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View Full Version : Vote up a class [4E] (Currently: Under Construction)



AgentPaper
2008-11-13, 06:07 PM
Well, vote up stuff seems popular at the moment, and I wanna try and make a class for 4E, so here we are. First vote will be for role, then power source, then, well, I'm not sure yet. Probably a secondary role the class leans towards will be part, but other than that I'd like some reccomendations for other things that could define the class. Once voting is over, I'll start building the class up with features, powers, feats, etc.

Step 1: Role - Controller
{table=head]Role|Votes
Defender|
Striker|1
Leader|
Controller|10
[/table]

Step 2: Secondary Role - Defender
{table=head]Role|Votes
Defender|9
Striker|6
Leader|1
Pure|1
[/table]

Step 3: Power Source - Divine
{table=head]Source|Votes
Arcane|1
Martial|7
Divine|10
Primal|2
Ki|2
Psionic|1
[/table]

Step 4: Key Abilities - Main Charisma, Secondary Wisdom and Constitution
{table=head]Ability|Votes
Strength|
Constitution|26
Dexterity|5
Intelligence|21
Wisdom|27
Charisma|29
[/table]

Step 5: Class Skills
{table=head]Skill|Votes|llllllllllllllllllll
Insight|13|lllllllllllll
Endurance|12|llllllllllll
Diplomacy|12|llllllllllll
Perception|12|llllllllllll
Religion|11|lllllllllll
Bluff|8|llllllll
Intimidate|7|lllllll
Streetwise|7|lllllll
Nature|6|llllll
Heal|5|lllll
Athletics|4|llll
History|3|lll
Arcana|2|ll
Dungeoneering|2|ll
Acrobatics|2|ll
Stealth||
Thievery||
[/table]

afroakuma
2008-11-13, 06:08 PM
Well, that's it. We are officially inundated.

AgentPaper
2008-11-13, 06:08 PM
You betcha

Tuataralad
2008-11-13, 07:17 PM
Oh boy, first vote. I'll go with Controller, because there aren't really any except wizard.

Zeta Kai
2008-11-13, 07:25 PM
I'm drowning in my own progeny.

Back on-topic, I second a vote for Controller.

starwoof
2008-11-13, 07:29 PM
Well I don't like 4th ed but I do like voting so I vote for Defender.

DrakebloodIV
2008-11-13, 07:40 PM
Well, much though I feel my idea was beaten unconcious with the proverbial 4E bat. I vote STRIKER!

Zocelot
2008-11-13, 07:42 PM
Controller has my vote.

Cybren
2008-11-13, 07:49 PM
All hail controller zerg!

KKL
2008-11-13, 07:49 PM
Controller it up, scotty.

AgentPaper
2008-11-13, 08:34 PM
I kinda expected controller to be popular. There being only one and all.

Tallying votes to here.

Edit: Also mando's vote

Edit Edit: But not Vadin's

Mando Knight
2008-11-13, 08:35 PM
Control Freak!

Vadin
2008-11-13, 08:36 PM
CONTROLLER!

And yes, now that you ask (no one was aski-STOP INTERRUPTING!), my voting pattern will try and make this reflect Yu-Gi-Oh as much as possible.

Zocelot
2008-11-13, 09:16 PM
And yes, now that you ask (no one was aski-STOP INTERRUPTING!), my voting pattern will try and make this reflect Yu-Gi-Oh as much as possible.

Me, I just like voting for the most difficult option to create.

puppyavenger
2008-11-13, 09:19 PM
Controller!!!

Enlong
2008-11-13, 09:30 PM
Dude! THis is like Monster of the Masses all over again!

Controller, as we don't have nearly enough.

AgentPaper
2008-11-13, 09:32 PM
Me, I just like voting for the most difficult option to create.

Which, if my imagination doesn't fail me, will also make the most interesting creation in the end. Since this is looking like a landslide for Controller, I might go to the next step early. I'll wait for a few more votes though, at least.

starwoof
2008-11-13, 09:46 PM
Im gonna change my vote from defender to controller just to speed things along.:smallsigh:

AgentPaper
2008-11-13, 09:57 PM
Okay, changed to controller. Now, we vote on the secondary role, which the class will lean to. For example, paladin is a defender leaning towards leader. Vote on a class. If you want a pure controller, vote for pure.

starwoof
2008-11-13, 09:58 PM
Defender!:smallbiggrin:

Lyndworm
2008-11-13, 10:06 PM
I vote Defender.

Zack

CarpeGuitarrem
2008-11-13, 10:41 PM
Secondary Defender...this is gonna be good.

KBF
2008-11-13, 10:46 PM
Defender, because a controller/defender would be an awesome class.

nows7
2008-11-13, 10:58 PM
One vote Leader. Killing minions, while healing his own minions party.

Vadin
2008-11-13, 11:05 PM
Striker, because my Blue Eyes White Dragon will destroy you!

Sereg
2008-11-13, 11:15 PM
I don't play 4th ed but I'd like to see the result of this, so I'm going with Striker.

Knaight
2008-11-13, 11:22 PM
Leader, just because this could be really cool.

Enlong
2008-11-13, 11:23 PM
Defender, because I like the idea of a character who can wade into the thick of battle and then blow everything up around him.

AgentPaper
2008-11-14, 12:10 AM
Updated to here.

Controller/Defender...hmm...some kind of PBAoE type? Largely depends on what power source we have.

Lord_Ventnor
2008-11-14, 12:21 AM
One more for Defender. Let's see how this turns out...

Cybren
2008-11-14, 01:22 AM
Striker, I choose you!

Theodoric
2008-11-14, 02:31 AM
I vote Pure.

KKL
2008-11-14, 02:50 AM
Defender. Because you'd take a Leader more seriously when he walks alongside you, blades bared, and screaming bloody curses.

Herpderp, I cannot read. I find the idea of a Controller/Defender interesting.

bue52
2008-11-14, 05:19 AM
Defender

Sounds like an interesting way to go:smallsmile:

zugschef
2008-11-14, 06:03 AM
the combination of controller and defender sounds odd to me. to control the battlefield, aren't you supposed to be either very mobile or ranged (or both)? and if you want to take the roll of a defender you are supposed to bind a lot of enemies in melee, which excludes moving across the battlefield and being focused on ranged attacks, thus staying away from melee.

Merlon
2008-11-14, 06:25 AM
Defender

It can make sense. Like some dwarven defender without or little offensive capabilities, but with sky-high AC and saves plus with whatever he/she plans to control. Psionic, arcane, divine, runecasting, combat tactics, stances ... take your pick.

Wades in, acts like mini wall-of-force and terrorizes npc-s. Like cleric with heavy armor and maxed-out concentration.

And it can be something really different as well :smallcool:

Tuataralad
2008-11-14, 07:33 AM
I'm gonna say Striker.

Drakefall
2008-11-14, 07:44 AM
I'm going with striker... for... er... a reason!

Zeta Kai
2008-11-14, 08:07 AM
Add another to Defender.

Zocelot
2008-11-14, 08:25 AM
Striker, is what I am voting for.

AgentPaper
2008-11-14, 10:45 AM
Tallying votes to here.

I already have a few ideas on how a controller/defender would work, but it mostly depends on what power source we get. I'm still not sure what to vote for after skills, actually. I want to narrow this down a bit more, but I don't know what else there could be to vote on. Ah well, time to browse the PHB classes.

Edit: Aha! Key abilities, for one. That'll go to before the skill voting.

Shades of Gray
2008-11-14, 11:08 AM
There could be an implements vote since we are a controller:

A) Weapon
B) Rod
C) Wand
D) Staff
E) Orb
F) Holy Symbol
G) Tome (NEW)

If he is martial we assume he just uses a weapon.

Key Abilities:
A) Ritual Casting
C) Combat Challenge-like ability
D) Cantrips
F) Unshielded AC (like a swordmage)
G) Weapon Talent
H) <New Ability>

AgentPaper
2008-11-14, 03:58 PM
Okay, Secondary role is Defender! Now, power source. If someone has a new source they think I should add, feel free to suggest.

Draz74
2008-11-14, 04:07 PM
I vote Martial. I'm thinking some kind of Gladiator who specializes in weird, exotic weapons like spiked nets in order to hit mulltiple foes at once.

I would vote Primal, but this whole project will become pointless if we end up making something too similar to a PHBII class.

puppyavenger
2008-11-14, 04:49 PM
eh divine why not.

Tuataralad
2008-11-14, 05:24 PM
I'm saying Primal, I wanna see how this turns out.

Archpaladin Zousha
2008-11-14, 05:34 PM
I'll cast my vote for Martial. Mostly because I have no idea how that would look in practice.

Inyssius Tor
2008-11-14, 05:42 PM
I'll vote Arcane because I don't want another damn homebrewed Martial Controller.

Lappy9000
2008-11-14, 05:46 PM
Primal controller. Interesting....

Reverent-One
2008-11-14, 05:51 PM
Divine for me.

Zocelot
2008-11-14, 08:23 PM
I choose Ki.

kopout
2008-11-14, 08:34 PM
Primal because well I don't really know what i am doing and It seams to be wining

KKL
2008-11-14, 09:11 PM
{Scrubbed}

Because, seriously. Flinging the light of god everywhere to ruin people's days is just too cool.

Enlong
2008-11-14, 09:13 PM
Howzabout I switch it up on y'all.
Hermetic.

Moose Fisher
2008-11-14, 09:35 PM
Martial

Just because a Martial Controller sounds like an interesting combination. Would they be able to extend their weapon's reach beyond normal? Do they cut the air, kick up sand, shout at things, etc?

LurkerInPlayground
2008-11-14, 09:50 PM
Psionics

Telekinesis maybe?

bue52
2008-11-14, 09:54 PM
Divine that would be my vote.

Enlong
2008-11-14, 10:12 PM
Okay okay. I'll do a "real" power source.

Divine. I'm invisioning waves of holy power, cross blasts focused around the caster, general explosions of light and such. Real nice.

Sereg
2008-11-15, 12:28 AM
I'm going with martial because I'd like to see how that works.

Z97
2008-11-15, 01:32 AM
I say Divine.

TheCheshireHat
2008-11-15, 04:00 AM
Divine sounds quite interesting

starwoof
2008-11-15, 04:35 AM
I would vote for heart but I don't think I'd get much of a following for that, so I'm throwing my lot at Divine. I do like shouting though. This guy should shout.

Drakefall
2008-11-15, 04:44 AM
I would vote for heart but I don't think I'd get much of a following for that, so I'm throwing my lot at Divine. I do like shouting though. This guy should shout.

I'd vote for heart!:smalltongue:

But I'll have to settle with martial it seems.

Satyr
2008-11-15, 05:35 AM
Martial. Because I'd like to see a martial controler.

AgentPaper
2008-11-15, 09:10 AM
Tallied to here.

Vote will end later today.

Theodoric
2008-11-15, 09:33 AM
Divine it must be.

Tempest Fennac
2008-11-15, 10:05 AM
I'll vote for Primal.

Inyssius Tor
2008-11-15, 10:20 AM
Changing my vote from Arcane to Divine; looking for some angel-summoning up in this... domicile thing. Hizzouse? Whatever.

Cybren
2008-11-15, 10:45 AM
I pick martial and you should too

Shadow_Elf
2008-11-15, 02:50 PM
I have had it up to here with these mother&@#%$зг vote ups on this mother&@#%$зг forum! [/Samuel L. Jackson]

But seriously, this is pretty crazy.

In any case, my vote goes to Ki

(which, in case some of those I saw earlier are wondering, is equivalent to Heart. To be specific, it would be an Oriental themed class based around courage, focus and spirit)

Drakefall
2008-11-15, 05:35 PM
(which, in case some of those I saw earlier are wondering, is equivalent to Heart. To be specific, it would be an Oriental themed class based around courage, focus and spirit)

Actually I'd equate primal more to heart than ki. Primal's all about the emotion and such, which can be all courage and I shall protect my loved one's Kingdom Hearts-ish, while ki comes from strict disciplined training and attaining balance between body, mind and soul and is the whole Shoalin monk kinda thing.

AgentPaper
2008-11-15, 07:06 PM
Okay! Divine is the power source! Now we vote for Key Abilities. Vote for 3 in descending order. First listed gets 3 points, second gets 2, last gets 1. The highest scoring ability will be the main ability of the class, second and third highest scoring will be secondary stats.

puppyavenger
2008-11-15, 07:12 PM
charisma intelligence constitution

Enlong
2008-11-15, 08:36 PM
Yeah. I second that.
Charisma, Constitution, Intelligence

Just to balance out the numbers between the last two.

Juhn
2008-11-15, 08:50 PM
A Divine-source class with no need for Wisdom? I don't play 4e, but this idea intrigues me.

Charisma
Constitution
Intelligence

starwoof
2008-11-15, 08:52 PM
Con, Cha, Int.

Grynning
2008-11-15, 10:46 PM
Con, Wis, Int

(I'm sick of all the Charisma characters in 4th - Paladins, Warlords, Warlocks, Rogues, seriously even Barbarians benefit from good Cha now! Lets make a class that favors someone besides Dragonborn)

kopout
2008-11-15, 10:55 PM
Wis con cha
Wis Is generally associated with divine and con with defense cha with ledership

Sereg
2008-11-15, 11:53 PM
I'm also liking the idea of Charisma, Intelligence, Constitution.

Lord_Ventnor
2008-11-16, 02:46 AM
Charisma, Constitution, Dexterity

Because CHA, CON, INT has been done to death already (Warlocks, Bards... maybe not to death, but I'd like to see something different).

Reverent-One
2008-11-16, 03:36 AM
Wisdom, Consitution, Dexterity

Drakefall
2008-11-16, 04:33 AM
Charisma, Dexterity, Constitution

Shadow_Elf
2008-11-16, 05:15 AM
I would like to point out that a class doesnt have Pri,ary, Secondary and Tertiary stats. It has two builds, one which uses A primarily, B secondarily and C tertiarily, and the other which uses A, C, then B. Or a class that favours A or B primarily, then the other one, then C.

Having said that, I vote for:

Wisdom, Intelligence, Dexterity

(Wis 'cause its Divine, Intel so Religion is actually usable, and Dex because I want to see a Ninja Cleric)

Sereg
2008-11-16, 05:25 AM
By the way, you may want to change your title to reflect that we are no longer voting for power source.

AgentPaper
2008-11-16, 10:08 AM
Yeah, I keep forgetting that. And it's not going to be primary secondary and tertiary, the first vote is the primary, and the two runner-ups are the secondary abilities. Depending on build you might rely on one more than another, but they'll all be there.

Ziegander
2008-11-16, 03:22 PM
Is this vote open to anyone? If so I'll throw my hat in the ring for:

Wisdom, Constitution, Intelligence. (Wisdom primary, and then the two builds to focus on either Wis/Con, or Wis/Int)

Tuataralad
2008-11-16, 03:27 PM
I'll say Wisdom, Charisma, Intelligence

Zeta Kai
2008-11-16, 03:37 PM
Well, Intelligence is a dump stat in 4E (how? why? I dunno), but it doesn't look like it has a chance here, either, so I will vote for the following:

Wisdom
Intelligence
Constitution

Satyr
2008-11-16, 03:43 PM
Wisdom and Divine belong together. Intelligence is a bit underrepresented by now, and Charisma because I want to actually see a clergymen who is able to convincingly can celebrate a divine service.

tgva8889
2008-11-16, 03:48 PM
I really like Wisdom, Intelligence, and Constitution as main abilities.

AgentPaper
2008-11-16, 05:00 PM
Tallied to here. Voting will end in, oh, let's say 3 hours. It's not officially closed until I post saying so, but that's when I plan to post that it's closed. If you change your vote, make sure you tell me what your previous vote was.

Vadin
2008-11-16, 06:30 PM
Intelligence, Charisma, Wisdom

MammonAzrael
2008-11-16, 07:03 PM
Constitution
Intelligence
Charisma

AgentPaper
2008-11-16, 08:28 PM
Ok! Voting over. The winner is Charisma! Wisdom and Constitution are secondary abilities. Next vote is for skills. Please vote for eight different skills. The eight highest skills will be class skills, and the highest will be mandatory.

Vadin
2008-11-16, 08:43 PM
Arcana
Bluff
Diplomacy
Dungeoneering
Endurance
Insight (hopefully as the required still instead of Religion)
Nature
Religion

starwoof
2008-11-16, 08:47 PM
Acrobatics
Athletics
Diplomacy
Nature
Endurance
Heal
Intimidate
Perception

I like the idea of a non-religion based divine person (who shouts).

MammonAzrael
2008-11-16, 09:13 PM
Bluff
Diplomacy
Endurance
History
Insight
Intimidate
Perception
Religion

Enlong
2008-11-16, 09:19 PM
Religeon
Bluff
Diplomacy
Endurance
Heal
Insight
Intimidate
Perception

Lord_Ventnor
2008-11-16, 10:31 PM
Religion
Insight
Diplomacy
Perception
Intimidate
Endurance
Nature
Dungeoneering

Reverent-One
2008-11-17, 01:37 AM
Athletics
Bluff
Diplomacy
Endurance
Heal
Insight
Perception
Religion

Xefas
2008-11-17, 03:04 AM
It's starting to look like some kind of 4e Favored Soul to me.

Athletics
Diplomacy
Endurance
Insight
Intimidate
Perception
Religion
Streetwise

bue52
2008-11-17, 03:52 AM
Arcana
Religion
Endurance
Perception
Insight
StreetWise
Diplomacy
Nature

Drakefall
2008-11-17, 06:39 AM
Diplomacy
Bluff
Streetwise
Endurance
Insight
Religion
Nature
Perception

Tuataralad
2008-11-17, 07:39 AM
Diplomacy
Bluff
Intimidate
Insight
Perception
Endurance
Religon
Nature

AgentPaper
2008-11-17, 09:42 AM
Votes tallied to here.

Shadow_Elf
2008-11-17, 11:26 AM
Bluff
Diplomacy
Streetwise
Religion
Endurance
Insight
Perception
Heal

I want to see a clergyman who can use his charisma for things other than prayers. And Bluff is awesome. Sooooooo awesome.
Also, dieing of mummyrot sucks. Hence Endurance + Heal = Awesome.

Satyr
2008-11-17, 11:34 AM
Bluff
Diplomacy
Endurance
Heal
History
Insight
Religion
Streetwise

Juhn
2008-11-17, 01:00 PM
Since the top vote is apparently the main skill and so many are tied, I won't vote for many. I don't play 4e, but Insight seems like a good choice. That's the Sense-Motive-esque skill in 4e, right? Also, only because I always always always max listen, search, and spot for all my characters (and 4e was nice enough to roll all of these into one skill), I'll vote Perception.

nows7
2008-11-17, 09:17 PM
Acrobatics
Athletics
Endurance
Heal
History
Insight
Perception
Streetwise

AgentPaper
2008-11-18, 05:48 PM
Okay, tallying votes. Also, note that voting will end at 6:00 MT, which is about 2 hours and 20 minutes from now for those who can't bother to convert.

AgentPaper
2008-11-19, 02:10 AM
Okay, voting officially done. (I'm only 6 hours late!) Or, I want to say that, but we have 2 sets of ties going on! The first is between endurance and insight for mandatory, and the other is a four way tie between heal, intimidate, nature, and streetwise, of which only two can be part of the 8 skills. So, the next person to post gets to decide the vote by voting for which of these makes the cut!

Reverent-One
2008-11-19, 02:18 AM
I retract my votes for Endurance and Heal, instead voting for Intimidate and Streetwise.

AgentPaper
2008-11-19, 05:11 AM
That's the end of it then. Final skills are Insight, Endurance, Diplomacy, Perception, Bluff, Intimidate, and Streetwise. Insight is mandatory. I think this is going to be it for voting, but I might add another poll if I think of something. Barring that, I'll post the class features and first level powers shortly. I'll add later powers later on.

Moff Chumley
2008-11-19, 12:42 PM
I'm looking forward to this. What kind of flavor will it have?

Lord_Ventnor
2008-11-19, 02:30 PM
That's the end of it then. Final skills are Insight, Endurance, Diplomacy, Perception, Bluee, Intimidate, and Streetwise. Insight is mandatory. I think this is going to be it for voting, but I might add another poll if I think of something. Barring that, I'll post the class features and first level powers shortly. I'll add later powers later on.

I don't recall there being a Bluee skill...

AgentPaper
2008-11-19, 11:08 PM
Bluff! Bluff!

Lord_Ventnor
2008-11-20, 12:55 AM
Huh. Seems strange that a Divine Class wouldn't know anything about Religion... unless perhaps it's like onea dem Favored Souls or whatnot?

Jalor
2008-11-20, 07:46 AM
Looks like a Favored Soul to me.

KKL
2008-11-20, 08:19 AM
Huh. Seems strange that a Divine Class wouldn't know anything about Religion... unless perhaps it's like onea dem Favored Souls or whatnot?

I had hope that the Religion skill is one of those must have skills for the class. Makes more sense.

AgentPaper
2008-11-21, 03:09 AM
Okay, I haven't finished the class, but I've got the basic idea down now, so here goes:

Templar

Flavor text not written yet.

CLASS TRAITS
Role: Controller. You exert control through magical effects that cover large areas-sometimes hindering foes, sometimes consuming them with fire.
Power Source: Divine. You have been invested with the authority to wield divine power on the behalf of a deity of faith, or philosophy.
Key Abilities: Charisma, Wisdom, Constitution

Armor Proficiencies: Cloth, Leather, Hide, Chain
Weapon Proficiencies: Simple melee, military melee, simple ranged.
Implements: Polearms, Heavy Blades, or Axes.
Bonus to Defenses: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution Modifier

Trained Skills: Insight. From the class skills list below, choose three trained skills at 1st level.
Class Skills: Bluff (Cha), Diplomacy (Cha), Endurance (Con), Intimidate (Cha), Perception (Wis), Religion (Int), Streetwise (Cha).

Build Options: Not Finished
Class Features: Not Finished

No Description Yet

Creating a Templar

Not Finished

Crusading Templar
You're interested in dealing as much damage as possible, smiting those who would dare defy your faith. You prefer Axes as your implement, using the (axe implement power not yet named) to focus your damage on a single target when large blasts of damage would be a waste of divine judgment. Charisma is your most important ability. A good constitution is good for axe feats and some of your more damage-focused powers, and will keep you alive longer. Wisdom is important if you want to dabble in powers designed to control, otherwise a good strength or dexterity will help you with your weapons.
Suggested Feat: Not Finished
Suggested Skills: Endurance, Intimidate, Religion
Suggested At-Will Powers: Not Finished
Suggested Encounter Power: Not Finished
Suggested Daily Power: Not Finished

Control Templar
Instead of destroying your enemies outright with your divine power, you opt instead to cow them, and allow your allies to finish them off when they cannot move but to experience the divine wrath of your god. You prefer Polearms as your implements, allowing you to increase your range, making you more flexible in combat. Your most important skill is charisma. Your second-highest ability should be wisdom, in order to maximize the effectiveness of the secondary effects of your powers. A good strength will help if you want to get feats for your weapon.
Suggested Feat: Not Finished
Suggested Skills: Diplomacy, Perception, Wisdom
Suggested At-Will Powers: Not Finished
Suggested Encounter Power: Not Finished
Suggested Daily Power: Not Finished


Implements
Templars make use of Polearms, Heavy Blades, and Axes to help channel and direct their divine powers. Every Templar has mastery of one type of implement (see "Class Features). Without an implement, the wizard can still use his or her powers, A wizard wielding a magic Polearm, Heavy Blade, or Axe can add it's enhancement bonus to the attack and damage rolls of templar powers that have the implement keyword.


Templar Class Features
You have the following class features.


Divine Weapon Mastery
You specialize in the use of one kind of weapon to gain additional abilities when you wield it. Choose one of the following forms of implement mastery.
Polearm Extension: Once per encounter when using a power with a range of Close, you may choose any square you can reach with your polearm as a free action. Treat the chosen square as the originating square for that power.
Heavy Blade Flourish: Once per encounter as a free action, you gain a bonus to a single attack roll equal to half your charisma modifier.
Axe Focus: Once per encounter when using a burst or blast power, change that power to instead target a single enemy within your weapon's reach. For that attack, you gain a bonus to damage equal to your constitution modifier times the size of the blast, or the radius of the burst, whichever area the power used. (For example, if the power was Burst 5, you would deal extra damage equal to your constitution modifier times 5. If the power was Blast 3, you would deal extra damage equal to your constitution modifier times 3.)


Channel Divinity
Once per encounter you can invoke divine power, filling yourself with the might of your patron deity. With the divine might you invoke you can wield special powers, such as divine resilience and divine conviction. Some templars learn other uses for this feature; for instance, the divinity feats in the Players Handbook grant characters with access to the Channel Divinity class feature the ability to use additional special powers.
Regardless of how many different uses for Channel Divinity you know, you can only use one such ability per encounter. The special ability or power you invoke works just like your other powers.


Battle Insight
You and all allies within 5 squares gain a +2 bonus to insight. As well, once per encounter, you can make an insight check against an enemy's will defense. If you succeed, that enemy cannot shift while it is adjacent to you or one of your allies that is within 5 squares of you until the end of the encounter.

Ziegander
2008-11-21, 07:39 AM
Battle Insight and Axe Focus seem too strong. Shifting is a big part of what keeps Strikers alive and to shut it down for the entire encounter is pretty huge. Seriously shutting it down for just 1 round is pretty good.

Axe Focus just deals way too much damage for 4E's balance I think. Dealing extra damage equal to the area size seems appropriate considering feats like Astral Fire. You can probably get away with adding 1/2 Con modifier too. So if the Burst was 2 you add 2 + 1/2 Con modifier to the damage. Scales with level like the feats, but it's never a huge number like +20 damage.

AgentPaper
2008-11-21, 12:05 PM
Yeh, I did that late at night, and I don't have much of a hand for balance. I think I'll change that to just area, area times two at paragon, and area times 3 at epic. That seems about right for balance, yes? As for the battle insight, I'm unsure overall what to do with that. My idea is that the templar uses his insight to feel the flow of the battle, and then shape it with his powers. I'm not sure how I represent that, that was just one idea I had, and I don't really like it thematically, balance issues aside, so it's gone. Still, some kind of feature where your insight score will help would be good. Preferably something that helps more if you want to focus on control than if you want to deal damage. (since it's based on wisdom) Also, I need a better name than, "Control Templar".

Ziegander
2008-11-21, 02:09 PM
Yeh, I did that late at night, and I don't have much of a hand for balance. I think I'll change that to just area, area times two at paragon, and area times 3 at epic. That seems about right for balance, yes?

Sounds much better. I like.


As for the battle insight, I'm unsure overall what to do with that. My idea is that the templar uses his insight to feel the flow of the battle, and then shape it with his powers. I'm not sure how I represent that, that was just one idea I had, and I don't really like it thematically, balance issues aside, so it's gone. Still, some kind of feature where your insight score will help would be good. Preferably something that helps more if you want to focus on control than if you want to deal damage. (since it's based on wisdom) Also, I need a better name than, "Control Templar".

Yeah, I don't know. I might try to think of something. I should be able to come up with at least a new name for the Control Templar, but then again someone will probably beat me to it.

AgentPaper
2008-11-21, 02:20 PM
How about some power that allows you to make an insight check as a minor action against an enemy, your insight against their will. If you succeed, the next move or standard action they take provokes an opportunity attack as if it had moved or used a ranged attack. This power would be able to be used a number of times per day equal to your wisdom modifier. (Or once per encounter, if it seems too powerful)

ShaggyMarco
2008-11-21, 02:53 PM
How about some power that allows you to make an insight check as a minor action against an enemy, your insight against their will. If you succeed, the next move or standard action they take provokes an opportunity attack as if it had moved or used a ranged attack. This power would be able to be used a number of times per day equal to your wisdom modifier. (Or once per encounter, if it seems too powerful)

This should be the concept behind a very cool power, but not a class ability.

One Step Ahead Templar Attack 5
You guess your enemy's every move, leading their attacks, striking them when they try and move.
Daily * Divine, Weapon
Minor Action Melee weapon
Requirement You must be trained in the Insight skill
Target: One Creature
Attack: Charisma vs. Will
Hit: Any Standard or Move action the target makes before the end of your next turn provokes and Opportunity Attack from you.
Sustain Minor: Repeat the attack.

AgentPaper
2008-11-21, 03:02 PM
Yeah, I kinda felt that when I was making it. However, I think it would work as a class feature still. Just make it usable a number of times per day equal to your wisdom modifier, and remove the sustain part.

Anyways, I'm off to my parents house for thanksgiving until December 1st, and I'm not 100% sure I can access the internet there. If I can, I'll start posting powers, starting at level 1 and working my way up. (though powers will likely travel up and down in levels and into encounters or dailies as balance becomes more apparent)

Edit: I'll get the groundwork for the at-wills down here now, since they're going to be the most important to have balanced.

Righteous Smash...........................................Te mplar Attack 1
You swing your weapon in an arc, and your divine conviction causes your weapon to smash into multiple foes.
At-Will * Divine, Implement
Standard Action..............................Area blast 2
Target: Each enemy in blast
Attack: Constitution vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] damage at 21st level.

Divine Resolve........................................... ...Templar Attack 1

At-Will * Divine, Healing, Weapon
Standard Action..............................Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 1[W] + Charisma modifier damage, and you regain hit points equal to your constitution modifier.
Increase damage to 2[W] + Charisma modifier damage at 21st level.

Righteous Denial...........................................T emplar Attack 1
You hem in your opponent with quick jabs and thrusts, forcing him to move as you want.
At-Will * Divine, Weapon
Standard Action..............................Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] damage, and a chosen square adjacent to the target is difficult terrain until the end of your turn.
Increase damage to 2[W] damage at 21st level.

Radiant Conviction........................................ Templar Attack 1

At-Will * Divine, Implement, Radiant
Standard Action..............................Close burst 2
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier radiant damage.
Increase damage to 2d6 + Charisma modifier radiant damage at 21st level.

AgentPaper
2008-11-24, 07:18 AM
No comments on the at-wills? Ah well. Let's get started on the rest of the abilities:

Level 1 Encounter Abilities:

Fiery Blast...........................................Te mplar Attack 1

Encounter * Divine, Fire, Weapon
Standard Action..............................Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier fire damage.

Chilling Strike...........................................T emplar Attack 1

Encounter * Divine, Cold, Weapon
Standard Action..............................Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier cold damage. Make another attack:
...Secondary Attack: Wisdom vs. Fortitude
...Hit: Target is immobilized. (Save ends)
Effect: If the secondary attack misses, or after the target saves from the immobilized effect, target is slowed. (Save ends)

Level 1 Daily Abilities:

Field of Blades...........................................T emplar Attack 1
Holy blades of divine force swing and dance about you, slowing and harming your foes.
Daily * Divine, Implement
Standard Action..............................Close burst 3
Target: Each enemy in blast
Attack: Charisma vs. AC
Hit: Charisma modifier damage.
Effect: All squares in the area counts as difficult terrain.
Sustain Minor: Re-make the attack from your current position.

Level 2 Utility Abilities:

Crusader's Fire...........................................Tem plar Utility 2
Your blade burns with the conviction you hold in your god.
Daily * Divine, Fire, Implement
Minor Action..............................Personal
Effect: Until the end of your next turn, all of your melee attacks deal an extra 1[W] fire damage.
Sustain Minor: Continue the effect.

Divine Chill...........................................Te mplar Utility 2
Your blade burns with the conviction you hold in your god.
Endounter* Divine, Cold, Implement
Minor Action..............................Personal
Effect: Until the end of your next turn, all of your attacks cause the target to be slowed. (save ends)
Sustain Minor: Continue the effect.

bue52
2008-11-24, 07:26 AM
Isn't Firey Blast a little underpowered compared to Chilling strike? Maybe you should add more raw power to it.

AgentPaper
2008-11-24, 07:27 AM
If anything I thought a close blast 3 that did 1[W] damage would be too strong...

Ziegander
2008-11-24, 11:53 AM
One thing I'm noticing is that you seem to be making a few powers that just don't feel like Controller powers. This is a Controller first, defender second. That means that all of its attacks should feel like Controller attacks, and that the only thing that makes the class seem Defender-ish are the rider effects combining with class features.

Divine Resolve is not only too powerful, it is NOT a Controller power. I'm not too sure about Righteous Denial, it doesn't seem very useful or Controller-y either.

Chilling Strike... eh... maybe.

Another good place to put more defender-y stuff is in the Utilities which you seem to be using to make your less Controlling attack powers more Controlling. I'd say bad call. Make all the attack powers controlling, make at least half the utilities utilitarian, but then make a few that skew the class toward the defender role.

Grynning
2008-11-24, 12:29 PM
I would also suggest against having Implement keyword powers that deal x[W] as their damage. It's a bit confusing - as far as I can tell, all the powers in the game that do [W] damage have the Weapon keyword.

AgentPaper
2008-12-08, 03:38 PM
This is not abandoned! I've had a hard time thinking up abilities for this guy, and busy, and blah blah you don't care. :smallwink: Anyways, here's a re-try at the level 1 and 2 abilities, once I have all of these done (4 in each) I'll start on level 3 encounters, then level 5 dailies, etc etc.

Another idea I've had is to, instead of me just making this guy all on my lonesome, I would have votes on each power set, the top 4 becoming the powers for the class. I don't have the creativity to think up that many power ideas, so I would accept them in PM form. Feel free to send in your ideas for powers for this class, and if we get enough, I'll re-open the voting.

Note that power ideas should be only for the level 1 at-wills, encounters, and dailies, and the level 2 utilities only.


Level 1 At-Wills

Righteous Smash...........................................Te mplar Attack 1
You swing your weapon in an arc, and your divine conviction causes your weapon to smash into multiple foes.
At-Will * Divine, Weapon
Standard Action..............................Area blast 2
Target: Each enemy in blast
Attack: Constitution vs. AC
Hit: 1[W] damage.
Increase damage to 2[W] damage at 21st level.

Lightning Hook.............................................. Templar Attack 1
A bolt of lightning shoots out from your weapon and latches onto your foe, and then you pull him right where you want him.
At-Will * Divine, Implement
Standard Action..............................Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: Charisma modifier lightning damage. You may slide the target a number of squares equal to your wisdom modifier to a square adjacent to you.

Divine Denial...........................................T emplar Attack 1
You hem in your opponent with quick jabs and thrusts, forcing him to move as you want.
At-Will * Divine, Weapon
Standard Action..............................Melee weapon
Target: One creature
Attack: Wisdom vs. Will
Hit: 1[W] damage, and a chosen square adjacent to the target is difficult terrain until the end of your turn.
Increase damage to 2[W] damage at 21st level.

Radiant Conviction........................................ Templar Attack 1

At-Will * Divine, Implement, Radiant
Standard Action..............................Close burst 2
Target: Each enemy in burst
Attack: Charisma vs. Fortitude
Hit: 1d6 + Charisma modifier radiant damage.
Increase damage to 2d6 + Charisma modifier radiant damage at 21st level.

Level 1 Encounter Abilities:

Fiery Blast...........................................Te mplar Attack 1

Encounter * Divine, Fire, Weapon
Standard Action..............................Close blast 3
Target: Each enemy in blast
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier fire damage.

Chilling Strike...........................................T emplar Attack 1

Encounter * Divine, Cold, Weapon
Standard Action..............................Melee weapon
Target: One creature
Attack: Charisma vs. Reflex
Hit: 1[W] + Charisma modifier cold damage. Make another attack:
...Secondary Attack: Wisdom vs. Fortitude
...Hit: Target is immobilized. (Save ends)
Effect: If the secondary attack misses, or after the target saves from the immobilized effect, target is slowed. (Save ends)

Level 1 Daily Abilities:

Field of Blades...........................................T emplar Attack 1
Holy blades of divine force swing and dance about you, slowing and harming your foes.
Daily * Divine, Implement
Standard Action..............................Close burst 3
Target: Each enemy in blast
Attack: Charisma vs. AC
Hit: Charisma modifier damage.
Effect: All squares in the area counts as difficult terrain.
Sustain Minor: Re-make the attack from your current position.

Divine Puppeteer......................................... ..Templar Attack 1
Strands of divine force allow you to manipulate the battlefield with ease, moving allies and enemies alike however you see fit.
Daily * Divine, Implement
Standard Action..............................Close burst 10
Target: One creature in blast
Attack: Charisma vs. Will
Hit: Slide the target a number of squares equal to your wisdom modifier.
Sustain Minor: Re-make the attack on any target in the burst.

Level 2 Utility Abilities:

Crusader's Fire...........................................Tem plar Utility 2
Your blade burns with the conviction you hold in your god.
Daily * Divine, Fire, Implement
Minor Action..............................Personal
Effect: Until the end of your next turn, all of your melee attacks deal an extra 1[W] fire damage.
Sustain Minor: Continue the effect.

Divine Chill...........................................Te mplar Utility 2
Your blade burns with the conviction you hold in your god.
Encounter * Divine, Cold, Implement
Minor Action..............................Personal
Effect: Until the end of your next turn, all of your attacks cause the target to be slowed. (save ends)
Sustain Minor: Continue the effect.

Divine Insight........................................... Templar Utility 2

Daily * Divine
Minor Action..............................Personal
Effect: You gain a +4 power bonus to Insight checks until end of encounter.

Shadow_Elf
2008-12-08, 05:37 PM
As a Controller-Defender, might I suggest some AOE marking powers? This could be very helpful (sometimes fighters MC wizard for AOE marking, like Thunderwave, For example)

Also, I like the concept, but it seems like you have a full-on Controller build and a "sacrifice controller for striker" build. Neither of them do anything remotely defender-y. Might I suggest that the Axe power is that once per encounter, you can activate an effect that marks the targets of all your attacks until the end of your next turn until the end of your turn (not sure if that makes sense to you, I can explain if you don't get it) as a free action? That way, you could do one big blast attack and make everyone's eyes on you.

AgentPaper
2008-12-08, 06:05 PM
An extremely good point. Consider it changed:

Menacing Axe: Once per encounter, you may designate one of your attacks to mark all enemies that it hits until the end of your next turn before you make the attack. This takes no action.

Shadow_Elf
2008-12-08, 06:07 PM
Looks great, you just have to add a clause that the mark lasts until the end of your next turn.

AgentPaper
2008-12-08, 06:17 PM
Heh, yeah, that's important. Fixed.