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Changing Favored Class and tweaking the PH2 Knight
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<blockquote data-quote="Dagredhel" data-source="post: 4033841" data-attributes="member: 3421"><p>First time is the charm. Welcome!</p><p></p><p></p><p></p><p></p><p>Lots of folks do this. It fits one image of elves (beautiful and wild and carefree) very well. No downside I can see.</p><p></p><p></p><p></p><p>Well, it'd be very helpful if you spelled out exactly which abilities remind you of video games (for us old folks who have only seen WoW over our kid's shoulders. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>But that said, here is one idea I've considered:</p><p></p><p>In 4E speak, the Knight kills the Marshall and takes all of his (cool) stuff.</p><p></p><p>So, basically you'd have either fighter feats from a narrower list (what the Knight gets plus whatever extra feat choices a non-spellcasting Paladin gets in the splatbooks) or an aura power at each level. Maybe just stagger the advancement.</p><p></p><p>As a matter of personal preference, I'd somewhat divorce the aura powers from Charisma. (It just doesn't seem to "fit" all of them as well to me.) Instead, I'd divide the auras into three groups, each based on one of the mental abilities. So, powers of inspiration would be Charisma-based, strategy-based auras would rely on Intelligence, and special abilities depending on keen awareness or insight, grit, or indomitable will would be Wisdon-based.("Inspiration" and "Strategy" work for Charisma and Intelligence, but you'd need a cool catch phrase for the Wisdom-based abilities. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p><p></p><p>Maybe some basic powers would fall into multiple categories, or particular Knight could choose powers from all three. As a limitation, the bonus might be capped both by level and ability score. (Or maybe the Knight could receive the full ability modifier bonus, but allies would only get the capped bonus.)</p><p></p><p>Aside from the Marshall auras, you could look to the Warblade to copy the abilities based off on Intelligence bonus. </p><p></p><p>There was a Dragon Magazine article (I've got it somewhere) that had some great feats for Marshals, too. They could be included either as bonus feat choices or acquired automatically at certain levels. (Maybe you get a few automatically, depending on which type of ability is your "specialty".</p><p></p><p>Would that kind of approach be of any interest to you? (Or are "aura" powers exactly what you'd prefer to avoid?)</p><p></p><p></p><p></p><p>Nifft's suggestions rule, but that goes without saying. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Here is another (simple) idea: If you want a race to be "better" at a certain class, give them a +2 bonus to the appropriate attribute. (So, Charisma for elves, in this case.) Give humans the same bonus in any one ability.</p></blockquote><p></p>
[QUOTE="Dagredhel, post: 4033841, member: 3421"] First time is the charm. Welcome! Lots of folks do this. It fits one image of elves (beautiful and wild and carefree) very well. No downside I can see. Well, it'd be very helpful if you spelled out exactly which abilities remind you of video games (for us old folks who have only seen WoW over our kid's shoulders. ;) ) But that said, here is one idea I've considered: In 4E speak, the Knight kills the Marshall and takes all of his (cool) stuff. So, basically you'd have either fighter feats from a narrower list (what the Knight gets plus whatever extra feat choices a non-spellcasting Paladin gets in the splatbooks) or an aura power at each level. Maybe just stagger the advancement. As a matter of personal preference, I'd somewhat divorce the aura powers from Charisma. (It just doesn't seem to "fit" all of them as well to me.) Instead, I'd divide the auras into three groups, each based on one of the mental abilities. So, powers of inspiration would be Charisma-based, strategy-based auras would rely on Intelligence, and special abilities depending on keen awareness or insight, grit, or indomitable will would be Wisdon-based.("Inspiration" and "Strategy" work for Charisma and Intelligence, but you'd need a cool catch phrase for the Wisdom-based abilities. ;) ) Maybe some basic powers would fall into multiple categories, or particular Knight could choose powers from all three. As a limitation, the bonus might be capped both by level and ability score. (Or maybe the Knight could receive the full ability modifier bonus, but allies would only get the capped bonus.) Aside from the Marshall auras, you could look to the Warblade to copy the abilities based off on Intelligence bonus. There was a Dragon Magazine article (I've got it somewhere) that had some great feats for Marshals, too. They could be included either as bonus feat choices or acquired automatically at certain levels. (Maybe you get a few automatically, depending on which type of ability is your "specialty". Would that kind of approach be of any interest to you? (Or are "aura" powers exactly what you'd prefer to avoid?) Nifft's suggestions rule, but that goes without saying. :) Here is another (simple) idea: If you want a race to be "better" at a certain class, give them a +2 bonus to the appropriate attribute. (So, Charisma for elves, in this case.) Give humans the same bonus in any one ability. [/QUOTE]
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