Inquisitive

The class feature has the advantage of moving enemies away, and then cuts off your escape so that you don't actually accomplish the goal of escaping them. Somewhat self-defeating.

Class doesn't seem very much like an -inquisitive- to me. I love the concept of a martial controller, don't get me wrong, but it seems the powers are at a flavor disconnect with the original concept. Inquisitives are all about gathering information and figuring out clues... perhaps a spot of that flavor can be applied to the powers--

Finding the Diamond's Flaw Inquisitive Level 1
At-Will - Weapon, Martial
Standard Action Ranged
weapon
Target: One creature
Attack: Dexterity vs AC
Hit: Dexterity modifer damage, and if the target moves before the end of your next turn, it grants combat advantage to your allies and takes your Dexterity modifier in damage.
Level 11: 1[W] + Dexterity modifier damage
Level 21: 2[W] + Dexterity modifier damage
 

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Sherlock Holmes, The Witcher, Van Helsing, Brother Cadfael. Detectives, monster-hunters, scientists, inquisitors and confessors. They are the inspiration for a class I'm designing: The Inquisitive.

You forgot to mention the Eberron Campaign Setting as inspiration for the Inquisitive...
 

Class doesn't seem very much like an -inquisitive- to me. I love the concept of a martial controller, don't get me wrong, but it seems the powers are at a flavor disconnect with the original concept. Inquisitives are all about gathering information and figuring out clues... perhaps a spot of that flavor can be applied to the powers
You're right, I've been searching for the right flavor, the right design guidelines to work from to create a class that *feels* like a detective type. For utility powers it's easy, but it is the attack powers where I'm having to lean into other archetypes like the vigilante and martial artist. Still, I'm going to put some more effort into focusing on powers of observation and deduction.

I did a Loremaster paragon path with abilities like these; we could compare notes.
Thanks for the link Starfox, I'll post when I have time to read it fully.

You forgot to mention the Eberron Campaign Setting as inspiration for the Inquisitive...
I remember seeing a novel series on Wizards website called "Inquisitive", but I'm not familiar with the setting. Is there an Inquisitive class in Eberron?? My assumption was that the Artificer will be the new class for Eberron.

Another name I pondered before starting the class was "Seeker", though it felt kind of generic.
 
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You're right, I've been searching for the right flavor, the right design guidelines to work from to create a class that *feels* like a detective type. For utility powers it's easy, but it is the attack powers where I'm having to lean into other archetypes like the vigilante and martial artist. Still, I'm going to put some more effort into focusing on powers of observation and deduction.

I think to do this properly, you have to go deeper into pulp. Movies like Van Helsing and Sword and Sorcery like Fritz Leiber, where quick wits beats a spell, monster power, or brute fighter. Personally, I must admit that I'm willing to further, burrowing from Batman and Rorschach too.

I have my own sketch for a similar class, the Mastermind that I posed about in the martial controller tread. I think that thread is splitting up into several, and the closest to my Mastermind is your Inquisitive; I'd love to cooperate or at least steal ideas mercilessly from each other. What might emerge are two classes. one Intbased and one Str/Cha based - or something else entirely.
 

Hey, I'm game if you are. :)

I like ragdoll and trigger trap a lot, and the "playing possum" idea is just awesome (we've got to write up a power for that). I notice there's definitely overlap with some of the ideas I've been working on.

I noticed two things from your class that I'm hesitant about.

The first is martial powers with the psychic keyword...in the PHB even the warlord doesn't get those (admitedly I don't have Martial Power so maybe I'm wrong). I have a .pdf by Alea called "Feudal Lords: The Noble" and in it they introduce a bloodline power source which has lots of psychic effects framed like anti-warlord powers. I wonder if we can do some of what we're trying to do with untyped damage? Or simply limit the intimidation type effects to non-damage?

The second is powers like caltrops and oil slick which rely on "invisible equipment" which break the 4e system of consumable items and wealth. For example, why can't I possess two sets of caltrops? I see the Batman influence here, and while it can be kind of cool, this is what I was trying to address with the Alchemist feat - adding a toolbox to the class without having it interact with the power rules.

I definitely think this is an Intelligence based class with each build having a secondary stat. While the warlord is the fighter's "loud and proud" version, the inquisitive is the "sleak and sinister".

Going back over my notes here are some design guidelines:

Artillery: Control and restrict movement at range, Create effects then move away, increase the power of forced movement to push enemies through obstacles/each other

Debuff: Turn monster's abilities against themselves; deny abilities or advantages, If...Then... effects

Many Targets: Create auras/zones on enemies; increase circumstances for OA; powers targeting minions/bloodied foes; close bursts/blasts

Terrain: Change/create/destroy terrain; turn enemies into terrain; create/activate hazards

Toolbox: Alchemy and lots of cool utility powers
 

Continuing reading your class. I'm trying to be an editor here, not putting you down but pointing out problems so the end result becomes better - I wouldn't bother unless I thought this was good to begin with. Also, I am a stickler for simplicity, as my comments will show. (For the record, my common flaws include power creep and complexity trough emergent qualities; you might want to watch out for that).


Penetrating Sight has the somewhat odd ability to stack with itself. If someone has full cover and you shoot at the they effectively have light cover against your next shot. On the next shot, they have light cover, which is then reduced to no cover for the third shot. This might be a feature rather than a bug, but its not advertised and emergent qualities in a single power is a little too complex for this game.

Bob and Weave Again mechanically complex; you have to keep track of whether opponents miss you by exactly one or two points. Making them hit a friend on a roll of 1-2 would avoid that math. In addition, making it a concealment bonus makes Close and Area powers immune to it, as well as blind creatures, is this how it should work? I see this as more akin to cover, but perhaps its not working against area attack actually solves many targeting issues.
Who decides what adjacent ally is hit?
Overall, this is actually pretty weak. The effect is reactive, so you must do it before you attack. Presumably, opponents can simply ignore you. The amount of defense you get is low, and conditional upon an attack roll. See my Skeleton Trick encounter power for a more proactive approach to this maneuver.

Leveling Blow is again a lovely idea - an attack that removes buffs, leveling the battlefie4ld. But it is far too specific, and not very powerful at that. Temporary hit points is mainly something PCs do. I think this could be much more general in effect, removing a wide variety of buffs completely. Even then, monsters have few buffs in 4E, and dispel magic was nerfed for a reason; removing random buffs was one of the most complex things you could do in 3E. Suggestion: Simplify and make much more general. Perhaps make it encounter or even daily; this is a situational power, which usually means a daily power, but I agree its one of the core elements of the Inquisitive.

Perfect Timing My only comment is to merge the second last line "Special: You may shift one square before making this attack." with the Hit line of the first attack, making that "Hit: Intelligence modifier damage and switch places with the target. Then shift one square and make a secondary attack." Since the shift before the second attack always happens, it might as well be in the Hit line. If there is no available opponent, your writing creates a conundrum; the power somehow needs to know if you can reach a power after one step. My writing moves around that.

Pressing Strike: Again, very class-appropriate but overly specific. Monsters have few opportunities to heal; only elites and solos can do Second Wind. Might want to merge this with Leveling Blow.

Spinning Shot "you may bypass one square of cover/obstacle blocking line of sight" is unclear. I don't know if this is really any clearer, but at least its an alternative; it might give you inspiration for a third version. "You can trace line of sight and line of effect for this attack from any point to which you have a clear line of sight and effect. This will often allow you to bypass power and concealment."

Sudden Kick I want to see Str play a role in this somehow. In addition, I'd make all the enemies' squares difficult ground; keeping track of who was your primary target last round doesn't seem like such a good idea. See my Raddoll power for another take on this idea.

Test for Weakness. I think Probe for Weakness would be a better name, and perhaps for a different power. This is more like Exploit Weakness or Exploit Opening. The term is "opportunity attack", not "opportunity action". Resistance or vulnerability seems a bit incredulous and is situational; I think a straight penalty to defenses would be better, say -2 to all defenses.

Arterial shot is visceral and amazingly cool, if a bit gross.

Shot Through: "One creature in straight line from first target, according to your line of fire" is unclear. I came up with a mechanism for this under Ragdoll; push the primary target X squares, then shoot the first target whose square the first target enters. The primary attacks' hit line becomes this: "1[W] damage and push the target your Dexterity modifier squares. If another enemy blocks a target you could otherwise have pushed the first target into, you stop the push and instead make a secondary attack" with "Secondary target: The creature blocking the push of the primary target". Phew, this was a lot of text... Maybe not such an improvement as I thought.

Warding Chain: Effect: ...their movement stops. This avoids a whole hassle of issues related to when you can interrupt an opponent's movement.

Wolfbane Overspecific. If you make it generally more powerful and make it a daily, then slap on the anti-regeneration as an extra bonus, I think it could work.

Bolt Volley: Offering foes a choice makes this complex. If you want this effect, make it a zone that does 1[W] damage with an additional 1[W] damage for anyone who moves in the area. or simply do damage and immobilize - say they are spiked to the floor. See also Repeating Crowwbow Volley.

More later, depending on how the discussion goes. I've been a bit rough, criticizing almost every detail, but as I said above, I do it because I think its worth working on.
 

The first is martial powers with the psychic keyword...in the PHB even the warlord doesn't get those (admitedly I don't have Martial Power so maybe I'm wrong). I have a .pdf by Alea called "Feudal Lords: The Noble" and in it they introduce a bloodline power source which has lots of psychic effects framed like anti-warlord powers. I wonder if we can do some of what we're trying to do with untyped damage? Or simply limit the intimidation type effects to non-damage?

I've looked a lot of the bard. The bard's shouts do either psychic or sonic damage. Sonic seems absolutely weird to me for martial powers, so psychic seemed the natural choice. Seems you have the same issue with psychic. Maybe they should be untyped then, perhaps with the Fear keyword as their only identifier. Because hit points is now almost pure morale, I definitely think intimidation-style powers can do damage.

The second is powers like caltrops and oil slick which rely on "invisible equipment" which break the 4e system of consumable items and wealth. For example, why can't I possess two sets of caltrops? I see the Batman influence here, and while it can be kind of cool, this is what I was trying to address with the Alchemist feat - adding a toolbox to the class without having it interact with the power rules.

I see where you're going here. Perhaps Caltrops should be defined as a basic piece of equipment, and the power be a special way to use them rather than making the power be about invisible equipment. In general, I don't think a class should pay to use its core abilities but there is already an exception in ammunition costs.

I definitely think this is an Intelligence based class with each build having a secondary stat. While the warlord is the fighter's "loud and proud" version, the inquisitive is the "sleek and sinister".

My main issue with having it Int-based is that there is no room for an Int-based sub-build. I guess you cold simply exchange places between Int and Dex, making the Insight of Tools an Int/Dex build instead of a Dex/Int build.

Going back over my notes here are some design guidelines:

Artillery: Control and restrict movement at range, Create effects then move away, increase the power of forced movement to push enemies through obstacles/each other

Debuff: Turn monster's abilities against themselves; deny abilities or advantages, If...Then... effects

Many Targets: Create auras/zones on enemies; increase circumstances for OA; powers targeting minions/bloodied foes; close bursts/blasts

Terrain: Change/create/destroy terrain; turn enemies into terrain; create/activate hazards

Toolbox: Alchemy and lots of cool utility powers

These points I can easily agree on, and is a big part of what made me see the similarities between what we were doing. I added a Feat-of-Strength branch to this tree, but I am not completely sure it fits.
 

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