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General Tabletop Discussion
*Pathfinder & Starfinder
D&D Compatible Champion Class
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<blockquote data-quote="Valiantheart" data-source="post: 1099548" data-attributes="member: 10165"><p>Ah good comments. I will tell you about some of the changes I made and the rational behind them. </p><p></p><p>One of the problems i saw with the base Champion is he basically had a Barbarians rage....but better. So I went out and made several distinct changes to the champion's version of 'rage'. First I reduced the strength gain and did away with the magic reduction and constitution bonus. The magic reduction was way to good an ability to be giving a character at a moderate level. Instead I changed it to focus on keeping the champion alive and fulfilling their cause. So I gave them a weak damage reduction (magic) and at high level fast healing. The ability was also limited to one use per day but for a very long period of time. I made its use and length stat dependent.</p><p></p><p>I also removed Heartening Cry because I felt that that ability intruded to far into the domain of the bard class. I replaced it with a Paladinesque ability fear buff because this class is intended to be a Paladin alternative.</p><p></p><p>I removed Spot because I saw no reason to give a lumbering knight a good spot skill when it is so useful and a skill of few classes...and the paladin doesnt have or need it.</p><p></p><p>The other issue I had with the class is most of the abilities were useable only once per day (the sword and shield for instance). This often creates a roleplaying problem because the player will not want to 'waste' their ability if it turns out a combat is easy or there might be more difficult ones later. By changing the weapon and shield summoning ability to a certain amount of time per day I not only increase their usefulness to the player but also help to prevent one of the major weaknesses of all the melee classes and that is dependence on their magical equipment. </p><p></p><p>Another subtle change I made was to make their abilities charisma and wisdom based. The normal champion has charisma as its spell casting ability and constitution as the Su ability. It seemed to me that the Champions abilities should be based on will (wisdom) and personal power (charisma).</p><p></p><p>Although the changes might seem subtle I think the weakening I did of the Champion 'rage' goes a long way to make the class more D&D friendly.</p></blockquote><p></p>
[QUOTE="Valiantheart, post: 1099548, member: 10165"] Ah good comments. I will tell you about some of the changes I made and the rational behind them. One of the problems i saw with the base Champion is he basically had a Barbarians rage....but better. So I went out and made several distinct changes to the champion's version of 'rage'. First I reduced the strength gain and did away with the magic reduction and constitution bonus. The magic reduction was way to good an ability to be giving a character at a moderate level. Instead I changed it to focus on keeping the champion alive and fulfilling their cause. So I gave them a weak damage reduction (magic) and at high level fast healing. The ability was also limited to one use per day but for a very long period of time. I made its use and length stat dependent. I also removed Heartening Cry because I felt that that ability intruded to far into the domain of the bard class. I replaced it with a Paladinesque ability fear buff because this class is intended to be a Paladin alternative. I removed Spot because I saw no reason to give a lumbering knight a good spot skill when it is so useful and a skill of few classes...and the paladin doesnt have or need it. The other issue I had with the class is most of the abilities were useable only once per day (the sword and shield for instance). This often creates a roleplaying problem because the player will not want to 'waste' their ability if it turns out a combat is easy or there might be more difficult ones later. By changing the weapon and shield summoning ability to a certain amount of time per day I not only increase their usefulness to the player but also help to prevent one of the major weaknesses of all the melee classes and that is dependence on their magical equipment. Another subtle change I made was to make their abilities charisma and wisdom based. The normal champion has charisma as its spell casting ability and constitution as the Su ability. It seemed to me that the Champions abilities should be based on will (wisdom) and personal power (charisma). Although the changes might seem subtle I think the weakening I did of the Champion 'rage' goes a long way to make the class more D&D friendly. [/QUOTE]
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D&D Compatible Champion Class
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