The bug got planted in my brain so here is a quick and dirty writeup of a VERY controllery Arcane defender at level 1:
Syglamancer (names are hard
)
Role: Defender
Power Source: Arcane
Key Abilities: Intelligence, Constitution, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, scale, light shield, heavy shield
Weapon Proficiencies: Staffs, daggers, slings, darts, clubs, and one simple weapon of choice.
Bonus to defense: +1 fort, +1 will
Implements: Staffs, wands, and armor. (can use the enhancement bonus to armor as implement bonus)
1st level HP: 15+con score
HP/Level: 6
Healing Surges: 9+con bonus
Trained skills: Arcana, choose three from list: Bluff, Diplomacy, Endurance, Heal, Insight, Intimidate, Perception
Class Features: Sygil’s Sheild, Sudden Warding,Subclass choice and benefit
Sygil’s Shield: Once during each of your turns, you may mark any number of enemies adjacent to sygils your control and/or within zone’s you’ve created. You gain “Sygil of Sheilding” as a power.
Sygil is a keyword that some powers will have. Allies, enemies, and spaces can bear sygils. They do not occupy the space or hinder movement unless specified. Sygils are considered adjacent to squares and creatures they are on.
Sygil of Sheilding: At-will, minor, sygil, Close Burst 5
Target: one ally in burst (two allies at 11, three at 21)
Effect: Until you use this power again the ally is bearing a sygil of shielding. While bearing the sygil they get +1 to the defense of their choice.
Sudden Warding: You gain the powers “Warding Defense” and “Warders Fury”
Warding Defense: Encounter power, immediate interrupt, close burst 5
Trigger: you or are hit with an attack
Effect: you gain +2 to all defense until the end of your next turn
(each ‘subclass’ gets its own 2nd effect’)
Earth warder: you gain resistance to the trigger attack equal to your Con bonus+x?
Special: Regain use of this power when you become bloodied for the first time in an encounter
Warders fury: At-will, immediate interrupt, close burst 5
Trigger: an ally bearing your sygil is attacked
Effect: Attacking creature in burst takes damage equal to 2+your Int bonus
[will increase with level]
(each ‘subclass’ gets its own 2nd effect’)
Earth Warder: Triggering Ally gains temp HP equal to your con bonus
Note: this triggers on any sygil, not just the sygil of shielding.
Subclass: Chose Earth Warder or
_ .
Earth Warder: Gain +2 endurance skill, and allies adjacent to sygils or within zones gain x more hp or temp hp when healed/granted temp hp. [not feeling this one so much]
Powers:
(apparently I got lazy but the sygils all last until the end of your next turn, maybe?)
Sygil of Motion: At-Will, standard, implement, sygil, close burst 5.
Effect: you place a sygil of motion in a square within the burst. Slide one ally adjacent to the sygil 2 squares. Make an attack against one enemy adjacent to the sygil.
Attack: Int vs Ref: Hit: 1d6+int force dmg, slide the target 2 squares.
Sygil of Forbearance: At-Will, standard, implement, sygil, close burst 5
Effect: you place a sygil of forbearance on a square. That square, and all adjacent squares are difficult terrain for your enemies. Attack one enemy in close burst 3 of the sygil.
Attack: Int vs Fort: Hit: 1d8+int force damage and movement through the difficult terrain created by the sygil cost the target 4 move instead of 2.
Earth Warder: Allies adjacent to the sygil have cover from ranged attacks.
Sygil of Reflections: encounter, standard, implement, sygil, close burst 5
Effect: You place a sygil of reflections on an ally within the burst. The next time the ally is hit by an attack the ally only takes half damage and the attacker takes an equal amount of damage of the same type. When you place the sigil you may attack one enemy adjacent to the sygil.
Attack: Int vs Ref: Hit: 2d8+int damage
Warded Circle of the Earthen Protectorate: Daily, standard, implement, close burst 5, zone
Effect: Create a zone within the bust. Allies in the zone gain X temp hp and may shift 1 square as a free action. The zone lasts until the end of your next turn and is difficult terrain for your enemies. Make an attack against each enemy in the burst:
Int vs fort: Hit: 2d6+int damage and push 3.
Miss: Half damage and push 1.
Sustain minor: the zone persists