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DeAnno
2014-05-15, 05:31 PM
I had a lot of fun playing an Avenger in 4e, and was recently reminded of this by a thread (http://www.giantitp.com/forums/showthread.php?348385-Help-developing-3-5-quot-Avenger-quot-class) asking about a 3.5e conversion.

This version of the Avenger tries to call out some of the class features of the 4e one, going for a mix of theme and 3.5e function. I felt that half casting would be a fun way to represent the utility powers Avengers pick up due to 4e mechanics and tried to make it a good way to customize your class to the flavor of your deity (I feel an overall spell list would not work well thematically.) I was overall shooting for a T3 or high T4 here, power-wise. The abilities they get are fairly strong (the capstone especially is intended to be very high value) but generally combat focused, with a variable amount of utility depending on Domains selected.

I might write up some 3.5e style fluff later.

EDIT: Added lots of Feats


The Avenger
Hit Die: d10


LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialAC Bonus1st2nd3rd4th


1st

+1

+0

+2

+2

Oath of Enmity, AC Bonus

+0

-

-

-

-


2nd

+2

+0

+3

+3

Avenger's Censure

+0

-

-

-

-


3rd

+3

+1

+3

+3

Track

+0

-

-

-

-


4th

+4

+1

+4

+4

Domains

+0

1

-

-

-


5th

+5

+1

+4

+4

Bonus Feat

+1

2

-

-

-


6th

+6/+1

+2

+5

+5

Aligned Strike (First Choice)

+1

3

-

-

-


7th

+7/+2

+2

+5

+5

Painful Oath +2d6

+1

4

-

-

-


8th

+8/+3

+2

+6

+6

Censure Talent

+1

5

1

-

-


9th

+9/+4

+3

+6

+6

Refocus Enmity

+1

6

2

-

-


10th

+10/+5

+3

+7

+7

Fury's Advance (1/encounter)

+2

7

3

-

-


11th

+11/+6/+1

+3

+7

+7

Bonus Feat

+2

7

4

1

-


12th

+12/+7/+2

+4

+8

+8

Aligned Strike (Second Choice)

+2

7

5

2

-


13th

+13/+8/+3

+4

+8

+8

Painful Oath +4d6

+2

7

6

3

-


14th

+14/+9/+4

+4

+9

+9

Paragon Censure Talent

+2

7

7

4

1


15th

+15/+10/+5

+5

+9

+9

Enmity Proven

+3

7

7

5

2


16th

+16/+11/+6/+1

+5

+10

+10

Fury's Advance (2/encounter)

+3

7

7

6

3


17th

+17/+12/+7/+2

+5

+10

+10

Bonus Feat

+3

7

7

7

4


18th

+18/+13/+8/+3

+6

+11

+11

Extra Domain

+3

7

7

7

5


19th

+19/+14/+9/+4

+6

+11

+11

Painful Oath +6d6

+3

7

7

7

6


20th

+20/+15/+10/+5

+6

+12

+12

Legendary Censure Talent

+4

7

7

7

7



Class Skills
The Avenger's Class Skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (the planes) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Class Features

Weapon and Armor Proficiency:
Avengers are proficient with all simple and martial weapons, but are proficient with no armor or shields.

Oath of Enmity (Ex): Once per encounter, you can pledge an Oath of Enmity against an enemy you can see as a swift action. When you make melee attacks against your Oath target and are adjacent to no enemies other than it, make two attack rolls instead of one, and choose either result. Your Oath of Enmity lasts a number of rounds equal to your class level.

If another effect lets you roll multiple times simultaneously when resolving attacks, you can't apply both effects. If another effect lets you reroll an attack you rolled twice for, reroll both dice and resolve as normal.

You may dismiss your Oath of Enmity before it expires as a free action. Refreshing the use of your Oath of Enmity requires one minute of concentration.

AC Bonus (Ex): When unarmored and unencumbered you add your Wisdom bonus (if any) to your AC. In addition, you gain a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Avenger levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). You retain these bonuses against touch attacks and when flat-footed. You lose these bonuses when carrying a shield, when helpless, or when immobilized.

Avenger's Censure (Ex): At 2nd level, your Avenger chooses a Censure class feature from the list below.

Censure of Pursuit: When your Oath target moves away from you willingly, you gain a divine bonus to attack rolls against it equal to your Wisdom bonus, and a divine bonus to damage rolls against it equal to your Class level. These bonuses last until the end of your next turn.

Censure of Retribution: When your Oath target hits or deals damage to you, you gain a divine bonus to attack rolls against it equal to your Wisdom bonus, and a divine bonus to damage rolls against it equal to your class level. These bonuses last until the end of your next turn.

Censure of Unity: When your Oath target is hit by an ally's (not including your own) melee or ranged attack, you gain a divine bonus to attack rolls against it equal to half your Wisdom bonus, and a divine bonus to damage rolls against it equal to half your class level. These bonuses last until the end of your next turn.

Track (Ex): At 3rd level, you gain Track as a bonus feat. Additionally, you gain a divine bonus to Survival checks used to Track a creature who has been your Oath target in the past week equal to half your class level.

Domains: At 4th level, select two Domains granted by your Deity. You gain those Domains' granted powers (treat all mentions of "Cleric level" as Avenger level).

Spells per Day: From 4th level onwards, you can cast a small number of divine spells from your chosen Domains of 4th level or lower. You can cast any of those spells without preparing them ahead of time the way a wizard or cleric must. You know all spells in your Domains of spell levels you have access to, and your spell list is all spells in those Domains of 4th level or lower.

To cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The difficulty class for a saving throw against these spells is 10 + the spell level + your Wisdom modifier.

You can only cast a certain number of spells of each spell level per day. Your base daily spell allotment is given on your class table. In addition, you receive bonus spells per day from a high Wisdom score.

Bonus Feats: At 5th, 11th, and 17th level, gain a Fighter bonus feat or an Avenger feat for which you meet the prerequisites.

Aligned Strike (Su): At 6th level, choose good, evil, chaotic, or lawful from the alignments of your Deity. All weapons you wield and all your natural weapons gain this alignment (and thus can bypass certain forms of damage reduction and regeneration).

If your Diety has true neutral or partly neutral alignment, you may instead choose adamantine, alchemical silver, or cold iron. If you choose a material, all weapons you wield and all your natural weapons deal damage to creatures as if they were made of that material (ignore the -1 penalty for alchemical silver).

At 12th level, make another valid choice from those listed above; all weapons you wield and all your natural weapons now have both qualities.

Painful Oath (Ex): At 7th level, your critical hits against your Oath target deal 2d6 extra damage (before damage multiplication). At 13th level, this extra damage increases to 4d6, and at 19th level, it increases to 6d6.

Censure Talent (Su): At 8th level, you gain a special ability based on your Censure.

Talent of Pursuit: You gain Pounce (you can make a full attack at the end of a charge).

Talent of Retribution: You gain Fast Healing equal to your Class Level.

Talent of Unity: You gain an aura of willpower. You and all allies within 30 feet gain a divine bonus to their will saves equal to half your class level.

Refocus Enmity (Ex): At 9th level, you can use your Oath of Enmity twice per encounter, but your first Oath must be dismissed or expire before you can activate your second. Both your uses of Oath of Enmity are refreshed by one minute of concentration.

Fury's Advance (Ex): At 10th level, you can make a melee attack as a swift action once per encounter. If you hit and deal damage you can then make a Bull Rush attempt against the enemy you hit as a free action. This special Bull Rush attempt doesn't provoke an attack of opportunity. The use of Fury's Advance is refreshed by the same minute of concentration as your Oath of Enmity uses.

At 16th level, you gain a second use per encounter of Fury's Advance. Both uses are refreshed by your normal minute of concentration.

Paragon Censure Talent (Su): At 14th level, you gain a special ability based on your Censure.

Paragon Talent of Pursuit: You gain a fly speed equal to twice your base land speed with good maneuverability.

Paragon Talent of Retribution: You gain Damage Reduction equal to your class level. It is bypassed by two types of attack based on your Aligned Strike choices. Either type of attack can bypass your Damage Reduction.



Aligned StrikeDamage Reduction Vulnerability



Good

Evil



Evil

Good



Chaotic

Lawful



Lawful

Chaotic



Adamantine

Adamantine



Alchemical Silver

Cold Iron



Cold Iron

Alchemical Silver



For Example, a 14th level Retribution Avenger with Aligned Strike Good and Adamantine would have DR 14/Evil or Adamantine.

Paragon Talent of Unity: You gain an aura of alertness. You and all allies within 30 feet gain a divine bonus to their spot checks, listen checks, and initiative checks equal to half your class level.

Enmity Proven (Ex): At 15th level, when the target of your Oath of Enmity is defeated (either by surrendering, being knocked unconscious, killed, or otherwise) you regain one use of Oath of Enmity and temporary hit points equal to your class level. These temporary hit points last for one minute or until expended.

Extra Domain: At 18th level, select an additional Domain granted by your Deity. You gain that Domain's granted power, add all spells in that Domain of 4th level or lower to your spell list, and learn all those spells as spells known.

Legendary Censure Talent (Su): At 20th level, you gain a special ability based on your Censure.

Legendary Talent of Pursuit: You gain Quickness. You can take an additional standard action or an additional move action each turn.

Legendary Talent of Retribution: You gain Regeneration 10. Only attacks of the types designated by your Paragon Talent of Retribution ability deal lethal damage to you. All other damage dealt to you is nonlethal damage.

Legendary Talent of Unity: You gain an aura of accuracy. You and all allies within 30 feet gain a divine bonus to their attack rolls equal to half your class level and ignore miss chance due to concealment.

Avenger Feats

Advance Specialist [Avenger]
Prerequisites: Fury's Advance Class Feature
Benefit: You can use Fury's Advance one extra time per encounter. In addition, you get a divine bonus on Bull Rush attempts equal to half your class level.

Oath of Persistence [Avenger]
Prerequisites: Avenger level 11th
Benefit: When you fail a saving throw inflicted on you by your Oath target, you can sacrifice a 3rd or 4th level Avenger spell slot to reroll the save as an immediate action. You get to use this ability after you know you've failed the save but before the condition takes effect.

Critical Luck [Avenger]
Prerequisites: Oath of Enmity
Benefit: When Oath of Enmity lets you make two attack rolls, and you get the same die roll on both, that attack is a critical threat and automatically hits (as if you had rolled a natural 20.)

Extra Avenger Spell [Avenger]
Prerequisites: Avenger level 4th
Benefit: Choose a spell on the Cleric or Paladin spell list of a level you can cast and add that spell to your Avenger spell list and spells known.
Special: You can take this feat multiple times. Choose a new spell to learn each time.

Instinctive Oath [Avenger]
Prerequisites: Oath of Enmity
Benefit: You can pledge your Oath of Enmity as a free action, even when it isn't your turn. You can even use this ability when Flat-footed.

Leap of Faith [Avenger]
Prerequisites: Avenger level 4th
Benefit: As a move action, you can sacrifice an Avenger spell slot to teleport 10 feet per spell level of the sacrificed slot. You don't need line of effect or sight to teleport, but if you teleport into a space you cannot occupy (such as a solid body) you take 1d6 damage and are shunted onto the nearest unoccupied surface.

Quickened Avenger Magic [Avenger]
Prerequisites: Avenger level 11th
Benefit: You can cast an Avenger spell as a Quickened spell by spending three spell slots of the appropriate level to cast it instead of one. Casting a quickened spell is a swift action, and doesn't provoke attacks of opportunity. Spells with a casting time greater than 1 full round can not be quickened.

Ralcos
2014-05-15, 05:37 PM
Did you forget to put weapon and armor proficiencies?
I'd do the following...

Weapon and Armor Proficiency
Avengers are proficient with all simple and martial weapons, but are proficient with no armor or shields.

Otherwise, it's a decent class (in my opinion). I'd play it! :smallbiggrin:

DeAnno
2014-05-15, 05:42 PM
Did you forget to put weapon and armor proficiencies?
I'd do the following...

Weapon and Armor Proficiency
Avengers are proficient with all simple and martial weapons, but are proficient with no armor or shields.

Otherwise, it's a decent class (in my opinion). I'd play it! :smallbiggrin:

I always forget the proficiencies :smallwink: Edited them in, and some usual conditions for AC Bonus I forgot to append.

Inevitability
2014-05-19, 11:14 AM
I've made a conversion of a 4e class myself recently. Here's a link. (http://www.giantitp.com/forums/showthread.php?349351-The-Warden-a-class-converted-from-4e-(PEACH)&p=17480356#post17480356)

But on the topic of your creation: great job!

I'd lower the hit die to 1d10 (avengers aren't really more durable than fighters or paladins).

And, just something I think is a bit strong are the abilities based on class level. But that may be just me.

What tier do you intend this to be? I'd say it is... high tier 4?

Soarel
2014-05-19, 02:17 PM
Nice job there! I didn't expect my thread to inspire anyone's creations…but hey!

I would suggest removing the "paragon censure" abilities, since this isn't 4e and paragon paths should remain in their little corner of 4e and out of 3.5.

Inevitability
2014-05-19, 02:55 PM
I don't think so. These are merely nice abilities that add some extra flavor to the character. The fact that they have 'paragon' in their name does not mean they are an attempt to force-feed 4e mechanics to people.

DeAnno
2014-05-19, 05:06 PM
What tier do you intend this to be? I'd say it is... high tier 4?

Yeah, it sort of rolled out as a T4 and I like to make combat T4s strong so they don't just feel worthless. Maybe with the right Domain picks it could be T3.

That's a reasonable point about the d12; I played my Avenger for extreme "bulk" so it sort of distorted my memories. The abilities based on Class Level are mainly strong so they are actually relevant; remember some are based on half-CL. The half-CL ones could have as easily been based on Wisdom and ended up with similar bonuses, but I felt that the class is a bit more consistent this way.

The DR, Fast Healing, and Censure Damage were based on Full CL because they just aren't that great in terms of abilities to begin with. I feel like if you take passive defenses vs. offensive abilities or buffing abilities you should at least get GOOD passive defenses.

And yeah, I threw in the name "Paragon" to one set of Censure abilities purely for callback to Avengers' 4e origins, those abilities have nothing mechanically similar with Paragon Paths in them.

If you read this and are wondering what to comment on, I'm interested in how you would rank the Censures. I wanted them to be vaguely balanced, but with them focusing on three bailwicks (Action Economy, Passive Defense, Passive Buffing) it's hard to set the balance point.