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Archivist Class (Cleric Variant)
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<blockquote data-quote="Quickleaf" data-source="post: 4282720" data-attributes="member: 20323"><p>I think the concept you are working with is great. I would work some more on the fluff reconciling Intelligence/Charisma as primary abilities with a Divine power source. What's going on there? Are you unearthing the forbidden secrets of gods? Deciphering angelic texts and communing with celestial spirits?</p><p></p><p>I think "Dark Knowledge: Puissance" needs to be re-thought - a standard action to help an ally is a no-no of 4e. Standard actions usually involve some sort of offense, even if no damage is actually dealt, you do something to the enemy. I think you could just make it last until the end of your next turn.</p><p></p><p>So the class features might look like this...</p><p></p><p>ARCHIVIST CLASS FEATURES</p><p>Channel Divinity: Turn Undead --> <strong>Dark Knowledge: Puissance</strong></p><p>Channel Divinity: Divine Fortune --> <strong>Dark Knowledge: Foe's Weakness</strong></p><p>Healer's Lore --> <strong>Prayerbook</strong></p><p>Healing Word --> <strong>Blessed Ward</strong></p><p><strong>Ritual Casting</strong></p><p></p><p><strong>Blessed Ward (Alternate Cleric Feature)</strong></p><p>Replaces: Healing Word</p><p>Encounter * Divine, Healing</p><p>Minor Action</p><p>Target: You or one ally</p><p>Effect: The target can spend a healing surge and gains [+1 or Cha] to their next defense check or saving throw before the end of your next turn.</p><p></p><p><strong>Dark Knowledge: Foe's Weakness</strong></p><p>You learn any vulnerabilities the target has and make an immediate attack, exploiting this knowledge.</p><p>Prerequisite: You must have Knowledge skill training in the skill corresponding with the creature's type to use this power.</p><p>Encounter * Divine</p><p>Standard Action Ranged: 10</p><p>Target: One creature</p><p>Attack: INT vs. AC</p><p>Effect: Learn one vulnerability of the target. Until the end of your next turn, any ally exploiting the creature's vulnerability inflicts an addition 1d6 damage.</p><p>Hit: 1d10 + INT damage, plus if you exploit the creature's vulnerability with the appropriate damage type, the creature is dazed until the end of your next turn. </p><p>Miss: The creature isn't dazed and takes half damage. However, until the end of your next turn, any ally exploiting the creature's vulnerability inflicts an addition 1d6 damage.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4282720, member: 20323"] I think the concept you are working with is great. I would work some more on the fluff reconciling Intelligence/Charisma as primary abilities with a Divine power source. What's going on there? Are you unearthing the forbidden secrets of gods? Deciphering angelic texts and communing with celestial spirits? I think "Dark Knowledge: Puissance" needs to be re-thought - a standard action to help an ally is a no-no of 4e. Standard actions usually involve some sort of offense, even if no damage is actually dealt, you do something to the enemy. I think you could just make it last until the end of your next turn. So the class features might look like this... ARCHIVIST CLASS FEATURES Channel Divinity: Turn Undead --> [B]Dark Knowledge: Puissance[/B] Channel Divinity: Divine Fortune --> [B]Dark Knowledge: Foe's Weakness[/B] Healer's Lore --> [B]Prayerbook[/B] Healing Word --> [B]Blessed Ward[/B] [B]Ritual Casting[/B] [b]Blessed Ward (Alternate Cleric Feature)[/b] Replaces: Healing Word Encounter * Divine, Healing Minor Action Target: You or one ally Effect: The target can spend a healing surge and gains [+1 or Cha] to their next defense check or saving throw before the end of your next turn. [B]Dark Knowledge: Foe's Weakness[/B] You learn any vulnerabilities the target has and make an immediate attack, exploiting this knowledge. Prerequisite: You must have Knowledge skill training in the skill corresponding with the creature's type to use this power. Encounter * Divine Standard Action Ranged: 10 Target: One creature Attack: INT vs. AC Effect: Learn one vulnerability of the target. Until the end of your next turn, any ally exploiting the creature's vulnerability inflicts an addition 1d6 damage. Hit: 1d10 + INT damage, plus if you exploit the creature's vulnerability with the appropriate damage type, the creature is dazed until the end of your next turn. Miss: The creature isn't dazed and takes half damage. However, until the end of your next turn, any ally exploiting the creature's vulnerability inflicts an addition 1d6 damage. [/QUOTE]
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