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2012-09-10, 02:46 PM
Divine Champion
Role:
Alignment: A Divine Champion's alignment must be within one step of his deity's along either the law/chaos axis or the good/evil axis (see Chapter 7, Pathfinder Roleplaying Game: Core Rulebook)
Hit Die: d10.
Requirements
To qualify to become a Divine Champion, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Power Attack, MELEE FEAT NEEDED, Weapon Focus (Any Two-handed Weapon).
Spells: Ability to cast 1st-level divine spells.
Class Skills
The divine champion's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Spells
1st|
+1|
+1|
+0|
+1|Enhance Weapon (Magic)| -
2nd|
+2|
+1|
+1|
+1|Imbue Weapon|+1 level of existing spellcasting class
3rd|
+3|
+2|
+1|
+2|Enhance Weapon (Elemental)|+1 level of existing spellcasting class
4th|
+4|
+2|
+1|
+2|ABILITY NEEDED|+1 level of existing spellcasting class
5th|
+5|
+3|
+2|
+3|Enhance Weapon (ABILITY NEEDED)|-
6th|
+6|
+3|
+2|
+3|ABILITY NEEDED|+1 level of existing spellcasting class
7th|
+7|
+4|
+2|
+4|Enhance Weapon (Elemental Burst)|+1 level of existing spellcasting class
8th|
+8|
+4|
+3|
+4|ABILITY NEEDED|+1 level of existing spellcasting class
9th|
+9|
+5|
+3|
+5|Enhance Weapon (Aligned)|-
10th|
+10|
+5|
+3|
+5|ABILITY NEEDED|+1 level of existing spellcasting class [/table]
Class Features
All of the following are class features of the divine champion prestige class.
Weapon and Armor Proficiency: A divine champion is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields) Divine champions are also proficient with the favoured weapon of their deity.
Spells per Day: At the indicated levels, a divine champion gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhance Weapon(Su): At 1st level, a single weapon which a divine champion wields becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the champion need not spend gold pieces to accomplish this task. However, a champion's magic weapons only function for him.
In addition, the divine champion's weapon gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the divine champion prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, one weapon wielded by a divine champion gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, one weapon wielded by the divine champion gain the ABILITY NEEDED quality.
At 7th level, one weapon wielded by the divine champion gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, one weapon wielded by the divine champion gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The divine champion cannot choose an ability that is the opposite of his deity's alignment (for example, a divine champion of a lawful good god could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic weapon apply as normal to weapons that are enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Weapon (Sp): At 2nd level, a divine champion gains the ability to place any spell upon his weapon which has a single target (one creature touched, one person, etc.) , when the weapon is used the spell activates on the target struck. A spell cast in this way uses its standard casting time and the divine champion can make a melee attack as part of the casting. The weapon must be used during the round that the casting is completed or the spell is wasted. If the attack misses, the spell is wasted.
This is still a work in progress I plan to add to it later today, the basic premise is a divine melee version of the arcane archer. If anyone has any initial thoughts please post and let me know.
The sections labeled ABILITY NEEDED are as follows
an ability balanced with the arcane archer's seeker arrow
a single melee weapon enchantment balanced with the distance enchantment on a bow.
an ability balanced with the arcane archers phase arrow
an ability balanced with the arcane archers hail of arrows
an appropriate capstone ability balanced with the arcane archer's arrow of death
Any comments, criticisms or suggestions towards the prestige class would be appreciated.
Help me Playground, you're my only hope!
Relecs
Role:
Alignment: A Divine Champion's alignment must be within one step of his deity's along either the law/chaos axis or the good/evil axis (see Chapter 7, Pathfinder Roleplaying Game: Core Rulebook)
Hit Die: d10.
Requirements
To qualify to become a Divine Champion, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Feats: Power Attack, MELEE FEAT NEEDED, Weapon Focus (Any Two-handed Weapon).
Spells: Ability to cast 1st-level divine spells.
Class Skills
The divine champion's class skills (and the key ability for each skill) are Climb (Str), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis) and Swim (Str).
Skill Ranks at Each Level: 4 + Int modifier.
{table=head]Level |Base Attack Bonus |Fort Save |Ref Save |Will Save |Special |Spells
1st|
+1|
+1|
+0|
+1|Enhance Weapon (Magic)| -
2nd|
+2|
+1|
+1|
+1|Imbue Weapon|+1 level of existing spellcasting class
3rd|
+3|
+2|
+1|
+2|Enhance Weapon (Elemental)|+1 level of existing spellcasting class
4th|
+4|
+2|
+1|
+2|ABILITY NEEDED|+1 level of existing spellcasting class
5th|
+5|
+3|
+2|
+3|Enhance Weapon (ABILITY NEEDED)|-
6th|
+6|
+3|
+2|
+3|ABILITY NEEDED|+1 level of existing spellcasting class
7th|
+7|
+4|
+2|
+4|Enhance Weapon (Elemental Burst)|+1 level of existing spellcasting class
8th|
+8|
+4|
+3|
+4|ABILITY NEEDED|+1 level of existing spellcasting class
9th|
+9|
+5|
+3|
+5|Enhance Weapon (Aligned)|-
10th|
+10|
+5|
+3|
+5|ABILITY NEEDED|+1 level of existing spellcasting class [/table]
Class Features
All of the following are class features of the divine champion prestige class.
Weapon and Armor Proficiency: A divine champion is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields) Divine champions are also proficient with the favoured weapon of their deity.
Spells per Day: At the indicated levels, a divine champion gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming an arcane archer, he must decide to which class he adds the new level for purposes of determining spells per day.
Enhance Weapon(Su): At 1st level, a single weapon which a divine champion wields becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the champion need not spend gold pieces to accomplish this task. However, a champion's magic weapons only function for him.
In addition, the divine champion's weapon gain a number of additional qualities as he gains additional levels. The elemental, elemental burst, and aligned qualities can be changed once per day, when the divine champion prepares spells or, in the case of spontaneous spellcasters, after 8 hours of rest.
At 3rd level, one weapon wielded by a divine champion gains one of the following elemental themed weapon qualities: flaming, frost, or shock.
At 5th level, one weapon wielded by the divine champion gain the ABILITY NEEDED quality.
At 7th level, one weapon wielded by the divine champion gains one of the following elemental burst weapon qualities: flaming burst, icy burst, or shocking burst. This ability replaces the ability gained at 3rd level.
At 9th level, one weapon wielded by the divine champion gains one of the following aligned weapon qualities: anarchic, axiomatic, holy, or unholy. The divine champion cannot choose an ability that is the opposite of his deity's alignment (for example, a divine champion of a lawful good god could not choose anarchic or unholy as his weapon quality).
The bonuses granted by a magic weapon apply as normal to weapons that are enhanced with this ability. Only the larger enhancement bonus applies. Duplicate abilities do not stack.
Imbue Weapon (Sp): At 2nd level, a divine champion gains the ability to place any spell upon his weapon which has a single target (one creature touched, one person, etc.) , when the weapon is used the spell activates on the target struck. A spell cast in this way uses its standard casting time and the divine champion can make a melee attack as part of the casting. The weapon must be used during the round that the casting is completed or the spell is wasted. If the attack misses, the spell is wasted.
This is still a work in progress I plan to add to it later today, the basic premise is a divine melee version of the arcane archer. If anyone has any initial thoughts please post and let me know.
The sections labeled ABILITY NEEDED are as follows
an ability balanced with the arcane archer's seeker arrow
a single melee weapon enchantment balanced with the distance enchantment on a bow.
an ability balanced with the arcane archers phase arrow
an ability balanced with the arcane archers hail of arrows
an appropriate capstone ability balanced with the arcane archer's arrow of death
Any comments, criticisms or suggestions towards the prestige class would be appreciated.
Help me Playground, you're my only hope!
Relecs