Preview: Highwayman

Tao

First Post
A quick and dirty preview of a class I have been working on. There are still heaps of balancing issues at higher levels, but its been a blast to playtest thus far and the lowlevels seem to be balanced pretty well (at least against the Wizard). It is designed as something of a Martial Controller with a little bit of leader thrown in, and plays very differently than the Wizard while still accomplishing the same basic role. The full version should be available as a PDF sometime in the next month or so.


Highwayman

Rob? Tsk tsk tsk. That's a naughty word. We never rob. We just sort of borrow a bit from those who can afford it.

Class Traits
Role: Controller. You exert control through the clever manipulation of your enemies. Your mastery of martial abilities allows you to engage multiple enemies at once, both at range and in melee, and your keen wit and insight allow you to hinder your foes.
Power Source: Martial. Your power comes not only from your skill with a blade, but also from your understanding of the ebb and flow of battle and the clever manipulation of your surroundings.
Key Abilities: Dexterity, Wisdom, and Charisma

Armor Proficiencies: Cloth.
Weapon Proficiencies: Dagger, hand crossbow, shuriken, short sword
Bonus to Defense: +2 Reflex

Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 7 + Constitution modifier

Trained Skills: Acrobatics. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Bluff (Cha), Diplomacy (Cha), Insight (Wis), Intimidate (Cha), Perception (Wis), Stealth (Dex)

Build Options: Dashing Scoundrel, Cunning Rascal
Class Features: Blade Barrier, Blade Expertise



Highwaymen live on the fringes of society, scraping out a meager existence as daring brigands. A highwayman is often equally revered and reviled, depending on the targets of his raids. Many take up the life of the highwayman out of necessity in order to provide for their loved ones and safeguard them from the tyrannical grasp of some despotic ruler. Highwaymen can be good or evil, lawful or chaotic, but they nearly always champion the cause of freedom and combat oppression wherever it might rear its ugly head.

As a highwayman, you possess a deep respect for the value of life and liberty, preferring to eliminate your foes through subtle ways. You enjoy turning the tables on the powerful and rendering them impotent, and the irony of the situation is certainly not lost on you. While perhaps not as strong as many of your foes, your skill, wit, and determination are nearly always sufficient to turn the tides of battle and thoroughly humiliate your enemies.

With little more than a sturdy blade and the clothes on your back, you are a bastion of hope in a hopeless world. Can a common man truly make a difference in this dog eat dog world?




Creating a Highwayman
Highwaymen depend heavily on Dexterity, Wisdom, and Charisma for most of their powers. Constitution is also useful, especially for a swashbuckling highwayman, since it helps them take a few hits. The two highwayman builds presented here are the dashing scoundrel and the cunning highwayman.

Dashing Scoundrel
You are a master of the light blade, able to mix it up on the front lines. You are a skirmisher, pinning an enemy down and setting them up for a killing blow from the party’s striker. Most of your powers rely on Dexterity, so that should be your highest ability score. In addition to their role as a controller, dashing scoundrels also may find themselves in positions of leadership and responsibility, which is aided by a high Charisma score. A healthy Constitution score will help you stay alive while face to face with your enemies.
Suggested Feat: Two-weapon Defense (Human Feat: Toughness)
Suggested Skills: Bluff, Diplomacy, Intimidate
Suggested At-Will Powers: Arc of Steel, Dizzying Strike
Suggested Encounter Power: Hasty Retreat
Suggested Daily Power: Gaping Wound

Cunning Rascal
A focused combatant, able to fight equally well both in melee and at range, the cunning highwayman’s focus is on hindering and disabling multiple targets. Dexterity is your most important ability, though a high Wisdom increases the secondary effects of many of your attacks. Charisma can aid in abilities that distract and let you escape to a safe distance, as well as abilities that can set up an enemy for attacks by your teammates.
Suggested Feat: Nimble Blade (Human Feat: Action Surge)
Suggested Skills: Insight, Perception, Stealth
Suggested At-Will Powers: Dagger Spray, Hamstring
Suggested Encounter Power: Bed of Blades
Suggested Daily Power: Stakedown

Highwayman Class Features
All highwaymen share these class features.

Blade Barrier
When wielding a light blade, enemies treat all squares threatened by the highwayman as Difficult Terrain.

Master Swordsman
The highwayman gains Two-Weapon Fighting as a bonus feat.

Quick Fingers
The highwayman gains Quick Draw as a bonus feat.
 
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Highwayman Powers
Your powers are heroic exploits drawn not only from your expertise with a blade, but also from your practical knowledge of combat situations and your ability to manipulate your enemies. Some powers are more effective when used to lockdown a single target, while others may affect a great many of your foes. You are free to choose any power you like.

Level 1 At-Will Exploits

Arc of Steel Highwayman Attack 1
You swing your blade in a wide motion.
At-Will # Martial, Weapon
Standard Action Close burst 1
Target: A number of enemies equal to your Wisdom modifier within burst.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Dagger Spray Highwayman Attack 1
Without warning you unleash a barrage of daggers against your enemies.
At-Will # Martial, Weapon
Standard Action Close blast 3
Requirement: You must be wielding a bow or a light thrown weapon.
Target: Each enemy in blast you can see.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Increase damage to 2[W] + Dexterity modifier at 21st level.

Dizzying Strike Highwayman Attack 1
Just a quick flick of the wrist and a half step and you smack your foe in the back of the head, dizzying him.
At-Will # Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. Fortitude
Hit: Dexterity modifier damage, and the target is dazed until your next turn.
Increase damage to 1[W] + Dexterity modifier at 21st level.
This power is a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.

Hamstring Highwayman Attack 1
You attack your foe in his flanks, causing a stabbing pain that slows his movement.
At-Will # Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is slowed (save ends).
Increase damage to 2[W] + Dexterity modifier at 21st level.
This power is a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


Level 1 Encounter Exploits

Bed of Blades Highwayman Attack 1
You let fly a flurry of steel that sends your enemies sprawling to the floor.
Encounter # Martial, Weapon
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage.
Effect: Anyone entering the power’s area before your next turn takes damage equal to your Wisdom modifier.

Hasty Retreat Highwayman Attack 1
A quick strike and a short hop and you are safely away from your enemies.
Encounter # Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and make a secondary attack.
Secondary Attack: Charisma vs. Will
Hit: You may shift 1 square as a Free Action.

Trick Shot Highwayman Attack 1
Your attack ricochets off of its target and strikes a nearby opponent.
Encounter # Martial, Weapon
Standard Action Ranged weapon
Target: One creature
Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage, and the target is dazed. Make a number of secondary attacks equal to your Wisdom modifier.
Secondary Target: An enemy within 5 squares of your original target.
Attack: Dexterity vs. Reflex
Hit: Dexterity modifier damage, and the target is dazed.

Level 1 Daily Exploits

Gaping Wound Highwayman Attack 1
A deep enough cut can give you the opening you need to really make them hurt.
Daily # Martial
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. Ref
Hit: 2[W] + Dexterity modifier damage, and the target is slowed (save ends).
Sustain Minor: The target takes ongoing damage equal to your Dexterity modifier.

Stakedown Highwayman Attack 1
Sorry, bub, you’re not going anywhere.
Daily # Martial
Standard Action Area burst 1 within 10 squares
Target: Each enemy within burst.
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and make a secondary attack.
Effect: The target is knocked prone.
Secondary Attack: Wisdom vs. Reflex
Hit: Target is immobilized (save ends).

Level 2 Utility Exploits

Clever Distraction Highwayman Utility 2
Your attack goes wide, missing your enemy… giving you just the distraction you needed.
Daily # Martial, Weapon
Immediate Reaction Melee or Ranged weapon
Trigger: You miss a melee or ranged attack against an enemy.
Attack: Charisma vs. Will
Hit: The target grants combat advantage to you and all of your allies until the end of your next turn.

Pointy Little Objects Highwayman Utility 2
Scattering sharp objects that you have collected for just such an occasion, you make the enemy think twice before engaging you.
Daily # Martial
Minor Action Close Blast 5
Target: All creatures within blast
Attack: Dexterity vs. Fortitude
Hit: The target is slowed (save ends).
Effect: The area is considered difficult terrain for the remainder of the encounter. Additionally, anyone beginning their turn in the area takes damage equal to your Wisdom modifier.

Sand in the Eyes Highwayman Utility 2
A little bit of dust. A little bit of trickery. A whole lot of fun.
Encounter # Martial
Minor Action Close Blast 5
Target: All creatures within blast
Attack: Wisdom vs. Fortitude
Hit: The target is blinded (save ends).
Effect: Area is concealed until the end of your next turn.

Level 3 Encounter Exploits

Intimidating Stare Highwayman Attack 3
A hard glare freezes your enemy in his tracks.
Daily # Martial
Standard Action Area burst 3 within 10 squares.
Target: All enemies within burst
Attack: Charisma vs. Will
Hit: Target is immobilized and takes a -2 penalty to all attack rolls until the end of your next turn.

Knockout Highwayman Attack 3
A hard attack to the back of the head with the hilt of your blade, and your foe is practically on the ropes.
Encounter # Martial, Weapon
Standard Action Melee or Ranged weapon
Target: One creature
Attack: Dexterity vs. AC
Hit: 1[W] + Dexterity modifier damage, and the target is dazed (save ends). If the target fails his first save he is instead stunned (save ends). If he fails his second save he is unconscious (save ends).

Rending Shards Highwayman Attack 3
Tiny blades fill the air, impaling your enemies and leaving deep bleeding wounds.
Daily # Martial, Weapon
Standard Action Area burst 3 within 10 squares.
Target: All enemies within burst
Attack: Dexterity vs. Reflex
Hit: 1[W] + Dexterity damage, and the target suffers ongoing damage equal to 1 + your Wisdom modifier (save ends).
 
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A. Blade barrier is a defender trait.
B. Most your powers are OP
C. You have a serious ammo issue
D. There are only so many throw daggers into a burst abilities that make a whit of sense. The rogue class already is filled with them.

E. Even with all those problems you'd have a hard time filling the controller role.


This class is redundant to rogue/wizards.
 

Is not so bad as all that, I think.

The flavor at least is really nice and you got down at least one of my two controller qualities down pretty well:

1.) good at throwing down damage to multiple enemies at range
can target defenses other than AC​

2.) not great defenses
Controllers need to be dependant on Defenders​

So you're mostly good on point 2.

But there are still some problems.

  • If you're only range weapon is shuriken or dagger you are going to have very low base damage and range for your primary role
  • Movement is going to be a huge issue for you, which will put you uncomfortabley close to striker territory
  • part of that huge issue is that your only at will controller power is a close burst
  • I don't know if a 3 close burst compares favorably to a 1 area

My main issues with point three is that I don't know if it's under or overpowered. Clearly you have the potential to hit a large number of targets, but you lack flexibility compared to the other basic controller power. Clearly, also, you gain a defensive benefit since you won't provoke OA, but at the same time you have to come out from cover to use it. On the whole I'd say it's worse except in certain situations in which case it is significantly better.

I'd say it would be safer to create some other at-will power, up the damage on Dagger Spray, and make it an encounter.

Some other points:

Firstly, really great flavor. A great idea for where to take off for a martial controller. Good encounter powers, on the whole, and good power construction.


You might revist the class abilities:
Wall of Steel is a really great idea, but I don't know how well it works with the role. It would make a fantastic utility power.

You don't have a choice for the player along the lines of Rogue Tactics. I don't know that that choice is necessary, but I like that sort of choice and don't know why you don't have it.

Getting two feats seems overpowered except that the list of class abilities as a whole seems underpowered.

Highwaymen have to be able to wield crossbows or blunderbusses. Since the latter is out, the former has to be in.
 

Thanks for the feedback. I'll try and respond to them as best I can.

generalhenry said:
A. Blade barrier is a defender trait.
This is a pretty decent observation. I don't necessarily share that assessment, but I can see where you would get it from. To me, it would be a defender trait if it were used to enhance "stickiness": that is to keep an enemy in place. In this case, the idea is more to keep enemies away, which is part of what the controller is all about.
generalhenry said:
B. Most your powers are OP
This isn't very helpful. If you want to go through specific powers and give reasons why you believe they are overpowered, then I can respond a bit more thoroughly and even reevaluate a specific power if there seems to be a broken combination.
generalhenry said:
C. You have a serious ammo issue
This is true, and its one of the limitations of a non-magical ranged combatant.
generalhenry said:
D. There are only so many throw daggers into a burst abilities that make a whit of sense. The rogue class already is filled with them.
This is also true, which is why I have tried to limit that as much as possible. There are other abilities like "Trick Shot", "Sand in the Eyes", and "Intimidating Stare" that help mix up the feel so that its not just a list of "bust 3"s.
generalhenry said:
E. Even with all those problems you'd have a hard time filling the controller role.
I don't know if that is necessarily the case. It still needs a lot of work in balancing, but I feel (and again, this is my opinion and nothing more) that it fills the controller role in a different but enjoyable manner.
generalhenry said:
This class is redundant to rogue/wizards.
Well... and the Paladin is redundant to fighter/clerics. It happens.

Dr. Strangemonkey said:
1.) good at throwing down damage to multiple enemies at range
can target defenses other than AC​
While I do plan on fleshing out the non-AC attacks, I am not sure that this is necessarily a quality just for controllers. I think it is more to offset the lack of proficiency bonuses that non-weapon powers miss out on.


Dr. Strangemonkey said:
2.) not great defenses
Controllers need to be dependant on Defenders​

So you're mostly good on point 2.
In play, the Highlander ends up being very dependent on both the Defender and the Leader, though not in the same way as the Wizard. The Wizard, for the most part, tends to simply stay behind the Defender. The Highlander tends to need to be closer, so it is things like the Defender's Mark and OA abilities that come to bear. This is a good observation though, and I will remember this as I go forward.

Dr. Strangemonkey said:
But there are still some problems.
And you seemed like such a nice guy... ;)

Dr. Strangemonkey said:
If you're only range weapon is shuriken or dagger you are going to have very low base damage and range for your primary role
They also have access to the hand crossbow, which, I believe would likely be the weapon of choice for many Highwaymen. Thrown daggers and shurikens are a viable option (and I plan on including feats to make them more viable), but the crossbow is likely the default.
Dr. Strangemonkey said:
Movement is going to be a huge issue for you, which will put you uncomfortabley close to striker territory
For one of the builds, yes, there is a bit more hybrid class role going on. However, the severe lack of damage dealing and the focus on debuffs make it actually closer to a maneuverable leader than a striker. To me, it is important that we not get certain class features confused with role. Yes, strikers are maneuverable, but not all maneuverable classes are by default strikers. Maneuverability can help any number of classes to better fulfill their roles. Strikers are defined by dealing large amounts of damage to a single target, not by their maneuverability.
Dr. Strangemonkey said:
part of that huge issue is that your only at will controller power is a close burst

I don't know if a 3 close burst compares favorably to a 1 area

My main issues with point three is that I don't know if it's under or overpowered. Clearly you have the potential to hit a large number of targets, but you lack flexibility compared to the other basic controller power. Clearly, also, you gain a defensive benefit since you won't provoke OA, but at the same time you have to come out from cover to use it. On the whole I'd say it's worse except in certain situations in which case it is significantly better.

I'd say it would be safer to create some other at-will power, up the damage on Dagger Spray, and make it an encounter.
This is a great observation, and one which I will keep in mind. I don't know that I will get rid of Dagger Spray as an at-will, but I may add another option and shift some things around.

Dr. Strangemonkey said:
Firstly, really great flavor. A great idea for where to take off for a martial controller. Good encounter powers, on the whole, and good power construction.
I knew I liked you.


Dr. Strangemonkey said:
You might revist the class abilities:
Wall of Steel is a really great idea, but I don't know how well it works with the role. It would make a fantastic utility power.
I'm assuming you mean Blade Barrier. Personally, I like it, since it acts as both a minor personal defensive ability and a short range battlefield control ability. Making at Utility is a pretty good idea though, and I may actually go that way with the final version.

Dr. Strangemonkey said:
You don't have a choice for the player along the lines of Rogue Tactics. I don't know that that choice is necessary, but I like that sort of choice and don't know why you don't have it.
There was originally a Wis/Cha path, but it didn't feel meaningful enough at the first couple of levels. Now that I have 15+ levels worth of powers, I could probably find a way to put it back in.

Dr. Strangemonkey said:
Getting two feats seems overpowered except that the list of class abilities as a whole seems underpowered.
I agree. I am likely to rewrite those particular feats into something more limited, but equally appropriate.

Dr. Strangemonkey said:
Highwaymen have to be able to wield crossbows or blunderbusses. Since the latter is out, the former has to be in.
I've given them the handcrossbow. I would be hesitant to give them anything with a load time, because that would open a whole other can of complaints. However, the load time is considered part of the activation of a power, so it could theoretically work from a game perspective... but it would just anger too many people for me to consider doing as a 'standard' option.
 

Just a few comments:

Flavor wise it seems a little odd. To me at least "Highwayman" sounds like a paragon path for the rogue not a whole new class.

This seems to be a Rogue type designed to replace the Wizard.

I find it strange that a "highwayman" would not be more skilled in weapons and armour.

It seems to me reading the description you were looking for more of a swashbuckling, three musketeers type character – and I think you may be slightly off the mark.

Weapons & Armour: should a highwayman at least be able to wear leather?

Blade Barrier: Neat concept. Enemies can shift away but not adjacent to this class. It doesn’t lock them down like a fighter does, but does exert control of nearby terrain. The only issue I have is that when a controller is based, they are in a lot of trouble. Why create a power that only works when based, something a controller wants to avoid at all costs?

Powers – picking nits – most of these work well functionally, just some of the power names are odd.

Arc of Steel – sounds like cleaving with a big blade, how about something like ‘blade flury, or multiple stabs’ or something like that.

Dagger spray – weird using a ranged weapon when based. A character that only has one dagger could hit 9 enemies with that one dagger! Maybe rename the spray or make it an area (burst 2 or 3), but you must have enough ammunition for each enemy?

Dizzying strike
Flavor text does not match the power well. IE: text has you stepping up and smacking the target but you can use it as a ranged OR a basic ranged attack?

Hamstring
Seems powerful to give a save ends on a level 1 power – maybe end at the end of the targets next turn?

Hasty Retreat
A secondary attack makes this very swingy – likely no balance issues with making this trigger on the hit or even make it an effect.

Trick Shot
LOVE this power – made of pure awesome and win!

Gaping Wound
Functional works, but doesn’t seem believable. How by spending my minor actions am I making him continue to bleed? Is my dagger still in the wound?

Stakedown
Auto prone? Seems powerful

Clever distraction
This seems very powerful maybe too strong when compared to the level 2 utility powers of both wizard and rogue…

Point little objects
Needs a better name ;) but very cool! Just a note – this is extra work for DM’s tracking that space throughout the rest of the battle… DM’s may come to dread PC’s using this power just from the extra paperwork…

Sand in the eyes
HUGELY powerful – make it one or two targets in a close blast 5. Is the Highwayman creating a standstorm? Not very believable.

Rending shards
What weapons is the character using?

Very neat concepts here, but I’m not sold – that’s just me though ;)
 

This is a pretty decent observation. I don't necessarily share that assessment, but I can see where you would get it from. To me, it would be a defender trait if it were used to enhance "stickiness": that is to keep an enemy in place. In this case, the idea is more to keep enemies away, which is part of what the controller is all about.

I'll buy it as both.

Arc of Steel does too much damage for an at will. Wizard at will AOEs are limited by low base damage. Arc of Steel can be used with a maul.

ditto with Dagger Spray when used with a long bow

Dizzying Strike is not only targets a non AC defense for full damage, it also applies far to strong a condition for an at will.

Hamstring Highwayman is the least OP at will, but still borderline OP.

Bed of Blades + magical thrown = awkward

Stakedown is awkward as an AOE

There are other abilities like "Trick Shot", "Sand in the Eyes", and "Intimidating Stare"

those ones are pretty good.

that it fills the controller role in a different but enjoyable manner.

the controller role simply takes more terrain altering effects than a martial character can provide. How is he supposed to put up a wall?

Well... and the Paladin is redundant to fighter/clerics. It happens.

A fighter/cleric is similar to a paladin, but the paladin has no shortage of uniqueness. I'm not sure highwayman as a concept doesn't simply fit as a subtype of rogue who focuses a bit more on his AOEs.

bit more hybrid class role

never a good sign. 3E bards and monks where hybrid class roles, mostly it just means that they where wimps.





That's not to say I think the class stinks, just that I'm a critic and I don't really believe in martial controllers. Arcane, certainly. Divine, not too hard. Elemental, primal, shadow no problem. Psionic, starting to push it. Ki, not really. Martial no.
 

Foxman said:
Just a few comments:

Flavor wise it seems a little odd. To me at least "Highwayman" sounds like a paragon path for the rogue not a whole new class.

This seems to be a Rogue type designed to replace the Wizard.

I find it strange that a "highwayman" would not be more skilled in weapons and armour.

It seems to me reading the description you were looking for more of a swashbuckling, three musketeers type character – and I think you may be slightly off the mark.

This is a good observation. Truthfully, I wanted this class to cover everything from Robin Hood to the Three Musketeers to the Count of Monte Cristo, but Swashbuckler seemed a bit risky to include in anything using the GSL.

Foxman said:
Weapons & Armour: should a highwayman at least be able to wear leather?
Originally, they did. But I didn't want them getting too cocky, so I reduced it to cloth. I'm still in the process of balancing it all out, so leather proficiency may come back... potentially as part of one of the two builds, should I decide to split it a bit further.

Foxman said:
Blade Barrier: Neat concept. Enemies can shift away but not adjacent to this class. It doesn’t lock them down like a fighter does, but does exert control of nearby terrain. The only issue I have is that when a controller is based, they are in a lot of trouble. Why create a power that only works when based, something a controller wants to avoid at all costs?
Glad you like it. Again, its not really going to help once an enemy is based... it's more of an (admittedly minor) incentive for them to choose another target.


Foxman said:
Arc of Steel – sounds like cleaving with a big blade, how about something like ‘blade flury, or multiple stabs’ or something like that.
I was going for more of a quick wide slash. More of a minion clearer than anything else.

Foxman said:
Dagger spray – weird using a ranged weapon when based. A character that only has one dagger could hit 9 enemies with that one dagger! Maybe rename the spray or make it an area (burst 2 or 3), but you must have enough ammunition for each enemy?
Ammo constraints are one of the last things I am going to be working out. My reasoning is that I didn't want to be held back by that sort of thing. My motto (at least as far as 4e development goes) is "Design something cool... and then figure out how to make sense of it". If it were another system I might be more of a stickler for those sorts of things, but for 4e that's not where my priorities are.

Foxman said:
Dizzying strike
Flavor text does not match the power well. IE: text has you stepping up and smacking the target but you can use it as a ranged OR a basic ranged attack?
A lot of the flavor text and power names are just placeholders at the moment. Thanks for bringing that to my attention though.

Foxman said:
Hamstring
Seems powerful to give a save ends on a level 1 power – maybe end at the end of the targets next turn?
Probably right. Although, I think that save ends end up being statistically shorter overall. Could be wrong though.

Foxman said:
Hasty Retreat
A secondary attack makes this very swingy – likely no balance issues with making this trigger on the hit or even make it an effect.
I was trying to find a way to pull Charisma into it really. This may correct itself, though, if I end up splitting the builds at the end of the process.

Foxman said:
Trick Shot
LOVE this power – made of pure awesome and win!
Glad to hear it. I was a fan myself!

Foxman said:
Gaping Wound
Functional works, but doesn’t seem believable. How by spending my minor actions am I making him continue to bleed? Is my dagger still in the wound?
My flavor explanation... you're forcing him to put pressure on the wound, or kicking it, or aiming at that point with your other attack. I was going to instead have "Sustain minor: only against adjacent target". It made more sense, but that was hella risky and not tactically wise.


Foxman said:
Stakedown
Auto prone? Seems powerful
You're probably right. I'm still sliding a lot of powers around as we play with him in test games. This one will probably get moved up a bit... or we may play around with the effects.

Foxman said:
Clever distraction
This seems very powerful maybe too strong when compared to the level 2 utility powers of both wizard and rogue…
See Stakedown. Also, some of the Utilities may end up becoming Encounter or Daily powers, if we can find more fitting noncombat abilities. Right now we're still a bit thin and trying to fill in some holes. A lot more goes into making a class in 4e than I am used to.

Foxman said:
Point little objects
Needs a better name ;) but very cool! Just a note – this is extra work for DM’s tracking that space throughout the rest of the battle… DM’s may come to dread PC’s using this power just from the extra paperwork…
This is another power I am toying around with. As for the effect, I am fairly seriously considering including some printable Area markers for use with the highwayman's abilities, which should be relatively fun. This isn't the only such ability.

Foxman said:
Sand in the eyes
HUGELY powerful – make it one or two targets in a close blast 5. Is the Highwayman creating a standstorm? Not very believable.
That's a copy/paste error. Should be blast 2.

Foxman said:
Rending shards
What weapons is the character using?
This one is going to be restricted to light thrown and crossbow. Some of those notations simply haven't made it in yet.

Foxman said:
Very neat concepts here, but I’m not sold – that’s just me though ;)
Hey, its great feedback, and I appreciate it. We've still got a lot of polishing to do, and what you see is the result of less than a week of work (and only a small part, at that). I basically wanted to get it out there so I could get a bit of feedback to see if I was completely barking up the wrong tree, or if it was a concept that people (other than myself) might enjoy.


generalhenry said:
Arc of Steel does too much damage for an at will. Wizard at will AOEs are limited by low base damage. Arc of Steel can be used with a maul.

ditto with Dagger Spray when used with a long bow

Dizzying Strike is not only targets a non AC defense for full damage, it also applies far to strong a condition for an at will.

Hamstring Highwayman is the least OP at will, but still borderline OP.

Bed of Blades + magical thrown = awkward

Stakedown is awkward as an AOE
Thanks... those are very useful, and I agree on a lot of those points. Like I said, this is a preview of a work in progress, so there's still a lot of tweaks to be made.


generalhenry said:
those ones are pretty good.

the controller role simply takes more terrain altering effects than a martial character can provide. How is he supposed to put up a wall?
Good... because that's the direction we're trying to move towards. Yeah, we're going to have the obligatory knife bursts, but by including Wisdom and Charisma as the secondary abilities we also wanted to stress the more psychological elements of combat. They control the way that Fighters pull... or Warlords lead...


generalhenry said:
A fighter/cleric is similar to a paladin, but the paladin has no shortage of uniqueness. I'm not sure highwayman as a concept doesn't simply fit as a subtype of rogue who focuses a bit more on his AOEs.
Hopefully, I'll be able to pleasantly surprise you.


generalhenry said:
never a good sign. 3E bards and monks where hybrid class roles, mostly it just means that they where wimps.
Hardly that much hybridization. Hybrid in the same way that Paladin is a Defender with a tiny bit of leader, or Warlock is a striker with a tiny bit of controller. Really all of the classes have a bit of a secondary role to them, even if its harder to spot on some. This one will be a Controller with a tiny splash of leader.

generalhenry said:
That's not to say I think the class stinks, just that I'm a critic and I don't really believe in martial controllers. Arcane, certainly. Divine, not too hard. Elemental, primal, shadow no problem. Psionic, starting to push it. Ki, not really. Martial no.
Well, I agree with that to a large extent. Martial is INCREDIBLY limited in what it can do without provoking some eye-rolls. That's one of the reasons I wanted to try it (instead of the divine controller I originally had worked on, we did a martial controller and divine striker). However, sometimes those limitations come with unique and interesting solutions. A lot of people complained about the warlord's ability to heal without any divine or magical abilities... but it works. And its fun.

All I will ask is that when the final draft comes out sometime in the next couple of months, is that you give it a fair and unbiased review. You might be surprised.
 
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Tao said:
This is a good observation. Truthfully, I wanted this class to cover everything from Robin Hood to the Three Musketeers to the Count of Monte Cristo, but Swashbuckler seemed a bit risky to include in anything using the GSL.

I'm not sure how the GSL impacts this ;) but I don't mind the concept of a Martial Controller, I'm not sure Highwayman is the right title for this class is all (actually I really don't like it ;) but thats just me LOL)

If it walks like a duck and quacks like a duck, call it a duck ;) I'd 'buy into it" more if this class were called Swashbuckler ;) again thats just a personal note heheh.

Hey, its great feedback, and I appreciate it. We've still got a lot of polishing to do, and what you see is the result of less than a week of work (and only a small part, at that). I basically wanted to get it out there so I could get a bit of feedback to see if I was completely barking up the wrong tree, or if it was a concept that people (other than myself) might enjoy.

No problem ;) glad to help out. If you want some more feedback let me know, I do some stuff like this freelance for Steve Winter and Peter Lee on the DDM side of things. :)
 

Foxman said:
I'm not sure how the GSL impacts this ;) but I don't mind the concept of a Martial Controller, I'm not sure Highwayman is the right title for this class is all (actually I really don't like it ;) but thats just me LOL)

If it walks like a duck and quacks like a duck, call it a duck ;) I'd 'buy into it" more if this class were called Swashbuckler ;) again thats just a personal note heheh.

Well... the GSL may or may not impact it. As it stands, I plan on including it in a book called "Lightfoot’s Guide to the Wilds", which will see some online distribution and (hopefully) a limited print run (or not so limited, as the case might be). Right now there is some question as to what would happen to products if a term was later redefined in the SRD... and I'm still waiting on answers to that one.

Depending on the answer given, you may see your swashbuckler after all. ;)
 

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