PDA

View Full Version : [3.5 Edition] The Woodsman of Alivia Base Class



Golden-Esque
2009-04-14, 03:29 PM
Alright, so here's my new project: a new base class for my campaign! It's called the Woodsman of Alivia. It ties together a lot of what I've been working on lately, and I though I would post it up for everyone to take a look at.

The Woodsman of Alivia
Hit Die: d6
Alignment: Neutral Good only.
Class Skills: Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge {geography} (Int), Knowledge {nature} (Int), Knowledge {religion} (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), Use Rope (Dex)
Starting Skill Points: (4 + Int Modifier) x 4
Skill Points Per Level: 4 + Int Modifier

Woodsman of Alivia Ability Progression
{table=head]Level | Base Attack Bonus | Fort save | Ref save | Will save | Special
1 | +0 | +2 | +0 | +2 | Aura of Good, Disciple of Alivia, Divine Archery,
2 | +1 | +3 | +0 | +3 | Manna Tap, Manna Mend
3 | +2 | +3 | +1 | +3 | Zen Archery
4 | +3 | +4 | +1 | +4 | Turn Undead
5 | +3 | +4 | +1 | +4 | Divine Archery, Seeker Arrow
6 | +4 | +5 | +2 | +5 |
7 | +5 | +5 | +2 | +5 | Cleanse Body 1/Day
8 | +6/+1 | +6 | +2 | +6 |
9 | +6/+1 | +6 | +3 | +6 | Rebuke Plants, Cleanse Soul
10 | +7/+2 | +7 | +3 | +7 | Divine Archery
11 | +8/+3 | +7 | +3 | +7 | Herald of Alivia 1/Day
12 | +9/+4 | +8 | +4 | +8 | Cleanse Body 2/Day
13 | +9/+4 | +8 | +4 | +8 | Manna Lines
14 | +10/+5 | +9 | +4 | +9 |
15 | +11/+6/+1 | +9 | +5 | +9 | Divine Archery
16 | +12/+7/+2 | +10 | +5 | +10 |
17 | +12/+7/+2 | +10 | +5 | +10 | Cleanse Body 3/Day, Divine Arrowstorm
18 | +13/+8/+3 | +11 | +6 | +11 |
19 | +14/+9/+4 | +11 | +6 | +11 | Herald of Alivia 2/Day
20 | +15/+10/+5 | +12 | +6 | +12 | Divine Archery, Divine Seeker Arrowstorm [/table]


- Aura of Good (Su):
A Woodsman of Alivia's purity manifests itself in an Aura of Good with a power level equal to his or her Woodsman of Alivia class level. This Aura can be detected by the effects of a detect good spell or similar effects and Auras of Good granted by other classes stack.

- Divine Archery (Su):
A Woodsman of Alivia uses the power of their patron goddess to enhance their archery skills with holy might.

Divine Guidance: Starting at 1st level, all arrows fired from a Woodsman of Alivia's bow gain a +1 enhancement bonus on attack rolls. This bonus improves by an additional +1 every 5 levels (+2 at 5th level, +3 at 10th level, and so forth).

Blessed Bow: Starting at 5th level, a Woodsman of Alivia's bow or crossbow and all projectiles fired from it become Good-aligned weapons for the purpose of overcoming damage reduction.

Divinity Strike: Starting at 10th level, a Woodsman of Alivia's ranged weapon attacks automatically succeed at all critical threat rolls.

Arrow of Smiting: Starting at 15th level, a Woodsman of Alivia gains the supernatural ability to add bonus damage to his or her ranged attack rolls. Once per round, the Woodsman of Alivia can add 1d6 points of damage plus their half their Wisdom modifier (rounded down) to a single ranged attack roll they make. If they choose, before rolling their attack roll the Woodsman of Alivia can declare this special attack a Smite Evil, increasing the damage to 1d8. However, if the target is not of an Evil alignment, the Smite Evil effect does no additional damage at all (not even d8 + Wisdom modifier).

- Disciple of Alivia:[/B]
The Woodsman of Alivia worships the goddess Alivia and Alivia alone. A Woodsman of Alivia is entrusted with a Code of Conduct to respect and defend nature and the natural world, heal the sick, and protect those who need protecting, regardless of race, laws, or polictics. A Woodsman of Alivia, under no circumstances, can deliberately defile nature. Breaking this Code of Conduct also strips the Woodsman of Alivia of his or her Supernatural and Spell-Like abilities and he or she cannot progress in the Woodsman of Alivia class until he or she has atoned for their infringement.

- Manna Tap (Su):
A Woodsman of Alivia gains a mastery over the forces of nature, allowing a Woodsman of Alivia to call upon the dormant manna in the environment. Starting at 2nd level, a Woodsman of Alivia gains a number of Divinity Points equal to half their Woodsman of Alivia class level (rounded down), plus bonus Divinity Points equal to their base Wisdom modifier (before caluclating bonuses from magic items and spells). The Woodsman of Alivia can use these Divinity Points to fuel a number of Spell-Like and Supernatural abilities.

- Manna Mend (Sp):
Beginning at 2nd Level, a Woodsman of Alivia has learned how to channel latent manna in the environment to heal wounds. At the cost of 1 Divinity Point, a Woodsman of Alivia can heal 1d8 points of damage, plus an additional point of damage per Woodsman of Alivia level (max +5) as a touch action.

Every two levels after 2nd, the Woodsman of Alivia learns how to better heal wounds, increasing the amount he or she can heal by 1d8 and granting additional bonus healing up to an additional +5 Woodsman of Alivia class levels. For example, at 4th level a Woodsman of Alivia can cure 2d8 + 4 points of damage. At 6th level, the Woodsman of Alivia can cure up to 3d8 + 6 points of damage. A Woodsman of Alivia can not heal more then 5d8 points of damage with the Resotration class feature, but the bonus to healing he or she does continues to rise, up to + 20 points at 20th level.

- Zen Archery:
At 2nd level, the Woodsman of Alivia is treated as having the Zen Archery feat so long as he or she is wearing light or no armor. The Zen Archery feat allows the Woodsman of Alivia to add their Wisdom modifier to their ranged attack rolls instead of their Dexterity modifier.

- Turn Undead (Su):
At 4th level, A Woodsman of Alivia gains the ability to turn undead like a Cleric a number of times per day equal to 3 + the Divine Woodsman's Charisma modifier. A Divine Woodsman turns undead as a Cleric of three levels lower would.

- Seeker Arrow (Su):
At 5th level, a Woodsman of Alivia has learned how to use latent manna in the environment and within creatures to guide projectiles fired from the Woodsman of Alivia's bow or crossbow to their targets. Once per day, a Woodsman of Alivia can use this ability to to launch a single arrow or bolt at a target, even around corners, so long as the Woodsman of Alivia knows the target is there. Only an unavoidable obstacle or the limit of the projectile's range prevents the projectile's flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (shooting the projectile is part of the standard action).

- Cleanse Body (Su):
At 7th level, the Woodsman of Alivia has learned how to channel manna from the environment to purge creatures of harmful effects. Once per day, the Divine Woodsman can use this ability to remove any disease, poison, blindness, or deafness effect from a creature as a touch action.

At 12th level and again at 17th level, the Divine Woodsman learns how to use the Cleanse Bonus ability an additional time per day.

At 9th level, the Woodsman of Alivia has learned how to cleanse the soul as well as the the body. In addition to removing disease, poison, blindness, or deafness, the Woodsman of Alivia can also remove curses, insanity, or fear.

- Rebuke Plants (Su):/
Starting at 9th level, the Woodsman of Alivia gains the supernatural ability to rebuke and command plant creatures as an Evil cleric rebukes undead. The Woodsman of Alivia can use this ability by spending 1 Divinity Point.

- Herald of Alivia (Sp):[/P]
At 11th level, once per day the Woodsman of Alivia gains the ability to channel latent manna in the environment into nearby plants, causing them to awake. This ability functions exactly like an awaken spell, except the awakened plant's alignment is always Neutral Good and it will preform the best of its abilities any task that would not result in its immediate death or infringe upon its alignment or Alivia's Code of Conduct as if it was under the effect of a Control Plants spell. After 24 hours (or whenever your abilities reset, whichever happens first), the awakened plant returns to its original form.

[B]- Manna Lines (Su):
At 13th level, the Woodsman of Alivia has learned how to manipulate the naturally occuring lines of manna deep within the earth. This knowledge allows the Woodsman of Alivia to guide their manna manipulation abilities far beyond their normal range. As a standard action and by using an additional Divinity Point, a Woodsman of Alivia can use their Manna Mend, Turn Undead, or Cleanse Body class features at a range equal to the range provided by their ranged attack weapon.

In order to use Manna Lines, the Woodsman of Alivia must successfully hit a target with a ranged attack roll (using the normal DC for such an attack). In the case of Manna Mend and Cleanse Body, the arrows are instantly incinerated upon reaching the desired target, causing no damage. In the case of Turn Undead, the damage is dealt normally before the turnnig check is made.

If a Woodsman of Alivia uses this ability on someone who is familiar with the Woodsman of Alivia's abilities, he or she may make an Intelligence check (DC 15). If the person succeeds, he or she may choose to remove their Dexterity bonus to Armor Class (the target's Armor Class does not change if he or she fails this Intelligence check).

- Divine Arrowstorm:
At 17th level, the Woodsman of Alivia has learned how to channel the manna around them into projectiles of positive energy. Once per day, at the cost of three Divinity points, the Woodsman of Alivia can conjure a number of Holy Arrows equal to his or her Woodsman of Alivia class level. These arrows suspend themselves in the air around the Woodsman of Alivia. As a standard action, the Woodsman of Alivia can fire these arrows at targets at a maximum range equal to their ranged weapon's maximum range.

The Woodsman of Alivia can only strike a target with a single arrow per round, but these arrows remain suspended around the Woodsman for a number of rounds equal to his or her Wisdom modifier, so the Woodsman of Alivia has that many rounds to use the created arrows before they vanish back into the manna lines. These arrows gain all the bonuses of the Divine Archery class feature. In addition, these arrows can strike incorperal and ethereal creatures as if those creatures did not have those creatures, so long as the Woodsman of Alivia is aware of their presence.

At 20th level, by paying an additional 3 Divinity Points, the Woodsman of Alivia can add the Seeker Arrow class feature effect to the Divine Arrowstorm ability (the Divine Woodsman does not have to pay an additional Divinity Point as per the Seeker Arrow feature; he need only pay a total of 6 Divnity Points in order to make his or her Divine Arrowstorm feature gain the benefits of the Seeker Arrow feature {3 to use Divine Arrowstorm and 3 to add Seeker to it}).

Alivia, the Earthmother
This is Alivia's profile in my Campaign setting. If you want to change her story for your campaign or select a different god/goddess, go for it. Make sure you change the available domains and Alignment restrictions as needed though.

Alivia is the Goddess of the primal forces of nature and magic. According to Vulpine legends, Alivia was the mother of the world who willingly took her own life (much to the dismay of her husband, the titan Chronos). Alivia's sacrifice resulted in her soul becoming the primal energy that binds the classical elements of earth, air, fire, and water together; the Vulpine refer to this energy as manna while other races have different names for this force. The Vulpine believe that all magic stems from the common root of manna, from the gift of the gods that is divine magic, to arcane magic; physically wrestled from the natural world, to psionics; which use mental processes to manipulate manna in the environment.

Alivia's counterpart in the Vulpine culture is the Elder Evil "The World Born Dead" which is the vengenful remnants of Alivia's corpse. Curiously enough, Vulpine theology is not the only religion to mention the World Born Dead, but it's modern representation is only mentioned in the ancient culture that the Vulpine belong to. According to the Vulpine legends, The World Born Dead wanders in Great Blackness high above the Material Plane, and Vulpine mythology predicts death and disaster should The World Born Dead ever find it's way back to the Material Plane. Again, there are many paralells drawn between the Vulpine legends of The World Born Dead's return and the Dwarven and Gnomish legends of Ragnarok but whatever threat, if any, the World Born Dead poses has been all but completely lost to the sands of time.

Worshiping Alivia is more about "don'ts" then "do's". Alivia expects a respect for the natural world and the offer of aid and healing to those less fortunate then others. Unlike most nature-based deities, Alivia's creed is one of healing and compassion, which makes her much more attractive to healers and righteous crusaders. Alivia is the patron of the Vulpine, an elder race of fox-like humanoids (described below).

Alivia's temples are mostly located in the Vulpine forests, but Vulpine have a tendency to erect small shrines to her wherever they travel. These temples are most frequently located within woods or other leafy areas fileld with plants. The temples' roofs are always open with plants drooping in and vines entangling the pillars and roofbeams. The sun is always able to shine into the temple and the rain can fall freely onto the soft, grassy, and earthen floor. All furniture is made of wood, though the trees and plants which the furniture is crafted from are all still alive; Clerics and Druids of Alivia use their magic to manipulate the plants into the desired shape and strength.

Alivia grants her Clerics (and Divine Woodsman) access to the following domains: Balance, Good, Healing, Plant, Renewal, and Vulpine (if the Cleric or Divine Woodsman is a member of the Vulpine race).

The Vulpine
The Vulpine are a race of fox-like humanoids who live in the woods and forests to the western side of the world. They embrace a pagan-like respect of nature and a Japanese-esque style of culture and building. Unlike virtually every other race in the world, the Vulpine do not seek to conqueror their homes, but live in harmony with them. Vulpine homes and buildings are not constructed, rather they are grown and manipulated into shape using the power of their Clerics and Druids. The Vulpine are a wise and tolerant race, but they are rather frail physically.

An average adult male Vulpine stands at roughly 5' 8" with an average female standing at roughly the same height. An average adult male Vulpine weighs roughly 80 lbs with females being more slender. A Vulpine's fur colors range from a deep red to shades of orange and yellow, going as far as silvery gray. Their mid torso ("belly region"), forearms and calfs often change into a different color, usually white for the mid torsos and black on the limbs. In extremely rare cases a Vulpine's colors are reversed, giving them black fur with red, orange, or silver forelimbs. This occurrence is seen as a sign of great things to come from the young Vulpine. Under the fur, a Vulpine's skin is a pale peach color. A Vulpine has fox-like features on their head, including a snout and ears on the top of their heads rather then the side. Their eyes range in color from a fierce yellow to a mellow gray. A Vulpine has a long, fox-like tail that is roughly as long as one of their legs and is usually covered with a thick, "poofy" layer of fur. The tips of their tails are often the same shade as their mid torso. Finally, while physiologically their feet and legs are identical to that of any other humanoid, in lieu of feet a Vulpine has a pair of powerful paws, though this doesn't stop them from wearing shoes, boots, and the like. A Vulpine has hands like any other humanoid, save that they too are covered in a layer of fur and have "paw skin" on the palms and backsides of the fingers. Vulpine have an incredibly long lifespan, living well into their second Milena. Vulpine age extremely slowly, their age of adulthood is at roughly 500 years of age.

While the Vulpine may disapprove of the actions of other races, they remain fairly tolerable. Elves typically get along well with Vulpine, though the elves that learn of the Vulpine's longevity are usually humbled by the fact that a Vulpine child is aged as much as their greatest scholars. The dwarves don't dislike Vulpine, but the Dwarf's warlike ways and their tendency to carve holes in the landscape are at ends with the Vulpine's pacifist and harmonious ways of living. Gnomes and Vulpine get along fine, on the other side, each appreciating a good story and good company. Halflings are relatively weary of Vulpine because of their tendency to see through their disguises and trickery rather easily. Humans also get along well with Vulpine, the later's tendency to love the individual for whom they are rather then their families allowing good friendships to spark between Vulpine and Humans, the Humands live for a blink of an eye to a Vulpine. Of all the races, the Vulpine dislike the Drow the most; their ways of slavery and careless destruction of the environment anger the Vulpine.

Vulpine Ability Modifiers
+2 Wisdom / -2 Constitution: Vulpine are extremely wise and cunning but their bodies are frail.
Medium: A Vulpine gains no bonuses and suffers no penalties due to size.
Speed: 40ft.
Low-Light Vision: A Vulpine can see twice as far as a human in moonlight, starlight, or other conditions of poor lighting.
Natural Reflexes: Vulpine have hones reflexes, granting them a +2 bonus to Reflex saves and to their Initiative.
Keen Senses: Vulpine are deeply in touch with all of their senses, granting them a +2 bonus to Listen, Spot, and Search checks.
Weapon Familiarity: Vulpine may treat the bastard sword as a martial weapon instead of an exotic weapon.
Will-O-Wisps: The strong ties the Vulpine have with nature have granted them several magical abilities. A vulpine can cast faerie fire or produce flames a number of times per day equal to 1 + the vulpine's Wisdom modifier (minimum 1/day).
Woodland Stride: Vulpine live in the woods and learn at a young age how to effectively travel through undergrowth. A vulpine may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them. If a vulpine gains Woodland Stride as a class feature, such as from the Druid class or the Ranger class, the vulpine gains the ability to use the run action through and while in undergrowth instead.
Automatic Languages: Common, Foxtrot.
Bonus Languages: Any non secret.
Favored Class - Ranger: A Vulpine's Ranger class is not counted when determining if the character suffers any XP penalties.

Closing Thoughts
Okay, after taking Pramxnim's advice to heart, I decided to scrap a good deal of the Divine Woodsman (now Woodsman of Alivia) class features because they were too thiefy, as in stealing from other classes. I realized the best way to limit the Woodsman's spells to what I wanted were to either #1 - Make their own spell list or #2 - Give them the ability to use those spells as Spell-Like abilities. So pretty much, by 20th level a Woodsman will be able to cast a Cure Moderate Woods spell just like a cleric of the same level, but they don't get much healing beyond that. They also get the ability to remove most negative effects (I debated giving them the ability to remove negative levels and decided against it) and while they certainly have more healing oomf then the Paladin or Ranger, I don't think they're probably close to the Cleric (they can only heal one target at a time, but if they focus on nothing but healing, they get more Cure Moderate Wounds per day then a Cleric, even with Spontaneous Healing). I think this will end up giving them an advantage post battle, but in-combat healing will definitely make the Cleric shine.

I dropped all of the bonus feats except Zen Archery since it fits so well (and surprisingly I don't think a lot of people have heart of Zen Archery) and instead focused on the Divine Archery feature and manna manipulation as their bread and butter. I added some plant stuff for flavor to fill up some rather flat, bad, dead levels.

So, here's the next round of questions.

#1 - Does the Plant stuff look / feel weird? I'm playing with Divinity Points still. I won't like :P. I thought the idea of tying the Rebuke Plants to Divinity Points was interesting, and I'm thinking of tying the Woodsman's Turn Undead to them too.

#2 - Divinity Points in General. How do they look / feel? Is there anything like this already in existence that I can reference? The idea was to make them similar (but not identical to) power points. Their other function is to allow the Woodsman of Alivia to cast spells without the need for a traditional spell list or system. As I was explaining the idea to a friend, it most closely resembles the "draw" system from Final Fantasy 8 at its core (where you pull magic from other creatures and the environment).

#3 - Divine Archery looks like it's in good shape so far to me. What do you think? Also, Divine Arrowstorm. It's so much fun . . . it's like the big "Oh Snap Son!" attack of the Woodsman of Alivia. What are your impressions on that ability?

Pramxnim
2009-04-14, 11:30 PM
You're right in thinking the class is overpowered. It gets 9th lvl casting, free bonus feats (more than a Ranger) that only help it in the one thing it does best: Ranged support.

It is a thousand times better than the Ranger. Not only does it get full spell casting (which in itself makes it better), you've jacked most of the Ranger's salient abilities (His bonus feats) while dumping mostly flavour abilities (Track, Camouflage, Animal Companion etc.). You've even given it Zen Archery as a bonus feat, to add insult to injury.

You say the Divine Woodsman gets less spells than a Cleric and cannot cast damaging spells. Well, damaging spells are not all that they are cranked up to be, and this guy can do damage just fine with Divine Power, Righteous Might and Zen Archery along with those free Archer feats, while still concentrating on much needed buffing.
In fact, it is even better than the Cleric since it still gets Turn Undead and can access spells EARLIER than a Cleric could. I believe it was an oversight when you made the class get early access to level 9 spells.

Holy Arrow is fine, though it is mainly fluff (You won't need to Cure much in battle, as most healing is done outside of it), it can prove to be occasionally useful.

If you still want to use it in your campaign, be my guest. But expect to be seeing an overpowered performance from your players.




My suggestions would be to remove the bonus Archery Feats (give the Ranger some love, steal not from the poor class) and fix the spellcasting progression to that of a Cleric's. Zen Archery can stay.
The class would still be Cleric-level, but at least it's not over Cleric level. If you can live with Clerics, then you can live with the Divine Woodsman without all those extra goodies.

Golden-Esque
2009-04-15, 12:47 AM
It is a thousand times better than the Ranger. Not only does it get full spell casting (which in itself makes it better), you've jacked most of the Ranger's salient abilities (His bonus feats) while dumping mostly flavour abilities (Track, Camouflage, Animal Companion etc.). You've even given it Zen Archery as a bonus feat, to add insult to injury.

The idea is that the Divine Woodsman is a Wisdom-based class, which is why I gave them Zen Archery. I can see why the bonus feats are a little much, since they get so much already.


You say the Divine Woodsman gets less spells than a Cleric and cannot cast damaging spells. Well, damaging spells are not all that they are cranked up to be, and this guy can do damage just fine with Divine Power, Righteous Might and Zen Archery along with those free Archer feats, while still concentrating on much needed buffing.
In fact, it is even better than the Cleric since it still gets Turn Undead and can access spells EARLIER than a Cleric could. I believe it was an oversight when you made the class get early access to level 9 spells.

I don't just say that they get less spells per day. They do, you can compare the lists :P. Yeah, giving the Divine Woodsman access to 9th level spells before the Cleric was a mistake. I kinda just picked a pattern and stuck with it when I assigned spells per level ^_^'.


Holy Arrow is fine, though it is mainly fluff (You won't need to Cure much in battle, as most healing is done outside of it), it can prove to be occasionally useful.
Well, I don't really want it to be just fluff : /.


If you still want to use it in your campaign, be my guest. But expect to be seeing an overpowered performance from your players.
The class was originally intended to be a class for a "lead-around" NPC, but I would like my players to be able to select it if they want to without it being drastically better then the Ranger or Cleric.



My suggestions would be to remove the bonus Archery Feats (give the Ranger some love, steal not from the poor class) and fix the spellcasting progression to that of a Cleric's. Zen Archery can stay.
The class would still be Cleric-level, but at least it's not over Cleric level. If you can live with Clerics, then you can live with the Divine Woodsman without all those extra goodies.

Well, I'm working on an improvement to the Ranger's Favored Enemy too for my campaign; to me Favored Enemy, the only real unique feature to the Ranger class and not bonus feats, should be the Ranger's defining ability. But you're right, my original intent was to make the Divine Woodsman was to make a Spellcaster / Healer that used their arrows and bows as more of a focus and aid to their spells, so dropping Archery Mastery makes sense.

Golden-Esque
2009-04-15, 01:11 PM
Alright, I made some pretty sweeping changes to the class. Here's a quick summery.

#1 - The Divine Woodsman's name has been changed to Woodsman of Alivia. It sounds nicer and makes the deity more important.

#2 - The Woodsman of Alivia no longer gains any bonus feats other then Zen Archery at 3rd level (originally 2nd).

#3 - The Woodsman of Alivia can no longer cast spells. Instead, he or she draws power from the latent manna in the environment. This is known as Manna Tapping and it grants Divinity Points, which are spent on the various abilities of the Woodsman of Alivia.

The Divine Woodsman is able to replicate the effects of the following spells using Divinity Points.
Cure Wounds, up to Cure Severe Wounds.
Remove Ailments (Blindness/Deafness, Curse, Poison, Disease, Confusion). These abilities are gained through levels 7 and 9.
Awaken and Control Plants

#4 - Divine Archery had an overhaul. The abilities are, in general, more spread in their usefulness instead of some that are REALLY good and others that are fluff.

#5 - I gave the Divine Woodsman a bunch of abilities regarding their ties to the natural world, namely Rebuking Plant creatures and Awakening / Commanding Plant Creatures. I'm thinking about dropping Turn Undead for Rebuke Plants, but we'll see.

#6 - Divine Arrowstorm had an overhaul. I think it's worthy of being a class-defining attack now, sort of like Smite Evil for Paladins :P.