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| #1lonefireOct 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) |
| #2lonefireOct 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.
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| #3lonefireOct 12, 2009 16:56:41 | just need builds, build features and more powers also I don't know why the power names are red. |
| #4the_chaotic23Oct 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. |
| #5lonefireOct 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 |
| #6the_chaotic23Oct 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. |
| #7Tony_VargasOct 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. |
| #8lonefireOct 12, 2009 20:59:08 | Thanks for the advice. any ideas for the class build features or powers? |
| #9Tony_VargasOct 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.
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| #10QubeOct 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) |
| #11Tony_VargasOct 13, 2009 4:13:14 | Oh, I'd suspect traps, probably improvised ones. Maybe even tricking enemies into fighting amongst themselves. |
| #12Johnathan_VagabondOct 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. |
| #13lonefireOct 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? |
| #14Tony_VargasOct 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. |
| #15lonefireOct 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 |