4th ed diviner

Major Moab

First Post
I am feeling a bit nostalgic about 2nd edition (don't ask why, I have no answer), and one of the things i remember most fondly is the schools of magic. Most specifically, I miss the applicability of divination in combat. So I am playing with the idea of the Diviner, an Arcane Leader class. Not being perfectly versed in 4ed I was hoping the rest of EN World would be willing to help create this class, as sort of a group exercise.

Diviner Arcane Controller
Why play it? You want to increase your groups performance through a judicious use of scrying.

Possible Builds:
Futurist: allies within 5 squares gain a +2 to defense.
Far sighted: allies within 5 squares gain +2 attack with ranged weapons.

Same implements and proficiencies as Wizards. Maybe a new implements set, like cards, bones or bowl?

Ability ideas:
Reveal the future: Allow an ally a bonus to attacks by sharing the immediate future with them.

Deaths fortold: When an enemy is reduced to 0, ally gains some benefit (I'm thinking healing surge).

Twist of fate: Make an enemy reroll an attack roll.

Open the Third Eye: Ally can see invisible.

Ides of March: (Strong daily power) Make one enemy appear as an ally for one turn, causing his allies to attack him.

The Stars Align: All allies gain +x to force or radiant powers.
Through Another's Eyes: Ally can fire on a target as if he were shooting from another allies position (causing a loss of concealment and range increment bonus).

I suspect most of these abilities could have the sustain minor attachment. Note this class should NOT do significant amounts of damage.
Any one have other ideas? Any one more proficient in the rules want to try to attach specific numbers and mechanics to the class?
 

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I am feeling a bit nostalgic about 2nd edition (don't ask why, I have no answer), and one of the things i remember most fondly is the schools of magic. Most specifically, I miss the applicability of divination in combat.
Hey we must be on the same wavelength, I just posted about an abjurer class! Or you're actually scrying on me... ;)

I only remember one 2e game with a diviner who was great at scry-teleport and buffing, but once we were in combat he had to rely on evocations. Is there something I'm missing that made divination useful in combat?

Btw, You described the class as both leader and controller in separate sentences. No real need to define it, just pointing that out.

Deaths fortold: When an enemy is reduced to 0, ally gains some benefit (I'm thinking healing surge).
Cool inversion of warlock's pact, and great flavor. "He's dead, you totally called it!" "I also foretold he would rise again." *coup de grace* "What was that?"

Ides of March: (Strong daily power) Make one enemy appear as an ally for one turn, causing his allies to attack him.
What's the flavor behind this one? I'm not getting how it's divination.

The Stars Align: All allies gain +x to force or radiant powers.
If you're going for an old school vibe, leave the blaster powers/buffs out.

Through Another's Eyes: Ally can fire on a target as if he were shooting from another allies position (causing a loss of concealment and range increment bonus).
I would argue this should be a core class feature, a kind of floating invisible eye (not unlike the psionic wild talent) which you have line of sight, and possibly line of effect, from. With line of effect you'd need to be careful.

I suspect most of these abilities could have the sustain minor attachment. Note this class should NOT do significant amounts of damage.
I think the diviner should have ways to "pass the buck" with the sustain minor, like accomplishing a certain action which serves to sustain the spell without the diviner needing to use a minor action. This also gives his spells more longevity if he's stunned or KO'd.

Any one have other ideas? Any one more proficient in the rules want to try to attach specific numbers and mechanics to the class?
Something akin to the 3e scholar cleric (I forget what it's called) and the 4e scholar theme - a penetrating glimpse into a creature's secrets.

And a way to swap out spells. "Oh yes, of course I had Otiluke's Questionable Humor" prepared!"
 

This might work well as a mage school or other type of wizard build. It's an awful lot of work to build an entire class from the ground up what with all the powers, paragon paths, etc.
 

Ides of March is an ability based on Shakespeare's Julius Ceaser. A fortuneteller predicts Cesear's death, because his councillors all turn on him and stab him to death. The divinatory aspect is a sort of self fulfilling prophecy. If you prefer, the spell would be a mass hallucination, causing enemies to perceive the vision the diviner sees.

My original idea is as a leader, as this character should be almost completely about his foretelling's would buff his allies. That seems to be the fundamental difference between leaders and controllers, one aids you the other hurts them.

I worried that a separate build for wizards would be too, ?overpowered? I guess? Wizards already have a lot of strength as controllers and as strikers, giving them a leader build seemed like it made them a little cheesy.

Another idea occurs to me, because of the sustain minor concept:
Class feature: The future becomes clearer:
Any Divination spell that would end this turn continues until the end of it's next turn, provided the Diviner cast another Arcane Divination Encounter or Daily spell this turn.
Thus, as the Diviner continues casting spells, the effects of previous one's continue, until he becomes exhausted form the overpowering effects of his future sight (i.e. runs out of Daily and encounter powers or chooses to release them).

Also a utility that scans the target for obvious weaknesses (vulnerabilities) or strengths (resistances). Probably an Arcane check on the targets or suchlike.
 

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