Chosen- Divine Striker

Minigiant

Legend
Supporter
Here is the rough 1st level of the divine striker I made for my cousin. They want to be the great-grandchildren of a demigod. The inspiration should be obvious. My fear is the large amount of burst damage.


Chosen
You are a hand picked hero of a god, are a descendant of a demigod, or absorbed the essence of a fallen divne being. You can channel this holy energy within your blood for supernatural powers. You are blessed with the gift of super strength, awesome speed, or holy prophesy

Role: Striker. You use the divine blessing given to you to destroy enemies. Your divine power flows from your blood and your attacks are enhanced by these supernatural gifts, channeled form your life force.
Power Source: Divine. You are blessed by a divine ancestor or patron with a superntuarl enhancement to your natural abilty.
Key abilities: Constitution, Strength, Wisdom
Armor Proficiencies: Cloth, leather, hide, chainmail, light shields
Weapon Proficiencies: Simple melee, Miltary melee, Simple ranged
Bonus to Defense: +2 Fortitude

HP at First Level: 20 + Con score
HP per each level gained: 5
Healing Surges per day: 12 + Con mod

Trained skills: From the class skill list below chose 3 trained skills at the first level
Athletics, Bluff, Diplomacy, Endurance, Heal, History, Insight, Nature, Religion

Class Features: Vigorous Combat, Divine Gift, Channel Divinity, Overpower.

Vigorous Combat
You may add your Constitution modifier to attack rolls when perfroming a grab, a bull rush, or attacking with an improvised weapon or unarmed.

Divine Gift
Chosen have been blessed with a divine enhancement. Some are given incredible strength, others blinding speed. Some can even see glimpses of the future.
Chose one of the following gifts.
Incredible Strength- Your normal, heavy, and maximum loads are doubled. You deal damage equal to your Strength modifier whenever your sucessfully gab or bull rush an enemy.
Awesome Speed- You gain bonus to your speed whenever you perform a charge, double move, or run equal to your Dexterity modifier
Prophetic Sight- You gain a bonus to atack rolls equal to your Wisdom modifier when making basic ranged attacks.

Channel Divinity
Divine Flow Chosen Feature
You shift away form danger and prepare your defenses.
Encounter* Divine
Move Action Personal
Effect: You shift a number of squares and gain temporary hit points equal to your Constution modifier

Overpower
Chosen can sacrfiice their own health to perform unbelievable feats with their powers. With a dangerous strike into a monsters maw or a flurry of slashes that mar injure their muscles, a Chosen cause large burst of damage.
Once per turn as a minor action, you can spend a healing surge but gain no hit points. You gain a bonus to your next damage roll this turn equal to your healing surge value instead.

Powers

Double-edged Strike Chosen Attack 1
You put all your power into your attack. This leaves you winded for a while
At-will* Divine, Weapon
Strandard Action Melee weapon
Target: One creature
Attack: Constitution vs AC
Hit: 2W+ Constitution modifier damage and you are daazed until the end of your next turn.
Increase damage to 3W+ Constitution modiifer damage at 21st level

Rapid Strikes Chosen Attack 1
Your high speed assault is almost imposible to parry and hurts a little even when it misses
At-will* Divine, Weapon
Strandard Action Melee weapon
Target: One creature
Attack: Constitution vs AC
Hit: 1W+ Constitution moditier damage.
Increase damage to 2W+ Constitution modifier damage at 21st level
Miss: Dexterity modifier damage
Special: You may make this attack when charging instead of a basic melee attack.

Future Shot Chosen Attack 1
You know where your target was going to be latter and can shoot there.
At-will* Divine, Weapon
Strandard Action Ranged weapon
Target: One creature
Attack: Constitution vs AC
Hit: 1W+ Constitution modifier damage. If the target moved since it's last turn, you gain bonus damage equal to you Wisdom modifier
Increase damage to 2W+ Constitution moditfer damage at 21st level

Pushback Strike Chosen Attack 1
Your attack tosses your foe back hard
At-will* Divine, Weapon
Strandard Action (special) Melee weapon
Special: You can perform this attack as a minor action if you already grabbed the target. Doing so requires no attack roll.
Target: One creature
Attack: Constitution vs Fortitude
Hit: 1W+ Constitution modifier damage and the target is pushed one square, If you have the target in a grab, you relaase the grab.
Increase damage to 2W+ Constitution modifier damage at 21st level

Falling Strike Chosen Attack 1
Your attack comes down so hard, you and your foe fall.
Encounter* Divine, Weapon
Strandard Action Melee weapon
Target: One creature
Attack: Constitution vs Fortitude
Hit: 3W+ Constitution modifier damage and you and the target fall prone.
Special: You gain a bonus to attack roll equal to your Strength modifier

Spinning Strikes Chosen Attack 1
Everyone around you gets some
Encounter* Divine, Weapon
Strandard Action Close busrt 1
Target: Each creature in burst
Attack: Constitution vs AC
Hit: 1W+ Constitution modifier damage + Dexterity damage.

See Opening Chosen Attack 1
You fire the momemt your foe turns away from you
Encounter* Divine, Weapon
Immediate Interrupt Ranged weapon
Trigger: An enemy within range attacks an ally
Attack: Constitution vs AC
Hit: 2W+ Constitution modifier damage
Special: The target may chose not to attack. If it still attacks, it is dealt 1d4 + Wisdom Modifier.

Quaking Strike Chosen Attack 1
You strike the ground and cause a terrible tremor
Daily* Divine, Weapon
Strandard Action Close blast 3
Target: Each creature in blast
Attack: Constitution vs Fortutude
Hit: 2d10+ Constitution modifier damage and the target falls prone.
Miss: Half damage

Slayer's Shot Chosen Attack 1
You already know you hit. All that is left is the attack.
Daily* Divine, Weapon
Standard Action Ranged weapon
Attack: Constitution vs AC. Make a number of attack rolls equal to you Wisdom modifier (mininum 2) and choose the best result.
Hit: 3W+ Constitution modifier damage
 
Last edited:

log in or register to remove this ad


I see quite a few problems here that fall both ways.

Too many hitpoints, should be 12-15'ish. Hit points per level for a melee striker should be 6 not 5 based on existing designcrafting.

Way too many surges for any class much less a striker, should be half that around 6-8

Adding 5 damage at level 1 per hit up to 12+x times per fight with the class feature? Way OP. As an encounter level power maybe but I'd be tempted to say adding 1/4 of your hit points as damage is fairly huge by the end game even on a single attack, as is by level 30 the character will add +42 damage to probably 14-20 attacks per encounter.

An at-will attack that dazes yourself? Who'd take it? An encounter power that leaves you prone? Both of those come off as a bit slapstick.

A level 1 daily that does 2d10+x damage to up to 48 creatures? (unlikely that a level 1 would have every square around them in a 7x7 block filled with monsters but still...). Drop that to a close burst 1 or make it a blast 3 and it'll be more appropriate to level 1 dailies for strikers.

With all that said, the concept isn't bad at all and I can see it working, just needs a little toning down in some areas.
 

how about

HP at First Level: 15 + Con score
HP per each level gained: 5
Healing Surges per day: 10 + Con mod

Overpowering Prayer Chosen Class Feature
Encounter (special)* Divine
Minor Action Personal
Special: You may use this power three times per encounter
you can spend a healing surge but gain no hit points. You gain a +2 bonus to attack rolls until the start of your next turn and a bonus to your next damage roll this turn equal to 4+ your healing surge value instead.

Double-edged Strike is awesome if you were'nt planning to move next turn.
I boosted Falling Strike.
And Quaking Strike is a blast not burst
 
Last edited:

Overpowering Prayer Chosen Class Feature
Encounter (special)* Divine
Minor Action Personal
Special:
you can spend a healing surge but gain no hit points. You gain a +2 bonus to attack rolls until the start of your next turn and a bonus to your next damage roll this turn equal to 4+ your healing surge value instead.

That is a hellacious amount of extra damage.
 


I'm really not a fan of this class. The idea of a con based striker who gets tons of healing surge bonuses and bonuses to damage related as such just seems way too powerful. And yes 4 + your healing surge value is ridiculous. at level 30 it would be near 50 extra damage on an attack. Come on...
 

Well it's a melee or ranged class
Strength: Melee
Speed: Both
Sight: Ranged

Although Overpower deal very high damage notice the class's lack of bonus damage and the costs. You really can/should do use Overpower = tp your CON or you;ll run out of surges for healing. This is a burst damage class unlike most strikers, they hit hard then lets someone else close the deal..
 

Pets & Sidekicks

Remove ads

Top