conjurer, please peach

Post/Author/DateTimePost
#1

kodyboy

Jul 10, 2008 23:12:59
this is my friends idea for a conjurer, please PEACH

Conjurer [/SIZE]
“Allow me to introduce you to my friend.”
CLASS TRAITS
Role: Leader. You are a clever tactician, though a little self occupied.
Power Source: Arcane. You channel arcane power through study and concentrated effort. Magic is a means to an end, and that end tends to have claws.
Key Abilities: Intelligence, Wisdom, Constitution
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger, Quarterstaff
Implement: Staff
Bonus to Defense: +1 Will, +1 Fort
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges: 7+ Constitution modifier
Trained Skills: Arcana & Nature From the class skills list below choose three more trained skills at 1st level.
Class Skills Arcana (Int), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Nature (Int), Perception (Wis), Religion (Int)
Build Options: Slave Driver, Master of Martyrdom
Class Features: Summoner, Advanced Studies, Astute Observer, Hidden Reserves

Conjurer Class Features
You have the following class features.

Summoner
At first level your studies of the planes and nature have given you a deep understanding of 3 creatures. You learn another creature at every even level (2, 4, 6, 8, etc.). When using any of your [Summoning] powers you can call forth any of these creatures.


Advanced Studies

Your commitment to understanding the creatures of all sorts had given you a greater deal of knowledge than most others generally attain. You receive a +2 bonus to all Nature and Arcana checks, this bonus increases to +4 at 11th, and +6 at 21st.

Astute Observer

You must always be observant around your summoned creatures; the smallest error can bring about utter folly. So astute are you that your allies likewise learned to keep a close eye when you’re around.
You and all of your allies with 5 squares gain a +2 bonus to Perception checks

Hidden Reserves
The heavy strain of summoning forces you to find deeper reserves of energy that others will never find. At 5th, 10th, 15th, 20th, 25th and 30th level you gain an additional healing surge.


Conjurer Powers
Instant Assault
Conjurer Attack 1
You briefly summon in a creature that makes a quick strike against a target before vanishing.
At-Will Arcane, Summoning
Standard Action Range: 10
Target: One Creature in Range
Effect: You summon forth one of your known creatures and it makes a basic melee or ranged attack against one creature.

Distraction
Conjurer Attack 1
You summon forth a creature that wildly swings at your designated for, distracting them from other dangers.
At-Will Arcane, Summoning
Standard Action Range: 10
Target: One Creature in Range
Effect: You summon a creature into any adjacent square around your target; all of your allies gain a +2 bonus to attacks against the target until your next turn.
Sustain Minor: You can sustain the creature until the end of the encounter.

Wave of Minions
Conjurer Attack 1
You summon forth each of your creatures and have them rush along a path, knocking everyone in their way to the floor.
At-Will Arcane, Summoning
Standard Action Range: Special
Target: Each Creature in Range
Effect: The range of this power is equal to the number of creatures you know to summon, make one attack roll and all in the path that fail take 1d6 + Constitution Modifier damage and are knocked prone.

Ambush
Conjurer Attack 1
A foe makes a swing against you and suddenly finds itself being assault by one of your summoned creatures that irrupted out of no where.
Encounter Arcane, Summoning
Immediate Interrupt Range: 0
Target: Attacking Creature
Effect: When you are attacked you can summon forth one of your creatures to make a basic melee attack against the foe. The foe also takes a -2 penalty to the attack do to the unforeseen distraction.



Summoning I

Conjurer Attack 1
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring a creature into existence; this creature exists until the end of your next turn and is dominated (by you) as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Summoning II

Conjurer Attack 5
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring a creature into existence; this creature exists until the end of your next turn and is dazed as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Summoning III
Conjurer Attack 9
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring a creature into existence; this creature exists until the end of your next turn and is slowed as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.



Summoning IV

Conjurer Attack 15
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring a creature into existence; this creature exists until the end of your next turn. The creature follows your instructions, as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Summoning V
Conjurer Attack 19
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: Burst 1 within 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Attack: Intelligence vs Fortitude
Effect: You bring a creature into existence; this creature exists until the end of your next turn. The creature follows your instructions, as long as it exists.
Hit: Each creature adjacent to the summoned creature takes 2d10 + Intelligence Modifier Arcane Damage.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Summoning VI
Conjurer Attack 25
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring an elite creature into existence; this creature exists until the end of your next turn. The creature follows your instructions, as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Summoning VII
Conjurer Attack 29
You release some of your internal energy and mix it with the arcane energy around you to summon forth one of your known creatures.
Encounter Arcane, Summoning
Standard Action Range: 10
Target: One Summoned Creature
Special: Expend a Healing Surge
Effect: You bring a solo creature into existence; this creature exists until the end of your next turn. The creature follows your instructions, as long as it exists.
Sustain Minor: You can sustain the creature until the end of the encounter, however you must expend a healing surge at the end of your turn each round you sustain it.


Sacrificial Lamb
Conjurer Utility 2
As your foe’s blow comes crashing down upon you, one of your ‘loyal’ creatures appears screaming before its blade.
Daily Arcane, Summoning
Immediate Interrupt Range: 10
Effect: You gain a +2 bonus to your AC and Reflex defense and Resist 5 against the attack.


Helping Hand
Conjurer Utility 2
Diving for treasure and hauling it away are both beneath a person of your stature, but right on par for you summoned ‘friends’ to help with
Daily Arcane, Summoning
Standard Range 10
Effect: You summon forth one of your known creatures, but to assist instead of to fight. The creature remains for 5 minutes and provides a +3 bonus to any aid another check while present.
Sustain Minor: You can sustain this power until the end of the encounter or up to 5 minutes.


Hidden In The Crowd
Conjurer Utility 6
Sometimes it’s best not to be noticed, good thing you’ve got a lot of ‘cover’ behind your summoned ‘friends’.
Daily Arcane, Summoning
Standard Action Range 10
Effect: You summon forth several of your known creatures until the end of your next turn. Each occupies a space around adjacent to you. You also gain a +2 bonus to your AC and Reflex defense.
Sustain Minor: You can sustain this power until the end of the encounter.


Decoy
Conjurer Utility 6
You’re an important person, people known you, and sometimes that’s a bad thing. Lucky for you, you have a willing stand-in whenever needed.
Daily Arcane, Summoning
Standard Action Range 5
Effect: You summon forth one of your known creatures but it looks exactly like you to all outward appearances. There is a 50% chance that anyone attacking you instead attacks your decoy. If the decoy takes any damage it is dismissed.


De-Arm Trap

Conjurer Utility 10
The perils of adventuring have no end, be they monstrous opponents in battle or clever traps beyond closed doors. Aren’t you glad you have friends that deal with both?
Encounter Arcane, Summoning
Standard Action Range: 5
Effect: You summon forth one of your known creatures and have it open doors, chests, even read scrolls. Any damage causes the creature to disappear, otherwise the creature persists for 5 minutes.


Ride’ em Little Doggy

Conjurer Utility 16
They always mocked you when you packed the saddle, they tease you when you wax it, but they’re envious when you ride away on your Nightmare.
Daily Arcane, Summoning
Standard Action Range: 5
Effect: You summon forth one of your known creatures and can have them carry you. While being carried, replace your normal movement with any of the movements of your ‘mount’.
Sustain Minor: You can sustain this power until the end of the encounter or up to 5 minutes.


Take One For The Team

Conjurer Utility 22
The demon’s bloodied talons caused excruciating pain as they tore through the flesh and organs…good thing they weren’t yours.
Daily Arcane, Summoning
Immediate Interrupt Range: 5
Effect: When you are successfully attacked, you may use one of your daily summoning powers as an immediate action. The summoned creature fills your original square and is now the target of the attack. You may teleport up to 5 squares as part of this action.


Master Summoner
@Flavor
Prerequisite: @
@Text
Master Summoner Path Features
Arcane Action: (11th level) When you spend an action point you can elect for any ally in line of sight to gain an immediate standard action instead of yourself.
Coordinated Efforts: (11th Level) As long as any of your allies are adjacent to one another they gain a +1 to Attacks and AC.
Mobile Rift: (16th level) You create a rift around all of your summoned creatures. They now have an Aura of 1 that deals 5 points of arcane damage to all creatures that start or end their turns in the Aura.

Master Summoner Exploits
Annoying Bug!
Master Summoner Attack 11
You summon forth the most annoying specimen of one of your known creatures and sick it on a foe.
Encounter Arcane, Summoning
Standard Action Range: 5
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence Modifier Damage. Foe grants combat advantage to all of your allies until the end of your next turn.
Sustain Minor: 1d10 + Intelligence Modifier Damage and for grant combat advantage.

Split Concentration

Master Summoner Utility 12
Now that you’ve been introduced, meet the rest of the gang.
Daily Arcane, Summoning
Minor Action Range: 5
Effect: Until the end of the encounter you can sustain any one ongoing power without spending a minor action.

Overwhelming Assault

Master Summoner Attack 20
You summon forth your hordes of minions and send them bounding over your enemies.
Daily Arcane, Summoning
Standard Action Close Blast 5
Attack: Intelligence vs Reflex
Hit: 5d10 + Intelligence Modifier Damage, push target 5 squares and knock it prone.
Miss: 3d10 + Intelligence Modifier Damage and push 2 squares.


As for Rituals

Bound Summons
“Don’t mind him, he’s here to help.”
Level: 5
Category: Exploration
Time: 10 minutes
Duration: 24 hours
Component Cost: Varies gp
Market Price: Varies gp
Key Skill: Arcana / Nature

You summon forth one of your known creatures. You’re limited in this summoning to a creature who’s level is no greater than 1/3 of your check result. The creature is able to assist you in all forms of transportation, but it will NOT fight for you. Any damage to the creature causes the ritual to immediately end.
#2

Tygaran

Jul 17, 2008 12:12:09
First, a few quick comments on general features...

Advanced Studies
Your commitment to understanding the creatures of all sorts had given you a greater deal of knowledge than most others generally attain. You receive a +2 bonus to all Nature and Arcana checks, this bonus increases to +4 at 11th, and +6 at 21st.

Remember that Religion can also be used to identify some monsters. Based on the first part of this feature, I think it should just be a +2 bonus to all Monster Knowledge checks, increasing by level. You know monsters, not foraging/handling animals (Nature), nor more about magic in general and skill in detecting magic (Arcana)

Hidden Reserves
The heavy strain of summoning forces you to find deeper reserves of energy that others will never find. At 5th, 10th, 15th, 20th, 25th and 30th level you gain an additional healing surge.

This sounds a bit too powerful, or at the least not they best way of doing this. You might instead consider a class feature as an encounter power that grants you temporary hit point equivalent to your healing surge value.

{addendum} I see further on that part of your design is to use these extra healing surges to maintain your summons. I still feel that using the pre-existing healing surge concept is too powerful, as the character can use those extra surges to heal themselves while the class feature is supposed to be about maintaining your summons. If using my previous suggestion of granting temp hp, you could change the sustain ability of your summons to inflicting a certain amount of damage, taken from your temp hp first, and doesn't affect your ability to heal yourself at all. Also, the powers will scale better with your increasing HP/healing surge value. For example, as you've written it, sustaining Summoning I uses up more 'power' {your healing surge value in HP} as your overall HP improves; At 1st level {assume Con 14} it is equivalent to 6 hp and at 4th it is equivalent to 10 hp.

Now, about the basic summoning...

Summoner
At first level your studies of the planes and nature have given you a deep understanding of 3 creatures. You learn another creature at every even level (2, 4, 6, 8, etc.). When using any of your [Summoning] powers you can call forth any of these creatures.

I strongly feel this goes against the design methodology behind 4e. A feature like this gets more and more powerful/complicated the more monsters are released. This is why summoning was left out of the first PHB and is still being worked on. To match the rest of 4e, summoning powers should create a single static effect: a monster which a specific set of attack abilities, possibly with an allowance for varied appearances. Example: Summoning I, you summon/conjure a creature with a bite attack dealing 1d8 using your casting stat vs AC and with defenses # AC, # Fort, # Ref, #Will {fill in # as an average of a level 1-3 monster}. The summon can appear as a wolf, tiger, etc. {anything with a basic bite attack}.

You would then potentially have separate powers for distinct types of creatures. Like Summon Brute I, Summon Lurker I, Summon Artillery I, etc.

I can't dictate how you should design the whole class; that's not my intention. But as it stands, your summons are a bit too open ended to match the rest of 4e's design.
#3

kodyboy

Jul 17, 2008 17:16:04
First, a few quick comments on general features...

thanks for the critique:

Remember that Religion can also be used to identify some monsters. Based on the first part of this feature, I think it should just be a +2 bonus to all Monster Knowledge checks, increasing by level. You know monsters, not foraging/handling animals (Nature), nor more about magic in general and skill in detecting magic (Arcana)

That makes sense, I will think about it.

This sounds a bit too powerful, or at the least not they best way of doing this. You might instead consider a class feature as an encounter power that grants you temporary hit point equivalent to your healing surge value.

{addendum} I see further on that part of your design is to use these extra healing surges to maintain your summons. I still feel that using the pre-existing healing surge concept is too powerful, as the character can use those extra surges to heal themselves while the class feature is supposed to be about maintaining your summons. If using my previous suggestion of granting temp hp, you could change the sustain ability of your summons to inflicting a certain amount of damage, taken from your temp hp first, and doesn't affect your ability to heal yourself at all. Also, the powers will scale better with your increasing HP/healing surge value. For example, as you've written it, sustaining Summoning I uses up more 'power' {your healing surge value in HP} as your overall HP improves; At 1st level {assume Con 14} it is equivalent to 6 hp and at 4th it is equivalent to 10 hp.

The point of using healing surges to summon monsters was to keep the "hit point bag" from getting out of control and actually making it at little more balanced. At higher levels it costs more, but the monsters are tougher too. I originally had the summoner get an extra amount of healing surges equal to his or her con score, but for summons only. What do you think of that?

Now, about the basic summoning...


I strongly feel this goes against the design methodology behind 4e. A feature like this gets more and more powerful/complicated the more monsters are released. This is why summoning was left out of the first PHB and is still being worked on. To match the rest of 4e, summoning powers should create a single static effect: a monster which a specific set of attack abilities, possibly with an allowance for varied appearances. Example: Summoning I, you summon/conjure a creature with a bite attack dealing 1d8 using your casting stat vs AC and with defenses # AC, # Fort, # Ref, #Will {fill in # as an average of a level 1-3 monster}. The summon can appear as a wolf, tiger, etc. {anything with a basic bite attack}.

I think that it was left out of the PHB1 to help sell the PHB2, but that is me
I want to avoid the above concept as it is the same as everything else in 4e, I want different mechanics, flavor and tactics to go with the summoner/conjurer, not just the same old dmg with a different flavor. I also like the fact that the monsters scale with level well (standard ones at least) in 4e so that summoning is actually easier to balance. A 30th level monster does not have attacks that are ridiculous compared to a 30th level character. The monster also is useful (not useless like many 3.5 summons were) and not overkill (like a few 3.5 summons were). The variety and scaling are intentional. Single static effects are definitely not the way I want to go.

You would then potentially have separate powers for distinct types of creatures. Like Summon Brute I, Summon Lurker I, Summon Artillery I, etc.

The above is built into the whole concept of monster summoning, versatility at a cost.

I can't dictate how you should design the whole class; that's not my intention. But as it stands, your summons are a bit too open ended to match the rest of 4e's design.

Thanks for the input, I appreciate it. I am trying to make something more open-ended to avoid making it just like everything else. I am also trying to make a fair and balanced class that is different. An uber-class or crap-class is no fun to play. That is my biggest pet peeve with 4e, everthing is really the same with different names. That is annoying at best and just plain boring at worst.