Gralamin
2007-03-06, 11:39 PM
This is in early development stages and I would like input from this community.
Zealot
The Faith must spread. That is the primary tenet of the faith of the Zealots, and must be followed. The Second Tenet is one must follow the ideals of the Faith. There are many more tenets. A Zealot is a warrior that learns these Tenets, and believes in them. Zealots are not just warriors, they are also scholars. They study the Tenets, and use them. The Faith is not where your power comes from, The third Tenet. A Zealots power comes from themselves, and their ability to understand what the Tenets mean to them. Their power is philosophy from within, not faith from without. Tenets of Faith should not be confused with the tenets of zeal.
Goal of the class:
-Making Two weapon fighting viable
-A Good Soulknife
Am I able to accomplish it?
Alignment Restrictions Any Non-chaotic, Non-Evil alignment.
Hit die: d8
Skills:Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points/level: 4 + int modifier (x4 at level one)
Zealot-1: Class
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Power[br]Points
1st|
+1|
+2|
+0|
+2|Weapons of Faith, Two Weapon Fighting|-
2nd|
+2|
+3|
+0|
+3|Weapon Focus(Bastard Sword), Weapon Focus (shortsword)|-
3rd|
+3|
+3|
+1|
+3|Tenet of Zeal I, Zealous Path, Sanctified Strike +1d6|1
4th|
+4|
+4|
+1|
+4|+1 Weapons of Faith|1
5th|
+5|
+4|
+1|
+4|Weapon Enhancements +1|3
6th|
+6/+1|
+5|
+2|
+5|Sanctified Strike +2d6, Improved Two Weapon Fighting|3
7th|
+7/+2|
+5|
+2|
+5|Tenet Of Zeal II|5
8th|
+8/+3|
+6|
+2|
+6|+2 Weapons of Faith|5
9th|
+9/+4|
+6|
+3|
+6|Sanctified Strike +3d6|7
10th|
+10/+5|
+7|
+3|
+7|Weapon Enhancements +2|7
11th|
+11/+6/+1|
+7|
+3|
+7|Greater Weapon Focus (Shortsword), Greater Weapon Focus (Bastard Sword)|11
12th|
+12/+7/+2|
+8|
+4|
+8|+3 Weapons of Faith, Sanctified Strike +4d6|11
13th|
+13/+8/+3|
+8|
+4|
+8|Greater Two Weapon Fighting|15
14th|
+14/+9/+4|
+9|
+4|
+9|Tenet Of Zeal III, Weapon Enhancements +3|15
15th|
+15/+10/+5|
+9|
+5|
+9|Sanctified Strike +5d6|19
16th|
+16/+11/+6/+1|
+10|
+5|
+10|+4 Weapons Of Faith|19
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Tenet Of Zeal IV|23
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Sanctified Strike +6d6, Weapon Enhancements +4|23
19th|
+19/+14/+9/+4|
+11|
+6|
+11|+5 Weapons Of Faith|27
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Sanctified Tenet|27[/table]
[b]Class Feature
Weapon And Armor Profienceies: The Zealot is proficient with all simple weapons, as well as the shortsword and the bastard sword. The Zealot may wear light armor.
Weapons of Faith - You start off play with a Bastard Sword and Shortsword. These weapons are symbols of your faith and if they are lost or destroyed you take xp loss equal to (your level * enhancement (min 1, max 10) * 100). These Weapons cannot be enchanted by any normal means. As Your Connection to these Weapons Strengthen they gain bonuses. At Level 4 they are both treated as +1 weapons, at level 8, 12, and 16 this bonus improves by +1. At Level 19 it becomes a +5 Weapon. Your Weapon Also Gains a changeable enhancement at 5th. This bonus improves by +1 at 10, 14, and 18. You can change one enhancement as a full round action (for example a brilliant energy weapon could become a flaming, and then next round a speed weapon, but not both in one round).
Two Weapon Fighting - You gain the feat of the same name, This becomes improved Two Weapon Fighting at level 6, and Greater Two Weapon Fighting at level 13.
Weapon Focus - You gain weapon focus for both of your Weapons of Faith, This improves to Greater Weapon Focus at level 11.
Tenet Of Faith - Choose a Tenet Path below, at each Tenet of Faith, you gain the ability under the Tenet Path You have chosen.
Path of the Crusader
I: "Evil must be fought" is the first tenet of this path. You gain the Paladins smite evil ability.
II: "You cannot stop what you can't see" is the second tenet of this path. You gain the Detect Evil Ability.
III: "When you have a choice between spreading the faith to one, and saving two innocents, you must destroy the evil for those innocents" is the third tenet of this path. You gain a +2 to all of your attack rolls when saving the lives of innocents, this bonus increases to +4 if the target is evil and has a mind.
IV: "Mercy is treason to the innocent" is the fourth tenet of this path. You gain the ability to spend up to 5 power points to increase your Sanctified strikes damage by 2d6 per point. This may be done once per encounter.
Path of the Defender
I: "Evil must be resisted outside" is the first tenet of this path. You gain two weapon defense.
II: "Evil is Not the only threat" is the second tenet of this path. You gain DR 3/-
III: "You must see past false ideals to the evil that underlies them." Is the third Tenet of this path. You gain a bonus to sense motive equal to your character levels in this class.
IV: "You must fight the evil within" is the fourth tenet of this path. You become immune to mind-effecting spells.
Sanctified Strike - Every attack, you may spend a power point. If you do you can deal an extra 1d6 points of damage on the attack. This damage is good and bypasses damage Reduction as if good-aligned. The amount of damage dealt by this 1 power point increases ever 3 levels. This can only be used on creatures that are Evil, and that are flanked or flatfooted.
Sanctified Tenet - You truly understand the highest tenet: "The Best intentions lead to the worst harm." You become an outsider (native) of your alignment, and gain wings and a fly speed of 60 feet (the wings may look however you wish). In addition you Gain DR 5/-, staking with any DR You have.
Zealot
The Faith must spread. That is the primary tenet of the faith of the Zealots, and must be followed. The Second Tenet is one must follow the ideals of the Faith. There are many more tenets. A Zealot is a warrior that learns these Tenets, and believes in them. Zealots are not just warriors, they are also scholars. They study the Tenets, and use them. The Faith is not where your power comes from, The third Tenet. A Zealots power comes from themselves, and their ability to understand what the Tenets mean to them. Their power is philosophy from within, not faith from without. Tenets of Faith should not be confused with the tenets of zeal.
Goal of the class:
-Making Two weapon fighting viable
-A Good Soulknife
Am I able to accomplish it?
Alignment Restrictions Any Non-chaotic, Non-Evil alignment.
Hit die: d8
Skills:Autohypnosis (Wis), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (Religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points/level: 4 + int modifier (x4 at level one)
Zealot-1: Class
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Power[br]Points
1st|
+1|
+2|
+0|
+2|Weapons of Faith, Two Weapon Fighting|-
2nd|
+2|
+3|
+0|
+3|Weapon Focus(Bastard Sword), Weapon Focus (shortsword)|-
3rd|
+3|
+3|
+1|
+3|Tenet of Zeal I, Zealous Path, Sanctified Strike +1d6|1
4th|
+4|
+4|
+1|
+4|+1 Weapons of Faith|1
5th|
+5|
+4|
+1|
+4|Weapon Enhancements +1|3
6th|
+6/+1|
+5|
+2|
+5|Sanctified Strike +2d6, Improved Two Weapon Fighting|3
7th|
+7/+2|
+5|
+2|
+5|Tenet Of Zeal II|5
8th|
+8/+3|
+6|
+2|
+6|+2 Weapons of Faith|5
9th|
+9/+4|
+6|
+3|
+6|Sanctified Strike +3d6|7
10th|
+10/+5|
+7|
+3|
+7|Weapon Enhancements +2|7
11th|
+11/+6/+1|
+7|
+3|
+7|Greater Weapon Focus (Shortsword), Greater Weapon Focus (Bastard Sword)|11
12th|
+12/+7/+2|
+8|
+4|
+8|+3 Weapons of Faith, Sanctified Strike +4d6|11
13th|
+13/+8/+3|
+8|
+4|
+8|Greater Two Weapon Fighting|15
14th|
+14/+9/+4|
+9|
+4|
+9|Tenet Of Zeal III, Weapon Enhancements +3|15
15th|
+15/+10/+5|
+9|
+5|
+9|Sanctified Strike +5d6|19
16th|
+16/+11/+6/+1|
+10|
+5|
+10|+4 Weapons Of Faith|19
17th|
+17/+12/+7/+2|
+10|
+5|
+10|Tenet Of Zeal IV|23
18th|
+18/+13/+8/+3|
+11|
+6|
+11|Sanctified Strike +6d6, Weapon Enhancements +4|23
19th|
+19/+14/+9/+4|
+11|
+6|
+11|+5 Weapons Of Faith|27
20th|
+20/+15/+10/+5|
+12|
+6|
+12|Sanctified Tenet|27[/table]
[b]Class Feature
Weapon And Armor Profienceies: The Zealot is proficient with all simple weapons, as well as the shortsword and the bastard sword. The Zealot may wear light armor.
Weapons of Faith - You start off play with a Bastard Sword and Shortsword. These weapons are symbols of your faith and if they are lost or destroyed you take xp loss equal to (your level * enhancement (min 1, max 10) * 100). These Weapons cannot be enchanted by any normal means. As Your Connection to these Weapons Strengthen they gain bonuses. At Level 4 they are both treated as +1 weapons, at level 8, 12, and 16 this bonus improves by +1. At Level 19 it becomes a +5 Weapon. Your Weapon Also Gains a changeable enhancement at 5th. This bonus improves by +1 at 10, 14, and 18. You can change one enhancement as a full round action (for example a brilliant energy weapon could become a flaming, and then next round a speed weapon, but not both in one round).
Two Weapon Fighting - You gain the feat of the same name, This becomes improved Two Weapon Fighting at level 6, and Greater Two Weapon Fighting at level 13.
Weapon Focus - You gain weapon focus for both of your Weapons of Faith, This improves to Greater Weapon Focus at level 11.
Tenet Of Faith - Choose a Tenet Path below, at each Tenet of Faith, you gain the ability under the Tenet Path You have chosen.
Path of the Crusader
I: "Evil must be fought" is the first tenet of this path. You gain the Paladins smite evil ability.
II: "You cannot stop what you can't see" is the second tenet of this path. You gain the Detect Evil Ability.
III: "When you have a choice between spreading the faith to one, and saving two innocents, you must destroy the evil for those innocents" is the third tenet of this path. You gain a +2 to all of your attack rolls when saving the lives of innocents, this bonus increases to +4 if the target is evil and has a mind.
IV: "Mercy is treason to the innocent" is the fourth tenet of this path. You gain the ability to spend up to 5 power points to increase your Sanctified strikes damage by 2d6 per point. This may be done once per encounter.
Path of the Defender
I: "Evil must be resisted outside" is the first tenet of this path. You gain two weapon defense.
II: "Evil is Not the only threat" is the second tenet of this path. You gain DR 3/-
III: "You must see past false ideals to the evil that underlies them." Is the third Tenet of this path. You gain a bonus to sense motive equal to your character levels in this class.
IV: "You must fight the evil within" is the fourth tenet of this path. You become immune to mind-effecting spells.
Sanctified Strike - Every attack, you may spend a power point. If you do you can deal an extra 1d6 points of damage on the attack. This damage is good and bypasses damage Reduction as if good-aligned. The amount of damage dealt by this 1 power point increases ever 3 levels. This can only be used on creatures that are Evil, and that are flanked or flatfooted.
Sanctified Tenet - You truly understand the highest tenet: "The Best intentions lead to the worst harm." You become an outsider (native) of your alignment, and gain wings and a fly speed of 60 feet (the wings may look however you wish). In addition you Gain DR 5/-, staking with any DR You have.