David Fryer
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Okay, I have redone the Avenger again. This time is is different enough from my original effort that I decided to start a new thread to discuss it. Here it is.
Avenger
Alignment: The avenger’s alignment must be the same as the deity that he serves. An avenger must have a chosen deity.
Hit Die: d10
Class Skills
The avenger’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Religion) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex)
Skill Ranks per Level: 4 + Int Modifier
Table: The Avenger
Level Base Attack
Bonus Fort
Save Ref
Save Will
Save Special Spells per Day
1/2/3/4/5/6
1st +1 +2 +0 +2 Oath of Enmity, Fast Movement +10 ft, Armor of Faith, Domain, Spells 2
2nd +2 +3 +0 +3 Radiant Vengeance 3
3rd +3 +3 +1 +3 Divine Strike +1d6 4
4th +4 +4 +1 +4 Divine Guidance 4/2
5th +5 +4 +1 +4 Bond of Foresight 4/3
6th +6/+1 +5 +2 +5 Bestow Curse 4/4
7th +7/+2 +5 +2 +5 Divine Strike +2d6 5/4/2
8th +8/+3 +6 +2 +6 5/4/3
9th +9/+4 +6 +3 +6 Oath of Enduring Wrath 5/4/4
10th +10/+5 +7 +3 +7 5/5/4/2
11th +11/+6/+1 +7 +3 +7 Divine Strike +3d6 6/5/4/3
12th +12/+7/+2 +8 +4 +8 6/5/4/4
13th +13/+8/+3 +8 +4 +8 Channel Endurance 6/6/5/4/2
14th +14/+9/+4 +9 +4 +9 6/6/5/4/3
15th +15/+10/+5 +9 +5 +9 Divine Strike +4d6 6/6/5/4/4
16th +16/+11/+6/+1 +10 +5 +10 6/6/5/5/4/2
17th +17/+12/+7/+2 +10 +5 +10 Oath of Final Judgment 6/6/6/5/4/3
18th +18/+13/+8/+3 +11 +6 +11 6/6/6/5/4/4
19th +19/+14/+9/+4 +11 +6 +11 Divine Strike +5d6 6/6/6/6/5/4
20th +20/+15/+10/+5 +12 +6 +12 6/6/6/6/5/5
Class Features
All of the following are class features of the avenger.
Weapons and Armor Proficiency: An avenger is proficient with all simple and martial weapons. They are not proficient with any armor.
Oath of Enmity (Su): The avenger designates one opponent as the target of his antagonism as a swift action. All attacks made against that target gain a +2 power bonus. If the target of the Oath of Enmity is killed or disabled, the avenger may shift this oath to another target.
Fast Movement (Ex): An avenger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the avenger’s speed because of any load carried or armor worn.
Armor of Faith (Su): As long as the avenger is not wearing any armor they receive a bonus equal to their Wisdom bonus + ¼ their avenger level to their Armor Class, in addition to their Dexterity bonus.
Domains (Su): At first level the avenger may pick one domain from those of his deity. The avenger is able to use all powers from that domain as if he were a cleric of equal level. However, the avenger is not able to cast spells from this domain.
Spells: An avenger casts divine spells which are drawn from the avenger spell list. His alignment may restrict him from casting certain spells that are opposed to his moral or ethical outlook. An avenger may cast any spell he knows without prior preparation. When an avenger gains access to a new level of spells, he automatically knows all the spells for that level listed on the avenger spell list.
To cast a spell, an avenger must have a Wisdom score equal to at least 10+the spell level. the Difficulty Class for a saving throw against an avenger’s spell is equal to 10 + the spell level + the avenger’s Wisdom modifier.
Like other spellcasters, an avenger can only cast a certain number of spells per day. His base daily allotment of spells is given on the class table. In addition, he receives bonus spells per day if he has a high Wisdom.
Radiant Vengeance (Sp): Starting at 2nd level the avenger may add his Wisdom bonus to attack and damage rolls made with melee weapons. This ability is usable a number of times per day equal to his Wisdom bonus.
Divine Strike (Sp): If an avenger can catch an opponent when he is unable to defend himself effectively from his attack he is able to call on his god to provide him with insight into how best to dispatch his foe.
The avenger’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the avenger flanks her target. This extra damage is 1d6 at 3rd level, and it increases by 1d6 every four avenger levels thereafter. Should the avenger score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Unlike a rogue’s sneak attack, the avenger’s Divine Strike can affect undead, but it cannot affect constructs. Like a rogue’s sneak attack, the avenger must be able to see his target and must be able to reach the main body of the target.
Divine Guidance (Su): Starting at 4th level, the avenger begins to gain greater insight from his god. This insight allows him to add his Wisdom bonus + ½ his avenger level to any roll to confirm a critical hit.
Bond of Foresight (Su): At 5th level, the avenger’s bond with his deity allows him to add his Charisma bonus to attack rolls made on attacks of opportunity.
Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day.
Channel Endurance (Su): By sacrificing all attacks for one round the avenger is able to gain DR 2/- for a number of rounds equal to his Wisdom bonus + ½ the avenger level.
Oath of Final Judgment (Su): Beginning at 17th level, the avenger becomes so dedicated to his cause that he can continue to fight when lesser men would fall. When he falls below 0 hps, he can spend a full round action to restore himself to 1 hp. This ability can be used a number of times per day equal to his Wisdom bonus.
Avenger Spell List
1st: Bane, Cause Fear, Deathwatch, Divine Favor, Doom, Entropic Shield, Inflict Light Wounds, Magic Weapon, Shield of Faith, True Strike
2nd: Align Weapon, Bear’s Endurance, Bull’s Strength, Death Knell, Detect Thoughts, Hold Person, Inflict Moderate Wounds, Owl’s Wisdom, Resist Energy, See Invisibility, Shatter, Silence, Zone of Truth
3rd: Blindness/Deafness, Dispel Magic, Inflict Serious Wounds, Invisibility Purge, Magic Vestments, Nondetection, Protection from Energy, Speak with Dead, Wind Wall
4th: Dimension Door, Dimensional Anchor, Discern Lies, Dismissal, Divination, Inflict Critical Wounds, Magic Weapon, Greater, Scrying
5th: Commune, Disrupting Weapon, Mark of Justice, Spell Resistance, Teleport
6th: Banishment, Find the Path, Forbiddance, Harm, Planar Ally, Shadow Walk, Word of Recall
Jason Nelson
Contributor, RPG Superstar 2008 Top 4, Legendary Games
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I'm not so sure about the ability to triple-dip on attack bonus - your normal STR bonus to hit and damage, plus the (WIS bonus/day) add WIS bonus to hit and damage, plus always add CHA bonus to AoOs.
Maybe it's no big deal, because it requires so many high stats to really stack up and because the latter two are not always 'on' - first read it seems like too much, but on second thought it's probably okay.
Beckett
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I'm not so sure about the ability to triple-dip on attack bonus - your normal STR bonus to hit and damage, plus the (WIS bonus/day) add WIS bonus to hit and damage, plus always add CHA bonus to AoOs.
Maybe it's no big deal, because it requires so many high stats to really stack up and because the latter two are not always 'on' - first read it seems like too much, but on second thought it's probably okay.
I can see your point, and I agree it may be to strong. However, keep in mind the Avenger is designed specifically to go after the big and mean and dish out a lot of damage in short periods of time. I'd want to actually see it played before I say one way or the other.
Beckett
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I was about to start playtesting it today, then my party went and got themselves a TPK.
I went and typed all that up in Word and Excell if you want me to email it to you. I changed a few things, and I noticed some thing that are not clear, so altered them to what I thought they would be.
For example Oath of Enduring Wrath doesn't actually do anything:
"Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day."
What is the 2 + Wis for? I assume Damage rolls, so I changed it to read:
"Oath of Enduring Wrath (SU): By spending a move action the avenger gains a bonus equal to 2 + his Wisdom on all Attacks and Damage Rolls. This ability can be used a number of times per day equal to his Charisma bonus, and each use last 1 Minute."
A few other things I changed around for my personal use, as well.
David Fryer
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David Fryer wrote:I was about to start playtesting it today, then my party went and got themselves a TPK.I went and typed all that up in Word and Excell if you want me to email it to you. I changed a few things, and I noticed some thing that are not clear, so altered them to what I thought they would be.
For example Oath of Enduring Wrath doesn't actually do anything:
"Oath of Enduring Wrath (SU): By spending a move action the avenger gains a morale bonus equal to 2 + his Wisdom bonus for one minute. This ability can be used Charisma bonus number of times per day."
What is the 2 + Wis for? I assume Damage rolls, so I changed it to read:
"Oath of Enduring Wrath (SU): By spending a move action the avenger gains a bonus equal to 2 + his Wisdom on all Attacks and Damage Rolls. This ability can be used a number of times per day equal to his Charisma bonus, and each use last 1 Minute."A few other things I changed around for my personal use, as well.
I have a copy in Word format, but I'd love to see what you did. My e-mail is
David Fryer
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I think the hit dice should be d8 and not d10. The avenger is listed as a striker along the lines of ranger or rogue, barrowing from it's primary influence the cleric's hit dice puts it right in line I think.
I considered this, however they do start with more hit points than either the ranger or the rogue. Also, 4E roles don't always translate well into PFRPG. Consider the Barbarian, who is also a striker in 4E. Because of the lack of armor proficency for the avenger, I'm going to stick with a d10. I might even bump it to a d12 since he is primarally a melee fighter.