[sblock]Had a look at low level sorcerous sentinel. Looks OK, but it would help if there was a 'little' fluff explaining what exactly this character is for and what does it do.
I don't quite get the at will powers that 'attack' but don't provide any description of what they look like. Your attacker takes dam from your Cha bonus - what sort of dam? What does it look like? How can it be concealed from the target?
Maybe I am missing something.
Class looks good though and I love the trace as a mark. Will certainly check others out.
Minor formatting thing: Make all headings for powers white. (Like you have done for dailies). Matches the core books and looks much better, as well as being easier to read
Good stuff.[/sblock]
I'm good with meachnics, but not particuarly with fluff. The player should feel free to decide exactly how his attack is working. I simply include the fluff line because occasionally I do find a good set of fluff for a power, and it is a part of the standard block.
And I'll look into turning all the power headers white. Glad you like it. It is going over a major revision right now. It's been updated something like 5 times in the last week, and will probably receive a few more in the next few days. Mostly misspelling and wording clarifications, but I have shifted the power level of several powers.
[sblock]The fearsome orb fear power seems a bit too powerful, being automatic and all. Sounds like an attack vs Will to me.
Could simply attach it to another attack, so that it only happens when you hit with any other Summoner power. If you hit then you add the 'fear' keyword and puch the target. I really don't think it should ba an automatic stand-alone.
Nice idea, but I don't favour just summoning 'anything' with no theme from the MM. I guess the origins make up for that a little, but it just seems wierd to have kobolds and goblins appearing momentarily for one attack. I picture summoned creatures as something else rather than the mundane.
NB: Another formatting thing. Your power description lines are below the keywords. Not the normal order. (I think the Brawler's first power was the other way around and then you switched).[/sblock] The Fearsome Orbs push is probably a little good, but its better than my original idea. Originally it was a save penalty along the line of the wizard's orb power. That got changed real quick. I'll look into modifying the orb some, since I paid most of the attention to the Book and Staff. They seemed more inteesting.
As for the actual summons, the inclusion of kobolds and goblins early on is more the dissapointment of how limited the different varieties of interesting creatures are at those levels.
And I never even noticed I was switching those. I'll get it fixed soon.
[sblock]These two martial classes look good to me, though the reach benefits worry me a little - would definitley have to see them in play. Has anyone used them?
I really like their theme though, especially the spear/staff wielding guy (though would a new fighter build have covered it rather than a whole new class)?
Have you thought of adding builds rather than whole new classes? The way you have set these out may actually suit builds rather than stand alone classes.[/sblock]
I've recieved several promising playtest reports on the lancer, all of which seem to have gone well, although they did contribute to some small power modifications. I haven't heard of anybody using the Dreadnought yet though.
I originally considered making them added builds to existing classes, but I like the ability to add actual class features to backup the themes. Had I seen the Martial Power build options, like the beastmaster, which replace some class features with others, I may have done them that way.
Anyway, thanks for your comments. I'm glad somebody is paying attention.