Thursday, January 15, 2009


Yet another old article, one that I hadn't even perused when it first came out. That's surprising, since I'm playing a Cleric right now, and in hindsight I should have been more curious as to where the line was between Leader and Controller for the Divine power.

Right off the bat, I like the look of the Covenants. They let you customize what the Channel Divinity does for you (something that I'm very bad at remembering to use), and give you the extra Manifestation, which is a nice boost to your significant powers (if you remember to use them).

The Invoker spell Summon Angel of Fire confused me; it wasn't clear how long the summoned angel stayed around. One round? The end of combat? Until it gets bored? Forever? There are no rules that I recall for summoning in the 4e Player's Handbook, and the Compendium doesn't return anything that might help.

I liked the Shroud of Warning prayer. It basically gives your party an initiative bonus once per day. It may not sound like a lot, but at least it's different from most of the powers we see. Granted, that's because it's a Utility power, and not an Attack power.

The rest of the powers, though... pull, push, slow, daze. Weren't these the same thing we saw in the Warden? Are these Controller things or Defender things? Oh, right, the Controller does it with bursts, while the Defender tends to stick to individuals.

It started off a bit interesting, but in the end, this class didn't impress me. This *is* just a sneak peak at the first three levels, but I don't really see where it's going to get its own personality to keep it separate from the Cleric and Warden in theme and role.

1 comment:

Enchanté said...

The duration of summoned creatures is on page 211 of the Players Handbooks 2.

But to answer your question:
Unless the summoning power states otherwise, the summoned creature lasts until the end of the encounter and then disappears. As a minor action, you can dismiss the summoned creature.