D&D 4E Anyone make a Binder class for 4E?

OK, the nay's have it. Replace Class Features but keep the new DCs... I'll take the old table out the Wiki.

Another idea... make the recharge power an Augmentation. It doesn't exactly fit with the replacing at-will/encounter/daily abilities and we are a little low on augments now we've removed the bonuses.

Now we're in pretty good shape I'll pick a Vestige and have a go at writing it up in the next day or so, say from the Paragon tier (level 4-6 in old money).

A suggestion about Vestige levels: 1, 5, 9, 15, 19, 25 and 29 are all good levels because you've only just got a new encounter and daily power at that point. Only problem is that's 7 levels and there used to be 8 levels worth of vestiges so we'd have to squeeze in a little.

@Cringer luvr: I'll make a PDF at some point, it's easy enough to do.
 
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Yes, I knew we were forgetting something. Was it Eldritch Lord that first suggested making the recharge an augmentation? Anyway, I agreed with it whenever it was first suggested I just don't think I ever posted my agreement.

Does the recharge power seem out of place to anyone or does everyone understand why I included it?
 

I wouldn't mind an explanation of the logic behind including recharge powers.

I've provisionally split the Vestiges form the ToM into the 7 levels I suggested (it's on the Wiki) and the fit nicely, 4-5 per level so we can cover each role with some room to spare.
 

4E's Recharge powers are the closest analog I can see to the "You must wait 5 rounds before you use this power again" mechanic of most of the Vestige powers in Tome of Magic.

*rushes to read the grouped vestiges*
 

From the looks of things we may need to swap some Vestiges up or down a level if we are to get each role at each level. I'll hold off doing anything level specific for the moment while I'm working on Andras, until we get it sorted.

I'd also suggest we take a few liberties when assigning abilities if needed, so they fit the role assigned to the Vestige better. It's better to make this a well balanced mechanic rather than needing to be 100% faithful to the source material.
 
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Yeah, I've been assigning roles to the Vestiges as best as possible. There seem to be a lot of Defenders and a lot of Controllers with really not many Leaders.

What we may end up having to do is scrap some of the vestiges and homebrew some. If it comes down to that I have SEVERAL that I have homebrewed myself (for 3.5 of course).
 

Andras, The Grey Knight
Level: 15
Role: Defender

Class Features
: Wolf Mount. Ghostly Armoury, Mark of Apathy
Wolf Mount: As a standard action you can summon or dismiss a ghostly black wolf to ride on. Instead of using the normal riding rules, increase your speed to 8 and your size by one category (this doesn’t affect your weapon damage).
Ghostly Armoury: Your armour and weapon have a ghostly image of Andras’s Scale armour and Bastard sword superimposed over them. The basic damage for your weapon increases to 1d10 and your basic bonus to armour class increases to +10 but you lose your dexterity or intelligence modifier to AC (if any).
Mark of Apathy: Every time you attack an enemy, whether you hit or miss, you can choose to mark them till the end of your next turn. While marked they suffer a -2 on attack rolls for any attack that doesn’t include you as a target. They also become slowed.
Andras’s Influence: You weary from battle quickly, if you have no encounter or recharge abilities available you suffer -2 to hit.

Vestige Powers
Resounding Smite [Andras Attack 1]
A ghostly image of your blade keeps striking after your initial attack has finished.
At-Will [FONT=&quot]✦[/FONT][FONT=&quot]Exploit, Weapon[/FONT]
Standard Action Melee Weapon
Target: One enemy within reach.
Attack: Strength vs AC.
Hit: 1[W] + Strength modifier damage.
Sustain Minor: Make a secondary attack.
Secondary Attack: Strength vs Fort
Secondary Hit: Damage equal to your strength modifier.
Secondary Miss: The power ends.

Wolf’s Pack Intercept [Andras Attack 13]
Sensing an ally in danger, your wolf mount springs to their defence.
Encounter [FONT=&quot]✦[/FONT][FONT=&quot]Exploit[/FONT]
Immediate Interrupt Range 8
Trigger:An ally within rangeis the target of a melee attacked.
Effect: You can shift up to 8 squares to become adjacent to the attacker. They take a -4 to hit and you may make a secondary attack against them.
Secondary Attack: Strength + 5 vs AC.
Secondary Hit: 2d6 + Strength modifier.
Special: You must be using your Wolf Mount ability to use this power. Note this isn't a weapon power so you don't get bonuses to hit and damage from your weapon.

Sure Blow [Andras Attack 13]
You make an attack that is sure to hurt.
Recharge 4,5,6 [FONT=&quot]✦[/FONT][FONT=&quot]Exploit, Weapon[/FONT]
Standard Action Melee Weapon
Target: One enemy within reach.
Attack: Strength + 2 vs AC.
Hit: 1[W] + Strength modifier damage.
Miss: Strength damage.
Special: This power is only available as a Pact Augmentation.

Sow Discord [Andras Attack 15]
You cloud the senses of nearby enemies, making them disorganised and chaotic.
Daily [FONT=&quot]✦[/FONT][FONT=&quot]Exploit, Zone[/FONT]
Move action Close burst 4
Effect: Till the end of your next turn all enemies within the zone take -2 to hit anyone except you. The zone follows you if you move.
Sustain Minor: The zone persists till the end of your next turn.
 
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Care to join in Cringer? There are plenty of Vestiges to go around.

Pick a Vestige, find the classes that fill it's role then steal and modify class features/powers of the apropriate level, it's pretty simple!
 

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