Wow... This is quite a wave of responses! Thanks to all of you for taking the time to post!
I'm going to do my best to answer your questions about the current version of the Historian
but, as I do, I want you to be aware that there is a MAJOR revision in the works. Many of the questions won't be applicable in the next version, but I'm answering them in the interest of helping you get the most out of the version you have right now.
I also want to let you know that there is a
possibility that the upcoming revision will be released as a real product. More on that later though.
And now to your questions! Remember... these answers are in the context of the current version of the class.
Question 1: When retraining a power gained from another class through the Historian class feature Esoteric Knowledge, does the new "retrained" power have to be equal to the level (or lower) of the old "original" power? Example: A Historian gains an Encounter Attack power from another power source at 4th level. When she reaches 7th level, she decides to retrain her 4th level Encounter Attack power for a new one. Does the new power still have to be 4th level or lower, or can she choose one of 7th level or lower?
Esoteric Knowledge is modeled after power-swap feats. As with power-swap feats, the power gained through retraining can increase in level over time. In your example, the retrained power can be 7th-level or lower.
Question 2: In one encounter, can a Historian make Practical Knowledge checks for different monsters, and retain bonuses against all monsters he made a check for? Example: A Historian is fighting a Kobold Skirmisher and a Kobold Slinger. In the first round, he makes a check against the Skirmisher, and in the second, he makes one against the Slinger (alternately, he could've used 2 minor actions in first round, it doesn't change anything for this example). Does he retain bonuses against both monsters for the rest of the encounter, or just against the newest "checked" monster (in this case, the Slinger)?
The benefits of the check are lost when you make a subsequent check.
If not, I'm puzzled over how this would work fluff-wise. If a Historian were to remember something about creature 1, and then something a few moments later about creature 2, why would he "forget" what weaknesses he can exploit about creature 1?
It isn't that he forgets what he knows... It's a combination of:
- The combat giving him the opportunity (or not) to take advantage of what he knows, and
- His ability to focus on coming up with useful tips is limited while ducking sword-swipes, etc.
I should mention that I don't think of Practical Knowledge as exploiting the same weakness of the creature over-and-over. Rather, it reflects the Historians general knowledge of the creatures behavior and physiology.
(This is a common issue with knowledge-based abilities. It's necessary for them to have limits for balance purposes, but then you have to rationalize why a character seems to "know" something one moment and then "not know" it the next.)
Question 3: ... When you say the target's next turn is treated as a "limited action surprise round", does that mean that target's next turn is as normal, but follow (1)'s rules? Or, does it mean it follows both (1) and (2), MINUS the part in (2) that says they grant CA (therefore, they are limited in actions and Surprised)?
...
Maybe Improvised could read as (1) above does, with this change: If you deal damage with an attack that has this keyword, the target may only take a single Standard, Move, or Minor action on it's next turn. The target may still take Free, Opportunity, and Immediate actions.
Your rewording is correct -- that is intention of the keyword.
I just had an idea, that, although weaker (maybe) than the above, adds some interesting tactics to Improvised. What do you think of: If you deal damage with an attack that has this keyword, the target is unable to take Opportunity or Immediate actions until the end of it's next turn.
Hmm...
neat idea! I'll put some thought into that. Thanks!
I noticed that A) all of your encounter power levels have an attack specialized for the 4 paths of the Historian, B) all of your utility levels have At-Will, Encounter, and Daily powers, and that C) all of your daily powers either have a miss function or the Reliable keyword. Super ****ing bravo man, I can't explain how important these things are to me.
Thanks!
IMO, the majority of the daily powers for all the classes should do something on a miss, contain the Reliable keyword, or do something similar, but they don't. I'm not gonna go look through all of them, but I imagine a good chunk of dailys for the core classes don't have any of the three. Which, sadly, makes the Historian look overpowered in this regard (on paper).
Another hmm... as far as I can see, all the dailies for the core classes have a miss effect, the Reliable keyword, or have an "Effect:" item (which takes place whether or not the attack hits). Are you thinking of any in particular that don't have one of these?
2: For the Daily Attack 1 "Cut and Run" it says you may move a number of squares equal to your speed +2 "without incurring a penalty to attack rolls or granting combat advantage". What do you mean by that? It sounds like they get to take a fake "run" action without the penalties or granting CA, but they still draw OA's. Is that what you were going for?
Yes; I'm not happy with the wording, but your understanding of the power is correct.
3: For the Daily Attack 1 "Flying Tackle" (awesome, btw), does the historian get to choose what square adjacent to his target he lands prone in after the tackle? I assume the secondary basic attack is made after the historian has landed prone (and therefore at a -2 penalty)?
Yes and yes. (I like questions like this!
)
5: For the Daily Attack 1 "Lead Them On", why did you choose to include a (save ends) for the Mark condition? (I've read some higher level powers since I wrote this question, and saw you did it a few more times, but the questions still there; why?)
I'm not sure I understand the motivation for your question on this one, but I'll give a shot at answering anyway: In the PH, we see marking used more by defenders than by other classes, but they also tend to use it as a setup for another ability (through Combat Challenge or Divine Challenge).... in other words, the focus is less on the marking itself, and more on what they can do to you because of the mark.
For the Historian, the mark is just a way of giving the creature an incentive to focus on him rather than on an ally. The (save ends) aspect reflects the historians ability to keep the opponents attention for some period of time.
... Therefore, by (what I think are) your RAW, the historian could not use the granted shift of this power if they were surrounded. Is this what you intended?
That's correct... I felt it would be too powerful for a level-1 power to allow the character to shift through a square occupied by an enemy. There are higher-level powers that allow this though.
7: The Encounter Attack 3 "Quick Save" is a sweet ability. Totally heroic, swarthy-like in my mind. With the pulling of your ally, I assume the ally moves through the exact same squares you enter (and then leave), until you end your movement? What if you one of you are large size?
In most cases, following the exact path is probably easiest to run. In my own game, I might be more flexible and run it as if the historian had moved 1 square, then did a 1-square "pull" on the ally, then moved another square, then another "pull", etc.
Size doesn't matter.
Seriously, though... this is forced movement, so size doesn't come into it.
To my knowledge, "stance" and "daily" are supposed to go hand-in-hand.
That's certainly the normal case, though it isn't a rule. As far as I know, WotC has published one encounter power that is a stance ("Stance of Chaos", in the Forgotten Realms Player's Guide).
Still, the point is well taken.
I like the class a lot. This will be an interesting class to play with. That said, I don't think that this class should be considered complete. I would say that this has moved into the beta stage. You have a good start, it isn't falling apart, but it needs to be refined.
How I wish the next revision were ready... Are you signing up to be a playtester?
Save end powers are only for dailies
As above, the point is well taken, though I do know of one encounter power published by WotC that has a (save ends) feature.
Reliable is only for dailies
Am I missing something obvious? I'm not aware of the Historian having the Reliable keyword on anything other than dailies.