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Abjurer, a ranged defender

Quickleaf

Legend
I recall a while back there was some discussion about the viability of a ranged defender, and there were tons of great ideas that came up in that thread. I tossed out the idea for an abjuration specialist wizard. Thinking about it some more, I thought this could be a really cool character to play. Sort of modeled on the Gandalf-Saruman duel in FotR, the Last Airbender, and mages in Dragon Age.

Check it out! The wards have been lowered and your feedback is welcome.

abjurer-1.png
 
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Shadus

First Post
Pretty Cool idea. I like how he has both melee and ranged attacks. I do think they should have simple weapon proficiency in case someone wants to use something other than a spear or staff though. I also like the shield ability, and want to see more like this.

I always thought that a ranged defender would be uber badass. And came close to building a Gunmage Swordmage build. But alas, I am lazy, and find it hard to justify guns in DND.
 

Quickleaf

Legend
Pretty Cool idea. I like how he has both melee and ranged attacks. I do think they should have simple weapon proficiency in case someone wants to use something other than a spear or staff though. I also like the shield ability, and want to see more like this.

I always thought that a ranged defender would be uber badass. And came close to building a Gunmage Swordmage build. But alas, I am lazy, and find it hard to justify guns in DND.

Thanks, it's always a fine line when making homebrew stuff between too much effort and no playtesting.

He does get simple weapon proficiency. Also the counterstrike should also allow melee basic attacks, so any basic attack is good.

The Arcane Ward is a simple idea but I think it's harder in execution. Some problems I'm puzzling over: It should scale with level but I wasn't sure how to best do that. It doesn't stack with other forms of resistance from powers and magic items. It's highly effective at mitigating multiple sources of damage, but less so against single strong attacks.

Anyhow I'm working on a proof of concept character for a planescape one-shot, and I'll post more as I work that out.
 

Kzach

Banned
Banned
I like the concept. Not sure about the execution. Seems a bit slim. I think what this might suffer from is a similar situation to the swordmage where the concept wasn't really nailed down properly from the start and so its powers and defender schtick were all over the place. If I was to work on this, I'd try to really nail that part of the concept down and have it strongly reflected in the base abilities of the class. At the moment it seems as if you've only got a basic idea of how it should actually function and you've just put together the basics of a defender, ie. high AC, punishment for attacking your ally, etc.
 

Quickleaf

Legend
I like the concept. Not sure about the execution. Seems a bit slim. I think what this might suffer from is a similar situation to the swordmage where the concept wasn't really nailed down properly from the start and so its powers and defender schtick were all over the place. If I was to work on this, I'd try to really nail that part of the concept down and have it strongly reflected in the base abilities of the class. At the moment it seems as if you've only got a basic idea of how it should actually function and you've just put together the basics of a defender, ie. high AC, punishment for attacking your ally, etc.
Slim as in it wouldn't have enough options as a full level 1 to 30 class? That's fine, I don't intend to do that. Designing and playtesting an entire class and support is way too much work. I just want to design something interesting and playable for a 6th level Planescape one-shot adventure. I'm also adapting the monk to model a githzerai Zerth. :)

You make a good point though. When I pictured the class I thought of a quasi-monastic mage who draws on magic circles of protection, erects an instant barrier to repel dragon fire, counters spells, and manipulates the essential qualities of space/gravity ("the force that connects all things"). The class would also have psionic-like telekinetic abilities, moving objects with his mind, and would have a philosophical bent about magic being the will exerted in the world. Its schtik might be using the power of the Arcane Ward in other ways as an effect of daily powers.

Here's the working concept for "Count Ashdys" the tiefling abjurer...

countashdys.png


EDIT: Oh yeah, the tiefling is a non-standard throwback to 2nd edition. Replaced Bloodhunt with +2 save vs. spells. Replaced Infernal Wrath with Stygia Chill. Otherwise same as core 4e tiefling.
 
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Kzach

Banned
Banned
Nah, I meant that, like the swordmage, the core concept of the class never feels properly defined and so the base abilities don't quite work as well as they should. It has all the 'right' defender abilities, a mark mechanic, a punishing mechanic, etc. and yet it's as if the class was built a bit like a Lego construct from a dozen different Lego sets so that the completed whole is a mismatch.

This is how I feel when I see this class. It's got all the right parts but none of them form a cohesive whole. I don't get the sense of it being anything more than a hodge-podge of thrown together elements to fulfil the overall brief. There are no interesting or unique mechanics, no readily identifiable class elements that stand out as, "I am an Abjurer!"

Is it an arcane ranged defender? Sure, but is it an Abjurer? No.

I don't say any of this to be mean. I really do dig the concept. I just feel that it needs a much more in-depth approach and a much more clearly defined conceptualisation of the core idea and a more readily identifiable and unique set of mechanics for the concept to really shine.
 

Nahat Anoj

First Post
For starters, I really, really like the arcane ward idea, and I think it's from there that the abjurer as a defender or leader should come.

If you're going to make the abjurer as a defender, I think it has to have more abilities that encourage enemies to attack the abjurer over his allies. For example, if arcane warding was once per turn and could only work on allies, that could provide incentive to attack the abjurer. I think it would be best to come up with a reason as to why the magic only works on allies - perhaps the only way to get such magic to work is to "counterbalance" it by putting the abjurer at a disadvantage.

While I'd tweak some of them a bit, you do have some powers that I like which provide incentive for attacking the abjurer over allies - Counterstrike, Abjurer's Bolt, and Redoubled Defense. But I feel like the rest don't do this enough or provide too much of a counter incentive to attack the abjurer. IMO, there should be more powers that bring enemies toward the abjurer (via pulls or teleports) or make it harder to attack the abjurer's allies than it would be to attack the abjurer. I don't mind some "out of role" encounter or daily powers, but if you're going to have roles the majority of powers should focus on that role's job IMO.

I feel like defender hp, a high Int and features like Swordmage's Warding and Guardian Staff Expert, they aren't going to need much more in the way of damage mitigation, at least with respect to AC (although, like the swordmage, I feel bad for the abjurer's Will defense :) ). So I think you can play down those abilities.

I would give the abjurer the Essentials version of Magic Missile as their bread and butter ranged basic attack. That way, when enemies do things that trigger a basic attack, the abjurer will auto-hit them in return. That will make them better defenders IMO. I might also give them Defender Aura, explaining it as a magical entropic field, and something that lets them use a ranged basic (ie, Magic Missile) if an adjacent enemy shifts away. Abjurers should have more at-wills that pull, inhibit the movement of adjacent enemies, and otherwise make it more difficult for enemies to get away from the defender. I might not make them immune to OAs, but I might give them that feat that gives a +2 to OAs (the name escapes me!).

I will say, seeing the writeup of an abjurer as defender has made me much less resistant to the idea of a "defender wizard." I think it could work mechanically, be fun to play, and make sense in the D&D world. I might make the more martial, controllery abjurer a Con secondary build, while a more defensive, more leadery abjurer could be Wis secondary (I might give the Wis build the ability to use Wis as damage resistance in some way, because it might need the durability!).
 


Quickleaf

Legend
This is how I feel when I see this class. It's got all the right parts but none of them form a cohesive whole. I don't get the sense of it being anything more than a hodge-podge of thrown together elements to fulfil the overall brief. There are no interesting or unique mechanics, no readily identifiable class elements that stand out as, "I am an Abjurer!"

Is it an arcane ranged defender? Sure, but is it an Abjurer? No.
Yeah, I can see that. I'll go back and read some of the abjurer specialist stuff from 2e and 3e, protection from evil, "thou shalt not pass", and all that. But there isn't much depth to it (apart from the arcane ward) - not trying to make an entire new class, just enough to run a couple games with.

I don't say any of this to be mean.
If I was worried about that I'd never post on the Internet. ;)

I really do dig the concept. I just feel that it needs a much more in-depth approach and a much more clearly defined conceptualisation of the core idea and a more readily identifiable and unique set of mechanics for the concept to really shine.
Thanks, yeah I'm puzzling over that too.

For starters, I really, really like the arcane ward idea, and I think it's from there that the abjurer as a defender or leader should come.
That's kind of my thinking too.

If you're going to make the abjurer as a defender, I think it has to have more abilities that encourage enemies to attack the abjurer over his allies. For example, if arcane warding was once per turn and could only work on allies, that could provide incentive to attack the abjurer. I think it would be best to come up with a reason as to why the magic only works on allies - perhaps the only way to get such magic to work is to "counterbalance" it by putting the abjurer at a disadvantage.
I really like mechanics to reflect narrative and vice versa, so that kind of "it works on your allies but not you" is jarring for me. And other players in my group too. What do you mean I'm not my own ally? has come up several times in our game.

While I'd tweak some of them a bit, you do have some powers that I like which provide incentive for attacking the abjurer over allies - Counterstrike, Abjurer's Bolt, and Redoubled Defense. But I feel like the rest don't do this enough or provide too much of a counter incentive to attack the abjurer.
I agree those have the better mechanics, but the others definitely are defensive for the party as a whole.

Mighty Lance makes a great power when readied against an enemy, and can effectively shut down one attack per round. Have that done a few times or trigger an opportunity attack getting launched into a trap and you'll have enemies after the abjurer in no time.

Repulsion Sphere is meant to be used with allies inside the burst, especially wounded ones or squishies. But it could just as easily be used to defend the abjurer. Maybe it should have that enemies within the sphere take X force damage if they end their turn adjacent to you or any ally. Or something like an enemy who is tough enough to reach the center of the sphere (i.e. adjacent to the abjurer) no longer suffers any penalties. Hmm, something like X damage for entering the sphere, X+2 for the next square, until finally no damage next to the abjurer. Kind of the opposite of how I set it up. :p

Telekinetic Fling I'll admit is just my love for mages tossing around monsters like bean bags against the ceiling and floor. I could make this work as a trapped square or three which detonates when an enemy passes through.

Cleansing Force is a straight up leader ability and I didn't do well writing it up. It really should be more akin to an offensive Dispel Magic, ending conjurations, zones, and such, but when I wrote it I had countering dominated and ongoing spell damage on my mind.

IMO, there should be more powers that bring enemies toward the abjurer (via pulls or teleports) or make it harder to attack the abjurer's allies than it would be to attack the abjurer. I don't mind some "out of role" encounter or daily powers, but if you're going to have roles the majority of powers should focus on that role's job IMO.
Doesn't the resist damage effectively make it much harder for enemies to down PCs? I mean it changes the whole approach to combat when you've deal 1d8+5 damage and 5 of it is negated. Add that up over several attackers and suddenly you need to send the hardest hitters against one PC. Or take down the abjurer and the rest of the party is bacon.

Originally I contemplated a energy sphere around the abjurer, like temporary hit points, that once it was destroyed one of his wards would end. The energy sphere could build back up (some kind of warlock darkspiral pact boon inversion), but in the moment the abjurer has to decide between getting out of dodge or re-creating ward on the ally who just lost it.

I did think about pull powers, and even creating a narrow bandwidth of movement, but that seems to fly in the face of the whole concept of abjuration - protecting, repelling, banishing.

I feel like defender hp, a high Int and features like Swordmage's Warding and Guardian Staff Expert, they aren't going to need much more in the way of damage mitigation, at least with respect to AC (although, like the swordmage, I feel bad for the abjurer's Will defense :) ). So I think you can play down those abilities.
Btw, the Guardian Staff Expert is a feat combined with a superior implement, it's not part of the class per se.

I would give the abjurer the Essentials version of Magic Missile as their bread and butter ranged basic attack. That way, when enemies do things that trigger a basic attack, the abjurer will auto-hit them in return. That will make them better defenders IMO.
That makes sense. But it also robs the coolness of detonating Arcane Wards. Maybe that schtik is part of what [MENTION=56189]Kzach[/MENTION] felt made it feel like a hodgepoge.

I might also give them Defender Aura, explaining it as a magical entropic field, and something that lets them use a ranged basic (ie, Magic Missile) if an adjacent enemy shifts away.
Except it's a ranged defender.

Abjurers should have more at-wills that pull, inhibit the movement of adjacent enemies, and otherwise make it more difficult for enemies to get away from the defender. I might not make them immune to OAs, but I might give them that feat that gives a +2 to OAs (the name escapes me!).
Defensive mobility? Yeah I really am not grokking the "come to me now" idea you've got as it applies to an abjuration specialist. Maybe you can go into more detail about what you're thinking?

I will say, seeing the writeup of an abjurer as defender has made me much less resistant to the idea of a "defender wizard." I think it could work mechanically, be fun to play, and make sense in the D&D world. I might make the more martial, controllery abjurer a Con secondary build, while a more defensive, more leadery abjurer could be Wis secondary (I might give the Wis build the ability to use Wis as damage resistance in some way, because it might need the durability!).
Good idea!

What did you use to make your character sheet?
Good old fashioned Microsoft Word. Next question.

Thanks for the comments guys, very helpful.
 


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