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View Full Version : Fairytale themed classes PF [enchantress, champion, witch; PEACH]



Belial_the_Leveler
2013-09-15, 08:40 PM
Champion
The good prince and the evil king. The general of the empire's armies. The great knight that slays the dragon and hunts down monsters. The boy who finds the sword in the stone and becomes an unequaled warrior. The weaponsmaster that has traveled the world to learn all styles of combat. The warlord who gathers the barbarian horde to attack the kingdom. The blackguard who puts villages to the torch and murders thousands. All these are examples of champions, warriors that through skill at arms, leadership ability and personal power become important enough to have stories written about them and their exploits.

alignment: Any. Almost any cause can find a champion and champions that don't find causes can make their own goals into one.
gender: Usually male, as tradition and inclination towards formalized combat draws more boys than girls. Female champions are far from unheard of though.
hd: d10, 6 skill points
BAB/defense: champions have BAB equal to their level with any weapons they are proficient with, equal to their level minus 5 with those they are not. They add their defense number as a dodge bonus to AC that doesn't stack with armor, natural armor or shields.
proficiencies: at 1st level a champion is proficient with all simple weapons, light and medium armor and light shields. At 2nd level he's proficient with all martial weapons and heavy shields. At 3rd level he's proficient with heavy armor. At 4th level he's proficient with tower shields. At every level after 4th he becomes proficient with one exotic weapon of his choice.
class skills: Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), Swim (Str)

THE CHAMPION
{table=head]Level|Defense|Will Save|Ref Save|Fort Save|Feats

1st|
+1|
+0|
+2|
+2|2

2nd|
+2|
+0|
+3|
+3|4

3rd|
+3|
+1|
+3|
+3|6

4th|
+4|
+1|
+4|
+4|8

5th|
+5|
+1|
+4|
+4|10, Mobility I

6th|
+6|
+2|
+5|
+5|12

7th|
+7|
+2|
+5|
+5|14

8th|
+8|
+2|
+6|
+6|16

9th|
+9|
+3|
+6|
+6|18

10th|
+10|
+3|
+7|
+7|20, Mobility II

11th|
+11|
+3|
+7|
+7|22

12th|
+12|
+4|
+8|
+8|24

13th|
+13|
+4|
+8|
+8|26

14th|
+14|
+4|
+9|
+9|28

15th|
+15|
+5|
+9|
+9|30, Mobility III

16th|
+16|
+5|
+10|
+10|32

17th|
+17|
+5|
+10|
+10|34

18th|
+18|
+6|
+11|
+11|36

19th|
+19|
+6|
+11|
+11|38

20th|
+20|
+6|
+12|
+12|40, Mobility IV[/table]

FEATS
Champions learn various different abilities in their careers; one can be a great leader while the other can be a mighty warrior while another still might be a famous knight or a wielder of a powerful ancestral relic. At each level they gain two points to assign to champion abilities, called feats; the maximum points in a given feat tree are equal to half their total character level, rounded up, unless otherwise specified. Point assignment is permanent; retraining is possible but requires one week for every 2 points to be reassigned. The feat trees are Armsmaster, Ancestral Heritage, Combat Tactics, Combat Techniques, Heroism, Leadership, Knighthood.
Armsmaster: For every point in this technique the Champion learns a fighter or combat-related feat. In addition, he gains a +1 increase to one of the following: melee attack rolls, ranged attack rolls, attack damage, maximum dexterity bonus for armor, AC bonus from shields. A champion of 6th level and higher may instead choose 1 point of negation of enemies' DR, or 1 point of DR x/-. There is no upper limit to the points a Champion may put in Armsmaster, though each individual bonus is still limited to half his character level (rounded up).
Ancestral Heritage: Champions with points in this talent have found, inherited or been given one or more relic weapons or armors of power. This feat measures how much of the relics' powers the Champion can actually use; for every point in "Ancestral Heritage", the Champion gains to a +1 weapon enchantment's worth of powers. At 7th class level, the Champion gains access to the powers of a 2nd relic and at 13th class level the Champion gains access to the powers of a 3rd relic, both at the same power. Relics almost always are weapons and armor, not wondrous items or spell completion items.
Combat Tactics: For every level in this feat the Champion gains knowledge of one stance of his choice (see Tome of Battle). Normal rules and prerequisites for stances apply. Reflavoring/renaming the stance is allowed and often encouraged.
Combat Techniques: For every level in this feat the Champion gains knowledge of one maneuver of his choice (see Tome of Battle). Normal rules and prerequisites for maneuvers apply. A Champion is limited to using one maneuver per round. He can ready as many maneuvers as he knows; recovery requires spending one round performing only standard attacks and standard moves. Reflavoring/renaming the stance is allowed and often encouraged.
Heroism: Most champions are exceptional in some way; prophesies made about them, being chosen by some higher power, being scions of an important or powerful bloodline or simply being that talented and capable. They get a number of "hero" points per day equal to their level in Heroism. Points can be expended for the following effects: gain bonus to one type of saving throw equal to their charisma or constitution modifier, gain such a bonus to their touch AC that may not exceed their total AC, reroll a skill and take the best results, treat natural 1's normally and not as failures, overcome the lasting effects of a harmful ability or attack through heroic determination, or recover HP equal to half their maximum. All effects of Heroism last for the duration of the scene, except for the last two who are instantaneous.
Leadership: Some Champions are great leaders and generals. For every level in this Feat they gain a leadership point. At the beginning of an encounter, provided they expected danger or had time to give instructions in advance, they can expend these points to give circumstance or competence bonuses to AC, attack bonus, attack damage or reflex saves to themselves and any other creature that follows their leadership. Circumstance bonuses from leadership cap to +2 and cost 1 point per +1 bonus. Competence bonuses don't have a cap but cost 2 points per +1 bonus. The bonuses last for the encounter. A Champion of 8th character level and higher also gains followers from his levels in Leadership; one follower of a level in an NPC class equal to his Leadership, two at his leadership-1, four at his leadership-2, eight at his leadership-3 and so on and so forth. Champions are assumed to have enough resources and estates to support the given number of followers and equip them with mundane equipment.
Knighthood: Some Champions have mastered the training of mounts of all types. A Champion can have as mount an animal of CR equal to his level in this feat or less. At 6th level they can have a magical beast as a mount. At 8th level they can have either a dragon as a mount or an evil outsider companion; the choice is permanent. In addition, for every level in this feat the Knight's mount/companion gets a bonus racial HD and +1 increase to natural armor through intensive training and special care. A slain mount can be replaced with 8 hours of search but does not get the extra benefits immediately; one week of training or adventuring is required per point of bonus applied.


Mobility
A Champion is a mobile, swift combatant. He does not gain iterative attacks from his own BAB. Instead, every 5 levels he gains an extra minor action that can be used in the following ways; take a physical move action. Perform a standard attack. Perform a combat maneuver. Use one of his martial maneuvers (though still limited to 1/round). Enter an additional stance; this allows him to have multiple stances active at once though each stance after the first takes up one of his minor actions to maintain per round.
Such extra actions do not allow the Champion to perform additional full-round actions or perform any sort of standard action not mentioned above, such as readying an action.

Belial_the_Leveler
2013-09-16, 06:32 AM
Witch/Warlock
The evil witch of the forest. The good witch of the south. The vile necromancer that raises a small army of the dead. The wise advisor to the king. The priestess of the old religion that can call upon fey magical powers. All those are witches (if female) or warlocks (if male), magic users that draw power both from their own innate reserves and a personal link to a given concept or ancestry such as the power of Faerie, the elemental planes, demonic blood or angelic gift. Due to this binding to supernatural powers, witches and warlocks are never entirely mortal and often have far stronger ties to the supernatural; the most famous warlock of all time, Merlin, was half-human at best.
Witches and Warlocks wield rapid, overt magic much like a warrior can swing a sword, most of their abilities requiring little more than a word and a gesture to rearrange reality to a limited extent. Despite the magical power they wield however, they are not infallible; their magic has limits since it depends on their own personal energy and unlike priests who are bridges of divine power or wizards who channel arcane forces beyond themselves, a witch or warlock has more focused, less far-reaching powers.

alignment: Any. Some of them are advisors to kings and queens. Others are guides to champions or heroes themselves. Others still are the worst kind of villains and apostates or adversaries seeking to destroy established authority.
gender: Witches and warlocks are just as often male as they are female.
hd: d6, 2 skill points
BAB/defense: witches/warlocks have a BAB equal to their class level with all weapons they are proficient with, equal to half their level with those they're not. They get a defense bonus that doesn't stack with armor, natural armor and shields.
proficiencies: at each level a witch/warlock becomes proficient with a single simple weapon. They are not proficient with armors or shields.
class skills: Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

THE WITCH/WARLOCK
{table=head]Level|Defense|Ref Save|Fort Save|Will Save|Powers

1st|
+1|
+0|
+2|
+2|2

2nd|
+1|
+0|
+3|
+3|4

3rd|
+2|
+1|
+3|
+3|6

4th|
+2|
+1|
+4|
+4|8

5th|
+3|
+1|
+4|
+4|10, Multispell I

6th|
+3|
+2|
+5|
+5|12

7th|
+4|
+2|
+5|
+5|14

8th|
+4|
+2|
+6|
+6|16

9th|
+5|
+3|
+6|
+6|18

10th|
+5|
+3|
+7|
+7|20, Multispell II

11th|
+6|
+3|
+7|
+7|22

12th|
+6|
+4|
+8|
+8|24

13th|
+7|
+4|
+8|
+8|26

14th|
+7|
+4|
+9|
+9|28

15th|
+8|
+5|
+9|
+9|30, Multispell III

16th|
+8|
+5|
+10|
+10|32

17th|
+9|
+5|
+10|
+10|34

18th|
+9|
+6|
+11|
+11|36

19th|
+10|
+6|
+11|
+11|38

20th|
+10|
+6|
+12|
+12|40, Multispell IV[/table]

POWERS
Witches and Warlocks have an assortment of magical powers ranging from simple invocations and words of power, to ritual magic and item enchantment. Not all witches and warlocks are the same and that goes beyond their specific selection of individual magics. At each level a witch or warlock gains two powers, selected from among the following groups. Unless otherwise specified, a given power is limited to half the witch/warlock's character level, rounded up.
Arcane Crafting: For each point in this power, the warlock/witch gains an item creation feat. She does not need to know the exact spells to craft a given item but she must meet other prerequisites. As a swift action, she may sense the auras of any magic items within line of sight she has item creation feats for, as if through arcane sight, for the duration of the round. As a standard action, she may reveal the properties of one magic item she has item creation feats for. This is a universal affinity for the magic within magic items and not a divination effect.
Arcane Shaping: For each point in this power, the warlock/witch gains a metamagic feat. This feat can be applied to her spell-like powers, but requires expending an additional action (see multispell).
Enhancement: As per the Enchantress ability of the same name.
Eldritch Power: The warlock/witch gains one invocation known from the warlock list; at character levels 1-5 she must select least invocations. At character levels 6-10 lesser invocations, at character levels 11-15 greater invocations and at character levels 16-20 dark invocations. However, she cannot have more invocations at higher levels than she has at any given previous level. A witch/warlock's Eldritch Blast deals 1d6 damage per 2 character levels, rounded up, to a maximum of 6d6 at 12th level. From then, the warlock/witch progresses via multispell, not normal EB damage. A warlock/witch can select Eldritch Power any number of times.
Words of Power: The warlock/witch chooses an arcane spell from the sorceror list. She can then cast it as a spell-like ability with the same limitations as her invocations; at character levels 1-5 she must select 1st lvl spells. At character levels 6-10 she gains access to 2nd lvl spells, at character levels 11-15 to 3rd lvl, at character levels 16-19 to 4th lvl and at 20th level to 5th lvl spells. She cannot have more spells at a higher level than she has at lower ones. Each such spell must recharge for 1d4 rounds after being used.
Ritual Magic: As per the Enchantress ability of the same name.
Sanctuary: Witches/Warlocks with this ability can Hallow (or Unhallow) an area with a radius of 40 ft per level in this power as a spell-like ability. Using Sanctuary requires 1 hour of uninterrupted casting. The witch/warlock may only apply a given effect to their sanctuary if their level in this ability at least matches the level of the spell in question. At 4th level, the witch/warlock may apply two effects at once. At 7th level they may apply three and at 10th level they may apply four. Alternatively, a witch or warlock with 4 or more levels in Sanctuary may apply Bestow Curse as a supernatural ability instead of applying any of the other spells; many witches and warlocks are amazingly creative with the curses they apply. A witch or warlock of 17th level and higher may declare that the activation of a given sanctuary effect be delayed until a specific trigger applies; the witch or warlock must observe the trigger for it to work. Most witches and warlocks simply delay their cursed sanctuaries until they can curse large areas at once.
Summoning: A witch or warlock with this ability may summon a given number of minions per day. They can summon one minion of a CR equal to their level in this skill, two at that CR-1, four at that CR-2, eight at that CR-3 and so on and so forth. Summoning a creature is a spell-like ability that requires 1 round of casting. Summoned creatures serve until slain or 24 hours pass. Otherwise this functions like a summon monster spell.


Multispell
Warlocks and witches gain no iterative attacks. Instead, at the given levels, they gain an extra minor action that can be used for the following;
Perform a standard attack. Use a word of power or invocation. Despite their magic being faster than most however, they may not maintain large amounts of magic effects at once. Every word of power or invocation with a duration other than instantaneous or permanent after the first requires the witch or warlock to expend a minor action at the end of each turn to maintain it, except for the turn they are cast. If the warlock/witch has no minor actions remaining, the effect ends.

Belial_the_Leveler
2013-09-20, 08:03 PM
Enchantress
Princesses, queens, evil princesses, evil queens, good leaders that inspire with the power of love and friendship, evil leaders that can control others by twisting dreams and desires. All staples of fairy tales and fantasy that are different aspects of the same class; the Enchantress.
Preferring the use of diplomacy, inspiration, deception and subterfuge over force of arms or overt magic, an enchantress may often appear as a damsel in distress. But subtlety isn't weakness; lock them in a prison and they'll persuade the guards to let them out. Send a hunter after them and he might be turned against you. Cast them in the dark forest full of beasts and the beasts will help them. And give them something to work with and you're done; inspiring peasants to defeat a trained army, poisoning your troops' food and water supply, charming their way into control of a kingdom that is then turned against you - often your own. Enchantresses take those things to supernatural levels, add in a bit of practical magic and a good deal of talent and make a combination that has brought down emperors, ruined kingdoms and slain wizards.

alignment: Any. From paragons of virtue and benevolence to tyrants that sacrifice children to their goals, from law-abiding queens to rebels that bring down governments.
gender: Usually female, hence the name "enchantress". The majority of boys charismatic enough to be leaders often bow to tradition and/or their preference for direct action. Those patient enough to choose this path are called enchanters.
hd: d8, 6 skill points
BAB/defense: enchantresses have BAB equal to their level with any weapons they are proficient with, equal to half their level with those they are not. They add their defense number as a dodge bonus to AC that doesn't stack with armor, natural armor or shields.
proficiencies: at each level, an enchantress becomes proficient with one simple weapon or one martial ranged weapon of her choice. At 1st level they become proficient with light armor. At 4th level they become proficient with medium armor. At 7th level they become proficient with bucklers. At 10th level they become proficient with light shields.
class skills: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

THE ENCHANTRESS
{table=head]Level|Defense|Fort Save|Ref Save|Will Save|Talents

1st|
+0|
+0|
+2|
+2|2

2nd|
+1|
+0|
+3|
+3|4

3rd|
+2|
+1|
+3|
+3|6

4th|
+3|
+1|
+4|
+4|8

5th|
+3|
+1|
+4|
+4|10, Multitasking I

6th|
+4|
+2|
+5|
+5|12

7th|
+5|
+2|
+5|
+5|14

8th|
+6|
+2|
+6|
+6|16

9th|
+6|
+3|
+6|
+6|18

10th|
+7|
+3|
+7|
+7|20, Multitasking II

11th|
+8|
+3|
+7|
+7|22

12th|
+9|
+4|
+8|
+8|24

13th|
+9|
+4|
+8|
+8|26

14th|
+10|
+4|
+9|
+9|28

15th|
+11|
+5|
+9|
+9|30, Multitasking III

16th|
+12|
+5|
+10|
+10|32

17th|
+12|
+5|
+10|
+10|34

18th|
+13|
+6|
+11|
+11|36

19th|
+14|
+6|
+11|
+11|38

20th|
+15|
+6|
+12|
+12|40, Multitasking IV[/table]

TALENTS
Enchantresses can be talented in a number of different abilities and it is rare for two of them to have the exact same abilities. At each level they gain two points to assign to the seven ability trees; the maximum points in a given tree are equal to half their total character level, rounded up. Point assignment is permanent; retraining is possible but requires one week for every 2 points to be reassigned. The seven ability trees are Animal Empathy, Charmspeak, Destiny, Enhancement, Inspiration, Potions, Rituals.
Animal Empathy: At 1st level animals will not attack the enchantress unless they have an alignment subtype diametrically opposed to hers or are magically bound to do so. The enchantress can also call one 1/2 CR animal native to the environment to her aid as a standard action. If one exists in the immediate vicinity, it appears in 1 round. If not, it appears in 1 minute. At every subsequent level, the max CR of the animal increases by 1 (to a maximum of 9) and the maximum number of animals the Enchantress can have at a time also increases by 1 (to a maximum of 10). At 4th level the Enchantress can call animals not native to her environment; they arrive in 1 hour. At 6th level, the Enchantress can instruct the animal to appear in a location she's been in in the past within 10 miles per character level instead of her current location and perform a simple task. At 8th level, the Enchantress can see and hear what her animals do and direct them within 10 miles per character level. At 10th level, animals the Enchantress calls supernaturally appear using Faerie or the Ethereal as transitive planes; they arrive within 1 minute regardless of how unusual or non-native they are. The act of calling an animal or sharing its senses is is a supernatural ability but the animal's arrival or the animal itself is mundane. Once they arrive, animals can be directed and make saves as if they were animal companions.
Charmspeak: An Enchantress with this ability is extraordinarily charismatic and appealing. Initial attitudes of all creatures of above-animal intelligence are improved by one step. If the original attitude was hostile, the effect lasts for 1 round per Charmspeak rank or until the Enchantress performs a hostile/threatening action, giving her the chance to further convince potential enemies, notice ambushes, or run away. At 2nd level the Enchantress can, as a full-round action, attempt to change one's attitude to helpful, if it wasn't originally hostile. The target is allowed a will save to resist. At 4th level, the Enchantress may attempt to change someone originally hostile to neutral at the same DC. At 6th level, the Enchantress may attempt to charm an originally non-hostile target at the same DC. At 8th level, the Enchantress may attempt to charm originally hostile targets or dominate originally non-hostile targets at the same DC. At 10th level, the Enchantress may attempt to dominate hostile targets at the same DC. The Enchantress is limited to a number of charmed/dominated targets equal to her level in Charmspeak. Attitude changes are extraordinary abilities. Charm is a mind-affecting ability extraordinary ability. Domination is a supernatural curse. The DC is 10+Charmspeak rank+charisma modifier. The duration is 1 hour per Enchantress level.
Destiny: Some Enchantresses seem to be extraordinarily lucky, favored by circumstance and coincidence, have things go their way as if they've charmed Destiny. For every rank in this ability an Enchantress gets a daily Fate point and a per-encounter Luck point. Luck points can be expended to halve the damage from an attack or effect, reroll a failed saving throw, attack or check, force the enemy to reroll a single attack or opposed check, or get a hint by the GM. Fate points can be expended to get a natural 20 on any d20 roll for the Enchantress or a natural 1 on any d20 roll for an enemy other than a saving throw. In addition, Fate points can be expended to create a helpful coincidence like the prison guard falling asleep near the cell door with the keys on his belt, the Inquisition searching the house for you looking into the room you're actually in last and so on; this can make an encounter easier or delay it but not eliminate it altogether. Destiny is not an ability and requires no action; the player declares that he's expending Luck or Fate points to influence events rather than the character.
Enhancement: Enchantresses with this ability can magically enhance items with magical power. At first level, the Enchantress can enhance one item per day with a +1 enhancement bonus, or other permanent magic item effects of the same or lesser cost. At every subsequent level, the Enchantress chooses to increase either the number of items she can enhance or the bonus per item by 1; the choice is permanent. Enhanced items do not need to be masterwork. Magical items can be enhanced, the new properties replacing the old. This ability cannot provide expendable items but it can provide intelligent items, provided they fall within the cost. Items remain enhanced until the Enchantress dies or recovers the uses of this ability via rest; she may choose not to recover one or more uses while resting to retain some items enhanced. This is a supernatural ability but the enhanced items are spell-like, like normal magic items.
Inspiration: Enchantresses with this ability can, through performance or speech, manipulate the emotions of others. For every level in this ability the Enchantress gains the Bardic Performance of 2 levels of bard, limited by her total character level. All other rules are as per the Pathfinder Bard.
Potions: Enchantresses can often brew a number of potions. Unlike the Brew Potion feat, the results are extraordinary though the brewing of the potion itself might employ arcane techniques to enhance the mundane components. Provided she has access to alchemical equipment, an Enchantress can brew one potion per level of this ability per day, and each potion has one dose per level of this ability and takes 1 minute per dose to brew. Potential potions can be applied via ingestion or injury unless otherwise specified;
Sleeping draught - 1 fort save per round for 3 rounds. 1st failure fatigues. 2nd failure exhausts. 3rd failure puts to sleep for 1 hour per potion level.
Paralysis draught - 1 fort save per round for 3 rounds. 1st failure slows for 1 minute. 2nd failure deals 1d6 dexterity damage. 3rd failure imposes paralysis for 10 minutes.
Lethal poison - 1 fort save per round for 4 rounds. 1st/2nd failure 1d4 constitution damage. 3rd failure puts in permanent paralysis that appears to be death. 4th failure kills.
Love potion - 1 will save per round for 3 rounds. Can only be applied nonviolently. 1st failure dazes for 1 round. 2nd failure charms for 1 minute. 3rd failure charms for 1 day.
Plague Extract - 1 fort save. Failure imposes the effect of a single disease immediately.
Healing draught - May only be applied nonviolently. Confers fast healing 1 for 1 minute.
Recovery draught - May only be applied nonviolently. Heals 1 ability damage or ability drain per round for 3 rounds.
Amplifying solution - Confers +4 enhancement bonus to one ability score (decided on brewing) for 1 hour.
Liquid Curse - Applies a curse to an item. Upon contact, a living being must make a will save or have the curse move from the item to it.
Purifying Oil - Removes the effects of all poisons and diseases from an object weighing 10 pounds or less. A successful opposed ability score check also removes curses and enchantments.
Antidote - Removes poisons and diseases from a victim. Already incurred ability damage/drain is not restored.
Potions have a DC of 10+level in potions+intelligence modifier, where applicable. Multiple doses stack the duration of the potion, not the effect.
Rituals: An Enchantress with rituals has access to true magic, if at a slower rate than actual wizards. At 1st level she gains cantrips as a wizard of her level. At every level thereafter she can perform one ritual per day and gains access to spell effects equal to her level in Rituals minus 1. A ritual works just like a spell, except for the casting time which is 1 minute per spell level or 5 times the spell's normal casting time (whichever is higher). Once completed, the Enchantress may have the effect apply immediately or retain the effect for later activation on command as a standard action. Rituals per day replenish upon rest, if they are actually expended. Rituals are spell-like abilities.

Multitasking
An Enchantress does not gain iterative attacks. She does, however, gain a number of minor actions at higher levels that can be used in a variety of ways; Perform a standard attack at her normal attack bonus. Perform a move action that doesn't actually move her such as drawing a weapon, reloading, rising from a prone position, attempting to escape her bonds and so on. Start or change the effect of her bardic music (though she's still limited to one effect at a time). Use a potion. Employ a skill that takes a standard action or less to use such as an active perception check, an attempt to hide, a deception and so on.
Multitasking does not allow the Enchantress multiple full-round actions and neither does it allow her actual extra standard actions that could be used, say, for readying an action or activating multiple magic items per round.

Debihuman
2013-09-20, 09:09 PM
Champions learn various different abilities in their careers; one can be a great leader while the other can be a mighty warrior while another still might be a famous knight or a wielder of a powerful ancestral relic.
So far that sounds good



At each level they gain two points to assign to champion abilities, called feats; the maximum points in a given feat tree are equal to half their total character level, rounded up, unless otherwise specified.
Why can't they just gain feats? Why do you have to give them a point that then gets converted to a feat? This just seems silly.


Point assignment is permanent; retraining is possible but requires one week for every 2 points to be reassigned. It's not permanent if you can reasign it with training.


The feat trees are Armsmaster, Ancestral Heritage, Combat Tactics, Combat Techniques, Heroism, Leadership, Knighthood.
This seems okay, but I only gave it a cursory look.

I'm not a fan of "rounding up" since it is counter intuitive and goes against the rules of the game.

Debby

Belial_the_Leveler
2013-09-21, 11:28 AM
Why can't they just gain feats? Why do you have to give them a point that then gets converted to a feat?
It isn't converted into a feat. It can be spent on class abilities. Those class abilities just happen to be (essentially) feats. The silliness comes when you consider that the fighter first says "it picks a fighter-only feat" and then has to specifically name all its class abilities as "fighter-only feats".



I'm not a fan of "rounding up" since it is counter intuitive and goes against the rules of the game.
I don't understand what you mean by this.

Eurus
2013-09-21, 04:41 PM
I assume he means that the default assumption in D&D is that numbers always round down. However, this is not quite accurate when you're talking about class progressions. A rogue, for example, has sneak attack dice equal to half their level, rounded up. A psion's highest level of power it can access is half its level, rounded up. It just doesn't put it in those exact words, it usually sticks it on the table instead. So I don't consider it a problem.

I like a lot of the concepts, although it's hard for me to tell at a glance how it'd work out in practice. Ditching iterative attacks in exchange for more actions as you level is an interesting idea. The only potential issue is that it seems like it'd make offense scale exponentially while defense scales linearly, but rocket tag is pretty much ingrained into D&D anyway, so whatever.

Champion: I like the 6+int skill points, but the class skill list seems awfully narrow for it. Good chassis, but it obviously mostly boils down to the abilities. I agree that "feats" is a confusing term for them, and would strongly suggest something else. Endeavors, Renowns, Glories, whatever.

Looks like you can have about four different Feats maxed out, or more likely spread them out a little. Seems like a good number. A couple points in stances/maneuvers goes a long way to increasing your options, and the mobility mechanic makes these guys get great mileage out of even lower level strikes since they don't have to give up their other attacks.

It's not quite clear on how Relic works. Once you get your second and third relics, do they count as separate Relic feats that must be invested individually, or do they all scale off the same feat?

I'm not sure how I feel about Armsmaster. It's very useful, and also duller than most of the other Feats. The fact that there's no limit on how much you can dump into it means that every other Feat has to be compared with whether it matches up to a big flat bonus and free pile of bonus feats like that, and I'm not sure how many of them really do.

Also, that defense bonus to AC is extraordinarily high. I'm not quite sure how to feel about that, but it seems like most appropriately CR'd monsters couldn't scratch it.


I'll take a closer look at the other two when I have less distractions.