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Absent thought: Pact Power source
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<blockquote data-quote="Rechan" data-source="post: 3902584" data-attributes="member: 54846"><p>Over on the "Non-core class you wanna see" thread, someone mentioned the Witch, and I mentioned the Binder, and that made me think:</p><p></p><p>A power source for every role, related to "Pacts". Sure, I realize the Warlock will probably be Divine or Arcane, but this is where "Rule 0" comes in. </p><p></p><p>You would have:</p><p></p><p>Defender: Binder. This would function much like the 3.5 Binder; a "binding" gives the Binder access to a small package of at will/per encounter/per day abilities. Most of them would be related to Defending, but some bindings could allow the Binder to be a second-string Striker, Controller or Leader.</p><p>Striker: Warlock. As 4e presents them. </p><p>Leader: Witch. Powers related to Divination, Adjuration, Enchantment, Healing, and Weather control. </p><p>Controller: ? Possibly a "Summoner" or just tapping into the raw power of where ever their Pact originates (Hellfire, the burning essence of the Elemental Tempest, the strength-sapping darkness of the Shadowfell, etc).</p><p></p><p>Now, with this setup I can see Pacts going one of two routes.</p><p></p><p>1) The 4e Warlock Route. Pick an entity from one of these places: Elemental Maelstrom, Feywild, Shadowfell, Hell. Your powers have that general theme, along with their general effects (Picking the Elemental Tempest gives energy type/minor nature effecting powers, etc). </p><p></p><p>2) The 3e Binder Route. You don't make deals with a specific entity, but entities outside of the mainstream (the Vestiges), and depending on what package you get, what powers you get. The problem here is that you come up with a LOT of packages, and for each class, and it can get a little dicey.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3902584, member: 54846"] Over on the "Non-core class you wanna see" thread, someone mentioned the Witch, and I mentioned the Binder, and that made me think: A power source for every role, related to "Pacts". Sure, I realize the Warlock will probably be Divine or Arcane, but this is where "Rule 0" comes in. You would have: Defender: Binder. This would function much like the 3.5 Binder; a "binding" gives the Binder access to a small package of at will/per encounter/per day abilities. Most of them would be related to Defending, but some bindings could allow the Binder to be a second-string Striker, Controller or Leader. Striker: Warlock. As 4e presents them. Leader: Witch. Powers related to Divination, Adjuration, Enchantment, Healing, and Weather control. Controller: ? Possibly a "Summoner" or just tapping into the raw power of where ever their Pact originates (Hellfire, the burning essence of the Elemental Tempest, the strength-sapping darkness of the Shadowfell, etc). Now, with this setup I can see Pacts going one of two routes. 1) The 4e Warlock Route. Pick an entity from one of these places: Elemental Maelstrom, Feywild, Shadowfell, Hell. Your powers have that general theme, along with their general effects (Picking the Elemental Tempest gives energy type/minor nature effecting powers, etc). 2) The 3e Binder Route. You don't make deals with a specific entity, but entities outside of the mainstream (the Vestiges), and depending on what package you get, what powers you get. The problem here is that you come up with a LOT of packages, and for each class, and it can get a little dicey. [/QUOTE]
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Absent thought: Pact Power source
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