The Witch-King
2011-06-29, 11:33 AM
Accorder
http://fc01.deviantart.net/fs71/f/2010/319/0/b/0b33dda651918685513f057ad345437a-d32wdm0.jpg
Role: The Accorder is a holy warrior, like the Paladin and Crusader. The Accorder's role in peacetime is to wander the land, to find sources of trouble that would threaten the community and eliminate them. They are diplomats and emissaries as well as warriors and seek to bolster harmony both within and without.
Note: The Accorder is a Pathfinder base class intended for use with the Color Wheel (http://www.giantitp.com/forums/showthread.php?t=174163) system of alignment.
Color: White
Hit Die: d10
Starting Age: As Paladin.
Starting Wealth: As Paladin.
Class Skills
The Accorder's class skills are Bluff (CHA), Diplomacy (CHA), Escape Artist (DEX), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (history) (INT), Knowledge (geography) (INT), Knowledge (nobility) (INT), Knowledge (religion) (INT), Perception (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spellcraft (INT), Stealth (DEX), Survival (WIS) and Swim (STR).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
Accorder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|White Aura, Detect Red, Detect Black, Smite Red/Black|-|-
2nd|
+2|
+3|
+0|
+3|Shield Block, Serene Grace, Lay on Hands|-|-|-
3rd|
+3|
+3|
+1|
+3|Fearless, Divine Health, Servant of Accord|-|-|-|-
4th|
+4|
+4|
+1|
+4|Mettle, Turn Undead, Channel Positive Energy|0|-|-|-
5th|
+5|
+4|
+1|
+4|Divine Bond, Hand of Might, Armor Mastery|1|-|-|-
6th|
+6/1|
+5|
+2|
+5|Harmonic Senses, Empathic Reflexes|1|-|-|-
7th|
+7/2|
+5|
+2|
+5|Uncanny Dodge, Diehard|1|0|-|-
8th|
+8/3|
+6|
+2|
+6|Protector, Domain|1|1|-|-|-
9th|
+9/4|
+6|
+3|
+6|Aura of Concord, Sacred Weapon|2|1|-|-
10th|
+10/5|
+7|
+3|
+7|Missile Deflection|2|1|0|-
11th|
+11/6/1|
+7|
+3|
+7|Acolyte Training, Aura of Serenity, Charging Smite|2|1|1|-
12th|
+12/7/2|
+8|
+4|
+8|Improved Empathic Reflexes, Burning Light|2|2|1|-
13th|
+13/8/3|
+8|
+4|
+8|Harmonic Will|3|2|1|0
14th|
+14/9/4|
+9|
+4|
+9|Meditative Healing|3|2|1|1
15th|
+15/10/5|
+9|
+5|
+9|Burning Shockwave|3|2|2|1
16th|
+16/11/6/1|
+10|
+5|
+10|Aura of Vitality|3|3|2|1
17th|
+17/12/7/2|
+10|
+5|
+10|Attuned Senses|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Aura of Righteousness|4|3|2|2
19th|
+19/14/9/4|
+11|
+6|
+11|Repel Discord|4|3|3|2
20th|
+20/15/10/5|
+12|
+6|
+12|Champion of Harmony|4|4|3|3[/table]
http://fc02.deviantart.net/fs43/i/2009/130/5/e/Paladin_by_grandanvil.jpg
Class Features
All of the following are class features of the Accorder.
Weapon and Armor Proficiency: Accorders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).
White Aura (Ex)
The power of an accorder's white aura (see the detect color spell) is equal to her accorder level.
Detect Red (Sp)
At will, an accorder can use Detect Red, as the spell. An accorder can, as a move action, concentrate on a single item or individual within 60 feet and determine if its primary color is Red, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the accorder does not detect Red in any other object or individual within range.
Detect Black (Sp)
At will, an accorder can use detect Black, as the spell. An accorder can, as a move action, concentrate on a single item or individual within 60 feet and determine if its primary color is Black, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Accorder does not Detect Black in any other object or individual within range.
Smite Red/Black (Su)
Once per day, an Accorder can call out to the powers of good to aid her in her struggle against the forces of disharmony. As a swift action, the Accorder chooses one target within sight to smite. If this target is Red or Black, the Accorder adds her Wisdom bonus (if any) to her attack rolls and adds her Accorder level to all damage rolls made against the target of her smite. If the target of Smite Red/Black is an outsider with either the Red or Black subtypes, a Red or Black-aligned dragon, or a Red or Black-aligned undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Accorder possesses. Regardless of the target, Smite Red/Black attacks automatically bypass any DR the creature might possess.
In addition, while Smite Red/Black is in effect, the Accorder gains a deflection bonus equal to her Wisdom modifier (if any) to her AC against attacks made by the target of the smite. If the Accorder targets a creature that is not Red or Black, the smite is wasted with no effect. However, as Accorders are holy warriors empowered by their deities, they allowed to smite one or two creature types regardless of color, as appropriate for their divinity and subject to DM approval. For example, Pelor might sanction smiting undead, but St. Cuthbert might empower his Accorders to smite Aberrations and [Slaad].
The Smite Red/Black effect remains until the target of the smite is dead or the next time the Accorder rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Accorder may Smite Red/Black one additional time per day, to a maximum of seven times per day at 19th level.
Shield Block (Ex)
Starting at 2nd level, an Accorder excels in using his armor and shield to frustrate his enemy’s attacks. During his action, an Accorder carrying a shield can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 19th level. This bonus persists until the fight with that opponent is ended or the Accorder designates a new opponent.
Shield Block counts as the Dodge feat for purpose of qualifying for feats and prestige classes.
Serene Grace (Su)
At 2nd level, an accorder gains a bonus equal to her Wisdom bonus (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, an accorder can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Accorder level plus her Wisdom modifier. With one use of this ability, an accorder can heal 1d6 hit points of damage for every two Accorder levels she possesses. Using this ability is a standard action, unless the Accorder targets herself, in which case it is a swift action. Despite the name of this ability, an Accorder only needs one free hand to use this ability.
Alternatively, an Accorder can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Accorder possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Fearless (Ex)
Accorders are able to shield themselves from certain mind-altering effects through serenity and meditation. At 3rd level, an Accorder gains immunity to all Fear effects (magical and otherwise) and all Charm effects.
Divine Health (Ex)
At 3rd level, an Accorder gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Servant of Accord (Ex):
Accorders are trained diplomats and negotiators, that they might attempt to resolve any disharmony through peaceful means before resorting to strength of arms. Accorders gain a +2 bonus to their Diplomacy checks at 3rd level, this bonus increases by +2 again at 6th and 9th levels. This bonus stacks with bonuses gained from other sources such as the skill focus feat.
Mettle (Ex)
At 4th level and higher, an Accorder can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Accorder does not gain the benefit of mettle.
Turn Undead (Su)
When an Accorder reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns undead as a cleric of three levels lower would.
Spells
Beginning at 4th level, an Accorder gains the ability to cast a small number of divine spells which are drawn from the Accorder spell list. An Accorder must choose and prepare her spells in advance.
To prepare or cast a spell, an Accorder must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Accorder's spell is 10 + the spell level + the Accorder's Wisdom modifier.
Like other spellcasters, an Accorder can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Accorder's. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Accorder indicates that the Accorder gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
An Accorder must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. an Accorder may prepare and cast any spell on the Accorder spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, an Accorder has no caster level. At 4th level and higher, her caster level is equal to her Accorder level – 3.
Channel Positive Energy (Su)
When an Accorder reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. An Accorder uses her level as her effective cleric level when channeling positive energy. This is a Wisdom-based ability.
Divine Bond (Su)
At 5th level, an Accorder can form a bond with her armor. As a standard action, an Accorder can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per Accorder level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties: champion [APG], ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19).
Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–4 of the Core Rulebook). In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous [APG] for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the Accorder, but it resumes giving bonuses if the Accorder dons the armor again. An Accorder can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a suit of armor with a celestial spirit is destroyed, the Accorder loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Accorder takes a –1 penalty on attack and weapon damage rolls.
Hand of Might (Sp)
At 5th level, the Accorder gains the Hand of Might ability. The Accorder gestures towards an enemy in his line of sight, closing his fist and with a clap of thunder, the enemy is crushed by invisible divine force. The target suffers 3d6 White-aligned damage. The attack paralyses an enemy for 1 round unless it makes a Fortitude save equal to 10 + 1/2 Accorder level + Wisdom modifier (If failed by more than 7 the enemy is stunned for an additional round). Hand of Might requires two of the Accorder's Smite Red/Black uses per day.
Armor Mastery (Ex)
Starting at 5th level, an Accorder is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Harmonic Senses (Ex)
At 6th level, the Accorder can feel the balance of the energies around her, sense vibrations in the air and subtle variations in the ether. The Accorder gains blindsense 30 foot radius.
Empathic Reflexes (Ex)
At 6th level, an Accorder is so adept at sensing the will of others that she gains a +1 dodge bonus to AC. This bonus stacks with the Dodge feat.
Uncanny Dodge (Su)
At 7th level, an Accorder is so attuned to his environment that he is able to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Diehard
A 7th level Accorder gains the Diehard feat as a bonus feat at 7th level, even if he does not normally qualify.
Protector (Ex)
At 8th level the Accorder becomes difficult to get around. She may add her class level to the DC of Acrobatic checks to get around her without provoking an attack of opportunity.
Domain
At 8th level, the Accorder gains access to a single domain from the following list: Community, Good, Law and Nobility. The Accorder casts these spells as if a cleric of his caster level. Should an Accorder also be a Cleric, the levels stack for these domains.
Aura of Concord (Su)
At 9th level, the Accorder radiates an aura of power that causes all enemies within 10 feet of him to take a -2 penalty to all saving throws.
Sacred Weapon (Su)
At 9th level, an Accorder is able to channel his righteous might into a weapon, making it the bane of all things evil. The Accorder must choose a particular weapon of at least masterwork quality as the focus of his power. Against Red and Black creatures, the Accorder’s sacred weapon gains a +2 bonus to attack and weapon damage rolls, inflicts an additional 2d6 points of damage, and becomes White-aligned and bypasses the corresponding damage reductions.
If an Accorder’s chosen weapon is lost or destroyed, he loses the ability to deal the extra damage until he acquires and bonds with another weapon of the same kind of at least masterwork quality. The Accorder must spend one day per character level practicing with the replacement weapon (and doing very little else--no adventuring) to create a new weapon bond.
Missile Deflection (Su)
A 10th level Accorder gains Missile Deflection. Using either his shield or his melee weapon of choice, an Accorder may deflect one projectile per round that would have hit him otherwise. If the Accorder utilizes Total Defense, he may instead deflect a number of ranged attacks equal to his number of attacks per round. The Accorder must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks can't be deflected. While utilizing Total Defense, the Accorder may attempt to deflect incoming ray attacks by making an opposed caster level check. If the Accorder's roll is higher than the attacker's then the ray is harmlessly deflected. The Accorder may attempt to deflect a number of ray attacks equal to his number of attacks per round.
Aura of Serenity (Su)
At 11th level, an Accorder gains the ability to meditate during a battle. As the waves of the Accorder's serenity re-assure and bolster his allies, so too do they impair his enemies. Allies within a 20' radius get a +2 morale bonus to attacks, damage, armor class, and saves. Enemies within this radius must make a Will save at a DC of (10 + 1/2 the Accorder's level + the Accorder's Wisdom stat modifier.) Those enemies with less hit dice than the Accorder who fail this save must flee. Those enemies with hit dice equal to or greater than the Accorder's become hesitant in the face of the Accorder's resolve and must roll their next initiative twice and take the lower die roll.
Charging Smite (Su)
At 11th level and above, if an Accorder uses Smite Red/Black on a charge attack, he deals double his Smite Red/Black damage to a Red or Black creature he hits.
Acolyte Training
At 11th level, the Accorder gains the Leadership feat. However, the Accorder's cohort is another Accorder, and he does not gain followers, unless he takes the leadership feat again. The cohort acts as the Accorder's squire and apprentice.
Acolyte Training ACF 1:
Light of Purity (Su)
At 11th level, the Accorder may expend two uses of her Smite Red/Black ability to cause her weapon to glow with a warm, white radiance for 1 minute. The weapon then sheds like as if a torch. Red and Black aberrations and outsiders within 20 feet of this radiance take a –4 penalty on attack rolls against the Accorder and her allies, and allies within 20 feet of this light gain a +2 sacred bonus on saving throws against spells and effects from Red or Black aberrations or outsiders. This ability replaces aura of justice.
Acolyte Training ACF 2:
Sacred Barrier (Su)
At 11th level, the Accorder may make use of a Full Action and two uses of her daily Turn Undead ability to erect a Sacred Barrier. This barrier creates a pool of 50 temporary hit points. Any area of effect attack launched from a point further than 10 feet away from the Accorder that would harm the Accorder and/or any allies within 10 feet first does damage to this pool of temporary hit points. The barrier remains in place for 1 minute or until the pool of temporary hit points is depleted.
Improved Empathic Reflexes (Ex)
At 12th level, an Accorder is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the Dodge feat.
Burning Light (Sp)
At 12th level, an Accorder gains the Burning Light power. As a standard action, the Accorder extends one or both hands towards the enemies of the Light and brilliant radiance pours forth. The Accorder chooses either a 15 foot cone or a 30 foot line upon activation. Every creature in that area takes 1d4 damage per Accorder level (this damage counts as both White-aligned and Fire damage for the purposes of damage reduction). Creatures may make a Reflex save to take half damage. Additionally, every creature in the area must make a Fortitude save or be temporarily blinded for 1d4 rounds. If the save is made, the creature is only blinded for one round. Undead take double damage from this attack. Zombies and skeletons are immune to the blinding effect. Burning Light requires two uses of the Accorder's Turn Undead ability.
Harmonic Will (Su)
At 13th level, the Accorder can use a standard action to touch an ally and remove any and all hostile mind-effecting conditions, including: shaken, frightened, confused, panicked, fascinated and cowering.
Meditative Healing (Ex)
At 14th level an Accorder gains Meditative Healing up to three times a day. If the Accorder can rest and meditate peacefully uninterrupted for one hour, he gains back a number of hit points equal to his Heal skill plus double his constitution bonus. If interrupted, he gains only a portion of hit points back proportional to the amount of time spent healing. The Accorder must not being wearing any armor or encumbered to use this ability.
Burning Shockwave (Sp)
At 15th level, the Accorder gathers a nimbus of flame around himself which then explodes outwards. Every creature within a 10 foot radius around the Accorder takes 12d6 White-aligned and Fire damage. A Reflex save reduces this to one half. Undead take double damage from this attack. Additionally, every creature in that radius must make a Fortitude save or be pushed back 5 feet and knocked prone. At 18th level, the radius expands to 15 feet. At 20th level, the radius expands to 20 feet. Burning Shockwave requires three uses of the Accorder's Turn Undead ability.
Aura of Vitality (Su)
Starting at 16th level, an Accorder is protected by a constant deathward effect that cannot be dispelled. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against negative energy and death effects. This ability functions while the Accorder is conscious, but not while he is unconscious or dead.
Attuned Senses (Ex)
At the 17th level Accorder is so attuned to his environment that he gains the ability to maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Accorder must have line of effect to a creature or object to discern it. The Accorder gains Blindsight 30 foot radius.
Greater Improved Accorder Reflexes (Ex)
Beginning at 18th level, an Accorder gains a further +3 dodge bonus to AC on top of the +2 at 12th and the +1 at 6th.
Aura of Righteousness (Su)
At 18th level, an Accorder gains DR 5/Black and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the Accorder is conscious, not if she is unconscious or dead.
Repel Discord (Su)
At 19th level, when subjected to any enchantment spell which is successfully resisted through a successful saving throw, or immunity, an Accorder may reflect the spell back at its caster with the same DC and caster level. The Accorder suffers 1 point of temporary Wisdom damage upon activation of this ability.
Champion of Harmony (Su)
At 20th level, an Accorder becomes a conduit for the power of her god. Her DR increases to 10/-. Her type changes to outsider (native). As a native outsider, the Accorder can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the mortal world. However, she is not affected by spells that specifically target humanoids, such as hold person. Additionally, the Accorder gains fast healing 5. The powers of an Accorder's aura also increase in potency, granting their bonuses to all allies within 20 feet and doubling their bonuses to saves and AC. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Code of Conduct
The Accorder must have and adhere to a code of honor that defines his expected behavior both in and out of combat. The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).
An Accorder may accept only henchmen, followers, or cohorts whose primary alignment is White.
Sample Codes of Conduct:
An Accorder must be of White-alignment and loses all class abilities if she ever willingly commits an act of evil. An Accorder is required to be both humble and charitable, to respect legitimate authority and always act honorably (not lying nor deceiving, not cheating, not stealing, not using poison, etc.). An Accorder is required to be a beacon unto the community, being both a shining example of the virtues of the White-alignment and being of service to the community. That service should be rendered first and foremost to people of good hearts and good character and never should an Accorder feel obligated to assist someone when that assistance might be abused or put to corrupt or evil ends.
In addition, one of the core values an Accorder stands for is a commitment to right and virtue and an Accorder should always recognize that compromise is a slippery slope. Being governed by passion or being governed by self-interest are not in and of themselves evil, but they are the roadsigns on a path that leads to evil and that is a path the Accorder is not meant to walk. Thus, whenever possible, the Accorder should not associate with people of low moral character. His friends and associates should ideally be people of sterling reputation, who are like himself, symbols of the power and unanimity of the White-alignment. But the world is not an ideal place, for if it were, the Accorder would not be needed. And so, should circumstances require it, the Accorder is permitted to work with characters of Red or Black-alignment, if doing so will serve the greater good.
The degree of association between the Accorder and such persons should vary according to the nature of the individual. Should a Red or Black associate be merely misguided and have their heart in the right place, the Accorder should gently prod that person in the direction of true good, which is to say, the White alignment. Being a beacon to the community starts with those around you. However, an Accorder should be less friendly to those who are truly evil and who don't have their hearts in the right place and for whom there can be no repentance or conversion to Good. An Accorder should work with such individuals only momentarily and only to defeat great evil. In doing so, the Accorder should seek out other agents of the church and confer and pray with them, in order to secure and ensure the Accorder's virtue and purity. None need stand alone: the strength of the White-alignment is our love for the gods and for one another.
and
Greetings, celebrant. You have been elected to serve the Choir Eternal as an accorder. Here are your tasks:
Protect the Choir from the notes of discord. Disagreeement as to plans and directions of action can be tolerated, sedition cannot. Seek out voices of disharmony and rebellion and bring them the gift of eternal silence.
Be thou an example of the harmony and accord of the Choir: let no word of doubt or disharmony towards the priesthood leave thy lips. Encourage the old traditions in the young; take no shortcuts in your celebrations of the old ways; make no compromises of faith nor of tradition.
Defend the Choir from external threats. Hunt down bandits and thieves, monsters and enemies of the Choir. Give no aid nor succor to those who would bring destruction to the Choir. Show no mercy.
Tell no lies, no falsehoods. Thy voice sings the song of the Choir Eternal, as such, it must forever be pure and wholesome. Thy word, when given, must be forever honored.
Obey the orders of the Song-Priests: they give voice to the will of the Choir in all things.
Ex-Accorders
An Accorder who ceases to be White in alignment, who willfully commits a grievously Red-aligned or Black-aligned act, or who violates the code of conduct loses all Accorder spells and class features (including the service of the Accorder's divine bond spirit, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as an Accorder. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate. Fallen Accorders may treat Accorder levels as Paladin levels for purposes of the Blackguard class.
http://fc01.deviantart.net/fs71/f/2010/319/0/b/0b33dda651918685513f057ad345437a-d32wdm0.jpg
Role: The Accorder is a holy warrior, like the Paladin and Crusader. The Accorder's role in peacetime is to wander the land, to find sources of trouble that would threaten the community and eliminate them. They are diplomats and emissaries as well as warriors and seek to bolster harmony both within and without.
Note: The Accorder is a Pathfinder base class intended for use with the Color Wheel (http://www.giantitp.com/forums/showthread.php?t=174163) system of alignment.
Color: White
Hit Die: d10
Starting Age: As Paladin.
Starting Wealth: As Paladin.
Class Skills
The Accorder's class skills are Bluff (CHA), Diplomacy (CHA), Escape Artist (DEX), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge (history) (INT), Knowledge (geography) (INT), Knowledge (nobility) (INT), Knowledge (religion) (INT), Perception (WIS), Profession (WIS), Ride (DEX), Sense Motive (WIS), Spellcraft (INT), Stealth (DEX), Survival (WIS) and Swim (STR).
Skill Points at 1st Level: (4 + Int Modifier) x 4
Skill Points at Each Additional Level: 4 + Int Modifier
Accorder
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th
1st|
+1|
+2|
+0|
+2|White Aura, Detect Red, Detect Black, Smite Red/Black|-|-
2nd|
+2|
+3|
+0|
+3|Shield Block, Serene Grace, Lay on Hands|-|-|-
3rd|
+3|
+3|
+1|
+3|Fearless, Divine Health, Servant of Accord|-|-|-|-
4th|
+4|
+4|
+1|
+4|Mettle, Turn Undead, Channel Positive Energy|0|-|-|-
5th|
+5|
+4|
+1|
+4|Divine Bond, Hand of Might, Armor Mastery|1|-|-|-
6th|
+6/1|
+5|
+2|
+5|Harmonic Senses, Empathic Reflexes|1|-|-|-
7th|
+7/2|
+5|
+2|
+5|Uncanny Dodge, Diehard|1|0|-|-
8th|
+8/3|
+6|
+2|
+6|Protector, Domain|1|1|-|-|-
9th|
+9/4|
+6|
+3|
+6|Aura of Concord, Sacred Weapon|2|1|-|-
10th|
+10/5|
+7|
+3|
+7|Missile Deflection|2|1|0|-
11th|
+11/6/1|
+7|
+3|
+7|Acolyte Training, Aura of Serenity, Charging Smite|2|1|1|-
12th|
+12/7/2|
+8|
+4|
+8|Improved Empathic Reflexes, Burning Light|2|2|1|-
13th|
+13/8/3|
+8|
+4|
+8|Harmonic Will|3|2|1|0
14th|
+14/9/4|
+9|
+4|
+9|Meditative Healing|3|2|1|1
15th|
+15/10/5|
+9|
+5|
+9|Burning Shockwave|3|2|2|1
16th|
+16/11/6/1|
+10|
+5|
+10|Aura of Vitality|3|3|2|1
17th|
+17/12/7/2|
+10|
+5|
+10|Attuned Senses|4|3|2|1
18th|
+18/13/8/3|
+11|
+6|
+11|Aura of Righteousness|4|3|2|2
19th|
+19/14/9/4|
+11|
+6|
+11|Repel Discord|4|3|3|2
20th|
+20/15/10/5|
+12|
+6|
+12|Champion of Harmony|4|4|3|3[/table]
http://fc02.deviantart.net/fs43/i/2009/130/5/e/Paladin_by_grandanvil.jpg
Class Features
All of the following are class features of the Accorder.
Weapon and Armor Proficiency: Accorders are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (including tower shields).
White Aura (Ex)
The power of an accorder's white aura (see the detect color spell) is equal to her accorder level.
Detect Red (Sp)
At will, an accorder can use Detect Red, as the spell. An accorder can, as a move action, concentrate on a single item or individual within 60 feet and determine if its primary color is Red, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the accorder does not detect Red in any other object or individual within range.
Detect Black (Sp)
At will, an accorder can use detect Black, as the spell. An accorder can, as a move action, concentrate on a single item or individual within 60 feet and determine if its primary color is Black, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the Accorder does not Detect Black in any other object or individual within range.
Smite Red/Black (Su)
Once per day, an Accorder can call out to the powers of good to aid her in her struggle against the forces of disharmony. As a swift action, the Accorder chooses one target within sight to smite. If this target is Red or Black, the Accorder adds her Wisdom bonus (if any) to her attack rolls and adds her Accorder level to all damage rolls made against the target of her smite. If the target of Smite Red/Black is an outsider with either the Red or Black subtypes, a Red or Black-aligned dragon, or a Red or Black-aligned undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the Accorder possesses. Regardless of the target, Smite Red/Black attacks automatically bypass any DR the creature might possess.
In addition, while Smite Red/Black is in effect, the Accorder gains a deflection bonus equal to her Wisdom modifier (if any) to her AC against attacks made by the target of the smite. If the Accorder targets a creature that is not Red or Black, the smite is wasted with no effect. However, as Accorders are holy warriors empowered by their deities, they allowed to smite one or two creature types regardless of color, as appropriate for their divinity and subject to DM approval. For example, Pelor might sanction smiting undead, but St. Cuthbert might empower his Accorders to smite Aberrations and [Slaad].
The Smite Red/Black effect remains until the target of the smite is dead or the next time the Accorder rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the Accorder may Smite Red/Black one additional time per day, to a maximum of seven times per day at 19th level.
Shield Block (Ex)
Starting at 2nd level, an Accorder excels in using his armor and shield to frustrate his enemy’s attacks. During his action, an Accorder carrying a shield can designate a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. This shield bonus increases to +2 at 11th level and +3 at 19th level. This bonus persists until the fight with that opponent is ended or the Accorder designates a new opponent.
Shield Block counts as the Dodge feat for purpose of qualifying for feats and prestige classes.
Serene Grace (Su)
At 2nd level, an accorder gains a bonus equal to her Wisdom bonus (if any) on all Saving Throws.
Lay On Hands (Su)
Beginning at 2nd level, an accorder can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her Accorder level plus her Wisdom modifier. With one use of this ability, an accorder can heal 1d6 hit points of damage for every two Accorder levels she possesses. Using this ability is a standard action, unless the Accorder targets herself, in which case it is a swift action. Despite the name of this ability, an Accorder only needs one free hand to use this ability.
Alternatively, an Accorder can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the Accorder possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Fearless (Ex)
Accorders are able to shield themselves from certain mind-altering effects through serenity and meditation. At 3rd level, an Accorder gains immunity to all Fear effects (magical and otherwise) and all Charm effects.
Divine Health (Ex)
At 3rd level, an Accorder gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).
Servant of Accord (Ex):
Accorders are trained diplomats and negotiators, that they might attempt to resolve any disharmony through peaceful means before resorting to strength of arms. Accorders gain a +2 bonus to their Diplomacy checks at 3rd level, this bonus increases by +2 again at 6th and 9th levels. This bonus stacks with bonuses gained from other sources such as the skill focus feat.
Mettle (Ex)
At 4th level and higher, an Accorder can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Accorder does not gain the benefit of mettle.
Turn Undead (Su)
When an Accorder reaches 4th level, he gains the supernatural ability to turn undead. He may use this ability a number of times per day equal to 3 + his Wisdom modifier. He turns undead as a cleric of three levels lower would.
Spells
Beginning at 4th level, an Accorder gains the ability to cast a small number of divine spells which are drawn from the Accorder spell list. An Accorder must choose and prepare her spells in advance.
To prepare or cast a spell, an Accorder must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Accorder's spell is 10 + the spell level + the Accorder's Wisdom modifier.
Like other spellcasters, an Accorder can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is the same as a Accorder's. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells). When Table: Accorder indicates that the Accorder gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
An Accorder must spend 1 hour each day in quiet prayer and meditation to regain her daily allotment of spells. an Accorder may prepare and cast any spell on the Accorder spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, an Accorder has no caster level. At 4th level and higher, her caster level is equal to her Accorder level – 3.
Channel Positive Energy (Su)
When an Accorder reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. An Accorder uses her level as her effective cleric level when channeling positive energy. This is a Wisdom-based ability.
Divine Bond (Su)
At 5th level, an Accorder can form a bond with her armor. As a standard action, an Accorder can enhance her armor by calling upon the aid of a celestial spirit. This bond lasts for 1 minute per Accorder level. When called, the spirit causes the armor to shed light like a torch. At 5th level, the spirit grants the armor a +1 enhancement bonus. For every three levels beyond 5th, the armor gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the armor, stacking with existing armor bonuses to a maximum of +3, or they can be used to add any of the following armor properties: champion [APG], ghost touch, heavy fortification, invulnerability, light fortification, moderate fortification, spell resistance (13, 15, 17, or 19).
Adding these properties consumes an amount of bonus equal to the property’s cost (see Table 15–4 of the Core Rulebook). In addition, the bonuses can be consumed at the listed amount to add any of the following armor properties: energy resistance for +3 bonus, improved energy resistance for +5 bonus, or righteous [APG] for +4 bonus. These bonuses are added to any properties the armor already has, but duplicate abilities do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the armor is worn by anyone other than the Accorder, but it resumes giving bonuses if the Accorder dons the armor again. An Accorder can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.
If a suit of armor with a celestial spirit is destroyed, the Accorder loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the Accorder takes a –1 penalty on attack and weapon damage rolls.
Hand of Might (Sp)
At 5th level, the Accorder gains the Hand of Might ability. The Accorder gestures towards an enemy in his line of sight, closing his fist and with a clap of thunder, the enemy is crushed by invisible divine force. The target suffers 3d6 White-aligned damage. The attack paralyses an enemy for 1 round unless it makes a Fortitude save equal to 10 + 1/2 Accorder level + Wisdom modifier (If failed by more than 7 the enemy is stunned for an additional round). Hand of Might requires two of the Accorder's Smite Red/Black uses per day.
Armor Mastery (Ex)
Starting at 5th level, an Accorder is able to wear his armor like a second skin and ignore the standard speed reduction for wearing medium armor. Starting at 9th level, he ignores the speed reduction imposed by heavy armor as well.
Harmonic Senses (Ex)
At 6th level, the Accorder can feel the balance of the energies around her, sense vibrations in the air and subtle variations in the ether. The Accorder gains blindsense 30 foot radius.
Empathic Reflexes (Ex)
At 6th level, an Accorder is so adept at sensing the will of others that she gains a +1 dodge bonus to AC. This bonus stacks with the Dodge feat.
Uncanny Dodge (Su)
At 7th level, an Accorder is so attuned to his environment that he is able to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
Diehard
A 7th level Accorder gains the Diehard feat as a bonus feat at 7th level, even if he does not normally qualify.
Protector (Ex)
At 8th level the Accorder becomes difficult to get around. She may add her class level to the DC of Acrobatic checks to get around her without provoking an attack of opportunity.
Domain
At 8th level, the Accorder gains access to a single domain from the following list: Community, Good, Law and Nobility. The Accorder casts these spells as if a cleric of his caster level. Should an Accorder also be a Cleric, the levels stack for these domains.
Aura of Concord (Su)
At 9th level, the Accorder radiates an aura of power that causes all enemies within 10 feet of him to take a -2 penalty to all saving throws.
Sacred Weapon (Su)
At 9th level, an Accorder is able to channel his righteous might into a weapon, making it the bane of all things evil. The Accorder must choose a particular weapon of at least masterwork quality as the focus of his power. Against Red and Black creatures, the Accorder’s sacred weapon gains a +2 bonus to attack and weapon damage rolls, inflicts an additional 2d6 points of damage, and becomes White-aligned and bypasses the corresponding damage reductions.
If an Accorder’s chosen weapon is lost or destroyed, he loses the ability to deal the extra damage until he acquires and bonds with another weapon of the same kind of at least masterwork quality. The Accorder must spend one day per character level practicing with the replacement weapon (and doing very little else--no adventuring) to create a new weapon bond.
Missile Deflection (Su)
A 10th level Accorder gains Missile Deflection. Using either his shield or his melee weapon of choice, an Accorder may deflect one projectile per round that would have hit him otherwise. If the Accorder utilizes Total Defense, he may instead deflect a number of ranged attacks equal to his number of attacks per round. The Accorder must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks can't be deflected. While utilizing Total Defense, the Accorder may attempt to deflect incoming ray attacks by making an opposed caster level check. If the Accorder's roll is higher than the attacker's then the ray is harmlessly deflected. The Accorder may attempt to deflect a number of ray attacks equal to his number of attacks per round.
Aura of Serenity (Su)
At 11th level, an Accorder gains the ability to meditate during a battle. As the waves of the Accorder's serenity re-assure and bolster his allies, so too do they impair his enemies. Allies within a 20' radius get a +2 morale bonus to attacks, damage, armor class, and saves. Enemies within this radius must make a Will save at a DC of (10 + 1/2 the Accorder's level + the Accorder's Wisdom stat modifier.) Those enemies with less hit dice than the Accorder who fail this save must flee. Those enemies with hit dice equal to or greater than the Accorder's become hesitant in the face of the Accorder's resolve and must roll their next initiative twice and take the lower die roll.
Charging Smite (Su)
At 11th level and above, if an Accorder uses Smite Red/Black on a charge attack, he deals double his Smite Red/Black damage to a Red or Black creature he hits.
Acolyte Training
At 11th level, the Accorder gains the Leadership feat. However, the Accorder's cohort is another Accorder, and he does not gain followers, unless he takes the leadership feat again. The cohort acts as the Accorder's squire and apprentice.
Acolyte Training ACF 1:
Light of Purity (Su)
At 11th level, the Accorder may expend two uses of her Smite Red/Black ability to cause her weapon to glow with a warm, white radiance for 1 minute. The weapon then sheds like as if a torch. Red and Black aberrations and outsiders within 20 feet of this radiance take a –4 penalty on attack rolls against the Accorder and her allies, and allies within 20 feet of this light gain a +2 sacred bonus on saving throws against spells and effects from Red or Black aberrations or outsiders. This ability replaces aura of justice.
Acolyte Training ACF 2:
Sacred Barrier (Su)
At 11th level, the Accorder may make use of a Full Action and two uses of her daily Turn Undead ability to erect a Sacred Barrier. This barrier creates a pool of 50 temporary hit points. Any area of effect attack launched from a point further than 10 feet away from the Accorder that would harm the Accorder and/or any allies within 10 feet first does damage to this pool of temporary hit points. The barrier remains in place for 1 minute or until the pool of temporary hit points is depleted.
Improved Empathic Reflexes (Ex)
At 12th level, an Accorder is so adept at feeling the will of others, he gains an additional +1 dodge bonus to AC. This bonus stacks with the Dodge feat.
Burning Light (Sp)
At 12th level, an Accorder gains the Burning Light power. As a standard action, the Accorder extends one or both hands towards the enemies of the Light and brilliant radiance pours forth. The Accorder chooses either a 15 foot cone or a 30 foot line upon activation. Every creature in that area takes 1d4 damage per Accorder level (this damage counts as both White-aligned and Fire damage for the purposes of damage reduction). Creatures may make a Reflex save to take half damage. Additionally, every creature in the area must make a Fortitude save or be temporarily blinded for 1d4 rounds. If the save is made, the creature is only blinded for one round. Undead take double damage from this attack. Zombies and skeletons are immune to the blinding effect. Burning Light requires two uses of the Accorder's Turn Undead ability.
Harmonic Will (Su)
At 13th level, the Accorder can use a standard action to touch an ally and remove any and all hostile mind-effecting conditions, including: shaken, frightened, confused, panicked, fascinated and cowering.
Meditative Healing (Ex)
At 14th level an Accorder gains Meditative Healing up to three times a day. If the Accorder can rest and meditate peacefully uninterrupted for one hour, he gains back a number of hit points equal to his Heal skill plus double his constitution bonus. If interrupted, he gains only a portion of hit points back proportional to the amount of time spent healing. The Accorder must not being wearing any armor or encumbered to use this ability.
Burning Shockwave (Sp)
At 15th level, the Accorder gathers a nimbus of flame around himself which then explodes outwards. Every creature within a 10 foot radius around the Accorder takes 12d6 White-aligned and Fire damage. A Reflex save reduces this to one half. Undead take double damage from this attack. Additionally, every creature in that radius must make a Fortitude save or be pushed back 5 feet and knocked prone. At 18th level, the radius expands to 15 feet. At 20th level, the radius expands to 20 feet. Burning Shockwave requires three uses of the Accorder's Turn Undead ability.
Aura of Vitality (Su)
Starting at 16th level, an Accorder is protected by a constant deathward effect that cannot be dispelled. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against negative energy and death effects. This ability functions while the Accorder is conscious, but not while he is unconscious or dead.
Attuned Senses (Ex)
At the 17th level Accorder is so attuned to his environment that he gains the ability to maneuver and fight flawlessly even in total darkness. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Accorder must have line of effect to a creature or object to discern it. The Accorder gains Blindsight 30 foot radius.
Greater Improved Accorder Reflexes (Ex)
Beginning at 18th level, an Accorder gains a further +3 dodge bonus to AC on top of the +2 at 12th and the +1 at 6th.
Aura of Righteousness (Su)
At 18th level, an Accorder gains DR 5/Black and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the Accorder is conscious, not if she is unconscious or dead.
Repel Discord (Su)
At 19th level, when subjected to any enchantment spell which is successfully resisted through a successful saving throw, or immunity, an Accorder may reflect the spell back at its caster with the same DC and caster level. The Accorder suffers 1 point of temporary Wisdom damage upon activation of this ability.
Champion of Harmony (Su)
At 20th level, an Accorder becomes a conduit for the power of her god. Her DR increases to 10/-. Her type changes to outsider (native). As a native outsider, the Accorder can still be raised, reincarnated, or resurrected just as other living creatures can be, and remains native to the mortal world. However, she is not affected by spells that specifically target humanoids, such as hold person. Additionally, the Accorder gains fast healing 5. The powers of an Accorder's aura also increase in potency, granting their bonuses to all allies within 20 feet and doubling their bonuses to saves and AC. In addition, whenever she channels positive energy or uses lay on hands to heal a creature, she heals the maximum possible amount.
Code of Conduct
The Accorder must have and adhere to a code of honor that defines his expected behavior both in and out of combat. The player and DM should work together to craft an appropriate code that fits the campaign setting, the party, and the expected playstyle of the group. Good starting points for developing such a code include the paladin’s code (PHB 44 or UA 53-55), the knight’s code (PH2 27), and the samurai’s code (OA 22 or CW 10), or the kensai’s oath (CW 50).
An Accorder may accept only henchmen, followers, or cohorts whose primary alignment is White.
Sample Codes of Conduct:
An Accorder must be of White-alignment and loses all class abilities if she ever willingly commits an act of evil. An Accorder is required to be both humble and charitable, to respect legitimate authority and always act honorably (not lying nor deceiving, not cheating, not stealing, not using poison, etc.). An Accorder is required to be a beacon unto the community, being both a shining example of the virtues of the White-alignment and being of service to the community. That service should be rendered first and foremost to people of good hearts and good character and never should an Accorder feel obligated to assist someone when that assistance might be abused or put to corrupt or evil ends.
In addition, one of the core values an Accorder stands for is a commitment to right and virtue and an Accorder should always recognize that compromise is a slippery slope. Being governed by passion or being governed by self-interest are not in and of themselves evil, but they are the roadsigns on a path that leads to evil and that is a path the Accorder is not meant to walk. Thus, whenever possible, the Accorder should not associate with people of low moral character. His friends and associates should ideally be people of sterling reputation, who are like himself, symbols of the power and unanimity of the White-alignment. But the world is not an ideal place, for if it were, the Accorder would not be needed. And so, should circumstances require it, the Accorder is permitted to work with characters of Red or Black-alignment, if doing so will serve the greater good.
The degree of association between the Accorder and such persons should vary according to the nature of the individual. Should a Red or Black associate be merely misguided and have their heart in the right place, the Accorder should gently prod that person in the direction of true good, which is to say, the White alignment. Being a beacon to the community starts with those around you. However, an Accorder should be less friendly to those who are truly evil and who don't have their hearts in the right place and for whom there can be no repentance or conversion to Good. An Accorder should work with such individuals only momentarily and only to defeat great evil. In doing so, the Accorder should seek out other agents of the church and confer and pray with them, in order to secure and ensure the Accorder's virtue and purity. None need stand alone: the strength of the White-alignment is our love for the gods and for one another.
and
Greetings, celebrant. You have been elected to serve the Choir Eternal as an accorder. Here are your tasks:
Protect the Choir from the notes of discord. Disagreeement as to plans and directions of action can be tolerated, sedition cannot. Seek out voices of disharmony and rebellion and bring them the gift of eternal silence.
Be thou an example of the harmony and accord of the Choir: let no word of doubt or disharmony towards the priesthood leave thy lips. Encourage the old traditions in the young; take no shortcuts in your celebrations of the old ways; make no compromises of faith nor of tradition.
Defend the Choir from external threats. Hunt down bandits and thieves, monsters and enemies of the Choir. Give no aid nor succor to those who would bring destruction to the Choir. Show no mercy.
Tell no lies, no falsehoods. Thy voice sings the song of the Choir Eternal, as such, it must forever be pure and wholesome. Thy word, when given, must be forever honored.
Obey the orders of the Song-Priests: they give voice to the will of the Choir in all things.
Ex-Accorders
An Accorder who ceases to be White in alignment, who willfully commits a grievously Red-aligned or Black-aligned act, or who violates the code of conduct loses all Accorder spells and class features (including the service of the Accorder's divine bond spirit, but not weapon, armor, and shield proficiencies). She may not progress any further in levels as an Accorder. She regains her abilities and advancement potential if she atones for her violations (see atonement), as appropriate. Fallen Accorders may treat Accorder levels as Paladin levels for purposes of the Blackguard class.