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View Full Version : 2.0 The Ordained Champion in 20 levels + Epic [3.5e, PEACH]



BelGareth
2011-12-03, 03:15 PM
The Ordained Champion

Class skills (4 + Int Modifier per level): The Ordained Champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), and Spot (Wis).

4 * (4 + Int Modifier) for first level

Alignment: Any Lawful

Starting Age: As Cleric

Starting Wealth: As Cleric

Hit Dice: d10

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0-|1st|2nd|3rd|4th|5th|6th

1st| +0 | +2 | +0 | +2 |War Domain, Weapon Focus, Smite| 4|1+1|-|-|-|-|-

2nd| +1 | +3| +0 | +3 |Fighter Training|4|2+1|-|-|-|-|-

3rd| +2 | +3 | +1 | +3 |Intimidating Strike|4|3+1|-|-|-|-|-

4th| +3 | +4 | +1 | +4 |Combat Casting, Turn Undead|4|3+1|1+1|-|-|-|-

5th| +3 | +4 | +1| +4 |Hindering Strike|4|4+1|2+1|-|-|-|-

6th| +4 | +5 | +2 | +5 |Somatic Weapon|4|4+1|3+1|-|-|-|-

7th| +5 | +5 | +2 | +5 |Debilitating Strike|4|4+1|3+1|1+1|-|-|-

8th| +6/+1 | +6 | +2 | +6 |Channel Spell|4|4+1|4+1|2+1|-|-|-

9th| +6/+1 | +6 | +3 | +6 |Penetrating strike|4|4+1|4+1|3+1|-|-|-

10th| +7/+2 | +7 | +3 | +7 |Divine Bulwark| 4|4+1|4+1|3+1|1+1|-|-

11th| +8/+3 | +7 | +3 | +7 |Ranged Smite|4|4+1|4+1|4+1|2+1|-|-

12th| +9/+4 | +8 | +4 | +8 |Fist of the Gods|4|4+1|4+1|4+1|3+1|-|-

13th| +9/+4 | +8 | +4 | +8 |Improved Critical|4|4+1|4+1|4+1|3+1|1+1|-

14th| +10/+5 | +9 | +4 | +9 |Rapid Spontaneous casting|4|4+1|4+1|4+1|4+1|2+1|-

15th| +11/+6/+1 | +9 | +5 | +9 |Devastating critical|4|4+1|4+1|4+1|4+1|3+1|-

16th| +12/+7/+2 | +10 | +5 | +10 |Holy Warrior|4|4+1|4+1|4+1|4+1|3+1|1+1

17th| +13/+8/+3 | +10 | +5 | +10 |Improved Penetrating Strike|4|4+1|4+1|4+1|4+1|4+1|2+1

18th| +13/+8/+3 | +11 | +6 | +11 |War Caster|4|4+1|4+1|4+1|4+1|4+1|3+1

19th| +14/+9/+4 | +11 | +6 | +11 |Deadly Critical|4|4+1|4+1|4+1|4+1|4+1|3+1

20th| +15/+10/+5 | +12 | +6 | +12 |Wrath Incarnate| 4|4+1|4+1|4+1|4+1|4+1|4+1[/table]

Proficiencies: Ordained Champions are proficient with all simple and martial weapons, and with all armor and shields (except Tower Shields).

Spellcasting: An Ordained Champion casts divine spells (the same type of spells available to the druid, paladin, and ranger), which are drawn from the Cleric spell list (PHB page 183). However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. An Ordained Champion must choose and prepare his spells in advance (see below). To cast a spell, an Ordained Champion must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Ordained Champion’s spell is 10 + the spell level + the Ordained Champion’s Wisdom modifier. Like other spellcasters, an Ordained Champion can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the above table. In addition, he receives bonus spells per day if he has a high Wisdom score. An Ordained Champion also gets one domain spell of each spell level he can cast, starting at 1st level which must come from the War Domain.

Ordained Champions do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith or as divine inspiration. Each Ordained Champion must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Typically, this hour is at dawn or noon for good Ordained Champions and at dusk or midnight for evil ones. Time spent resting has no effect on whether an Ordained Champion can recover spells. An Ordained Champion may cast any spell on the Cleric spell list (PHB page 183), provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.

Deity, Domains, and Domain Spells: The Ordained Champion must choose a Deity with the portfolio of War. The Deity must also be of a Lawful alignment (DM caveat), the Ordained Champion only receives one Domain, that being the War Domain. If the Ordained Champion later gets Domains from another class he can choose freely from his Deities portfolio.

Spontaneous casting: An Ordained Champion can sacrifice any prepared spell slot to cast a spell of an equal to or lesser level War Domain spell. An Ordained Champion cannot gain Spontaneous healing/inflict by taking levels of Cleric.

Lawful/Good/Evil spells: An Ordained Champion cannot cast spells of an alignment opposed to his.

Weapon Focus: At 1st Level an Ordained Champion gains Weapon Focus as a bonus feat (from his War Domain), even if he does not meet the prerequisites, unlike the War domain bonus feat it does not need to be the deities favored weapon. If he already possesses this feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

Smite: Beginning at 1st level an Ordained Champion can Smite the target of his melee attacks. This is not limited by alignment, anyone who the Ordained champion sees as worthy of his Deities wrath is a valid target. The Ordained Champion gains his Charisma bonus to hit and his Ordained Champion level to damage, he also gains the affects and benefits of a Flame strike on a successful melee strike which only affects the target (5ft column). The Ordained Champion gains an amount of smites equal to his Charisma modifier per encounter.

For example: A first level Ordained Champion smites an orc he is in melee with, the strike is succesful and a column of fire strikes the orc as part of the smite. The orc would take an additional 1d6 fire damage, half of which is divine power.

The Flame Strike affect is a supernatural ability and is subject to spell resistance, if the Ordained champion has spell penetration and/or improved spell penetration he may add the bonuses to overcome spell resistance for smites

The Ordained Champion qualifies for any feat that requires Smite Evil or any similar ability.

Fighter Training: The Ordained Champion is a consummate warrior as well as a divine conduit of wrath, when qualifying for Fighter Feats the Ordained Champion counts as a fighter equal to his Ordained Champion level -4.

Intimidating Strike: At 3rd Level an Ordained Champion gains Intimidating Strike as a bonus feat, even if he does not meet the prerequisites. If he already possesses this feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

Combat Casting: At 4th Level an Ordained Champion gains Combat Casting as a bonus feat, even if he does not meet the prerequisites. If he already possesses this feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

Turn Undead (Su): When an Ordained Champion 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 Charisma modifier. He turns undead as a cleric of three levels lower would.

Hindering Strike: At 5th Level an Ordained Champion can trade damage for a speed penalty when using his Smite attack. After Declaring but before you roll, an Ordained Champion may sacrifice an amount of bonus damage from his smite and apply a penalty to speed to his target if the attack hits:
{table=head]Damage|Speed
-5|-5
-10|-10
-15|-15
-20|-20
[/table]
The amount of damage sacrificed must be in increments of 5, the penalty to speed applies to one type of movement declared before the attack. This penalty lasts for a number of rounds equal to half the Ordained Champions Charisma modifier.

Somatic Weapon: At 6th Level an Ordained Champion gains Somatic Weapon as a bonus feat, even if he does not meet the prerequisites. If he already possesses this feat, he instead gains a Fighter bonus feat for which he meets the prerequisites.

Debilitating Strike: At 7th Level the Ordained champion understands how to strike and damage his opponent in ways most dream of. Much like his Hindering strike ability an Ordained Champion must choose to use this ability before attacking, he may sacrifice any amount of bonus damage from his smite and inflict any stat(declared before attacking) damage equal to 1/5 damage sacrificed. This can be combined with Hindering strike and the amount of damage sacrificed must be in increments of 5.

For example:
John is a 5th level Ordained Champion and smites his orc target. He decides he wants to crush the orcs will so he sacrifices 5 points of bonus damage from his smite (equal to his level, so all of it) in exchange for 1 Wisdom damage if it hits.

Channel Spell (Sp): At 8th level, you can channel any spell you have available to cast into your melee weapon. Doing so requires a move action and uses up a prepared spell or spell slot just as if you had cast the spell. The channeled spell affects the next target you successfully attack with that weapon, though saving throws and spell resistance still apply normally. Even if the spell normally affects an area or is a ray, it still affects only the target in this case. On a successful hit, the spell is discharged from the weapon, which can then hold another spell. You can channel your spells into only one weapon at a time. A spell channeled into a weapon is lost if not used within 8 hours.

Penetrating Strike: At 9th Level the Ordained Champion strikes with such fury and vengeance that when he smites a target he can ignore some of their damage reduction. When performing a smite an Ordained Champion ignores up to 5 points of DR. This ability bypasses all DR except Epic.

This ability improves at 17th, ignoring up to 10 points of Damage reduction.

Divine Bulwark (Sp): At 10th level, you can sacrifice a prepared spell or spell slot as an immediate action to gain damage reduction. The value of the damage reduction equals 2 * spell level sacrificed, and it can be overcome by a chaotic aligned strike. Thus, a 10th-level Ordained Champion who sacrificed a Bless spell would gain damage reduction 2/chaotic. The damage reduction gained from multiple uses of this ability does not stack. This protection lasts for a number of rounds equal to ½ your Ordained Champion level.

Ranged Smite (Sp): At 11th level, you can smite a target within 30ft of you. This acts like a regular smite attempt, requires a roll to hit using your highest attack modifier with your held weapon to include any bonuses from the weapon and/or feats.

Fist of the Gods (Sp): At 12th level, you can sacrifice a spell slot as a swift action to deal extra damage. Doing so grants you a bonus equal to 1 + spell level sacrificed on your damage rolls for melee attacks. This benefit lasts for a number of rounds equal to ½ your Ordained Champion level.

Improved Critical: At 13th Level an Ordained Champion gains Improved Critical as a bonus feat, even if he does not meet the prerequisites. If he already possesses this feat, he instead gains a Fighter bonus feat for which he meets the prerequisites. Unlike the normal feat, the Ordained Champion applies this bonus to all weapons he wields.

Rapid Spontaneous Casting (Ex): When you attain 14th level, any spell from the War domain that you spontaneously cast requires only a swift action if its normal casting time is no more than 1 standard action, or a standard action if its normal casting time is 1 full-round action. A spontaneous spell that you modify with a metamagic feat requires only its normal casting time rather than the extra time such a spell normally requires.

Devastating Critical: At 15th level the Ordained champion is able to inflict serious wounds when he scores a critical. The critical multiplier of any weapon he wields is increased by 1.

Holy Warrior (Sp): At 16th level, you are infused with the wrath and power of your deity, the Ordained Champion adds his Wisdom bonus in addition to his Strength when calculating his to hit bonus and damage with melee weapons.

War Caster (Ex): At 18th level The Ordained Champion weaves the divine energies of his spells with the ease of a martial weapon. He gains +2 caster level, +2 DC and +2 on spell penetration checks for all spells on his War domain spell list.

Deadly Critical (Su): The Ordained Champion is infused with the power of death and destruction that he can kill with a single strike. Any weapon that the Ordained Champion wields gains the Vorpal special property, it still requires a natural 20 to activate. This ability can be dispelled and disjoined, and does not work in an antimagic zone. The DC for this ability is 10 + 9 + Cha Modifier and can be activated/dismisses as a free action.

Wrath Incarnate (Ex): At 20th level the Ordained Champion fulfills his divine calling and becomes that which embodies his god. He gains the outsider subtype (Gaining all the benefits thereof), DR 10/Chaos and Silver, and by spending 3 uses of his smite ability he can smite everyone within a 30ft area (consider it a 30ft burst, roll to hit as usual and apply the roll to every ones AC)

EPIC Progression

{table=head]Level|Special
21|
22|Salient War Ability
23|Bonus Feat
24|
25|Salient War Ability
26|Bonus Feat
27|
28|Salient War Ability
29|Bonus Feat
30|Demigod of War
[/table]

Spellcasting: The Ordained Champion’s caster level is equal to her class level. The Ordained champion’s number of spells per day does not increase after 20th level.

Bonus Feats: The epic Ordained Champion gains a bonus feat (selected from the list of epic bonus feats) every three levels after 20th.

Epic Bonus Feat List: Armor Skin, Combat Archery, Damage Reduction, Devastating Critical, Dire Charge, Distant Shot, Epic Endurance, Epic Leadership, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon Specialization, Exceptional Deflection, Improved Combat Reflexes, Improved Manyshot, Improved Stunning Fist, Improved Whirlwind Attack, Infinite Deflection. Instant Reload Legendary Commander, Legendary Rider, Legendary Wrestler, Overwhelming Critical, Penetrate Damage Reduction, Perfect Two-Weapon Fighting, Reflect Arrows, Spellcasting Harrier, Storm of Throws, Superior Initiative, Swarm of Arrows, Two-Weapon Rend, Uncanny Accuracy.

Salient War Ability: You gain a Salient Divine ability from the following list, assume your Divine rank as 1 to calculate any abilities, you do not need to meet any prerequisites. (All are from the Deities and Demigods).
Banestrike (p36), Battle Sense (p37), Divine Battle Mastery (p38), Divine Blast (p38), Divine Armor Mastery (p38), Divine Fast Healing (p39), Divine Weapon Mastery (p43), Divine Weapon Focus (p43), Frightful Presence (p44), Supreme Initiative (p49)

Demigod of War (Ex): You reach the epitome of your ideals, your very essence is imbued with the power that is war. Either by sheer will of force or by the beneficent hand of a greater god you have been raised to godhood, albeit a demigod. At level 30, you become a quasi-deity, granting divine rank 0. You are immortal, and no longer can die from old age. Additionally, you no longer suffer aging penalties (any previously incurred penalties are still in effect) but still gain the benefits of aging. You gain benefits of being a quasi-deity with divine rank 0, including and limited to the following: all future hit die are maximized, your base land speed increases to 60 ft., a deflection bonus to your AC equal to your Charisma modifier, immunity to transmutation, immunity to energy drain, ability damage, and ability drain. You are not able to grant spells.

Notes

This is version 2.0
-I changed the BAB from full to medium to represent there concentration to the ideal and that they utilize very specific spells on the War domain list to accomplish full BAB. It's more fluffy and represents them being full of divine energy to fight their enemies, plus it drops the power curve.
-Kept the D10 as they are front liners. Maybe D8's to coincide with BAB? -Not sure...
-Increased utility, overall power and uses per day of the Smite. I LOVE the flame strike idea, its almost as if the god themselves is smiting them.
-Is deadly critical to powerful?
-The '-1' in the spells per day is the required War domain spell.
-Maybe I should add the Holy Warrior feat? I think its kinda a given for this class an no need to add another bonus feat just for the sake of it.
Thoughts, comments, concerns?


Edits

12/4/11 - Added clarifying text to smite regarding flame strike
12/8/11 - Added Turn undead as Paladin, changed smites per day to smites per encounter.
12/9/11 - Changed Spellcasting stat to Wisdom as it is a prepared divine caster. Changed Holy Warrior to Wisdom to coincide with MAD
7/3/12 - Edited some text for clarity and removed some redundant words.

Silva Stormrage
2011-12-04, 02:42 PM
Very interesting class, I really like it.

Just a couple notes though.

It really should have turn undead so it can power divine feats. It would work really well with the flavor of this class.

Also I think that smite should be changed to a per encounter resource instead of a per day on. Just IMO since so many abilities require it's use.

Also on smite, you say it triggers a flamestrike on the target. But flamestrike is an aoe and if you target flamestrike on a target 5ft from you your going to hit yourself. Might want to specify that it deals damage only to the target.

I don't think at level 19 deadly critical is too strong. Its strong but at that level wizards sorcerors and even dread necromancers can force save or dies almost at will.

All in all fun class.

BelGareth
2011-12-04, 09:03 PM
Very interesting class, I really like it.

Just a couple notes though.

It really should have turn undead so it can power divine feats. It would work really well with the flavor of this class.
Great point, I may integrate the original PRC's ability to convert turn/rebuke uses into smites. Or just give them limited turning akin to a paladin.


Also I think that smite should be changed to a per encounter resource instead of a per day on. Just IMO since so many abilities require it's use.
Interesting, I was considering making it akin to a martial maneuver, but I wanted to stray away from that mechanic, what would you suggest? start off with 1/encounter and increase...maybe +1/4 levels? finishing with 6/encounter at 20th? (In my mind that seems to few...Maybe its recoverable in addition, again like martial maneuvers...


Also on smite, you say it triggers a flamestrike on the target. But flamestrike is an aoe and if you target flamestrike on a target 5ft from you your going to hit yourself. Might want to specify that it deals damage only to the target.
Good point, Will add some clarifying text.


I don't think at level 19 deadly critical is too strong. Its strong but at that level wizards sorcerors and even dread necromancers can force save or dies almost at will.
Awesome, I added the dispel text and made is SU so as not to make it work in dead/anti/wild magic zone.


All in all fun class.
Glad you approve, thank you so much for reading it and commenting. It's nice to have input.:smallbiggrin:

BelGareth
2011-12-06, 01:14 PM
Bump ba bump bump

gkathellar
2011-12-07, 07:44 AM
A well-designed partial caster? *Yoinked*

Akto
2011-12-08, 10:53 AM
I really like how you've designed this PrC into a baseclass, but as someone else pointed out, think it lacks the turn undead feature, almost willing to bet that 9 out of 10 people would either dip cleric or sacred exorcist to get the ability to power DMM

GuyFawkes
2011-12-08, 11:56 AM
Interesting class Bel. My suggestion would be to have a complete Strikes series all the way through to 20, well 19 really. You could put in Strikes that inflict other effects or even just stronger versions of the ones you have. That'd but a distinct ability series for the class, making it more flavorful and give it more variety than just the critical abilities you put there at higher levels.

Hmm, examples would be stunning or paralyzing strikes, AC reducing strikes, Saves reducing strikes, maybe even a combination of strikes at higher levels with using only one strike worth of damage penalty. Ooh, maybe even strikes that prohibit using magic for a few rounds to even level-reducing strikes against opposed alignments. Or maybe even imbuing your strikes with your spells.

My two cents. :smallwink:

BelGareth
2011-12-08, 12:42 PM
I really like how you've designed this PrC into a baseclass, but as someone else pointed out, think it lacks the turn undead feature, almost willing to bet that 9 out of 10 people would either dip cleric or sacred exorcist to get the ability to power DMM
Yah, I haven't gotten around to adding it, I'm going to add it at 4th level much like a paladin gets it.

EDIT: Done


Interesting class Bel. My suggestion would be to have a complete Strikes series all the way through to 20, well 19 really. You could put in Strikes that inflict other effects or even just stronger versions of the ones you have. That'd but a distinct ability series for the class, making it more flavorful and give it more variety than just the critical abilities you put there at higher levels.

Hmm, examples would be stunning or paralyzing strikes, AC reducing strikes, Saves reducing strikes, maybe even a combination of strikes at higher levels with using only one strike worth of damage penalty. Ooh, maybe even strikes that prohibit using magic for a few rounds to even level-reducing strikes against opposed alignments. Or maybe even imbuing your strikes with your spells.

My two cents. :smallwink:
Thanks! Definitely worth copper pieces, I will probably use some of these.