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    Pixie in the Playground
    Join Date
    Jan 2015
    Location
    New York
    Gender
    Male

    Post "Put your faith in the light, and all is possible."

    "Doesn't matter what the press says. Doesn't matter what the politicians or the mobs say. Doesn't matter if the whole country decides that something wrong is something right. This nation was founded on one principle above all else: the requirement that we stand up for what we believe, no matter the odds or the consequences. When the mob and the press and the whole world tell you to move, your job is to plant yourself like a tree beside the river of truth, and tell the whole world" — "No, you move." -Captain America: The First Avenger
    The Temppóti̱s


    Before the world, as it came to be, the titan’s of the past navigated the maelstrom. One such titan was the Shining Empyrean. Dogma worshiped him with unmatched fervor. However few others shared his loving faith. In response, Dogma created two soldiers, godling warriors that would use their powers and strength to convert more to his faith. These soldiers both shared the title of “Justice” lacking any individuality or characteristics of their own. However, when Dogma looked upon the guardians, he shuddered in disgust, he believed them vile in appearance, so he clothed them in belief, chained them in obedience, and masked their faces with obligation. After such, he realized his servants must be armed to go spread their word, as such, he sends his children to the Monster’s den, to retrieve a fang from his maw. Both obediently go to the dwelling of the great beast. Upon arriving, the first twin was snatched by the Monster’s tongue and pulled into his hideous mouth. However, the second twin follows in without fear, and while his brother is being gnawed on, retrieves the fang. He then leaves, returning and forging an unstoppable blade from the Monster’s great fang, awaiting Dogma’s approval. However, Dogma is fickle, and only wishes to please the Shining Empyrean, as such, he left a long time ago, forgetting about the twins entirely. However, the second twin is unaware of such, and begins to wait and pray for his father’s return. Over time, he loses hope, and falls into blind zealotry, making children of his own to seek Dogma’s attention. However, those children seek their father’s attention, making children of their own, who seek their own fathers. This creates a spiral that descends further and further, children seeking their creators who will never give the full attention the children desire.

    However, during all of this time, the first twin lies in agony, being tortured and beaten by the Monster. He is in pain, and screams out for Dogma to save him, but Dogma never comes. He begins to resent Dogma but starts to find the Monster’s torture less and less agonizing, to the point of almost affection as he spends all of his days with the Monster. However, one day, the Monster becomes bored with the first twin, giving him enough time to escape with a few of the Monster’s children. He returns to the place where he was to meet with Dogma aeons ago. He finds his brother there and they look upon each other. The first of the two twins becomes known as Heresy, wielding the tongue that pulled him into the maw of agony, as a whip named Desecration. However, the second twin becomes known as Faith and wields the Monster’s tooth as a hammer named Zealotry. All that is left in Heresy is true hatred, a hatred exemplified so purely in his hate for his brother, for abandoning him years ago. Faith looks upon heresy with disgust and shares in his hatred for failing the mission they were sent on, as well as his unlike appearance and spirit, calling him a horrid abomination. Now they clash eternally in the stars, the great holy war. Both are matched in strength, neither truly gaining a foothold in the battle. Their story is played out throughout time as the combat of brother against brother, Blackguards and Paladins striking each other down one after the other. The Temppóti̱s is their story in its whole, from Justice to Heresy and Faith. Such a battle is filled with undeniable hatred, and a limitless font of the brothers’ anger, their fury...their Wrath.

    Stories tell of heroes who rebel against the gods, who overcome their brethren, who rise up and have their stories told from generation to generation. This is not the story of that hero. This is the story of a different hero. A servant of the higher powers, and agent of the war of Light and Dark, of Law and Chaos. This is the agent of the normalization of the universe, the balancer of scales, the keeper of grievances and the judge of sins. Such a creature is perhaps born of worldly likeness but imbued with unworldly powers, and used as a tool by the gods to further their will in their wars.

    This is the Temppóti̱s, the sanctified warrior of legend, the knight in cleric’s cloth, The “Templar”

    Making a Temppóti̱s
    Spoiler
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    The Temppóti̱s is a melee class which calls upon divine powers to either cast spells or channel the hatred of the gods. He is an agent of justice, destroying chaos or an opposite alignment without hesitation. They take silent joy in their work, though emotions should not show through the hunt so they often do not reveal such a notion. They pine for order, perhaps from a lost sense of it before, nevertheless they are wise beyond their years or carry great experience under their belt. The Temppóti̱s forces others to play by his rules. The battlefield is simply another kingdom for the Temppóti̱s to conquer and create edicts for. Law must be kept no matter the cost.
    Abilities: The Temppóti̱s wants healthy Strength and Constitution scores for combat certainly, but his most valuable stat is his Wisdom, the driving force of all of his abilities, defensive and offensive alike. Dexterity can be helpful and Intelligence is quite useful. Charisma can be needed if a silver tongued templar is what you desire, but perhaps not as important as his wisdom, especially later on.
    Race: While no one race resonates with the Templar more than any other, Temppóti̱s are usual born and raised in lawful societies, or more often, taken off to secluded monasteries where they are taught the ways of Holy War. All are welcome to join the crusade, so long as you can handle the fight.
    Alignment: The Templar is Order, he is law, he is justice, he is equality, and the measurement of sins. He is also an active participant in the holy war, the fight of dark and light, of good and evil. Therefore, the Temppóti̱s must be Lawful Good or Lawful Evil, if he ever changes his alignment from lawful to neutral or chaotic he loses all mythos and excellencies he possesses until he returns to the path of law bringing, unless he is the Revolutionary Retribution Knight Shintai. Also, whenever there is a slash on abilities, it is meant to represent the difference between what a Lawful Good Temppóti̱s will receive and a Lawful Evil Temppóti̱s. The first one listed is always lawful good while the second is lawful evil.
    Starting Gold: 6d4 x 10 (As Paladin)

    Hit Die: d10
    Skill Points: 4+ Intelligence Modifier
    Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
    Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity

    Level BAB Fort Ref Will Special Mythos Excellencies
    1st +1 +2 +2 +2 Wrathful Mythos, Exceptional Mythos, Excel at Purgation +2 +1
    2nd +2 +3 +3 +3 +1 +1
    3rd +3 +3 +3 +3 +1 +0
    4th +4 +4 +4 +4 +0 +1
    5th +5 +4 +4 +4 +1 +0
    6th +6/+1 +5 +5 +5 +0 +1
    7th +7/+2 +5 +5 +5 Fantastic Mythos +1 +1
    8th +8/+3 +6 +6 +6 +1 +1
    9th +9/+4 +6 +6 +6 +1 +0
    10th +10/+5 +7 +7 +7 +0 +1
    11th +11/+6/+1 +7 +7 +7 +1 +0
    12th +12/+7/+2 +8 +8 +8 +1 +1
    13th +13/+8/+3 +8 +8 +8 Legendary Mythos +1 +1
    14th +14/+9/+4 +9 +9 +9 +0 +1
    15th +15/+10/+5 +9 +9 +9 +1 +0
    16th +16/+11/+6/+1 +10 +10 +10 +0 +1
    17th +17/+12/+7/+2 +10 +10 +10 +1 +0
    18th +18/+13/+8/+3 +11 +11 +11 +1 +1
    19th +19/+14/+9/+4 +11 +11 +11 Exalted Mythos +1 +1
    20th +20/+15/+10/+5 +12 +12 +12 +1 +1

    Hit Die: d10
    Skill Points: 4+ Intelligence Modifier
    Class Skills: Balance, Climb, Gather Information, Heal, Intimidate, Knowledge (Any),Listen, Martial Lore, Ride, Search, Sense Motive, Spot, Spellcraft, Concentration, Diplomacy
    Proficiencies: Temppóti̱s are proficient with all simple and martial weapons, as well as all light, medium, and heavy armors, and all shields except Tower shields, as well as Exotic weapons that are the favored weapon of their deity

    The Wrathful Mythos: The Temppóti̱s abilities are expressed through “Mythos” the stories that comprise their existence, and the legends that have been told about them or shall be. Most of these Mythos are wildly different than others, but all have some similarities. They are all extraordinary abilities (except for smite which is a supernatural ability) When they reference a save imposed by the Templar its is always calculated as (10+1/2 Level+Wisdom Modifier) When a Mythos references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Temppóti̱s class. When a Mythos references "allies", it specifically does not refer to the Temppóti̱s using it. When a Mythos grants a feat as a bonus feat, it is regardless of whether the character meets the prerequisites for that feat (unless otherwise stated), and if the character already possesses that feat (in some permanent fashion - via the normal allotment gained by leveling up, or through another Mythos, and so on, but not those gained temporarily, such as via a "Heroics" spell), they must replace the prior instance of that feat with another feat that they qualify for.

    Every Mythos has a Tier. The Tier of a Mythos ranges from 1 to 4, typically referred to as Exceptional, Fantastic, Legendary, and Exalted. Exceptional Mythos tell the tales of squires, clerics, priests, soldiers, faithful peasants, and clergymen. The men and women who uphold the laws of the gods, either physically or mentally combatting all considered evil. Fantastic Mythos are the ideals of heroic champions - templar, champions of the parish, and dragons protect and restore, devoted knights or the choirs of children, or defending villages and saving princesses. Legendary Mythos are methods of law and eternal order; the designs of angelic guards that preserve what is pure, dictate god’s laws to the people, and defend the heavens from those who would see them destroyed. Exalted Mythos are for templar transcending the moral planes. They destroy the abyss itself, dictate law to the immeasurable abyss, and even rise above the gods they served and become gods themselves.

    Some Mythos, in addition to their initial stated effect, have Basic and Advanced manifestations. When a Temppóti̱s gains access to a Mythos with a list of Basic manifestations, they may choose one such manifestation, and they gain that benefit immediately as well. This choice may not be changed later. When a Temppóti̱s gains access to a Mythos with a list of Advanced manifestations, they may choose one such manifestation, and they gain that benefit upon achieving their next level of Temppóti̱s. This choice may be changed at any point before receiving the chosen manifestation itself, but not after (choosing beforehand is just an easy way to mark it down on your character sheet so you don't forget that you'll be getting something later).

    Mythos Known: A 1st level Temppóti̱s begins play with two Exceptional Mythos that he qualifies for if this is his first level in a PC character class. At higher levels, he gains additional Mythos as noted on the Temppóti̱s class table.

    For characters that multiclass into Temppóti̱s after having taken levels in another PC character class, the 1st level of Temppóti̱s grants only a single Exceptional Mythos, rather than two.

    A Temppóti̱s also has the ability to learn more Mythos, above the ones automatically allotted to him by leveling up - by giving of himself freely, doing away with his human essence to become more divine. At any time, a Temppóti̱s may destroy one of his own possessions (something that has been in his possession for at least a week's time). The annihilation must be complete enough that the item could never be repaired. The destroyed item's value in gold pieces is recouped by the Temppóti̱s as an equal amount of Mythos Points. Such sacrifices show true loyalty in the eyes of the gods and rewards the individual who gave all he could for the divine.

    By spending 1,000 Mythos Points, and 250xp, he may learn an Exceptional Mythos. A Fantastic Mythos requires 5,000 Mythos Points and 500xp. A Legendary Mythos takes 10,000 Mythos Points, and 1,000xp. And an Exalted Mythos takes 20,000 Mythos Points and 2,000xp.

    For half the listed price for a given Tier, a Temppóti̱s learn a Basic or Advanced manifestation of a Mythos they already know of that Tier.

    Learning Mythos above the standard amount requires unquestionable and true devotion to the cause of the holy war and unrivaled service to their patron god. A Temppóti̱s may only utilize this ability while more than half of his effective character level (ECL) is devoted to levels in the Temppóti̱s class.

    Excel at Purgation: As denoted on their class table, a Temppóti̱s gains a certain number of abilities known as "Excellencies". These tend to be more general, generic, and passive than a Mythos, but are useful nonetheless, and are drawn from their own separate list, unsegregated by Tiers. Like a Mythos, a Temppóti̱s may learn more Excellencies above their allotted amount. Each one costs 1,000 Mythos Points and 100xp, plus an additional 1,000 Mythos Points and 100xp for each time a new Excellency is innovated beyond the first. (So, 2,000mp and 200xp for the second, 3,000mp and 300xp for the third, etc.)

    Wrath: Wrath is a system that the Temppóti̱s uses to fuel his abilities, it is the festering rage of the angered god given tangible form, the god’s hand moving through the Temppóti̱s’ mind. A Temppóti̱s generates Wrath at the beginning of every combat, more specifically, when he rolls for his initiative. His Wrath is equal to 1d3+Current HD ( So for example, a Level 2 Temppóti̱s would have 1d3+2) Wrath can be channeled into a number of abilities, but the main one that every Temppóti̱s has, in its most basic form, is Smite. Wrath resets to zero as soon as combat is over. ( No you cannot go around killing small creatures to generate wrath, like having a small bag of kittens with you so you can cut one’s head off to count as being in combat.)

    Smite: A Level 1 Temppóti̱s starts with Smite, Smite is an ability that enhances the physical attack of the wielder with his Willpower and Faithful Fortitude. When you smite, you must expend 2 wrath right before you make an attack, a charge, a full attack, or an attack of opportunity. The next attack made gains a bonus to attack and damage equal to the wielders Wisdom bonus, plus his level. This bonus is expended even if the attack misses. Smites are the tools of the gods, as such, a Lawful Good Temppóti̱s gains "Smite Evil" meaning this ability may only be used against evil aligned creatures. Naturally then, a Lawful Evil Temppóti̱s gains "Smite Good"

    A 3rd level Temppóti̱s gains a more powerful version of smite, and gains option when smiting. Smiting is the art of the Temppóti̱s, and as such, he varies his power of smiting with a multitude of different varieties. You gain access to these smites in addition to your normal smite.

    3 Wrath-Nullifying Smite: Add Level to Attack and Damage, if damage is dealt, any magic resistance the target possesses is destroyed and cannot reform until the combat with the Temppóti̱s is over.

    3 Wrath-Armor Breaking Smite: Add wisdom to attack and damage, if the damage dealt is double the AC of the armor worn by the target, his AC becomes reduced by the armors ac value until the end of the combat. Representing major parts of the armor’s connecting pieces being sliced off, however, no need to repair it, but rather a quick adjustment out of combat.

    3 Wrath-Stupefying Smite: Add wisdom to attack and damage, if damage is dealt the target must take a fortitude save against your attack or become stunned for 1 round.

    A 5th Level Temppóti̱s gains 1d6+Level Wrath at the beginning of every combat

    A 7th Level Temppóti̱s’ smite causes the target to take a Will save or die if the target is at 10hp or lower health, this increases to 25hp at level 14, then 40hp at level 20.


    A 10th Level Temppóti̱s gains a bonus to AC equal to his Wisdom bonus

    Exceptional Mythos
    Spoiler
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    Sinner Slaying Judgement Grasp
    Prerequisites: Strength>11
    The Temppóti̱s may spend 3 Wrath to make a touch attack, if the attack succeeds the target must succeed on a will save or be grappled by the Temppóti̱s and be given a vision of his past sins, given a chance to repent and surrender to the judgement that the Temppóti̱s decides, or take Leveld6 damage (To a maximum of 15d6)

    Advanced
    One Handed Justice Choking- The Temppóti̱s may attack the grappled target with any weapon he possesses (Even two handed weapons, but takes a -2 penalty to attacking with them) instead of just unarmed attacks.

    Forceful Regret Snapping- The Temppóti̱s may end the grapple with an additional Leveld6 damage, trying to snap the targets neck with the fury of his god, if the creature is at least 10hd lower than the Temppóti̱s the damage will instead cause the targets head to explode, causing all of that targets allies who see this to take a DC 15 Will save or be shaken for a round.

    Dark Soul Clergy Vision
    Prerequisites:-
    The Temppóti̱s gains Detect Evil/Good and Detect Chaos

    Advanced
    Cult Ending Templar- The Temppóti̱s may make a gather information check as he detects evil/good on a singular target, if he succeeds he can tell if that target is part of any evil/good aligned cults that he is aware of (The Temppóti̱s training makes him aware of most cults)

    Demon Detecting Investigator- The Temppóti̱s may take a gather information check after a detection to see if the target is possessed by a demon, or is a demon that has changed shape. (Since Lawful Evil Temppóti̱s still hate demons this works, Demons always represent chaos, if a Temppóti̱s is to harken to such a being it would most likely be a devil instead, who hate demons.)

    Heretical Sorcery Deflecting Aegis
    Prerequisites:-
    Once per round of combat,The Temppóti̱s may deflect a ranged touch attack spell that nominates him as its sole target, however, he must nominate to do so before he can discern what the spell is, as his gut reaction tells him to deflect any spell thrown at him. He must make an attack against the spell, if the attack roll in total is greater than the DC to save against the spell was, he cuts the spell into ribbons in the air before it reaches him. If he fails, it affects him as normal. Attacks made against spells likes this take a -4 penalty.

    Basic
    Faithful saving dispelling hero- The Temppóti̱s may deflect a spell that nominates multiple targets and includes him as one.

    Fight Conflagration with Conflagration- The Temppóti̱s may deflect the spell back at the caster, making a to hit roll against the caster using the Temppóti̱s’ attack bonus, if this is done it can only be thrown back half the spells total distance.

    Unshakable Beacon of Impending Justice
    The Crusader is a beacon of light to his allies, and a beacon of hatred for his enemies, shining like a star or a sickly moon.

    As a standard action you may activate a sustained beacon of light centered on yourself, if you are in combat, activating it costs 1 wrath but is a free action. Regardless, while this ability is active, -1 wrath from all instances of wrath gain. This light radiates 15ft outward from yourself, in addition, an evil/good creatures that enter the light's radius must take a will save or be dazzled until they leave the radius. Deactivating the light is a free action and costs no wrath.

    Advanced:
    Army rallying light beacon- Your light radiates up to 30ft

    Blade guiding light swathes- Your allies gain +1 to attack rolls while in the radius of your light.

    Wrathful Renewal
    Prerequisites:-
    The Temppóti̱s may spend 3 Wrath to cast a cure spell that a cleric of his level could cast. This can only be done inside of combat due to the Wrath cost.

    Basic
    Rest Expediting Healing Hand- The Temppóti̱s may cast one cure spell per day outside of combat, with no Wrath cost

    Armor Bolstering Good Touch- The Temppóti̱s may instead target a creature’s armor with this spell, giving it a Enhancement bonus to AC equal to the spell’s level for the remainder of combat.

    Faith Fueled Tactical Crusader
    Prerequisites:-
    The Temppóti̱s may add his Wisdom bonus to his initiative and touch AC

    Advanced
    Field Marshal- The Temppóti̱s may add +1 to his allies’ initiative

    Plate Armored Lightning Crusade- The Temppóti̱s gains Improved Initiative as a bonus feat

    Blade of God’s Own Craft
    Prerequisites:-
    The Temppóti̱s gains a weapon of the god’s favored weapon type, this weapon is his sanctified sword, his instrument of fury, his loyal sidekick, his unyielding ally. The Blade itself becomes more powerful with the wielder, growing together. This excellency must be taken at Level 3 or lower.
    At 1st Level it gains Masterwork
    At 3rd Level it is always sheathed and unsheathed as a free action, and gains a +2 bonus to attacks made the turn it was unsheathed, however, the blade thirsts for the holy war, and cannot be sheathed in a combat until all evil enemies are slain.
    At 5th Level it gains the Flaming Enchantment
    At 7th Level it gains the Holy/Unholy Enchantment
    At 9th Level it gains the Ghost Touch Enchantment
    At 11th Level the blade refuses to leave its master’s side. You can never be disarmed, the blade may never leave your person, instead flying back to your hand or sheath when dropped and can never be destroyed when it is in your possession, however, you may never use another weapon of its type in combat.
    At 13th Level it gains the Brilliant Energy Enchantment, but can still harm Undead and Golems normally
    At 15th Level the blade replaces holy with the Holy Power/Unholy Power Enchantment
    At 17th Level the blade replaces flaming with the fiery blast Enchantment and gains +5 reach (this represents the swords holy flames reaching out to their enemies in the midst of combat)
    At 19th Level the blade rolls 2d20 when attacking and takes the highest roll

    Advanced:
    Undead Ending Catastrophe Blade- The Weapon gains the mighty disruption enchantment at 20th level

    Undeniable Demon Ender- At 20th level the Weapon Automatically casts soul bind whenever it kills an chaotic aligned creature

    Whirlwind of Unhindered Holy Might
    Prerequisites:-
    You gain Cleave as a bonus feat

    Basic:
    Blade of Many Smites: When Cleaving, you only spend one smite which covers every attack in that cleave, not pay for each individual

    Cutting Swathes from the Ungodly Cloth: You gain Greater Cleave as a bonus feat

    Concoction Deduction Reaction
    Prerequisites:-
    The Temppóti̱s is immune to disease and poison, but not magical diseases or curses.

    Advanced:
    Traitor Sensing Sniffer- The Temppóti̱s can take a heal check to sense if an item he is holding is poisoned in some way, he then can sense the aura left on it, if an evil/good creature poisoned it, he then can know which creature did so if they are present

    I’ve Had Worse- The Temppóti̱s is immune to damage dealt or effects caused by potions thrown at him, or he is forced to consume.

    Spite Filled Soul Taunt
    Prerequisites: The Ability to Speak, 4 or more ranks in Intimidate
    The Temppóti̱s spends 1 wrath and immediately makes an intimidate roll against all Evil/Good aligned creatures with 5 x Level feet. All intimidate checks that succeed send the target of the check into a rage unless they pass a will save. If they succeed their will save they simply become shaken for 1 round. However, if they fail, they then must charge you as their next action and must attack you as long as they are able and are still in a rage. The rage lasts 1d4 rounds. You ignore the first 5 points of damage that targets, suffering from a rage you caused, deal to you.

    Advanced:
    Reflective Regret: At the end of the rage inflicted by this ability, the target takes damage equal to the cumulative sum of the 5 points of damage that you resisted from his attacks

    Tempt me not: You may make an attack at your highest Base attack bonus against a target that attacks you while under the effects of a rage you inflicted, this ability costs 2 wrath, you may also smite with that attack as normal.

    Intuition for the Guided Blade

    Prerequisites:-
    The Temppóti̱s gains Power Attack as a bonus feat, as well as Weapon Focus with his Deity's preferred weapon.

    Basic:
    Divine Precision: You gain Improved Critical with your Deity's preferred weapon
    Bone Splitting Smash: You gain Awesome Blow as a bonus feat


    Fantastic Mythos
    Spoiler
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    Crownguard Inertial Technique
    Prerequisite: Whirlwind of Unhindered Might
    The Temppóti̱s often finds himself outnumbered and overwhelmed by enemy forces, all too often is the knight clad in steel bombarded by those who would appose his edicts. Nonetheless, one cannot risk attacking each of these beings one by one, nor distribute attacks with less power behind them than others to thin the horde, no, the only effective manner in ending such a threat is a spin to win the battle.

    You gain Whirlwind Attack as a bonus feat, in addition, when making a Whirlwind Attack, you may spend 2 Wrath to count enemy creatures within 10ft as being "Adjacent", making attacks against all such targets. You may spend for a smite as normal for this attack, and apply the smite to all attacks in the attack.

    Advanced:
    Eternally Spinning: After you declare a Whirlwind Attack and spend 2 wrath to increase the range, all units adjacent to you, on their turn, must take a reflex save or be hit by an additional attack. This lasts until your next turn. Units not adjacent to you do not count as being adjacent due to the wrath expenditure on their turn, ONLY when you first resolve the attack.

    Army? I see no army, I see wood to be cut:You gain Spring Attack as a bonus feat and may move through units after declaring a Whirlwind attack

    Concentration Breaking Decisive Strike
    Prerequisite: Nullifying Smite
    Your base smite gains a new effect, whenever it hits a target that can spell cast, it prevents them from casting spells for the next 1d3 rounds.

    Advanced:
    Mana Draining Smite: When you smite a spell caster they randomly select a spell from their highest level spells available, they instantly lose a use of that spell.

    Council Field Training: When you smite a spell caster you may name one spell, they may not cast that spell for the rest of the combat as long as you are within 15ft of them.

    Unbreakable Saving Deflection
    Prerequisite:-

    The Temppóti̱s combat expertise has warned him of what a great asset that truly loyal allies can be on the battlefield. As such, he must protect his assets more than even himself, for some of his allies may not be able to take the hits that he can.

    If an ally of yours is within 5ft x 1/2 Wisdom Bonus, and is targeted by a ranged attack of any kind, even a ray that would blast through them, you may spend 2 wrath and move to an adjacent space, moving them out of their space and taking their place, moving them to the spot you were in. You then resolve the attack as if it were against you. If the attack would, for any reason, move through your space and hit targets behind you, it does not, it stops directly at you.

    Clerical Usurpation Compensation
    Prerequisite: Wisdom Bonus> +2

    Clerics do not appreciate the power of their spells. They are far too busy using spells as utilities and saving themselves from the embarrassment of not having water to bring to a feast! Such things are nonsense for the Temppóti̱s. Those spells of creation, renewal, and vision are not nearly as appealing as that of the spells of law, of war, of order.

    When you take this mythos, select one domain of the following: War, Law, Strength, Good/Evil. You may cast spells from the following domain as if you were a cleric of equal level to your class level. You must spend wrath equal to the spell level to cast it, and may only cast any given spell twice a day.

    Basic:
    Can one be without the other?: You may select an additional domain from the ones listed to cast spells from.

    I must save my strength: Each time you cast a spell, instead, you spend wrath equal to the spell level minus 1/2 your current class level, to a minimum of 1.

    Unstoppable Smiting
    Prerequisites:-

    Smiting is a sacred art that should not be undone by such simple things like the musings of a spell caster. Fields of antimagic should not be a roadblock to the purging of chaos, that being so, the Temppóti̱s refuses the denial of his smites.

    Smiting is now an extraordinary ability.

    Basic:
    Soul Burning Smite: Smiting a target causes the target’s soul to be ruptured from the attack, whenever damage is suffered from your smites, that target cannot heal 50% of the damage dealt from the smite until he rests for 12 hours, as the shattered soul fragments return to their owner.

    Unresistable Smiting: Smite damage becomes irresistible. Damage reduction, resistance, or any ability that reduce the damage taken from an attack, while you are smiting, does not.

    Marked for Excommunication
    Prerequisite: Dark Soul Clergy Vision

    The Temppóti̱s’ field training is able to recognize threats when they arise, many a patron of chaos can flee lesser hunter’s gaze through blocking objects or perhaps lead sheets, but once seen, the Temppóti̱s know’s his target, and his pursuit has begun before his target even knows.

    When you use your Detect Evil/Good or Detect Chaos you may mark one target within your line of sight. That target becomes marked, from that point on, until their aura dissipates or you select a new target, you may see their aligned aura through any obstructing objects even lead sheets. up to a distance of 120ft. You may only mark a new target once every hour.

    Basic:
    Bring them Justice: You gain a +2 Wrath when in combat with your marked target

    Bring them Death: You gain +2 to Hit and Damage when in combat with your marked target.

    Morbid Blade of Virtue
    Prerequisite: Strength> 12

    Many a warrior cannot rely on a stab, a slash, or a wayward bash to kill their target. Sometimes their needs to be solid evidence of death, for himself and the reassurance of those he defends.

    All of your melee attacks are treated as if they have the Vorpal quality, even if you are wielding a blunt instrument, but not if you are unarmed.

    Advanced:
    Assured Head Removal: Your Critical threat range is increased by 1.

    Make the Horrors cower: When you resolve a Vorpal critical that kills a target, all of that creature’s allies must take a will save or be shaken, if they roll a 1 on the save, they are instead sickened.

    Armor Clad Holy Dash
    Prerequisites:-

    Fury of the god’s will not allow their patrons to be slowed by such trivial things as physical plates of mineral. Such things are nothing to the hunt.

    You move at your normal move speed, regardless of the armor you’re wearing. In addition, you may select one creature you are in combat with that you know is good/evil or chaotic and is within 40ft, you may spend 2 wrath to instantly dash to that target, becoming ethereal for a breif moment, only a shaded outline of your physical body being seen, landing in a free adjacent space, if there is not an adjacent space, you cannot perform this ability. This is a free action, and as such, will allow a full round attack when you land there.

    Basic:
    Spirit Slicing Dash: When you move through creatures while you’re dashing you may nominate to deal 1d6 x Wisdom Bonus damage to them.

    Constant Dashing Happiness: Your movement speed and dash distance are increased by 10ft

    Judgement Fist of Supreme Denial
    Prerequisites:-

    Few have met in a battle with the Templar’s fury and been able to fight at their full capacity, instead, being marred by their tactical genius and magical restraints.

    You may spend 3 Wrath to send a surge of penalizing energy at a target within 35ft, making a ranged touch attack. If the attack hits, the target must make a fortitude save or be stunned for 1d4 rounds. Regardless of the save, the target takes 1d6 damage for every class level (to a maximum of 20d6)

    Basic:
    Blind Fury: Target’s hit by your Judgement Fist also suffer from blindness for 1 round after the stun subsides.
    Deafening Stun: Target’s hit by your Judgement Fist also suffer from Deafness for 1 round after the stun subsides.

    Azorian Restraints of Penance
    Prerequisites:-

    On the field of battle, or in times of peace, prisoners sometimes must be taken. However, the hunters of demon kind would be fools to rely on worldly shackles to hold those they wish to keep under their watchful eye.

    You gain 3 charges by which can be expended to restrain targets by making a ranged touch attack with them. Doing so out of combat costs no wrath, but it cannot be used to initiate combat unless you’ve already rolled for wrath. If used in combat, it costs 4 wrath. Either way, the target loses 2 from each ability score and lose the full use of either of their arms, as both are cuffed together behind their back, and cannot break the cuffs unless they make an escape artist check with a DC equal to (10+1/2 Your Wisdom Bonus+Your Class Level). These cuffs replenish after they miss or are removed, and, not being tangible, cannot be taken from you at any time.

    Basic:
    Mana Restraining Cuffs: Targets restrained by your cuffs cannot cast spells, as if they are in an Antimagic Field

    Gibbering Madness Restraints: Targets restrained by your cuffs inside of combat suffer from confusion
    Last edited by Jaded Mask; 2015-02-24 at 06:46 AM.

  2. - Top - End - #2
    Ogre in the Playground
     
    Kymme's Avatar

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    Default Re: "Put your faith in the light, and all is possible."

    Hey! This seems pretty cool. Would you mind if I fashioned you a new banner (one where the images aren't so squashed)? If you tell me the character's names, then I'd be happy to help.

  3. - Top - End - #3
    Barbarian in the Playground
     
    MindFlayer

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    Default Re: "Put your faith in the light, and all is possible."

    For the banner I suggest cutting out the pictures to fit rather than shrinking them.
    "No matter how subtle the wizard, a knife between his shoulder blades will seriously cramp his style."
    Homebrew:
    The Mediator, a fighter with the spirits.
    The Slauzan, elf/orc hybrids.
    Anime-related Homebrew, currently only saiyans.
    The Impestus Mythos class, characterized as a godking

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    Bugbear in the Playground
     
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    Default Re: "Put your faith in the light, and all is possible."

    Quote Originally Posted by Bluydee View Post
    For the banner I suggest cutting out the pictures to fit rather than shrinking them.
    I second this. Some of the characters look really weird. Also, would you mind identifying the characters? I don't recognize all of them.

    One last thing, I would recommend changing up the fluff a bit. It is true that stories are told of holy and unholy warriors, but where do these stories come from? The vast majority of these narratives are older than mortals, so where does this narrative come from? Xefas once mentioned a titan named Dogma whose narrative was based around worshiping one greater than yourself; in his or her case, that was the Shining Empyrean.
    My Homebrew



  5. - Top - End - #5
    Bugbear in the Playground
     
    RedKnightGirl

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    Default Re: "Put your faith in the light, and all is possible."

    So far I saw one issue : the killing smite working under 15%. I think you should work it as a fixed amount... maybe even one based on your class level, why not something like 2 or 3 per level? But 15% is just asking for trouble I think.
    Quote Originally Posted by Thanatos 51-50 View Post
    P.E.A.C.H : "Don't be nice, feel free to shishkabob any and all bad ideas present and lower my self-esteem thirty points. Self-esteem is measure in points, right? Anyway: here's a thing, if it sucks too much wind, tell me."


  6. - Top - End - #6
    Pixie in the Playground
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    Default Re: "Put your faith in the light, and all is possible."

    Apologies, first time doing this, that would be great if you could do it, alright, From Top Left to Right: The Emperor's Champion from Warhammer 40k, Uther Lightbringer from Warcraft, Garen Crownguard from league of legends, Siegfried Schtauffen from Soulcalibur. Then Bottom Left to Right: Ares from Marvel, Angelo Credo from DMC4, Odric the Master Tactician from Mtg, and finally The Crusader from Assassin's Creed: Revelations.

    Also yes the fluff was pretty bad I have to admit, it needs alot of revision, I'm not good at writing up fluff like this, I'm far better at individual character, but I'm still working on it, gonna look into dogma, would definitely make it interesting. Although later on I wanted him to have an option to surpass worship and ascend to godhood himself, but perhaps that would simply represent a departure from Dogma.

  7. - Top - End - #7
    Ogre in the Playground
     
    Kymme's Avatar

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    Default Re: "Put your faith in the light, and all is possible."

    Did somebody order a BANNAH?!

    Spoiler: DA BANNAH
    Show
    Last edited by Kymme; 2015-02-01 at 06:21 PM.

  8. - Top - End - #8
    Pixie in the Playground
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    Default Re: "Put your faith in the light, and all is possible."

    Quote Originally Posted by Kymme View Post
    Did somebody order a BANNAH?!

    Spoiler: DA BANNAH
    Show
    It's Beautiful *Dazzled Eyes*

  9. - Top - End - #9
    Ogre in the Playground
     
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    Default Re: "Put your faith in the light, and all is possible."

    Quote Originally Posted by Jaded Mask View Post
    It's Beautiful *Dazzled Eyes*
    Behold! The power of Breakneck Banner-Making Method!

  10. - Top - End - #10
    Pixie in the Playground
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    Default Re: "Put your faith in the light, and all is possible."

    Quote Originally Posted by Kymme View Post
    Behold! The power of Breakneck Banner-Making Method!
    DM: Why did you take 10 points in "Craft: Banner Making"?
    Player: Shush

  11. - Top - End - #11
    Bugbear in the Playground
     
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    Default Re: "Put your faith in the light, and all is possible."

    Quote Originally Posted by Jaded Mask View Post
    Also yes the fluff was pretty bad I have to admit, it needs alot of revision, I'm not good at writing up fluff like this, I'm far better at individual character, but I'm still working on it, gonna look into dogma, would definitely make it interesting. Although later on I wanted him to have an option to surpass worship and ascend to godhood himself, but perhaps that would simply represent a departure from Dogma.
    Lemme help out with that. Okay... um...

    "Before the Titans knelt before the gods in defeat, none were more devoted to the Shining Empyrean than Dogma." blah blah blah "unfailing worship" blah blah blah "greater than oneself". Aaaand... "After his shining father's fall, Dogma did not fall into despair; rather he rose and swore to never let any one harm him again, despite his fallen state. He would serve as the bulwark against all would wound his demonic master any further. Should the world ever be unraveled, and the Titans freed, the gods would find a foe willing to tear down all that is for the sake of his master."

    That's all I got.
    Last edited by Primal Fury; 2015-02-01 at 07:21 PM.
    My Homebrew



  12. - Top - End - #12
    Pixie in the Playground
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    Excellencies
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    Battle Born Wise Resonance
    Prerequisite: -
    The Temppóti̱s gains a +2 Bonus to Wisdom and Constitution when in combat.


    Holy Aura of the Demon’s Bane
    Prerequisite: -
    The Temppóti̱s Resonates a good/evil aligned aura. He also gains Damage Reduction X/(Evil/Good), where X is half his Wisdom bonus

    Peerless Heroic Defensive Training
    Prerequisite: -

    Silent Monasteries echo with the clash of blades as eager pupils learn to be the greatest of demon hunters. They learn that hatred is a tool to be used with precision. One must restrain himself before he can unleash his fury.

    You gain Combat Expertise and Combat Reflexes as bonus feats, however, Combat Reflexes gives additional attacks of opportunity based on your Wisdom, not your Dexterity.

    Destined for Heroism
    Prerequisite: -

    This must be taken at character creation for the effect to apply. This excellency can change the course of a campaign and therefore, the DM must be informed that you are taking it, and must read it thoroughly.

    At the Journey’s conception the hero is already a target. A greater Evil/Good outsider wants him dead for one reason or another. Perhaps his family has stopped the creature before, or the hero’s actions have somehow mired or scarred the beast or its servants. Nevertheless, the Hero is now hunted by the being, and he will not stop until he is dead.

    The Hero is aware however, and has been prepared by his church and his training to be ready for such a confrontation, which could happen at any moment.

    The Temppóti̱s can sense if the creature that is hunting him is within 50ft of him. In addition, he gains +2 Wrath at the beginning of combat when fighting Evil/Good Outsiders.

    The actual confrontation with the Evil/Good Outsider should be epic, perhaps a final boss fight or something of the sort, At the very least, this angered godlike creature should have somewhere between 15-30HD, this is all at the DM’s choice but such creatures should not be easily taken
    down.

    Symbol of Justice
    Prerequisites:-

    The Templar will have his presence and patronage known, no matter what the cost. You gain a Cape, Flag, Tabard and or Symbol on your armor of the god you call "God". Such things cause others to be keenly aware of you allegiance but also provide you with the bolstering support of your deity. You gain a +5 to Diplomacy when interacting with others of your faith. You also gain a +4 to Knowledge Religion. In addition, you gain a +2 to intimidate against evil/good aligned creatures, this becomes a +5 if that creature is, or worships a being that has fought with your god beforehand. However, others gain a +10 to recognizing your alignment and faith.

    Justice Fueled Perseverance
    Prerequisites:-

    The Templar is not a force that will go down easily, especially in the face of duty. so long as you did not suffer damage in the previous round, you gain a healing factor in and out of combat, equal to those listed below. At 10th level this healing is always active, regardless of when he last took damage.
    At 1st Level, you gain Fast Healing 1
    At 11th Level, you gain Fast Healing 5, replacing Fast Healing 1
    At 18th Level, you gain Regeneration 10, replacing Fast Healing 5

    Such Things End Here
    Prerequisites: Unbreakable Saving Deflection

    When using Unbreakable Saving Deflection, you may reduce the damage you take from the attack by 50% so long as you face the attack, but this causes it to cost an additional 2 wrath to perform.

    Benevolent Saving Hand
    Prerequisites: -
    The Temppóti̱s is guided by the powers of the divine, sometimes a man cannot see the action he takes is futile, and as such, needs guiding to the correct path. If you spend 1 Wrath when rolling a saving throw, you may roll twice, taking the better of the two results.

    Wrath Over Matter
    Prerequisites: BAB> +3
    The Temppóti̱s needs wrath desperately when combatting his foes, it is the essence by which he channels his magnificent powers and as such, requires a constant supply of his god's favor, being such, he strives to strike harder and truer, to gain his deity's favor with every swipe. Whenever you attack and roll for damage, you gain wrath equal to the damage die rolled, minus the difference between that number and the potential maximum. (Ex. A Level 4 Temppóti̱s attacks with his longsword, rolling a d8 for damage, he gets a 5 on the d8 this 5 is then reduced by the difference between the 5 and the maximum of 8, netting him 2 Wrath.)

    Greater Wrath Fountain
    Prerequisites: Bab> +14, Wrath Over Matter
    The Temppóti̱s has learned the essence of wrath, channeling it rather freely as if a normal bodily function. When resolving the Wrath gain from Wrath over Matter, you simply gain the damage die rolled in Wrath, rather than having it reduced by potential. Your god has learned you need all the power he can provide, and will no longer deny you in an effort to make you strive for better.

    It's Not how you say it. it's what you say.
    Prerequisites: 4+ ranks in Diplomacy, Intimidate, Disguise, or Decipher Script
    You may substitute your wisdom for your charisma for Diplomacy, Intimidate, Disguise, and substitute your wisdom for your intelligence for Decipher Script.
    Last edited by Jaded Mask; 2015-02-20 at 04:35 PM.

  13. - Top - End - #13
    Pixie in the Playground
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    Legendary Mythos
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    Resonant Magic Damning Aura
    Prerequisite: Heretical Sorcery Deflecting Aegis
    The Arcane arts are misguided. They have not the hand of a god to guide them to their enemies! The Druidic arts are misguided. They have only the hand of nature to guide them, no god!
    The Divine arts are misguided. They have only the hand of a god to guide them, not the their full fury, and surely not the RIGHT god!

    You gain an aura of pure magic denial, which can never be dispelled or removed by any means. It is a part of your very soul, unless that soul is removed entirely, the aura will burn on forever. You gain a Magic Resistance of 25, this increases by 5 if the caster is evil/good, by 5 if the caster is chaotic, or increases by 15 if they are both.

    Basic:
    Blessed armor musk: Whenever you wear a suit of armor for a week or longer, it starts to resonate with your aura, giving you a +2 to your Magic resistance, and granting anyone who wears the armor after you 20 magic resistance, however, the effect on the armor wears off after two days of you not wearing it. To reinstate the bonus, you would need to wear it for another week.

    Supreme Magic Denial: You gain Spell Immunity against spells casted by demons.

    Advanced:

    Absorbent Spell Denial: Whenever your magic resistance/immunity negates a spell, you may convert that spell into a number of wrath points equal to the spells level.

    Did you hear about that Knight?: Whenever your magic resistance/immunity negates a spell that was casted adjacent to you, you may grab the energy in thin air, and manifest it into a bitter unarmed strike. you may spend 6 wrath to make an immediate action and attack the caster with the spell that was just negated, dealing 5d6 x Spell Level damage to the caster with a righteous fist. If the target dies from this damage, you gain Mythos points equal to their caster level x 100

    There are none so blind as those who will not see
    Prerequisite: BAB> 14
    The Blade of the Templar is fury, it is hatred, hatred at the ignorance of the unelightened, and while he would rather save the unenlightened, sometimes the ignorant wish to stay in their heretical quavals and their faithless infatuations, as such, they need not the eyes to see the damned writings rather than the word of god.

    Whenever you smite, the target must take a fortitude test or be permanently blinded. In addition, all of that targets allies within 15ft must take the same test or be dazzled for 1d5 rounds. This blindness is the holy decree of god, and as such, it cannot be removed normally, instead, the god that you serve decides how it can be removed, if at all. Obviously, if your god holds disdain for your smite, or if he dies, the smite will be removed immediately.

    Advanced:
    Mob Blinding Smite Chain: The 15ft radius for dazzling targets becomes a test for blindness for 1d5 rounds instead.

    All shall be dazzled: The radius of the dazzle effect becomes 45ft

    Death Denying Heroic Stand
    Prerequisite: Constitution> 13
    Heresy could withstand greatest agonizing pains without death. The templar is no different.
    You gain Diehard and Great Fortitude as Bonus Feats.

    Whenever you are dealt damage or come under an effect of any kind that would kill you, in any way, you may make an attack roll if it was an attack, or take a Fortitude save if it were any other kind of damage or effect (Spell, Disease, etc...) if your attack rolls exceeds the attack roll of the opponent or the save exceeds the original save DC or the spell check rolled, you instead take 1 damage and continue fighting as normal. You may do this a number of times per day equal to your wisdom bonus.

    Advanced:
    Don’t Carve my headstone, just yet- You may perform this ability an infinite number of times per day.

    Refuel through fury- You may regain +4 wrath when you successfully use this ability.

    Revolutionary Retribution Knight Shintai
    Prerequisite: -
    Revelations can come to a man who spends his life’s work maintaining order. Times challenge faith but sometimes a man can discover himself more through his faith or lack thereof, than in any other way. The Templar changes, seeing all the harm order can do, and institutes to stop that once and for all.

    If you were Lawful Good you become Chaotic Good. If you were Lawful Evil you become Chaotic Evil.

    You gain a +4 bonus to Charisma, Strength and Constitution, you gain +2 to attack and damage rolls for each ally within 10ft that is chaotic aligned. You also gain +1 wrath whenever you hit with an attack, get hit with an attack, or are targeted with an attack but the attacker misses. All abilities of yours that target Chaotic Outsiders now target Lawful Outsiders of that alignment equivalent, all abilities that target chaotic aligned creatures instead target lawful aligned creatures. Lawful Creatures that attack you have a 15% chance to miss. You are the wheel of chaos, and all law must be stopped. However, you may never serve under your god’s lawful purview, if the switch to chaotic would put you out of two steps of alignment with your deity you must choose a new one. You must always spread chaos where you can, whether it being exposing corruptions in the law, or undermining the fabric of functioning societies, your job is to stop the encroaching martial law that faces the world. Dogma’s rule ends here, Heresy reigns.

    Path of the Angel
    Prerequisite: Did not take Path of the Saint, Did not take Revolutionary Retribution Knight Shintai, Has never Committed an evil act that has not been undone or cleansed.

    The Templar takes his first steps to ascendancy to angelic service, whether to his god, or perhaps to ascend beyond him. Such loyalty exemplifies the purity of the templar and the first truly benevolent response from his god.

    You gain bright white angelic wings/black bat like wings with good maneuverability. Your armor morphs to accommodate the wings. you also gain Resistance Acid 20, Cold 20, Electricity 20 if you are good aligned, or Cold 20, Fire 20 if you are evil. You gain Darkvision up to 60ft and an angelic appearance if you are good, or a devil’s appearance if you are evil. Regardless this is represented as a +4 to Charisma.

    Basic:
    Hammer of God- You gain a +6 to Strength and may grab with “Sinner Slaying Judgement Grasp” as if it were a ranged touch attack with a range of 30ft, requires Sinner Slaying Judgement Grasp

    Anvil of God- You gain a +6 to Constitution and may ignore the first 5 points of damage dealt to you from every attack.

    Path of the Saint
    Prerequisites: Did not take Path of the Saint, Did not take Revolutionary Retribution Knight Shintai

    The Crusader looks outward back at all the trials he has endured and towards the future with renewed fervor. His service to his god will never cease, his devotion has awarded a permanent seat of loyalty in the pantheon, never daring to stray from his god’s gaze.

    You start to radiate a holy aura that radiates 30ft, good/evil aligned creatures within this aura become immune to mind affecting spells and fear effects. In addition, you gain a +4 to Wisdom and may create one edict at the start of any combat.

    Edicts-

    None but us!- Spells that raise dead or summon creatures cannot be cast this combat.

    Glory and Honor!- You and Your Allies may re roll 1s, 2s, and 3s on damage dice, but must take the second result. This lasts until the end of combat.

    Think not of it!- Name a spell, that spell cannot cast by enemies this combat.

    You shall not cast!- All enemies suffer a -6 on tests to cast spells this combat.

    The fountain is open!- At the beginning of your turn, select up to 5 allies, including yourself, they instantly benefit from cure light wounds. This lasts until the end of combat.

    The General!- Nominate one target enemy in the combat, allies gain a +4 to attack rolls against him. This lasts until the end of combat.

    Retreat!- All allies gain +20ft to their movement and do not provoke attacks of opportunity so long as they are moving away from one or more enemies. This lasts until the end of combat.

    Stand and Fight!- You and your allies gain +10 Temporary HP and +1 Constitution until the end of combat.

    Mages! Cast!- You and your allies gain +8 to concetration checks until the end of combat

    Sin is weakness!- Enemies adjacent to you take a -4 to their AC, this lasts until the end of combat.

    Advanced:
    Saint’s Decree- You may change an edict in play at the start of your turn

    Saint’s Orders- You may declare two edicts at the start of combat.

    Soul Rending Exorcism
    Prerequisites:
    The Crusader’s endless fight against demons can be difficult due to their trickery and deceitful nature. However, his righteous powers allow him to see them hiding in plain sight and even rip them from the innocent vessel they inhabit

    You may spend 5 wrath and attempt a ranged touch attack against a chaotic aligned creature, or a creature possessed by an outsider of any alignment within 30ft. The creature must take a will save or die. If the creature was possessed, the creature possessing it must take the save, and if failed, dies, leaving the host entirely unharmed.

    Basic:
    Demonic Interrogation Fist- You may instead, grab the outsider out of the person after the failed will save, they will be alive for 1 minute before they can try and break free, before this minute comes you may declare that your are now activating the ability, killing the creature then before he can escape.

    Heretical Sniping Crush- the range of the Exorcism extends to 60ft

    Focus of the Incoming Supreme Verdict
    Prerequisite: 6+ Ranks in Concentration
    Temppóti̱s are often caught in a fight not prepared for, or need time to muster a powerful attack but cannot risk advancing toward the enemy at the moment, such times call upon a channeling of the deity's energy directly into the Templar, calling upon the god himself to look directly upon you, such a gaze coveted by Dogma’s servants. If one manages to gain such an audience, the god’s imbuement of power will be unrivaled.

    During combat, you may take a full action to enter a stasis like state during this state you may not take any kind of actions and automatically failing saves of any kind until the start of your next turn as your mind leaves the present and journeys to the beseechment of god. Take a concentration check with a DC of 25 if you worship a greater deity, 20 if you worship an intermediate or a non deity power, or 15 if you worship a lesser deity. If you succeed, you are imbued with a number of wrath points equal to the DC of the check. You may only do this once per day.

    Basic:
    This one is mine!- The first creature that attacks you during the stasis treats their roll as being a 1.
    I’m still here- Your mind partly drifts in reality to keep yourself safe during the channeling, allowing you to take saves as normal.


    Last edited by Jaded Mask; 2015-02-24 at 06:50 AM.

  14. - Top - End - #14
    Pixie in the Playground
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    Exalted Mythos

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    Existence Revoking Smite
    Prerequisites: Unstoppable Smiting, Level 19+
    The Templar has been pushed, crushed, slashed, invoked, torn, and broken. He has fought countless a battle, he has fought every kind of foe. He is a veteran by obligation or by choice but by perseverance all the same. He knows heresy, he knows chaos, and above all, he knows that sometimes, a life is not worth saving, and even more, Death is not enough.


    You may spend 30 Wrath to inflict a smite that adds your Wisdom Score and Class Level to Damage. If this smite hits the target, and that target is below half his total HP, the target must take a Will save or have his true name completely wiped out of reality. His existence erased entirely, no afterlife, no resurrection, no second chances, the target is gone, truly and surely, gone.

    Basic:
    Fortuitous Heresy Shattering God Blow- You may spend additional wrath on this attack above 40, every additional wrath point spent adds +1 to the DC to save against this attack.

    Godly Timing Unto the Realm Saving Strike- You may spend 10 wrath and target a creature in combat with you. You know that creature’s current hp and maximum hp.

    Mountain Shattering Heaven Drop
    Prerequisite: Death Denying Heroic Stand
    The Temppóti̱s has often faced death, stared him down, spit in his face, and laughed. Such things are elementary when fighting the powers of chaos. However, there are times, when even the greatest crusades end, the greatest heroes are slain, and the greatest legends end....but not this one. With a cataclysmic utterance of thunder, the Temppóti̱s drops from the heavens to finish the work he has started.

    Whenever you die with at least 1 wrath remaining in your pool, your body and soul ascend together into the plane of your deity's providence, you may choose to stay there for eternity, leaving you to your death, carried off to bliss by your god, or you may decide that there is still work to be done, 1d4-1 (to a minimum of 1) rounds later, dropping out of the realm, falling back in the realm you originally died in, you are completely invincible during this time, descending upon the target that killed you, no matter where they are. You descend 1000ft directly above him before landing on them, making an attack against that target, if the attack succeeds you deal damage as normal and add the falling damage that you would’ve taken to the attack damage (this fall damage has no maximum, in essence, 100d6 damage). You may add smites as normal to this attack and you take no fall damage regardless of whether the attack hits. Afterwards you land in any adjacent space, or if there is no adjacent space to land in, the closest space available. Even if the target is indoors, under a mountain, has 4 billion pounds of hardened steel above him, you crash through all such things without a scratch in pursuit of revenge, taking no damage from any such things. After you land your health is set to 1 and you may fight as normal. If your target has left the realm, you instead land in the realm he is in, performing the same attack. You may perform this a number of times per day equal to your wisdom bonus -10 (To a minimum of 1)

    Basic:
    There is always work to be done: You may perform this ability an infinite number of times per day but must wait 1d6+1 rounds in between uses.

    THIS ENDS HERE!: You gain 100 free wrath to spend on the smite used while performing the attack at the end of the drop.

    Supreme Verdict of the God Judge
    Prerequisite: Focus of the Incoming Supreme Verdict
    The Crusader channels the awesome powers of the heavens, releasing a devastating storm that ravages the landscape, destroys all life, and leaves nothing more than a smoldering crater. Such cataclysmic attacks are last resorts for holy men, considering the high possibility for the loss of innocent life, but sometimes such sacrifices can save many more in the long run, but making that call is what makes the Crusader what he is. Justice.

    You may spend 30 Wrath or more to channel a devastating whirlwind of destructive energies. You spend one full action channeling the strength of the attack, then on your next turn you may spend a full action to launch the attack anywhere within 250ft of you. From that point aimed at, all creatures within 100ft take 1d6 damage for every wrath point spent using this ability. A successful reflex save halves this damage. All inanimate objects in the radius take 40 HP Damage flat, bypassing all hardness. You may do this a number of times per day equal to your wisdom bonus -4, and must wait for 1d10+10 rounds before using again.

    Basic:
    Such Things require persistence- The cooldown reduces from 1d10+10 to 1d6+6 rounds

    None Shall Survive- chaotic creatures hit by this attack must take a will save or die
    Advanced:
    Soul Transferring Power Syphon- All creatures killed by the ability give the user 100 Mythos points per class level they possessed.

    Realm Cleansing Annihilation Blast- Damage dealt from this ability is done in d8s instead of d6s

    Wrathful Archangel of God’s Judgement
    Prerequisite: Path of the Angel
    The Templar has ascended beyond mortality, his god has looked upon him with such favor that he joins the ranks of the immortal soldiers of heaven, or the deepest hells. Nevertheless, he is peerless in his fighting capabilities, channeling wrath from the heavens with ease.

    Your type becomes outsider and your wings gain perfect maneuverability instead of good. In addition, you may return to your deity's home plane at any time out of combat, or by spending 10 wrath in combat. You gain a +4 bonus to Diplomacy and Intimidate as your visage inspires others or scares them into faith.

    You gain a +6 bonus to all ability scores and your HP always has an additional number of temporary hit points equal to your wisdom score. These temporary hit points refresh at the dawn of every day, or at the beginning of every night (You choose one when you take this mythos) Also, at the beginning of each combat, if you are fighting against any chaotic aligned creatures, you gain an additional wrath point for each of those creatures.

    Basic:
    Unparallelled Combat Mastery- You gain a +8 to all ability scores instead of the +6

    Chaos Bane Channeling- You gain 2 wrath points for each chaos aligned creature instead of 1

    Advanced:
    Angelic Descent Charge- You gain Spirited Charge, but gain the double damage during flight instead of mounted combat, and gain triple if flying and attacking with your deity's preferred weapon instead of a lance.

    Stalwart Air Defense- You gain a 10% Dodge chance against attacks and spells from Evil/Good and Chaotic creatures so long as you’re flying.

    True Clerical Faithful Sainthood
    Prerequisites: Path of the Saint
    The Templar has becomes a paragon of truth and worship of the powers of law and peace. He has withstood great pains and trials to reach the status of near-godhood, being able to provide his followers with the very power he has called upon all of his life.

    You start on the path to godhood, you may now be worshipped as a minute deity, just below lesser. You may answer a number of prayers per day equal to your Wisdom score multiplied by 10. Such answers are promises to do action, either through your followers do gooding, one of your gods many angels or servants, or by your own intervention. In addition, you may appear at the location of any creature that worships you. In addition, you may speak to any creature that worships you telepathically and, with a diplomacy roll, implore them to do as you wish.

    In addition, your divine providence gives you a +10 to diplomacy checks with Good/Evil and Lawful aligned creatures, and a +20 if they are both. You may also speak directly to your deity and travel to his plane as a full action at any time out of combat, or pay 10 wrath to do so in combat.

    Basic:
    Saint isn’t just a title- Good/Evil and Lawful Aligned creatures must take a will save when attacking you, or be compelled to miss, caught in your holy glow.

    Words that shape kingdoms- You may discuss with your god and send a number of outsiders under his command equal to your wisdom bonus to any place, conflict, or person, you may do this once per day.

    Advanced:
    Don’t make me call him- Once per week, you may call upon your god directly, having that god join the combat you are in for 1d4+1 rounds, this is a full action that costs 100 Wrath.

    Rage Channeled Wrath Filled Conduit- Whenever you take damage, you gain wrath points equal to the damage taken divided by 5.

    Divine Intervention
    Prerequisite:-
    The Templar’s god cannot afford to lose him in times as desperate as these, few worshippers fight with such fervor and loyalty as this one does, and thus, his death or even harm can mean the harming of the god’s influence. Perhaps a helping hand can turn the tide.

    You may spend 20 wrath as a free action to become invulnerable for 1d3+1 rounds, becoming immune to all damage of all types. This does not make you immune to spell effects, but simply the damage they may inflict. During this time you are also considered to be under the effects of a death ward spell. You may do this a number of times per day equal to your wisdom bonus -2

    Advanced:
    Beacon of unshakable determination- You and Allies within 10ft of you are immune to mind effecting spells and fear effects while Divine Intervention is active, also, whenever the ability ends, all your allies may take a will save, on a success, they relish in the light’s passing, removing 1d5+1 insanity points (Or gaining a +2 Bonus to attacks for 1d5+1 rounds if your campaign does not use insanity) if they fail, they fear the light’s waning and take 1 insanity damage (or a -2 penalty to attacks for 1d5+1 rounds)

    Foolhardy approach no?- Whenever a creature deals damage to you that is negated by Divine Intervention, take a concentration check with a DC equal to the damage dealt, if passed, all of the damage is reflected back at the creature that bypasses all damage reduction and resistances/immunities

    Total Beseeching of the Higher Powers
    Prerequisite: Clerical Usurpation Compensation
    The Crusader has become adept at channeling divine energies, to the point that would surpass even the most devoted clerics and paladins. Such is the favor of his god that he may channel such powers without so much as a thought, let alone the expenditure of his precious wrath.

    You may cast miracle an additional time per day.

    Basic:
    Fortuitous Continual Beseeching- You may cast miracle a number of times per day equal to your wisdom bonus -2 (to a minimum of 1)

    Direct Line to the Font of Law- You may make greater requests without an XP cost.
    Last edited by Jaded Mask; 2015-02-24 at 06:48 AM.

  15. - Top - End - #15
    Pixie in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: "Put your faith in the light, and all is possible."

    Ok, I like your class its cool and shiney, but if you follow Uther's lore on a cold day in hell would he ever take a level in this class. I suggest Arthas pre-lich king, Tirion Fordring, or Highlord Alexandros Mograine. They all are rather effective in the "KILL IT WITH FIRE" mentality, but Uther is just blasphemous.

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