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Twogunkid
2012-09-08, 11:51 AM
The Duskblade introduced in PHBII was a cool class. Hold on. It was a really cool class. And sitting at tier 3 can be used safely in almost any campaign without disrupting party balance. The problem with the Duskblade was there was never any followup on it. Spell Lists were never expanded, PRCs that worked with it were never released (excluding using Arcane Disciple to be a Phantom Knight or Abjurant Champion) and there was never an awesome divine variant. Some of you may say the Paladin is the Divine Variant, but the paladin's focus isn't using spells, it's hunting evil. So without further delay. The Dawnsword!

Dawnsword
The Dawn sword is a direct servant of their gods will on Earth. They move to further their deity's ends and draw power from him. Their numbers are few due to the rigorous nature of the training and the strict adherance to their deity's teachings. A combination of combat, magic, and religious training take up most of a Dawnsword's days for the majority of their youth. Those who cannot make the training often drop the martial focus and become clerics of their gods, though becoming monks and paladins is not unheard of. They generally have few friends due to their reclusive nature, but they tend to be loyal to a fault to those few they have.

Making a Dawn Blade: The Dawnswords is a hybrid character and as such requires multiple abilty scores to be at their best. A character will have little oppurtunity for advancement outside of the base class so becoming a Dawn Blade is not a decision to be taken lightly.
Abilities:Their number of spells per day and save DCs are based of Wisdom. They should also have higher than normal strengths and constitutions if they wish to be effective in combat.
Races: Among the civilized races Dawnswords are rare, but they are most common among Dwarves and Humans, though other races having a few Dawnswords is not unheard of.
Alignment: Same as deity
Starting Age: Complex
Starting Gold: 6d4x10 (150gp)

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{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Per Day{table=head]{colsp=6}Spell Level
0|1|2|3|4|5|[/table]

1|+1|+2|+0|+2|Divine Attunement,Divine Aura Lesser|3 2 - - - -
2|+2|+3|+0|+3|Divine Smite, Combat Casting|4 3 - - - -
3|+3|+3|+1|+3|Divine Channeling|5 4 - - - -
4|+4|+4|+1|+4||6 5 - - - -
5|+5|+4|+1|+4|Quick Cast 1/day, Overchannel 1/day|6 5 2 - - -
6|+6/+1|+5|+2|+5||6 6 3 - - -
7|+7/+2|+5|+2|+5|Divine Aura Greater|6 6 5 - - -
8|+8/+3|+6|+2|+6| |6 7 6 - - -
9|+9/+4|+6|+3|+6||6 7 6 2 - -
10|+10/+5|+7|+3|+7|Quick Cast 2/Day, Overchannel 2/day|6 8 7 3 - -
11|+11/+6/+1|+7|+3|+7||6 8 7 5 - -
12|+12/+7/+2|+8|+4|+8||6 8 8 6 - -
13|+13/+8/+3|+8|+4|+8|Divine Channeling Full Attack|6 9 8 6 2 -
14|+14/+9/+4|+9|+4|+9||6 9 8 7 3 -
15|+15/+10/+5|+9|+5|+9|Quick Cast 3/Day, Overchannel 3/day|6 9 8 6 5 -
16|+16/+11/+6/+1|+10|+5|+10||6 9 9 7 6 -
17|+17/+12/+7/+2|+10|+5|+10||6 10 9 7 6 2
18|+18/+13/+8/+3|+11|+6|+11||6 10 9 8 7 3
19|+19/+14/+9/+4|+11|+6|+11||6 10 10 9 7 5
20|+20/+15/+10/+5|+12|+6|+12|Quick Cast 4/Day, Overchannel 4/day| 6 10 10 10 8 6[/table]

Class Skills: (2 + Int modifier per level, 4 at 1st level): Climb, Concentration, Craft, Decipher Script, Jump, Knowledge (all
skills taken individually), Ride, Sense Motive, Spellcraft, Swim.

Weapons and Armor Proficiency: The Dawnsword is proficient with all simple and martial weapons as well as their deity's favored weapon if these would overlap the Dawnsword gains Weapon Focus (Diety's Favored Weapon). They are proficient with all shields and armor

Spells: Spells: You cast divine spells, which are drawn from the
dawnsword spell list to be provided soon. You can cast any spell you
know without preparing it ahead of time.To cast a spell, you must have an Wisdom score equal to at least 10 + the spell level. The Difficulty Class
for a saving throw against your spell is 10 + the spell level +
your Wisdom modifier. You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table
the table above. In addition, you receive bonus spells per day if you have
a high Wisdom score

Divine Atunement:(Sp) You can use the spell like powers light, guidance, detect magic, detect posion, and resistance a number of time per day equal to 3+Wisdom Modifier

Divine Aura:(Su)At first level the Dawnsword may project an aura of courage granting all within 30 feet who are within 1 step of her diety's alignment a +2 Morale bonus to saving throws vs. fear. At 7th level this bonus improves to +4.

Divine Smite:(Su) When this ability is gained the Dawnsword must choose Chaos, Good, Law or Evil (She may not choose elements that are part of her diety's alignment) She gains a +1 to it for each point of Wisdom modifier she posses and this deals +1 damage for each Dawnsword level she has. She may use this ability a number of times per day equal to her Wisdom modifier (minimum 1)

Combat Casting:At 2nd level the Dawnsword gains combat casting as a bonus feat.

Divine Channeling: At 3rd level you may use a standard action to channel any touch spell you know and deliver it with a melee attack.Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. At 13th level, you can cast any touch spell you know as part of a full attack action, and the spell affects each target you hit in melee combat that round. Doing so discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round.

Overchannel: Beginning at 5th level the Dawnsword may expend their overchannel ability to apply their divine channeling ability twice to any one attack (ie deliver two Inflict Minor Wounds) The Overchanneled spells combined level may not exceed 1/2 Dawnsword level. The Dawnsword may use this ability twice a day at level 10 and three times a day at level 15 and four times a day at level 20

Quick Cast: Beginning at 5th level, you can cast one spell
each day as a swift action, so long as the casting time of the
spell is 1 standard action or less. You can use this ability twice per day at 10th level, three times per day at 15th level, and four times per day at 20 level.

Twogunkid
2012-09-08, 11:52 AM
Level 0:Flare, Disrupt Undead, Cure Minor Wounds, Inflict Minor Wounds
Level 1:Cure Light Wounds, Inflict Light Wounds, Doom, Protection from Good/Chaos/Evil/Law, Longstrider, Magic Weapon, Bless, Blade of Blood, Handfire, Shivering Touch Lesser.
Level 2: Alicorn Lance, Moonblade, Exectation, Cure Moderete Wounds, Inflict Moderete Wounds, Bear's Endurance, Bull's Strength, Silence, Hold Person, Cat's Grace, Owl's Wisdom, Swift Haste, Death Knell (Evil Only), Darkbolt (Lightbolt depending on alignment)
Level 3: Daylight, Unicorn Horn, Magic Weapon Greater, Curse of the Brute, Curse of Arrow Attraction, Shivering Touch, Cure Serious Wounds, Inflict Serious Wounds, Protection from Energy, Invisibility Purge, Posion, Dismissal, Blade Barrier
Level 4: Flame Strike, Freedom of Movement, Cure Critical Wounds, Inflict Critical Wounds, Imbue with Spell Ability, Freeze Armor, Dispel Magic, Dispel Evil (Good if Evil diety neutral choose), Shape Metal, Revenence
Level 5: Slay Living, Heal, Harm, Unicorn Blood, Bleed, Righteous Might (Via Diety's Alignment (Neutral Choose),

Still working on it but tenative spell list

sirpercival
2012-09-08, 11:55 AM
I think you mean Divine spells...

Twogunkid
2012-09-08, 12:22 PM
I think you mean Divine spells...

Good catch

LordErebus12
2012-09-08, 12:30 PM
use them if you like them, and they work.

Skilled Rider (Ex): At 4th level, a Dawnsword does not take any penalty to her Ride skill due to her armor check penalty.

Call Celestial Ally (Sp): At 8th level, a Dawnsword can call upon her deity for aid, in the form of a powerful servant. This allows the Dawnsword to cast lesser planar ally once per week as a spell-like ability without having to pay the material component cost or the servant (for reasonable tasks). At 12th level, this improves to planar ally and at 16th level, this improves to greater planar ally. The Dawnsword's caster level for this effect is equal to her Dawnsword level.

Aura of Healing (Su): At 11th level, a Dawnsword can expend one use of her Divine Smite ability to emit a 30-foot aura of healing for a number of rounds equal to her Dawnsword level. Allies in this aura (including the Dawnsword) automatically stabilize if below 0 hit points and are immune to bleed damage. In addition, allies (including the Dawnsword) that spend at least 1 full round inside the aura are healed an amount of damage equal to their total number of Hit Dice and may make a saving throw against any afflictions they are suffering from, such as a curse, disease, or poison.

This saving throw only counts toward curing the affliction and does not impose any penalty on a failed save. Allies can only be healed once by a use of this ability and they can only attempt additional saving throws once per day, even if they are exposed to this aura multiple times.

Dawnsword's Charge (Su): At 16th level, whenever a mounted Dawnsword charges a foe, her movement does not provoke attacks of opportunity, for either her or her mount. In addition, if her target is also the target of her smite evil ability and the charge attack hits, the target must make a Will save or be panicked for a number of rounds equal to 1/2 the Dawnsword's level. The DC of this save is equal to 10 + 1/2 the Dawnsword's level + the Dawnsword's Charisma modifier.

Aura of Righteousness (Su): At 18th level, a Dawnsword gains DR 5/ verses her chosen enemy (The alignment choice for Divine Smite) and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects.

This ability functions only while the Dawnsword is conscious, not if she is unconscious or dead.