PDA

View Full Version : [Screen Name] Angel of Crossed Swords



AngelSword
2004-07-14, 11:18 AM
http://67.18.66.143/forums/d20/dnd/download.php?id=43&sid=830f65954f0bfff35ad83056404 8ff77

Angel of Crossed Swords (ACS)
The Angel of Crossed Swords is a defender of what is right. He may come from any background, though he does tend to be of a more religious calling.
He sees the horrors cause by denizens of the lower planes, and commits his entire being to righting their wrongs and preventing them from doing so twice.
More often than not, an Angel of Crossed Swords has a natural tendancy to mix swordplay and spellplay

Hit Die: d10

Requirements:
To qualify as an Angel of Crossed Swords, you must meet the following
Alignment: Any non-chaotic, non-evil
BAB: +6
Proficiencies: Longsword or Bastard sword
Skills:
Concentration 5 ranks
Knowledge (The Planes) 9 ranks
Knowledge (Religion) 5 ranks or
Knowledge (Arcana) 7 ranks
Spellcraft 9 ranks
Feats:
Combat Casting
Armor Proficiency (Medium)
Iron Will
Spells:
Must be able to cast 2nd level divine spells or Must be able to cast 3rd level arcane spells
Special:
Must have had contact with with an evil outsider
Must have defeated (not necessarily killed) an evil foe in combat

Class Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Listen (Wis), Knowledge (The Planes)(Int), Knowledge (Religion or Arcana)(Int), Spellcraft(Int), Spot (Wis)

Skill Points: 4 + Int modifier


Level BAB Fortitude Reflex Will Special Spellcasting
1 +0 +2 +0 +2 Evil's Foe (+2), Detect Evil
2 +1 +3 +0 +3 Smite Evil 1/day
3 +2 +3 +1 +3 Blessed Casting +1 of Existing Class
4 +3 +4 +1 +4 Certainty of Mind
5 +3 +4 +1 +4 Smite Evil 2/day
6 +4 +5 +2 +5 Evil's Foe (+4) +1 of Existing Class
7 +5 +5 +2 +5 Walking the Righteous Path
8 +6 +6 +2 +6 Smite Evil 3/day
9 +6 +6 +3 +6 Crossed Swords +1 of Existing Class
10 +7 +7 +3 +7 Repentant Strike
Weapon and Armor Proficiencies:
An Angel of Crossed Swords gains proficiency with all martial weapons. He does not gain any new proficiency with armor.

Spells per Day:
At 3rd, 6th, and 9th level, An Angel of Crossed Swords gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Angel of Crossed Swords, he must decide to which class he adds the new level for purposes of determining spells per day.

Evil's Foe:
An Angel of Crossed Swords is determined to stop any evil it should come across. That, combined with repeated encounters with evildoers, has honed his skill against evil foes. He gains a +2 competence bonus on Bluff, Listen, Sense Motive,Spellcraft, and Spot checks against enemies of evil alignment. Likewise, he gains a +2 to weapon damage rolls against evil foes. This bonus doubles against evil outsiders. This bonus does not stack with a ranger's Favored Enemy class ability. At 6th level, the bonuses increase to +4.

Detect Evil:
An Angel of Crossed Swords can detect evil at will, just as a paladin.

Smite Evil:
At 2nd level, an Angel of Crossed Swords gains the ability to strike deep in the hearts of evil opponents. Once per day, he may declare a Smite attack (before rolling), adding his Charisma bonus (if any) to his attack, and dealing 1 extra point of damage per level of Angel of Crossed Swords. If he accidentally makes a Smite attack against a nonevil creature, the attempt is wasted. If he already has the Smite Evil ability, the uses stack.

Blessed Casting:
An Angel of Crossed Swords is as equally adept at spell-slinging as he is at swordplay. Throughout his quest to elimiate evil, he tends to press his spells harder than normal against evil. All spells cast by an Angel of Crossed Swords gains the [Good] descriptor, in adition to any other descriptors. In addition, he gets a +1 to the DC of his spells against evil creatures, and a +2 to his caster check when opposing an evil caster.

Certainty of Mind: At 4th level, an Angel of Crossed Swords gains a bonus to his Will Save equal to his Charisma modifier (if any). This bonus only applies against evil creatures, or spells with the [Evil] descriptor.

Walking the Righteous Path:
At 7th level, an Angel of Crossed Swords is recognized as a pillar of goodness, as his outward appearance begins to reflect a celestial being. He gains a +2 competence bonus to Diplomacy and Sense Motive checks when dealing with good-aligned creatures. Additionally, he gains 5 points of resistance to two of the following: acid, cold, or electricity damage. Once he makes this choice, he can't alter it.

Crossed Swords:
At 9th level, an Angel of Crossed Swords can go toe to toe with any evil being. Any weapon he wields is considered good-aligned for the purposes of damage reduction. Additionally, he gains damage reduction equal to his Charisma modifier (if any). This DR is bypassed by an Evil or Magic weapon.

Repentant Strike:
At 10th level, an Angel of Crossed Swords is at a pinnacle of all that is good. Once per day, he may make a melee attack, sacrificing one of his daily spells in exchange for a bonus to hit equal to the spell's level to hit. He must declare an attempt before the attack. Thus, a missed attack results in a failed attempt. If the hit succeeds, the target (if of evil alignment) must succeed at a Will Saving Throw (DC 10 + weapon damage dealt + level of the spell sacrificed) or be sent to the Lower Planes for its misdeeds. An evil outsider targeted with a Repentant Strike is sent to one of the various Upper Planes for 10 years + 1 year per Charisma modifier (if any). Repentant Strike can be made in tandem with a Smite attempt.

Code of Conduct:
An Angel of Crossed Swords cannot knowingly associate with evil creatures. Those that do lose all abilities from this class, and cannot regain them or advance in the class without receiving an Atonement spell cast upon them.

An Angel of Crossed Swords must also use a Longsword or Bastard Sword when using the class abilities. He does not necessarily need to use the same Longsword or Bastard Sword he was wielding when he entered the class.

Coming up with a concept was somewhat difficult, since there were already so many evil slaying prestige classes out there. Though I think I've succeeded, and I plan epic advancement for this class as well.

Flavor bits:
There are rumors of an evil version of the Angel of Crossed Swords, referred to as Demons of Blood-Stained Blades. (essentially, replace instances of evil with good and vice versa).

The Giant
2004-07-14, 11:48 AM
I can't accept entries that aren't actually posted on the message board. Not everyone who votes is going to hve the ability (or interest) to open that file and examine it. If you want to enter, please transfer your class directly to the message board.

AngelSword
2004-07-14, 04:20 PM
Now that was a hell of a task. Is that better?

Zagaroth
2004-07-18, 02:30 PM
That a nice class, potent but not overpowered.

Go check out mine! I've got another evil-figthing class.

Oh! About!:
Must have had contact with with an evil outsider

Did you mean friendly contact with a good outsider? Cause slaying an evil outsider would already be a form of contact.... Hmm, though you say mst have defeated an evil foe, not an evil outsider.

Well, jsut thougth I'd bring up the point, seems a bit strange that he'd require contact with an evil outsider.

Maybe 'must hav eseen the results fo an evil outsider's work' or something? just some random thoughts here..

Starbuck_II
2004-07-18, 06:34 PM
Must have had contact with with an evil outsider:
*Little Mermaid song*
You gotta Kiss the Evil Outsider, wha wha...you know ya gotta kiss the Evil Outsider lol

I guess a hug might do ;D

AngelSword
2004-07-19, 12:47 AM
Contact with an evil outsider. In essence, he must have seen an outsider with the [Evil] descriptor. It didn't necessarily have to end well.

The part about defeating is about anyone whose alignment is any evil. It could also be an evil outsider, thus meeting both requirements at once.

Musrum
2004-07-19, 11:49 PM
Hit Die: d10
Skill Points: 4 + Int modifier


Level BAB Fortitude Reflex Will Special Spellcasting
1 +0 +2 +0 +2 Evil's Foe (+2), Detect Evil
2 +1 +3 +0 +3 Smite Evil 1/day
3 +2 +3 +1 +3 Blessed Casting +1 of Existing Class
4 +3 +4 +1 +4 Certainty of Mind
5 +3 +4 +1 +4 Smite Evil 2/day
6 +4 +5 +2 +5 Evil's Foe (+4) +1 of Existing Class
7 +5 +5 +2 +5 Walking the Righteous Path
8 +6 +6 +2 +6 Smite Evil 3/day
9 +6 +6 +3 +6 Crossed Swords +1 of Existing Class
10 +7 +7 +3 +7 Repentant Strike

I think this class is a bit under-powered. Compared to 10 levels of cleric, you gain 2 skill points, an increment on you Hit Die and your list of features which are pretty specialised. However you are giving up 7 levels of spellcasting ju-ju. I would up the spellcasting to at least 5/10 (maybe more).

AngelSword
2004-07-20, 10:23 AM
True, but it's a great boon for a sorcerer/wizard who enters the class. I tried to balance it to anyone who could enter the class, not just cleric.

AngelSword
2004-07-20, 04:53 PM
I've added a Code of Conduct, since it seems to fit the idea.

Gorbash Kazdar
2004-07-21, 10:31 AM
I agree with Musrum. A quick question, though, before I give my opinions/suggestions:

-Does Certainty of Mind stack with the paladin's Divine Grace? (Basically, 2x Cha added to Will saves vs Evil spells and spell-like abilities. I think that works quite well, but I wanted to be sure of how it was working.)

I would suggest, at a minimum, upping the BAB for this class to that of the martial classes (+1 per level), because otherwise it seems suboptimal for most classes interested in taking it.

As an arcane caster, I would not take this class due to the huge loss in spellcasting ability, and since this is a combat oriented class and sor/wiz are lacking in the HP department. Plus, it requires 4 poor feat choices (Iron Will, Armor Proficiency (light), Armor Proficiency (medium), and Martial Weapon Proficiency (longsword) - unless I'm playing an elf) that I would simply not want to take.

Clerics and paladins gain somewhat from the class; however, paladins lose BAB, mount abilities, spellcasting, and remove disease in exchange for a better Will, extra skill points, a better smite evil progression, and class abilities that don't really make up for the losses. Clerics get a better HD, more skills, martial weapon proficiency, and class abilities, but again the huge hit in spellcasting is hard to deal with.

Interestingly, it looks like this class, as currently written, benefits the bard the most - better HD, similar BAB, some interesting abilities. But the hit in skills, bardic music, and spells are, again, not made up for by the newly gained abilities. Rangers come in second, with a marginally better HD, better Will save, and benefit most from the class abilities - the Evil's Foe nicely fits into Favored Enemy. However, they give up Ref saves, BAB, spells (but, honestly, who uses ranger spells?), at least two Favored Enemy increases (Evil's Foe partially makes up for this), Evasion, Combat Style increases, their hiding abilities, and skill points. Again, not a good bargain. Both bards and rangers would have to spend a feat on Armor Proficiency (medium), which they wouldn't use, and bards would have to be either elves or spend a feat on Martial Weapon Proficiency (longsword).

The abilities you have fit nicely into the concept and are cool, but I think they need a little more to make up for the spellcasting hit and the fairly stiff skill requirements (and tough feat requirements for certain classes).

You may want to add some more spell level increases, or additional uses of some of the existing abilities. I'd also move the Crossed Swords ability to an earlier level. Some abilities based on Protection/Circle of Protection against Evil would be work well, too.

AngelSword
2004-07-21, 03:23 PM
{table]


Level

BAB

Fort

Ref

Will
Special
Spells per Day



1

+1

+2

+0

+2
Evil's Foe (+2), Detect Evil
-



2

+2

+3

+0

+3
Smite Evil 1/day
+1 of Existing Class



3

+3

+3

+1

+3
Blessed Casting, Certainty of Mind
-



4

+4

+4

+1

+4
Smite Evil 2/day
+1 of Existing Class



5

+5

+4

+1

+4
Evil's Foe (+4)
-



6

+6

+5

+2

+5
Walking the Righteous Path
+1 of Existing Class



7

+7

+5

+2

+5
Smite Evil, 3/day
-



8

+8

+6

+2

+6
Crossed Swords
+1 of Existing Class



9

+9

+6

+3

+6
Evil's Foe (+6)
-



10

+10

+7

+3

+7
Repentant Strike
+1 of Existing Class

[/table]

I've decided that Certainty of Mind does stack with a Paladin's Divine Grace ability. Also, if Repentant Strike is used in conjunction with a Smite attack, the bonus damage is factored into the save.

Zherog
2004-07-21, 03:43 PM
Requirements:
To qualify as an Angel of Crossed Swords, you must meet the following
Alignment: Any non-chaotic, non-evil
BAB: +6
Proficiencies: Longsword or Bastard sword
Skills:
Concentration 5 ranks
Knowledge (The Planes) 9 ranks
Knowledge (Religion) 5 ranks or
Knowledge (Arcana) 7 ranks
Spellcraft 9 ranks
Feats:
Combat Casting
Armor Proficiency (Medium)
Iron Will
Spells:
Must be able to cast 2nd level divine spells or Must be able to cast 3rd level arcane spells
Special:
Must have had contact with with an evil outsider
Must have defeated (not necessarily killed) an evil foe in combat

I'm slightly confused by the Knowledge requirements. Does the or apply only to the last two, or to all three? I suspect it's just the last two, but I want to be sure. Perhaps they should appear on the same line to help clear that up.

With that said, these requirements seem really difficult. It looks like the easiest way in would be a cleric with the War domain. Second might be Paladin, though the spellcasting requirement is gonna slow him up. Bard might not have too hard a time getting in, either. All other classes will probably find these pre-reqs too restrictive.


Class Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Listen (Wis), Knowledge (The Planes)(Int), Knowledge (Religion or Arcana)(Int), Spellcraft(Int), Spot (Wis)

Skill Points: 4 + Int modifier

Well, either your skill list is too short, or you are giving out too many skill points. A character with a high int mod (a wizard, for example) is going to run out of skills to take. I have a few suggestions.

First, I'm a believer that Craft and Profession should always be class skills. Second, I'm a believer that when bluff is a class skill, sense motive should usually be one as well. You reinforce this by granting bonuses to Sense Motive. Finally, you probably wouldn't hurt the flavor of the class to grant all knowledge skills, rather than just the two. At the very least, remove the or on Religion and Planes. That should increase your skill list enough.



Weapon and Armor Proficiencies:
An Angel of Crossed Swords gains proficiency with all martial weapons. He does not gain any new proficiency with armor.

I'm not sure I see the benefit of this, since you say later on that the ACS must use the Longsword or Bastard sword to use the class features.


Spells per Day:
At 3rd, 6th, and 9th level, An Angel of Crossed Swords gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Angel of Crossed Swords, he must decide to which class he adds the new level for purposes of determining spells per day.

Given this, I can say it would be highly unlikely I would take this class. If I'm a caster, I don't want to lose that many caster levels. I might ponder a pregression of every other level, but even that is a rare class for me. I simply refuse to sacrifice that much of my spellcasting. If the requirements were only the ability to cast 1st level spells, I'd be more likely to consider a slowed caster progression, as I most likely wouldn't be a primary caster.

You've made changes to grant every other. Nice.


Evil's Foe:
An Angel of Crossed Swords is determined to stop any evil it should come across. That, combined with repeated encounters with evildoers, has honed his skill against evil foes. He gains a +2 competence bonus on Bluff, Listen, Sense Motive,Spellcraft, and Spot checks against enemies of evil alignment. Likewise, he gains a +2 to weapon damage rolls against evil foes. This bonus doubles against evil outsiders. This bonus does not stack with a ranger's Favored Enemy class ability. At 6th level, the bonuses increase to +4.

Honestly, I think allowing it to stack with a Ranger's favored enemy bonus would be fine - it fits the flavor of a ranger who hunts outsiders after all.


Blessed Casting:
An Angel of Crossed Swords is as equally adept at spell-slinging as he is at swordplay. Throughout his quest to elimiate evil, he tends to press his spells harder than normal against evil. All spells cast by an Angel of Crossed Swords gains the [Good] descriptor, in adition to any other descriptors. In addition, he gets a +1 to the DC of his spells against evil creatures, and a +2 to his caster check when opposing an evil caster.

A nice ability.


Certainty of Mind: At 4th level, an Angel of Crossed Swords gains a bonus to his Will Save equal to his Charisma modifier (if any). This bonus only applies against evil creatures, or spells with the [Evil] descriptor.

I don't think you'd break the class by allowing it to apply to all his saves. Also, you should specify whether or not this stacks with divine Grace from the Paladin, since pallies are likely to enter this class.

you've made changes to specify it stacks - cool.


Walking the Righteous Path:
At 7th level, an Angel of Crossed Swords is recognized as a pillar of goodness, as his outward appearance begins to reflect a celestial being. He gains a +2 competence bonus to Diplomacy and Sense Motive checks when dealing with good-aligned creatures. Additionally, he gains 5 points of resistance to two of the following: acid, cold, or electricity damage. Once he makes this choice, he can't alter it.

You could grant this ability slightly earlier (5th level or so) and at 10th level, complete the progression to Outsider (Native). Just a thought. It's nice as worded, certainly.


Crossed Swords:
At 9th level, an Angel of Crossed Swords can go toe to toe with any evil being. Any weapon he wields is considered good-aligned for the purposes of damage reduction. Additionally, he gains damage reduction equal to his Charisma modifier (if any). This DR is bypassed by an Evil or Magic weapon.

The good-aligned weapons is a great ability, but is one that can be purchased with a +2 weapon enhancement. The DR is going to be weak - most likely somewhere in the 3-5 range, for most characters.


Repentant Strike:
At 10th level, an Angel of Crossed Swords is at a pinnacle of all that is good. Once per day, he may make a melee attack, sacrificing one of his daily spells in exchange for a bonus to hit equal to the spell's level to hit. He must declare an attempt before the attack. Thus, a missed attack results in a failed attempt. If the hit succeeds, the target (if of evil alignment) must succeed at a Will Saving Throw (DC 10 + weapon damage dealt + level of the spell sacrificed) or be sent to the Lower Planes for its misdeeds. An evil outsider targeted with a Repentant Strike is sent to one of the various Upper Planes for 10 years + 1 year per Charisma modifier (if any). Repentant Strike can be made in tandem with a Smite attempt.

I like this ability. There's one discrepency in the wording which I've bolded.

Also, I think allowing this more than once a day would be OK. We're talking about the pentultimate ability of a class that was very difficult to enter.


Code of Conduct:
An Angel of Crossed Swords cannot knowingly associate with evil creatures. Those that do lose all abilities from this class, and cannot regain them or advance in the class without receiving an Atonement spell cast upon them.

An Angel of Crossed Swords must also use a Longsword or Bastard Sword when using the class abilities. He does not necessarily need to use the same Longsword or Bastard Sword he was wielding when he entered the class.

No problems here. One thing to add would be to allow monks and paladins to freely multiclass with this PrC. It would suck to be one of those two and not be able to return to your core class when you completed the ACS. ;)


Coming up with a concept was somewhat difficult, since there were already so many evil slaying prestige classes out there. Though I think I've succeeded, and I plan epic advancement for this class as well.

Flavor bits:
There are rumors of an evil version of the Angel of Crossed Swords, referred to as Demons of Blood-Stained Blades. (essentially, replace instances of evil with good and vice versa).

I know I probably sounded very negative (it's a running theme today it seems ::) ), but I liked your class's flavor. All the abilities focused around the theme of the class, which is important. I think the class is a little weak, but that's not bad. It's typically easier to power up a class than to power it down.

It seems overall people are afraid to give out really kick ass abilities, and they shouldn't be - especially at the end of the class. We're talking about somebody who will almost always be somewhere above character level 15, and often even higher. Compare some of the abilities to spells clerics and wizards can cast, and you'll quickly see having power at the end isn't bad, and really is almost required to keep them balanced.

AngelSword
2004-07-22, 10:28 AM
I'm slightly confused by the Knowledge requirements. Does the or apply only to the last two, or to all three? I suspect it's just the last two, but I want to be sure. Perhaps they should appear on the same line to help clear that up.

The or, in all cases, applies to either a divine class or arcane class. It should read, "Knowledge (Religion) 5 Ranks, Ability to cast 2nd level divine spells or Knowledge (Arcana) 7 ranks, Ability to cast 3rd level arcane spells." However, I wanted to keep skill and spell requirements separate for readability. So much for that. ::)


With that said, these requirements seem really difficult. It looks like the easiest way in would be a cleric with the War domain. Second might be Paladin, though the spellcasting requirement is gonna slow him up. Bard might not have too hard a time getting in, either. All other classes will probably find these pre-reqs too restrictive.

I had originally intended to make it a much more powerful class, but the demon known as "Balance" kept telling me that a certain ability was too powerful. I'll look at what I had for abilities (which I had put off for "Epic Progression" of the class), and see what I can add.


Well, either your skill list is too short, or you are giving out too many skill points. A character with a high int mod (a wizard, for example) is going to run out of skills to take. I have a few suggestions.

First, I'm a believer that Craft and Profession should always be class skills. Second, I'm a believer that when bluff is a class skill, sense motive should usually be one as well. You reinforce this by granting bonuses to Sense Motive. Finally, you probably wouldn't hurt the flavor of the class to grant all knowledge skills, rather than just the two. At the very least, remove the or on Religion and Planes. That should increase your skill list enough.

I agree with the Sense Motive thing, but I don't really see craft being of any use to this class. They're not crafters.


I'm not sure I see the benefit of this, since you say later on that the ACS must use the Longsword or Bastard sword to use the class features.

That's true. I'll change that in a bit.


Given this, I can say it would be highly unlikely I would take this class. If I'm a caster, I don't want to lose that many caster levels. I might ponder a pregression of every other level, but even that is a rare class for me. I simply refuse to sacrifice that much of my spellcasting. If the requirements were only the ability to cast 1st level spells, I'd be more likely to consider a slowed caster progression, as I most likely wouldn't be a primary caster.

You've made changes to grant every other. Nice.

Duly noted ;)


Honestly, I think allowing it to stack with a Ranger's favored enemy bonus would be fine - it fits the flavor of a ranger who hunts outsiders after all.

I was toying with that before, but I thought it would be a bit much.


A nice ability.

Why, thank you ;D


I don't think you'd break the class by allowing it to apply to all his saves. Also, you should specify whether or not this stacks with divine Grace from the Paladin, since pallies are likely to enter this class.

you've made changes to specify it stacks - cool.

I think it'd be a good change. I didn't think of that when I wrote it up.


You could grant this ability slightly earlier (5th level or so) and at 10th level, complete the progression to Outsider (Native). Just a thought. It's nice as worded, certainly.

I was going to write the progression to half-celestial as an epic progression ability, since granting them what I do and a +4 template just seems a bit much to me in 10 levels.


The good-aligned weapons is a great ability, but is one that can be purchased with a +2 weapon enhancement. The DR is going to be weak - most likely somewhere in the 3-5 range, for most characters.

I was actually thinking about making it like Barbarian DR, and just having a nill value. But, once again, the demon known as "Balance" nagged me out of it.


I like this ability. There's one discrepency in the wording which I've bolded.

The mention of Lower Planes refers to any evil foe who fails the save. The mention of the Upper Planes applies only to outsiders with the [Evil] Descriptor. Sending them back to the Lower Planes didn't seem like a fitting punishment.


Also, I think allowing this more than once a day would be OK. We're talking about the pentultimate ability of a class that was very difficult to enter.

I would say that a boost to what the ability does is more appropriate. I like to have the Once-a-Day, be-all-end-all ability at 10th, as opposed to a pretty good ability usable multiple times.


No problems here. One thing to add would be to allow monks and paladins to freely multiclass with this PrC. It would suck to be one of those two and not be able to return to your core class when you completed the ACS. ;)

That's very true. I would let Paladins go back into the class, but I doubt a Monk would even enter the class, since a) They can't flurry with a sword, b) Spellcasting knocks them out of it to begin with, and c) Monks, in my eye, are all about finding Zen, the good and evil in yourself, not eliminating one or the other external.


I know I probably sounded very negative (it's a running theme today it seems ::) ), but I liked your class's flavor. All the abilities focused around the theme of the class, which is important. I think the class is a little weak, but that's not bad. It's typically easier to power up a class than to power it down.

It seems overall people are afraid to give out really kick ass abilities, and they shouldn't be - especially at the end of the class. We're talking about somebody who will almost always be somewhere above character level 15, and often even higher. Compare some of the abilities to spells clerics and wizards can cast, and you'll quickly see having power at the end isn't bad, and really is almost required to keep them balanced.

True as this may be, I had a time where all the prestige classes I saw put many a 30th level wizard to shame in only 10 levels. Power is handy, but it sometimes preclude roleplaying. I am a big fan of roleplaying overall, and will reward more for parlaying with an enemy as opposed to his/her outright death.

I thank you for your input. Watch for changes throughout the day. :)

AngelSword
2004-07-23, 01:42 PM
Changes were made, noted in blue.

Angel of Crossed Swords (ACS)
The Angel of Crossed Swords is a defender of what is right. He may come from any background, though he does tend to be of a more religious calling.
He sees the horrors cause by denizens of the lower planes, and commits his entire being to righting their wrongs and preventing them from doing so twice.
More often than not, an Angel of Crossed Swords has a natural tendancy to mix swordplay and spellplay

Hit Die: d10

Requirements:
To qualify as an Angel of Crossed Swords, you must meet the following
Alignment: Any non-chaotic, non-evil
BAB: +6
Proficiencies: Longsword or Bastard sword
Skills:
Concentration 5 ranks
Knowledge (The Planes) 9 ranks
Knowledge (Religion) 5 ranks or
Knowledge (Arcana) 7 ranks
Spellcraft 9 ranks
Feats:
Combat Casting
Armor Proficiency (Medium)
Iron Will
Spells:
Must be able to cast 2nd level divine spells or Must be able to cast 3rd level arcane spells
Special:
Must have had contact with with an evil outsider
Must have defeated (not necessarily killed) an evil foe in combat

Class Skills: Balance (Dex), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Listen (Wis), Knowledge (The Planes) (Int), Knowledge (Religion or Arcana) (Int), Search (int), Sense Motive (Wis), Spellcraft(Int), Spot (Wis)

Skill Points: 4 + Int modifier

{table]


Level

BAB

Fort

Ref

Will
Special
Spells per Day



1

+1

+2

+0

+2
Evil's Foe (+2), Detect Evil
-



2

+2

+3

+0

+3
Smite Evil 1/day
+1 of Existing Class



3

+3

+3

+1

+3
Blessed Casting, Certainty of Mind
-



4

+4

+4

+1

+4
Smite Evil 2/day
+1 of Existing Class



5

+5

+4

+1

+4
Evil's Foe (+4)
-



6

+6

+5

+2

+5
Walking the Righteous Path
+1 of Existing Class



7

+7

+5

+2

+5
Smite Evil, 3/day
-



8

+8

+6

+2

+6
Crossed Swords
+1 of Existing Class



9

+9

+6

+3

+6
Evil's Foe (+6)
-



10

+10

+7

+3

+7
Repentant Strike
+1 of Existing Class

[/table]

Weapon and Armor Proficiencies:
An Angel of Crossed Swords gains no new proficiencies with armor or weapons.

Spells per Day:
At every even-numbered level, An Angel of Crossed Swords gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an Angel of Crossed Swords, he must decide to which class he adds the new level for purposes of determining spells per day.

Evil's Foe:
An Angel of Crossed Swords is determined to stop any evil it should come across. That, combined with repeated encounters with evildoers, has honed his skill against evil foes. He gains a +2 competence bonus on Bluff, Listen, Sense Motive,Spellcraft, and Spot checks against enemies of evil alignment. Likewise, he gains a +2 to weapon damage rolls against evil foes. This bonus doubles against evil outsiders. This bonus stacks with a ranger's Favored Enemy class ability. At 6th level, the bonuses increase to +4, and at 9th level, the bonus increases to +6.

Detect Evil:
An Angel of Crossed Swords can detect evil at will, just as a paladin.

Smite Evil:
At 2nd level, an Angel of Crossed Swords gains the ability to strike deep in the hearts of evil opponents. Once per day, he may declare a Smite attack (before rolling), adding his Charisma bonus (if any) to his attack, and dealing 1 extra point of damage per level of Angel of Crossed Swords. If he accidentally makes a Smite attack against a nonevil creature, the attempt is wasted. If he already has the Smite Evil ability, the uses stack.

Blessed Casting:
An Angel of Crossed Swords is as equally adept at spell-slinging as he is at swordplay. Throughout his quest to elimiate evil, he tends to press his spells harder than normal against evil. All spells cast by an Angel of Crossed Swords gains the [Good] descriptor, in adition to any other descriptors. In addition, he gets a +1 to the DC of his spells against evil creatures, and a +2 to his caster check when opposing an evil caster.

Certainty of Mind: At 4th level, an Angel of Crossed Swords gains a bonus to his saves equal to his Charisma modifier (if any). This bonus only applies against evil creatures, or spells with the [Evil] descriptor. This bonus stacks with the Divine Grace class ability.

Walking the Righteous Path:
At 7th level, an Angel of Crossed Swords is recognized as a pillar of goodness, as his outward appearance begins to reflect a celestial being. He gains a +2 competence bonus to Diplomacy and Sense Motive checks when dealing with good-aligned creatures. Additionally, he gains 5 points of resistance to two of the following: acid, cold, or electricity damage. Once he makes this choice, he can't alter it.

Crossed Swords:
At 9th level, an Angel of Crossed Swords can go toe to toe with any evil being. Any sword he wields is considered to have the Holy enchantment.

Additionally, he gains damage reduction equal to double his Charisma modifier (if any). This is also a static reduction. For example, an Angel of Crossed Swords of 9th level with a Charisma of 19 gains DR 8/-. This does not stack with damage reduction gained from another source, such as levels of Barbarian.

Repentant Strike:
At 10th level, an Angel of Crossed Swords is at a pinnacle of all that is good. Once per day, he may make a melee attack, sacrificing one of his daily spells in exchange for a bonus to hit equal to the spell's level to hit. He must declare an attempt before the attack. Thus, a missed attack results in a failed attempt. If the hit succeeds, the target (if of evil alignment) must succeed at a Will Saving Throw (DC 15 + weapon damage dealt + level of the spell sacrificed) or be struck dead and sent to the Lower Planes for its misdeeds. An evil outsider targeted with a Repentant Strike is sent to one of the various Upper Planes for 10 years + 1 year per Charisma modifier (if any), and cannot return to the Prime Material Plane for 100 years + 1 year per level of Angel of Crossed Swords. Note that only the weapon's base damage is factored into the save. Extra damage from a weapon's enhancement bonus, other energy enhancements, Evil's Foe or Favored Enemy, or from feats like Power Attack do not apply to the save. Repentant Strike can be made in tandem with a Smite attempt.

Code of Conduct:
An Angel of Crossed Swords cannot knowingly associate with evil creatures. Those that do lose all abilities from this class, and cannot regain them or advance in the class without receiving an Atonement spell cast upon them.

An Angel of Crossed Swords must also use a Longsword or Bastard Sword when using the class abilities. He does not necessarily need to use the same Longsword or Bastard Sword he was wielding when he entered the class.

Exitor
2004-07-25, 03:02 AM
I would return the DC on repentant Strike to 10+ Damage + Spell level.
Currently the Minimum DC of this is 25 for evil foes, 31 for evil outsiders.
15+(1d10+6 or +12)+1+2d6=25 or 31
I get the +6 or +12 from Evil's Foe, +6 damage against evil, doubled against evil outsiders +2d6 holy.
This isn't even taking into account strength bonuses, magic bonuses, power attack or smite. If the character chooses to smite the DC jumps to 33 or 39.

I assume on an average roll the character will use a higher level spell, lets say 3.
Average roll, 15base+5weapon+6evil's foe+10smite+3spell+3magic weapon+2str+7holy=51, 57 against evil outsiders.

Otherwise I love the focus and abilities of this class.

Edit:I forgot this sword will also be Holy., added in those bonuses.

AngelSword
2004-07-25, 09:28 PM
Only the weapon's damage and possible smite damage only. That could possibly be quite deadly, if used by a very high level paladin, but I don't see much threat. Evil's Foe, Holy Damage, and Power Attack (or similar feats) do not get factored into the DC.

Gorbash Kazdar
2004-07-26, 12:21 AM
Only the weapon's damage and possible smite damage only. That could possibly be quite deadly, if used by a very high level paladin, but I don't see much threat. Evil's Foe, Holy Damage, and Power Attack (or similar feats) do not get factored into the DC.
You'll probably want to state that specifically in the ability, Angel. Otherwise, I'd agree with Exitor's interpretation, since the holy damage and power attack would otherwise be counted as "weapon damage."

Plus, you should clarify is this is a death effect or not, since that affects raising attempts (if it is a death effect, its that much more powerful as well).

AngelSword
2004-07-26, 08:26 AM
Well, it is my understanding that those are considered separate damages entirely; the Holy damage being, y'know, Holy, and Power Attack adding to damage by strength, and not the weapon itself.

But I'll add it, just in case.

Zeigfreid
2004-07-26, 01:48 PM
Hi

You might also want to add:

"as the banishement spell, with the following exceptions."

And then add the new save DC, 100+ year, &c...

Otherwise, "sent to the lower plains" is too vague for d20. It's not that it isn't perfectly clear what is happening to the evil outsider, it's just that it doesn't specifically say what, mechanicaly, is happening to the evil outsider. If you don't say this, then DMs will have to answer the questions that may come up themselves, which is bad:

DM: "Haha! Fools, this Tana'ri had dimensional anchor cast on him, so he doesn't get sent away! Fools to think you could outwit me, the DM!"

PC: "But, where does it say that he's getting teleported? I don't think that spell will save him here."

DM: "**** you!"

PC: "Oh" (Leaves the table to get cheetos and prepare for a rules argument that you could have prevented.)

AngelSword
2004-07-26, 02:11 PM
I specifically said that an evil outsider is sent to the Upper Planes for tormen for at least 10 years, which is in tandem with the banishment from the Prime Material for at least 110 years.

Exitor
2004-07-26, 04:28 PM
If power attack, holy, evil's foe etc don't stack with the weapon's damage you have to state that explicitly, otherwise I and most other DMs will assume it does and dissallow this ability as being too powerfull.
I have no problem if it works the way you said, but that's not the assumption i would make by looking at it.
You hit someone with your sword, the sword is holy and you use power attack and you do 50+ points of damage in one swing, i count all that damage as one source for massive damage death effect, i would also count it as one source for this effect.

Zeigfreid
2004-07-26, 04:38 PM
Hi

I understand what the ability does, that's perfectly clear. The problem is that the rules of english grammar often arn't sufficient for many players. I find it's always best to look for a rule that already exists in the core books that runs along the same lines as your ability, and just reference it - adding exceptions, of coarse.

z.

AngelSword
2004-07-27, 10:03 AM
I've made the changes explicitly laid out in the ability. Anything further, and it becomes too wordy, and people feel the need to bypass the class altogether, saying that it'd involve too much thinking.