Genth
2014-11-01, 04:10 AM
Hi crew!
I'm doing some backburner planning for a secondary game; inspired (a little) by Darksiders (and 2), the basic idea is that the players would take the roles of the Four Horsemen - War, Death, and the two-forcing-it-to-fit ones, Decay (Famine and Pestilence) and Ruin (The destructive force of time itself).
Now I've made up four character sheets, up to level 8 that the players can step into, and since it'll be a somewhat harsh campaign (with some generous rezzing) I've given each a few wee special abilities, and was hoping if people thought they were too powerful or what alternatives could be arranged;
First off is War; War is an 8th level fighter, and has a couple of goodies; he had Weapon Focus (All) and gets the Weapon Training bonuses to all weapon groups. He also has a special feat which is Thunder and Fang only with a Greatsword instead of a Earthbreaker. He has mostly TWF feats and a couple of ranged feats. His special ability is that whenever he kills an enemy as a result of a critical hit, (potentially change that to when he confirms a critical) he gains a 'Glory Point'. As a swift action on a successful melee attack, he can release as many glory points as he wants, up to the number he's got, for 1d6 extra damage per point.
Death is a Warpriest with the Death (obviously) Blessing. She has only a special ability which is; she can attempt a coup-de-gras on a helpless or unconsious (just making it explicit that down-but-not-dead enemies are fair game) enemy, and instead of a fortitude save, the enemy makes a will save. If they fail, Death gains a 2d6 profane bonus to any ability score, and bony wings with 60ft fly speed for 1d10 rounds
Decay is a Blight Druid. It has wildshape as a level 10 druid, but can only take the form of vermin, magical creatures that are thematically appropriate (spiders, purple worms etc) or some oozes. Its special ability is that once per day, it can become a cloudkill that can move at 30 ft per round, and expand to fill a 40ft radius, for 1d10 rounds.
Ruin is a Dual Cursed Oracle with the Time mystery. Their special ability is that once per day, they can summon any enemy that the horsemen have previously defeated, who fights for the horsemen until the encounter is over.
Outside of combat, Death and Ruin also have quite wide-ranging 'special' knowledge skills. Death has 'Knowledge-Mortals', which allows her to make a knowledge roll to know anything specific or secret about a mortal, and Ruin has 'Knowledge-Time', which is 'easier' history and very hard predictive knowledge rolls.
Thoughts?
I'm doing some backburner planning for a secondary game; inspired (a little) by Darksiders (and 2), the basic idea is that the players would take the roles of the Four Horsemen - War, Death, and the two-forcing-it-to-fit ones, Decay (Famine and Pestilence) and Ruin (The destructive force of time itself).
Now I've made up four character sheets, up to level 8 that the players can step into, and since it'll be a somewhat harsh campaign (with some generous rezzing) I've given each a few wee special abilities, and was hoping if people thought they were too powerful or what alternatives could be arranged;
First off is War; War is an 8th level fighter, and has a couple of goodies; he had Weapon Focus (All) and gets the Weapon Training bonuses to all weapon groups. He also has a special feat which is Thunder and Fang only with a Greatsword instead of a Earthbreaker. He has mostly TWF feats and a couple of ranged feats. His special ability is that whenever he kills an enemy as a result of a critical hit, (potentially change that to when he confirms a critical) he gains a 'Glory Point'. As a swift action on a successful melee attack, he can release as many glory points as he wants, up to the number he's got, for 1d6 extra damage per point.
Death is a Warpriest with the Death (obviously) Blessing. She has only a special ability which is; she can attempt a coup-de-gras on a helpless or unconsious (just making it explicit that down-but-not-dead enemies are fair game) enemy, and instead of a fortitude save, the enemy makes a will save. If they fail, Death gains a 2d6 profane bonus to any ability score, and bony wings with 60ft fly speed for 1d10 rounds
Decay is a Blight Druid. It has wildshape as a level 10 druid, but can only take the form of vermin, magical creatures that are thematically appropriate (spiders, purple worms etc) or some oozes. Its special ability is that once per day, it can become a cloudkill that can move at 30 ft per round, and expand to fill a 40ft radius, for 1d10 rounds.
Ruin is a Dual Cursed Oracle with the Time mystery. Their special ability is that once per day, they can summon any enemy that the horsemen have previously defeated, who fights for the horsemen until the encounter is over.
Outside of combat, Death and Ruin also have quite wide-ranging 'special' knowledge skills. Death has 'Knowledge-Mortals', which allows her to make a knowledge roll to know anything specific or secret about a mortal, and Ruin has 'Knowledge-Time', which is 'easier' history and very hard predictive knowledge rolls.
Thoughts?