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[FFG] Legendary Class Design Contest!
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<blockquote data-quote="RedCliff" data-source="post: 270779" data-attributes="member: 5829"><p><strong>Blade of God</strong></p><p></p><p><strong>Blade of God:</strong> Sort of a super paladin. Certainly something legends could be told of. Arthur and his knights quested for the holy grail, Gawain had a portrait of Mary on the inside of his shield to give him stength in combat, and so on. In D&D, where you have things like the Time of Troubles, holy champions work even better.</p><p></p><p>I liked the quests as a base concept, especially the first one. I don't really see it as a tried and true legendary feat to make it past scholarly debates, but it's a nice touch that the church isn't willing to simply chuck away valuable members of their establishment simply because they think they might have had a calling. Establishing the validity of the call, and the worthiness of the recipient is a neat idea. </p><p></p><p>I think the trials should be broken out more though. Any DM is free to invent his own; that's a given. Still, I would have liked to see a few more bulleted points. Make recovering an artifact or lost site a quest. Make military service against religious enemies a separate quest. </p><p></p><p>And while I like the idea of serving as an acolyte to teach humility, I wonder about the playability of it. It's a solid story idea, but how many people want their hard earned prestige stripped away so they can spend a year of game time slopping pig troughs or collecting alms. I realize you can skip over it, but doing that takes away the emphasis of it all. And it seems to me that adventuring during that time would violate the spirit of the quest as well. It's not impossible to deal with, but it might prove difficult.</p><p></p><p>As to the quest of fighting the avatar, I like it in concept, but I think that fighting your own god's avatar might not quite be right. What about hunting down the avatar or high priest of an enemy deity. Besting either of those would be sure to win the warrior a special place in the patron deity's heart.</p><p></p><p>As for the requirements, they look pretty solid overall. I question weapon specialization though. I know this is a fighter based legendary class, but with the hard religious bent of it, this class seems made for paladins. With the restriction on paladin multi-classing though, unless the poor holy warrior didn't receive his call to paladinhood until after four levels of fighter, he's doomed to be denied this special calling from his deity. Seems a bit harsh I think. And I'm not sure what the reason is for limiting this class to followers of deities with bladed weapons. If Blade of God can easily become Blade of Heronius, then couldn't it also become Cudgel of Cuthbert?</p><p></p><p>Critical Attack is deadly in the extreme, and perhaps a bit powerful. Perhaps limiting this to a number of times per day equal to the power level, or requiring the use of one of the warriors turn attempts, or smite attempts, might bring it in line. I like the idea of the deity being able to grant its chosen phenominal ability with its chosen weapon, but even a +3 to the threat range of a weapon for every strike, all the time, especially considering that Improved Critical is already a requirement, would risk every strike being a threat. Calling on another divine ability, like a smite or a turn attempt, would invoke the idea of divine aid more strongly as well (and would make Smite of God all the more important as well).</p><p></p><p>Critical Damage is also fiercely deadly, but the caveat of a limited number of times per day already brings it back into line, so it doesn't strike me as horribly unbalancing. I might change it from declaring it before the critical dice are rolled to declaring it before rolling the second attack to confirm the critical though.</p><p></p><p>Dancing Attack is the last of the big guns. Doubling the number of attacks is amazingly powerful (I assume the BAB for that round would be something like +13/+13/+8/+8/+3/+3). Ouch. And that's over multiple rounds. I think with very little modification though, this could really work. Instead of doubling the number of attacks, why not try something like what WotC set up for their prestige class, the Tempest? In that, you gain more and more attacks per round, but continually lose 5 points per attack. So instead of the attack scheme above, the BAB would be +13/+8/+3/-2/-7/-12. Harsh, yes, but that's only base attack. Strength modifiers still apply, as do weapon focus, magical bonuses, etc. And that makes Strength of God all the more useful as well.</p><p></p><p>Overall I liked the idea for this class, though ultimately I think its focus places it a bit outside the bounds of the fighter, ranger, barbarian, monk category stated. Still, with a little tweaking, it has the potential to create some fantastic heroes.</p></blockquote><p></p>
[QUOTE="RedCliff, post: 270779, member: 5829"] [b]Blade of God[/b] [B]Blade of God:[/B] Sort of a super paladin. Certainly something legends could be told of. Arthur and his knights quested for the holy grail, Gawain had a portrait of Mary on the inside of his shield to give him stength in combat, and so on. In D&D, where you have things like the Time of Troubles, holy champions work even better. I liked the quests as a base concept, especially the first one. I don't really see it as a tried and true legendary feat to make it past scholarly debates, but it's a nice touch that the church isn't willing to simply chuck away valuable members of their establishment simply because they think they might have had a calling. Establishing the validity of the call, and the worthiness of the recipient is a neat idea. I think the trials should be broken out more though. Any DM is free to invent his own; that's a given. Still, I would have liked to see a few more bulleted points. Make recovering an artifact or lost site a quest. Make military service against religious enemies a separate quest. And while I like the idea of serving as an acolyte to teach humility, I wonder about the playability of it. It's a solid story idea, but how many people want their hard earned prestige stripped away so they can spend a year of game time slopping pig troughs or collecting alms. I realize you can skip over it, but doing that takes away the emphasis of it all. And it seems to me that adventuring during that time would violate the spirit of the quest as well. It's not impossible to deal with, but it might prove difficult. As to the quest of fighting the avatar, I like it in concept, but I think that fighting your own god's avatar might not quite be right. What about hunting down the avatar or high priest of an enemy deity. Besting either of those would be sure to win the warrior a special place in the patron deity's heart. As for the requirements, they look pretty solid overall. I question weapon specialization though. I know this is a fighter based legendary class, but with the hard religious bent of it, this class seems made for paladins. With the restriction on paladin multi-classing though, unless the poor holy warrior didn't receive his call to paladinhood until after four levels of fighter, he's doomed to be denied this special calling from his deity. Seems a bit harsh I think. And I'm not sure what the reason is for limiting this class to followers of deities with bladed weapons. If Blade of God can easily become Blade of Heronius, then couldn't it also become Cudgel of Cuthbert? Critical Attack is deadly in the extreme, and perhaps a bit powerful. Perhaps limiting this to a number of times per day equal to the power level, or requiring the use of one of the warriors turn attempts, or smite attempts, might bring it in line. I like the idea of the deity being able to grant its chosen phenominal ability with its chosen weapon, but even a +3 to the threat range of a weapon for every strike, all the time, especially considering that Improved Critical is already a requirement, would risk every strike being a threat. Calling on another divine ability, like a smite or a turn attempt, would invoke the idea of divine aid more strongly as well (and would make Smite of God all the more important as well). Critical Damage is also fiercely deadly, but the caveat of a limited number of times per day already brings it back into line, so it doesn't strike me as horribly unbalancing. I might change it from declaring it before the critical dice are rolled to declaring it before rolling the second attack to confirm the critical though. Dancing Attack is the last of the big guns. Doubling the number of attacks is amazingly powerful (I assume the BAB for that round would be something like +13/+13/+8/+8/+3/+3). Ouch. And that's over multiple rounds. I think with very little modification though, this could really work. Instead of doubling the number of attacks, why not try something like what WotC set up for their prestige class, the Tempest? In that, you gain more and more attacks per round, but continually lose 5 points per attack. So instead of the attack scheme above, the BAB would be +13/+8/+3/-2/-7/-12. Harsh, yes, but that's only base attack. Strength modifiers still apply, as do weapon focus, magical bonuses, etc. And that makes Strength of God all the more useful as well. Overall I liked the idea for this class, though ultimately I think its focus places it a bit outside the bounds of the fighter, ranger, barbarian, monk category stated. Still, with a little tweaking, it has the potential to create some fantastic heroes. [/QUOTE]
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