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4th ed diviner
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<blockquote data-quote="Major Moab" data-source="post: 5695597" data-attributes="member: 6677003"><p>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.</p><p></p><p>Diviner Arcane Controller</p><p>Why play it? You want to increase your groups performance through a judicious use of scrying.</p><p></p><p>Possible Builds:</p><p>Futurist: allies within 5 squares gain a +2 to defense.</p><p>Far sighted: allies within 5 squares gain +2 attack with ranged weapons.</p><p></p><p>Same implements and proficiencies as Wizards. Maybe a new implements set, like cards, bones or bowl?</p><p></p><p>Ability ideas:</p><p>Reveal the future: Allow an ally a bonus to attacks by sharing the immediate future with them.</p><p></p><p>Deaths fortold: When an enemy is reduced to 0, ally gains some benefit (I'm thinking healing surge).</p><p></p><p>Twist of fate: Make an enemy reroll an attack roll.</p><p></p><p>Open the Third Eye: Ally can see invisible.</p><p></p><p>Ides of March: (Strong daily power) Make one enemy appear as an ally for one turn, causing his allies to attack him.</p><p></p><p>The Stars Align: All allies gain +x to force or radiant powers.</p><p>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).</p><p></p><p>I suspect most of these abilities could have the sustain minor attachment. Note this class should NOT do significant amounts of damage.</p><p>Any one have other ideas? Any one more proficient in the rules want to try to attach specific numbers and mechanics to the class?</p></blockquote><p></p>
[QUOTE="Major Moab, post: 5695597, member: 6677003"] 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? [/QUOTE]
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