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[Ritual] Summon Monster
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<blockquote data-quote="kodyboy" data-source="post: 4336799" data-attributes="member: 58649"><p>What about the summon monster power below? That might work for your unicorn. </p><p></p><p>conjurer class</p><p>I have been thinking about a summoner/conjurer class for 4e, what do you guys think of this concept:</p><p></p><p>Conjurer:</p><p></p><p>Summon Monster:</p><p>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.</p><p>Role: Controller/striker? It depends on whether you call forth a monster or do an area affect.</p><p>Key Abilities: Constitution, Intelligence</p><p>Armor Proficiencies: Cloth</p><p>Weapon Proficiencies: Dagger/staff</p><p>Bonus to Defense: +2 fort, + 1 will</p><p>Hit Points at 1st Level: 10 + Constitution score</p><p>Hit Points per Level Gained: 4</p><p>Healing Surges per Day: 6 + Constitution modifier</p><p>Trained Skills: 4</p><p>Class Skills: Arcana (Int), Knowledge [nature, planes, dungeoneering] (Int), Insight (Wis)</p><p>Build Options: ?</p><p>Class Features: Summoning, Vitality</p><p>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.</p><p></p><p></p><p>CONJURER CLASS FEATURES</p><p></p><p>Summon Monster</p><p>In a cloud of smoke (or a dazzling light or whatever) a monster appears to do your bidding.</p><p>Daily ◊ Arcane</p><p>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.</p><p>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.</p><p>Duration: five minutes</p><p>Sustain standard Dismiss: minor</p><p></p><p>Vitality: Class feature</p><p>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.</p><p></p><p>CONJURER SPELLS</p><p>Your powers are known as spells.</p><p></p><p>LEVEL 1 AT-WILL SPELLS</p><p></p><p>Summon Effigy Conjurer Attack 1</p><p>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.</p><p>At-Will ◊ Arcane</p><p>Standard Action</p><p>Target: One creature</p><p>Attack: Fortitude vs. AC</p><p>Hit: 1d8 + Constitution damage and the caster gets a +2 to AC until the end of his next turn.</p><p>Increase damage to 2d8 + Constitution at 21st level.</p><p></p><p>Energy Ball Conjurer Attack 1</p><p>With a minor gesture a ball of energy appears in your hand and you throw it at your opponent.</p><p>At-Will ◊ Arcane + appropriate energy type</p><p>Standard Action</p><p>Target: One creature + adjacent</p><p>Attack: Fortitude vs. Reflex</p><p>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.</p><p>Increase damage to 2d6 + Constitution to the main target at 21st level and con+2 to all adjacent creatures.</p><p>Special: This power counts as a basic melee attack</p><p></p><p>Arcane Shield: Conjurer Defense 1</p><p>A shimmering field appears around your protecting you from both physical and energy attacks.</p><p>At-Will ◊ Arcane + appropriate energy type</p><p>Immediate interrupt</p><p>Target: yourself or one ally</p><p>You gain a +2 to AC and resistance 5 to one energy type: cold/fire/electricty/acid/force/thunder</p><p>this becomes a +4 to AC and resistance 10 at 21st level.</p><p></p><p>thsi is just an idea, what does everyone think?</p></blockquote><p></p>
[QUOTE="kodyboy, post: 4336799, member: 58649"] What about the summon monster power below? That might work for your unicorn. conjurer class 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? [/QUOTE]
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[Ritual] Summon Monster
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