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[FFG] Legendary Class Design Contest!

King's Warden

King's Warden

I really like this class idea. Reminds of Martin Longbow from Raymond Feist's books.

Prereqs: Looks very solid

Quests: The first one looks fairly standard. The second one really intrigued me. I like the idea of the Trial by Pursuit.

Fast Tracking: I found this ability very impressive...if perhaps a bit over the top

Stalker: I thought this ability was a bit weak actually

Sixth Sense: I like it

Shared Animosity: I like the ability. How many times/day can it be used?

Nature's Acuity: eh

Weather-Beaten: I thought this DR was a bit weak

Hunter's Eyes: Hmmm...more bonuses with longbows. Looks alright..maybe a touch weak.
 

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Legendary Archer

Legendary Archer

We really liked archer classes, didn't we?

Prereqs: In hindsight, the BAB should probably be +12, to meet the LgC idea.

Quests: Hmm...from reading the quests, there aren't going to be many of these around at all. Just finding one to challenge is going to be a quest.

Enhanced Dexterity: eh

Damaging Arrows: Bonus damage that gets included with crits? Definitely worth looking at.

Great Range: Alright, but I think its a bit weak

Magical Arrows: Really cool

True Aim: Intriguing ability

True Strike: I like the ability, but should probably be renamed from the spell

Vital Strike: Ooohhhhh, very nice
 

Monk of the Never Ending Battle

Monk of the Never Ending Battle

An interesting concept...not sure how play-worthy it as a PC though.

Prereqs: As it stands, anyone of 7th level or higher can take this class. Probably should, to fit the LgC rules mentioned late in the contest, increase the Knowledge (religion) requirement, and even include a BAB/UBAB.

Quests: The first quest can be met to easily, as there is not currently any limit on the level of the "friend".

Yes master, my friend for this quest is this ancient gold wyrm

The second and third are good...and are consistent with, my perceived, class concept

Unarmed Strike: I like that the unarmed damage is cumulative with Monk and MotNEB

Enlightened: eh

Haven speed: Very cool

Haven Bless: I like this DR. Would probably wait until level 5 though, just to get 20/+5

Smiting Light: Interesting...don't know if I'd use it though

Celestial Body: At the moment, this is the weakest HP increase I've seen

Apprentice: Interesting twist on the Leadership feat

Call a Favor: Oooh...the ability to cast miracle.
 

Neclord

Neclord

I'm very impressed with this class. I'll be sure to use IMC. My only complaint is the phrase "non-undead"...why not call them "living"?

Prereqs: The BAB looks good. I think the skills could use a little increase though.

Quests: I like them...they make sense

Aura of Fear: This ability is good against lowly opponents

Bolster Undead: Very nice

Crippling Touch: Who chooses the ability that gets nailed? Otherwise a nice "touch" :)

Denying Death's Embrace: The ability to turn those killed into skeletons...cool

Resist Negative Energy: The ability makes sense...I'm not sure if its to little/much though

Turn Resistance: My Paladin hates you for this

Vampiric Touch: Makes total sense for this class

Weakening Touch: see above
 

Nimrod

Nimrod

I like this outdoors hunter. Seems to be a bit of a hermit though, and probably not good for a PC

Prereqs: Because this class seeks a "balance", I'd think it would need to be some flavor of Neutral. Should also have a minimum number of levels in Ranger required...its implied only.

Quests: I like the idea of eradicating communities of their favored enemies. Since the 2nd question involves diplomacy, that skill should probably be in the set of prereqs.

Class Features: I like that this LgC stacks with the Ranger levels for spells and Favored Enemy. The other abilities are nice touches to the class

Bonus Languages: I like the gain in the Druidic tongue. What happens though if the character already speaks the tongues of their Favored Enemies?

Druidic Abilties: It's already mentioned that this ability shouldn't be chosen @ 1st of 5th.

Druidic Magic: I'm not sure if gaining X Orisons is really a "legendary" ability

Environmental Attunement: Very nice

Hunting Ability: I can understand what you're saying...just not sure if I like it or not

Outdoor Survival: Due to the limited nature of this ability, I think its a bit to weak

Patience: eh

Prepare Antitoxin: I like this one

Summon Animals: Cool ability
 


Re: Nimrod

Paul,
Thanks for your feedback - you bring up a couple points I considered when I put the class together, but decided to leave out for one reason or another. Many of them will find thier way back into "the next rev". Thanks again for your input !
*Sheridan
PS Khur, where do you want us to send our revised classes to for the NetBook ?
 


Re: Warrior of the Broken Wake

kingpaul said:
Prereqs: Look fairly good. However, I think an alignment restriction might be in order. Most LG characters I've played with wouldn't be into this total destruction...even the Paladins against agents of total chaos.

I guess this is a matter of opinion really. I seriously thought about it, but in the end decided to leave it out. The reason was that I was going for a broad base on this, excluding no kind of character unless really necessary. That's one of the reasons I added the description of the warrior's variable attitude in the text. A warrior could be a berserking madman who revels in the destruction he causes, and people like that wouldn't be lawful good. But others could be calm and focused, and just be good at chanelling their energies into destroying things. I don't have too much problem seeing a paladin shunting into this class, especially if there is a horde of enemies threatening his land, people, holy grounds, etc. Such a man wouldn't be cackling with glee as he sunders weapons and smashes through walls. In fact he could be calmly moving through the battlefield, continually praying in a soft voice, beseeching his god to grant him the strength to do waht needs to be done. All the while foes and their battlements fall to his powerful swings.

Ultimately, I decided that the destruction wasn't inherently evil; it was the way such abilities would be used that would determine alignment, much like magic. Though I'm certainly open to dissenting opinions.

Quests: Intersting concepts. The only creatures that I'm aware of that have +10 natural armor are dragons.

Beholders have natural AC of +11, Bullets of +12, there are a few demons and devils with +10 or better natural AC. I didn't do a thorough check of the MM before writing that, but my cursory look through seemed to generate enough variety that this quest didn't seem too limiting.

Though I'll admit, dragons were the first thing that came to mind when I thought of the quest.

Cut the Masses: Wow! Applying excess damage to nearby foes. That would come in handy IMC.

This one really varries in usefullness depending on the particular rulings of individual DMs. I've played in campaigns where the DM uses the -10 rule for everything. If you're in a game like that, you won't be transfering too many spaces over. But I liked the picture of it, and I tend to think most DMs don't want to be bothered making stabilization checks for every goblin on the field.

Irresistible Strike: Hmmm...basically granting a +2 attack bonus/power level for creatures that have natural armor.

Mostly, but it only applies to natural armor. So you could have this at level 5 and get a +10 to attacking creatures. But if you face a grick, for example, whcih only has a +4 natural AC, you'll only get a +4 to hit it. The extra bonus is lost, since you can only use it to negate the natrual armor.

Crushing Blow: This ability, maxed out, would reduce wood (hardness 5) and less to a hardness of paper (hardness 0). The description mentions stone in it...maybe make 2/power level instead of 1?

Well, I was being more figurative than literal when I wrote it, but I'm not wedded to the particulars of this in any way. If people don't think it would be unbalancing, I wouldn't have a problem bumping up the power progression.

Hooking Blow: Keeping an opponent snared on your weapon...very cool. However, I think it might need some kind of limit on it. Perhaps 2 times/power level/day?

You think it's too powerful? I figured being forced to give up the full attack opion to hold the opponent would be pretty limiting. Plus, it's otherwise like a normal grapple, meaning the odds of doing it to a larger opponent is pretty poor (maybe one size higher, considering the bonus the warrior gets, but nothing better than that).

The reason I'm hesitant to place a times per day kind of limit on this ability is because it would be an extraordinary ability, rather than a supernatural or spell like ability. Extraordinary abilities are more like skills in that they are learned and rely only on knowledge and expertise, rather than some mystical source of energy to empower. Placing a limit on how many times per day you can do this doesn't seem right. It's like limiting the number of times per day you can use general feats like combat casting or power attack. If this ability is overpowered, I'd prefer to make it less effective than limit the number of times you can use it.

Sever Life: This ability assumes that the Massive Damage rule is used...I know we don't use it IMC. [/B]

That's absolutely true. My campaign hasn't reached the point where taking 50 or more points of damage in a sinlge hit would matter (they'd all die immediately anyway). But I don't know what else to do other than assume the use of the core rules as they are printed. I can't imagine trying to anticipate house rulings. I doubt I'd get anything else done.
 

Modular Legend Book?

Just a random thought, but I thought I'd throw out a book idea about these legendary classes. Since they appear so popular, might there be a book devoted just to them sometime in the future? Modular settings have been done (Freeport, Malhavok's upcoming Book of Eldridge Might III will be all about mystical locations to drop into a campaign regardless of the world), why
not a book on modular legends?

The legend of the Adamantine Warrior, for example, seems perfectly suited to drop into any campaign that has a barbaric culture that finds itself at war with any frequency. An entry for this class in a book like this would expound a little more on the legend of the warrior (maybe cite the first known one, and a successor or two, and list some of their deeds, and how these became part of the trials) and then list the class. Maybe give a few tips on how to integrate this into a world and what implications having a legend like this might have on a culture. Obviously the Adamantine Warrior's been done; I just cite it as an example everyone can relate to.

Stories and legends are part of what makes worlds so cool, and they vastly enrich campaign worlds. A book like this would be useful to GMs even if they didn't want to use the legendary classes attached to them (though I can't imagine why anyone wouldn't ). For those that do decide to include them, it gives PCs the chance to become true world shakers, stepping up to fill
the roles they've heard the bards sing of all their lives.

Just thought I'd toss that out as a small wish list.

:)
 

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