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View Full Version : Class Character Design: Episode #1 (Elysia, Virtuous Noble)



Ziegander
2014-02-03, 03:09 AM
Elysia, Virtuous Noble

http://i19.photobucket.com/albums/b184/Upum/Fantasy/katalin_paladin.jpg

Race: Wood Elf
Alignment: Neutral Good
Hit Die: 1d8

Class Skills: Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Nobility and Royalty), Ride (Dex), Speak Language (N/A), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) 4
Skill Points at Each Additional Level: 4 + Int modifier

{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+0|+2|Bolstering Voice 1d6, Halberd

2nd|+2|+0|+0|+3|Divine Grace, Starlight

3rd|+3|+1|+1|+3|Bolstering Voice 2d6

4th|+4|+1|+1|+4|Whirling Halberd

5th|+5|+1|+1|+4|Bolstering Voice 3d6

6th|+6/+1|+2|+2|+5|Always Hope

7th|+7/+2|+2|+2|+5|Bolstering Voice 4d6

8th|+8/+3|+2|+2|+6|Divine Assault

9th|+9/+4|+3|+3|+6|Bolstering Voice 5d6

10th|+10/+5|+3|+3|+7|Scouring Light

11th|+11/+6/+1|+3|+3|+7|Bolstering Voice 6d6

12th|+12/+7/+2|+4|+4|+8|Earth Reaver

13th|+13/+8/+3|+4|+4|+8|Bolstering Voice 7d6

14th|+14/+9/+4|+4|+4|+9|Noble Healing

15th|+15/+10/+5|+5|+5|+9|Bolstering Voice 8d6

16th|+16/+11/+6/+1|+5|+5|+10|Celestial Charge

17th|+17/+12/+7/+2|+5|+5|+10|Bolstering Voice 9d6

18th|+18/+13/+8/+3|+6|+6|+11|Opalescent Fury

19th|+19/+14/+9/+4|+6|+6|+11|Bolstering Voice 10d6

20th|+20/+15/+10/+5|+6|+6|+12|Halberd of Purification[/table]

Weapon and Armor Proficiency
Elysia, Virtuous Noble is proficient with simple weapons as well as the Halberd and with light and medium armors, but not with shields.

Bolstering Voice (Ex): During any combat encounter, at the end of each of Elysia's turns she restores 1d6 hit points to the ally within 30ft of her who has the least hit points. This is a morale effect and has no effect on creatures whose hit points are higher than 50% of their maximum hit points. This healing increases by 1d6 at every odd level after 1st (2d6 at 3rd level, 3d6 at 5th level, etc). If she has no allies other than herself within 30ft, she restores the hit points to herself.

Halberd (Ex): Elysia may use a Halberd as a reach weapon and gains the benefit of the Improved Trip feat whenever she wields a Halberd even if she does not meet that feat's prerequisites. If she fails to trip an opponent while wielding a Halberd, her opponent may not attempt to trip her back.

Divine Grace (Su): Starting at 2nd level, Elysia adds her Charisma modifier to all saving throws.

Starlight (Sp): At 2nd level, Elysia may, up to 3 + her Charisma modifier times per day, deal 1d6 radiant damage per two class levels to any living target, or 1d6 radiant damage per class level to an Undead creature or Evil Outsider, Will halves (DC 10 + her class level + her Cha modifier) within Close range (25ft + 5ft/two levels) as a spell-like ability with an effective spell level equal to half her class level. This attack has no effect on Constructs or objects.

Whirling Halberd (Ex): Starting at 4th level, once per combat, as a standard action, Elysia may make one melee attack with a Halberd at her full base attack bonus against each opponent within reach. She recovers her use of this ability whenever she successfully Trips an opponent with her Halberd.

Always Hope (Sp): Starting at 6th level, Elysia may, up to 3 + her Charisma modifier times per day, restore 4 HD worth of hit points + 1 per class level to a target within Close range (25ft + 5ft/two levels) and grant that target a +2 bonus to attack rolls, skill checks, and saving throws for a number of rounds equal to her Charisma modifier. This is a spell-like ability and a morale effect.

Divine Assault (Su): Starting at 8th level, once per combat, as a standard action, Elysia may make a melee attack with a Halberd with a bonus to her attack roll equal to her Charisma modifier. If she hits, she deals 4d8 extra damage and she may choose to suffer 2 points of Charisma damage to deal an additional 4d8 damage with her attack. She recovers her use of this ability whenever she successfully Trips an opponent with her Halberd.

Scouring Light (Sp): Starting at 10th level, Elysia may expend one of her daily uses of Starlight to create a Daylight effect as the spell which lasts for a number of rounds equal to her Charisma modifier. Within the radius of this effect, Elysia gains a bonus to Search checks equal to her class level and may find traps like a Rogue, Elysia and her allies gain a bonus to saves vs traps equal to +1 per three class levels, and Elysia and her allies can see invisible creatures and objects as if subject to a See Invisibility spell.

Earth Reaver (Su): Starting at 12th level, once per combat, as a full-round action, Elysia may make a melee attack roll with a Halberd against all creatures within a 60ft Line along a solid surface. Creatures she successfully hits are dealt melee damage as normal and are subject to the effects of an Earthquake spell. Regardless of the outcome of her attack roll, the area of the Line is instantaneously rendered difficult terrain. She recovers her use of this ability whenever she successfully Trips an opponent with her Halberd.

Noble Healing (Sp): Starting at 14th level, Elysia may expend one of her daily uses of Always Hope to produce a Heal effect as the spell.

Celestial Charge (Su): Starting at 16th level, once per combat, as a full-round action, Elysia may execute a charge attack with a Halberd gaining a fly speed equal to twice her base speed with perfect maneuverability. At the end of her charge she may make a full attack. The first of her attacks that hits deals 2d6 additional damage as well as 2 Charisma damage. The second of her attacks that hits deals 4d6 additional damage as well as 1d8 Strength damage. The third of her attacks that hits deals 6d6 additional damage and causes the struck foe to be Shaken for a number of rounds equal to Elysia's Charisma modifier (no save). The fourth of her attacks that hits deals 8d6 additional damage and causes the struck foe to be Blown Away (http://www.d20srd.org/srd/conditionSummary.htm#blownAway) (Fort negates, DC 10 + Elysia's class level + her Charisma modifier). A creature that is blown into a solid surface is dealt 10d6 additional damage from the impact. She recovers her use of this ability whenever she successfully Trips an opponent with her Halberd.

Opalescent Fury (Sp): Starting at 18th level, Elysia may expend two of her daily uses of Starlight to deal 1d6 radiant damage per class level to a single creature within Medium range (100ft + 10ft/class level; or 2d6 radiant damage per class level to an Undead creature or Evil Outsider) as a spell-like ability. If that creature fails a Reflex save (DC 10 + Elysia's class level + her Charisma modifier) it is permanently Blinded. If that creature fails a Will save (same DC) it is subject to a Disjunction effect as the spell. Any successful saves do nothing to reduce the damage dealt. This attack has no effect on Constructs or objects.

Halberd of Purification (Su): Starting at 20th level, once per combat, as a standard action, Elysia may throw her Halberd at a target within Long range (400ft + 40ft/class level) as a thrown weapon attack at no penalty to her attack roll. If her attack hits it deals +75 radiant damage to the target and 50 radiant damage to each creature within Close range (25ft + 5ft/two class levels; Reflex halves, DC 10 + Elysia's class level + her Charisma modifier). Undead and Evil Outsiders are dealt double radiant damage. If her attack is successful, Elysia may teleport to her Halberd, finding it grasped firmly in her hands. Otherwise it teleports itself back into her hands. An Undead creature or Evil Outsider struck by this attack must succeed at a Will save (DC 10 + Elysia's class level + her Charisma modifier) or be utterly destroyed. An Undead creature or Evil Outsider that is either destroyed or killed by this attack may never be raised or resurrected by any means. Elysia may not recover her use of this ability by Tripping an opponent with her Halberd.

Allnightmask
2014-02-03, 04:38 AM
This is really nice, designing with something specific in mind makes things go so much more smoothly. From the once over I gave this class, it looks solid. The Healing is cool and since it only heals up to 50% I don't see much issue, the halberd attacks are cool and the need to use your tripping to use some of the features is nice. The higher levels look entertaining and the capstone is awesome and cinematic as all get out.

I look forward to more of these builds.