PairO'Dice Lost
2013-01-15, 04:38 AM
Design NotesThe Divine Champion class aims to do three main things:
From a mechanical perspective, it aims to give the fairly underwhelming half-casters (those classes with up to 4th level spells, the paladin, the ranger, the assassin, and the hexblade) a major boost in the power and flexibility department.
From a flavor perspective, it aims to tie the mentioned classes together and give them a theme beyond just being lukewarm versions of cleric/fighters, druid/fighters, sorcerer/fighters, and sorcerer/rogues, respectively.
From a design perspective, it aims to get feedback on an AD&D-esque class structure I've been fiddling with for a while, that of a main class that determines common abilities to the class, a subclass that gives abilities unique to each subclass but similar between them (e.g. all subclasses get some sort of aura at 4th level), and a further distinction (fighting style, in this case) to differentiate characters of the same subclass.
So, the feedback I'm looking for is:
1) Does this power up the half-casters in a satisfying way? I'm trying to make them roughly 2/3 caster, 1/3 martial, but I might have missed the mark.
2) Is this too complex? The Divine Champion has roughly the resource complexity of a paladin (spells plus turn undead analog plus lay on hands analog), but the added class features might push it over the edge.
3) Do the different subclasses feel like their origin classes? The Divine Champion is not intended as a straight-up fix for any of the four classesthink variations on a theme, not Ranger 2.0but I want people to be able to play a Divine Champion [Paladin] and feel sufficiently paladin-y.
4) Does the class/subclass/style structure make sense? I think it should be intuitive, but then I did come up with it.
5) Are there any other classes you'd like to see written up like this? The class structure is extensible by design, so if someone wanted me to write up the samurai as a Divine Champion of Honor (or whatever) I could do so.
Without further ado, read and (hopefully) enjoy!
THE DIVINE CHAMPION
http://i208.photobucket.com/albums/bb176/psychictheurge10/Champion_zps34527080.jpg
A divine champion is a warrior for a higher cause. Not a god, demon prince, or other personified cause, but transcendent concepts: a divine champion fights for Good or Evil, for Love or War, for Light or Darkness, for Fire or Winter or Knowledge or one of a thousand other causes.
Adventures: Unbound by the strictures of an organized religion or the hierarchy of a church, divine champions fight to advance their causes and destroy enemies of their causes, wherever such a quest may take them.
Characteristics: Divine champions possess both great martial skill and the ability to channel power from their strong faith in their cause, so they excel both in and out of combat in varying ways depending on the cause they champion.
Alignment: Some causes are restricted by alignment and some are not, so divine champions may be of any alignment appropriate to their chosen cause.
Religion: A divine champion rejects organized religion as being impure and constraining; a Divine Champion of Order likely respects deities of law and their churches but does not follow them himself.
Background: Some divine champions are born and some are made; usually a divine champion will choose to dedicate himself to a cause he believes in, but sometimes a divine champion will feel a calling from a higher power and take up the mantle of divine champion at an early age.
Races: Members of any race may become divine champions, and in fact one can become a Champion of Humanity or the like if such a cause appeals.
Other Classes: Divine champions get along famously with clerics of a cause, who similarly approach the Divine without the unnecessary intermediaries of organized religion, even if their causes don't quite align, and they respect even opposed clerics for the strength of their convictions. Otherwise, class doesn't matter to a divine champion as much as their relation to the cause: a Champion of War will approve of fighters and martially-inclined wizards alike, and so forth for other causes.
Role: The divine champion is primarily a combatant and party supporter, able to mix it up in combat and aid his allies in doing the same. His spells tend towards enhancing his own abilities and providing out-of-combat utility, making him nicely well-rounded.
GAME RULE INFORMATION
Divine champions have the following game statistics.
Abilities: A divine champion's key ability score is either Wisdom or Charisma, and he will also want a good Strength or Dexterity depending on his fighting style.
Alignment: Any (but see Subclass, below)
Hit Die: d10
Starting Age: As ranger
Starting Gold: As paladin
Class Skills
The divine champion's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Religion) (Int), Swim (Str), and Tumble (Dex), and see Subclass, below.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Table: The Divine Champion|
Spells Per Day|
Spells Retrieved
{table=head] Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Divine Favor, Smite Anathema, Fighting Style
2|+2|+3|+0|+0|Subclass
3|+3|+3|+1|+1|Divine Protection
4|+4|+4|+1|+1|Subclass, Fighting Style
5|+5|+4|+1|+1|Bonded Companion
6|+6|+5|+2|+2|Devoted Skill
7|+7|+5|+2|+2|Subclass, Fighting Style
8|+8|+6|+2|+2|Enhance Weapon
9|+9|+6|+3|+3|Subclass
10|+10|+7|+3|+3|Turn Anathema, Fighting Style
11|+11|+7|+3|+3|Determined Resilience
12|+12|+8|+4|+4|Subclass
13|+13|+8|+4|+4|Channel Faith, Fighting Style
14|+14|+9|+4|+4|Subclass
15|+15|+9|+5|+5|Implacable Nemesis
16|+16|+10|+5|+5|Empower the Masses, Fighting Style
17|+17|+10|+5|+5|Subclass
18|+18|+11|+6|+6|Eternal Champion
19|+19|+11|+6|+6|Subclass, Fighting Style
20|+20|+12|+6|+6|Intercession
[/table]|{table=head] 1st|2nd|3rd|4th|5th|6th
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4|4|4|3|3|3[/table][/table]
Class Features
All of the following are class features of the divine champion.
Weapon and Armor Proficiencies: Divine champions are proficient with all simple and martial weapons and with light and medium armor.
Saving Throws: A divine champion chooses either Reflex or Will to have a good saving throw progression for his divine champion levels (in addition to Fortitude); the saving throw not chosen remains at a poor progression.
Subclass: Each divine champion chooses a different cause and gains different abilities based on the cause chosen. Upon taking a level in divine champion, a divine champion chooses a subclass from the list given after the class description. Each subclass grants special abilities at the levels indicated on the table above, as well as determining the rest of his class skills and an additional minor benefit.
Fighting Style: Each subclass grants access to two fighting styles. Upon taking a level in divine champion, a divine champion chooses one of the two styles offered by his subclass to follow and gains the two bonus feats associated with the chosen style. At each level indicated on the table above, he gains any bonus feat of his choice that requires one of those two feats as a prerequisite; he may ignore any other prerequisites aside from base attack bonus- or level-based prerequisites when taking the feat.
Starting at 13th level, the divine champion may ignore base attack bonus- and level-based prerequisites, allowing him to take fighter-only feats, epic feats, and similar, though the feats chosen must still be feats with one of the two associated style feats as a prerequisite.
Divine Favor (Su): Upon taking a level in divine champion, a divine champion chooses either his Wisdom or Charisma score to become his key ability score for the class. He gains a number of uses of the Divine Favor ability per day equal to 3+his key ability modifier, which can be spent to activate or enhance his other class features. Divine Favor counts as the ability to turn or rebuke undead for the purposes of meeting prerequisites, spending attempts to activate divine feats, and similar, but not for the purpose of gaining additional daily uses of divine favor.
Spellcasting: A divine champion casts spells from a spell list determined by his subclass (see the individual subclass descriptions). To retrieve or cast a spell, a divine champion must have a key ability score of at least 10 + spell level, and the DC for a saving throw against a divine champion's spell is 10 + spell level + key ability modifier. A divine champion gains bonus spells for a high key ability modifier as normal, and his caster level for his spells is equal to his class level.
Like a sorcerer, a divine champion knows only a small number of spells. However, each day a divine champion may change the spells he knows, meditating quietly at a certain time of day of the divine champion's choosing. Each time a divine champion meditates to regain his daily allotment of spells, he focuses on a different aspect of the cause he champions to retrieve knowledge of the specific spells he wishes to be able to use that day. He can cast any spell he has retrieved at any time in any combination, assuming he has not yet used up his spells per day for that spell level.
In addition to the spell lists associated with the subclasses, each subclass has five domains associated with it. When retrieving spells, the divine champion chooses one associated domain and adds its spells to his spell list for the purposes of retrieving spells that day as well as gaining its granted power for the day. If a divine champion gains access to additional domains somehow (such as through a prestige class) they are added to the list of domains he may choose from in this manner.
If a divine champion knows any metamagic feats he may either retrieve a spell with metamagic applied, in which case the spell is cast without increasing the casting time, or he may apply metamagic when casting a spell and increase the spell's casting time as normal for spontaneous casters.
Smite Anathema (Su): Each subclass defines a set of creatures considered to be anathema to the divine champion's cause (such as evil outsiders and undead for paladins; see the subclass descriptions for details). Whenever a divine champion makes a successful attack against such a creature with a weapon or a spell or spell-like ability requiring an attack roll, he deals additional damage equal to his class level; the extra damage dealt is of the same type of damage as that dealt by the attack delivering the smite.
When attacking such a creature, a divine champion may spend one use of divine favor as a free action to enhance this ability: he adds his key ability modifier to the attack roll and the damage dealt ignores any damage reduction, hardness, and energy resistance the target may have (except for DR/epic, which he may only penetrate if he has at least one epic feat).
Divine Protection (Su): At 3rd level, a divine champion adds his key ability modifier to all saving throws. As an immediate action, the divine champion may spend one use of divine favor to extend this protection to all allies within 60 feet for 1 minute.
Bonded Companion (Sp): At 5th level, the divine champion chooses one creature considered to be allied with the divine champion's cause (such as good outsiders for paladins; see the subclass descriptions for details) with a challenge rating no higher than half his character level. Once per day as a full-round action, he may summon that creature to serve him. The creature appears adjacent to him and remains for up to 12 hours, and may be dismissed as a free action. The companion is the same individual each time and is friendly to the divine champion as long as he is loyal to his cause and treats the companion well. Summoning the companion is a Conjuration (Summoning) effect, and the companion cannot use any (Summoning) abilities it may have while summoned.
The divine champion may spend one use of divine favor to instead physically call his companion for 1 hour. As the companion is physically present, the divine champion may give it equipment to carry with it when summoned, the companion can enter areas that hedge out summoned creatures, it can use its own summoning abilities, and so forth, but it is in actual danger of dying. If the companion is slain, the divine champion may not summon a new companion for one month, until the companion is resurrected, or until the divine champion gains a level, whichever comes first, and the divine champion suffers from one negative level during this period which may not be removed until he can once again summon his companion.
Each time the divine champion gains a level in the divine champion class, he may change his companion by either choosing a different companion creature of an appropriate challenge rating or by advancing his existing companion by hit dice until it reaches the maximum allowed challenge rating using the normal monster advancement rules.
Devoted Skill (Ex): At 6th level, a divine champion adds half his level as a sacred or profane bonus (as appropriate to his alignment, his choice if morally neutral) to all checks involving the key skills of his subclass (see the subclass descriptions for details). As a free action, a divine champion may spend one use of divine favor to be able to take 10 on all checks involving his subclass's key skills for 1 minute.
Enhance Weapon (Sp): Beginning at 8th level, any weapon the divine champion wields is treated as having the bane weapon quality against any creatures anathema to his cause and as being under the effects of a greater magic weapon spell with a caster level equal to his own for as long as he wields it.
As a standard action, a divine champion may spend one use of divine favor to add an additional weapon quality to one weapon he wields for 1 minute. This weapon ability must have an effective bonus of no more than +2 and be thematically related in some way to the divine champion's cause or his fighting style (such as merciful for a paladin, seeking for a ranger with the Archery style, and so forth); whether a weapon quality is thematically appropriate is left to the DM's discretion.
Turn Anathema (Su): At 10th level, the divine champion gains the ability to turn or destroy creatures anathema to his cause as a good cleric of his class level turns or destroys undead, spending divine favor uses in place of turn undead attempts and using his key ability score in place of Charisma.
Determined Resilience (Ex): At 11th level, if the divine champion chose to have a good Reflex save progression for his divine champion levels, he gains the Improved Evasion ability (as a ranger); if he chose a good Will save progression, he gains the Mettle ability (as a hexblade) instead.
As an immediate action, if the divine champion fails any saving throw he may spend one use of divine favor to re-roll it and take the better result.
Channel Faith (Sp): Beginning at 13th level, when retrieving spells for the day a divine champion chooses two domains instead of one to gain their granted power and be able to retrieve their spells.
As a full-round action, the divine champion may cast a 7th level spell from one of his two chosen domains by spending one use of divine favor and expending a number of spell levels' worth of unused spell slots equal to the level of the spell to be cast. He may do the same to cast an 8th level domain spell starting at 16th level, and may do the same to cast a 9th level domain spell starting at 19th level.
Implacable Nemesis (Su): Starting at 15th level, the divine champion can sense the presence of all creatures anathema to his cause within 1 mile and pinpoint their exact location (distance and direction) relative to himself. Physical barriers and obstructions do not block this sense, but it does not allow the divine champion to see an invisible or hidden creature, although he can still discern its location.
Additionally, if a divine champion successfully deals damage to a creature anathema to his cause, he may spend one use of divine favor as a swift action to mark the creature. The divine champion always knows the direction in which a marked target lies and the approximate distance (within 10% of the total distance) between him and the target. If the target is on a different plane of existence, the divine champion instead knows the plane the target is on and the distance and direction to the closest portal, astral pool, or other passageway from his current plane to that plane.
A divine champion may maintain as many simultaneous marks as he can spare divine favor uses, and each mark on the target creature lasts indefinitely; however, as long as a mark lasts the divine champion does not regain the use of divine favor he spent to mark the target. After 24 hours have passed since he marked a target, he may dismiss the mark as a free action and regain the spent use of divine favor.
Empower the Masses (Su): As a standard action, a 16th level divine champion may spend one use of divine favor to share the benefits of his Smite Anathema, Divine Protection, and Enhance Weapon class features with all allies within 60 feet for 1 hour. Affected allies do not gain any benefit if the divine champion spends additional uses of divine power to enhance one of these abilities.
Eternal Champion (Ex): Upon attaining 18th level, a divine champion no longer takes penalties to his ability scores for aging and cannot be magically aged, though penalties already taken remain and bonuses continue to accrue. The divine champion may permanently sacrifice one use of divine favor at any time after gaining this ability to cease aging at that point; otherwise, he continues aging and dies of old age when his time is up.
As an immediate action, if the divine champion would be killed by hit point damage, ability damage or drain, or a failed Fortitude saving throw, he may spend one use of divine favor to be left at alive and conscious with at least 1 hit point and 1 point in each ability score remaining.
Intercession (Sp): Once per day a divine champion may spend two uses of divine favor to cast any miracle that is in line with or advances his cause. If the divine champion requests a more powerful miracle, the XP cost of doing so is halved.
SUBCLASSES
THE PALADIN, CHAMPION OF GOOD
http://i208.photobucket.com/albums/bb176/psychictheurge10/holyguard_zps5b7b6e1c.jpg
Paladins are agents of goodness in the world, protecting the innocent from the cruelty of evildoers and representing the ideals of compassion and charity. Much more than mere warrior-priests, paladins are accomplished healers and leaders, able to remove any affliction from the injured and ensure that their followers's hearts and minds remain pure.
Characteristics
Alignment: A divine champion who chooses the paladin subclass may be of any good alignment.
Skills and Perk: A paladin adds Gather Information, Sense Motive, Diplomacy, Heal, Knowledge (Planes), and Knowledge (Nobility) to his list of class skills and gains proficiency with heavy armor and light and heavy shields thanks to his training to guard innocents.
Enemies: The creatures anathema to a paladin are all evil creatures: Outsiders and Undead with the (Evil) subtype, and any creatures currently working towards evil endsnot merely petty thugs robbing travelers, but those actively pursuing evil acts such as murderers and those actively in service to an evil master or organization.
Allies: Creatures allied with a paladin that he may choose for his companion are any Outsiders with the (Good) subtype and all Animals with the Celestial Creature template applied to them.
Spells: The paladin retrieves spells from the paladin spell list and may choose his retrieved domains from among Good, Protection, Community, Glory, and Purification.
Fighting Style: For his fighting style and bonus feats, the paladin may choose between Knight (Combat Reflexes and Stand Still) or Guardian (Shield Specialization and Improved Shield Bash).
Subclass Features:
2: Lay On Hands (Sp): The paladin possesses a reservoir of powerful healing energy, represented by a pool of points with a capacity of 1/2 * key ability modifier * class level, which fills each day when the paladin retrieves spells. The paladin may touch one or more creatures as a standard or full-round action as if delivering a touch spell to heal living creatures' hit points on a 1-fot-1 basis; this is a positive energy effect, so he may touch undead creatures to damage them at the same rate. The paladin may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Purity (Su): A paladin is immune to fear and disease, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the paladin and all affected allies gain a +4 morale bonus to Heal checks and any checks or saves related to avoiding distractions (Sense Motive checks to resist a feint, Will saves against fascinate, etc.).
7: Mercy (Sp): A paladin may touch a single creature and spend a spell slot as a full-round action to duplicate the effects of any spell used to undo misfortune (break enchantment, remove curse, or similar) with a spell level equal to or lower than the spell slot sacrificed.
9: Improved Lay On Hands (Sp): Starting at 9th level, a paladin can use his Lay On Hands ability on himself as an immediate action.
12: Exemplary Mediator (Ex): Whenever an ally within 60 feet of the paladin is required to make a Gather Information, Sense Motive, or Perform check, the paladin may allow the ally to use the paladin's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Incorruptibility (Su): The paladin and all allies within 60 feet are immune to harmful mind-affecting effects, and the area within 60 feet of the paladin is under a constant consecrate effect, which the paladin may activate or deactivate as a free action.
17: The Forces of Good (Sp): Once per day, the paladin may concentrate as if casting a spell for 1 minute to summon 2 astral devas, 4 bralani eladrin, and 16 lantern archons to serve him for 30 minutes. The paladin ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the astral devas' blade barrier spell-like ability), but his allies are affected normally.
19: Incarnation of Good (Ex and Sp): The paladin's type becomes Outsider (Good); do not recalculate base attack bonus or saves. At will, the paladin may use greater plane shiftSpC (to or from non-evil-aligned planes only) and holy word as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast channel greater celestialBoED.
THE RANGER, CHAMPION OF NATURE
http://i208.photobucket.com/albums/bb176/psychictheurge10/archer_zps2b32595a.png
Rangers are agents of nature in the world, protecting the wilds from the predations of the unnatural and representing the ideals of self-sufficiency and persistence. Much more than mere wilderness scouts, rangers are accomplished hunters and guides, able to slay the wiliest beast and ensure that their followers always remain on the right path.
Characteristics
Alignment: A divine champion who chooses the ranger subclass may be of any alignment with at least one neutral component (NG, LN, NE, CN, or N).
Skills and Perk: A ranger adds Spot, Listen, Intimidate, Survival, Knowledge (Nature), and Knowledge (Geography) to his list of class skills and gains an addition 2 skill points per level (multiplied by 4 at 1st level as normal) thanks to his experience with surviving in the wilderness.
Enemies: The creatures anathema to a rangers are all unnatural creatures: Undead, Constructs, and Aberrations, and any creatures currently working against naturenot merely lumberjacks cutting down trees, but those actively pursuing harm against nature such as arsonists burning down forests en masse and those actively in service to a master or organization opposed to nature in some way.
Allies: Creatures allied with a ranger that he may choose for his companion are any Animals, Plants, and Magical Beasts.
Spells: The ranger retrieves spells from the ranger spell list and may choose his retrieved domains from among Animal, Plant, Ocean, Scalykind, and Windstorm.
Fighting Style: For his fighting style and bonus feats, the ranger may choose between Florentine (Two-Weapon Fighting and Two-Weapon Defense) or Archery (Point Blank Shot and Precise Shot).
Subclass Features:
2: Studied Quarry (Ex): The ranger possesses the ability to quickly assess foes' weaknesses, represented by a pool of points with a capacity equal to his key ability modifier, which fills each day when the ranger retrieves spells. When making an opposed check of any sort, the ranger may spend a point from his pool to add half his class level as an insight bonus to his check. The ranger may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Agility (Su): A ranger is immune to fatigue, exhaustion, entangling, and immobilization, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the ranger and all affected allies gain a +4 morale bonus to Escape Artist checks and any checks or saves related to overland travel (Constitution checks for a forced march, Swim checks to ford a river, etc.).
7: Camouflage (Sp): A ranger may spend a spell slot as a full-round action to gain the ability to use the Hide skill in natural environments without any cover or concealment and without any penalties related to movement for a number of minutes equal to the level of the spell slot sacrificed.
9: Improved Studied Quarry (Ex): Starting at 9th level, a ranger can also use his Studied Quarry ability to add an insight bonus to his AC against a single attack as an immediate action.
12: Exemplary Scout (Ex): Whenever an ally within 60 feet of the ranger is required to make a Spot, Listen, or Survival check, the ranger may allow the ally to use the ranger's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Perseverance (Su): The ranger and all allies within 60 feet are immune to stunning and any effects that freedom of movement would protect against, and the area within 60 feet of the ranger is under a constant favorable windStorm effect (facing in the direction of the ranger's choice), which the ranger may activate or deactivate as a free action.
17: The Forces of Nature (Sp): Once per day, the ranger may concentrate as if casting a spell for 1 minute to summon 2 cloud raysMM2, 4 shambling mounds, and 16 Small earth elementals to serve him for 30 minutes. The ranger ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the cloud rays' Swallow Whole ability), but his allies are affected normally.
19: Avatar of Nature (Ex and Sp): The ranger's type becomes Plant; do not recalculate base attack bonus or saves. At will, the ranger may use master earthMoF and cometfallCDiv as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast stormrageCDiv.
THE ASSASSIN, CHAMPION OF DEATH
http://i208.photobucket.com/albums/bb176/psychictheurge10/Warlock_zps69d3fa73.png
Assassins are agents of death in the world, pursuing those whose time has come and representing the ideals of trickery and stealth. Much more than mere hired thugs, assassins are accomplished infiltrators and killers, able to slip past the most vigilant guards and ensure that death comes to those who seek to avoid its sting.
Characteristics
Alignment: A divine champion who chooses the assassin subclass may be of any non-good alignment.
Skills and Perk: An assassin adds Hide, Move Silently, Bluff, Disguise, Knowledge (Religion), and Knowledge (Local) to his list of class skills and gains proficiency with improvised weapons and all exotic weapons thanks to his expertise with unusual methods of killing.
Enemies: The creatures anathema to an assassin are all the most numerous living races: Humanoids, Monstrous Humanoids, and Giants, and any creatures who he has been assigned to killnot merely innocents who get in his way, but those he has actively been paid to kill and those actively in service to his assigned targets.
Allies: Creatures allied with an assassin that he may choose for his companion are any Vermin and Undead, and any creatures with a natural poison or disease attack.
Spells: The assassin retrieves spells from the assassin spell list and may choose his retrieved domains from among Trickery, Death, Pestilence, Decay, and Spider
Fighting Style: For his fighting style and bonus feats, the assassin may choose between Strangler (Improved Unarmed Strike and Stunning Fist) or Sniper (Crossbow Sniper and Rapid Reload).
Subclass Features:
2: Called Shot (Ex): The assassin possesses a comprehensive knowledge of living anatomy, represented by a pool of points with a capacity of 1/2 * key ability modifier * class level, which fills each day when the assassin retrieves spells. When making an attack with a melee weapon, or an attack with a ranged weapon against an opponent within 60 feet, the assassin may spend a number of points from his pool to add the number of points spent to his damage roll as extra precision damage. The assassin may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Deception (Su): An assassin is immune to effects that would detect his thoughts or emotions or discern the truth of his words, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the assassin and all affected allies gain a +4 morale bonus to Move Silently checks and any checks or saves related to fooling people (Bluff checks to lie to someone, Perform [Acting] checks, etc.).
7: Lethal Ambush (Sp): An assassin may spend a spell slot as a full-round action to study a single living creature within 60 feet who is unaware of his presence and/or identity; if he makes a successful melee or ranged attack against them on his next turn, the target must make a Fortitude save (DC 10 + 1/2 level + key ability modifier + level of spell slot sacrificed) or be paralyzed for 2d4 rounds or killed (assassin's choice).
9: Improved Called Shot (Ex): Starting at 9th level, an assassin has no range limit when using his Called Shot ability with a ranged weapon.
12: Exemplary Stalker (Ex): Whenever an ally within 60 feet of the assassin is required to make a Hide, Move Silently, or Disguise check, the assassin may allow the ally to use the assassin's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Undetectability (Su): The assassin and all allies within 60 feet are immune to divinations that directly target them or include them in their areas, and the area within 60 feet of the assassin is under a constant zone of silence effect, which the assassin may activate or deactivate as a free action.
17: The Forces of Death (Sp): Once per day, the assassin may concentrate as if casting a spell for 1 minute to summon 2 nightwings, 4 bodaks, and 16 bugbear zombies to serve him for 30 minutes. The assassin ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the bodaks' Death Gaze ability), but his allies are affected normally.
19: Personification of Death (Ex and Sp): The assassin's type becomes Undead; do not recalculate base attack bonus or saves, but recalculate hit points using your key ability modifier in place of your Constitution modifier. At will, the assassin may use ghostformCArc and imperious glareDrac as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast necrotic empowermentHoH.
THE HEXBLADE, CHAMPION OF FATE
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Hexblades are agents of fate in the world, pursuing those who disturb the natural order of things and representing the ideals of inevitability and misfortune. Much more than mere mage-slayers, hexblades are accomplished enforcers and troubleshooters, able to resist the most vile magic and ensure that order is returned to the multiverse.
Characteristics
Alignment: A divine champion who chooses the hexblade subclass may be of any non-chaotic alignment.
Skills and Perk: A divine champion who chooses the Hexblade subclass adds Disable Device, Use Magic Device, Diplomacy, Forgery, Knowledge (Arcana), and Knowledge (History) to his list of class skills and increases his hit die to a d12 thanks to Fate watching over him.
Enemies: The creatures anathema to a hexblade are all those who would seek to alter or disobey the laws of the universe without dispensation: Aberrations and (Shapechangers), and any creatures with the ability to use arcane spells or psionicsnot merely those who use the occasional wand, but those who actively and repeatedly change themselves and the universe around them.
Allies: Creatures allied with a hexblade that he may choose for his companion are any Constructs, Fey, and Elementals.
Spells: The hexblade retrieves spells from the hexblade spell list and may choose his retrieved domains from among Luck, Knowledge, Fate, Time, and Planning.
Fighting Style: For his fighting style and bonus feats, the hexblade may choose between Swift (Power Attack and Improved Bull Rush) or Inevitable (Weapon Finesse and Combat Expertise).
Subclass Features:
2: Seal Fate (Sp): The hexblade possesses a special connection to entropy and luck, represented by a pool of points with a capacity equal to his key ability modifier, which fills each day when the hexblade retrieves spells. As a swift action, the hexblade may choose one creature within 60 feet and spend a point from his pool to impose a penalty on all d20 rolls the target makes for 1 minute equal to half his class level; the target is entitled to a Will save (DC 10 + 1/2 level + key ability modifier) to halve the penalty. The hexblade may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Stability (Su): A hexblade is immune to petrification and polymorphing, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the hexblade and all affected allies gain a +4 morale bonus to Balance checks and any checks or saves related to resisting involuntary movement (Strength checks to resist bull rushes, Will saves to resist teleport, etc.).
7: Arcane Impedance (Sp): A hexblade may spend a spell slot as a full round action to force a single target within 60 feet to be unable to cast spells normally: for 1 minute, whenever the target wishes to cast a spell he must make a caster level check (DC 15 + level of the target's spell + level of the spell slot sacrificed) or the spell fizzles with no effect.
9: Improved Seal Fate (Sp): Starting at 9th level, any targets of a hexblade's Seal Fate ability must reroll any d20 roll they make and take the worse of the two results.
12: Exemplary Saboteur (Ex): Whenever an ally within 60 feet of the hexblade is required to make a Disable Device, Use Magic Device, or Forgery check, the hexblade may allow the ally to use the hexblade's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Stasis (Su): The hexblade and all allies within 60 feet are immune to harmful Transmutation effects, and the area within 60 feet of the hexblade is under a constant anticipate teleportationCArc effect, which the hexblade may activate or deactivate as a free action.
17: The Forces of Fate (Sp): Once per day, the hexblade may concentrate as if casting a spell for 1 minute to summon 2 maruts, 4 nimblewrightsMM2, and 16 electrum clockwork horrorsMM2 to serve him for 30 minutes. The hexblade ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the maruts' greater dispel magic spell-like ability), but his allies are affected normally.
19: Harbinger of Fate (Ex and Sp): The hexblade's type becomes Construct; do not recalculate base attack bonus or saves, but recalculate hit points using your key ability modifier in place of your Constitution modifier. At will, the hexblade may use greater teleport and greater bestow curseCDiv as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast choose destinyRoD.
From a mechanical perspective, it aims to give the fairly underwhelming half-casters (those classes with up to 4th level spells, the paladin, the ranger, the assassin, and the hexblade) a major boost in the power and flexibility department.
From a flavor perspective, it aims to tie the mentioned classes together and give them a theme beyond just being lukewarm versions of cleric/fighters, druid/fighters, sorcerer/fighters, and sorcerer/rogues, respectively.
From a design perspective, it aims to get feedback on an AD&D-esque class structure I've been fiddling with for a while, that of a main class that determines common abilities to the class, a subclass that gives abilities unique to each subclass but similar between them (e.g. all subclasses get some sort of aura at 4th level), and a further distinction (fighting style, in this case) to differentiate characters of the same subclass.
So, the feedback I'm looking for is:
1) Does this power up the half-casters in a satisfying way? I'm trying to make them roughly 2/3 caster, 1/3 martial, but I might have missed the mark.
2) Is this too complex? The Divine Champion has roughly the resource complexity of a paladin (spells plus turn undead analog plus lay on hands analog), but the added class features might push it over the edge.
3) Do the different subclasses feel like their origin classes? The Divine Champion is not intended as a straight-up fix for any of the four classesthink variations on a theme, not Ranger 2.0but I want people to be able to play a Divine Champion [Paladin] and feel sufficiently paladin-y.
4) Does the class/subclass/style structure make sense? I think it should be intuitive, but then I did come up with it.
5) Are there any other classes you'd like to see written up like this? The class structure is extensible by design, so if someone wanted me to write up the samurai as a Divine Champion of Honor (or whatever) I could do so.
Without further ado, read and (hopefully) enjoy!
THE DIVINE CHAMPION
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A divine champion is a warrior for a higher cause. Not a god, demon prince, or other personified cause, but transcendent concepts: a divine champion fights for Good or Evil, for Love or War, for Light or Darkness, for Fire or Winter or Knowledge or one of a thousand other causes.
Adventures: Unbound by the strictures of an organized religion or the hierarchy of a church, divine champions fight to advance their causes and destroy enemies of their causes, wherever such a quest may take them.
Characteristics: Divine champions possess both great martial skill and the ability to channel power from their strong faith in their cause, so they excel both in and out of combat in varying ways depending on the cause they champion.
Alignment: Some causes are restricted by alignment and some are not, so divine champions may be of any alignment appropriate to their chosen cause.
Religion: A divine champion rejects organized religion as being impure and constraining; a Divine Champion of Order likely respects deities of law and their churches but does not follow them himself.
Background: Some divine champions are born and some are made; usually a divine champion will choose to dedicate himself to a cause he believes in, but sometimes a divine champion will feel a calling from a higher power and take up the mantle of divine champion at an early age.
Races: Members of any race may become divine champions, and in fact one can become a Champion of Humanity or the like if such a cause appeals.
Other Classes: Divine champions get along famously with clerics of a cause, who similarly approach the Divine without the unnecessary intermediaries of organized religion, even if their causes don't quite align, and they respect even opposed clerics for the strength of their convictions. Otherwise, class doesn't matter to a divine champion as much as their relation to the cause: a Champion of War will approve of fighters and martially-inclined wizards alike, and so forth for other causes.
Role: The divine champion is primarily a combatant and party supporter, able to mix it up in combat and aid his allies in doing the same. His spells tend towards enhancing his own abilities and providing out-of-combat utility, making him nicely well-rounded.
GAME RULE INFORMATION
Divine champions have the following game statistics.
Abilities: A divine champion's key ability score is either Wisdom or Charisma, and he will also want a good Strength or Dexterity depending on his fighting style.
Alignment: Any (but see Subclass, below)
Hit Die: d10
Starting Age: As ranger
Starting Gold: As paladin
Class Skills
The divine champion's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Religion) (Int), Swim (Str), and Tumble (Dex), and see Subclass, below.
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
{table=head]Table: The Divine Champion|
Spells Per Day|
Spells Retrieved
{table=head] Level|BAB|Fort|Ref|Will|Special
1|+1|+2|+0|+0|Divine Favor, Smite Anathema, Fighting Style
2|+2|+3|+0|+0|Subclass
3|+3|+3|+1|+1|Divine Protection
4|+4|+4|+1|+1|Subclass, Fighting Style
5|+5|+4|+1|+1|Bonded Companion
6|+6|+5|+2|+2|Devoted Skill
7|+7|+5|+2|+2|Subclass, Fighting Style
8|+8|+6|+2|+2|Enhance Weapon
9|+9|+6|+3|+3|Subclass
10|+10|+7|+3|+3|Turn Anathema, Fighting Style
11|+11|+7|+3|+3|Determined Resilience
12|+12|+8|+4|+4|Subclass
13|+13|+8|+4|+4|Channel Faith, Fighting Style
14|+14|+9|+4|+4|Subclass
15|+15|+9|+5|+5|Implacable Nemesis
16|+16|+10|+5|+5|Empower the Masses, Fighting Style
17|+17|+10|+5|+5|Subclass
18|+18|+11|+6|+6|Eternal Champion
19|+19|+11|+6|+6|Subclass, Fighting Style
20|+20|+12|+6|+6|Intercession
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4|4|4|3|3|3[/table][/table]
Class Features
All of the following are class features of the divine champion.
Weapon and Armor Proficiencies: Divine champions are proficient with all simple and martial weapons and with light and medium armor.
Saving Throws: A divine champion chooses either Reflex or Will to have a good saving throw progression for his divine champion levels (in addition to Fortitude); the saving throw not chosen remains at a poor progression.
Subclass: Each divine champion chooses a different cause and gains different abilities based on the cause chosen. Upon taking a level in divine champion, a divine champion chooses a subclass from the list given after the class description. Each subclass grants special abilities at the levels indicated on the table above, as well as determining the rest of his class skills and an additional minor benefit.
Fighting Style: Each subclass grants access to two fighting styles. Upon taking a level in divine champion, a divine champion chooses one of the two styles offered by his subclass to follow and gains the two bonus feats associated with the chosen style. At each level indicated on the table above, he gains any bonus feat of his choice that requires one of those two feats as a prerequisite; he may ignore any other prerequisites aside from base attack bonus- or level-based prerequisites when taking the feat.
Starting at 13th level, the divine champion may ignore base attack bonus- and level-based prerequisites, allowing him to take fighter-only feats, epic feats, and similar, though the feats chosen must still be feats with one of the two associated style feats as a prerequisite.
Divine Favor (Su): Upon taking a level in divine champion, a divine champion chooses either his Wisdom or Charisma score to become his key ability score for the class. He gains a number of uses of the Divine Favor ability per day equal to 3+his key ability modifier, which can be spent to activate or enhance his other class features. Divine Favor counts as the ability to turn or rebuke undead for the purposes of meeting prerequisites, spending attempts to activate divine feats, and similar, but not for the purpose of gaining additional daily uses of divine favor.
Spellcasting: A divine champion casts spells from a spell list determined by his subclass (see the individual subclass descriptions). To retrieve or cast a spell, a divine champion must have a key ability score of at least 10 + spell level, and the DC for a saving throw against a divine champion's spell is 10 + spell level + key ability modifier. A divine champion gains bonus spells for a high key ability modifier as normal, and his caster level for his spells is equal to his class level.
Like a sorcerer, a divine champion knows only a small number of spells. However, each day a divine champion may change the spells he knows, meditating quietly at a certain time of day of the divine champion's choosing. Each time a divine champion meditates to regain his daily allotment of spells, he focuses on a different aspect of the cause he champions to retrieve knowledge of the specific spells he wishes to be able to use that day. He can cast any spell he has retrieved at any time in any combination, assuming he has not yet used up his spells per day for that spell level.
In addition to the spell lists associated with the subclasses, each subclass has five domains associated with it. When retrieving spells, the divine champion chooses one associated domain and adds its spells to his spell list for the purposes of retrieving spells that day as well as gaining its granted power for the day. If a divine champion gains access to additional domains somehow (such as through a prestige class) they are added to the list of domains he may choose from in this manner.
If a divine champion knows any metamagic feats he may either retrieve a spell with metamagic applied, in which case the spell is cast without increasing the casting time, or he may apply metamagic when casting a spell and increase the spell's casting time as normal for spontaneous casters.
Smite Anathema (Su): Each subclass defines a set of creatures considered to be anathema to the divine champion's cause (such as evil outsiders and undead for paladins; see the subclass descriptions for details). Whenever a divine champion makes a successful attack against such a creature with a weapon or a spell or spell-like ability requiring an attack roll, he deals additional damage equal to his class level; the extra damage dealt is of the same type of damage as that dealt by the attack delivering the smite.
When attacking such a creature, a divine champion may spend one use of divine favor as a free action to enhance this ability: he adds his key ability modifier to the attack roll and the damage dealt ignores any damage reduction, hardness, and energy resistance the target may have (except for DR/epic, which he may only penetrate if he has at least one epic feat).
Divine Protection (Su): At 3rd level, a divine champion adds his key ability modifier to all saving throws. As an immediate action, the divine champion may spend one use of divine favor to extend this protection to all allies within 60 feet for 1 minute.
Bonded Companion (Sp): At 5th level, the divine champion chooses one creature considered to be allied with the divine champion's cause (such as good outsiders for paladins; see the subclass descriptions for details) with a challenge rating no higher than half his character level. Once per day as a full-round action, he may summon that creature to serve him. The creature appears adjacent to him and remains for up to 12 hours, and may be dismissed as a free action. The companion is the same individual each time and is friendly to the divine champion as long as he is loyal to his cause and treats the companion well. Summoning the companion is a Conjuration (Summoning) effect, and the companion cannot use any (Summoning) abilities it may have while summoned.
The divine champion may spend one use of divine favor to instead physically call his companion for 1 hour. As the companion is physically present, the divine champion may give it equipment to carry with it when summoned, the companion can enter areas that hedge out summoned creatures, it can use its own summoning abilities, and so forth, but it is in actual danger of dying. If the companion is slain, the divine champion may not summon a new companion for one month, until the companion is resurrected, or until the divine champion gains a level, whichever comes first, and the divine champion suffers from one negative level during this period which may not be removed until he can once again summon his companion.
Each time the divine champion gains a level in the divine champion class, he may change his companion by either choosing a different companion creature of an appropriate challenge rating or by advancing his existing companion by hit dice until it reaches the maximum allowed challenge rating using the normal monster advancement rules.
Devoted Skill (Ex): At 6th level, a divine champion adds half his level as a sacred or profane bonus (as appropriate to his alignment, his choice if morally neutral) to all checks involving the key skills of his subclass (see the subclass descriptions for details). As a free action, a divine champion may spend one use of divine favor to be able to take 10 on all checks involving his subclass's key skills for 1 minute.
Enhance Weapon (Sp): Beginning at 8th level, any weapon the divine champion wields is treated as having the bane weapon quality against any creatures anathema to his cause and as being under the effects of a greater magic weapon spell with a caster level equal to his own for as long as he wields it.
As a standard action, a divine champion may spend one use of divine favor to add an additional weapon quality to one weapon he wields for 1 minute. This weapon ability must have an effective bonus of no more than +2 and be thematically related in some way to the divine champion's cause or his fighting style (such as merciful for a paladin, seeking for a ranger with the Archery style, and so forth); whether a weapon quality is thematically appropriate is left to the DM's discretion.
Turn Anathema (Su): At 10th level, the divine champion gains the ability to turn or destroy creatures anathema to his cause as a good cleric of his class level turns or destroys undead, spending divine favor uses in place of turn undead attempts and using his key ability score in place of Charisma.
Determined Resilience (Ex): At 11th level, if the divine champion chose to have a good Reflex save progression for his divine champion levels, he gains the Improved Evasion ability (as a ranger); if he chose a good Will save progression, he gains the Mettle ability (as a hexblade) instead.
As an immediate action, if the divine champion fails any saving throw he may spend one use of divine favor to re-roll it and take the better result.
Channel Faith (Sp): Beginning at 13th level, when retrieving spells for the day a divine champion chooses two domains instead of one to gain their granted power and be able to retrieve their spells.
As a full-round action, the divine champion may cast a 7th level spell from one of his two chosen domains by spending one use of divine favor and expending a number of spell levels' worth of unused spell slots equal to the level of the spell to be cast. He may do the same to cast an 8th level domain spell starting at 16th level, and may do the same to cast a 9th level domain spell starting at 19th level.
Implacable Nemesis (Su): Starting at 15th level, the divine champion can sense the presence of all creatures anathema to his cause within 1 mile and pinpoint their exact location (distance and direction) relative to himself. Physical barriers and obstructions do not block this sense, but it does not allow the divine champion to see an invisible or hidden creature, although he can still discern its location.
Additionally, if a divine champion successfully deals damage to a creature anathema to his cause, he may spend one use of divine favor as a swift action to mark the creature. The divine champion always knows the direction in which a marked target lies and the approximate distance (within 10% of the total distance) between him and the target. If the target is on a different plane of existence, the divine champion instead knows the plane the target is on and the distance and direction to the closest portal, astral pool, or other passageway from his current plane to that plane.
A divine champion may maintain as many simultaneous marks as he can spare divine favor uses, and each mark on the target creature lasts indefinitely; however, as long as a mark lasts the divine champion does not regain the use of divine favor he spent to mark the target. After 24 hours have passed since he marked a target, he may dismiss the mark as a free action and regain the spent use of divine favor.
Empower the Masses (Su): As a standard action, a 16th level divine champion may spend one use of divine favor to share the benefits of his Smite Anathema, Divine Protection, and Enhance Weapon class features with all allies within 60 feet for 1 hour. Affected allies do not gain any benefit if the divine champion spends additional uses of divine power to enhance one of these abilities.
Eternal Champion (Ex): Upon attaining 18th level, a divine champion no longer takes penalties to his ability scores for aging and cannot be magically aged, though penalties already taken remain and bonuses continue to accrue. The divine champion may permanently sacrifice one use of divine favor at any time after gaining this ability to cease aging at that point; otherwise, he continues aging and dies of old age when his time is up.
As an immediate action, if the divine champion would be killed by hit point damage, ability damage or drain, or a failed Fortitude saving throw, he may spend one use of divine favor to be left at alive and conscious with at least 1 hit point and 1 point in each ability score remaining.
Intercession (Sp): Once per day a divine champion may spend two uses of divine favor to cast any miracle that is in line with or advances his cause. If the divine champion requests a more powerful miracle, the XP cost of doing so is halved.
SUBCLASSES
THE PALADIN, CHAMPION OF GOOD
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Paladins are agents of goodness in the world, protecting the innocent from the cruelty of evildoers and representing the ideals of compassion and charity. Much more than mere warrior-priests, paladins are accomplished healers and leaders, able to remove any affliction from the injured and ensure that their followers's hearts and minds remain pure.
Characteristics
Alignment: A divine champion who chooses the paladin subclass may be of any good alignment.
Skills and Perk: A paladin adds Gather Information, Sense Motive, Diplomacy, Heal, Knowledge (Planes), and Knowledge (Nobility) to his list of class skills and gains proficiency with heavy armor and light and heavy shields thanks to his training to guard innocents.
Enemies: The creatures anathema to a paladin are all evil creatures: Outsiders and Undead with the (Evil) subtype, and any creatures currently working towards evil endsnot merely petty thugs robbing travelers, but those actively pursuing evil acts such as murderers and those actively in service to an evil master or organization.
Allies: Creatures allied with a paladin that he may choose for his companion are any Outsiders with the (Good) subtype and all Animals with the Celestial Creature template applied to them.
Spells: The paladin retrieves spells from the paladin spell list and may choose his retrieved domains from among Good, Protection, Community, Glory, and Purification.
Fighting Style: For his fighting style and bonus feats, the paladin may choose between Knight (Combat Reflexes and Stand Still) or Guardian (Shield Specialization and Improved Shield Bash).
Subclass Features:
2: Lay On Hands (Sp): The paladin possesses a reservoir of powerful healing energy, represented by a pool of points with a capacity of 1/2 * key ability modifier * class level, which fills each day when the paladin retrieves spells. The paladin may touch one or more creatures as a standard or full-round action as if delivering a touch spell to heal living creatures' hit points on a 1-fot-1 basis; this is a positive energy effect, so he may touch undead creatures to damage them at the same rate. The paladin may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Purity (Su): A paladin is immune to fear and disease, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the paladin and all affected allies gain a +4 morale bonus to Heal checks and any checks or saves related to avoiding distractions (Sense Motive checks to resist a feint, Will saves against fascinate, etc.).
7: Mercy (Sp): A paladin may touch a single creature and spend a spell slot as a full-round action to duplicate the effects of any spell used to undo misfortune (break enchantment, remove curse, or similar) with a spell level equal to or lower than the spell slot sacrificed.
9: Improved Lay On Hands (Sp): Starting at 9th level, a paladin can use his Lay On Hands ability on himself as an immediate action.
12: Exemplary Mediator (Ex): Whenever an ally within 60 feet of the paladin is required to make a Gather Information, Sense Motive, or Perform check, the paladin may allow the ally to use the paladin's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Incorruptibility (Su): The paladin and all allies within 60 feet are immune to harmful mind-affecting effects, and the area within 60 feet of the paladin is under a constant consecrate effect, which the paladin may activate or deactivate as a free action.
17: The Forces of Good (Sp): Once per day, the paladin may concentrate as if casting a spell for 1 minute to summon 2 astral devas, 4 bralani eladrin, and 16 lantern archons to serve him for 30 minutes. The paladin ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the astral devas' blade barrier spell-like ability), but his allies are affected normally.
19: Incarnation of Good (Ex and Sp): The paladin's type becomes Outsider (Good); do not recalculate base attack bonus or saves. At will, the paladin may use greater plane shiftSpC (to or from non-evil-aligned planes only) and holy word as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast channel greater celestialBoED.
THE RANGER, CHAMPION OF NATURE
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Rangers are agents of nature in the world, protecting the wilds from the predations of the unnatural and representing the ideals of self-sufficiency and persistence. Much more than mere wilderness scouts, rangers are accomplished hunters and guides, able to slay the wiliest beast and ensure that their followers always remain on the right path.
Characteristics
Alignment: A divine champion who chooses the ranger subclass may be of any alignment with at least one neutral component (NG, LN, NE, CN, or N).
Skills and Perk: A ranger adds Spot, Listen, Intimidate, Survival, Knowledge (Nature), and Knowledge (Geography) to his list of class skills and gains an addition 2 skill points per level (multiplied by 4 at 1st level as normal) thanks to his experience with surviving in the wilderness.
Enemies: The creatures anathema to a rangers are all unnatural creatures: Undead, Constructs, and Aberrations, and any creatures currently working against naturenot merely lumberjacks cutting down trees, but those actively pursuing harm against nature such as arsonists burning down forests en masse and those actively in service to a master or organization opposed to nature in some way.
Allies: Creatures allied with a ranger that he may choose for his companion are any Animals, Plants, and Magical Beasts.
Spells: The ranger retrieves spells from the ranger spell list and may choose his retrieved domains from among Animal, Plant, Ocean, Scalykind, and Windstorm.
Fighting Style: For his fighting style and bonus feats, the ranger may choose between Florentine (Two-Weapon Fighting and Two-Weapon Defense) or Archery (Point Blank Shot and Precise Shot).
Subclass Features:
2: Studied Quarry (Ex): The ranger possesses the ability to quickly assess foes' weaknesses, represented by a pool of points with a capacity equal to his key ability modifier, which fills each day when the ranger retrieves spells. When making an opposed check of any sort, the ranger may spend a point from his pool to add half his class level as an insight bonus to his check. The ranger may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Agility (Su): A ranger is immune to fatigue, exhaustion, entangling, and immobilization, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the ranger and all affected allies gain a +4 morale bonus to Escape Artist checks and any checks or saves related to overland travel (Constitution checks for a forced march, Swim checks to ford a river, etc.).
7: Camouflage (Sp): A ranger may spend a spell slot as a full-round action to gain the ability to use the Hide skill in natural environments without any cover or concealment and without any penalties related to movement for a number of minutes equal to the level of the spell slot sacrificed.
9: Improved Studied Quarry (Ex): Starting at 9th level, a ranger can also use his Studied Quarry ability to add an insight bonus to his AC against a single attack as an immediate action.
12: Exemplary Scout (Ex): Whenever an ally within 60 feet of the ranger is required to make a Spot, Listen, or Survival check, the ranger may allow the ally to use the ranger's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Perseverance (Su): The ranger and all allies within 60 feet are immune to stunning and any effects that freedom of movement would protect against, and the area within 60 feet of the ranger is under a constant favorable windStorm effect (facing in the direction of the ranger's choice), which the ranger may activate or deactivate as a free action.
17: The Forces of Nature (Sp): Once per day, the ranger may concentrate as if casting a spell for 1 minute to summon 2 cloud raysMM2, 4 shambling mounds, and 16 Small earth elementals to serve him for 30 minutes. The ranger ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the cloud rays' Swallow Whole ability), but his allies are affected normally.
19: Avatar of Nature (Ex and Sp): The ranger's type becomes Plant; do not recalculate base attack bonus or saves. At will, the ranger may use master earthMoF and cometfallCDiv as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast stormrageCDiv.
THE ASSASSIN, CHAMPION OF DEATH
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Assassins are agents of death in the world, pursuing those whose time has come and representing the ideals of trickery and stealth. Much more than mere hired thugs, assassins are accomplished infiltrators and killers, able to slip past the most vigilant guards and ensure that death comes to those who seek to avoid its sting.
Characteristics
Alignment: A divine champion who chooses the assassin subclass may be of any non-good alignment.
Skills and Perk: An assassin adds Hide, Move Silently, Bluff, Disguise, Knowledge (Religion), and Knowledge (Local) to his list of class skills and gains proficiency with improvised weapons and all exotic weapons thanks to his expertise with unusual methods of killing.
Enemies: The creatures anathema to an assassin are all the most numerous living races: Humanoids, Monstrous Humanoids, and Giants, and any creatures who he has been assigned to killnot merely innocents who get in his way, but those he has actively been paid to kill and those actively in service to his assigned targets.
Allies: Creatures allied with an assassin that he may choose for his companion are any Vermin and Undead, and any creatures with a natural poison or disease attack.
Spells: The assassin retrieves spells from the assassin spell list and may choose his retrieved domains from among Trickery, Death, Pestilence, Decay, and Spider
Fighting Style: For his fighting style and bonus feats, the assassin may choose between Strangler (Improved Unarmed Strike and Stunning Fist) or Sniper (Crossbow Sniper and Rapid Reload).
Subclass Features:
2: Called Shot (Ex): The assassin possesses a comprehensive knowledge of living anatomy, represented by a pool of points with a capacity of 1/2 * key ability modifier * class level, which fills each day when the assassin retrieves spells. When making an attack with a melee weapon, or an attack with a ranged weapon against an opponent within 60 feet, the assassin may spend a number of points from his pool to add the number of points spent to his damage roll as extra precision damage. The assassin may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Deception (Su): An assassin is immune to effects that would detect his thoughts or emotions or discern the truth of his words, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the assassin and all affected allies gain a +4 morale bonus to Move Silently checks and any checks or saves related to fooling people (Bluff checks to lie to someone, Perform [Acting] checks, etc.).
7: Lethal Ambush (Sp): An assassin may spend a spell slot as a full-round action to study a single living creature within 60 feet who is unaware of his presence and/or identity; if he makes a successful melee or ranged attack against them on his next turn, the target must make a Fortitude save (DC 10 + 1/2 level + key ability modifier + level of spell slot sacrificed) or be paralyzed for 2d4 rounds or killed (assassin's choice).
9: Improved Called Shot (Ex): Starting at 9th level, an assassin has no range limit when using his Called Shot ability with a ranged weapon.
12: Exemplary Stalker (Ex): Whenever an ally within 60 feet of the assassin is required to make a Hide, Move Silently, or Disguise check, the assassin may allow the ally to use the assassin's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Undetectability (Su): The assassin and all allies within 60 feet are immune to divinations that directly target them or include them in their areas, and the area within 60 feet of the assassin is under a constant zone of silence effect, which the assassin may activate or deactivate as a free action.
17: The Forces of Death (Sp): Once per day, the assassin may concentrate as if casting a spell for 1 minute to summon 2 nightwings, 4 bodaks, and 16 bugbear zombies to serve him for 30 minutes. The assassin ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the bodaks' Death Gaze ability), but his allies are affected normally.
19: Personification of Death (Ex and Sp): The assassin's type becomes Undead; do not recalculate base attack bonus or saves, but recalculate hit points using your key ability modifier in place of your Constitution modifier. At will, the assassin may use ghostformCArc and imperious glareDrac as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast necrotic empowermentHoH.
THE HEXBLADE, CHAMPION OF FATE
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Hexblades are agents of fate in the world, pursuing those who disturb the natural order of things and representing the ideals of inevitability and misfortune. Much more than mere mage-slayers, hexblades are accomplished enforcers and troubleshooters, able to resist the most vile magic and ensure that order is returned to the multiverse.
Characteristics
Alignment: A divine champion who chooses the hexblade subclass may be of any non-chaotic alignment.
Skills and Perk: A divine champion who chooses the Hexblade subclass adds Disable Device, Use Magic Device, Diplomacy, Forgery, Knowledge (Arcana), and Knowledge (History) to his list of class skills and increases his hit die to a d12 thanks to Fate watching over him.
Enemies: The creatures anathema to a hexblade are all those who would seek to alter or disobey the laws of the universe without dispensation: Aberrations and (Shapechangers), and any creatures with the ability to use arcane spells or psionicsnot merely those who use the occasional wand, but those who actively and repeatedly change themselves and the universe around them.
Allies: Creatures allied with a hexblade that he may choose for his companion are any Constructs, Fey, and Elementals.
Spells: The hexblade retrieves spells from the hexblade spell list and may choose his retrieved domains from among Luck, Knowledge, Fate, Time, and Planning.
Fighting Style: For his fighting style and bonus feats, the hexblade may choose between Swift (Power Attack and Improved Bull Rush) or Inevitable (Weapon Finesse and Combat Expertise).
Subclass Features:
2: Seal Fate (Sp): The hexblade possesses a special connection to entropy and luck, represented by a pool of points with a capacity equal to his key ability modifier, which fills each day when the hexblade retrieves spells. As a swift action, the hexblade may choose one creature within 60 feet and spend a point from his pool to impose a penalty on all d20 rolls the target makes for 1 minute equal to half his class level; the target is entitled to a Will save (DC 10 + 1/2 level + key ability modifier) to halve the penalty. The hexblade may refill his pool to full capacity (losing any unspent points) by meditating for 1 minute and spending one use of divine favor.
4: Aura of Stability (Su): A hexblade is immune to petrification and polymorphing, and all of his allies within 60 feet of him gain a +4 morale bonus on saves against the same. Additionally, the hexblade and all affected allies gain a +4 morale bonus to Balance checks and any checks or saves related to resisting involuntary movement (Strength checks to resist bull rushes, Will saves to resist teleport, etc.).
7: Arcane Impedance (Sp): A hexblade may spend a spell slot as a full round action to force a single target within 60 feet to be unable to cast spells normally: for 1 minute, whenever the target wishes to cast a spell he must make a caster level check (DC 15 + level of the target's spell + level of the spell slot sacrificed) or the spell fizzles with no effect.
9: Improved Seal Fate (Sp): Starting at 9th level, any targets of a hexblade's Seal Fate ability must reroll any d20 roll they make and take the worse of the two results.
12: Exemplary Saboteur (Ex): Whenever an ally within 60 feet of the hexblade is required to make a Disable Device, Use Magic Device, or Forgery check, the hexblade may allow the ally to use the hexblade's modifier in that skill in place of the ally's own if it is higher.
14: Aura of Stasis (Su): The hexblade and all allies within 60 feet are immune to harmful Transmutation effects, and the area within 60 feet of the hexblade is under a constant anticipate teleportationCArc effect, which the hexblade may activate or deactivate as a free action.
17: The Forces of Fate (Sp): Once per day, the hexblade may concentrate as if casting a spell for 1 minute to summon 2 maruts, 4 nimblewrightsMM2, and 16 electrum clockwork horrorsMM2 to serve him for 30 minutes. The hexblade ignores the harmful effects of any abilities his summoned allies may use that affect him, intentionally or otherwise (such as the maruts' greater dispel magic spell-like ability), but his allies are affected normally.
19: Harbinger of Fate (Ex and Sp): The hexblade's type becomes Construct; do not recalculate base attack bonus or saves, but recalculate hit points using your key ability modifier in place of your Constitution modifier. At will, the hexblade may use greater teleport and greater bestow curseCDiv as spell-like abilities; after using either spell-like ability, he must wait one minute before he can use one of them again. In addition, he may spend one use of divine favor at any time to cast choose destinyRoD.