PDA

View Full Version : D&D 3.x Class Angelic Avenger - If a Paladin, Warlock, and Psion had a baby...[PEACH]



Baphomet
2015-01-13, 02:58 AM
Angelic Avenger

You'll see me burn? Perhaps. You may also see me stabbed, frozen, shocked, crushed... you wouldn't be the first. But know this. I am no longer a man. Bones, flesh, muscle, blood, yes, but those aren't what I am. Those are a vessel. That vessel is filled to the brim with the righteous fury of my god; that is what I am, that is how you will know me when this is through. With your last breath, you will curse your mistakes for making me come down here and pour that fury on you. You may see me burn, but I swear to you, by all the gods you deigned to spit on, you will never, ever see me stop.

Angelic Avengers are holy warriors who were chosen by divine beings to exemplify righteousness and virtue. Like many paladins, they swear vows to destroy evil and protect the innocent. However, unlike paladins, their connections to these divine powers are more direct. Angelic avengers get their abilities directly from the same source as divine agents of good like angels and archons, in much the same way that warlocks often gain their powers from demons and devils. As angelic avengers embrace and adapt to this power, they begin to take on the traits of angels themselves.

Like paladins, angelic avengers must maintain a lawful good alignment or lose their class abilities. However, the powers that be have chosen them for a reason, acknowledging their flaws and the difficulty of mortal life, because something unique to them made them especially capable of acting on the behalf of good. Only acts so egregious as to force the angelic avenger to change alignment will cause them to fall; they do not have a code of conduct to adhere to in addition to the alignment restrictions.

Because of their innate healing abilities, angelic avengers make good tanks. With the right selection of edicts, they can also play a great support character. Also, with their high reliance on Charisma and their self-evident devotion to good, they often make good party faces.


Alignment: Lawful good.
Starting Age: Moderate.
Hit Die: d10
Weapon and Armor Proficiency: Angelic avengers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, Spellcraft.
Skill Points at Each Level: 4 + int (x4 at first level)

Saves
Edict Allotments
LevelBABFortRefWill
SpecialLeastLesserGreaterHolyBonus SparksHoly Surge

1st
+1
+2
+0
+2
Aura of Good, Divine Spark1---1-

2nd
+2
+3
+0
+3
Hallowed Gaze, Holy Surge1---21d6

3rd
+3
+3
+1
+3
Divine Sight, Ritual of Realignment2---21d6

4th
+4
+4
+1
+4
Celestial Shield2---32d6

5th
+5
+4
+1
+4
Sacred Strike3---32d6

6th
+6
+5
+2
+5
Bonus Feat31--33d6

7th
+7
+5
+2
+5
Celestial Grace31--43d6

8th
+8
+6
+2
+6
Blade of the Paragon32--44d6

9th
+9
+6
+3
+6
Divine Vitality32--54d6

10th
+10
+7
+3
+7
Celestial Aura33--55d6

11th
+11
+7
+3
+7
331-55d6

12th
+12
+8
+4
+8
Bonus Feat331-66d6

13th
+13
+8
+4
+8
Angelic Flight332-66d6

14th
+314
+9
+4
+9
432-77d6

15th
+15
+9
+5
+9
Holy Retribution433-77d6

16th
+16
+10
+5
+10
433178d6

17th
+17
+10
+5
+10
433188d6

18th
+18
+11
+6
+11
Bonus Feat433289d6

19th
+19
+11
+6
+11
443299d6

20th
+20
+12
+6
+12
Divine Image4433910d6



Aura of Good (Ex): The power of an angelic avenger’s aura of good (see the Detect Good spell) is equal to her angelic avenger level.

Edicts: An angelic avenger does not prepare or cast spells as other wielders of divine magic do. Instead, she possesses a small number of magical skills called edicts, which she can use at will by channeling the divine power that flows through her. An angelic avenger can cast any edict she knows at will, with the following qualifications:

An angelic avenger’s edicts are similar to spell-like abilities; using an edict is therefore a standard action that provokes attacks of opportunity unless otherwise specified. However, unlike most spell-like abilities, edicts are considered divine rather than arcane magic. An edict can be disrupted, just as a spell can be ruined during casting. An angelic avenger is entitled to a Concentration check to successfully use an edict if she is hit by an attack while casting, just as a spellcaster would be. An angelic avenger can choose to use an edict defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An angelic avenger’s edicts are subject to spell resistance unless an edict’s description specifically states otherwise. An angelic avenger’s caster level with her edicts is equal to her angelic avenger level.

The save DC for an edict (if it allows a save) is 10 + equivalent spell level + the angelic avenger’s Charisma modifier. Since spell-like abilities are not actually spells, an angelic avenger cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.

The four grades of edicts, in order of their relative power, are least, lesser, greater, and holy. The angelic avenger has an allotment of edicts of each grade that she is allowed to know, shown on the table above. Knowledge of an edict fills one allotment of that edict's grade or higher. Unlike a spell filling a spell slot, an edict may be cast multiple times; the allotment is not emptied when the edict filling it is casted. A list of available edicts and a complete description of each edict can be found following this class description.

Allotments represent the capacity to know edicts, not the edicts themselves. Angelic avengers do not automatically learn new edicts as they gain allotments. The first edict she knows is an exception; contact with divine power brands knowledge of one least edict into her, filling her single least allotment at first level. Angelic avengers cannot learn new edicts or alter known edicts without using a Ritual of Realignment (see below).

Some edicts have a divine spark cost or additional effects that can be activated by expending divine sparks (see below). If these costs are not paid, the edict fails.

Divine Spark (Ex): The angelic avenger's body is blessed with a supply of "divine sparks": charges of positive energy she may channel into specific effects throughout the day. Her maximum number of sparks equals her Charisma modifier plus the number of bonus sparks given on the table above. These sparks are replenished to full after every full rest, and are spent to fuel the angelic avenger's class abilities or give additional power to certain edicts.

Hallowed Gaze (Su): The angelic avenger may expend one divine spark to attempt to turn undead or evil outsiders as a good cleric would turn undead. Her cleric level is equal to her angelic avenger level for the purposes of determining the outcome of a turn attempt. Unlike a normal turn attempt, the power is channeled through the angelic avenger's eyes to the target, so line of sight is necessary.

This ability does not count as having the Turn Undead ability for the purpose of meeting requirements for things like feats or prestige classes.

Holy Surge (Su): At 2nd level, an angelic avenger may expend one divine spark as a move action in order to channel holy power into a creature she touches. Good and neutral living creatures are healed, while undead and evil creatures are harmed. The amount that they are healed or harmed is 1d6 per two angelic avenger levels (1d6 at 2nd and 3rd level, 2d6 at 4th and 5th level, etc., shown on the table above).

Divine Sight (Su): At 3rd level, the angelic avenger gains the effects of a constantly-active Detect Evil spell, except that an overwhelming aura strength does not stun the angelic avenger or end the effect.

Ritual of Realignment: From 3rd level onwards, the angelic avenger may perform a Ritual of Realignment to reshape her soul, either forgetting a single known edict or learning a single new one. She chooses which of these she wishes to do at the start of the ritual, and the change to known edicts happens at the end if the ritual completes successfully. She may only learn a new edict if her list of edicts known afterwards would fit within her given allotments, but it does not matter which allotment an edict originally filled when it was learned. For example, a 13th-level angelic avenger with knowledge of 3 least and 4 lesser edicts has 1 greater allotment remaining. This may be used to learn a least, lesser, or greater edict. She would not be able to use the ritual again on the next day to gain another edict of any level unless she somehow gained new allotments in that time. The ritual requires one full hour of uninterrupted meditation. After that hour, if the ritual is used to learn a new edict, the angelic avenger must expend one divine spark per equivalent spell level of the new edict, or the ritual fails. Altering her soul in this way is slow and careful work which may not be performed too quickly. Once an angelic avenger begins a ritual of realignment, she may not begin another one for 24 hours.

Celestial Shield (Su): Starting at 4th level, an angelic avenger may spend 1 divine spark as a free action on her turn to create a Celestial Shield once per turn. This effect suffuses a spherical area with a 30 ft. radius centered on the angelic avenger with holy power. The angelic avenger and all non-evil allies inside this aura gain a resistance to acid and cold equal to her angelic avenger level plus her Charisma bonus (if any), and a resistance to fire and electricity equal to half her angelic avenger level (rounded down) plus her Charisma bonus (if any). This shield lasts for 1 round per 4 angelic avenger levels. Multiple shields do not stack. This ability improves at 7th and 10th level (see Celestial Grace and Celestial Aura below).

Sacred Strike (Su): At 5th level, the angelic avenger gains the ability to channel her Holy Surge through her weapon with one normal melee attack once per turn, expending one divine spark to do so. She gains her Charisma bonus (if any) to this attack roll. If successful, in addition to the normal weapon damage, this attack also causes the effects of the angelic avenger's Holy Surge on the target.

Bonus Feats: At 6th, 12th, and 18th level, the angelic avenger gains a bonus feat. At each such opportunity, she can choose any of the feats listed below. The angelic avenger must still meet all prerequisites for a bonus feat.

Eligible feats: Ability Focus (for an edict only), Careful Surge, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Edict, Empower Spell-Like Ability, Extended Celestial Shield, Extra Edict, Extra Sparks, Fluid Soul, Great Cleave, Greater Holy Surge, Greater Spell Penetration, Heighten Edict, Heighten Spell-Like Ability, Hold the Line, Improved Critical, Improved Holy Surge, Improved Sacred Strike, Improved Sunder, Maximize Edict, Maximize Spell-Like Ability, Mobility, Overcharge Spark, Perfect Celestial Shield, Power Attack, Quicken Edict, Quicken Spell-Like Ability, Spell Penetration, Spring Attack, Weapon Focus

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The angelic avenger is not limited to the list above when choosing these feats.

Celestial Grace: At 7th level onwards, an angelic avenger's Celestial Shield also grants those it protects a sacred bonus to saves and deflection bonus to armor class equal to the angelic avenger's Charisma bonus (if any).

Blade of the Paragon (Su): From 8th level onwards, the angelic avenger's weapons count as good-aligned while she wields them. Additionally, they may strike incorporeal or ethereal creatures of any evil alignment as though they were corporeal.

Divine Vitality (Ex): At 9th level, an angelic avenger gains immunity to all poisons and diseases, including supernatural and magical diseases.

Celestial Aura: At 10th level onwards, an angelic avenger's Celestial Shield grants those it protects the effects of a Protection from Evil spell with a caster level equal to the angelic avenger's caster level.

Angelic Flight (Su): At 13th level, the angelic avenger gains the ability to sprout and dismiss a pair of large, feathery wings at will as a free action. The wings are supernatural effects, growing through clothing and armor without damaging them.

With the wings, the angelic avenger can fly at a speed equal to half her land speed plus 5 ft. per point of her Charisma bonus (if any) with good maneuverability. She may fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving the angelic avenger free to cast edicts, make ranged attacks, or take other actions. This ability counts as having a fly speed when qualifying for feats such as Flyby Attack and Wingover.

Holy Retribution (Su): At 15th level, the divine energy suffusing the angelic avenger's body becomes dangerous to evil magic. She gains spell resistance 10 + angelic avenger level against evil spells and spell-like abilities of undead and evil-aligned creatures. Any time a spell fails to overcome this resistance, the angelic avenger may choose to spend one divine spark as a free action. If she does, holy energy creates magical feedback that strikes the caster for 1d8 damage times the angelic avenger's Charisma bonus (if any).

Divine Image: Upon reaching 20th level, the angelic avenger's body undergoes a transformation befitting her angelic deeds. Her type changes to outsider. She gains the good and native subtypes, and the augmented subtype if her original type was not outsider. If she could be affected by an ability or magical effect that depends on creature type, she may choose whether she counts as an outsider or her original type for the purposes of that effect (for example, if her original type was humanoid, she could choose to allow an Enlarge Person spell to affect her, or choose to prevent a Hold Person spell from affecting her). She no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue. She gains an immunity to death effects and petrification, and she no longer dies of old age.

Ex-Angelic Avengers: An angelic avenger who ceases to be lawful good loses all angelic avenger abilities, divine sparks, and edicts, but not weapon, armor, or shield proficiencies. She may not progress any farther in levels as an angelic avenger. She regains her abilities and advancement potential if she atones for her violations as appropriate and regains her lawful good alignment.

Baphomet
2015-01-13, 03:00 AM
Least Edicts

Aura of Truth
Spell Level: 2nd
This edict acts as a Zone of Truth spell, except that it stays centered on you, and you may dismiss it at will.

Conceal Alignment
Spell Level: 2nd
This edict behaves as the spell Undetectable Alignment.

Divine Aim
Spell Level: 1st
A non-evil creature you touch gets a +2 morale bonus to attack rolls for 1 minute per caster level.

Holy Grace
Spell Level: 1st
A non-evil creature you touch gets a +3 morale bonus to saving throws for 1 minute per caster level.

Holy Insight
Spell Level: 2nd
Once during the next 24 hours, you can choose to use this edict's effect. This edict grants you an insight bonus equal to 5+ your caster level (maximum bonus of +15) on any single skill check. Activating the effect requires an immediate action. You must choose to use the insight bonus before you make the check you want to modify. Once used, the edict ends. You can’t have more than one Holy Insight effect active on you at the same time. This edict costs 1 divine spark to cast.

Lifesense
Spell Level: 1st
You can tell instantly by looking at a creature within the range of a 30-ft. cone whether that creature is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). This edict sees through any spell or ability that allows creatures to feign death, and lasts for 1 minute/level.

Luminous Embers
Spell Level: 2nd
A shining cloud of glowing particles explodes from your position, illuminating the area around you as per the Glitterdust spell.

Mend Spirit
Spell Level: 2nd
You see the rift in another's spirit and your touch mends it with positive energy, as per the Lesser Restoration spell. This edict costs one divine spark to cast.

Touch of Empowerment
Spell Level: 2nd
A non-evil creature you touch gains a +4 enhancement bonus to the ability score of your choice. This bonus lasts for 1 minute per caster level. This edict costs 1 divine spark to cast.

Touch of Flame
Spell Level: 1st
Your hands alight with fire as you touch an enemy. Make a melee touch attack against your target and deal 1d4 fire damage per caster level to them if successful.

Ward Against Darkness
Spell Level: 1st
You touch an ally, granting them divine protection. This edict behaves as the Protection from Evil spell and costs one divine spark to cast. You may optionally choose to spend an additional two divine sparks when casting this edict. If you do, the spell level of the edict increases to 3rd and the edict behaves as Magic Circle against Evil instead. However, you may not use this edict to create an inward-facing circle, like those that can be used to bind creatures with the Planar Binding spell.

Lesser Edicts

Hallow Weapon
Spell Level: 3rd
You touch a weapon or up to 50 projectiles in contact with one another, channeling a divine blessing into them. These weapons become good-aligned for the purposes of overcoming damage reduction. They also gain a +1 sacred bonus per three caster levels (minimum +1, maximum +5) to attack and damage rolls against creatures with the evil alignment. Additionally, all critical hit rolls against an evil-aligned creature automatically succeed, unless the weapon already has a magical effect relating to critical hits, such as keen or vorpal. This blessing lasts for one minute per level. Casting this edict on a weapon already blessed by it dispels the previous blessing. This edict cannot affect a weapon that already has a nongood alignment.

Holy Aegis
Spell Level: 4th
You cast this edict as an immediate action when targeted by a hostile spell, spending one divine spark to do so. You gain spell resistance equal to 12 + your caster level against that spell.

Holy Quickening
Spell Level: 3rd
Your touch affects a non-evil creature as if you had cast the Haste spell on them. This edict costs one divine spark to cast.

Illuminating Gaze
Spell Level: 3rd
An intense beam of golden light streams from your eyes, searing all evil creatures in a 60 ft. cone but passing harmlessly through others. Creatures of the evil alignment take 1d8 damage per three caster levels and are blinded for 1 round. Undead and evil outsiders instead take 1d6 damage per two caster levels and are blinded and stunned for 1 round. Those affected are entitled to a reflex save; success on this save halves the damage and negates the blinding and stunning effects.
You may optionally choose to spend up to two divine sparks when casting this edict. Each divine spark spent this way raises the spell level of this edict by 1. If you spend one divine spark, this edict instead deals 1d8 damage per two caster levels to creatures of the evil alignment and 1d6 damage per caster level to undead and evil outsiders. If you spend two, it deals 1d6 damage per caster level to creatures of the evil alignment and 1d8 damage per caster level to undead and evil outsiders. In either case, those affected are still entitled to a reflex save to halve the damage and negate the blinding and stunning effects.

Imposing Visage
Spell Level: 5th
Divine power suffuses your body, making it grow in size and might. Your eyes blaze with pure golden light, and your skin seems to turn the color of marble. Your height doubles and your weight is multiplied by eight, increasing your size category to the next largest one. Determine space, reach, and your size modifier to attack and AC as appropriate to your new size. You gain a +2 size bonus to Strength, a -2 size penalty to Dexterity, and an additional sacred bonus to Strength, Constitution, and natural armor equal to one-fourth your caster level (rounded down).
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack.
This edict lasts for 1 round/level and costs one divine spark to cast.

Lifelink
Spell Level: 4th
You touch a willing creature of intelligence score 6 or higher, and a mystical bond forms between you. You may communicate with one another telepathically regardless of language, and their link with your divine essence grants them a +2 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, they take only half damage from all wounds and attacks that deal hit point or ability score damage. The amount of damage not taken by the linked creature is taken by you instead. Forms of harm that do not involve hit points or ability scores, such as charm effects, level draining, and death effects, are not affected. The link is broken if you move outside of medium range (100 ft. plus 10 ft. per level), if you or the linked creature choose to dismiss it, if you or the linked creature dies, or if the duration exceeds 1 hour per level. This edict costs 1 divine spark to cast. As a standard action, you may spend 1 divine spark to heal the linked creature of 1d6 damage per two caster levels while the link is active. You may not link with yourself.

Seraphic Steed
Spell Level: 3rd
You reshape a piece of your divine essence into the likeness of a creature to carry the burdens of you or your allies. This edict's effects are similar to the Phantom Steed spell, except that the created creature is white and wreathed with pale blue flames that do not burn to the touch, and it has the good subtype. Casting this edict again while it is already active ends the first instance of the edict.

Skymarch
Spell Level: 4th
This edict allows a non-evil creature you touch to walk on air as if it were solid as if under the effects of an Air Walk spell.

Shield of Divinity
Spell Level: 3rd
Your blessed touch grants a non-evil creature a deflection bonus to AC equal to one fourth your caster level (rounded down, minimum 1) for 1 minute per caster level.

Sun Orb
Spell Level: 5th
A pinpoint of bright light fires from your fingertips in the direction you point. When it strikes an object within long range, it erupts into a brilliant sphere of light, providing bright illumination that mimics sunlight out to 40 feet and dim illumination out to 80 feet. This light hangs in the air for 1 round/level. Creatures within the area of bright illumination are affected as if in bright sunlight, damaging or destroying them if those creatures are normally subjected to such damage or destruction. Additionally, evil creatures take a -2 penalty to attacks and saves, and undead and evil outsiders take 2 damage per round as long as they remain in the brightest area. Finally, magical darkness is suppressed all the way out to the outer radius. Multiple instances of this edict may overlap, but the effects do not stack. This edict costs 1 divine spark to cast.

Witchhunt
Spell Level: 4th
When you cast this edict, you focus on one specific evil creature you have personally seen or know the name and appearance of. If that creature is within 400 ft. + 40 ft./level of you, you know the exact direction to and distance from the subject. This effect can be blocked by even a thin sheet of lead between you and the target, and can be fooled by magical effects that disrupt divinations, such as Mislead and Nondetection. If the effect is blocked, the creature is not within the edict's range, or the creature is not evil, the edict fails but you do not know why.

Greater Edicts

Angelsense
Spell Level: 6th
Divine understanding encompasses you, allowing you to recognize what you see and hear more clearly than you could before. You act as if under the effects of a True Seeing and Tongues spell for 1 minute/level.

Divine Protector
Spell Level: 6th
By casting this spell, you create a translucent knight made of force and designate a non-evil creature within 25 feet plus 5 feet per caster level for it to protect. This knight lasts for 1 minute per caster level, and casting the edict to summon it costs two divine sparks. It remains within 5 feet of the designated creature at all times, constantly matching its speed and mode of travel—even if the creature is mounted or magically accelerated. Any time the creature is attacked, it moves to parry the attack with its shield or longsword, granting the creature a +6 deflection bonus to Armor Class. If the attacking creature is within reach of the knight, the knight then immediately attacks it with its longsword, using your base attack bonus and applying your Charisma modifier to the roll. The attack deals 1d8 plus your Charisma modifier in force damage. There is no limit to the number of
attacks that the knight can make. For example, if a hydra bites at the protected creature six times, the knight in turn strikes at the hydra six times.
At any point before the spell expires, the protected creature can turn the knight loose and order it to fight on its own. It then moves at a speed of 60 feet to attack any foe the protected creature designates. It continues to use your base attack bonus and your Charisma modifier for its attack rolls, and it can make as many attacks per round as your base attack bonus allows. Neither you nor the protected creature need to concentrate on the knight as long as it is fighting a specific opponent, but commanding it to change foes requires a move action from either of you. If its opponent falls, the knight waits for direction. Once the knight is loose, the protected creature loses the deflection bonus to Armor Class that it provided as well as its capacity to counterattack, and cannot regain it. Furthermore, the remaining duration of the edict converts from minutes per level to rounds per level on a one-to-one basis.
The knight is instantly dismissed if the protected creature dies or if either you or the protected creature tell it to dismiss itself. Additionally, the knight is dismissed if you create a new one.

Exalted Blade
Spell Level: 6th
White light erupts from your palm and seems to solidify. With this edict, you summon a magical melee weapon sized appropriately for your character into an empty hand. This weapon has the Holy property, is treated as cold iron for the purposes of overcoming damage reduction, and has an enhancement bonus of one third your caster level (rounded down, max +5). When you cast this edict, you choose what type of weapon it will be from all the melee weapon types with which you are proficient. The weapon persists until it leaves your hand, at which point it dissipates into nothingness instantly.
You may choose to cast this edict as a full-round action. If this edict was cast as a standard action, you may choose to make a standard attack with the summoned weapon immediately as part of casting this edict. If this edict was cast as a full-round action, you may choose to make a full attack with the summoned weapon immediately upon casting this edict. You are only eligible for these attacks if the edict actually used the type of action specified (For example, if you declare that you will cast it as a full-round action, then quicken it using Quicken Edict, you do not make any attacks with the weapon as part of the edict).

Hold Sinner
Spell Level: 5th
This edict acts as the Hold Monster spell, except that it only has a chance to affect those of non-good alignment. It costs 2 divine sparks to cast.

Liberate
Spell Level: 4th
This edict acts as the spell Break Enchantment.

Manna from Heaven
Spell Level: 6th
Shimmering golden light fills the area, and a table filled with delicious celestial foods and beverages appears before you. This edict acts as the Heroes' Feast spell in most ways, except that evil-aligned creatures who take a bite of the food or a drink from the cups are sickened for 1 round, and gain no benefits from it. This edict costs one divine spark to cast.

Stifle Sorcery
Spell Level: 7th
You channel holy magic into a disruptive aura that extends 20 feet from you in all directions. Evil creatures within this aura cast spells as if their caster level were one lower, and good creatures cast spells as if their caster level were one higher. This does not reduce or increase the number of spells the affected creatures know, it only alters the effects of spells which rely on caster level. This aura dissipates at the end of your next round. Multiple instances of this effect do not stack. You may choose to spend up to three divine sparks when casting this edict. Each spark spent this way increases the duration of the aura by one round.

Holy Edicts

Astral Nova
Spell Level: 8th
Casting this edict causes you to begin building up a volatile, pressurized charge of positive energy in your spirit. This process takes one minute to complete, at which point you are holding the charge and are ready to release it. You may hold one such charge for up to 24 hours, at which point it dissipates harmlessly. You may not cast this edict again while either building up or holding a charge, but you may take any other actions, such as moving, attacking, or casting other edicts. You may choose to release a held charge as a standard action, causing an explosive, 40 ft. radius burst of energy centered on you. This energy exclusively affects evil creatures, dealing 1d6 damage per caster level and inflicting 2 negative levels. You are healed of 5 damage per evil creature affected. If this would heal you beyond your maximum hit point total, you gain the excess as temporary HP, which dissipates after one minute. This edict costs 1 divine spark to cast. You may choose to spend 3 additional divine sparks when casting this edict. If you do, you are able to concentrate the necessary power to create a charge in one round instead of one minute, allowing you to detonate it on your next turn.
The edict itself is an instantaneous effect which causes the charge to begin to build. Any effects which allow you to cast the edict as a faster action (such as the Quicken Spell-Like Ability feat) will reduce the time the edict takes to cast as normal, but the amount of time to build the charge will remain unchanged.

Divine Force
Spell Level: 7th
This edict channels your spirit into a single burst of force, which pushes an object or creature that begins within medium range (100 ft + 10 ft/level) of you and weighs no more than 50 pounds per caster level. The target is pushed in a straight line in a direction of your choosing, and it moves a distance of your choosing less than or equal to 10 feet/level. If the target is a creature, and its path of travel causes it to leave a threatened square of another creature, that creature is entitled to an attack of opportunity against the target. If the target would enter the space of another creature or a solid object, it instead strikes that creature or object, stops moving, and both the target and the struck creature or object take 10d6 damage. If you pull something weighing less than your light load towards yourself and it ends its travel in your space, you may catch it safely without causing damage to it or yourself. You may target yourself with this edict. All targets are entitled to a reflex save. If successful, divide the distance traveled by four (rounded to the nearest square) and reduce the damage on impact to 5d6.
Additionally, knowledge of this edict grants you a special ability to use it to augment your charge attacks. When making a full-round charge attack, instead of moving at double your speed directly at your opponent, you may cast this edict targeting yourself to fling yourself up to 10 ft. / caster level at your opponent. All restrictions on the charge are the same. You must have a straight, unobstructed path towards your target (though, as the edict renders you temporarily airborne, gaps and rough terrain no longer qualify as obstructions) and you must end this travel at the closest space to your starting point from which you can attack the opponent. If casting the edict fails (such as attempting this in an anti-magic field) then the whole charge fails. Otherwise, resolve this charge attack as normal.

Divine Likeness
Spell Level: 9th
This edict splits a part of your soul into a separate being in your own likeness but with a ghostly, translucent appearance within 5 feet of you. This effectively allows you to be in two places at once. Both can see, hear, feel, and experience what the other does, and both share the same thoughts.
Even though there are two of you, you are effectively the same being, affected simultaneously as one by everything that affects either of you. Effects that affect multiple creatures can only affect one of you. For example, a Fireball spell with both of you inside the radius causes you to make only one Reflex saving throw, which causes an equal amount of damage to both of you only once, just as if only one of you were inside the radius. The exception to this are effects that alter movement. For example, if one of you is inside the radius of an Entangle spell but the other is not, only the one inside the spell area is affected. Both share the same hit point total at all times. Anything that changes that hit point total for one of you causes an equal change in the other. Area effects you both emanate count as coming from the same source; for example, if the caster is an Angelic Avenger and one activates their Celestial Shield, it emanates from both positions but the effects do not stack.
Both pay all costs for any actions either of you take (such as divine sparks, spell slots, XP costs, attacks of opportunity, or similar). You both act on your turn, but you are both subject to the normal limit of actions per turn, splitting them between the two of you. The exception is your move action; each version of you gets one move action. The one who takes the standard action may substitute it and their move action for a full-round action, as normal.
The copy has no items, but has the ghostly shape of them. None of these are magical in nature, but you still gain the effects of items that affect you from them as normal. For example, if you are wearing +5 adamantine full plate, your ghostly copy is wearing something that mimics nonmagical adamantine full plate, and the +5 bonus is conferred through the link. As another example, if you have a Pale Lavender Ellipsoid Ioun Stone, ready an action to absorb a spell, and your copy is hit by a Magic Missile, you count as a target of the spell and may absorb it. Additionally, you may channel the effects of your weapon through the weapon of your copy. The effects of artifacts are not copied. When the copy ceases to exist, so do all of its items, even if they are no longer in contact with the copy.
The copy lasts for one round per caster level, until you dismiss it, until you cast this edict again, or until you become unconscious, whichever comes first. This edict costs three divine sparks to cast.

Righteous Mending
Spell Level: 7th
This edict acts as the spell Regeneration. It costs four divine sparks to cast.

Sacred Speech
Spell Level: 7th
This edict behaves like the Holy Word spell.

Sunder the Weave
Spell Level: 9th
This edict acts in all ways like the Disjunction spell. It costs four divine sparks to cast.

Font of Vitality
Spell Level: 5th
This edict behaves like the Mass Cure Light Wounds Spell.

New Feats

Empower Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 6.
You may spend 2 divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. If you do, all variable, numeric effects of that edict are increased by one-half. Saving throws and opposed rolls are not affected, nor are edicts without random variables. You may not use this feat on any edict with an equivalent spell level higher than 7 or half your caster level minus 2. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 4 or less. You may not use this feat in conjunction with the Empower Spell-Like Ability feat on the same edict.

Extended Celestial Shield
Prerequisite: Celestial Shield class ability.
The duration and effective radius of your Celestial Shield doubles.

Extra Edict
Prerequisite: At least one lesser edict allotment.
You gain one additional allotment of edicts of one grade less than the highest grade of allotments you have when you take this feat. For example, a 12th-level angelic avenger gains one lesser edict allotment, bringing her total to 4 now and 5 once she reaches level 19.
Special: You may take this feat multiple times. Each time, you increase the edict allotment one grade lower than the highest grade you have by one.

Extra Sparks
Prerequisite: Divine sparks.
Your maximum number of divine sparks increases by 2.
Special: You may take this feat multiple times. Each time, your maximum number of divine sparks increases by 2.

Fluid Soul
Prerequisite: Ritual of Realignment class ability.
When performing a Ritual of Realignment, instead of choosing to either lose or gain an edict, you may choose to do both. Your list of known edicts must still be able to fit within your given allotments after both changes. You must pay any costs for learning the new edict as normal.

Greater Holy Surge
Prerequisite: Improved Holy Surge
You may perform a Holy Surge as a standard action. If you do, double the amount that the surge heals or harms its target.

Greater Sacred Strike
Prerequisite: Improved Sacred Strike
You may perform two Sacred Strikes as a full-round action. The second Sacred Strike has a -5 penalty to its attack roll. Each sacred strike's costs and effects are otherwise the same as normal.

Heighten Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 4.
You may spend any number of divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. Each spark spent this way increases the equivalent spell level of that edict by one. You may not use this feat to increase an edict's equivalent spell level above 9 or one half your caster level (rounded down). Calculate all effects dependent on equivalent spell level, including saving throw DCs, at the higher level. You may not use this feat in conjunction with the Heighten Spell-Like Ability feat on the same edict.

Improved Holy Surge
Prerequisite: Holy Surge class ability.
You may choose perform a Holy surge as a full-round action instead of a move action. If you do so, double the amount that the surge heals or harms its target.

Improved Sacred Strike
Prerequisites: Sacred Strike class ability, Base Attack Bonus +6
You may perform a sacred strike as part of a full attack with a melee weapon. The bonus to attack roll and Holy Surge effects apply to only the first attack in the sequence.

Maximize Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 8.
You may spend 3 divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. If you do, all variable, numeric effects of that edict are maximized. Saving throws and opposed rolls are not affected, nor are edicts without random variables. You may not use this feat on any edict with an equivalent spell level higher than 6 or half your caster level minus 3. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 3 or less.

Overcharge Spark
Prerequisites: Divine sparks, ability to cast edicts.
Once per turn, you gain the ability to spend one divine spark as a free action. If you do, you gain a +1 bonus to caster level when you cast your next edict during this turn.
Special: You may take this feat multiple times. Each time, you may activate this ability one additional time per turn. The bonuses to caster level stack.

Perfect Celestial Shield
Prerequisite: Extended Celestial Shield
You personally gain all the effects of your Celestial Shield at all times, even when the shield is not active. This applies only to you, not to your allies who would be in the shield's radius if it were active (you may still activate the shield to have it apply to them as normal). This effect can be dispelled, but you may create it again as a free action on your next turn.

Quicken Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 10.
You may spend 4 divine sparks when casting an edict that has a casting time of one round or less, in addition to any divine sparks you normally spend on that edict. If you do, you may cast the edict as a swift action which does not provoke attacks of opportunity. You may not use this feat on any edict with an equivalent spell level higher than 5 or half your caster level minus 4. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 2 or less.

Baphomet
2015-01-13, 03:01 AM
This homebrew started because I wanted to use something with the feel of a paladin as an antagonist for a largely evil-aligned party, but the base paladin in 3.5 is very difficult to make threatening. It was originally going to be a ten-level prestige class intended to shore up a paladin's weaknesses, but when I sat down and started writing, things sort of got out of hand.

I know that it would completely outshine a paladin in the same party at all the things a paladin does, and I don't feel like that's a flaw. The paladin was already being outshined by most other classes. A melee-focused cleric already makes a better paladin than a paladin does. In games where these are allowed, the base paladin would make more sense as an NPC class. To put it in SAT analogy terms, the paladin is to the angelic avenger what the adept is to the wizard. As long as this class is higher than tier 5 and lower than tier 1, I feel like I've succeeded.

Here are some things in particular I'd like feedback on, though all feedback is totally welcome.
-Divine Gaze: Turn undead as a gaze attack, or something cooler?
-Need more edicts. Ideas on that front welcome. Also not sure about some of the ones I have. Is Astral Nova broken? Does Divine Force actually work like I want it to?
-Some edicts that do for holy surge what blast shape and eldritch essence invocations do for eldritch blast?
-Just for flavor reasons, I'm thinking of changing the verb for using an edict to "ordain" instead of "cast". Spellcasters cast spells at their caster level, psionic characters manifest powers at their manifester level, warlocks invoke invocations at their invoker level, angelic avengers ordain edicts at their ordainer level. However, I'm not sure how the vocabulary for that sort of thing would work. Would I need to add a big complicated block of text somewhere explaining how the ordainer level raises or lowers from things that raise or lower caster level and vice-versa so that angelic avengers can benefit from orange prism ioun stones or their own stifle sorcery edicts? Do Warlocks and Psions have that sort of thing or is there a rule somewhere where it's assumed? If not, does that mean that Stifle Sorcery as written doesn't lower the invoker level of evil warlocks or the manifester level of evil psions?
-Balance issues. What tier is this? Is anything broken?
-How cohesive is it? The themes I have here for it are:
*Class abilities in the same vein as angel special qualities.
*Great at buffing and healing. Bad at buffing and healing evil things (even if they want to).
*Great at debuffing and damage. Bad at debuffing and damaging good or neutral things (even if they want to).
*Long-range options less powerful than most. Melee range options more powerful than most.
*Some abilities to punish evil spellcasters in particular.

cesius
2015-01-13, 03:27 PM
I really like the theme you've got going. My general impression is that it has a lot going for it from the different sources so most of my recommendations are going to deal with toning down the upfront power while linking more of the non-Edict abilities to the Divine Spark.


Angelic Avenger

Hit Dice: d10
Weapon and Armor Proficiency: Angelic Avengers are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

I can understand the d10 HD and profs as coming out of Paladin. Is this class meant to be a qualifier for all martial weapon proficiency prestige classes? If you don't want that then I'd recommend simple proficiency, deity's weapon, and maybe greatsword as it seems very common for archons and angels.



Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion), Knowledge (the planes), Profession, Ride, Sense Motive, Spellcraft.
Skill Points at Each Level: 4 + int (x4 at first level)


Paladin-like list but SP equal to a Warblade? Nicely done. I don't know if you'd want to include the usual athletics suite.



Aura of Good (Ex): The power of an angelic avenger’s aura of good (see the detect good spell) is equal to her angelic avenger level.

Edicts: An angelic avenger does not prepare or cast spells as other wielders of divine magic do. Instead, she possesses a small number of magical skills called edicts, which she can use at will by channeling the divine power that flows through her. An angelic avenger can use any edict she knows at will, with the following qualifications:

An angelic avenger’s edicts are similar to spell-like abilities; using an edict is therefore a standard action that provokes attacks of opportunity unless otherwise specified. However, unlike most spell-like abilities, edicts are considered divine rather than arcane magic. An edict can be disrupted, just as a spell can be ruined during casting. An angelic avenger is entitled to a Concentration check to successfully use an edict if she is hit by an attack while casting, just as a spellcaster would be. An angelic avenger can choose to use an edict defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An angelic avenger’s edicts are subject to spell resistance unless an edict’s description specifically states otherwise. An angelic avenger’s caster level with her edicts is equal to her angelic avenger level.

The save DC for an edict (if it allows a save) is 10 + equivalent spell level + the angelic avenger’s Charisma modifier. Since spell-like abilities are not actually spells, an angelic avenger cannot benefit from the Spell Focus feat. She can, however, benefit from the Ability Focus feat as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability.


I could see them having a class ability where they can spend Spark to gain the benefit of Empower Spell-Like Ability though they could still take the feat.



The four grades of edicts, in order of their relative power, are least, lesser, greater, and holy. She has an allotment of edicts of each grade that she is allowed to know, shown on the table above. At any level where an allotment increases, she learns a new edict to fill that allotment immediately, which must be the allotment's grade or lower. For example, at 13th level, her allotment of greater edicts increases from 1 to 2. She learns one edict of least, lesser, or greater grade to fill that allotment. An angelic avenger begins with one least allotment, and knowledge of one least edict. A list of available edicts and a complete description of each edict can be found following this class description.

Though allotments are similar to spell slots in many ways, once an angelic avenger chooses an edict to fill that allotment, it becomes ingrained in her soul and is difficult to change (see Ritual of Realignment below).

Some edicts have a divine spark cost or additional effects that can be activated by expending divine sparks (see below). If these costs are not paid, the edict fails.

Divine Spark (Ex): The angelic avenger's body is blessed with a supply of "Divine Sparks": charges of positive energy she may channel into specific effects throughout the day. Her maximum number of sparks equals her Charisma modifier plus the number of bonus sparks given on the table above. These sparks are replenished to full after every full rest, and are spent to fuel the angelic avenger's class abilities or give additional power to certain edicts.

Hallowed Gaze (Su): The angelic avenger may expend one divine spark to attempt to turn undead or evil Outsiders as a good cleric would turn undead. Her cleric level is equal to her angelic avenger level for the purposes of determining the outcome of a turn attempt. Unlike a normal turn attempt, the power is channeled through the angelic avenger's eyes to the target, so line of sight is necessary.

This ability does not count as having the Turn Undead ability for the purpose of meeting requirements for things like feats or prestige classes.


I'd change the ability and make it more like the alignment-based damage spells. This would make it distinct from Turn Undead by having an actual gaze attack which does damage equal to Holy Surge against non-Good creatures and blinds undead and evil outsiders for a round (Will save for half damage and negate blind). I think this also fits a bit better with a scary avenger type than Turn Undead.



Holy Surge (Su): At 2nd level, an angelic avenger may expend one divine spark as a move action in order to channel holy power into a creature she touches. Living creatures are healed, while undead creatures and evil outsiders are harmed. The amount that they are healed or harmed is 1d6 per two angelic avenger levels (1d6 at 2nd and 3rd level, 2d6 at 4th and 5th level, etc. Shown on the table above).

Divine Sight (Su): At 3rd level, the angelic avenger gains the effects of a constantly-active Detect Evil spell, except that an overwhelming aura strength does not stun the angelic avenger or end the effect.


Even more subjective than anything else I have to say: I'd make it a constant detect of auras and then spend a Spark to identify the alignment and strength.



Ritual of Realignment: From 3rd level onwards, the angelic avenger may perform a Ritual of Realignment no more than once per day to reshape her soul and exchange one edict that she knows for one she does not know, but with great difficulty and at great cost. Her new list of edicts known must be able to fit within her allotments for her level listed on the table above (allotments may still be filled by edicts of a lower level). For example, a 13th level angelic avenger who knows 3 least edicts, 4 lesser edicts, and 1 greater edict (having previously filled a greater allotment with a lesser edict) could exchange one lesser edict for one greater edict, giving her 3 least, 3 lesser, and 2 greater edicts. However, the next day, she could not exchange another lesser edict for a greater edict, because that would exceed her limit of greater edicts. She could, however, exchange a least for another least, a lesser for a least or lesser, or a greater for a least, lesser, or greater.

The ritual takes one full hour of quiet, uninterrupted meditation, and costs the angelic avenger XP if successful. The XP cost is based on the grade of the edict learned (not the edict lost). She pays 100 XP for least, 200 XP for lesser, 300 XP for greater, and 400 XP for holy. She may not perform this ritual if payment of this XP cost would cause her to go down a level.


I'm not a fan of XP costs for retraining though I can understand the concept and the want for some way to prep for a scenario that you normally can't deal with. I'd just make this a once per day ability that you can use an Edict of up to the second greatest you can use even if you don't know it.



Celestial Shield (Su): At 4th level and higher, the angelic avenger gains a resistance to acid and cold equal to her angelic avenger level, and resistance to electricity and fire equal to one half her angelic avenger level, rounded down.

As a standard action, she may spend two divine sparks to increase her resistance to acid, cold, electricity, and fire by her Charisma bonus (if any). Multiple uses of this ability do not stack. This additional resistance lasts for 24 hours.


Get rid the passive and instead make it a reaction to use and pay one Spark per 5 resist to an element until the beginning of your next turn and then add Cha bonus in addition to what you get from Sparks. Maybe increase the base to 10 per Spark at a higher level.



Sacred Strike (Su): Starting at 5th level, once per round, the angelic avenger may spend one divine spark before any melee weapon attack roll. If the target of the attack is of the evil alignment, she gains a bonus to that attack roll equal to her Charisma bonus (if positive), and twice that bonus to damage if the attack is successful. If the target is not of the evil alignment, the spark is lost with no benefit.


I'd connect this to Holy Surge - make a single attack and add the Holy Surge dice to damage. Basically upgrades Holy Surge so it can harm non-undead, non-outsider evil people and is delivered by your weapon.



Bonus Feats: At 6th, 12th, and 18th level, the angelic avenger gains a bonus feat. At each such opportunity, she can choose any of the feats listed below. The angelic avenger must still meet all prerequisites for a bonus feat.

Eligible feats: Ability Focus (for an edict only), Careful Surge, Cleave, Combat Casting, Combat Reflexes, Dodge, Empower Edict, Empower Spell-Like Ability, Extra Edict, Extra Sparks, Fluid Soul, Great Cleave, Greater Spell Penetration, Heighten Edict, Heighten Spell-Like Ability, Hold the Line, Improved Critical, Improved Sacred Strike, Improved Sunder, Maximize Edict, Maximize Spell-Like Ability, Mobility, Overcharge Spark, Power Attack, Quicken Edict, Quicken Spell-Like Ability, Spell Penetration, Spring Attack, Weapon Focus, Wrathful Strike

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The angelic avenger is not limited to the list above when choosing these feats.


Last line seems unnecessary. A valid gain but it'd be the first I'd put on the chopping block for a new idea that struck my fancy.



Celestial Grace (Su): At 7th level, the angelic avenger gains a bonus to her saves and armor class equal to her Charisma bonus (if any). This does not stack with the Divine Grace ability of the paladin.


I'd lower this to half Charisma bonus to saves when passive and then spend a Spark as a reaction to give yourself and allies within 30' the full bonus to saves or as a deflection bonus to AC (choose when you use the ability) until the beginning of your next turn.



Blade of the Paragon (Su): From 8th level onwards, the angelic avenger's weapons count as good-aligned while she wields them. Additionally, they may strike incorporeal or ethereal creatures of any evil alignment as though they were corporeal.

Celestial Vitality (Ex): At 9th level, an angelic avenger gains immunity to all poisons and diseases, including supernatural and magical diseases.

Groovy.



Sanctified Vessel (Su): Beginning at 10th level, the angelic avenger behaves at all times as if under the effects of a Protection from Evil spell, with a caster level equal to her angelic avenger caster level.


I'd add in wording similar to the Angel Protective Aura: "This spell can be dispelled, but the Angelic Avenger can create it again as a free action on its next turn."



Angelic Flight (Su): At 13th level, the angelic avenger gains the ability to sprout and dismiss a pair of large, feathery wings at will as a free action. The wings are supernatural effects, growing through clothing and armor without damaging them.

With the wings, the angelic avenger can fly at a speed equal to her land speed with good maneuverability. She may fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving the angelic avenger free to cast spells, make ranged attacks, or take other actions. This ability counts as having a fly speed when qualifying for feats such as Flyby Attack and Wingover.

As a standard action, the angelic avenger may spend up to two divine sparks to increase her flight speed with these wings by 5 ft. times her Charisma bonus (if any) times the number of sparks spent this way. Multiple uses of this ability do not stack. This additional speed lasts for 24 hours. Dismissing the wings suppresses, but does not dismiss, this bonus.


Fun though the 24 hour duration for the bonus seems a bit much. Though at that level, the two Sparks should be pretty awesome compared to what you get for them with other abilities. The more I think about the more I'm not in favor what is effectively permanent flight as a class ability. 24 hours of flight for a Spark? Or just make this an Edict?



Holy Retribution (Su): At 15th level, the divine energy suffusing the angelic avenger's body becomes dangerous to evil magic. She gains spell resistance 10 + angelic avenger level against evil spells, spells cast by evil creatures, and the spell-like abilities of undead and evil outsiders. Any time a spell fails to overcome this resistance, the angelic avenger may choose to spend one divine spark as a free action. If she does, holy energy creates magical feedback that strikes the caster for 1d8 damage times the angelic avenger's charisma bonus (if any).


I'd simplify it to "against Evil spells and spell-like abilities of undead and Evil-aligned creatures."



Divine Image: Upon reaching 20th level, the angelic avenger's body undergoes a transformation befitting her angelic deeds. Her type changes to Outsider (good, native). She no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue. She gains an immunity to death effects and petrification, and she no longer dies of old age.

Ex-Angelic Avengers: An angelic avenger who ceases to be lawful good loses all angelic avenger abilities, divine sparks, and edicts, but not weapon, armor, or shield proficiencies. She may not progress any farther in levels as an angelic avenger. She regains her abilities and advancement potential if she atones for her violations as appropriate and regains her lawful good alignment.
Groovy.

Two things:
I'm not sold on the Fighter BAB proficiency but that depends on the Edicts.
I'll post on the Edicts later.

Baphomet
2015-01-13, 07:59 PM
Thanks for the feedback, Cesius! You've made a lot of good points, and pointed out a few weaknesses of the class that need to be addressed. In a few cases, I agree that the problem exists but I'm not sure if your proposed fix would work, and I've tried to fix a couple of the others already.


I really like the theme you've got going. My general impression is that it has a lot going for it from the different sources so most of my recommendations are going to deal with toning down the upfront power while linking more of the non-Edict abilities to the Divine Spark.
You're right about the divine spark being underused in its class abilities; it should fuel most of them since it's something unique to the class. One fix I've made to this problem is changes to the Celestial Shield. Now it takes a spark to activate at all, but affects allies in a radius as well. Additionally, I've reworked celestial grace and what used to be sanctified vessel into increases to the celestial shield's power, essentially making them require a spark to activate as well. This should also boost the class's effectiveness as a support character and get rid of that pesky problem where I was struggling to find a way to word celestial grace without specifically mentioning another class's abilities--now I don't mind if it stacks with a paladin's divine grace since the bonus is temporary.


I can understand the d10 HD and profs as coming out of Paladin. Is this class meant to be a qualifier for all martial weapon proficiency prestige classes? If you don't want that then I'd recommend simple proficiency, deity's weapon, and maybe greatsword as it seems very common for archons and angels.

Paladin-like list but SP equal to a Warblade? Nicely done. I don't know if you'd want to include the usual athletics suite.
I really don't mind it being used as a prerequisite for other martial weapon proficiency prestige classes. I feel like so many of the class abilities are tied to class level, that dipping into this class just for those proficiencies doesn't get you much of a bonus over dipping, say, paladin or fighter.


I could see them having a class ability where they can spend Spark to gain the benefit of Empower Spell-Like Ability though they could still take the feat.
I'll consider it. Not many of the edicts I've written so far actually have effects that empower would increase, though. I feel like, if they want to specialize in edicts that would be affected by empower, they could just take the empower edict feat.



I'd change the ability and make it more like the alignment-based damage spells. This would make it distinct from Turn Undead by having an actual gaze attack which does damage equal to Holy Surge against non-Good creatures and blinds undead and evil outsiders for a round (Will save for half damage and negate blind). I think this also fits a bit better with a scary avenger type than Turn Undead.
You're right that the turn undead gaze attack thing seems a little clumsy, but I'm not sure if doing holy surge damage instead is a good fix. That would pretty much negate the need to ever use holy surge for damage--why do it as a melee touch attack when you can do it as a gaze in a conical area instead? If I can think of some other effect to use that scales or would still be useful at higher levels, I'll definitely change it.


Even more subjective than anything else I have to say: I'd make it a constant detect of auras and then spend a Spark to identify the alignment and strength.

I'm not a fan of XP costs for retraining though I can understand the concept and the want for some way to prep for a scenario that you normally can't deal with. I'd just make this a once per day ability that you can use an Edict of up to the second greatest you can use even if you don't know it.
I don't much like XP costs for retraining either, but I'm not sure a free edict of a lower level solves this problem. One of the big limiting factors of the class is the short list of edicts they can learn, offset by the fact that most edicts are made with the expectation that they can be used all day. For example, I think it's worth using one of your very limited greater allotments to be able to cast break enchantment all you want. But, if you didn't use that allotment, you'd be able to use break enchantment once a day when you get holy edicts, if you got one flexible allotment per day. That's still a huge boon that basically cost you nothing. I want it to cost you something meaningful to be able to use an edict you didn't learn, or at the very least make it not something you want to do in the middle of a dungeon crawl without some penalty. Maybe a negative level that lasts 24 hours? Ritual to lose an edict separate from the one to gain an edict in an empty allotment, but you can only do one of them per day? Something I'll think about. In the meantime, there's a feat to negate the XP cost and swap two edicts a day instead.
I've rewritten the way you learn edicts and the way the ritual works. Losing an edict now takes one ritual, and gaining an edict now takes one ritual and some divine sparks, but you can still only do one ritual per day. That means swapping one takes two rituals, leaves you short one edict on the first day, and short on divine sparks on the next day. That seems like a suitable enough downside to prevent people from swapping them out all the time in dangerous situations, without the XP cost. Now you don't automatically learn new edicts as you get the capacity for them, either; you have to do a ritual and pay some sparks. That's a downside, but I think it folds it all together in an interesting and thematic way. It's like your body holds all this divine-proto-spell-stuff like clay. It's filling up with more and more of it as you advance until you have enough of it to make something cool out of it. When you do, you need divine sparks to bake it so it stays that way. There's a lot of good "my body is a container for godly power" imagery going on here, I should have called this class Vessel or something. I've also changed the fluid soul feat. Now it gives you back the ability to swap edicts with a single ritual. You can swap an edict in an hour, but you'll still be short on sparks for the day, and you paid a feat for the privilege, which seems fair.


Get rid the passive and instead make it a reaction to use and pay one Spark per 5 resist to an element until the beginning of your next turn and then add Cha bonus in addition to what you get from Sparks. Maybe increase the base to 10 per Spark at a higher level.
Basically done by turning it into an activated aura. I do want to keep it as a high resistance to acid and cold and a medium one to electric and fire, though, since that reflects the angels' elemental resistances and immunities. Plus, I feel like a static set of two good and two mediocre resistances is less powerful than a single good flexible one. I feel like keeping the bonuses on yourself personally is probably worth about two feats, so I made the extend celestial shield and perfect celestial shield feats for characters that are really worried about geting acid dumped on them while they sleep.


I'd connect this to Holy Surge - make a single attack and add the Holy Surge dice to damage. Basically upgrades Holy Surge so it can harm non-undead, non-outsider evil people and is delivered by your weapon.
Good idea. Done. It seemed a little clumsy to have it affect different targets this way, so I altered the holy surge to always harm evil targets, too. Thematically, I think the class is building on the idea that they are permitted to adventure with evil characters (unlike paladins), but those characters don't gain much from the avenger's presence. This bumps the power of the sacred strike up pretty dramatically, just one level behind a rogue's sneak attack, so I changed the feats around so it got harder to use more than one per turn.


Last line seems unnecessary. A valid gain but it'd be the first I'd put on the chopping block for a new idea that struck my fancy.
I really want to keep these. Part of my reasoning here was that Paladins always seemed to wind up pretty feat-starved, so a few bonus feats seem like a valid improvement. Another part is that, with the extra feats I added, this gives the angelic avenger an opportunity to specialize in one or two of her class abilities by taking the feats that improve it. All the bonus feats a fighter gets start getting redundant after a while, but a small handful of them go a long way to improving any class that wants to go into melee. The last line is there on all classes that get bonus feats from a restricted list in the SRD.


I'd lower this to half Charisma bonus to saves when passive and then spend a Spark as a reaction to give yourself and allies within 30' the full bonus to saves or as a deflection bonus to AC (choose when you use the ability) until the beginning of your next turn.
Basically done by folding it into celestial shield. Now pretty powerful, but no passive bonus unless you spend two feats on it.


I'd add in wording similar to the Angel Protective Aura: "This spell can be dispelled, but the Angelic Avenger can create it again as a free action on its next turn."
Same. The perfect celestial shield feat got that wording instead, since it's the only way to make this an always-on passive bonus.


Fun though the 24 hour duration for the bonus seems a bit much. Though at that level, the two Sparks should be pretty awesome compared to what you get for them with other abilities. The more I think about the more I'm not in favor what is effectively permanent flight as a class ability. 24 hours of flight for a Spark? Or just make this an Edict?
I disagree. Warlocks can get an invocation to fly for a day (so, effectively permanent, since they cast it at-will with no cost) as early as level 6. Plus, the wording for this ability was cribbed from the Swift Wing prestige class. Assuming you take the first level of that prestige class at level 6 as intended, you get wings to fly at your base speed by level 10 and double your base land speed at 15. That's why I don't feel like getting this ability at level 13 is a huge game-breaker. By then, most characters that want to fly already can, and probably have been able to for a while.

The rearrangement of the celestial shield stuff took away the only other "spend some divine sparks to gain a bonus all day" effect in the class. Just having it on this seemed clumsy, so I removed it. But, the bonus being based on charisma seemed pretty flavorful to me; the wings aren't stronger because your muscles are stronger, they're stronger because you're better at wielding magic. I feel like half land speed plus 5 ft x cha bonus as a permanent speed seems like a good compromise.


I'd simplify it to "against Evil spells and spell-like abilities of undead and Evil-aligned creatures."
Done.


I'm not sold on the Fighter BAB proficiency but that depends on the Edicts.
Why not? This class is meant to be slogging around in melee. Wouldn't any less than full BAB really hamper that?


I'll post on the Edicts later.
Thanks! I'm looking forward to it.

cesius
2015-01-24, 10:39 AM
Most of the edicts look good on the Warlock scale. I have one issue (which relates to BAB from before) but I'll cover that at the end.




New Feats

Empower Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 6.
You may spend 2 divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. If you do, all variable, numeric effects of that edict are increased by one-half. Saving throws and opposed rolls are not affected, nor are edicts without random variables. You may not use this feat on any edict with an equivalent spell level higher than 7 or half your caster level minus 2. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 4 or less. You may not use this feat in conjunction with the Empower Spell-Like Ability feat on the same edict.

Heighten Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 4.
You may spend any number of divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. Each spark spent this way increases the equivalent spell level of that edict by one. You may not use this feat to increase an edict's equivalent spell level above 9 or one half your caster level (rounded down). Calculate all effects dependent on equivalent spell level, including saving throw DCs, at the higher level. You may not use this feat in conjunction with the Heighten Spell-Like Ability feat on the same edict.

Maximize Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 8.
You may spend 3 divine sparks when casting an edict, in addition to any divine sparks you normally spend on that edict. If you do, all variable, numeric effects of that edict are maximized. Saving throws and opposed rolls are not affected, nor are edicts without random variables. You may not use this feat on any edict with an equivalent spell level higher than 6 or half your caster level minus 3. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 3 or less.

Quicken Edict
Prerequisites: Divine sparks, ability to cast edicts at caster level 10.
You may spend 4 divine sparks when casting an edict that has a casting time of one round or less, in addition to any divine sparks you normally spend on that edict. If you do, you may cast the edict as a swift action which does not provoke attacks of opportunity. You may not use this feat on any edict with an equivalent spell level higher than 5 or half your caster level minus 4. For example, a character who casts edicts at caster level 12 may use this feat only on edicts with an equivalent spell level of 2 or less.


Groovy - nice metadivine spark versions.



Extended Celestial Shield
Prerequisite: Celestial Shield class ability.
The duration and effective radius of your Celestial Shield doubles.

Extra Edict
Prerequisite: At least one lesser edict allotment.
You gain one additional allotment of edicts of one grade less than the highest grade of allotments you have when you take this feat. For example, a 12th-level angelic avenger gains one lesser edict allotment, bringing her total to 4 now and 5 once she reaches level 19.
Special: You may take this feat multiple times. Each time, you increase the edict allotment one grade lower than the highest grade you have by one.

Extra Sparks
Prerequisite: Divine sparks.
Your maximum number of divine sparks increases by 2.
Special: You may take this feat multiple times. Each time, your maximum number of divine sparks increases by 2.


No frills but could be useful. The one I'm iffy on is Extra Sparks but that's just my dislike of the Extra Spell Slot feat showing through; there's usually something more useful to take so I find it to be "this should exist but we acknowledge very few people will take it."



Fluid Soul
Prerequisite: Ritual of Realignment class ability.
When performing a Ritual of Realignment, instead of choosing to either lose or gain an edict, you may choose to do both. Your list of known edicts must still be able to fit within your given allotments after both changes. You must pay any costs for learning the new edict as normal.

Greater Holy Surge
Prerequisite: Improved Holy Surge
You may perform a Holy Surge as a standard action. If you do, double the amount that the surge heals or harms its target.

Greater Sacred Strike
Prerequisite: Improved Sacred Strike
You may perform two Sacred Strikes as a full-round action. The second Sacred Strike has a -5 penalty to its attack roll. Each sacred strike's costs and effects are otherwise the same as normal.


I really like Greater Holy Surge (and Improved). I'd change them so instead of a x2-x2 progression the first gives you 1 die per level instead for every two levels. The second, Greater, maybe it's gain the benefit of Improved when using Holy Surge at its normal action cost Charisma times per day?



Improved Sacred Strike
Prerequisites: Sacred Strike class ability, Base Attack Bonus +6
You may perform a sacred strike as part of a full attack with a melee weapon. The bonus to attack roll and Holy Surge effects apply to only the first attack in the sequence.


My thoughts on this tie back to +1 BAB.



Overcharge Spark
Prerequisites: Divine sparks, ability to cast edicts.
Once per turn, you gain the ability to spend one divine spark as a free action. If you do, you gain a +1 bonus to caster level when you cast your next edict during this turn.
Special: You may take this feat multiple times. Each time, you may activate this ability one additional time per turn. The bonuses to caster level stack.


This could get a bit odd because the class often has spending a Spark as part of an ability like Holy Surge. I'm just not sure of what the intent of this feat is?



To put it in SAT analogy terms, the paladin is to the angelic avenger what the adept is to the wizard. As long as this class is higher than tier 5 and lower than tier 1, I feel like I've succeeded.

I've been approaching this class as if it were something like the Psionic Warrior or Favored Soul - frontline, replaces the utility of +1 BAB with the more flashy powers. I was placing the class as a tier 3 or 2.5; good at its beatstick role due to class abilities "while still being useful when that one thing is inappropriate" with Edicts (and they'll help with combat too). The question, in my mind, is where the oomph of the class comes from. By reducing the BAB to 3/4 you could add scaling effects to some of the class abilities. For example, Sacred Strike could be added to each part of a full attack, Blade of the Paragon could start adding some more perks, etc. Mind you, thinking of a tier 2 with +1 BAB is escaping me so it may be possible to do both and just have a very nice powerhouse of a class.