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Circle of Life
2012-01-28, 09:47 PM
The Sanctified Champion

http://img43.imageshack.us/img43/5463/celestialbyjasonengle.jpg
Image is “Celestial” by JasonEngle of deviantArt.

Class Skills
The Sanctified Champion's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (local) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Speak Language (n/a), and Spot (Wis)
Skills Points at Each Level: 4 + Int

Hit Dice: d10
Starting Gold: 5d4x10
Alignment: Any Good.

{table=head]Level|BAB|Fort|Ref|Will|Special|Supplications Known|Supplication Level

1st|+1|+2|+0|+0|Touch of Vitality|2|1

2nd|+2|+2|+0|+0|Sacred Will|3|1

3rd|+3|+3|+1|+1|Guardian's Furor|4|1

4th|+4|+4|+1|+1|Divine Purpose|5|1

5th|+5|+5|+1|+1|Exultant Piety (+1)|6|2

6th|+6/+1|+5|+2|+2|Conviction of the True Faith|7|2

7th|+7/+2|+5|+2|+2|Defender's Zeal (quarter)|8|2

8th|+8/+3|+6|+2|+2|Mettle|9|3

9th|+9/+4|+6|+3|+3|Aura of Grace|10|3

10th|+10/+5|+7|+3|+3|Exultant Piety (+2)|11|3

11th|+11/+6/+1|+7|+3|+3|Zealotry|12|4

12th|+12/+7/+2|+8|+4|+4|Sacred Seal|13|4

13th|+13/+8/+3|+8|+4|+4|Defender's Zeal (half)|14|4

14th|+14/+9/+4|+9|+4|+9|Divine Intervention|15|5

15th|+15/+10/+5|+9|+5|+5|Exultant Piety (+3)|16|5

16th|+16/+11/+6/+1|+10|+5|+5|Improved Mettle|17|5

17th|+17/+12/+7/+2|+10|+5|+5|Sacred Might|18|6

18th|+18/+13/+8/+3|+11|+6|+6|Word of God|19|6

19th|+19/+14/+9/+4|+11|+6|+6|Defender's Zeal (full)|20|6

20th|+20/+15/+10/+5|+12|+6|+6|Celestial Apotheosis, Exultant Piety (+4)|21|6
[/table]

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

Weapon and Armor Proficiencies: Sanctified Champions are proficient with all simple and martial weapons, and with all forms of armor and shields (including tower shields).

Faith: Sanctified Champions are chosen instruments of the gods themselves. A Sanctified Champion must worship a good-aligned deity, and is expected to act in accordance with the strictures of his chosen god's church. A Sanctified Champion does not have a strict code of conduct as a Paladin does, but repeated egregious failures to follow the goals of his god and church may cause him to fall, much as a Paladin can. A fallen Sanctified Champion can atone via the atonement spell, but so long as he is fallen, he loses access to his Divine Purpose and Conviction of True Faith class features, and cannot make use of his supplications.

Supplications (Su): All Sanctified Champions have the ability to draw tiny fragments of power from the god they worship through brief, fervent prayers, known as supplications. A Sanctified Champion begins play knowing two 1st level supplications, and gains access to a single new supplication of any level he has access to at each level thereafter. The highest level supplication a Sanctified Champion may select is shown on the table above. At 5th level and every three levels thereafter, a Sanctified Champion may exchange one supplication that he knows for another of the same level.

Activating a supplication is a standard action that provokes attacks of opportunity. Each supplication may be used once per encounter, up to a total number of supplications per encounter equal to the Sanctified Champion's Wisdom modifier, minimum of 1. Unless otherwise noted, the effects of a supplication persist for a number of rounds equal to 1 + the Sanctified Champion's Wisdom modifier (if positive). Supplications cannot be used defensively like spells can, but a Sanctified Champion may make a concentration check to maintain a supplication if he is damaged while praying, just as a spellcaster can.

If a supplication offers a saving throw, the difficulty class of the save is equal to 10 + supplication level + Wisdom modifier.

Touch of Vitality (Su): A Sanctified Champion with a Charisma or Wisdom score of 12 or higher can heal wounds (his own or those of others) by touch as a standard action. Each day he can heal a total number of hit points of damage equal to his class level times his combined Charisma and Wisdom modifiers (if positive). A Sanctified Champion may choose to divide this healing among multiple recipients, and he doesn’t have to use it all at once.

In addition, this ability may be used to purge negative conditions instead of or in addition to healing, as shown on the table below. Using touch of vitality in this way subtracts an amount of healing from the touch as shown next to each condition. Multiple conditions may be removed with a single touch, but the healing reduction for each condition is cumulative.

{table=head]Condition|Healing Reduction
Ability Damage|5/point
Ability Drain|15/point
Blinded|10
Confusion|15 (50 if permanent)
Dazed|10
Dazzled|1
Deafened|10
Energy Drain|20/level
Exhausted|20
Fatigued|10
Nauseated|20
Paralyzed|30
Permanent Level Loss|50/level
Petrified|50
Sickened|10
Stunned|20[/table]

Sacred Will (Su): Beginning at 2nd level, a Sanctified Champion adds his Charisma modifier (if positive) to Will saves.

Guardian's Furor (Ex): Beginning at 3rd level, a Sanctified Champion adds his Charisma modifier (if positive) to melee damage rolls while wielding a shield, and to attack rolls while wielding a tower shield. This effect only applies while the Sanctified Champion actually wields the shield, and as such Animated shields or similar effects do not apply.

Divine Purpose (Su): Beginning at 4th level, when acting in accordance with his god's goals or against enemies of his church, a Sanctified Champion gains immunity to fear and compulsion effects.

Exultant Piety (Su): Beginning at 5th level, whenever he successfully completes a supplication, the Sanctified Champion gains a +1 Sacred bonus to attack and damage rolls and saving throws until the end of his next turn. At 10th level and every five levels thereafter, this bonus increases by one point.

Conviction of True Faith (Ex): At 6th level, a Sanctified Champion gains True Believer(CDiv, p. 86) as a bonus feat. The Sanctified Champion may activate the effects of this feat once per encounter, rather than once per day.

Defender's Zeal (Ex): Beginning at 7th level, whenever an ally that the Sanctified Champion can detect takes hitpoint damage, his first successful attack before the end of his next turn deals bonus damage equal to a quarter of that damage. Multiple instances of this ability do not stack; only the highest total amount of damage taken by an ally in one instance is counted when determining the bonus damage dealt. A Sanctified Champion does not count himself as an ally for the purposes of this ability.

At 13th level, the bonus damage dealt by this ability increases to half of the damage taken by an ally, and at 19th level, it increases to the full damage taken.

Mettle (Ex): Beginning at 8th level, a Sanctified Champion 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 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 Sanctified Champion does not gain the benefit of mettle.

Aura of Grace (Su): Beginning at 9th level, a Sanctified Champion emanates an imperceptible aura out to 60 feet. Whenever a creature within this aura attacks another creature that the Sanctified Champion considers an ally (the Sanctified Champion does not count himself as an ally for the purpose of this effect), it must succeed on a Will save, DC 10 +1/2 class level +Cha modifier, or take a -4 penalty to the attack roll. If a creature uses a spell or ability that does not require an attack roll, such as a fireball spell or a dragon's breath weapon, the Difficulty Class of any save required by that ability decreases by an amount equal to the penalty to attack rolls if the effect does not include the Sanctified Champion. Creatures subjected to this effect are intuitively aware of it and the means of bypassing it. The Sanctified Champion may suppress and resume this aura as a free action.

Zealotry (Ex): Beginning at 11th level, the first time each day that the Sanctified Champion would be reduced to -10 hp or slain outright, his hitpoints are instead set to 1 and he ignores any effect the attack, spell, or ability that triggered this ability would have had.

Sacred Seal (Su): Beginning at 12th level, as a full-round action a Sanctified Champion can create an area sealed off by divine energy. This area manifests as a two-dimensional seal of glowing energy with a radius of up to 60 feet, though the actual effect is spherical. This seal may be identified with a DC 25 Spellcraft check.

Any Undead, evil outsider, or creature with the Evil subtype attempting to enter the sealed area must succeed on a Will save, DC 10 + ½ class level + Cha modifier or be unable to enter for the duration. Likewise, appropriate creatures cannot attack or use magical effects to harm those within the sealed area if they fail the initial save; ranged attacks are deflected harmlessly away, area effects split around the invisible barrier, and spells or similar effects that affect allies warded by the seal without need of an attack roll simply fizzle to no effect.

A sacred seal persists so long as the Sanctified Champion concentrates upon it. For the purpose of determining the difficulty of Concentration checks to maintain the seal, treat this ability as a 6th level spell.

Divine Intervention (Su): Beginning at 14th level, a Sanctified Champion may shield those he protects with the sheer force of his conviction. As an immediate action taken whenever an ally within his aura of grace would suffer hitpoint or ability damage or drain, the Sanctified Champion may redirect any amount of the damage to himself. If multiple allies would be affected at the same time (such as two or more allies caught within the area of a fireball spell), the Sanctified Champion may redirect damage from all affected allies. Damage redirected in this way is empathic in nature, and as such is not subject to reduction from damage reduction or energy resistance. Ability damage or drain transferred by this ability is likewise empathic in nature, bypassing normal immunity to ability damage or drain.

Improved Mettle (Ex): Beginning at 16th level, a Sanctified Champion's Mettle ability improves. While he still takes no effect on a successful Will or Fortitude save against an effect that has a saving throw of “Will half” or “Fortitude partial”, he henceforth takes only the partial effect or half the damage on a failed save.

Sacred Might (Su): Beginning at 17th level, once per encounter as a free action that may be taken out of turn, the Sanctified Champion may increase his Strength and Constitution scores by an amount equal to half his class level until the end of his next turn.

Word of God (Sp): Beginning at 18th level, a Sanctified Champion may use holy word as a spell-like ability twice per day. His caster level for this ability is equal to his class level +4.

Celestial Apotheosis (Su): At 20th level, a Sanctified Champion may embody the virtues of the heavens for short periods of time. Once per encounter as a standard action, the Sanctified Champion may grant himself the half-celestial template for a number of rounds equal to his Wisdom modifier, except that he does not gain or lose skill points from the application of the template. Additionally, he may activate two supplications of his choice as part of this transformation, without consuming supplication uses for the encounter.

Supplications

1st:Blessed Respite

Activating this supplication creates a 10-ft radius area bathed in soft golden light. Any ally within this area when it is created gains the effect of a sanctuary spell so long as they remain within the area. If the sanctuary effect is broken for any ally, this effect ends for all affected allies.

Call Divine Spark

Beseeching his god for aid, the Sanctified Champion creates a floating mote of silver or golden energy to defend and assist him in battle.

Divine sparks have a number of hit dice equal to the Sanctified Champion's level, but never gain feats based on their hit dice.

Divine Spark:The following divine spark was called by a 1st level Sanctified Champion.
Size/Type: Medium Outsider (Incorporeal)
Hit Dice: 1d8+2 (6 hp)
Initiative: +3
Speed: Fly 20 ft. (Perfect)
Armor Class: 14 (+3 Dex, +1 natural), touch 10, flat-footed 13
Base Attack/Grapple: +1/-
Attack: Light ray +5 ranged (1d6)
Full Attack: Light ray +5 ranged (1d6)
Space/Reach: 5 ft/-
Special Qualities: Darkvision 60ft, outsider traits, incorporeality
Saves: Fort +4, Ref +6, Will +4
Abilities: Str -, Dex 16, Con 15, Int 6, Wis 13, Cha 10
Skills: Listen +5, Sense Motive +5, Spot +5, Survival +5
Feats: Weapon Focus (Light Ray), Precise ShotB

Light Rays: A divine spark fights by releasing concentrated rays of divine light. These rays deal 1d6 divine damage, plus an additional point of damage for every two hit dice the divine spark possesses, and have a range of 100 feet with no range increment. A divine spark with multiple attacks due to base attack bonus may fire a light ray for each iterative afforded it in a full-attack sequence.

Condemn

As the prayer comes to a close, the Sanctified Champion points to an enemy and condemns it for its sins and transgressions. If the chosen foe fails a Will save, it suffers a -2 penalty to all attack rolls made against the Sanctified Champion and his allies for the duration of the effect.

Cure Light Wounds

As the Cleric spell of the same name, except as a supernatural ability and with the Sanctified Champion's class level in place of a caster level.

Holy Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 1d6 divine damage with each successful attack.

Shared Glory

The Sanctified Champion chooses a single ally within line of sight. The next time that ally would make a saving throw during the duration of this supplication, the ally may use the Sanctified Champion's saving throw modifier, if higher, and the effect ends.

2nd:Consecrated Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 2d6 divine damage with each successful attack, and is treated as good-aligned for the purpose of overcoming damage reduction.

Cure Moderate Wounds

As the Cleric spell of the same name, except as a supernatural ability and with the Sanctified Champion's class level in place of a caster level.

Divine Resilience

The Sanctified Champion and one ally within line of sight gain resistance to an energy type of his choice (acid, cold, electricity, fire, or sonic) equal to his class level for the duration of this supplication.

Heavenly Aegis

The Sanctified Champion and one ally within line of sight gain damage reduction/evil equal to his class level for the duration of this supplication.

Leap of Faith

For the duration of this supplication, the Sanctified Champion gains a +20 competence bonus to Jump checks, ignores armor check penalty to jump checks, and treats all Jump checks as if he had a running start.

Sacred Vow

The Sanctified Champion swears an oath against a specific foe. Against that one foe, he gains a bonus to AC and saving throws equal to one-quarter his class level.
3rd:Cure Serious Wounds

As the Cleric spell of the same name, except as a supernatural ability and with the Sanctified Champion's class level in place of a caster level.

On Wings of Light

For the duration of this supplication, the Sanctified Champion and one ally within line of sight sprout wings of semisolid radiance, granting them a flight speed of 60 feet with average maneuverability.

Sacred Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 3d6 divine damage with each successful attack, and is treated as good-aligned for the purpose of overcoming damage reduction.

Scouring Light

The Sanctified Champion releases a 30 ft burst of light. All Undead caught within the area take 1d6 sacred damage per class level. A successful Will save halves this damage, and Undead with turn resistance may subtract twice their turn resistance from the total damage taken. Evil outsiders and evil-aligned non-undead creatures must instead succeed on a Fortitude save or be blinded for 1d6 rounds.

Shared Glory, Greater

As shared glory, except up to three allies, and affected allies may use the Sanctified Champion's save modifiers as many times as needed for the duration of the supplication.

Warded Souls

For the duration of this supplication, the Sanctified Champion and one ally within line of sight gain immunity to energy drain and [death] spells and effects.


4th:Avenging Wrath

As an immediate action once while this supplication is active, the Sanctified Champion may cause a creature that just struck an ally with a physical attack to take sacred damage equal to the full amount inflicted by that one attack.

Blessed Aegis

For the duration of this supplication, the Sanctified Champion's shield becomes a barrier of solid light. Its enhancement bonus increases by 1 and it grants a deflection bonus to AC instead of a shield bonus to AC, stacking with all other deflection bonuses. As an immediate action once while this supplication is active, the Sanctified Champion may make an opposed shield bash attack against an attack being made against an adjacent ally, whether physical or magical in nature, and even with a tower shield despite not being able to shield bash with tower shields normally. If successful, the attack is deflected harmlessly aside to no effect and the supplication ends.

Censure

As the prayer comes to a close, the Sanctified Champion points to an enemy and condemns it for its sins and transgressions. If the chosen foe fails a Will save, it suffers a -6 penalty to all attack rolls made against the Sanctified Champion and his allies for the duration of the effect.

Cure Critical Wounds

As the Cleric spell of the same name, except as a supernatural ability and with the Sanctified Champion's class level in place of a caster level.

Glorious Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 4d6 divine damage with each successful attack, and is treated as good-aligned for the purpose of overcoming damage reduction.

The Last Word

When this supplication is successfully activated, all foes that can hear the Sanctified Champion shout (base DC -20, modified for distance) are deafened and rendered mute for the duration. A successful Will save decreases the time affected to one round.
5th:Grand Crusade

As a standard action once while this supplication is active, the Sanctified Champion may move up to twice his speed without provoking attacks of opportunity. He may make a single attack at his highest attack bonus against each foe he threatens during this movement.

Hand of Light

A nimbus of swirling golden light surrounds an ally within line of sight. This light sheds light as a daylight spell, and absorbs up to five damage per class level. This damage absorption is not temporary hitpoints, but rather the shield itself taking the effects of the damaging attacks; any attack that is completely absorbed by the shield has no effect on the warded ally, as if they were not struck at all.

Righteous Rebuke

As an immediate action once while this supplication is active, the Sanctified Champion may speak a single, stern word in the language of the gods themselves in an attempt to disrupt a spell being cast within 20 feet. The Sanctified Champion makes a dispel check, as if casting greater dispel magic, with his class level in place of the caster level. If successful, the spell is counterspelled and the target is deafened and blinded for 1d6 rounds.

Righteous Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 5d6 divine damage with each successful attack, and is treated as good-aligned for the purpose of overcoming damage reduction.

Serenity

When he activates this supplication, the Sanctified Champion chooses one allied spellcaster within line of sight. The next spell that spellcaster casts while this effect is active is modified by the Empower Spell, Silent Spell and Still Spell feats, with no adjustment to casting time or spell level.
6th:Castigate

As the prayer comes to a close, the Sanctified Champion points to an enemy and condemns it for its sins and transgressions. If the chosen foe fails a Will save, it suffers a -15 penalty to all attack and damage rolls made against allies of the Sanctified Champion for the duration of this effect. The Sanctified Champion does not treat himself as an ally for the purpose of this ability.

Lightbringer

While this supplication is active, the Sanctified Champion sheds light as a daylight spell, he gains immunity to all death spells, death effects, energy drain, and negative energy effects, and each successful melee attack he makes while this supplication is active blinds the struck foe for one round with no save.

Sanctified Weaponry

With the last word of his prayer, the Sanctified Champion's weapon blazes with divine fire. Upon completion of this supplication, the Sanctified Champion chooses a wielded melee weapon; for the duration of this supplication, the chosen weapon inflicts an additional 6d6 divine damage with each successful attack, and is treated as good-aligned for the purpose of overcoming damage reduction.

The Final Price

Upon completion of this supplication, the Sanctified Champion drops to -9 hp and stable. All allies within his aura of grace are healed for a number of hitpoints equal to the amount he lost. Even if he receives healing during this period, the Sanctified Champion is rendered unconscious for the duration of this supplication.

Unmake the Wicked

This ability functions like the harm spell with a caster level equal to the Sanctified Champion's class level, except that the damage is entirely sacred in nature. This ability deals full damage to any evil-aligned creature or a creature with the evil subtype, half damage to neutral-aligned creatures, and no damage to good-aligned creatures.

---

Feats

Ardent of the True Faith
Prerequisites: Exultant Piety class feature, ability to cast 1st level divine spells
Benefit: You may add your full Sanctified Champion levels to your caster level in any one divine spellcasting class, and you may add your full levels in the chosen spellcasting class to your Sanctified Champion levels for the purpose of determining the effectiveness of your supplications and the bonus afforded you by your Exultant Piety ability.

Fervent Supplications
Prerequisite: Ability to use 2nd level supplications
Benefit: Once per encounter as a full-round action, you may activate two supplications at the same time. Neither supplication may be of the highest level you have access to.

Quicken Supplication
Prerequisite: Ability to use 4th level supplications
Benefit: You may activate a supplication as a swift action in addition to any other means of activating a supplication you may possess. You may never activate a supplication of the highest level you have access to in this fashion, and using this feat consumes two supplication uses for the current encounter, rather than one as normal.

Circle of Life
2012-01-28, 09:49 PM
There it is folks, yet another Paladin fix. Just what the homebrew board needed, right?

Supplications are, clearly, unfinished as of yet. It's been a long day and I've run dry on ideas for the night. If anyone has suggestions on supplications you would like to see, preferably unique effects, I'm all ears. Otherwise, class will be updated with more supplications over the course of the next few days.

Circle of Life
2012-01-29, 04:46 AM
Massively updated the list of supplications. There are now sufficient supplications to play from level 1-20, though I'm still open to suggestions for new ones.

nonsi
2012-01-29, 05:15 AM
Guardian's Furor - this makes no sense. I see no justification in wielding a shield making you better at hitting stuff. Also, consider changing the name - it raises negative connotation (pronounce it and you'll understand).
Aura of Grace - undetectable and yet everyone knows it's there ?!?
Word of God - crazy strong. With but a single level boost, you insta-kill all your enemies of equal or lower HD - no saves.

Circle of Life
2012-01-29, 05:23 AM
Guardian's Furor - this makes no sense. I see no justification in wielding a shield making you better at hitting stuff. Also, consider changing the name - it raises negative connotation (pronounce it and you'll understand).

Perhaps we pronounce it differently, but I don't see/hear anything negative in the name. As to the effect, while I could come up with a dozen different reasonings for the ability to work that way, it all boils down to me wanting to encourage more board and less greatsword.


Aura of Grace - undetectable and yet everyone knows it's there ?!?

Poor choice of wording on my part. It's invisible and intangible, but affected creatures know how to bypass it without thinking. Encourage tanking, but don't force creatures into attacking one target; that's my philosophy for tanking abilities.


Word of God - crazy strong. With but a single level boost, you insta-kill all your enemies of equal or lower HD - no saves.

You need a caster level of 10 higher than the affected creatures' hit dice to kill them with Holy Word, not 5. Boosting a caster level for spell-like abilities is considerably more difficult than boosting the CL of spells.

nonsi
2012-01-29, 06:01 AM
Perhaps we pronounce it differently, but I don't see/hear anything negative in the name.

Maybe it'll come to you (hint: WW2 has something to do with it).




As to the effect, while I could come up with a dozen different reasonings for the ability to work that way, it all boils down to me wanting to encourage more board and less greatsword.

Improved Shield Bash / Agile Shield Fighter / Shield Slam . . .
Any of the above will do.




Poor choice of wording on my part. It's invisible and intangible, but affected creatures know how to bypass it without thinking. Encourage tanking, but don't force creatures into attacking one target; that's my philosophy for tanking abilities.

Ok, this makes much more sense.




You need a caster level of 10 higher than the affected creatures' hit dice to kill them with Holy Word, not 5. Boosting a caster level for spell-like abilities is considerably more difficult than boosting the CL of spells.
If they're all paralyzed, is it that much different ?
I'm no expert in boosting caster level for spell-like abilities, but if it can be done at all (my guess is that it can be), wouldn't it be a player's top priority ?

Circle of Life
2012-01-29, 06:07 AM
Maybe it'll come to you (hint: WW2 has something to do with it).

Furor =/= Führer. Furor is a perfectly acceptable English word that aptly describes the ability. I'm not going to change the name just because a historical dictator gave himself a title in a different language that sounds vaguely familiar.


If they're all paralyzed, is it that much different ?

You have to be fighting creatures weaker than you to paralyze them, and keep in mind that this is an eighteenth level ability. Real spells of that level can literally create new planes or unmake creatures at their basest elements. So, possible paralyzation. Woo.


I'm no expert in boosting caster level for spell-like abilities, but if it can be done at all (my guess is that it can be), wouldn't it be a player's top priority ?

To the best of my knowledge, the only way of boosting the caster level of spell-like abilities is a few select monster abilities, which would only be available to a PC in a crazy epic gestalt scenario. There are a few SLA metamagic abilities, but none of them increase the caster level.

RoyVG
2012-01-29, 07:01 AM
Liking this very much, I've always a sucker for Paladin related stuff :smallsmile:

Just one question about the Supplications, are they meant to be used only in battle, or can they be used outside of battle as well, and what are the limitations then. as it is written now, you can have an infinite pool of Cure Light Wounds at level 1. nice to have, but doesn't really promote careful management of resources.

Circle of Life
2012-01-29, 07:08 AM
Just one question about the Supplications, are they meant to be used only in battle, or can they be used outside of battle as well, and what are the limitations then. as it is written now, you can have an infinite pool of Cure Light Wounds at level 1. nice to have, but doesn't really promote careful management of resources.

That's up to individual DMs to decide. Personally, out of combat, I would consider "per encounter" to be a roughly five hour period of time.

RaggedAngel
2012-01-29, 12:21 PM
This is excellent and wonderful, and I have very little in the way of constructive criticism. That said, I feel that you should either give the Sanctified Champion a way to reselect their Supplications, or you should roll the "Weaponry" line of Supplications into a single one that scales with level. If you play this class from level one having to pick an upgrade ever few levels sucks, and classes should be designed with the assumption (correct or not) that they'll be played from the ground up.

Circle of Life
2012-01-29, 12:29 PM
That said, I feel that you should either give the Sanctified Champion a way to reselect their Supplications, [...]

Like so?
At 5th level and every three levels thereafter, a Sanctified Champion may exchange one supplication that he knows for another of the same level.
Or were you thinking of some other way?

RaggedAngel
2012-01-29, 12:35 PM
Like so?

That's exactly what I was thinking. Their "spellcasting" (which is excellently flavorful) needed a way to reselect as they advanced; it gives them a little leeway at earlier levels, and at higher levels they can get rid of the "Cure Light Wounds" that no longer does anything. :smallsmile:

Circle of Life
2012-01-29, 02:23 PM
That's exactly what I was thinking. Their "spellcasting" (which is excellently flavorful) needed a way to reselect as they advanced; it gives them a little leeway at earlier levels, and at higher levels they can get rid of the "Cure Light Wounds" that no longer does anything. :smallsmile:

I hate to break it to you, but that method of reselecting supplications has been there since the initial draft. :smallwink:

RaggedAngel
2012-01-29, 02:26 PM
I hate to break it to you, but that method of reselecting supplications has been there since the initial draft. :smallwink:

*facepalm*

That's what I get for reading too quickly, I suppose. I've just seen that line of text so many times it apparently doesn't consciously register anymore. Duly noted, good sir.

Circle of Life
2012-01-29, 03:39 PM
Supplications updated/added, and three new feats added to the first post.