4E Divine Defender 'Channeler' (PEACH)

Post/Author/DateTimePost
#1

Kerrus

Oct 21, 2009 16:39:03

Spurned on by speculation of future divine classes, I came up with a little idea that had been niggling me for a while for a class- it's hardly done, but I thought I'd share it in order to get some more ideas. From what I can tell, though, it is fairly unique and would make for something rather fun to play.


 


So without further adieu, the rough alpha version of...


 


The Channeler

 


Name: Channeler
Role: Controller/Defender
Power Source: Divine

Gimmick: No innate offensive capability, all powers are interrupts/reactions or triggered free actions.

Armour proficiency: Cloth


 


Implements: Tomes, Holy Symbols


Weapon Profs: ??? Simple Melee...



Primary Stat: Con


Secondary Stats: Cha, Dex

Build Options

Stalwart Channeler, Intercepting Channeler


Class Features:

Intercepting Guardian: When you take damage from an attack that did not originally target you, you gain resist all damage [CON mod] against that attack.

Vengeful Guardian: Whenever you are hit by an attack, gain a cumulative + 1/2/3 bonus to damage until the end of your next turn. 

At-wills:

Guardian Lure: Con vs Will, divine implement.
Hit: Con modifier damage, and the target makes a basic attack against you.

Turn the Blaze Aside: Con vs Ref, Immediate interrupt, melee weapon, trigger: An opponet makes a ranged attack that doesn't include you as a target. Hit: The attack misses the target. The enemy may reroll the attack against you, but is weakened on the damage roll.



Miraculous Intercession: Con vs Ref, Immediate Interrupt: Range: close burst 5, one ally and enemy in burst. Trigger (an enemy in burst makes attack against ally) hit: Switch places with ally, the attack hits you instead.


Encounter:

Ravenous Lightning. Implement, Channel, divine. Free action, range: melee, trigger; you are hit by a melee attack. target: the enemy that made the attack. Con vs Ref. Hit: 2d6 + con lightning damage. (Intercepting Rider: You gain Dex mod THP)

Daily

Reflective Shield: Con vs Will, Immediate Interrupt. Range: Personal, Trigger (An opponent makes a ranged attack with the implement keyword against you. Hit: the attack deals half damage, and you may make that attack against the target, using its attack bonus)


 


Notes:



The Channeler has two 'kinds' of powers. The first are powers it has at-will, and each of these is either an immediate action or a standard action. These powers involve either making the enemy attack you, or making an attack from an enemy hit you or target you instead of targetting an ally.


 


The second set are powers with the 'channel' keyword. Much like stance, rage, polymorph, or the like, you can only use one power with the channel keyword at once. For the Channeler, its encounter and daily 'attacks' are all 'channel' powers- and thus free actions. However, these free actions all trigger off of various types of attack condition. 'An attack hits you' 'An attack hits you that did not originally target you' 'you were hit by a melee attack' 'you were hit by a ranged attack'. A channeler can use one of these powers each time the conditional trigger is met- and given the nature of the class, he will be actively aiming to be hit by attacks.


 


However, there is still a use for high defences- after all, the channeler will, ideally, only want to be hit by attacks that would have targetted his allies. Some of his powers specify that the enemy rerolls, while others merely make him a new target using the same roll, so there's a breadth of options open for him. But defences are still useful, because even with boosts provided by utility powers (not specced out yet, lol) and by class features (particularly the intercepting channeler/guardian), the channeler will still be taking far more damage then his allies if he's running properly.


 


Utility Samples


 


Bolstering Ward


Encounter * Divine, Personal, Minor Action


Effect: Choose a damage type. The next time you are hit by an attack that deals damage of that type before the end of the encounter, gain temporary hit points equal to 5 + 1/2 your level.


 


Standing Stones


Daily * Divine, Conjuration, Standard Action


Effect: You conjure four standing stones in squares adjacent to you. Each stone has 40 HP, AC 5, and Fortitude 30. Whenever an enemy makes an attack against you or an ally adjacent to a standing stone, you can use an immediate action to make the attack hit the standing stone instead. The stones last until the end of the encounter, or until destroyed, whichever comes first.


 


Splitting Rift Stance


Daily * Divine, Stance, standard action


Effect: You assume the Splitting Rift Stance. Until the stance ends, each attack that hits you that did not originally target you deals half damage to you and half damage to the creature that made the attack.


 


 


Sacrificial Amplification


Daily * Divine, Personal


Effect: Until the end of the encounter, whenever an ally makes an area or close attack and hits you, you may increase damage dealt by that attack by [Cha mod].


 


 

#2

nachtsieger

Oct 21, 2009 17:09:32

I support the idea and notion of this class completely as it is a breath of fresh air.

#3

frozenferret

Oct 21, 2009 17:10:51

Thats pretty sweet so far - and it is something original

#4

Kerrus

Oct 21, 2009 17:34:00

Thanks. I'm thinking there would be a third build/path for it- which would focus on status effects. Its class thingy would probably get a bonus = 1/2 vital stat to saves (so as not to autosave, but very nearly there), and it would use interrupts/channel powers that focus on afflicting an enemy with a status condition that its attack afflicted you with.


 


Which owuld make for amusing scenarios, like your enemy dominating you and you dominating him and the same time.