conjurer class

Interesting take on a summoned monster. I like it, and it does give a specific flavor to summoned "shadow" creatures. I am interested in the rest of your necromancer stuff.
 

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The idea of a conjurer translating her personal energy (healing surges) into summons works for me. I think this being the case, the class should have more HS per day (like how the paladin has more because a couple of them are expected to go toward lay on hands). This works better than vitality because the conjurer should have the option of forgoing her summons to heal herself.

The summoned monster could have its own move action but no standard or minor actions, acting instead through the summoners standard action. So the summoner can make a basic attack or use a power through the monster. The monster is summoned as a minor action and lasts through the encounter. As the summoner progresses in power, her summoned monster increases in strength.

I think that the at will powers should be things that the conjurer can do through their summoned monster. Things like Energy Attack (extra damage from the monster's attack and it deals fire, cold, or lightning damage), Deadly Charge (move its speed, deal damage, and push the target 1 square).

Encounter powers should be minor to moderate enhancements on the summoned monster. Bird of Prey allows the monster to fly and grants it improved speed.

Daily powers should be additional summons ("esper" type creatures of increased power) or major improvements to the summoned monster.

Utility powers would enable the monster to be used for other things (feats of strength, defense, riding, etc.).

This set up creates a clear theme, avoids any danger of the conjurer overwhelming the others with extra actions (essentially, she would gain an additional move action, hers and the monster's), and keeps her from becoming a sitting duck the entire duration of the power.

Essentially, the summoned monster becomes an extension of her implement (orb, rod, or staff make the most sense).

DC
 

Also, feats...

The conjurer could gain additional customizations on her monster with feats. Quick Monster (move 6 instead of 4), Strong Monster (deal d10 instead of d8).

DC
 

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