I have been thinking about a summoner/conjurer class for 4e, what do you guys think of this concept:
Conjurer:
Summon Monster:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker? It depends on whether you call forth a monster or do an area affect.
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +2 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: 4
Class Skills: Arcana (Int), Knowledge [nature, planes, dungeoneering] (Int), Insight (Wis)
Build Options: ?
Class Features: Summoning, Vitality
in addition the conjurer gets an extra daily spell (starts with two then progresses normally) and an extra at will spell (three to start), normal encounter spells and no utility spells.
CONJURER CLASS FEATURES
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
Daily ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5 when cast, and then the monster can move up to 20 away after it appears. If the monster moves over 20 away it is dismissed.
Effect: You summon a standard monster (no minions, elites or solos) that appears up to 5 away from you. You also have a telepathic link to the monster. In addition you must spend at least one healing surge (and have one available) to summon a monster. The monster has your healing surge in HP. You can spend up to your con mod in healing surges on a summoned monster. The monster can act in the round summoned and has a minor/standard and move action available. The monster acts on the conjurers initiative.
Duration: five minutes
Sustain standard Dismiss: minor
Vitality: Class feature
A conjurer gains extra healing surges equal to his con mod for conjuration purposes only. So a conjurer with an 18 con gets 10 normal healing surges (6+4) and 4 HS towards conjuration only. At level 21 this bonus is doubled.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Effigy Conjurer Attack 1
A monster swirls into being for an instant in front of you, clawing, biting or stabbing at your opponent and blocking your opponents attacks, then disappears.
At-Will ◊ Arcane
Standard Action
Target: One creature
Attack: Fortitude vs. AC
Hit: 1d8 + Constitution damage and the caster gets a +2 to AC until the end of his next turn.
Increase damage to 2d8 + Constitution at 21st level.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Target: One creature + adjacent
Attack: Fortitude vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent targets. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic melee attack
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
At-Will ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type: cold/fire/electricty/acid/force/thunder
this becomes a +4 to AC and resistance 10 at 21st level.
thsi is just an idea, what does everyone think?
Conjurer:
Summon Monster:
Power Source: Arcane. You have studied creatures of all shapes and sizes and learned how to call them forth with arcane power, but it drains you physically to do so.
Role: Controller/striker? It depends on whether you call forth a monster or do an area affect.
Key Abilities: Constitution, Intelligence
Armor Proficiencies: Cloth
Weapon Proficiencies: Dagger/staff
Bonus to Defense: +2 fort, + 1 will
Hit Points at 1st Level: 10 + Constitution score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: 4
Class Skills: Arcana (Int), Knowledge [nature, planes, dungeoneering] (Int), Insight (Wis)
Build Options: ?
Class Features: Summoning, Vitality
in addition the conjurer gets an extra daily spell (starts with two then progresses normally) and an extra at will spell (three to start), normal encounter spells and no utility spells.
CONJURER CLASS FEATURES
Summon Monster
In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.
Daily ◊ Arcane
Standard, Minor and Move Action (yes all three) Range: 5 when cast, and then the monster can move up to 20 away after it appears. If the monster moves over 20 away it is dismissed.
Effect: You summon a standard monster (no minions, elites or solos) that appears up to 5 away from you. You also have a telepathic link to the monster. In addition you must spend at least one healing surge (and have one available) to summon a monster. The monster has your healing surge in HP. You can spend up to your con mod in healing surges on a summoned monster. The monster can act in the round summoned and has a minor/standard and move action available. The monster acts on the conjurers initiative.
Duration: five minutes
Sustain standard Dismiss: minor
Vitality: Class feature
A conjurer gains extra healing surges equal to his con mod for conjuration purposes only. So a conjurer with an 18 con gets 10 normal healing surges (6+4) and 4 HS towards conjuration only. At level 21 this bonus is doubled.
CONJURER SPELLS
Your powers are known as spells.
LEVEL 1 AT-WILL SPELLS
Summon Effigy Conjurer Attack 1
A monster swirls into being for an instant in front of you, clawing, biting or stabbing at your opponent and blocking your opponents attacks, then disappears.
At-Will ◊ Arcane
Standard Action
Target: One creature
Attack: Fortitude vs. AC
Hit: 1d8 + Constitution damage and the caster gets a +2 to AC until the end of his next turn.
Increase damage to 2d8 + Constitution at 21st level.
Energy Ball Conjurer Attack 1
With a minor gesture a ball of energy appears in your hand and you throw it at your opponent.
At-Will ◊ Arcane + appropriate energy type
Standard Action
Target: One creature + adjacent
Attack: Fortitude vs. Reflex
Hit: 1d6 + Constitution damage to the main target and con damage to all adjacent targets. You can pick from the following energy types when you use the power: cold/fire/electricity/acid/force/thunder.
Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.
Special: This power counts as a basic melee attack
Arcane Shield: Conjurer Defense 1
A shimmering field appears around your protecting you from both physical and energy attacks.
At-Will ◊ Arcane + appropriate energy type
Immediate interrupt
Target: yourself or one ally
You gain a +2 to AC and resistance 5 to one energy type: cold/fire/electricty/acid/force/thunder
this becomes a +4 to AC and resistance 10 at 21st level.
thsi is just an idea, what does everyone think?