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| #1kodyboyJul 10, 2008 11:28:36 | here is another attempt of mine at a conjurer. It is simple, but with the monster choices it should be complex enough to be fun. In addition I looked at many other conjurer/summoner creations on the web (special thanks to Mkill on wizards for some ideas) so this is my stuff plus others compiled.
Conjurer:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker?
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth/leather
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +1 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 10 + Constitution modifier
Trained Skills: 4
Class Skills: Knowledge [nature, dungeoneering, Aracana] (Int), Insight (Wis)
Build Options: ?
Class Features: Attune Monster, Control Monster
CONJURER CLASS FEATURES
Attune Monster---ritual/arcane
You make a circle painstakingly inscribing arcane runes around and inside it. When completed you utter words of power and a cloud of smoke appears inside your circle. Inside the smoke monsters appear which can be called upon later to do your bidding.
10 minutes casting time
Effect: You attune yourself to your intelligence modifier in monsters at the beginning of the day. These monsters can they be called forth for a 24 hour period. If you do not attune yourself to a group of monsters at the beginning of the day you summon a monster that you know randomly when you use your summon monster at-will power. If the monster was already slain that day nothing appears.
You get attune yourself to a monster of your level or lower depending on your trained knowledge skills and your intelligence modifier. You can choose your intelligence modifier in monsters at each level. If you have the skill focus feat you get one more monster for that knowledge type in addition to your normal amount. The monsters are standard kinds, no leaders, solos or minions.
Monster Type Knowledge needed(skill)
Ooze, Aberation,Fungus Dungeoneering
Magical Beast, Dragon,Fey Arcana
Elemental, Immortal,Undead Arcana
Humanoid, Animal,Vermin Nature
Encounter/Daily spells.
A conjurer’s encounter spells are used a little differently than other classes. A conjurer starts with three encounter spells and then gets additional ones like any other class. A conjurer can use one type of the encounter spells as many times as he has encounter spells available, or mix them in any way he wants to. For example: a conjurer with three encounter spells could use guard, fuel the fury, and haste once each, haste three times, guard twice and haste once etc.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
At will ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5
Effect: You summon a monster that is attuned to you via the attune monster ritual. In addition you must spend a healing surge to summon a monster. The monster has standard hit points for its kind. The monster can perform a standard, minor or move action in the round summoned and has a minor, standard and move action available each round after that. The monster acts on the conjurer’s initiative. You also have a telepathic link to the monster. Summoned monsters that you are attuned to do not heal between summons, and if they die they are not available to be summoned again that day. If you summon a wounded monster again later in the day it has the same HPs that it had when dismissed. You can spend healing surges to heal your summoned monster. One healing surge heals the summoned creature 25% of its original HP. You can heal a monster up to your constitution modifier in healing surges per encounter as a minor action. Only you can heal a summoned monster, not an ally, as it is a magical construct attuned to your essence, not a real monster.
Sustain : Must use the control monster power
Control Monster
Your summoned monster attacks, moves, picks something up etc.
At will ◊ Arcane
Standard Action
Range: 100
Effect: You control a summoned monster. You can cause the monster to do one standard action on the turn it is summoned, and one standard/move and minor action on the subsequent rounds. The monster can do anything it would normally be able to do (i.e. in its stat block). The only abilities the summoned monster does not have are strictly knowledge based as the conjurer created the monster with magic and is controlling it with his mind. So the monster has no Intelligence based skills, use the conjurers instead. The conjured creature has no will of its own and will only exist and act as long as the control monster power is used.
The conjured creature has a telepathic link to the controller as long as the conjurer uses the control monster power.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent and it explodes when it hits.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Range: 15
Target: One creature + adjacent to the target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent to the target. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic ranged attack
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
Encounter ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type (cold/fire/electricity/acid/force/thunder) until the end of the encounter:
this becomes a +4 to AC and resistance 10 at 21st level.
Resurgence - Conjurer Feature
The monster is infused with new energy from the summoner.
At-Will * Arcane
Free action
range: 20
Target: Summoned creature
Effect: The Conjurer spends one of his healing surges to heal the monster ¼ of its base hp. (The summoner can also use this power to heal the creature between encounters) The conjurer can do this up to his con mod/encounter.
Encounter Spells
Guard - Conjurer Control 1
The monster steps in front of you or an ally for protection.
Encounter * Arcane
Duration: until the end of your next turn
Move * (the monster must be able to get adjacent to the character that is getting the bonus by moving, and it uses its move action to do so)
Effect: Creature acts; adjacent ally is granted your Int bonus to AC.
Fuel the Fury – Conjurer Control 1
Your command throws the summoned creature into a furious rage.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: When the creature acts it gains the summoners Int bonus as damage on any attack.
Haste - Conjurer Control 1
Your command makes summoned creature run faster.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: The creature gains the summoners Int bonus in squares to its movement.
Daily Spells
Rise from Ashes – Conjurer Control 1
The summoner calls back his just-slain creature.
Daily * Arcane
Immediate Reaction * Arcane
Standard
Effect: As an immediate reaction to the defeat of his summoned creature, the conjurer can restore it to full hit points. It gains an immediate standard attack. The conjurer expends a healing surge.
Conjurer Feats:
Heroic
Improved Summons:
Your summoned monsters get a +2 bonus on attacks and damage
Quick Summons:
Your summon monster spell now only takes a standard action to cast.
Bolster Monster:
Your summoned monsters start out with 25% more HP than is standard for its type.
Quicken:
Your summoned monsters get a +2 bonus to their speed.
Fortify:
Your summoned monsters get a +2 bonus to their AC.
Ride:
You can ride your summoned creature as a mount (without this feat it takes too much concentration to both sustain your monster and ride at the same time). Note: this only applies to land-based and surface swimming movement, not burrowing, flying, teleporting etc.
Paragon Feats:
Advanced Ride:
You can now ride a summoned creature that can fly, burrow, teleport etc. Note: this does not give the creature the ability to move you if it cannot carry you, teleport another creature etc.
I need to come up with more feats.......
Paragon Path
Elemental Conjurer:
Your summoned creatures are infused with the essence of one energy, fire, cold, electricity, acid, force, or thunder. You pick one energy type at 11th level.
11th level: Summon Energy Monster:
Your monsters are no longer wholly standard representatives of their types; they are now infused with the power of one kind of energy.
Effect: your summoned creatures get resistance 20 to X energy type and do an additional 1d6 damage of X energy type when they hit with an attack.
11th level: Elemental attunement:
The conjurer gains energy resistance 20 to X energy type.
16th level:
Second energy type.
You pick a second type of energy, gain resistance 20 to it (in addition to the first energy type), and can summon energy creatures with that type of energy as well as ones with your original energy type. A summoned creature can only have one type of energy at a time.
20th level:
Aura of doom:
Your summoned monsters gain an encounter ability that allows them to put up a close burst 1 or 2 (your choice when activated) aura that causes 2d6 + Int mod damage to all in the effect. This damage is the same energy type as the summoned energy monster. This is a minor action on the summoned monsters part and can be sustained as a minor action as well.
I need to come up with another paragon path or two......
I was thinking that the conjurer would not really need any other new spells/powers as his modifiers should increase with level, his number of powers will increase with his level and his monsters (the most important part) also increase with level. Also the lack of utility powers and rituals other than attune monster was an attempt to balance the large versatility of the variety of summoned monster type the conjurer knows. What does everyone think? PEACH please J |
| #2alumanJul 10, 2008 13:22:53 | Conjurer:
Conjurers summon items, Summoners Summon intelligent beings. 3E lost this distinction I see no reason to keep it lost.
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker?
Chose one or the other, Controllers deal little damage to large areas and inflict stuff, Strikers deal lots of damage to one creature and can inflict stuff.
Key Abilities: Constitution, Intelligence
Need a third ability
Armor Proficiencies: Cloth/leather
Doesn't make sense for them to havel eather. They send someone in to fight for them, they don't fight personally.
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +1 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 10 + Constitution modifier
10+Con and HS of 10+Con Mod is not used.
Strikers 12+Con/6+Con Mod HP/HS
Controllers 10+Con/6+Con Mod HP/HS Choose what type it is, give it appropriate changes.
Trained Skills: 4
Class Skills: Knowledge [nature, dungeoneering, Aracana] (Int), Insight (Wis)
Build Options: ?
Class Features: Attune Monster, Control Monster
So you force upon them what their choices for skills are? At least copy and paste the Wizard's list.
CONJURER CLASS FEATURES
Attune Monster---ritual/arcane
You make a circle painstakingly inscribing arcane runes around and inside it. When completed you utter words of power and a cloud of smoke appears inside your circle. Inside the smoke monsters appear which can be called upon later to do your bidding.
10 minutes casting time
Effect: You attune yourself to your intelligence modifier in monsters at the beginning of the day. These monsters can they be called forth for a 24 hour period. If you do not attune yourself to a group of monsters at the beginning of the day you summon a monster that you know randomly when you use your summon monster at-will power. If the monster was already slain that day nothing appears.
Not a ritual. Rituals have very specific meaning. drop all referanes to the monster being slain Everywhere. Its extra bookkeeping that will bog down the game.
You get attune yourself to a monster of your level or lower depending on your trained knowledge skills and your intelligence modifier. You can choose your intelligence modifier in monsters at each level. If you have the skill focus feat you get one more monster for that knowledge type in addition to your normal amount. The monsters are standard kinds, no leaders, solos or minions.
Controller: Only minions and gets 4, Striker only Skirms, Lurkers, Brutes and gets 1. Just as the DM can use minions for terrain control so could a summoner. You shouldn't let them to choose for the situation it should the two paths one gets a Skirm, Lurker, or Brute at their level.
Monster Type Knowledge needed(skill)
Ooze, Aberation,Fungus Dungeoneering
Magical Beast, Dragon,Fey Arcana
Elemental, Immortal,Undead Arcana
Humanoid, Animal,Vermin Nature
Fungus Nature, Vermin Dungeoneering. Many mushrooms grow on the surface.
Encounter/Daily spells.
A conjurer’s encounter spells are used a little differently than other classes. A conjurer starts with three encounter spells and then gets additional ones like any other class. A conjurer can use one type of the encounter spells as many times as he has encounter spells available, or mix them in any way he wants to. For example: a conjurer with three encounter spells could use guard, fuel the fury, and haste once each, haste three times, guard twice and haste once etc.
No. No. No. 3 Encounter powers at 1st level Breaks the class. Allowing them to mix and max as wanted Breaks the class.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
At will ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5
Effect: You summon a monster that is attuned to you via the attune monster ritual. In addition you must spend a healing surge to summon a monster. The monster has standard hit points for its kind. The monster can perform a standard, minor or move action in the round summoned and has a minor, standard and move action available each round after that. The monster acts on the conjurer’s initiative. You also have a telepathic link to the monster. Summoned monsters that you are attuned to do not heal between summons, and if they die they are not available to be summoned again that day. If you summon a wounded monster again later in the day it has the same HPs that it had when dismissed. You can spend healing surges to heal your summoned monster. One healing surge heals the summoned creature 25% of its original HP. You can heal a monster up to your constitution modifier in healing surges per encounter as a minor action. Only you can heal a summoned monster, not an ally, as it is a magical construct attuned to your essence, not a real monster.
Sustain : Must use the control monster power
Change to Sustain: Standard. Make it a class feature else Half Elves will be snagging it with Dilettante. Full round actions don't exsist, and shouldn't exsist. Make it Standard.
Control Monster
Your summoned monster attacks, moves, picks something up etc.
At will ◊ Arcane
Standard Action
Range: 100
Effect: You control a summoned monster. You can cause the monster to do one standard action on the turn it is summoned, and one standard/move and minor action on the subsequent rounds. The monster can do anything it would normally be able to do (i.e. in its stat block). The only abilities the summoned monster does not have are strictly knowledge based as the conjurer created the monster with magic and is controlling it with his mind. So the monster has no Intelligence based skills, use the conjurers instead. The conjured creature has no will of its own and will only exist and act as long as the control monster power is used.
The conjured creature has a telepathic link to the controller as long as the conjurer uses the control monster power.
This forces non humans to have Summon Monster and Control Monster as their at wills, needless pigeonholing, and this is not an appropriate attack power.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent and it explodes when it hits.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Range: 15
Target: One creature + adjacent to the target
Attack: Intelligence vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent to the target. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic ranged attack
Range 10 target 'burst 1', flat 1d6+con to all. Otherwise its only minion control and thus isn't an optimal choice.
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
Encounter ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type (cold/fire/electricity/acid/force/thunder) until the end of the encounter:
this becomes a +4 to AC and resistance 10 at 21st level.
No. No such thing as 'defense' this power gives unnamed bonus to AC over powerful. Also doesn't make sense for someone who summons things to have good AC. Immediate Interrupts need to have triggers anyway.
Resurgence - Conjurer Feature
The monster is infused with new energy from the summoner.
At-Will * Arcane
Free action
range: 20
Target: Summoned creature
Effect: The Conjurer spends one of his healing surges to heal the monster ¼ of its base hp. (The summoner can also use this power to heal the creature between encounters) The conjurer can do this up to his con mod/encounter.
Encounter Spells
Guard - Conjurer Control 1
The monster steps in front of you or an ally for protection.
Encounter * Arcane
Duration: until the end of your next turn
Move * (the monster must be able to get adjacent to the character that is getting the bonus by moving, and it uses its move action to do so)
Effect: Creature acts; adjacent ally is granted your Int bonus to AC.
Heh. No. Overly powerful and leaderish.
Fuel the Fury – Conjurer Control 1
Your command throws the summoned creature into a furious rage.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: When the creature acts it gains the summoners Int bonus as damage on any attack.
This one is fine.
Haste - Conjurer Control 1
Your command makes summoned creature run faster.
Encounter * Arcane
Duration: until the end of your next turn
Move
Effect: The creature gains the summoners Int bonus in squares to its movement.
Sooo, at level 1 I can have a stirge with hover 11.
All these need actions they take (I suggest minor or move).
Again this isn't a Control this is a leader. I think if you remove Energy ball, you have a Striker/Leader.
Conjurer Feats:
Heroic
Improved Summons:
Your summoned monsters get a +2 bonus on attacks and damage
+1 damage. Then its the equilivent of Weapon Focus, this is over powerful.
Quick Summons:
Your summon monster spell now only takes a standard action to cast.
The objective with feats is to not make them mandatory. This feat is mandatory for a conjurer/summoner. Remove it make it standard
Bolster Monster:
Your summoned monsters start out with 25% more HP than is standard for its type.
Hell No. Gnoll Maurder has 84 HP with this it gains 21 and has 105hp. Its ridiculously over powerful.
[qupte]
Quicken:
Your summoned monsters get a +2 bonus to their speed.
+1, make it paragon
Fortify:
Your summoned monsters get a +2 bonus to their AC.
Make it +1, make it paragon.
Ride:
You can ride your summoned creature as a mount (without this feat it takes too much concentration to both sustain your monster and ride at the same time). Note: this only applies to land-based and surface swimming movement, not burrowing, flying, teleporting etc.
Make Mounted Combat required.
Paragon Feats:
Advanced Ride:
You can now ride a summoned creature that can fly, burrow, teleport etc. Note: this does not give the creature the ability to move you if it cannot carry you, teleport another creature etc.
I need to come up with more feats.......
Paragon Path
Elemental Conjurer:
Your summoned creatures are infused with the essence of one energy, fire, cold, electricity, acid, force, or thunder. You pick one energy type at 11th level.
11th level: Summon Energy Monster:
Your monsters are no longer wholly standard representatives of their types; they are now infused with the power of one kind of energy.
Effect: your summoned creatures get resistance 20 to X energy type and do an additional 1d6 damage of X energy type when they hit with an attack.
11th level: Elemental attunement:
The conjurer gains energy resistance 20 to X energy type.
16th level:
Second energy type.
You pick a second type of energy, gain resistance 20 to it (in addition to the first energy type), and can summon energy creatures with that type of energy as well as ones with your original energy type. A summoned creature can only have one type of energy at a time.
20th level:
Aura of doom:
Your summoned monsters gain an encounter ability that allows them to put up a close burst 1 or 2 (your choice when activated) aura that causes 2d6 + Int mod damage to all in the effect. This damage is the same energy type as the summoned energy monster. This is a minor action on the summoned monsters part and can be sustained as a minor action as well.
I need to come up with another paragon path or two......
I was thinking that the conjurer would not really need any other new spells/powers as his modifiers should increase with level, his number of powers will increase with his level and his monsters (the most important part) also increase with level. Also the lack of utility powers and rituals other than attune monster was an attempt to balance the large versatility of the variety of summoned monster type the conjurer knows. What does everyone think? PEACH please J
It has potential needs lots of work. |
| #3kodyboyJul 11, 2008 14:07:41 | Conjurers summon items, Summoners Summon intelligent beings. 3E lost this distinction I see no reason to keep it lost.
Seems reasonable to me, just a name change.
Chose one or the other, Controllers deal little damage to large areas and inflict stuff, Strikers deal lots of damage to one creature and can inflict stuff.
The summoners role will depend on what monsters he picks, but it will probably be diverse and not fit neatly into one type. I guess controller makes a much sense as anything, they are controlling their monsters.
Need a third ability
charisma would make sense, but why do they have to have a third ability?
Doesn't make sense for them to havel eather. They send someone in to fight for them, they don't fight personally.
Remove leather armor, no problem that makes sense.
10+Con and HS of 10+Con Mod is not used.
I know, but why not? It does not really matter that much as healing surges can just be gained every X levels, but does it really matter? The class does need more than a typical controller or whatever, and it certainly is not a defender.
So you force upon them what their choices for skills are? At least copy and paste the Wizard's list.
I forgot to put in how many at the start, that would be four. Thanks.
Not a ritual. Rituals have very specific meaning. drop all referanes to the monster being slain Everywhere. Its extra bookkeeping that will bog down the game.
Can do.
Controller: Only minions and gets 4, Striker only Skirms, Lurkers, Brutes and gets 1. Just as the DM can use minions for terrain control so could a summoner. You shouldn't let them to choose for the situation it should the two paths one gets a Skirm, Lurker, or Brute at their level.
I do not agree with this. 1) minions are not useful enough by themselves and in groups they break the conservation of actions too much 2) the summoner needs to be able to choose a wide variety of monsters as that is the point of the class. I do not want a "demon summoner" or a "brute summoner" but a generalized summoner. The above idea is too myopic for what I am trying to do.
Fungus Nature, Vermin Dungeoneering. Many mushrooms grow on the surface.
True enough, just trying to spread them out. I think I am going to go with my friends idea and have the summoner get 4 creatures at 1st level and then 1 every other level to reduce the number known. In addition I may make it more difficult to get the groupings or make the grouping more specific (instead of animal, mammal, instead of immortal devil etc), not sure though as I want a general class that can summon anything, but I do not want it overpowered.
No. No. No. 3 Encounter powers at 1st level Breaks the class. Allowing them to mix and max as wanted Breaks the class.
The encounter powers are actually more of a class feature than an encounter power and may end up there instead. On the other hand they may be removed entirely as the character can always just tell his monster to attack, move etc. Not sure.
Change to Sustain: Standard. Make it a class feature else Half Elves will be snagging it with Dilettante. Full round actions don't exsist, and shouldn't exsist. Make it Standard.
Had it as sustain standard to begin with, but some people suggested making it a power to keep more in line with the game. I made it as a full round action to give it a negative. Why should full round actions not be in the game?
This forces non humans to have Summon Monster and Control Monster as their at wills, needless pigeonholing, and this is not an appropriate attack power.
Understood, will fix.
Range 10 target 'burst 1', flat 1d6+con to all. Otherwise its only minion control and thus isn't an optimal choice.
OK.
No. No such thing as 'defense' this power gives unnamed bonus to AC over powerful. Also doesn't make sense for someone who summons things to have good AC. Immediate Interrupts need to have triggers anyway.
Understood, maybe better as a conjurer power than a summoner.
Sooo, at level 1 I can have a stirge with hover 11.
All these need actions they take (I suggest minor or move).
Again this isn't a Control this is a leader. I think if you remove Energy ball, you have a Striker/Leader.
Energy ball will be removed, does not really fit.
I can see it as either controller or leader, but is it too powerful or balanced?
+1 damage. Then its the equilivent of Weapon Focus, this is over powerful.
Understood, will reduce.
The objective with feats is to not make them mandatory. This feat is mandatory for a conjurer/summoner. Remove it make it standard
Depends on if I keep it a full round action or not, but you are correct, maybe it needs to be built in or removed.
Hell No. Gnoll Maurder has 84 HP with this it gains 21 and has 105hp. Its ridiculously over powerful.
[qupte]
You think so? I would not think a 25% increase it HP is that big of a deal, but I will remove. Maybe a paragon level feat?
Quicken:
Your summoned monsters get a +2 bonus to their speed.
+1, make it paragon
Ok.
Make it +1, make it paragon.
Ok.
Make Mounted Combat required.
I will change.
It has potential needs lots of work.
thanks for the critique |
| #4alumanJul 11, 2008 14:51:05 | All classes ahve three abilities, most have 1 of each save group then you have two builds one with 1,2 and one with 1,3 or sometimes one with 1,3 and one with 2,3. But at any rate, it helps distinguish subclass A from subclass B.
I think honestly you can make a Striker/Controller, Skirms, Lurker, Artillery are striker monsters, by allowing summoning of one of them you allow the summon to have more custom tailor to his striker capability, but at the same time less diveristy (monsters tend to have 2-3 powers rather than 30+), and on the same token jsut as Minions force the players to deal with them, summoned minions are wasps in the ear of monsters forcing the monsters to deal with them. Thus one path (I would think Cha/Wis) is Controller another path (Cha/Int) is striker.
I'm not sure to be honest on their theory of not having 10, 10. I trust the designers have put thought into it, for one thing 10+conmod healing surges oddly means that summoners can use potions more than other classes.
Actually, Skirm, Brute, Lurker, Artillery, Controller, Solider are basically mosnter classes, at any given level there is three-four varieties of them.
Because Full Round actions aren't in the game XD. A fuller explination is that the combat grid is much more fluid than in 3e, forcing a character to give up all three actions means that while the battle rages around him he is stnding around, which no longer fits the combat model.
The stirge thing is essentially this: Its not just stirges, stirges are the first with flight, eventually you are giving the character a means to drop the warlock/ranger/rogue behind enemy lines by means of having his pet pick him up and move him.
As a leader/controller power raise from the dead might be. I would say 'brings them back to 1hp', include a class feature that lets the summoner spend healing surges on his monsters. That way its not overpwoered, and through playtesting you can up the HP to make it useful, rather than drop the HP to make it not overwhelming.
My reasoning for the changes in most the feats were to bring them in line with what characters could do for themselves. this way the pet/character doesn't fall behind the power curve and doesn't break it either. |
| #5kodyboyJul 11, 2008 19:11:20 | All classes ahve three abilities, most have 1 of each save group then you have two builds one with 1,2 and one with 1,3 or sometimes one with 1,3 and one with 2,3. But at any rate, it helps distinguish subclass A from subclass B.
Understood.
I think honestly you can make a Striker/Controller, Skirms, Lurker, Artillery are striker monsters, by allowing summoning of one of them you allow the summon to have more custom tailor to his striker capability, but at the same time less diveristy (monsters tend to have 2-3 powers rather than 30+), and on the same token jsut as Minions force the players to deal with them, summoned minions are wasps in the ear of monsters forcing the monsters to deal with them. Thus one path (I would think Cha/Wis) is Controller another path (Cha/Int) is striker.
While minions are cool, I do not like the idea for a summoner. I prefer a single standard monster that is controlled and lasts a while as opposed to numerous minions. Maybe a paragon path would be a minion option that allowed the character to summon many creatures and then use them tactically....not sure.
I see what you are saying about the striker/lurker etc. That may be interesting.
I'm not sure to be honest on their theory of not having 10, 10. I trust the designers have put thought into it, for one thing 10+conmod healing surges oddly means that summoners can use potions more than other classes.
I don't think it is gamebreaking either way, 10/6/9 whatever. If I gave the summoner 6HS I would also give them a class feature that allowed them to gain one every 4-5 levels as well. That may work better anyway and that is what my friend proposed.
Actually, Skirm, Brute, Lurker, Artillery, Controller, Solider are basically mosnter classes, at any given level there is three-four varieties of them.
Understood.
Because Full Round actions aren't in the game XD. A fuller explination is that the combat grid is much more fluid than in 3e, forcing a character to give up all three actions means that while the battle rages around him he is stnding around, which no longer fits the combat model.
The full round action is only for the round the monster is summoned, not for when the monster is there. When summoned the summoner only needs to use a standard action to keep it around and is free to move or do a minor action.
The stirge thing is essentially this: Its not just stirges, stirges are the first with flight, eventually you are giving the character a means to drop the warlock/ranger/rogue behind enemy lines by means of having his pet pick him up and move him.
Can a stirge pick up a character? If so I can see your point. I would institute some sort of caveat that would not allow this sort of thing, what that may be I am not sure. The ride feat, ride monster feat, and advanced ride monster feat (paragon level) needed for the summoner to ride a flying monster so maybe that sort of limitation is needed.
As a leader/controller power raise from the dead might be. I would say 'brings them back to 1hp', include a class feature that lets the summoner spend healing surges on his monsters. That way its not overpwoered, and through playtesting you can up the HP to make it useful, rather than drop the HP to make it not overwhelming.
I have a power that allows the summoner to spend healing surges to heal his monsters. The one HP thing might work.....
My reasoning for the changes in most the feats were to bring them in line with what characters could do for themselves. this way the pet/character doesn't fall behind the power curve and doesn't break it either.
True enough. That is the whole point behind all house rule discussions. |
| #6TygaranJul 17, 2008 13:19:53 | Just some general thoughts on this design...
Monster Type Knowledge needed(skill)
Ooze, Aberation,Fungus Dungeoneering
Magical Beast, Dragon,Fey Arcana
Elemental, Immortal,Undead Arcana
Humanoid, Animal,Vermin Nature
The actual division of monster knowledge amongst the skills is this:
Arcana: Elemental, Fey, and Shadow origins
Dungeoneering: Aberrant origin
Nature: Natural origin
Religion: Immortal and Undead origins
Oozes are now natural beats. I don't remember seeing a fungus in the MM, but plant creatures are now natural animates. Dragons, Humanoids, and Animals are all natural beasts or natural humanoids. Vermin are most likly natural beasts as well, since the Rat (including giant and swarms) is one.
Encounter/Daily spells.
A conjurer’s encounter spells are used a little differently than other classes. A conjurer starts with three encounter spells and then gets additional ones like any other class. A conjurer can use one type of the encounter spells as many times as he has encounter spells available, or mix them in any way he wants to. For example: a conjurer with three encounter spells could use guard, fuel the fury, and haste once each, haste three times, guard twice and haste once etc.
This sounds more like a single multi-use Class Feature Encounter power similar to Healing Word. It is essentially three ways of buffing your summons. You could list is as Class Feature "Empower Summons": twice per encounter, but only once per round, you may use Guard, Fuel the Fury, or Haste. Change the type of ability within each from "Encounter" to Special" and increase the number of uses of "Empower Summons" at the same frequency of extra Healing Word uses.
LEVEL 1 AT-WILL SPELLS
Summon Monster
{snip}
This also sounds more like a bit more like a class feature than a normal at-will attack power. A couple things though. I'd remove the part about using your own healing surge to summon, I'd also remove that part about using your own healing surges to heal the creature and instead create a line of powers that does that instead. Some of those could use your own healing surges, but more powerful ones could just do the healing. Look to how the Cleric handles this for ideas. You could even have powers that has the summon do something specific AND get healing. I'd make it a Standard Action to summon the thing, and your could allow the summon to perform a Standard Action; Special: In the round in which a creature is summoned, you may use a Move action to grant your summon a move action and you may use a Minor action to grant your summon a minor action.
Similar to what you have, but perhaps a bit better mechanically.
Control Monster
{snip}
As written, this includes what happens in the round the creature was summoned, but so does the summoning power itself. This power only needs to include what happens in the rounds after the create is summoned. The basic you have could be narrowed down to: "Standard Action: You sustain your summon, and it may perform a full array of actions on your turn; Standard, Move, and Minor. Special: all Intelligence and Knowledge based skills the summon attempts to perform use the conjurer's skill instead of the summon's."
Now, this still runs up against the original issue of number of actions per round per character. This power only costs the conjurer a Standard Action, but grants a Standard, Move AND, Minor action to the summoned creature. You might add a "Special" that makes the conjurer use an action for each action the summon gets to perform.
Energy Ball Conjurer Attack 1
{snip}
You're a conjurer/summoner. You can reflavor this as a brief summons of multiple creatures that attack an area. Probably change it to "Area burst 1 within 15 squares, Target: each enemies in burst" and have the damage be similar to the wizard's at-will area burst. Since it would be creatures, it would deal only normal damage.
Do note however, in this design if you attack with this power you are not sustaining your summon, and it should disappear as this power is used.
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
Encounter ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type (cold/fire/electricity/acid/force/thunder) until the end of the encounter:
this becomes a +4 to AC and resistance 10 at 21st level.
There is generally no level 1 powers that grant defense (at least that I can remember). I believe all similar powers are at least Utility level 2 or higher. Also, as a general design concept, you should decide if your are a "Conjurer" that molds energy into usable forms, or a "Summoner" that summons creatures and possibly items. If the former, that your whole summoning line of powers might need to be rethought, as you are creating the creatures on the spot rather than summoning them from somewhere. If the later, than you should reflavor any defensive power like this to be summoning some item that grants the benefit.
Resurgence - Conjurer Feature
The monster is infused with new energy from the summoner.
At-Will * Arcane
Free action
range: 20
Target: Summoned creature
Effect: The Conjurer spends one of his healing surges to heal the monster ¼ of its base hp. (The summoner can also use this power to heal the creature between encounters) The conjurer can do this up to his con mod/encounter.
Depending on how many total class features you end up with, this maybe can/should be moved under the "Empower Summon" idea as just one more kind of buff. But I feel it should at least be a Minor action. As At-Will AND Free, the conjurer could use four of their own healing surges to bring their summon from 0 hp to max hp without expending a single action of their own.
I'd have to think more about the rest of the powers, feats, and paragon path, but at least this gives you something to think about. |
| #7kodyboyJul 17, 2008 17:04:49 | Just some general thoughts on this design...
thanks for the critique
The actual division of monster knowledge amongst the skills is this:
Arcana: Elemental, Fey, and Shadow origins
Dungeoneering: Aberrant origin
Nature: Natural origin
Religion: Immortal and Undead origins
Oozes are now natural beats. I don't remember seeing a fungus in the MM, but plant creatures are now natural animates. Dragons, Humanoids, and Animals are all natural beasts or natural humanoids. Vermin are most likly natural beasts as well, since the Rat (including giant and swarms) is one.
Will change to fit.
This sounds more like a single multi-use Class Feature Encounter power similar to Healing Word. It is essentially three ways of buffing your summons. You could list is as Class Feature "Empower Summons": twice per encounter, but only once per round, you may use Guard, Fuel the Fury, or Haste. Change the type of ability within each from "Encounter" to Special" and increase the number of uses of "Empower Summons" at the same frequency of extra Healing Word uses.
Will change.
This also sounds more like a bit more like a class feature than a normal at-will attack power. A couple things though. I'd remove the part about using your own healing surge to summon, I'd also remove that part about using your own healing surges to heal the creature and instead create a line of powers that does that instead. Some of those could use your own healing surges, but more powerful ones could just do the healing. Look to how the Cleric handles this for ideas. You could even have powers that has the summon do something specific AND get healing. I'd make it a Standard Action to summon the thing, and your could allow the summon to perform a Standard Action; Special: In the round in which a creature is summoned, you may use a Move action to grant your summon a move action and you may use a Minor action to grant your summon a minor action.
Similar to what you have, but perhaps a bit better mechanically.
Interesting. So summon is standard, without healing surge, but using a healing surge allows X to happen.......might work. The move action/minor interesting as well. It certainly keeps the conservation of action concept up.
As written, this includes what happens in the round the creature was summoned, but so does the summoning power itself. This power only needs to include what happens in the rounds after the create is summoned. The basic you have could be narrowed down to: "Standard Action: You sustain your summon, and it may perform a full array of actions on your turn; Standard, Move, and Minor. Special: all Intelligence and Knowledge based skills the summon attempts to perform use the conjurer's skill instead of the summon's."
Good editing, will change.
Now, this still runs up against the original issue of number of actions per round per character. This power only costs the conjurer a Standard Action, but grants a Standard, Move AND, Minor action to the summoned creature. You might add a "Special" that makes the conjurer use an action for each action the summon gets to perform.
Will consider.
You're a conjurer/summoner. You can reflavor this as a brief summons of multiple creatures that attack an area. Probably change it to "Area burst 1 within 15 squares, Target: each enemies in burst" and have the damage be similar to the wizard's at-will area burst. Since it would be creatures, it would deal only normal damage.
I will probably remove this spell and replace with something like the above. Maybe a swarm attack.....
Do note however, in this design if you attack with this power you are not sustaining your summon, and it should disappear as this power is used.
Understood.
There is generally no level 1 powers that grant defense (at least that I can remember). I believe all similar powers are at least Utility level 2 or higher. Also, as a general design concept, you should decide if your are a "Conjurer" that molds energy into usable forms, or a "Summoner" that summons creatures and possibly items. If the former, that your whole summoning line of powers might need to be rethought, as you are creating the creatures on the spot rather than summoning them from somewhere. If the later, than you should reflavor any defensive power like this to be summoning some item that grants the benefit.
Interesting. I will think about which flavor I am going after, or maybe they could be two builds: on conjurer one summoner.....
Depending on how many total class features you end up with, this maybe can/should be moved under the "Empower Summon" idea as just one more kind of buff. But I feel it should at least be a Minor action. As At-Will AND Free, the conjurer could use four of their own healing surges to bring their summon from 0 hp to max hp without expending a single action of their own.
That makes sense, at least a minor and it may go with the other abilities. |