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JBPuffin
2015-01-03, 09:12 AM
Alright, hi guys, JBPuffin here. First Pathfinder homebrew, I think my first posted homebrew 3.5 thing here at GitP, and its a paladin/bard hybrid. Not very originally done - just a good deal of SRD copypaste and minor editing - but that's why I'm here for help. The thing needs a name - something that sounds like a hybrid class, one word unless God himself says otherwise - and I'm not sure on balance, but I did reconfigure some stuff anyway. Also, maybe a flavorful capstone Thank y'all for any assistance you can provide. Have a good day now :smallwink:.

Just so you know - nothing is original. All this was found via the Pathfinder SRD (http://www.d20pfsrd.com/).

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: (Not usually included in Pathfinder write-ups) Charisma applies to literally everything you have – Bardic Performance, Lay on Hands, spells, smite bonuses – the works. Constitution covers your damage-absorbing, while Intelligence is important for your skills, particularly so you can keep up at least one Perform skill, if not more.
Alignment: Any good. CLASS NAMES often lean towards the chaotic side of neutral, as they have no reason NOT to, but they’re universally benevolent and heroic.
Hit Die: d10
Starting Age: As bard
Starting Gold: As cleric

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are... Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Heal(Wis) Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
Skill Ranks per Level: 4 + Int modifier

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+2

+2
Aura of good, bardic performance, orisons, countersong, distraction, fascinate, inspire courage +1


2nd

+1

+0

+3

+3
Lay on hands, versatile performance


3rd

+2

+1

+3

+3
Aura of courage, divine health, inspire competence +2, mercy


4th

+3

+1

+4

+4
Divine grace


5th

+3

+1

+4

+4
Inspire courage +2


6th

+4

+2

+5

+5
Mercy, suggestion


7th

+5

+2

+5

+5
Inspire competence +3


8th

+6/+1

+2

+6

+6
Aura of resolve, dirge of doom


9th

+6/+1

+3

+6

+6
Inspire greatness


10th

+7/+2

+3

+7

+7
Smite evil 1/day, 2nd versatile performance


11th

+8/+3

+3

+7

+7
Inspire competence +4, inspire courage +3


12th

+9/+4

+4

+8

+8
Mercy, soothing performance


13th

+9/+4

+4

+8

+8
Smite evil 2/day


14th

+10/+5

+4

+9

+9
Aura of Faith, frightening tune


15th

+11/+6/+1

+5

+9

+9
Inspire competence +5, inspire heroics


16th

+12/+7/+2

+5

+10

+10
Smite evil 3/day


17th

+12/+7/+2

+5

+10

+10
Aura of righteousness, inspire courage +4


18th

+13/+8/+3

+6

+11

+11
Mass suggestion, mercy, 3rd versatile performance


19th

+14/+9/+4

+6

+11

+11
Inspire competence +6, smite evil 4/day


20th

+15/+10/+5

+6

+12

+12
Deadly Performance




Class Features
All of the following are class features of the CLASS NAME.
Weapon and Armor Proficiencies: A CLASS NAME is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword and shortbow. CLASS NAME s are also proficient with light and medium armor and shields (except tower shields).
Aura of Good: The power of a CLASS NAMES's aura of good (see the detect good spell) is equal to her CLASS NAME level.

Bardic Performance: A CLASS NAME is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a CLASS NAME can use bardic performance for 2 additional rounds per day. Each round, the CLASS NAME can produce any one of the types of bardic performance that he has mastered, as indicated by his level.

Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the CLASS NAME to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the CLASS NAME is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A CLASS NAME cannot have more than one bardic performance in effect at one time.

At 7th level, a CLASS NAME can start a bardic performance as a move action instead of a standard action. At 13th level, a CLASS NAME can start a bardic performance as a swift action. Additionally, at 10th level, a CLASS NAME can, as a free action, convert a use of smite evil into four additional rounds of bardic performance per day and vice versa.

Each bardic performance has audible components, visual components, or both.

If a bardic performance has audible components, the targets must be able to hear the CLASS NAME for the performance to have any effect, and many such performances are language dependent (as noted in the description). A deaf CLASS NAME has a 20% change to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the CLASS NAME for the performance to have any effect. A blind CLASS NAME has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.

List of Bardic Performances:
[]*[]Countersong (Su): At 1st level, a CLASS NAME learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the CLASS NAME (including the CLASS NAME himself) that is affected by a sonic or language-dependent magical attack may use the CLASS NAME's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the CLASS NAME's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.

[]*[]Distraction (Su): At 1st level, a CLASS NAME can use his performance to counter magic effects that depend on sight. Each round of the Distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the CLASS NAME (including the CLASS NAME himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the CLASS NAME’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the Distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the Distraction, but it must use the CLASS NAME’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

[]*[]Fascinate (Su): At 1st level, a CLASS NAME can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the CLASS NAME, and capable of paying attention to him. The CLASS NAME must also be able to see the creatures affected. The Distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a CLASS NAME has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the CLASS NAME’s level + the CLASS NAME’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the CLASS NAME cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the CLASS NAME continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

[]*[]Inspire Courage (Su): A 1st level CLASS NAME can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the CLASS NAME’s performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six CLASS NAME levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The CLASS NAME must choose which component to use when starting his performance.

[]*[]Inspire Competence (Su): A CLASS NAME of 3rd level or higher can use his performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the CLASS NAME. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the CLASS NAME’s performance. This bonus increases by +1 for every four levels the CLASS NAME has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A CLASS NAME can't inspire competence in himself. Inspire competence relies on audible components.

[]*[]Suggestion (Sp): A CLASS NAME of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature that he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A CLASS NAME can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 10 + 1/2 CLASS NAME’s level + CLASS NAME’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

[]*[]Dirge of Doom (Su): A CLASS NAME of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the CLASS NAME's performance. The effect persists for as long as the enemy is within 30 feet and the CLASS NAME continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

[]*[]Inspire Greatness (Su): A CLASS NAME of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels a CLASS NAME attains beyond 9th, he can target one additional ally while using this performance (up to a maximum of four at 18th level). To inspire greatness, all of the targets must be able to see and hear the CLASS NAME. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

[]*[]Soothing Performance (Su): A CLASS NAME of 12th level or higher can use his performance to create an effect equivalent to the mass cure serious wounds, using the CLASS NAME's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken condition from all those affected. Using this ability requires 4 continuous performance, and the targets must be able to see and hear the CLASS NAME throughout the performance. Soothing performance relies on audible and visual components.

[]*[]Frightening Tune (Sp): A CLASS NAME of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the CLASS NAME perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the CLASS NAME’s level + the CLASS NAME’s Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the CLASS NAME's performance. Frightening tune relies on audible components.

[]*[]Inspire Heroics (Su): A CLASS NAME of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three CLASS NAME levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, all of the targets must be able to see and hear the CLASS NAME. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.

[]*[]Mass Suggestion (Sp): This ability functions just like suggestion, but allows a CLASS NAME of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language dependent ability that relies on audible components.

[]*[]Deadly Performance (Su): A CLASS NAME of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the CLASS NAME perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the CLASS NAME’s level + the CLASS NAME’s Cha modifier) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the CLASS NAME cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

Orisons(Sp): CLASS NAME s learn a number of orisons, or 0-level spells, from the cleric list as noted on Table: CLASS NAME Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again.
Lay on Hands (Su):[b] Beginning at 2nd level, a CLASS NAME can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her CLASS NAME level plus her Charisma modifier. With one use of this ability, a CLASS NAME can heal 1d6 hit points of damage for every two CLASS NAME levels she possesses. Using this ability is a standard action, unless the CLASS NAME targets herself, in which case it is a swift action. Despite the name of this ability, a CLASS NAME only needs one free hand to use this ability.

Alternatively, a CLASS NAME can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the CLASS NAME possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

[b]Versatile Performance (Ex): At 2nd level, a CLASS NAME can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the CLASS NAME uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 10th level, and once again at 18th, the CLASS NAME can select an additional type of Perform to substitute.

The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).

Spells: Beginning at 2nd level, a CLASS NAME gains the ability to cast divine spells drawn from the bard, paladin and warpriest spell lists. He can cast any spell he knows without preparing it ahead of time. Every CLASS NAME spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a CLASS NAME must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class (DC) for a saving throw against a CLASS NAME’s spell is 10 + the spell level + the CLASS NAME’s Charisma modifier.

Like other spellcasters, a CLASS NAME can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Spells/day by Level. In addition, he receives bonus spells per day if he has a high Charisma score.

The CLASS NAME’s selection of spells is extremely limited. A CLASS NAME begins play knowing four 0-level spells and two 1st-level spells of the CLASS NAME’s choice. At each new CLASS NAME level, he gains one or more new spells, as indicated on Table: CLASS NAME Spells Known. (Unlike spells per day, the number of spells a CLASS NAME knows is not affected by his Charisma score (See Table: Ability Modifiers and Bonus Spells).

Upon reaching 5th level, and at every third CLASS NAME level after that (8th, 11th, and so on), a CLASS NAME can choose to learn a new spell in place of one he already knows. In effect, the CLASS NAME “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level spell the CLASS NAME can cast. A CLASS NAME may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A CLASS NAME need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

See here for the spell tables. (https://drive.google.com/file/d/0B_Vfu5DEAloCNnZPTXVoSEY1RUE/view?usp=sharing) If someone could format these, you get a cookie.

Aura of Courage (Su): At 3rd level, a CLASS NAME is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the CLASS NAME is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a CLASS NAME is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, 6th level and every 6th level afterward, a CLASS NAME can select one mercy. Each mercy adds an effect to the CLASS NAME's lay on hands ability. Whenever the CLASS NAME uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the CLASS NAME. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the CLASS NAME can select from the following initial mercies.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.

At 6th level, a CLASS NAME adds the following mercies to the list of those that can be selected.
Dazed: The target is no longer dazed.
Diseased: The CLASS NAME's lay on hands ability also acts as remove disease, using the CLASS NAME's level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.

At 12th level, a CLASS NAME adds the following mercies to the list of those that can be selected.
Cursed: The CLASS NAME's lay on hands ability also acts as remove curse, using the CLASS NAME's level as the caster level.
Exhausted: The target is no longer exhausted. The CLASS NAME must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The CLASS NAME must have the shaken mercy before selecting this mercy.
Nauseated: The target is no longer nauseated. The CLASS NAME must have the sickened mercy before selecting this mercy.
Poisoned: The CLASS NAME's lay on hands ability also acts as neutralize poison, using the CLASS NAME's level as the caster level.

At 18th level, a CLASS NAME adds the following mercies to the list of those that can be selected.
Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level CLASS NAME's lay on hands ability heals 6d6 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed.

Divine Grace: At 4th level, a CLASS NAME gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Aura of Resolve (Su): At 8th level, a CLASS NAME is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. This ability functions only while the CLASS NAME is conscious, not if she is unconscious or dead.

Detect Evil (Sp): At will, starting at 10th level, a CLASS NAME can use detect evil, as the spell. A CLASS NAME can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the CLASS NAME does not detect evil in any other object or individual within range.

Smite Evil (Su): Once per day, starting at 10th level, a CLASS NAME can call out to the powers of good to aid her in her struggle against evil. As a swift action, the CLASS NAME chooses one target within sight to smite. If this target is evil, the CLASS NAME adds her Cha bonus (if any) to her attack rolls and adds her CLASS NAME level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the CLASS NAME possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess. In addition, while smite evil is in effect, the CLASS NAME gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the CLASS NAME targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the CLASS NAME rests and regains her uses of this ability. At 13th level, and at every three levels thereafter, the CLASS NAME may smite evil one additional time per day, as indicated on Table: CLASS NAME, to a maximum of four times per day at 19th level.

Aura of Justice (Su): At 11th level, a CLASS NAME can expend two uses of her smite evil ability (or eight rounds of bardic performance) to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the CLASS NAME's next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.

Aura of Faith (Su): At 14th level, a CLASS NAME's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. This ability functions only while the CLASS NAME is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su): At 17th level, a CLASS NAME gains DR 5/evil and immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the CLASS NAME is conscious, not if she is unconscious or dead.

Palanan
2015-01-03, 10:07 AM
Many people prefer to see the class presented in standard format in the post itself, rather than a link to a Google document. You'll probably receive more and better feedback if you follow the standard format.

JBPuffin
2015-01-03, 12:29 PM
True, true...I may change it later. I just don't feel up to redoing the tables right now :/.

Almarck
2015-01-03, 12:37 PM
What I end up doing is building the class using a Template provided from the boards.

More specifically, I insert the class template which is a bunch of HTML code, and put class features and the appropriate numbers in the right places, into a Google docs to put it online for me to edit and reveiw where-ever.

I build the class as usual.

Then, when I am done, I just copy paste the document's contents onto the boards, do some last minute trouble shooting and viola, no need to redo tables.

I get the templates from the various "Homebrew contests" on the boards. Make sure it's the right edition.

Also, haven't read the class yet. As for name. I would have recommended Hierophant if it was Bard/Cleric. Not sure how it'd work for a Paladin/Bard as I have yet to ascertain the nature of the class.

Philemonite
2015-01-03, 12:55 PM
I'm not sure if it is appropriate, Chorister would be my name suggestion. I don't think there is a PF version and it is a Divine oriented Bard.

JBPuffin
2015-01-03, 12:55 PM
What I end up doing is building the class using a Template provided from the boards.

More specifically, I insert the class template which is a bunch of HTML code, and put class features and the appropriate numbers in the right places, into a Google docs to put it online for me to edit and reveiw where-ever.

I build the class as usual.

Then, when I am done, I just copy paste the document's contents onto the boards, do some last minute trouble shooting and viola, no need to redo tables.

I get the templates from the various "Homebrew contests" on the boards. Make sure it's the right edition.

Also, haven't read the class yet. As for name. I would have recommended Hierophant if it was Bard/Cleric. Not sure how it'd work for a Paladin/Bard as I have yet to ascertain the nature of the class.
I did...after I'd converted it into Word :smallsigh:. I copied the template w/o coding and reformatted it in Word to match the original.

Either way, it's literally just the two glued together; something along the lines of "holy knight whose always singing", but less obvious would be what I'm looking for.


I'm not sure if it is appropriate, Chorister would be my name suggestion. I don't think there is a PF version and it is a Divine oriented Bard.

That could work. If there aren't another suggestions, I'll use it, thanks Philemonite.

Almarck
2015-01-03, 01:20 PM
Well I suggest heirophant. Not sure if it completely fits but it's a specific type of priest about bring others to what the priest deems holy.

I can however state that my opinion in the class properly now.

My current issue with the class as given is that it is too overtly a mix of paladin and bards themes. There did not seem to be any new abilities or interesting mechanics provides that weren't already in its parent classes.

I cite this as a big thing because in the hybrid classes presented in pathfinder the classes all twisted the abilities til they could be used for different purposes than originally intended.

Hunters put buffs on their pets constantly.
swashbuckler used deeds on melee weapons previously only done on guns before
Arcanist twisted prepared and spontaneous casting together
Investigator did not get sneak attack but instead studied combat and inspiration mechanics to act as a skill monkey.
slayer managed to replace favored enemy and for its version of studied combat.
The list goes on and on.

In short I feel currently the class needs more to differentiate itself from its parents.

I suggest figuring out a way to fuse mercies and Bardic music together and work if out from there.
How about giving everyone else what ammount to a Divine Bond while you sing the chorus to your dieties song?

Also maybe you should consider dropping alignment restoration to encourage say anti.... whatever this class is called

JBPuffin
2015-01-03, 01:52 PM
Well I suggest heirophant. Not sure if it completely fits but it's a specific type of priest about bring others to what the priest deems holy.

I can however state that my opinion in the class properly now.

My current issue with the class as given is that it is too overtly a mix of paladin and bards themes. There did not seem to be any new abilities or interesting mechanics provides that weren't already in its parent classes.

I cite this as a big thing because in the hybrid classes presented in pathfinder the classes all twisted the abilities til they could be used for different purposes than originally intended.

Hunters put buffs on their pets constantly.
swashbuckler used deeds on melee weapons previously only done on guns before
Arcanist twisted prepared and spontaneous casting together
Investigator did not get sneak attack but instead studied combat and inspiration mechanics to act as a skill monkey.
slayer managed to replace favored enemy and for its version of studied combat.
The list goes on and on.

In short I feel currently the class needs more to differentiate itself from its parents.

I suggest figuring out a way to fuse mercies and Bardic music together and work if out from there.
How about giving everyone else what ammount to a Divine Bond while you sing the chorus to your dieties song?

Also maybe you should consider dropping alignment restoration to encourage say anti.... whatever this class is called

Yep, that's my main issue - I don't know what else to work with. I think a Bond song could work - give everyone either magic weapons or mounts, despite me intentionally cutting that feature out. This could also use a proper capstone...but I may or may not have gotten the books last week :smallredface:. Definitely not the guy for that job due to lack of EXP; I wanted to see if someone could play this and it not be utterly broken(bad, that is).

Also, I don't like anti-s. DOn't wanna do that.

Almarck
2015-01-03, 06:06 PM
Well, what kind of roles you want this class to be capable of?

I assume you're trying to for a supporter style, buffer role, at least so far.
In light of this, maybe you should axe out half of the abilities, prioritizing or crossing over the things you feel would be better.

Mehangel
2015-01-03, 07:21 PM
Some other names that might work for your class are Evangelist, Revivalist, or Proselyte. If evangelist, the class fills the role as a traveling preacher as opposed to the cleric to tends to the temple, or the paladin who seeks out to rid evil. If Revivalist, the class fills the role of restoring hope to those who have fell from the faith through song, dance and prayer. If proselyte, the class fills the role of someone who found the faith by the heroic acts of the paladin who converted them and seeks to sing glory to the paladins god for placing him in his path so that others to may become redeemed. These are just suggestions...

Jakodee
2015-01-03, 10:09 PM
Perhaps It could be a hymnsinger. A traveling warrior protecting and buffing his allies with ancient religious verses.

Wardog
2015-01-08, 06:38 PM
"Preacher"?