chronoplasm
First Post
DUNGEONEER
Role: Defender. You use the terrain to protect your allies.
Power Source: Arcane. You use magic to bend the landscape to your will.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implement: Axe, Hammer, Pick
Trained Skills: Dungeoneering (WIS). From the class below, choose three more trained skills at 1st level:
Class Skills: Acrobatics (DEX), Athletics (STR), Arcana (INT), Nature (WIS), Thievery (DEX)
Class Features:
Fortress Challenge
Whenever you attack an enemy, you may mark that enemy and place a trap within 10 squares. Any previous traps you placed disappear.
Marked enemies get -2 to attacks that don't include you and whenever the marked enemy makes an attack that doesn't include you as the target, your trap makes an attack against that enemy.
Dungeoneer's Trap
Choose from one of four traps at level one.
(I haven't decided on the traps exactly, but I would like to have one for each of the trap roles.)
Dungeoneer's Implement
If you have an axe, hammer, or pick equipped, you may add its enhancement bonus to spells with the implement keyword.
Dungeoneer's Mount
You must give up Dungeoneer's Trap and Fortress Challenge to take this feature.
Whenever you attack an enemy, you may mark that enemy. Marked enemies get -2 to attacks that don't include you as a target, and whenever marked enemies make attacks that don't include you as a target, your mount may make a basic attack against them.
At level 1, choose one of the following mounts:
Worm
Insect
Mole
Serpent
Scorpion
Reptile
Pangolin (Ground)
Pangolin (Arboreal)
So that's the basic idea. I want to get some comments on this before I start putting up power ideas. Do you think this idea is worth pursuing?
Role: Defender. You use the terrain to protect your allies.
Power Source: Arcane. You use magic to bend the landscape to your will.
Key Abilities: Wisdom, Constitution, Intelligence
Armor Proficiencies: Cloth, Leather, Hide
Weapon Proficiencies: Simple melee, military melee, simple ranged
Implement: Axe, Hammer, Pick
Trained Skills: Dungeoneering (WIS). From the class below, choose three more trained skills at 1st level:
Class Skills: Acrobatics (DEX), Athletics (STR), Arcana (INT), Nature (WIS), Thievery (DEX)
Class Features:
Fortress Challenge
Whenever you attack an enemy, you may mark that enemy and place a trap within 10 squares. Any previous traps you placed disappear.
Marked enemies get -2 to attacks that don't include you and whenever the marked enemy makes an attack that doesn't include you as the target, your trap makes an attack against that enemy.
Dungeoneer's Trap
Choose from one of four traps at level one.
(I haven't decided on the traps exactly, but I would like to have one for each of the trap roles.)
Dungeoneer's Implement
If you have an axe, hammer, or pick equipped, you may add its enhancement bonus to spells with the implement keyword.
Dungeoneer's Mount
You must give up Dungeoneer's Trap and Fortress Challenge to take this feature.
Whenever you attack an enemy, you may mark that enemy. Marked enemies get -2 to attacks that don't include you as a target, and whenever marked enemies make attacks that don't include you as a target, your mount may make a basic attack against them.
At level 1, choose one of the following mounts:
Worm
Insect
Mole
Serpent
Scorpion
Reptile
Pangolin (Ground)
Pangolin (Arboreal)
So that's the basic idea. I want to get some comments on this before I start putting up power ideas. Do you think this idea is worth pursuing?