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Challenge! I want to convert your concept!
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<blockquote data-quote="JDillard" data-source="post: 4291271" data-attributes="member: 67649"><p>So I'm going to give a try at this. I'll say from the beginning that it's not going to be exactly what you're looking for. As mentioned on other threads, a bunch, focused summoning is not yet available. The sheer complexity of this concept and how much it contrasts with some of the fundamental ideas of 4e means it's going to take the designers time to figure it out. I sincerely hope they will, since I've always loved the summoner character concept. But, I'll give this a try for you. It's going to involve some re-skinning, something fortunately very easy to do in 4e.</p><p></p><p>Eladrin Wizard multi into Ranger - the Elemental Spiritualist/Blademaster</p><p></p><p>First off, you need a good Int and a good Str to run this character. Probably go Str 16, Con 10, Dex 12, Int 18, Wis 13, Cha 8 (after Eladrin bonuses). Eladrin gives you longsword proficiency, so when you need a blade you've got that (probably plus a dagger for TWF) with Ranger powers. Mostly you'll be wizard focused though.</p><p></p><p>Currently there's no rules for long-term minions, so you'll just have to live without them, homebrew something with your DM, or get fed up with 4e and go back to 3.5 (I'd advise against that, but YMMV).</p><p></p><p>However, as an Eladrin and master of the Fae, you can call on powerful elemental spirits to do your bidding. Or, perhaps you prefer to skin them as ghostly servitors raised from the grave. </p><p></p><p>Instead of "Fire burst" or "icy ray" spells, they become swarms of fire spirts, or the icy touch of your ghostly servants. Mage hand suddenly becomes visible, familiar-like ghost minion. Icy spells that immobilize instead become the physical manifestation of their ghostly grasping.</p><p></p><p>The key is that you don't want to make the minions actually harmable. They're just a neat visual representation of wizard powers. I'd probably take Orb implement with this character, for the extra round of duration on your powers, to represent that these minions are a little more serious about holding the monster in place, or weakening it with their touch, things like that.</p><p></p><p>You could even take "Skill Training: Intimidate" as a fun bit of extra flavor, and represent that as a flock of spectral followers constantly in his presence. I'd find that pretty intimidating! </p><p></p><p>So, as I said, far from exactly what you want. That's not yet an option. It sounds like a damn fun substitute in the mean time though. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JDillard, post: 4291271, member: 67649"] So I'm going to give a try at this. I'll say from the beginning that it's not going to be exactly what you're looking for. As mentioned on other threads, a bunch, focused summoning is not yet available. The sheer complexity of this concept and how much it contrasts with some of the fundamental ideas of 4e means it's going to take the designers time to figure it out. I sincerely hope they will, since I've always loved the summoner character concept. But, I'll give this a try for you. It's going to involve some re-skinning, something fortunately very easy to do in 4e. Eladrin Wizard multi into Ranger - the Elemental Spiritualist/Blademaster First off, you need a good Int and a good Str to run this character. Probably go Str 16, Con 10, Dex 12, Int 18, Wis 13, Cha 8 (after Eladrin bonuses). Eladrin gives you longsword proficiency, so when you need a blade you've got that (probably plus a dagger for TWF) with Ranger powers. Mostly you'll be wizard focused though. Currently there's no rules for long-term minions, so you'll just have to live without them, homebrew something with your DM, or get fed up with 4e and go back to 3.5 (I'd advise against that, but YMMV). However, as an Eladrin and master of the Fae, you can call on powerful elemental spirits to do your bidding. Or, perhaps you prefer to skin them as ghostly servitors raised from the grave. Instead of "Fire burst" or "icy ray" spells, they become swarms of fire spirts, or the icy touch of your ghostly servants. Mage hand suddenly becomes visible, familiar-like ghost minion. Icy spells that immobilize instead become the physical manifestation of their ghostly grasping. The key is that you don't want to make the minions actually harmable. They're just a neat visual representation of wizard powers. I'd probably take Orb implement with this character, for the extra round of duration on your powers, to represent that these minions are a little more serious about holding the monster in place, or weakening it with their touch, things like that. You could even take "Skill Training: Intimidate" as a fun bit of extra flavor, and represent that as a flock of spectral followers constantly in his presence. I'd find that pretty intimidating! So, as I said, far from exactly what you want. That's not yet an option. It sounds like a damn fun substitute in the mean time though. :) [/QUOTE]
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