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kingtravel
2017-09-11, 12:22 AM
Background: I'm looking for critiques of a prestige class design I'm working up as the DM to help out one of my players. He is a 9th level dwarf paladin of Moradin with no multiclassing and has found that... challenging... so I'm trying to come up with something fun for him that will also make him feel more useful to the group (a druid/sorcerer/theurge, duskblade/scout, marshal, and a rogue/swashbuckler/fighter.) We looked at many of the existing prestige classes but either he wasn't interested in their class abilities or the requirements weren't something a straight paladin could hit at a reasonable level (due to skill point issues or spells, usually) so I made something that is heavily borrowing from Hammer of Moradin (enough to potentially count as a variant) as well as touches from other prestige classes. My main concern is that I might have made it overpowered, or attached too many class abilities to it. I welcome all feedback!

Champion of Moradin
A defender of the dwarven people and champion of Moradinís justice.

Requirements:
Race: Dwarf
Class: Paladin in good standing with Moradin
Feats: Weapon Focus: Warhammer
Spells: Able to cast 2nd-level divine spells
Deity: Moradin
Alignment: Lawful Good
Base Attack Bonus: +7
Skills: Knowledge: Religion 5 ranks

Hit die: d10
Skill points: 2 + Int

Class Features
Weapon and Armor Proficiency: Champions of Moradin are proficient with all simple and martial weapons, with all types of armor, and with shields. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Spellcasting: At every level you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an ordained champion of Moradin, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Righteous Caster: The Champion of Moradin also adds all Good, Law, and War domain spells to his spell list. The champion does not gain the domain ability associated with any of these domains.

Continued Advancement: Levels in Champion of Moradin stack with levels of other appropriate classes for the purpose of turning or rebuking undead, and for all level-dependent domain granted powers.

Hammer Throw (Ex): A champion of Moradin may use his warhammer as a thrown weapon with a range increment of 20 feet. He takes no additional penalties for using the weapon in this fashion.

Hammer Return (Su): When the champion of Moradin reaches 2nd level, any warhammer he throws gains the returning special ability. A returning warhammer flies through the air back to the champion, returning just before his next turn, so that it is ready to use again in that turn. Catching the warhammer when it comes back is a free action. If the champion of Moradin can't catch it, or if he has moved since throwing it, the warhammer drops to the ground in the square from which it was thrown.

Fearless Aura (Su): At 2nd level, the Champion of Moradin gains the feat Fearless Aura, allowing his Aura of courage to extend to 20 ft. All allies within the aura become immune to fear effects.

Inspirational Shout (Su): At 3rd level, the champion of Moradin gains the ability to inspire his allies as the bardic ability Inspire Courage, except the shout cannot be maintained over multiple rounds. The duration of the shout lasts a number of rounds equal to the Champion of Moradinís champion levels, and increases to +2 at 5th level, +3 at 7th level, and +4 at 9th level. He may use the shout once per day per champion level.

Powerful Grip (Ex): At 3rd level, the champion of Moradin gains a bonus equal to one-half his Strength bonus (rounded down) on damage rolls when wielding a warhammer in melee. Thus, his bonus on damage rolls with this weapon equals 1-1/2 times his Strength bonus when he wields it in one hand and twice his Strength bonus when he wields it in two hands.

Fist of the Gods (Su): At 4th level, you can sacrifice a prepared spell or spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to your champion level.

Far Shot (Ex): At 4th level, the champion of Moradin gains the benefit of the Far Shot feat when throwing his warhammer. This benefit increases the range increment for his thrown hammer to 30 feet.

Cave Crusader (Su): A 5th-level or higher champion of Moradin may, as a move action, imbue his hammer with the Bane property affecting one of the common denizens of the Underdark and historic enemies of Moradin, namely: drow, duerger, derro, svirfneblin, and all goblinoids.

Power Strike (Su): At 5th level, the champion of Moradin can strike his foe so hard that his blow leaves the opponent dazed. To use this ability, the champion of Moradin makes a normal attack roll. (The player must declare that he is using this power before making the attack roll; thus, a miss ruins the attempt.) The attack deals normal damage if successful. In addition, any foe damaged by this attack must make a successful Fortitude saving throw (DC 10 + champion of Moradin level + champion of Moradin's Str modifier) or be dazed for 1 round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be dazed. This ability is usable twice per day at 5th level and four times per day at 10th level.

Quake (Su): By striking his warhammer violently against the ground (a standard action), a 6th-level or higher champion of Moradin creates a shock wave that violently shakes the earth in front of him. Each creature touching the ground in a 60-foot cone from the point of impact must make a successful Reflex save (DC 10 + champion of Moradin level + champion of Moradin's Str modifier) or be knocked prone.

Divine Wrath (Su): At level 6, the champion can channel a portion of her patron's power into wrath, giving her a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to her Charisma bonus. During this time, the divine champion also has damage reduction of 5/-. This ability can be used once per day and is invoked as a free action.

Chaos Crusher (Su): At 7th level, the champion of Moradin may imbue any warhammer with the axiomatic special ability as a move action. This ability may be used once per day, and the effect lasts a number of rounds equal to the champion of Moradin's Charisma modifier.

Stalwart (Su): Champions of Moradin are renowned for their ability to stand strong in the face of a hail of arrows, or wade into a throng of shrieking goblins and emerge untouched. At 7th level, the champion may add his base Will save modifier to his AC once per day as a free action. This benefit lasts for 1 round per champion level.

Thunder Strike (Ex): When the champion of Moradin reaches 8th level, his blows are so mighty that armor not only offers little protection from them, but it also acts as a conduit for the force of the blow, causing his opponent even more pain. When wielding his warhammer, the hammer of Moradin gains a bonus on melee damage rolls equal to his foe's armor bonus (not including shield bonus or enhancement bonus). Thus, a hammer of Moradin striking a creature wearing a breastplate gains a +5 bonus on his damage roll.

Power Throw (Su): At 9th level, the champion of Moradin can hurl his warhammer with such force that it plows on past creatures struck by it. When throwing his hammer, the champion of Moradin makes a single ranged attack roll and checks the result against the AC of all creatures in a 60-foot straight line from his position. He then rolls damage against each creature that the weapon hits.

Bones of the Earth (Sp): When the champion of Moradin reaches 10th level, he gains a powerful blessing from Moradin himself. This benefit functions like the shadow walk spell (caster level equals champion of Moradin's divine caster level), except that rather than traveling along the edge of the Shadow Plane, the character travels along the edge of the Elemental Plane of Earth. Both the origin and destination points must be within 5 feet of solid, natural stone. This ability is usable once per day.

EX-CHAMPIONS OF MORADIN
A champion of Moradin who violates his alignment or betrays Moradin loses all spell-like and supernatural abilities gained from this prestige class. He regains his abilities and advancement potential if he atones for his actions (see the atonement spell on page 201 of the Player's Handbook).

Class skills
Concentration CON
Craft INT
Diplomacy CHA
Heal WIS
Knowledge (arcana) INT
Knowledge (history) INT
Knowledge (local) INT
Knowledge (religion) INT
Knowledge (the planes) INT
Profession WIS
Sense Motive CHA
Spellcraft INT

Advancement:

Level BAB Fort Ref Will Special
1st +1 +2 +0 +2 Righteous caster, hammer throw
2nd +2 +3 +0 +3 Hammer return, Fearless Aura
3rd +3 +3 +1 +3 Inspirational shout +1, powerful grip
4th +4 +4 +1 +4 Far shot, fist of the gods
5th +5 +4 +1 +4 Cave crusader, power strike, inspirational shout +2
6th +6 +5 +2 +5 Quake, divine wrath
7th +7 +5 +2 +5 Chaos crusher, stalwart, inspirational shout +3
8th +8 +6 +2 +6 Thunder strike
9th +9 +6 +3 +6 Power throw, inspirational shout +4
10th +10 +7 +3 +7 Bones of the earth
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OldWizardGuy
Join Date
Apr 2017
Gender
Male
Default Re: Prestige Class: Champion of Moradin, Advice Wanted
A lot of flavour (the capstone ability to travel the plane of Elemental Earth is superb!) but what is the power level of your games? This class is VERY powerful - you sacrifice turn undead but are generally better than a straight cleric in all other ways. Unless everyone else in the party is using similar high-tier classes they risk being overshadowed.