Talk:Demonologist (4e Class)

From D&D Wiki

Jump to: navigation, search

Syphon Life[edit]

From what it looks like syphon life should be an immediate reaction with the trigger "an allies succeeds on an attack roll". Also, it doesn't need the implement keyword, and the necrotic keyword makes it sound like it should be doing damage. Basically, it should probably just be arcane and healing.


Thank you for sharing. These are my thoughts for this class. Because the Felguard is dealing 1d6 damage every turn, all of the at will spells deal only Int or Cha mod damage, because that will add up to the 1d6 + mod damage that is standard for leader classes. Most if not all of the Daily spells will be summoning spells, and basically all of the spells will deal 1d6 less damage than their equivalents in other classes. I haven't played 4e in a long time, so if you have any suggestions I would be more than happy to hear them. -Paul

What should the quote be?

Powers[edit]

Don't forget to put in the field "owner=Base Class", and note that the power source keyword is "Arcane", not "Arcana". Thanks, Marasmusine (talk) 01:14, 18 February 2013 (MST)

Also, since I imagine the demonologist will have several summoning powers, please familiarize yourself with the summoning rules from Arcane Power. I have edited Summon Shadowfiend (4e Power) to match the rules. If you don't have access to that book, there is an excerpt here. Marasmusine (talk) 01:26, 18 February 2013 (MST)

Thank you for your advice. I actually based the Summon Shadow fiend spell off of a cleric power called guardian of faith, on page 64 of the players hand book. Technically a conjuration as opposed to a summoning - but then, I'm not very sure what the difference is. Thank you, and I will read your link, and try to better the class - Paul. Also, some of the Conjuration/Summoning spells that I'm going to add are based on the Warlock spell Life Spark Summons. on page 142 of the player's hand book. -Paul

I see, yes, if you wish you can go back to your original power, and change the keyword to Conjuration, but the power will need renaming to avoid confusion! The link I provided does explain the difference between a summoning and a conjuration. Marasmusine (talk) 14:54, 22 February 2013 (MST)

Class Features[edit]

I'm drawing a blank when it comes to what I should put for class features. please leave your ideas below -Paul

Bloodletting[edit]

Don't think it should do this much damage. Instead you could spend a healing surge, or lessen the damage.--AlastorSheeld (talk) 14:50, 22 February 2013 (MST)

Summoning[edit]

It has been noted that the demonologist summon spells don't line up with the standards for summoning powers because i wrote that they Are independent creatures that I control. This statement is completely valid, however, i do want them to be independent creatures. Is there another key word that I should use? --Paul (talk) 16:57, 7 March 2013 (MST)

By "independent" do you mean that you want the creature to have its own set of actions, rather than the player using its actions to move and attack with the creature? Marasmusine (talk) 01:26, 8 March 2013 (MST)
Yes. The reason that I use the words "Independent creature that you control" is because those were the words used on pg 142 of the players handbook, in a warlock spell called Life Spark Summons. --Paul (talk) 20:24, 11 March 2013 (MDT)
A few things to note about that power. It effectively gives that player an extra attack, the basic attack of a monster previously killed. But it has these restrictions: It is a Daily. The creature doesn't get to act until the player's next turn (so it could get killed again before it can act). It only gets to act once, and they it dies. It can only be used to summon a creature that has already been dropped to 0 hp in that encounter, and only on those that were cursed by the Warlock.
This is only balanced if the class has only one such power. If a demonologist has a whole bunch of these, or even just one in which the creature lasts more than one turn, then he can effectively get an extra set of actions on multiple turns.
If you still want to do it that way, then I suggest removing the summons as spells and make it a class feature instead, where you can limit its usage. Otherwise you need to look through the summon spells in Arcane Power so you can get a feel for how they work. Marasmusine (talk) 02:48, 12 March 2013 (MDT)

Paul, how long do you intend for the Summon Felguard to last? Encounter-level powers of this nature are usually Conjurations rather than Summoning, and last one turn. Summoned creatures that last longer are Daily powers, but class features are usually not daily. Marasmusine (talk) 14:49, 24 June 2014 (MDT)

After reviewing in the second player's handbook rules for conjurations and summonings (p. 220), I decided that the keyword summoning most accurately describes the power. I then looked at other similar abilities, such as the shaman class feature, and tried to change the language of my spell to more closely match that found in the book. I do intend for the Felguard to last until the end of the encounter or until it is killed. Because the demonologist has very weak spells, I think that this power is fine as-is. --Paul (talk) 21:32, 1 July 2014 (MDT)
Home of user-generated,
homebrew pages!


Advertisements: