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View Full Version : [DnD 4E Essentials] Watcher Druid (PEACH)



Nu
2011-02-25, 03:53 PM
Homebrewer's Notes: This build is not complete. The idea is to make a controller counterpart to the Sentinel druid found in Heroes of the Forgotten Kingdoms. As such, you'll notice I have not listed any utility or daily attack powers unique to the Watcher druid (yet)--it is assumed players can draw from the rather expansive list of powers already available to the druid (though I plan to eventually add some additional powers here). As such, this is a work-in-progress. Enjoy, and any comments or critiques would be appreciated.

DRUID

Primal Controller: Your communion with the natural world empowers you to call forth powerful primal magic, which can be used to harass and hinder foes.

Why This Is The Class For You: You want to play a weapon-wielding master of primal magic who has an animal companion.

WATCHER
Key Abilities: Wisdom, Constitution

Class Traits
Hit Points: You start with hit points equal to 12 + your Constitution score. You gain 5 hit points each time you gain a level.
Bonus to Defenses: +2 to Fortitude
Healing Surges per Day: 7 + your Constitution modifier
Armor Proficiencies: Cloth, leather, hide; light shields
Weapon Proficiencies: Simple melee, simple ranged
Implement Proficiencies: Staffs, totems
Class Skills: Arcana (Int), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis)
Trained Skills: Nature, plus three more from the list of class skills

HEROIC WATCHER

WATCHER HEROIC TIER
{table]
0 |
1 |
1 |
Acolyte of the Natural Cycle
Animal Companion
Primal Guardian
Joined Attack
At-Will Power
Daily Power
Wilderness Knacks


1000 |
2 |
+1 |
Utility Power


2,250 |
3 |
- |
Improved Joined Attack


3,750 |
4 |
+1 |
Ability score increase


5,500 |
5 |
- |
Daily Power


7,500 |
6 |
+1 |
Utility Power


10,000 |
7 |
- |
Improved Joined Attack
Hear the Voice of Nature


13,000 |
8 |
+1 |
Ability score increase
Restore life


16,500 |
9 |
- |
Daily Power


20,500 |
10 |
+1 |
Utility Power
[/table]

Level 1: Acolyte of the Natural Cycle
At the 1st level, each watcher chooses a season that demonstrates his or her affinity for that aspect of nature's power. Two seasons are offered here.

Druid of Spring
Benefit: You gain the following benefits.
Your animal companion is a wolf.
You gain proficiency with the scimitar.
You gain a +1 bonus to attack rolls with scimitars, spears, daggers, and sickles.
You gain a +2 bonus to Heal checks.

Druid of Autumn
Benefit: You gain the following benefits.
Your animal companion is a cat.
You can use magic weapons you are proficient with as implements for implement powers.
You gain a +2 bonus to Insight checks.

Level 1: Animal Companion
Benefit: You gain an animal companion associated with the season you chose for your Acolyte of the Natural Cycle class feature.
Your animal companion is considered an ally of you and your allies. It can be affected by powers in the same way any other creature can be.
You can communicate telepathically with your animal companion as long as it is within 20 squares of you. You do not need line of sight or line of effect to do so. Your animal companion has only animal intelligence, so it cannot communicate or understand complex topics.
Your animal companion's level is equal to yours, and its hit points, defenses, and attacks are determined by your level, as noted in its stat block.
Your animal companion shares your healing surge total. Whenever an effect requires your animal companion to spend a healing surge, the surge is deducted from your total. Whenever you use your second wind, your animal companion also regains hit points equal to your healing surge value. At the end of a short or extended rest, your animal companion regains all its hit points.
If you die or your animal companion drops to 0 hit points, it disappears as the primal magic that sustains it dissipates. You have two ways of calling your companion back:
Minor Action: You take a minor action and lose a healing surge. Doing so causes your animal companion to appear in the nearest unoccupied space, with hit points equal to your healing surge value.
Short or Extended Rest: You lose a healing surge at the end of a rest. Doing so causes your animal companion to appear in the nearest unoccupied space, with full hit points.

Animal Companion Actions As a creature under your control, your animal companion relies on you for strict guidance while you are within 20 squares of it. You take actions so that it can act, and its initiative is the same as yours during an encounter.
Standard Actions: In order for your animal companion to take a standard action, you must take a standard action to command it to do so.
Move Actions: Whenever you take a move action, your animal companion can also take a move action. You need not take the same move action as your companion. Alternately, you can take a move action to command your animal companion to take a move action.
Minor Actions: In order for your animal companion to take a minor action, you must take a minor action to command it to do so.
Free Actions: Your animal companion can take free actions without you spending actions to command it.
Triggered Actions: If one of your animal companion's triggered actions is triggered, the companion can take that action only if you take the same kind of action to command it to do so. For example, if an enemy adjacent to your companion provokes an opportunity attack from it, you must take an opportunity action to command your companion to make the attack.

Animal Companion Independent Actions In situations where you are unable to command your animal companion, it can act independently. For example, if you are unconscious or more than 20 squares away from your animal companion, it doesn't have to just sit around and wait for you to show up (unless you have commanded it to do so).
An animal companion acting independently can take a minor action, a move action, or a standard action on its turn. It can also take opportunity actions and free actions, but it cannot take immediate actions.

Druid of Spring: Wolf Your companion is a ferocious timber wolf or gray wolf, a stealthy pack hunter that prowls the forests and tundra.

Wolf Animal Companion
Medium natural beast

Initiative equal to yours
Perception equal to yours + 2; low-light vision

HP equal to your bloodied value
AC 15; Fortitude 13; Reflex 13; Will 13
(Add your level to each defense)
Speed 8

{table=head]TRAITS

Faithful Pack Hound ✦ Aura 1


Enemies grant combat advantage while in the aura.
[/table]

{table=head]STANDARD ACTIONS

Animal Attack ✦ At-Will

Attack: Basic Melee 1 (one creature) your level + 5 vs. AC
Hit: 1d6 + your Wisdom modifier + your Constitution modifier damage, and the target is slowed until the end of your next turn.
Level 11: 1d8 + your Wisdom modifier + your Constitution modifier damage.
Level 21: 2d8 + your Wisdom modifier + your Constitution modifier damage.


Trip ✦ At-Will


Attack: Melee 1 (one creature) your level + 3 vs. Fortitude
Hit: 1d8 + Wisdom modifier damage. If your animal companion has combat advantage against the target, it falls prone.
Level 11: 1d8 + 2 + your Wisdom modifier damage.
Level 21: 2d8 + 4 + your Wisdom modifier damage.
[/table]

{table=head]Ability|Score|Ability|Score|Ability|Score

Strength|14|Dexterity|20|Wisdom|14

Constitution|17|Intelligence|2|Charisma|6
[/table]

Druid of Autumn: Cat Your companion is a large feral cat, like a cougar or panther. Cunning stalkers, cats stalk their prey carefully before descending upon it with fang and claw.

Cat Animal Companion
Medium natural beast

Initiative equal to yours
Perception equal to yours + 2; low-light vision

HP equal to your bloodied value
AC 15; Fortitude 11; Reflex 15; Will 13
(Add your level to each defense)
Speed 8

{table=head]TRAITS

Pounce


Your animal companion gains a +2 bonus to speed and attack rolls when charging.
[/table]

{table=head]STANDARD ACTIONS

Animal Attack ✦ At-Will

Attack: Basic Melee 1 (one creature) your level + 5 vs. AC
Hit: 1d8 + your Wisdom modifier + your Constitution modifier damage, and you slide the target 1 square.
Level 11: 1d10 + your Wisdom modifier + your Constitution modifier damage.
Level 21: 2d10 + your Wisdom modifier + your Constitution modifier damage.


Claw Swipe ✦ At-Will


Attack: Close burst 1 (one or two creatures in burst) your level + 3 vs. Reflex
Hit: 1d10 + Wisdom modifier damage.
Level 11: 1d12 + 2 + your Wisdom modifier damage.
Level 21: 2d12 + 4 + your Wisdom modifier damage.
[/table]

{table=head]Ability|Score|Ability|Score|Ability|Score

Strength|13|Dexterity|22|Wisdom|15

Constitution|15|Intelligence|2|Charisma|6
[/table]

Level 1: Animal Companion Power
You gain a power associated with your animal companion.

Druid of Spring: Furious Howl
Benefit: You gain the furious howl power.

Furious Howl (Druid Utility)
Your wolf lets loose an ear-splitting howl as it sees an enemy attack, warning the target of the attack and startling the enemy.
Encounter ✦ Primal
Immediate Interrupt (Close burst 5)
Trigger: An enemy attacks you in burst or an ally in burst
Requirement: You must be within 5 squares of your wolf animal companion.
Effect: The triggering enemy takes a penalty to attack rolls equal to your Constitution modifier until the end of its turn.

Druid of Autumn: Feral Grab
Benefit: You gain the feral grab power.

Feral Grab (Druid Utility)
As your cat tears into the foe, you empower it to wrap its claws around the foe and hold it in place.
Encounter ✦ Primal
Free Action (Close burst 5)
Trigger: Your cat animal companion hits an enemy with its animal attack. The enemy must be within 5 squares of you.
Target: The enemy in burst
Effect: Your cat animal companion grabs the target. The target takes a penalty to escape checks against your cat animal companion equal to your Constitution modifier for the grab's duration.

Level 1: Joined Attack
Benefit: You gain the joined attack power.

Joined Attack (Druid Attack)
At your signal, your animal companion follows your own attack with a devastating blow of its own.
Encounter ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] damage, and you choose for the target to be either dazed (save ends) or immobilized (save ends).
Level 17: 1[W] + Wisdom modifier damage.
Level 27: 2[W] + Wisdom modifier damage.
Effect: Your animal companion can take a free action to charge or move up to its speed and then use animal attack. If it targets a creature you did not hit with this power, it can use trip or claw swipe instead of animal attack.


Level 1: At-Will Power
Benefit: You gain a druid at-will attack power of your choice.

Constricting Creeper (Druid Attack 1)
You call forth a small mass of sturdy, thick creeper vines, which inhibit nearby enemies. One of the vines lashes out towards a nearby enemy that is threatening you.
At-Will ✦ Conjuration, Implement, Primal
Standard Action (Close burst 3)
Effect: You conjure a creeper vine in an unoccupied square within the burst. Creatures that begin their turn adjacent to the creeper vine cannot charge until the start of their next turn. The creeper vine lasts until the end of your next turn. Make the following attack.
Target: One enemy within 3 squares of both you and the creeper vine
Hit: 1d6 + Wisdom modifier damage, and you slide the target into the nearest space adjacent to the creeper vine.
Level 21: 2d6 + Wisdom modifier damage.

Cornered Prey (Druid Attack 1)
You and your companion encircle your target, leaving it no escape.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage. Until the start of your next turn, you can make either of the following secondary attacks against the target.
Level 21: 2[W] + Wisdom modifier damage.
Opportunity Action (Melee weapon)
Trigger: The target ends its turn in a space adjacent to you.
Secondary Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage.
Opportunity Action (Close burst 5)
Trigger: The target ends its turn in a space adjacent to your animal companion.
Effect: Your animal companion can use animal attack against the target.

Stifling Strike (Druid Attack 1)
Imbuing your weapon with primal energy, you savagely sap a foe's strength.
At-Will ✦ Primal, Weapon
Standard Action (Melee weapon)
Target: One creature
Attack: Wisdom vs. AC
Hit: 1[W] + Wisdom modifier damage, and the target takes a -2 penalty to attack rolls until the end of your next turn.
Level 21: 2[W] + Wisdom modifier damage.
Effect: Until the end of your next turn, the target takes a penalty to damage equal to your Constitution modifier as long as it is adjacent to your animal companion.

Level 1: Daily Power
Benefit: You gain a druid daily attack power of your choice.

Level 1: Wilderness Knacks
Benefit: You gain two wilderness knacks of your choice.

Level 2: Utility Power
Benefit: You gain a druid utility power of your choice.

Level 3: Improved Joined Attack
Benefit: You gain an additional use of joined attack per encounter, but can still only use it once per round.

Level 4: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 5: Daily Power
Benefit: You gain a druid daily attack power of your choice.

Level 6: Utility Power
Benefit: You gain a druid utility power of your choice.

Level 7: Improved Joined Attack
Benefit: You gain an additional use of joined attack per encounter, but can still only use it once per round.

Level 7: Hear the Voice of Nature
Benefit: Once per day during a short rest, you can ask up to three questions of nonhostile beasts and mundane plants (but not plant creatures) in your vicinity. The beasts and plants answer fully, but they are limited by their experiences and mobility.

Level 8: Ability score increase
Benefit: Your increase two ability scores of your choice by 1.

Level 8: Restore Life
Benefit: You gain the restore life power.

Restore Life (Druid Utility)
The restorative power of primal magic gives you power over life and death.
Daily ✦ Primal
Standard Action (Melee 1)
Requirement: This power must be used at the end of an extended rest.
Target: One creature that died no more than 24 hours ago
Effect: The target is restored to life with full hit points and healing surges. You lose 4 healing surges. Up to 4 allies (other than the target) within 5 squares can each take a free action to lose a healing surge in your place. Healing surges lost in this way can't be regained until the character reaches three milestones or takes three extended rests.

Level 9: Daily Power
Benefit: You gain a druid daily attack power of your choice.

Level 10: Utility Power
Benefit: You gain a druid utility power of your choice.

Nu
2011-02-25, 03:54 PM
Reserved for paragon tier.

Nu
2011-02-25, 03:55 PM
Reserved for epic tier.