Reptomancer (4e Class)

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Contents

[edit] Reptomancer

Are you afraid of my pets? well, you should be.
Class Traits
Role: Controller. Using your snake minions, you control the entire battlefield and can bend it to your will. You lean towards striker as a secondary role, as you can deal alot of damage to singualr targets wtih some of your powers.
Power Source: The Collective. Using the power of the all-encompassing force that binds the minds of all lesser creatures, you control snakes and force them into your service.
Key Abilities: Charisma, Intelligence, Dexterity
Armor Proficiencies: Cloth, leather
Weapon Proficiencies: Simple melee, short sword, long sword, scimitar, war pick, rapier, katar, simple ranged, military ranged
Implements: Daggers, orbs, staffs, wands
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 10 + Dexterity score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Dexterity modifer
Trained Skills: Nature or Stealth.  From the class skills list below, choose four more trained skills at 1st level.
Class Skills: Acrobatics (Dex), Arcana (Int), Bluff (Cha), Diplomacy (Cha), Dunegoneering (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis), Perception (Wis), Stealth (Dex), Thievery (Dex)
Build Options: Poisonmaster reptomancer, snakecharmer reptomancer
Class Features: Snake's Cunning, Toxin Mastery, Bite of the Snake

<!-Description.->

Reptomancer Overview

Characteristics:
Religion:
Races:

[edit] Creating a Reptomancer

[edit] Poisonmaster Reptomancer

As a poisonmaster reptomancer, you excel at delivering toxins and venoms to your foes. Whether through simple blowguns or by the use of cunning snakes, your enemies will feel it when you attack. Because of your specialization with poisons and assassination, make Dexterity your highest score. Put Charisma second, as you may still want to let your minions do the hard work.

Suggested Feat: <!-suggested feat-> (Human Feat:<!-suggested bonus feat for humans->)
Suggested Skills: Acrobatics, Bluff, Insight, Perception, Stealth
Suggested At-Will Powers: <!-suggested two at will powers->
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->
[edit] Snakecharmer Reptomancer

As a snakecharmer reptomancer, you prefer to use your snake minions to attack, commanding them to crush your enemies in their coils or to devour them whole. Make Charisma your best ability, as most of your attack powers focus on this score. Prioritize Intelligence next, as some of your class features rely upon it.

Suggested Feat: <!-suggested feat-> (Human Feat:<!-suggested bonus feat for humans->)
Suggested Skills: Diplomacy, Intimidate, Nature, Stealth, Thievery
Suggested At-Will Powers: <!-suggested two at will powers->
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->

[edit] Implements

Reptomancers typically make use of daggers, orbs, staffs, and wands as implements. These items provide a bonus to the attack and damge rolls of some reptomancer commands, but those powers are still usable without an implement.

[edit] Reptomancer Class Features

All reptomancers share these class features.

[edit] Snake's Cunning

As a reptomancer, your wits and intellect are one of your most potent weapons. Due to this, you gain a bonus to Insight checks made in opposition of another creatures Bluff check equal to your Intelligence modifer.

[edit] Toxin Mastery

You are a master poisoner, adept at the art of using venoms to harm and kill your foes. Because of this, you gain a poisoner's kit and three 1st-level poisons of your choice. At 5th level, and again at 11th, 15th, 21st, and 25th level, you gain the use of one more additional poison. Any poison you choose must be of your level or lower.

[edit] Bite of the Snake

Once per round, when you have combat advantage to an adjacent enemy and are wielding a light or heavy blade, you can take a -3 penalty to the attack roll against that enemy. If you choose to do this, you deal 1d4 extra poison damage on a hit. This extra damage increases to 2d4 at 11th level and 3d4 at 21st level.

[edit] Powers

A reptomancer's powers are called commands and are a way of expressing the reptomancer's ability to control lesser snakes.



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