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View Full Version : The Divine Pennant, 3.5 Martial Class



Lix Lorn
2010-11-15, 08:15 AM
Divine Pennant
‘You may be able to defeat me, but I do not stand alone.’
Ira of the Pale Banner, a powerful Divine Pennant.

Background: Divine Pennants are untrained users of divine energy, channeling the power of belief in a multitude of manners, improving their companions and their own skills. They do this unconsciously and naturally, the only part they actually train being their tremendous martial skill.
Races: Divine Pennants are common among humans and dwarves, as well as more tribal races, their abilities being best designed to aid others.
Other Classes : A Divine Pennant is less versatile than a normal magic user, and has less combat options than a pure martial character. They get on well with paladins, as well as most martial characters, who appreciate the similarities in their lives, and are often most helped by the differences.
Role: A Divine Pennant is almost exclusively a combatant, although they can be equally as skilled at either melee or ranged combat. In addition, they can learn a small amount of psionic abilities, most often using them to supplement their abilities.
Divine Pennant in the World: Divine Pennant are common choices for bodyguards, both for legitimate positions of authority, and for those less on the legal side of proceedings. Their ability to fight even without bringing a weapon allows them to fight even in a situation when others have their weapons taken.
Inspiration: Divine equivalent of the Souledge.

Alignment: Any, tending towards extremes.
Hit Die: d8
Starting Gold: As fighter.
Starting Age: As fighter.
Class Skills: The Divine Pennant’s class skills (And the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Religion), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis) and Swim (Str).
Skill Points at 1st level-(4+ Int Modifier) x4
Skill Points per Level-4 + Int Modifier

DIVINE PENNANT
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|
+1|
+0|
+2|
+2|Divine Spear, Un/Holy Blast, Divine Warrior |1|0
2nd|
+2|
+0|
+3|
+3|Blessed Weapon +1|1|1
3rd|
+3|
+1|
+3|
+3|Divine Banner, Bonus Feat|1|1
4th|
+5|
+1|
+4|
+4|Blessed Weapon +2 |1|1|0
5th|
+6/+1|
+1|
+4|
+4|Greater Divine Weapons|1|1|1
6th|
+7/+2|
+2|
+5|
+5|Blessed Weapon +3|1|1|1|0
7th|
+8/+3|
+2|
+5|
+5|Divine Mail, Bonus Feat|1|1|1|1
8th|
+10/+5|
+2|
+6|
+6|Blessed Weapon +4|2|1|1|1|0
9th|
+11/+6/+1|
+3|
+6|
+6|Aligned Divinity|2|1|1|1|1
10th|
+12/+7/+2|
+3|
+7|
+7|Blessed Weapon +5, Divine Judgement|2|2|1|1|1|0
11th|
+13/+8/+3|
+3|
+7|
+7|Divine Energy, Bonus Feat|2|2|1|1|1|1
12th|
+15/+10/+5|
+4|
+8|
+8|Blessed Weapon +6|2|2|2|1|1|1|0
13th|
+16/+11/+6/+1|
+4|
+8|
+8| Divine Inspiration|2|2|2|1|1|1|1
14th|
+17/+12/+7/+2|
+4|
+9|
+9|Blessed Weapon +7|2|2|2|2|1|1|1|0
15th|
+18/+13/+8/+3|
+5|
+9|
+9|Divine Ascent, Bonus Feat|3|2|2|2|1|1|1|1
16th|
+20/+15/+10/+5|
+5|
+10|
+10|Blessed Weapon +8|3|2|2|2|2|1|1|1|0
17th|
+21/+16/+11/+6|
+5|
+10|
+10|Divine Power |3|3|2|2|2|2|1|1|1|1
18th|
+22/+17/+12/+7|
+6|
+11|
+11|Blessed Weapon +9|3|3|2|2|2|2|1|1|1|1
19th|
+23/+18/+13/+8|
+6|
+11|
+11|One Winged Angel, Bonus Feat|3|3|3|2|2|2|2|1|1|1
20th|
+25/+20/+15/+10|
+6|
+12|
+12|Blessed Weapon +10, Greater Divine Judgement|4|3|3|3|2|2|2|2|1|1 [/table]

Weapon and Armour Proficiencies: A Divine Pennant is proficient with simple weapons, tridents, halberds, scythes, light armour, and their Divine Spears and Un/Holy Blasts.

Primary Ability Score: Divine Pennant come from several different backgrounds, some studious and learned, others those who learn this power purely in the surface of their deity. To represent this, upon first taking a level of Divine Pennant, you must choose either Intelligence or Wisdom. Many other class abilities will be based off of this ability.

BAB: A Divine Pennant’s BAB is equal to Five quarters of their class level. However, they qualify for feats, prestige classes and other prerequisites as if their BAB from Divine Pennant levels was equal to their levels in this class. In addition, they may never have more than four attacks due to high BAB.

Divine Spear (Su): As a swift action, a Divine Pennant can create a spear of divine magic that settles in his hands. The blade is identical in all ways (except visually) to a longspear of a size appropriate for its wielder. For instance, a Medium Divine Pennant materializes a Medium Divine Spear that he can wield as a two handed weapon, and the spear deals 1d8 points of damage (crit ×3). Divine Pennant who are smaller or larger than Medium create Divine Spears identical to longspears appropriate for their size, with a corresponding change to the spear’s damage. The wielder of a Divine Spear gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The spear can be broken (it has hardness 10 and 10 hit points); however, a Divine Pennant can simply create another on his next move action. The moment he relinquishes his grip on his spear, it dissipates. A Divine Spear is considered a magic weapon for the purpose of overcoming damage reduction.
A Divine Pennant can use feats such as Power Attack or Combat Expertise in conjunction with the Divine Spear just as if it were a normal weapon. He can also choose Divine Spear for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Divine Spear.

Even in places where magical effects do not normally function (such as within an antimagic field), a Divine Pennant can attempt to sustain his Divine Spear by making a DC 20 Will save. On a successful save, the Divine Pennant maintains his Divine Spear for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the Divine Spear vanishes. As a move action on his turn, the Divine Pennant can attempt a new Will save to rematerialize his Divine Spear while he remains within the magic negating effect.

The Divine Spear is a force effect. This means, among other things, that it always does full damage to incorporeal targets.

Despite the name, a Divine Spear’s appearance can be of any melee weapon. (Although this will not affect its statistics until level 5.)

Un/Holy Blast (Su): As a free action, a Divine Pennant can create a sphere of powerful divine energy. If your base attack bonus is high enough to grant you multiple attacks, you can create multiple Un/Holy Blasts as part of an attack. You must have one hand free to create and project a Un/Holy Blast.

The blast is identical in all ways (except visually) to a slingstone of one size category larger than its creator. For instance, a Medium Divine Pennant materializes a blast that speeds toward the specified target, and if it hits, deals 1d6 points of damage (crit x2) plus extra damage equal to the Divine Pennant's primary ability modifier (But not from a high strength score). Divine Pennants who are smaller or larger than Medium create Un/Holy Blasts identical to larger slingstones, with a corresponding change to the attack’s damage (see Table 7-4 and Table 7-5 in the Player's Handbook). You gain the usual benefit to your attack roll from a high Dexterity bonus.
Whether a Un/Holy Blast hits or misses, it dissipates 1 round after being shot. A Un/Holy Blast is considered a magic weapon for the purpose of overcoming damage reduction.
You can use feats such as Point Blank Shot or Precise Shot in conjunction with a Un/Holy Blast (see bonus feats provided by the class for further guidance). You can also choose Un/Holy Blast for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a Un/Holy Blast. Any feats previously requiring specific weapon choice (such as Weapon Specialization) for your Divine Spear also apply to your Un/Holy Blast, if applicable.
Even in places where magical effects do not normally function (such as within an antimagic field), you can attempt to attack foes with Un/Holy Blasts by making a DC 20 Will save. On a successful save, you can freely produce Un/Holy Blasts for a number of rounds equal to your class level before you need to check again. On an unsuccessful attempt, you must wait 1 round before trying again while you remain within the antimagic effect.

Un/Holy Blasts are force effects. This means, among other things, that they always deal full damage to incorporeal targets.

Un/Holy Blast’s appearances can vary greatly. Some Divine Pennant’ use attacks that appear simply as blasts of energy, whereas others appear to throw javelins much like their Divine Spears. Despite this, they all use statistics for a slingstone of one size category larger than them until level 5.

Divine Warrior: A Divine Pennant gains several benefits normally only attainable by pure martial or casting characters.
A Divine Pennant can take feats that normally require a fighter level as if they were fighters, of a level two levels lower than their Divine Pennant level.
They also have a caster level equal to half their Divine Pennant level.
A Divine Pennant has spells per day as detailed in the above table. In addition, they gain bonus spells per day for a high ability score.

However, a Divine Pennant does not learn any spells by levelling up. They use the Cleric and Druid spell lists as their class list.
The easiest way for a Divine Pennant to gain spells known is with the Extra Spell feat. (Complete Arcane.) They may take this feat even though it is normally intended for arcane spellcasters. However, they may not gain a spell of level higher than 1 until they know at least one spell of the level below.

A multiclass Divine Pennant/Cleric, or any other caster, may not use its spell slots to prepare spells unless it can cast spells of that level as a single classed character, as determined in the below spoiler.

Divine Pennants and Casting PrCs
A Divine pennant qualifies for prestige classes requiring a caster level, and using Extra Spell can qualify for classes requiring specific spells. However, they work slightly differently than normal.

If A Divine Pennant would gain +1 caster level, such as that given by the Thaumaturgist class, or levels in another divine casting class, it is instead treated as having the casting abilities, including spells known and spells per day of any one divine spellcasting class with both these progressions (Your choice) of level equal to the number of casting levels you have been granted by PrCs, plus half your Divine Pennant levels. If you later take a divine spellcasting class, it will only stack if it is the class you chose.
This rule cannot make a Divine Pennant lose spells per day for any level-they take the highest spell known at each level from their Divine Pennant level and their effective arcane caster level.
For example.
A Divine Pennant 6/Thaumaturgist 3 could cast as a 6th level Cleric. Three levels from Tahumaturgist, three from Divine pennant. They would not have the turn undead class ability. They would know all cleric spells of 0 through third level, as well as any learnt with Extra Spell, and would choose them each morning as normal for a cleric. They could cast five spells per day from level 0, three plus a domain spell from first and second level, and two plus their domain spell from third. If they later gained levels in Cleric, they would stack, but if they gained levels in any other casting class, they would not.
A Divine Pennant 10/Thaumaturgist 1 could also cast as a 6th level Cleric. One level from Thaumaturgist, five from Divine Pennant. They would not have the Turn Undead class feature, and would also know all cleric spells of 0 through third level, as well as any learnt with Extra Spell, and would choose them each morning as normal for a cleric. However, as their Divine Pennant levels give them some spell slots of a higher level than Sorcerer, they would choose the better at each level. They could cast five spells per day from level 0, three plus a domain spell from first and second level, and two plus their domain spell from third (From Cleric levels), one from fourth, and zero plus bonus spells from fifth.

Blessed Weapon: The blessed weapons of a Divine Pennant increase in power as they gain experience. Starting at 2nd level, they always have at least a +1 enhancement bonus. At 4th level, and each second level after that, this enhancement bonus is enhanced, or a special ability can be added to their weapons. The enhancement bonus must be at least +1, and cannot be higher than +5 (before epic levels). The rest of the bonuses gained through this ability must be spent on Special Weapon abilities. These abilities are chosen at the start of the day, after a night of rest, and takes an hour of preperation and contemplation. They may be different for the Divine Spear and the Un/Holy Blasts. They cannot be changed without another night of rest.

Bonus Feats: At 3rd level, and each fourth level thereafter, a Divine Pennant gains a bonus feat. This may be any combat orientated feat, (Choose from the Fighter bonus feat list), or any metamagic or crafting feat. Other feats are also suitable; Combat Casting, Arcane Strike, Reserve Feats, Extra Spell, Extra Spell Slot and any other feat with a magical bent. If in doubt, ask your GM if this is a reasonable feat.

Divine Banner (Su): At 3rd level, a Divine Pennant can use the ability that gives his class its name. Whenever he creates a Divine Spear, or an Un/Holy Blast, a banner, streamer, or other recognisable sign appears, attached to it or to them. This banner glows slightly, inspiring the Pennant’s allies. By sacrificing a spell slot as a free action once per turn, the Divine Pennant forces this banner to shine, causing pride, courage, and sublime skill in his companions. All allies who can see the Divine Pennant gain a morale bonus to saves, attack rolls and damage rolls equal to the Divine Pennant’s class level divided by four, plus the level of the spell sacrificed. Sacrificing a 0 level spell grants a flat +1 bonus. This effect lasts for a number of rounds equal to the Divine Pennant's primary ability modifier.

Greater Divine Weapons: A 5th level Divine Pennant gains several special abilities. They become able to change their Divine Spear into different shapes. As a full-round action, a Divine Pennant can change their Divine Spear into the shape of any other melee weapon they are proficient with. The weapon then uses the modified statistics for that weapon-modified damage, critical range, and all other abilities.
They may also change their Divine Spear into a pair of weapons, using all the normal rules for two weapon fighting.
A Divine Pennant of 5th level can attack with their Un/Holy Blasts while in a threatened square without provoking attacks of opportunity.
In addition, when both a Divine Pennant’ hands are both free, they may make an additional attack during a full attack, similar to two weapon fighting. All attacks they make that round take penalties as per two weapon fighting with light weapons (-4 for the primary hand, -8 for the secondary hand), but they may make a single additional attack with their full base attack bonus, originating from their off hand.
In addition, any feats or abilities they possess that improve two weapon fighting apply to their Un/Holy Blasts when using this ability as if they were using two light melee weapons.
Finally, a Divine Pennant of 5th level can transform their Un/Holy Blasts into replicas of any other ranged weapon (Including throwing weapons), using all modified statistics for that weapon. They are not treated as one size category larger than the user unless they use the statistics for slingstones.

Divine Mail (Su): A 7th level Divine Pennant can use divine magic to form a protective suit of mail around his or his allies forms. By sacrificing a spell slot as a free action, he may choose to Either:
Gain or give an armor bonus to AC equal to the level of the spell slot sacrificed plus his class level divided by five.
Or
Gain or give a sacred/profane bonus to AC equal to HALF the total of the sacrificed spell’s level plus his class level divided by five.
When using this ability to aid an ally, it has range of touch.
This ability lasts for a number of minutes equal to the Divine Pennant's primary ability modifier.

Aligned Divinity: A 9th level Divine Pennant learns the ability to transform their attacks into different forms. At will, they may make their Divine Spears and Un/Holy Blasts deal their choice of any of the following damage types. However, if they do, they are no longer a force effect.
Acid, Cold, Electricity, Fire, Sonic, Bludgeoning, Piercing, Slashing, or either Positive or Negative energy damage. Note that the positive and negative energy damage dealt in this way is purely offensive: the negative energy is purely destructive, and the positive energy causes a damaging overload of life energy. They will not heal any target they strike, even if the target is normally healed by positive or negative energy.

Divine Judgement: A 10th level Divine Pennant can release a terrific blast of sacred or profane energy with a single strike. As a Full round action, they may make a single attack at their highest base attack bonus. If it hits, the target must make a will save with DC 10 + half the Divine Pennant class level + their primary ability modifier, or be killed by a tremendous amount of divine energy disintegrating their very being.

If the enemy makes their save, the Divine Pennant may not use this attack again that day.

At 20th level, they may continue using this ability after the first time in a day that an enemy successfully saves. The next time an opponent successfully saves, they lose access to this ability for the day as per normal.

Divine Energy (Sp): By sacrificing two spell slots of the appropriate level, a Divine Pennant of 11th level or higher may cast one of the following spells: Cure/Inflict Light Wounds, Cure/Inflict Moderate Wounds, Cure/Inflict Serious Wounds, Cure/Inflict Critical Wounds, Mass Cure/Inflict Light Wounds, Mass Cure/Inflict Moderate Wounds, Heal/Harm, Lesser Restoration, Death Knell, Poison, Restoration, Raise Dead, Resurrection. Their caster level is equal to their own (half their class level), even if they would not normally be able to cast a spell of this level.

Divine Inspiration (Su): A Divine Pennant of 13th level can sacrifice divine energy to give himself or an ally a flash of skill. By sacrificing a spell slot as a move action, he may grant a sacred/profane bonus on any one skill check equal to the level of the spell slot sacrificed. This ability has a range of touch.

Divine Ascent (Su): A Divine Pennant of 15th level or higher can fly on wings of divine power. By sacrificing a spell slot as a free action, he may gain a fly speed of 10ft per level of the sacrificed spell slot. He has good manoeuvrability, or perfect if a spell slot of at least 6th level is sacrificed. This lasts for a number of minutes equal to their primary ability modifier.

Divine Power (Su): A Divine Pennant of at least 17th level can sacrifice a spell slot as a move action to grant his allies or himself tremendous power. One target gains a sacred/profane bonus to any one physical ability score equal to half the Divine Pennant’s primary ability modifier.
This bonus lasts for a number of rounds equal to the Divine Pennant's primary ability modifier.

One Winged Angel (Su): A Divine Pennant is a supporter in almost all situations, but there comes a time when they must take to the front line. By sacrificing two spell slots as a full round action, a Divine Pennant of 19th level or higher may gain a sacred/profane bonus to AC, saves, attack rolls and damage rolls equal to the level of the lowest level spell slot sacrificed, as well as a sacred/profane bonus to Strength, Dexterity, Constitution and their primary ability equal to half their primary ability modifier. In addition, they gain a fly speed as if they had used Divine Ascent, and may use Divine Energy for only a single spell slot per spell. This ability may only be used once per day, and lasts for a number of minutes equal to their primary ability modifier.

* * *

Divine Inspiration
Prerequisites: Divine Spear ability.
Benefit: All Divine Pennant class abilities normally based on Intelligence or Wisdom are based on Charisma instead.
Normal: Divine Pennant class abilities are Intelligence or Wisdom based.

* * *

And that is all six. :)

Zeta Kai
2010-11-15, 12:50 PM
So, full BAB, 2 good saves, full casting (albeit very few spells/day), & a class feature at almost every level? Yeah, that seems a bit OP, especially since their spell list includes all cleric & druid spells. I know that you have tried to limit their casting, but it's not enough to prevent a pennant from going nova. Tone it down a tad, please.

Also, One Winged Angel isn't on your table.

Lix Lorn
2010-11-15, 01:20 PM
They don't learn any spells. Their spell list is large, but they don't learn any of them without using feats. And can't get 9th levels before epic.

Thanks on the table error though. :)

Glimbur
2010-11-15, 01:43 PM
They still have the spells on their lists, which means scrolls and staves and wands and such. They also have the spell slots, which means they can use them for other things. If they're arcane, then they can use Arcane Strike for +several to hit and +severald4 damage. If they're divine, they can spend spell slots to power relics and, with feats, take Spontaneous Healer or Spontaneous Summoner or... there are uses for spell slots.

Some of your abilities do not have durations listed: Divine Banner, Divine Mail, Divine Power.

5/4 BAB is strange and unnecessary. Your current wording means that a commoner could dip one level of this and have his BAB = Hit Dice for purposes of qualifying for things, which is not as you intend.

The bonus combat feats seem unnecessary.

Ouranos
2010-11-15, 02:12 PM
Tier 2 at weakest, if optimized, this could get tier 1. There are alot of uses for spell slot sacrifices, hell there are some even in complete warrior of all places if I recall.

Lix Lorn
2010-11-15, 02:31 PM
That is a valid point, but I don't think the versatility granted my Cleric+Druid is much more impressive than just one of them.

They're not arcane. I kinda assumed it was obvious, but I guess I should mention that. :smallsigh:
And yes, there are a lot of uses for spell slots. If they use them all for those things, they then have, essentially, no class abilities other than a weapon.

I'll fix the no duration thing, although most will be (ability modifier) rounds.

5/4 BAB is a theme with the martial classes I've made, of which this is the 6th and last. I'll fix that mistake though.

Eh... as a divine Fighter, I really feel they should get some feats.

And I kind of doubt it could reach tier 1. Tier 2 maybe, but... yeah.