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Author Topic: Expert Class (Avenger) *Divine Hunter  (Read 1011 times)
Zetesofos
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« on: February 05, 2011, 01:26:15 PM »

Hello Forum Goers.  Another submission from myself, feedback always welcome.

For those who might be curious, yes, this classes namesake is from 4th Edition, a system I had been playing regularly before this year.  I'm looking to convert one of my previous campaigns into Fantasy Craft.  It's been a little tricky, mostly because the group is just very resistant to change.  For one player, she was very wedded to her Avenger, specifically the basic Oath Power granted by the class (roll twice for attacks, take better).  In an attempt to convert, I ended up making her my own homebrewed version of the class.  

For a quick synoposis, An Avenger is considered a divine warrior, but unlike a paladin, serving as a shield and a champion of their cause, Avengers are more purely instruments of Wrath and retribution, born and trained for the sole purpose of hunting one's foes.

CLASS FEATURES
Requirements: Miracles campaign quality, Alignment, Strength 15+, Angelic Heritage
Favored Attributes: Strength, Wisdom
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment skills
Skill Points: 6 + Int modifier per level Vitality: 9 + Con modifier per level

Base Attack Bouns: High      Fortitude: Medium      Reflex: Medium      Will: Medium
Defense: High      Initiative: Medium             Lifestyle: Low      Legend: Low


CORE ABILITY
Astral Poise: At level one, and every level after, you gain one additional skill point that must be spent either on Sense Motive or Resolve.  Also, your Wisdom increases by 1.

CLASS ABILITIES
Oath of Emnity I:The wicked can never truly escape your wrath.  At level 1, you may spend a full action declaring an Oath of Emnity against an adversary.  While under this effect, you always know the direction of your target.  This lasts until the end of the scene, or you declare an oath against a different target.  You may use this ability a number of times per scene equal to your starting action dice.  Also, you gain a trick. 
Oath Strike (Attack Trick): If you make attack check against a target subject to your Oath of Emnity, you may roll twice, and take the better result.  You may use this trick once per round.

Oath of Emnity II: At level 6, you only need to take a half action to declare an Oath of Emnity, and your threat range against that target increases by 1.

Oath of Enmity III: At level 10, you may declare an Oath of Emnity as a free action on your turn.  In addition, if you kill or knock an Oathed adversary unconscious, you may regain one spell granted to you by a Step you’ve taken.

Armor of Faith: Your faith serves as your shield as well as your sword.  At Level 2, you gain Damage Reduction 2/Opposing Alignment.  
   At level 7, this increases to Damage Reduction 4/Opposing Alignment

Path of the Zealot: At Levels 3, 5, 7, and 9, you take a Step along any 1 of your Alignment’s Paths. All Steps from this ability must be taken along a single Path until you complete it, at which point you gain a Basic Combat feat instead.

Angelic Legacy: At Level 4, you gain the Angelic Legacy Feat (see Fantasy Craft, page 100).

Masks of God: At Levels 4 and 8, you may choose 1 of thev Priest's Masks of God abilities (see Fantasy Craft, page 45), with the same restrictions.

Holy Weapon: At level 8, each of your attacks become blessed by your god.  You may convert your attack damage to divine damage without penalty (see Fantasy Craft, page 210).
« Last Edit: February 05, 2011, 04:50:53 PM by Zetesofos » Logged
paddyfool
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« Reply #1 on: February 05, 2011, 03:45:10 PM »

I'm no expert on expert class building.  However, it seems to me that Oath of Enmity I is rather strong, and also overlaps a fair bit with the Priest's Core Ability.  EDIT: Aside from that, it seems OK, and to have some fun options.

However, I'd be tempted to suggest a rather radical change: having Avenger as a Speciality instead, and the Oaths as a feat progression (Enmity Basics/Mastery/Supremacy, perhaps).  That way, she could play an Avenger from the start (and the Priest or the Assassin would also seem to be a natural fit for this class).

So the speciality could go:

Prerequisites: Alignment
Bonus feat: Enmity Basics [1]
Agile Defense [1]
Heroism [1]
Free Hint [1]
Decisive [2]
Extra proficiency [1]

You can see these and other abilities described here.  (Unbreakable might also be a good option, as would fast, or terrifying look).

And the (basic combat?) feats could go:

Enmity basics
The wicked can never truly escape your wrath
Prerequisites: Alignment
Benefits: The character may spend a full action declaring an Oath of Emnity against an adversary.  While under this effect, he always knows the direction of his target.  This lasts until the end of the scene, or until he declares an oath against a different target.  He may use this ability a number of times per session equal to his starting action dice.  Also, he gains a trick. 
Oath Strike (Attack Trick): When attacking a target subject to his Oath of Emnity, he may roll twice to hit and take the better result.  He may use this trick once per round, after which he takes a -2 to defense until his next initiative count.

etc. (rehashing the rest as follows, perhaps negating the penalty from the Oath Strike with a later feat).

Alternatively, you could stick to your prestige class, and simply tone down step I as per Enmity Basics above (starting action die/session rather than /scene and a small penalty for the strike).
« Last Edit: February 05, 2011, 06:31:39 PM by paddyfool » Logged
Bigode
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« Reply #2 on: February 07, 2011, 05:38:39 PM »

The class in itself seems fine, but I think you're underselling it quite a bit in comparison to the 4E avenger. Namely, it's one of the few (let's say: assassin*, avenger, seeker, shaman, warlord) 4E classes with an ability list full enough that I'd play them with minimal conversion work (that is, making compatible rules, but not needing to enlarge their conceptual space) in 3.5 or FC. With regards to the case here: avengers have Stealth, (short-range) teleport often, and have supernatural abilities that isolate opponents for dueling. So, nothing wrong per se here, but I do think the best port is a base class (could try making it if you were interested).

*: original only, not Essentials executioner.
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Krensky
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« Reply #3 on: February 07, 2011, 05:46:58 PM »

Specialty, maybe a feat chain, the Priest class, and attitude.

Heck, try this:

Warden Specialty, Loinheart Chain, and Priest Class.
« Last Edit: February 07, 2011, 05:56:22 PM by Krensky » Logged

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Zetesofos
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« Reply #4 on: February 11, 2011, 03:15:41 PM »

so, I pretty much abandoned remaking that 4E converstion class.  Below is a new vision of the class, more simply as a favored soul/avenging angel/divine paragon esque deal.  I'm pretty solid now on most of the class, yet, I can't seem to come up with a good Core ability, or A slot ability.  I would love input on any of these.

(Edit)  Think I thought of one.  Check em.

CLASS FEATURES[/[/b]
Requirements: Miracles campaign quality, Alignment, Wisdom 13+, Sense Motive 4+ ranks, Angelic Heritage feat
Favored Attributes: Strength, Wisdom
Caster: Each level in this class increases your Casting Level by 1.
Class Skills: Impress, Intimidate, Medicine, Notice, Resolve, Sense Motive, Alignment skills
Skill Points: 6 + Int modifier per level    Vitality: 9 + Con modifier per level

Base Attack Bonus: High      Fortitude: Medium   Reflex: Medium      Will: Medium
Defense: High         Initiative: Medium   Lifestyle: Low      Legend: Low


CORE ABILITY
Divine Guidance: At level one, At Level 1 and for each Class Level thereafter, you gain 1 additional skill point that must be spent on Tactics or Intimidate.  Also, your Wisdom score increases by 1.

CLASS ABILITIES

Angelic Presence: At level 1, you can sense the higher powers converge on you, and imbue your with their divine majesty.  You may make a Browbeat or Outmaneuver check as a free action a number of times per session equal to your starting action dice.

Oath of Enmity I: You are the conduit for your patron's ire.  At level 2, You gain the Black Cat feat, and each time you use it, you gain a bonus action die that can only be spent on checks related to the target.  This action die is lost at the end of the scene if not used.

Path of the Avenger:
At Levels 3, 5, 7, and 9, you take a Step along any 1 of your Alignment’s Paths. All Steps from this ability must be taken along a single Path until you complete it, at which point you gain a basic combat feat instead.
 
Oath of Emnity II: At level 7, you gain the Jinx feat, and each time you use your Black Cat feat, you instead gain two bonus action die that can only be spent on checks related to the target.  These action die are lost at the end of the scene if not used.

Angelic Legacy: You transcend the limits of your mortal kin. At Level 4, you gain a Angelic Legacy feat.

Masks of God: At Levels 4 and 8, you may choose 1 of the Priest's Masks of God abilities (see Fantasy Craft, page 45), with the same restrictions.

Fortunes of War I: You stand fast in battle, especially when the pressure’s on. At Level 2, you gain Damage Reduction 1. During dramatic scenes, this DR increases to 2.

Astral Champion: At Level 8, your Chance feats count as Basic Combat feats and your Basic Combat feats count as Chance feats when fulfilling prerequisites and requirements or determining the effects of any ability.

Celestial Harbinger: You become an embodiment of your deity's retribution, granting you sublime powers of protection and wrath against their foes.  At level 10, when you target a character with your Black Cat feat, that target treats you as having the Horror type, as well as the Tough and Spell Defense 30 NPC qualities. Also, your attacks against the target inflict divine damage instead of their normal damage.  
« Last Edit: February 11, 2011, 05:45:27 PM by Zetesofos » Logged
Mister Andersen
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« Reply #5 on: February 11, 2011, 03:25:28 PM »

Actually, I'd drop angelic heritage as a requirement and make that the a-slot ability
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