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Voldecanter
2009-07-26, 05:12 PM
The Champion

The Pursuit of Justice and Good are what drives the Champion on his rightful cause. Evil is a disease that permeates the lands, and only the sweet release of death will cure such evils. The fury that burns within the champion ,draws the attentions of the aspects themselves , allowing these Champions to cast spells and call upon the divine for aid , when no one else is their to deliver any . The Champion’s pursuit of ultimate good , can give them a skewed vision of what good is , causing confusion with those that encounter them .
Adventures: The Champion’s heart only truly lies in one place, his personal cause. Every action is a progression of an individual cause that is in one way or another, to make the world a better place. No other task is an excuse to discontinue his path, and even when within the heart of a dark labyrinth, the Champion is surely looking for resources to further the all mighty, cause of his heart.

http://www.ramapeddada.com/paladin.jpg


Characteristics: The stubbornness of Champions is unmatched. Even when someone debates that the cause they follow is ultimately another form of evil , the champion refuses to view his way of life as nothing more than , another side of the same coin . By calling a weapon forged by those that lye within the heavenly realms , allies of the champions can see why the Aspects have blessed them so ; a fury to do good unmatched in any other being . Their magicks are not viewed to be of their mortal coils, but only channelled by a far greater power that would see a change for the better in a world filled with corruption and evil.

Religion: Champions do not conform to one religion alone. Champions can have complete devotion to one deity or god, and be sponsored by another for their cause. While the opposite can also be true, a Champion can be completely devoted to a cause of his faith, and the deity shines favour down upon him.

Background: Every Champion has never been trained to be one. The call comes from a deep sense of the moral self that echoes into the higher realms of existence where even the aspects feel a sensation from this one individual. Viewed as a form of destiny, no Champion has initially rejected the gifts given to them to further their own purposes on the physical realms. However this is to not say that Champions can abandon the causes they follow, to pass the torch to those that still believe. Champions however, are often found within the ranks of those with militaristic and templar backgrounds, it seems that fighting for a cause is passed down until the passion rises to the forefront.

Races: Any race with a passion within their heart can ascribe Champions to their members. However the races of the children of men, with their extremes in emotional ranges and states are more prone to take up the mantle of a Champion.

Other Classes: Champions get along extremely well with other classes; it is the characters that the Champion may not get along with. Those that strive to do good, are always in the Champions good books, despite the means in which this ‘good’ is achieved. Other Champions are always friendly to each other, but if their causes conflict, they will make it aware that the two are at odds; conflict between champions tends to be more diplomatic contrasted to a bloodbath.

Role: The Champion’s main role in any party is going to be a melee combatant. The Champion can always augment other ally’s abilities to damage evil creatures; and when the need arises, an augmenting healer.


Game Rule Information:

Abilities: Sanctum and wisdom determines how powerful a spell a Champion can cast. Sanctum and Wisdom Determines how many spells he can cast per day, and how hard those spells are to resist. A high Constitution score improves a Champions hit points.
Alignment: Chaotic Good
Hit Die: D8

Class Skills:
The Champion’s class skills ( and the key ability for each skill) are concentration (Con) , Craft (Int), Diplomacy (Cha) , Heal (Wis) ,Handle Animal(Cha), Knowledge (Nobility and Royalty) (Int) , Knowledge (religion) , profession (Wis) , and Ride(Dex) , Sense Motive(Wis) .
Skill points at 1st Level : (2 +Int modifier) x 4 .
Skill points at Each Additional Level : 2 + Int modifier .

The Champion
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th

1st|
+1|
+2|
+0|
+0| Weapon of Heaven , Favoured Cause |4|-

2nd|
+2|
+3|
+0|
+0||5|2|-

3rd|
+3|
+3|
+1|
+1| Pulse of Aspect |6|3|-|-

4th|
+4|
+4|
+1|
+1||6|3|2|-|-

5th|
+5|
+4|
+1|
+1||6|4|3|-|-|-

6th|
+6/+1|
+5|
+2|
+2| Pulse of Purity |6|4|3|-|-|-|-

7th|
+7/+2|
+5|
+2|
+2| I’ll love you at once |6|4|4|-|-|-|-|-

8th|
+8/+3|
+6|
+2|
+2||6|4|4|2|-|-|-|-|-|-

9th|
+9/+4|
+6|
+3|
+3| Pulse of Light |6|4|4|3|-|-|-|-|-|-

10th|
+10/+5|
+7|
+3|
+3| Further the cause |6|4|4|3|2|-|-|-|-|-

11th|
+11/+6/+1|
+7|
+3|
+3||6|4|4|4|3|-|-|-|-|-

12th|
+12/+7/+2|
+8|
+4|
+4| Pulse of goodness |6|4|4|4|3|-|-|-|-|-

13th|
+13/+8/+3|
+8|
+4|
+4||6|4|4|4|4|2|-|-|-|-

14th|
+14/+9/+4|
+9|
+4|
+4||6|4|4|4|4|3|-|-|-|-

15th|
+15/+10/+5|
+9|
+5|
+5| Further the cause |6|4|4|4|4|3|-|-|-|-

16th|
+16/+11/+6/+1|
+10|
+5|
+5||6|5|4|4|4|4|2|-|-|-

17th|
+17/+12/+7/+2|
+10|
+5|
+5||6|5|5|4|4|4|3|-|-|-

18th|
+18/+13/+8/+3|
+11|
+6|
+6| Pulse of Divine Justice |6|5|5|5|4|4|3|-|-|-

19th|
+19/+13/+9/+4|
+11|
+6|
+6||6|5|5|5|5|4|4|-|-|-

20th|
+20/+15/+10/+5|
+12|
+6|
+6| Further the Cause |6|5|5|5|5|5|4|-|-|-[/table]



Class Features : all of the following are class features of the Champion .

Weapon and Armour Proficiency: Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Weapon of Heaven :

Level 1 : Material manifestation : Your weapon of choice can manifest itself through a mundane item of your choice . The Weapon of Heaven takes on the qualities of that weapon to determine + to hit or special abilities of the base item. You can change which item in which you manifest your weapon of heaven through by spending 350 xp and 100gp in material components for a small ritual you can easily conduct yourself. If the base item is destroyed, the Champion must make a Fortitude save of DC 15 , failure means the Champion looses 200 xp per level in Champion . Success of the save results in loss of xp ½ to what he would normally take. The xp cost can never be reduced to below 0. The Champion needs to be wielding his Weapon of Heaven in Order to use any of his Special Class Ability Attacks .

Your Weapon of Heaven Also Gains these Special Qualities at the Appropriate Champion Levels :

Level 2 : Heaven’s River : After you successfully hit your target with a successful attack , You can spend a full round action to channel divine energy from your weapon of heaven ,to deal your sanctum modifier d4 damage (DC 12 +your sanctum modifier) for any number of rounds equal to your sanctum modifier . If you deal damage to another opponent through an attack you can not use this ability on the previous opponent.

Level 4 : The Passion of the Cause : at 4th level , the weapon of heaven can use the fire of the cause . This imbues your weapon of heaven to cast Faerie Fire on the target on a successful hit. The Light Corresponds to which aspect
you serve.

Power : Gold
Fire : Red
Earth : Brown
Water : Blue
Air : Azure
Light : Yellow
Shadow : Neon Black
Spirit : Neon Blue with Lines of Red , Brown , Blue and Azure running through it .

Level 16: Heavenly Guidance (Su): At 16th level, the weapon of heaven. Grants you a +3 resistance bonus on all saving throws and armour checks. At your option, the effect creates a Glimmer of hundreds of tiny stars, which are visible on your body and clothing.

Favored Cause :

At 1st Level, The Champion Chooses a favoured Cause that he feels strongly connected to , and all of his faith and energy is placed into the fulfillment and progression of this cause . The Champion gains a +2 attack bonus against those that oppose his favoured cause, or when the power ranger is taking a willing action to progress his cause, his chosen target at that moment need not be an enemy of the Champion directly but merely is in the wrong place at the wrong time, or is unaware of his unjust actions but is an enemy in the eyes of the Champion. The attack bonus given by this ability is improved to +4 at 10th level, + 6 at 15th level and +8 at 20th level. A Champion’s Cause is individualistic and deeply personal, one that he must claim for himself (The Player creates a cause or follows a cause to Champion, and then awaits the GM’s approval of said cause) .

Consult these Guidelines When Creating a Cause :
Creating Causes : Follow this simple formula for creating your causes !

(Cause Name , or Cause Statement)

(Objective of Cause)

(People who will oppose you , or you will dispose of to further your cause)
(Apsects involved (GODS INVOLVED): Pick an Aspect that will sponsor you .

Power : Military Organizations and Tyranny ,

Fire : Anything Fire based

Earth : Anything Earth Based

Air : Anything Air Based

Water : Anything Water Based

Spirit : Anything that effects spiritual welfare and goodness directly , will also sponsor elemental causes of earth , air , fire and water .

Light : Anything that has to do with the truth coming out , exposing of evil in society , intellectualism that will being about a higher truth within society .

Shadow : Anything that conceals , hides and protects . Tricksters that do good, but need to combat evil . Anything having to do with The Subtle Manipulation of Evil within society. )

Pulse of Aspect : Your Weapon of Heaven becomes Imbued with aspect energy . Your weapon does damage of the energy type of your chosen aspect . The weapon also does your Sanctum bonus x2 damage of divine energy on a successful hit . This is useable any number of times per day equal to your Sanctum modifier .

Pulse of Purity :

You can imbue your weapon of heaven with Purity any number of times per day equal to your sanctum modifier . On a succesfull hit the next spell cast on the target will gain the good descriptor . Neutral characters will take half damage on the spell with a will save (dc 20) on the spell . Good characters will take no damage at all . Evil outsiders affected by the spell take extra damamge : The spell's damage is increased by one die type (each 1d6 becomes 1d8 , each 1d8 becomes 2d6 and so on , using the same progression as weapons increasing in size .

"I'll love you at once" :

Pick any person that you know . You have fallen in love with them because of your time spent together and your need for comradery . You can pick one of the power of love abilities listed below :


Divinely Intimate: You can add your sanctum modifier with that of your chosen , for determining uses of abilities per day .


My spirit lies within you : You can heal your loved one any number of times per day equal to your sacntum modifier . The damamge healed is your constitution modifier + Sactum modifier + character level /2 .


My Love is Vengence : When your chosen reaches 0 hp or below , you gain the rage ability for any number of rounds equal to your sanctum modifier .


This bond between you and your chosen can never be broken by mortal means . You will always love this person , even if you drift apart in the physcial realms . Even when your emotions tell you to hate or dislike this person , your heart pulls you towards the path of love . When your Loved one dies , you will never fully recover . Your sanctum score goes down your loved ones level /4 . Minimum of 1 .

Pulse of the Light :
You imbue your weapon of heaven with celestial light any number of times per day equal to your sanctum modifier . On a succesful hit , evil creatures within 40 ft are blinded for 1 round + Sanctum Bonus . Evil creatures also take 1d6 points of damage/per level . Undead and Evil outsiders take 1d8 damage/per level . Will Save ( DC 24) for half damage .

Pulse of Goodness :
You can imbue your weapon with Goodness any number of times per day equal to your sanctum modifier . The weapon of Goodness glows with a heavenly light that shimmers even in the darkness (Provides 10ft good illumination, in darkness) . This weapon is the physical manifestation of the goodness within your soul. On a successful hit the weapon does not do damage to Good characters. Neutral characters can make a will save (dc 15) to not take any damage at all . Evil Characters however take extra damage equal to their sanctum score , will save (Dc 20) for half damage . The next spell of evil characters is instantly given the evil descriptor to reflect the evil within his soul , and the spell's damage dice is increased one damage category (1d4 becomes 1d6 , 1d6 to 1d8 , 1d8 to 1d12 or 2d6 ect.) , However after the next spell the Evil character casts , he will fall unconscious , for any number of rounds equal to your sanctum modifier /2 . (Minimum of 1) .

Pulse of Divine Justice :
You can imbue your weapon with divine justice any number of times per day equal to your sanctum modifier. On a successful hit, any evil creature, will become entangled for 3d6 rounds (Entangled as if spell of the same name) Will save, (DC 27) . For the rounds in which the evil creature is entangled, it also takes 1d8 points of good damage. On the last round the evil creature is entangled, Divine Fire erupts, raining down on any evil creature within 15ft that causes 10d6 damage.

Spells : At 1st Level when the Champion declares his cause with such passion that the Aspect’s can not ignore his Inner Fire , the Champion begins to cast divine spells that are derived from the Champion’s Spell List (Corresponding to spells available to the sponsoring Aspect of the Cause). A Champion casts spells spontaneously, and can her spells any number of times per day that she can cast. A Champion must have a wisdom and Sanctum score equal to at least 10 + the spell level to be able to cast those spells of the appropriate level. The Difficulty Class for a saving throw against a champion’s spell is 10 + the spell level + the Champion’s Sanctum Modifier.

Ex-Champions : Anyone that looses faith in their cause or is no longer of the Chaotic good Alignment becomes an ex-Champion , they loose all class abilities and spell casting capabilities , and must atone before progressing in the class .

Voldecanter
2009-07-26, 05:28 PM
Sanctum :

If any are wondering about the Sanctum references , this is an attribute I have crafted for my own Campaign World , here it is if any are interested , if not , just use striaght up Wisdom .

Santum governs the ability and capability in which a person can channel mystic power from divine sources , This ability score is vital for those that use and work with divine magickal energies . This stat can be increased as normal.

-Clerics, druids, paladins, and rangers get bonus spells based on
their sanctum scores. The minimum sanctum score needed to cast a
cleric, druid, paladin, or ranger spell is 10 + the spell’s level. This demonstrates the characters abilities to channel divine energies.

-A divine magick user uses his Santum Modifier when using spellcraft and use magick devices that are governed with divine energies and magicks .

-When a saving throw against a divine spell is needed the overall dc is (Base dc10 +Spell Level + Sanctum Mod)

-Characters with a sanctum score of at least 16 have the ability to learn Ritual Magicks that replicate divine magicks .

-A character needs Sanctum stat of 16 to be able to take any item creation feats(pertaining to items infused with divine magick) or Divine meta-magick feats or Faith feats .

-A Divine magick user beginning at Sanctum stat 18 can use ½ his +mod 1/a day (or spread throughout the day) can increase the number of dice of his healing spells by the number of +modifier he is using (however , thus draining his Sanctum score to match the +mod that he currently has . The Sacntum score is replenished in the same manner as hit points naturally and can be restored with healing magick.) for example : Biligan the Cleric of Empream is casting a healing spell ; he has a sanctum stat of 18 and can increase the number of dice for his healing spell by 2 dice or 1 dice twice a day . Biligan chooses to increase the number of dice for a cure light wounds spell by two , thus increasing the hit points cured to 3d8 instead of the 1d8 it usually cures .

-Beginning at Sanctum stat 20 The character can use 1 healing spell of 0 lvl off his spell list as a spell like ability 2/day

-Beginning at Sanctum stat 22 The character can use 1 healing spell of 1 lvl off his spell list as a spell like ability 2/day

-Beginning at Sanctum stat 24 The character can use 1 healing spell of 2 lvl off his spell list as a spell like ability 2/day

-Beginning at Sanctum stat 26 The character can use 1 healing spell of 3 lvl off his spell list as a spell like ability 2/day

-Beginning at Sanctum stat 28 The character can use 1 healing spell of 4 lvl off his spell list as a spell like ability 2/day

Origomar
2009-07-27, 12:25 AM
Everything seems very balanced, its a cool concept and i like the idea of the loved one CA. It makes the class more unique and you would have to play it wisely(aka you just cant pick some smuck of the street) and makes it more team based. Just wondering though where exactly is the "sanctum Modifier" i couldn't find it(grant it i didn't look super hard)?


Edit: is it just me or do people rarely respond to class ideas in the homebrew section?

Voldecanter
2009-07-27, 05:27 AM
The Sanctum Modifier is just your Sanctum Bonus :

For Example , If I have a +1 Sanctum Bonus , I get to use x ability once per day . The Explanation for Sanctum is in a spoiler tage in the second post .

Yeah I find that people don't give a lot of Response to Classes , although a few of the more popular posters A.K.A :Afro , and such get a lot of responses because , people know they place a lot of effort into their work and would have it both interesting and balanced . I just like getting a few responses telling me that my work isn't

A : Bad Concept/Theme/Lore ect .
and
B : SO Utterly Broken don't even think about playing this .

PairO'Dice Lost
2009-07-27, 07:53 AM
Edit: is it just me or do people rarely respond to class ideas in the homebrew section?

Classes take longer to get feedback, and get it less often, because (A) they're harder to judge than a monster or PrC or the like because there are more mechanics and more balance issues and (B) it's rare you get a unique one, since everyone and their brother likes coming up with minor variations on a theme (like many people might look at this class and think "it's a paladin with a cool sword") and not many people put in the effort to determine if a class is sufficiently different to merit reading through the whole thing.


In terms of feedback, I have only one issue:

Your weapon of choice can manifest itself through a mundane item of your choice . The Weapon of Heaven takes on the qualities of that weapon to determine + to hit or special abilities of the base item. You can change which item in which you manifest your weapon of heaven through by spending 350 xp and 100gp in material components for a small ritual you can easily conduct yourself. If the base item is destroyed, the Champion must make a Fortitude save of DC 15 , failure means the Champion looses 200 xp per level in Champion . Success of the save results in loss of xp ½ to what he would normally take. The xp cost can never be reduced to below 0. The Champion needs to be wielding his Weapon of Heaven in Order to use any of his Special Class Ability Attacks .

Basically what this is doing is charging the character XP to use his primary class ability. If a warblade has Weapon Focus(X) and decides to pick up another weapon, he can use it and can easily switch his WF; if a soulknife has his mindblade enchanted a certain way and decides to use another weapon, he can switch it while retaining all mindblade benefits; if a champion has his Weapon of Heaven and decides to pick up another weapon, he actually gets less powerful by doing so. In addition, you charge XP when it's destroyed; this whole issue of losing XP on destruction is why many sorcerers and wizards hate to get familiars, because a ton of XP loss is a few area attacks away (or in this case a few Sunders).

I strongly suggest you remove the XP penalties and make transferring the benefits easier. You might be able to leave the XP penalties for transferring the weapon since that amount of gold and XP becomes trivial by high level, but if you do you should scale it based on level; the XP loss if the weapon is destroyed definitely should go.

Voldecanter
2009-07-27, 09:11 AM
Thanks I was very much thinking the same myself .


But if you want some other info this project was never meant to look like a paladin . it was Made off of the 'Power Ranger' Show from the 90's and it was intented to be an archer but I changed it to x weapon . :)

PairO'Dice Lost
2009-07-27, 10:02 AM
But if you want some other info this project was never meant to look like a paladin . it was Made off of the 'Power Ranger' Show from the 90's and it was intented to be an archer but I changed it to x weapon . :)

I know it wasn't meant to be a paladin (though it doesn't scream "Power Rangers" to me), I'm just saying that the reason you didn't get much feedback is because you have a paladin-named class (there are several "Champions" out there) with a paladin-looking picture, and many people will thus assume it to be a paladin variant or fix of some sort and not read through it.

Voldecanter
2009-07-27, 10:11 AM
Yeah I feared that when I posted it on here , oh well I guess some people could take what they wish from it .

Thrawn183
2009-07-27, 01:02 PM
So...at first level the weapon of heaven doesn't do anything?

Also, what exactly is the Champion's spell list?

Voldecanter
2009-07-27, 01:09 PM
The Champion is able to manifest his 'weapon of heaven' at first level , but it allows you to use abilities such as your pulses and your weapon of heaven's special abilities , so yes at level one other than being there , yeah it does nothing .

Actually I haven't made the Champion's spell list yet , I am making a homebrew setting , and I am only on the Classes portion of the project mechanically , I have finished the races .

I looked to the Champion as a Completely Defensive Caster , A Druid/Ranger/Cleric Defensive Hybrid list .

Thrawn183
2009-07-27, 01:46 PM
Why not give it the ability to produce light equivalent to a torch? Not exactly powerful, but it's still useful enough to warrant trying to get it at first level.

Voldecanter
2009-07-27, 01:47 PM
Sure sounds like a good idea.

Origomar
2009-07-27, 05:51 PM
Some of us people a decent amount of thought into our classes and still get no responses >.>.

Iferus
2009-07-28, 02:15 AM
Okay, first question: What is this supposed to balance against?
It's obviously stronger than a regular paladin. Spellcasting at level 1, getting sixth level spells... Unless you balance that with a really timid spell list, perhaps.

Voldecanter
2009-07-28, 02:44 AM
I believe that the special abilities are balanced , they do tend to imbue your enemy as well .

This isn't suppose to be compared to the paladin , it is suppose to be compared to the ranger .

Spontaneous Spellcasting , Limited by your god of sponsorship . And when you read "sixth level spells" some classes tend to have spells that are boosted up a level or 2 (example : 0 Level spells as 1st level spells , ect.)

I actually think that this isn't stronger than a regular Paladin , their abilities have a different focus , the Paladin's focus is a vauge evil , while the Champion's is a very narrowed evil , and replace the Paladin's Abilities (Lay on hands ect .) ., with Pulses that one must use through the weapon of heaven ,I see a different class entirely , one of which doesn't have an 'advantage' over the other .

Person_Man
2009-07-28, 11:39 AM
Very detailed and fluffy.

Quibbles:

Much of the class is confusingly worded and poorly edited. I suggest rewording the Weapon of Heaven abilities to something like: "As an Immediate Action after you successfully hit and deal damage an enemy with your Weapon of Heaven,"

The casting progression is stronger then any other full BAB class that I'm aware of. The Hexblade and Duskblade top out at 5th level, and have fewer class abilities.

Adding an extra attribute, Sanctum, increases MAD problems that are already inherent in Gish classes. I think you should just link everything to Wis as you initially suggest.

Are each of his abilities (Ex), (Sp), or (Su)?

Voldecanter
2009-07-28, 11:57 PM
The casting progression is stronger then any other full BAB class that I'm aware of. The Hexblade and Duskblade top out at 5th level, and have fewer class abilities.


What if The Champion only had like 5 spells per level that he could actually use ?

Person_Man
2009-07-29, 11:08 AM
What if The Champion only had like 5 spells per level that he could actually use ?

Well certainly the power level of the spell list will be the biggest determiner of the power level of the class. Just keep in mind that you can use any spell trigger item for a spell on your list with just 1 level of a class. For example, a Paladin 1/Whatever X can use a Wand of Holy Sword.

Also, there's nothing wrong with making a class that's uber powerful, as long as you're playing in a game of all uber powerful characters. You should just be clear about what level of power you're seeking to attain. Paladin? Crusader? Artificer?

Voldecanter
2009-07-29, 02:31 PM
Well I want this class to be slightly more powerful as the ranger but not by much .....I'm starting to think I should scrape the spells , and replace them with something else .