Noctis Vigil
2013-05-01, 02:41 AM
Bonus points to the first person to be able to tell me where this is derived from.
This is an attempt I'm making to restart Legendary Classes. Some of you may remember them from some older D&D materials. Legendary Classes are hard to enter, and offer very strong powers. However, there is never more than one or a small handful of them in existence at a given time. I intend to make more of these classes later.
The Silver Hand
Some leaders are more than just leaders: they are leaders anointed to their position through prophecy, or direct divine intervention. More, some have suffered great loss to have this right, and their god has stepped in to right this wrong. Such is the Silver Hand.
Class Requirements:
Alignment: Any Good
Deity: Must serve a god
BAB: +10
Base Saves: Fort +10
Feats: Leadership
Special: Must have a Bard as a cohort (ALL his levels MUST be in Bard, or a prestige class that improves his Bardic Music ability)
Special: Must have been present at the death of a great leader and received their Awen (explained below).
Special: Must have lost a hand through no fault of their own in the loyal service of their god.
Special: Must be recognized by a general populace somewhere as a king.
Class Skills: Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Silver Hand, Naud, Leader of Men
2nd|+2|+3|+3|+3|Barehanded Shield, Invoke Awen
3rd|+3|+3|+3|+3|Flight of Ravens, Ard Reigh, Inspire Men[/table]
Silver Hand: You have been granted a new hand to replace that lost in the service of your god. This hand is always made of mythril, and always bears the insignia of your god on both the back of the hand and the palm of the hand. This marks you as anointed, granting you a +2 untyped bonus to Charisma. The hand may also be used as a holy symbol for turning undead or casting divine spells.
Naud: You have been put in a place of leadership over others, and must judge them fairly. A person under your leadership may make the claim of naud should you judge them for a crime they have committed in your name. A character who does this is in some measure exonerated of the crime, placing the blame upon your shoulders; you must change the judgement originally passed in such a way as to be no more than a safeguard to others under your leadership (such as banishing the guilty party from your realm). Your final judgement may not physically harm the guilty party. (Essentially, you must not kill or torture a follower or cohort for any action they take in your name, be it by your command or not.)
Leader of Men: You are a great leader of men. For every level you take in this class, add +4 to your Leadership Score.
Barehanded Shield: So long as you are not holding anything in your silver hand, you gain a +6 deflection bonus to AC. You lose this bonus while asleep, or whenever you would be denied your Dexterity bonus to AC.
Invoke Awen: You have received the Awen of a leader. An Awen is the dying breath of the leader, breathed into your lungs with the person's final breath.
Once per day per, you may invoke this Awen, gaining a +8 bonus to all stats. In addition, you may use the spell Commune at will as a free action once while this power is active, using no XP or material component, and your silver hand as a focus. You always contacts your god while using this spell. While using this power, you cannot use any Charisma- or Intelligence-based skills (except your Inspire Men ability), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells (save using the power's Commune ability) or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. You may prematurely end this power. This power stays active for one round per character level.
You may not use this power if you cease to be Good in alignment, but may use it again should you become Good once more.
Flight of Ravens: You gain a set of 6 cohorts under your command: your generals. These cohorts must be of primarily melee classes (Paladin, Fighter and Barbarian are acceptable classes; Cleric, Wizard and Sorcerer are right out). These cohorts are completely loyal to you, so long as you treat all under your leadership justly and fairly (in game terms: so long as you maintain your Good alignment, these men will follow you; should you become Neutral or Evil, they will leave you until such a time as you become Good again). These cohorts are standard level; they are not boosted by the Ard Reigh ability. These cohorts are in addition to your Bardic cohort.
Ard Reigh: You are a leader of leaders; a true king. You gain double the number of followers listed under the Leadership table for your Leadership Score per level (so if the table says you get 75 first level followers, you now get 150). This stacks with the bonus to Leadership granted by Leader of Men, as well as with Epic Leadership and Legendary Commander should you have them.
Additionally, your Bardic cohort is always considered one level below your own level.
Inspire Men: You gain the ability to inspire men. As a full-round action, you may raise your silver hand in the air and attempt to inspire awe or fear in everyone within medium range of you (100 feet plus 10 feet per character level).
If inspiring awe, you make a Diplomacy check (DC equal to the CR of the strongest creature in the group + 1/10th the size of the crowd you're targeting, rounded down). If you succeed, everyone in the crowd becomes one step friendlier towards you, and you gain a +5 bonus on any Charisma-based check you make on anyone effected. You may willingly add +20 to the DC in an attempt to make everyone within range an additional step friendlier and gain an additional +5 on Charisma checks against them; you may add +20 to the DC in this manner as many times as you wish. This ability lasts for one hour per character level.
If inspiring fear, you make an Intimidate check (same DC as for awe). If you succeed, all foes within range become shaken (no save). By adding +20 to the DC, you may instead attempt to frighten your foes. By adding +40 to the DC, you may instead attempt to panic your foes.
Inspiring awe or fear is an extraordinary, mind-affecting ability.
This is an attempt I'm making to restart Legendary Classes. Some of you may remember them from some older D&D materials. Legendary Classes are hard to enter, and offer very strong powers. However, there is never more than one or a small handful of them in existence at a given time. I intend to make more of these classes later.
The Silver Hand
Some leaders are more than just leaders: they are leaders anointed to their position through prophecy, or direct divine intervention. More, some have suffered great loss to have this right, and their god has stepped in to right this wrong. Such is the Silver Hand.
Class Requirements:
Alignment: Any Good
Deity: Must serve a god
BAB: +10
Base Saves: Fort +10
Feats: Leadership
Special: Must have a Bard as a cohort (ALL his levels MUST be in Bard, or a prestige class that improves his Bardic Music ability)
Special: Must have been present at the death of a great leader and received their Awen (explained below).
Special: Must have lost a hand through no fault of their own in the loyal service of their god.
Special: Must be recognized by a general populace somewhere as a king.
Class Skills: Balance (Dex), Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex).
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Silver Hand, Naud, Leader of Men
2nd|+2|+3|+3|+3|Barehanded Shield, Invoke Awen
3rd|+3|+3|+3|+3|Flight of Ravens, Ard Reigh, Inspire Men[/table]
Silver Hand: You have been granted a new hand to replace that lost in the service of your god. This hand is always made of mythril, and always bears the insignia of your god on both the back of the hand and the palm of the hand. This marks you as anointed, granting you a +2 untyped bonus to Charisma. The hand may also be used as a holy symbol for turning undead or casting divine spells.
Naud: You have been put in a place of leadership over others, and must judge them fairly. A person under your leadership may make the claim of naud should you judge them for a crime they have committed in your name. A character who does this is in some measure exonerated of the crime, placing the blame upon your shoulders; you must change the judgement originally passed in such a way as to be no more than a safeguard to others under your leadership (such as banishing the guilty party from your realm). Your final judgement may not physically harm the guilty party. (Essentially, you must not kill or torture a follower or cohort for any action they take in your name, be it by your command or not.)
Leader of Men: You are a great leader of men. For every level you take in this class, add +4 to your Leadership Score.
Barehanded Shield: So long as you are not holding anything in your silver hand, you gain a +6 deflection bonus to AC. You lose this bonus while asleep, or whenever you would be denied your Dexterity bonus to AC.
Invoke Awen: You have received the Awen of a leader. An Awen is the dying breath of the leader, breathed into your lungs with the person's final breath.
Once per day per, you may invoke this Awen, gaining a +8 bonus to all stats. In addition, you may use the spell Commune at will as a free action once while this power is active, using no XP or material component, and your silver hand as a focus. You always contacts your god while using this spell. While using this power, you cannot use any Charisma- or Intelligence-based skills (except your Inspire Men ability), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells (save using the power's Commune ability) or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. You may prematurely end this power. This power stays active for one round per character level.
You may not use this power if you cease to be Good in alignment, but may use it again should you become Good once more.
Flight of Ravens: You gain a set of 6 cohorts under your command: your generals. These cohorts must be of primarily melee classes (Paladin, Fighter and Barbarian are acceptable classes; Cleric, Wizard and Sorcerer are right out). These cohorts are completely loyal to you, so long as you treat all under your leadership justly and fairly (in game terms: so long as you maintain your Good alignment, these men will follow you; should you become Neutral or Evil, they will leave you until such a time as you become Good again). These cohorts are standard level; they are not boosted by the Ard Reigh ability. These cohorts are in addition to your Bardic cohort.
Ard Reigh: You are a leader of leaders; a true king. You gain double the number of followers listed under the Leadership table for your Leadership Score per level (so if the table says you get 75 first level followers, you now get 150). This stacks with the bonus to Leadership granted by Leader of Men, as well as with Epic Leadership and Legendary Commander should you have them.
Additionally, your Bardic cohort is always considered one level below your own level.
Inspire Men: You gain the ability to inspire men. As a full-round action, you may raise your silver hand in the air and attempt to inspire awe or fear in everyone within medium range of you (100 feet plus 10 feet per character level).
If inspiring awe, you make a Diplomacy check (DC equal to the CR of the strongest creature in the group + 1/10th the size of the crowd you're targeting, rounded down). If you succeed, everyone in the crowd becomes one step friendlier towards you, and you gain a +5 bonus on any Charisma-based check you make on anyone effected. You may willingly add +20 to the DC in an attempt to make everyone within range an additional step friendlier and gain an additional +5 on Charisma checks against them; you may add +20 to the DC in this manner as many times as you wish. This ability lasts for one hour per character level.
If inspiring fear, you make an Intimidate check (same DC as for awe). If you succeed, all foes within range become shaken (no save). By adding +20 to the DC, you may instead attempt to frighten your foes. By adding +40 to the DC, you may instead attempt to panic your foes.
Inspiring awe or fear is an extraordinary, mind-affecting ability.