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| #1kodyboyJul 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. |
| #2TygaranJul 17, 2008 12:12:09 | First, a few quick comments on general features...Advanced Studies 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 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 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. |
| #3kodyboyJul 17, 2008 17:16:04 | First, a few quick comments on general features... 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. |