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Re-skinning Cleric Powers: Avandra

roguerouge

First Post
So in my third session of 4e, my Warlord died from a gnome crit sneak attack while searching a graveyard for the lost mentor. (You know the module.) Anyway, I'm starting a new character, because the point of playing this campaign is to get a feel for this edition.

So I'm going to be playing a cleric of Avandra, with an emphasis on luck. The only problem is that the descriptions for the cleric powers all read like Pelor's granting the powers: light lances and silvery motes and beams of light. But I want my cleric to feel different. I want to emphasize the role of luck and chance and change.

So I figured that others must have felt this way and come up with god-specific descriptions for the powers. Anyone do this for Avandra in their campaign? How do you describe the at-wills, encounters and dailies for different gods?
 

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So is the lack of response that nobody does this and the community would (not) be interested or is it that so many people were trying to get in to EnWorld that nobody could?
 

The latter, I'm betting... well, besides that this is a rules forum, and reflavouring isn't exactly a rules issue.

I'm playing a cleric of the Raven Queen who's big on the whole Fate and Death thing, so I've been reflavouring stuff as I took it. For example, Astral Seal (from DP) points out the enemy's weakness and their impending doom (hence the -2 to defenses and the healing for party members), and Sacred Flame as preserving someone's fate ("It's not your time to die yet / be stunned /...).

For Avandra, luck would indeed be the way to go. I'd see buffing and debuffing as handing out good/bad luck to your allies and enemies respectively; some of the Immediate Interrupt heals, like Return From Death's Door (again DP), would work very well as a 'lucky' element (cfr. "By a thousand in one chance, my sigar case was right in the place where the blow struck.").
 
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I dont currently have any cleric players (Paladin radiant effects as "silvery white fires of bahamut").

I would definitely say reskinning powers is a rules discussion thing, but... it's pretty much rules as written and intended to do whatever works for you and people seem to prefer controversy ;-) for their discussions here.
But from a sharing stand point I would love to see what people have come up with and Raven Queen and Avandra both seem prime candidates for not being just another "god of light"
 

I just find it tough to use the site - but at least now we're back to where we were last week, give or take.

Anyway, reskinning can be a blast - but first I'd like to know what powers you have. Particularly your at-wills. :)

-O
 

First level half elf devoted cleric of Avandra. His current powers are:

At-wills: Sacred Flame, Lance of Faith
Encounter: Eyebite (racial power), Divine Glow
Daily: Beacon of Hope
Class powers: Healing Word, Channel Divinity (Divine Fortune, Turn Undead)

For a feat, I'm thinking of taking Pact Initiate: Star Pact (Dire Radiance)

So, you can see my dilemma here.

Also, if I take the Pact Initiate feat, do I also get Fate of the Void, which works off Warlock's Curse?

And, yeah, it was a tough call whether to put it here or in the general forum.
 

Starting with the last - When you take a multiclass feat, you only get what's specified in the feat. In this case, you don't get any Warlock pact boons. Which is fine, because I don't think you can curse anyone anyway. :)

As for other re-skins, Avandra is kind of an odd duck. She's all about luck, adventuring, travel, and trade. The luck part makes a few of your powers pretty easy. Anything that lets you give a bonus to your ally can be represented as a fluke of chance or a tilting of probability.

With that said, it will be tough to get away from the whole beams-of-divine-energy shtick. I know it seems like a very Pelor-ian take on the subject, but you can kind of look at it as channeling energy from the Astral Sea.

Lance of Faith - Pretty simple. You're still doing beams of divine energy, but you're also improving the luck of one of your allies, manifesting in a bonus to-hit. Say, the enemy steps on a random pebble, or your ally randomly hits a weak point in their armor.

Sacred Flame - Again, it's tough to get away from beams of divine energy here, but you also give one of your allies a fluke chance to shake off a condition. Again, how they do this is kind of up to your group - if they're on fire, a rogue gust of wind could blow it out or something.

Divine Glow - The combat advantage aspect is once again a manifestation of misfortune on your enemy's part. They might get caught up in their cloak briefly, or they might get suddenly distracted by a bat flying into their hair.

Beacon of Hope - No idea on this one, but it's very cleric-y already, and not really dedicated to a specific god.


Kinda lame, I know, but it's a start. :)

-O
 

I would say the beams of light energy dont have to be beams ;-) a sparkle of light energy where really bad luck is happening could bring in the radiant effect a rock from a nearby parapit takes on a glow dislodges and falls on them ... is one example (the glow fades after a bit.). I have described a cleave as forcing an attack from one bad guy to hit his ally.... so surely avandras hand just leaves a glow behind. Your enemy winds up to attack you but his weapon glows disconcertingly injuring an adjacent ally. This is definitely the dynamic skinning model though and I think Avandra works perfectly for it... pre-thinking up how to make those luck skinned glowing attacks sounds necessary... if you want to avoid laser beams effect.
 

Change is good....

Avandras light shines across your enemies skin siering as it attempts to reform it into a more divine state wounds from this appear to flicker and glow... your dead enemy is purified in flesh if not in spirit.
 

In 4E, I feel divine characters are channeling the powers in the Astral Sea more than those of any specific deity. And the astral sea is all about luminous tendrils and radiant energy. Avandra is giving you her stamp of approval and lending you her key to astral energies, not actually giving you powers directly. This way, you can explain the rather bland creatures divine casters have always been in DnD.

I was pretty underwhelmed by the domain options in Divine Power - the explanation above is a kind of lifeline to overcome the blandness. But many games does interesting, deity-specific clerics much better than DnD, most particularily Rune Quest.
 

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