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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Avenger Oath of Enmity... how cool
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<blockquote data-quote="wlmartin" data-source="post: 5656995" data-attributes="member: 6679380"><p>I find that "ANY" class without much to do is boring. Barbarians for example, I play one at present and they are BORE-ING... Hit, Hit, Hit ... um Hit.</p><p></p><p>At least with the Avenger there is some flavor, you get some cool powers that have you weaving in and out of your opponents threat areas and you even have a power that lets you walk through walls ... come on!</p><p></p><p></p><p></p><p>The idea of the Pursuit Avenger that you are refering to isnt that you make them run away. This seems to be a big misunderstanding with the class.</p><p></p><p>Some people see the Censure feature and think that is where the Avenger gets his powers from. It really isnt.</p><p></p><p>The Censure is your consolation prize for not getting your two attacks for your OoE power since either a) The enemy is running towards his friends b) The enemy is surrounded by his friends and at least if you cant do 2 rolls against him, you can at least deal some more damage.</p><p></p><p>There are some clever Avengers that hide or invis so the mob has no choice but to move away and then they can use their censure but really as far as I can tell from the research and articles on forums, censure popping all the time means you are doing something wrong.</p><p></p><p>So to sum up, the point isnt that you WANT them to run away, it is that you are COMMANDING them to stay with you and face their judgement but if they do run away then you get some extra licks against them as well as some cool powers to chase them.</p><p></p><p></p><p></p><p>The big thing for me and I imagine for others is that you hit more often and CRIT more often.</p><p></p><p>Criting is one of the most joyous moments in D&D. My group went 4 sessions recently without a single attack crit, not ONE! And then we got 2 in one session! go figure!</p><p></p><p>Avengers will crit typically just a few fractions under 1 in 10 rather than 1 in 20, which is huge!</p><p></p><p>I have said this before but there is something written in the code of every D&D player that after rolling 1000s of d20s in their lives, yearn and hunger for the hit... getting the damage is the cherry on the cake but getting the hit is the cake itself.</p><p></p><p>Not to mention that Avengers are swift on their feet. They get powers and abilities that let them a) Move / Shift / Teleport towards their opponents quickly and b) Push / Pull their opponents around.</p><p></p><p>The Overwhelming Strike At-Will lets you shift one square and slide the enemy one square, either that you can choose not to undertake as the tactic demands... but in one instance you can be face to face with an enemy and then after the power is over you could decide to shimmy you and your enemy away from the surrounding enemies.. or better still just back away from the enemy to possibly setup a charge or other move.</p><p></p><p>Not to mention that if you take Power of Skill you can use Overwhelming Strike on a Charge or OA.. So you charge the Orc who has his back against the wall to avoid flanking, you pass your allies square at position SOUTH EAST, you attack the enemy at position NORTH, you shift to position NORTH WEST and your enemy is now flanked</p><p></p><p></p><p>As an aside, what about the crit-on-doubles thing? See that seem to come up much in play?</p></blockquote><p>[/QUOTE]</p>
[QUOTE="wlmartin, post: 5656995, member: 6679380"] I find that "ANY" class without much to do is boring. Barbarians for example, I play one at present and they are BORE-ING... Hit, Hit, Hit ... um Hit. At least with the Avenger there is some flavor, you get some cool powers that have you weaving in and out of your opponents threat areas and you even have a power that lets you walk through walls ... come on! The idea of the Pursuit Avenger that you are refering to isnt that you make them run away. This seems to be a big misunderstanding with the class. Some people see the Censure feature and think that is where the Avenger gets his powers from. It really isnt. The Censure is your consolation prize for not getting your two attacks for your OoE power since either a) The enemy is running towards his friends b) The enemy is surrounded by his friends and at least if you cant do 2 rolls against him, you can at least deal some more damage. There are some clever Avengers that hide or invis so the mob has no choice but to move away and then they can use their censure but really as far as I can tell from the research and articles on forums, censure popping all the time means you are doing something wrong. So to sum up, the point isnt that you WANT them to run away, it is that you are COMMANDING them to stay with you and face their judgement but if they do run away then you get some extra licks against them as well as some cool powers to chase them. The big thing for me and I imagine for others is that you hit more often and CRIT more often. Criting is one of the most joyous moments in D&D. My group went 4 sessions recently without a single attack crit, not ONE! And then we got 2 in one session! go figure! Avengers will crit typically just a few fractions under 1 in 10 rather than 1 in 20, which is huge! I have said this before but there is something written in the code of every D&D player that after rolling 1000s of d20s in their lives, yearn and hunger for the hit... getting the damage is the cherry on the cake but getting the hit is the cake itself. Not to mention that Avengers are swift on their feet. They get powers and abilities that let them a) Move / Shift / Teleport towards their opponents quickly and b) Push / Pull their opponents around. The Overwhelming Strike At-Will lets you shift one square and slide the enemy one square, either that you can choose not to undertake as the tactic demands... but in one instance you can be face to face with an enemy and then after the power is over you could decide to shimmy you and your enemy away from the surrounding enemies.. or better still just back away from the enemy to possibly setup a charge or other move. Not to mention that if you take Power of Skill you can use Overwhelming Strike on a Charge or OA.. So you charge the Orc who has his back against the wall to avoid flanking, you pass your allies square at position SOUTH EAST, you attack the enemy at position NORTH, you shift to position NORTH WEST and your enemy is now flanked As an aside, what about the crit-on-doubles thing? See that seem to come up much in play?[/QUOTE] [/QUOTE]
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Avenger Oath of Enmity... how cool
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