using a grapping hook
Target: one creature
Attack: Dex vs. Fort
Hit: 2w + dexterity modifier damage slide
the target three squares.
each enemy in a
blast 6 between you and the target during
the slide fall prone.

Startle
encounter * ranged weapon

standard action              ranged weapon
Target: one creature
Attack: Dex vs. AC
Hit: 1w + dexterity modifier damage

Effect: the target and each enemy within
1 square of the target is dazed until the end of
their turn.

Disarm
encounter * ranged weapon

standard action              ranged or melee weapon
Target: one creature
Attack: Dex vs. AC
Hit: 2w + dexterity modifier damage

and the target drops it's weapon unless
it succeeds a saving throw against this.


Lv1 daily powers


Lv2 utility powers


Parkour roll
at-will * martial
free action         personal
Effect: you take no falling damage immediatly
shift 2 squares.



#3

lonefire

Oct 12, 2009 16:56:41

just need builds, build features and more powers also I don't know why the power names are red.

#4

the_chaotic23

Oct 12, 2009 17:40:15

Only thing i think you should fix is that this is the only class that ive ever seen that requires a character to spend money directly to use features available to them.  Other then that i like it.

#5

lonefire

Oct 12, 2009 19:29:19

what about the ritual caster feat? that requires mony, and quite a few classes have it as a class feature. I was just simplifying the process of making getting the particular item

#6

the_chaotic23

Oct 12, 2009 19:48:31

that is true, except ritual casting is more of a free feat as a feature instead of an actual class mechanic.  Plus, if you make it to where you have to take feats for additional things you can create it makes it much more underpowered compared to alchemy; you only need one feat for dozens of items you can create.  Now if you made it like an alternate feat similar to alchemy/ritual casting with many options and just say every two levels you get to choose another from the list or some such it would be more reasonable i believe.  I dont know how many people are going to dump feats into being able to create an additional item.  I personally wouldn't depending on how powerful the item was that requires a feat to be able to make.

#7

Tony_Vargas

Oct 12, 2009 20:35:07

As I read what you have so far, I started out really liking the idea.  A thinking martial character, rather than a weapon-wielder, almost a practical joker.  I do like the 'Clever Idea' feature, in concept.  The Pyrotechnician bit, though, is a stumbling block, since many campaigns won't have anything like gunpowder or will consider things like it as more arcane than anything else (Pyrotechnics was a spell in prior editions and is now a ritual in 4e).  I would re-focus the class on pulling cunning tricks and improvising, making use of the environment and the like.  Making superior use of available alchemicals and the like could also be an option, of course, but you should try not to hang too much of the class on making or just happening to have special gear that'd do about the same thing for anyone else who got ahold of it.

#8

lonefire

Oct 12, 2009 20:59:08

Thanks for the advice. any ideas for the class build features or powers?

#9

Tony_Vargas

Oct 12, 2009 23:32:59

Well, to replace pyrotechnician, you could give them martial practices - they're not out yet, but they're like rituals for martial characters, hopefully they'll be good.


 

#10

Qube

Oct 13, 2009 3:45:23

how will you incorporate area attacks? Any WotC controller has them (any WotC controller has at least one even at will IIRC)

#11

Tony_Vargas

Oct 13, 2009 4:13:14

Oh, I'd suspect traps, probably improvised ones.  Maybe even tricking enemies into fighting amongst themselves.

#12

Johnathan_Vagabond

Oct 13, 2009 9:38:34

Grappling Hook huh?  Pretty clever.  I the idea a lot.  Alright then, lets get down to the dirty.


Clever Idea is too much.  +5 to defenses that involve the terrain feature sounds as though you intend that to include "standing on the terrain feature".  That, of course, means if your walking along a road when bandit's strike then you pick "road" and all of the sudden you have a +5 to defenses and skills for half the map.  And if standing on the terrain feature isn't what you meant, then it's useless, because there aren't any attack powers that use terrain.  As for what to put in it's place, I don't really know.


Trip Wire sounds much more like an at-will Attack then a class feature.  Not to mention that you kind of need to give up your hook if you're targeted by any forced movement between the time you lay the 'trip wire' and the time you're moved.  How about this instead.


Tripwire Sling   Instigator Attack 1
At-Will * Martial, Weapon
Standard Action - Line 3
Effect: You create a Line 3 of difficult terrain until the beginning of your next turn.  Any creature that moves into that line without shifting is knocked prone.


Also note, the Effect line means that it happens regardless of whether you hit or not.  Which is very important.  Now, if the powers always perform, then you're just rolling to see if you deal damage.  That's probably too strong.  Effects generally come on dailies or less powerful Encounter powers.  I'd suggest simply adding the effect line to the end of your power.


On the other hand, here's a thought.  For your class features include this.


Startling Rope: You utelize the surrounding area to attack from unusual angles.  When you miss with an attack, you still startle the target and can Slide them 1 square.


So, some encounter powers.


Snag n Drag   Instigator Attack 1
Irreverantly dragged about, your foe becomes a hazard to his allies.
Encounter * Martial, Weapon
Standard Action - Ranged
Weapon
 Special: Must be wielding a grappling hook
Target: One creature.
Attack: Dex vs Reflex
Hit: Knocked prone and Slide 5 squares.  If you slide the target through any occupied squares, make a secondary attack against the occupying creatures.
Secondary Attack: Dex vs Reflex
Secondary Hit: Knocked Prone


Entangling Throw  Instigator Attack 1
You follow up a strike by tangling the target's weapon with coils of rope making it impossible to wield properly.
Encounter * Martial, Weapon
Standard Action - Ranged
Weapon
 Special: Must be wielding a grappling hook
Target: One creature
Attack: Dex vs AC
Hit: 1W+Dex damage and Weakened.

#13

lonefire

Oct 13, 2009 13:51:06

Okay, I updated the post and followed all of your suggestions, thank you.
Still need ideas for daily powers and utility powers I am thinking that daily powers should affect the chosen terrain feature in some way(this would not work if you chose an enemy unless the power specifically stated so). maybe fluffed like traps?

#14

Tony_Vargas

Oct 13, 2009 18:13:19

Here's some random power ideas:


 


Yank the Rug out from Under Them  (instigator attack ?)
You position yourself at the edge of the rug, that goblin will be in for quite the surprise when he comes at you.
Encounter * Martial, Improvised
Standard  -  Close Blast 2
Target:  Each creature in Blast
Attack:  DEX vs FORT, you have combat advantage for this attack.
Hit:  1d6+DEX and target is knocked prone.


Drop & Shove (instigator attack ?)
Your friend drops to his hands and knees as the orc turns towards you, and you shove it as he rises.  The orc flies head over heals, landing painfully on the other side of your friend.
Encounter * Martial, Improvised
Standard  -  Melee 1
Target:  one enemy
Requirement: You must be flanking the target.
Attack:  DEX vs REF
Hit: 1d6+DEX and you push the target 2 squares through your flanking ally's space and knock it prone.


Swinging Attack (instigator attack ?)
You swing on your line through the enemy, knocking some over while the others scatter.
Daily * Martial, Weapon/Improvised
Requirement:  You must be wielding your grapple, a spiked chain, or whip or have an improvised line to swing from (like a chandelier, torn tapestry, or ship's rigging).
Standard  Melee 1
Effect:  You move your speed in a straight line, you do not provoke opportunity attacks and may move through enemies' squares.  Make an attack against each enemy you pass adjacent to durring your move.
Target:  Each enemy you are adjacent to durring your movement.
Attack:  DEX vs REF
Hit:  2[w]+DEX or 2d4+DEX if Improvised and target is pushed 1 out of the line of your movement and knocked prone.
Miss:  half damage and target is pushed 1 out of the line of your movement.


 


As I was writing these, it occurred to me what Clever Idea could do instead of giving an excessive bonus:


Clever Idea:  When you use an exploit with the Improvised keyword you gain a +1 enhancement bonus to attack and damage rolls.  This bonus increases by 1 per 5 levels you gain after 1st, to a maximum of +6 at 26th level.


New Keyword:  Improvised:  Powers with this keyword allow you to use an improvised weapon, terrain feature, or trick with an exploit in place of a weapon or implement. 

#15

lonefire

Oct 13, 2009 18:43:39

the point of the clever idea class feature is to be able to pull of normally very hard things for example
you jump from the staircase to the chandelier swinging into the fray you knock an enemy in to a nearby brazier of burning coals. this would require a success at 1) jumping and 2) swinging from the chandelier 3) hiting the enemy  this is very unlikely (depending on the scale of the room) that you would not fail at least twice a day if you are trying multiple things a day/ encounter I think it is very fun to get a +5 bonus to trigger a trap while an enemy is in range of the trap or to cause a landslide or... well I could go on. thanks you just inspired a whole host of utility powers