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Arcane Warrior Vs Knight Enchanter

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  • Alurvelve
    started a topic Arcane Warrior Vs Knight Enchanter

    Arcane Warrior Vs Knight Enchanter

    What would you change between the two classes, or would you keep them the same and just under a different name?

    Novice: I figured would give you the spirit blade. Letting you summon a magical blade that deals 2d6+magic damage.
    Journeyman: +1 armor rating.
    Master: Same as Arcane warrior ability.

  • Alurvelve
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Thoughts on the Spirit Blade's damage. My default idea is to just let it deal the same damage as a Longsword 2d6. The other idea is to let it deal 1d6 penetrating damage instead. Seeing as how in the game the Spirit blade broke through creature's Guard like butter. But I guess that could be explained with letting them use a skill to turn their pierce armor stunt into penetrating damage.

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  • Alurvelve
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Originally posted by theunknown007x View Post
    Master: You can give hope to those who have none. You can for 5 SP use the Resurgence which allows all allies who are within 8 yards of you to use a breather for free.
    I really like this ability idea, but I wonder if it might be a little powerful in game turns.

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  • Parsival
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    I see that at the Journeyman level of the Sword Mage specialisation from the Fantasy Age rulebook, one can substitute Willpower for Strength when inflicting damage. I like this idea, as it makes the Magic stat less all-powerful for Mages (though personally I'd also allow this as part of the Novice level, which enables use of the spirit sword).

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  • Alurvelve
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    One of the levels I was thinking would let your Pierce Armor stunt be penetrating damage when you are using your spirit blade.

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  • theunknown007x
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    I've made a Knight-Enchanter Spec for use in my own Campaign. Basically, what i did is take the Novice skill from Arcane warrior, made it so you can use the sword with Magic for attack and damage and make it so it also helps block bows and ranged attacks. Then made a disruption field skill that basically makes targets Etheral and harmless for a time. Then made a stunt for resurgence, cause they are a temporary healer. Here's the full specialization:


    Classes: Mage
    Requirement: Strength and Magic of 3, and the Spirit Blade Hilt which can be made with 5 gold pieces. You also can search for the materials needed to build the hilt, which you can talk to you GM about.

    Novice: You learn the power of creating blades from the power of the fade. With the hilt, you can as a minor action summon a blade from the hilt which can be used for melee attacks. You are considered proficient with the blade and can use your magic for attack and damage. The blade is considered a longsword for the damage, and is considered a magical weapon for the sack of nullifying the incorporeal nature of the shades and other creatures of such nature. Though it should be noted that while this sword is active, you must spend 3 MP at the beginning of each of you turns to keep the sword active. Also, when using the defend action, if you are hit by a ranged weapon, you can add a +3 to your defense instead of the usual +2.

    Journeyman: You know how to weaken those who get in your way. You can as a major action cast a Disruption Field for 10 MP which forces all targets within 8 yards of you to make a Constitution (Stamina) test versus your spellpower. Those who fail, find themselves trapped outside the real world for as long as they are within the radius. They are unable to affect anything in the real world and thus cannot attack anyone while in this state. A target can leave the field by succeeding the test or leaving the sphere for one round. Those who succeed the test are unaffected. The Field lasts only one round, though one can spend 5 MP to extend the time by 1 round.

    Master: You can give hope to those who have none. You can for 5 SP use the Resurgence which allows all allies who are within 8 yards of you to use a breather for free.

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  • Parsival
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    I just noticed that the Fantasy Age Basic Rulebook has a 'Sword Mage' specialisation, that looks like it could be adapted for Knight Enchanters.

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  • Alurvelve
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Has anyone gone through and made their own Knight Enchanter specialization?
    I've toyed with things but I do not want to make something that would be more powerful than other things out there.

    Novice: Spirit Blade - You forge a hilt to summoner a magical blade from. This blade deals 1d6 + spirit magic penetrating damage.

    Journeyman: ?

    Master: Fade Cloak - You can activate fade cloak mode by spending 5 MP. While in this mode your armor rating is increased by 3, but you must pay 3 mana per round at the start of your turn to maintain it.

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  • shonuff
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Originally posted by Parsival View Post
    Studying the Knight Enchanter abilities, they really are quite different from Arcane Warrior. I'd suggest they warrant a completely new specialisation.
    Yeah, I'd have two different specializations.

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  • Alurvelve
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    What about the ability to turn their arcane lance into a melee weapon. Their spirit weapon.

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  • Parsival
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Studying the Knight Enchanter abilities, they really are quite different from Arcane Warrior. I'd suggest they warrant a completely new specialisation.

    Leave a comment:


  • Icarus
    replied
    Re: Arcane Warrior Vs Knight Enchanter

    Originally posted by Alurvelve View Post
    What would you change between the two classes, or would you keep them the same and just under a different name?

    Novice: I figured would give you the spirit blade. Letting you summon a magical blade that deals 2d6+magic damage.
    Journeyman: +1 armor rating.
    Master: Same as Arcane warrior ability.
    I would treat them as the same class and just add the spirit blade as an item (or, maybe, a pre-requisite spell), not a power. But your idea is also good.

    Leave a comment:

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