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View Full Version : D&D 3.x Class Hand of Torm - Church Inquisitor Type Class



kalos72
2015-08-05, 02:33 PM
I am looking at making a new class, guess Prestige class actually, for my city watch: Hand of Torm. I am looking to use the Church Inquisitor base and just modifiy some with some Fist of Raziel thrown in. Maybe with some Urban Ranger as a pre-req?

Idea is detect/defend and defeat evil and corruption within a city environment.

Hand of Torm
While many champions of good are dedicated to fighting forces of evil that are external to them and their church—as most clerics and paladins of Torm are devoted to destroying followers of Bane—the Hand of Torm is at least as concerned about evil and corruption within. When greed eats away at a city government, when devils infiltrate a knightly order and seduce its leaders to evil, when high clerics succumb to evil enchantments and fall from the path of their deities, it is usually a Hand of Torm who uncovers the evil and cuts it away. Hand of Torm specialize in divination, to detect evil and corruption, and abjuration, to protect themselves and others from evil magic.

Hit Die: d10.

REQUIREMENTS To qualify to become a Hand of Torm, a character must fulfill all the following criteria.
Alignment: Lawful good / Maybe Torm Only?
Base Attack Bonus: +6.
Skills: Diplomacy 5 ranks, Knowledge (religion) 5 ranks.
Feats:
Spells: Able to cast divine favor.


Some ideas on skills/abilities:
Detect Evil (Sp)
Magic Circle (Su)
Detect Lie (Sp)
Smite Evil (Su)
Sanctify Martial Strike Feat
Pierce Illusion (Su)
Force Shapechange (Su)
Learn the Truth (Su)


Thoughts or suggestions here, I really dont have any experience doing this. :(

LoyalPaladin
2015-08-05, 03:03 PM
I saw Torm and couldn't stay away. I've got two classes that I wrote (one being for a GitP Regulars thread) that might have features you could gain inspiration from.

Junior Tormlet (http://www.giantitp.com/forums/showsinglepost.php?p=19334655&postcount=299) & Stone Sentinel (http://www.giantitp.com/forums/showthread.php?422328-Stone-Sentinel-(Prestige-Class)-(PEACH))

Note: If a class is called "Hand of X" you should definitely require their patron deity be "X". Haha.

kalos72
2015-08-05, 07:44 PM
Nice!

My question is on things like skills/feats, requirements. Whats acceptable? Whats overpowered?


Hand of Torm
While many champions of good are dedicated to fighting forces of evil that are external to them and their church—as most clerics and paladins of Torm are devoted to destroying followers of Bane—the Hand of Torm is at least as concerned about evil and corruption within. When greed eats away at a city government, when devils infiltrate a knightly order and seduce its leaders to evil, when high clerics succumb to evil enchantments and fall from the path of their deities, it is usually a Hand of Torm who uncovers the evil and cuts it away. Hand of Torm specialize in divination, to detect evil and corruption, and abjuration, to protect themselves and others from evil magic. They are most often drawn from the clerics or paladins of a lawful church or order, although Urban Rangers have been known to hear the call from time to time. Members of other classes usually find it difficult to meet the requirements of the prestige class, and rarely have the incentive to do so.

Hit Die: d10.

REQUIREMENTS To qualify to become a Hand of Torm, a character must fulfill all the following criteria.
Alignment: Lawful good/Lawful Neutral and worship Torm
Base Attack Bonus: +6.
Skills: Knowledge (arcana) 2 ranks , Knowledge (religion) 2 ranks , Diplomacy 2 ranks
Feats: Power Attack, Servant of the Heavens.
Spells: Able to cast divine favor.

CLASS SKILLS The Hand of Torm’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (the planes) (Int), Knowledge (religion) (Int), Profession (Wis), and Sense Motive (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 2 + Int modifier.

CLASS FEATURES All of the following are class features of the Hand of Torm prestige class.

Weapon and Armor Proficiency: A fHand of Torm is proficient with all simple and martial weapons, all types of armor, and shields (except tower shields).

Bureaucratic Knowledge (Ex): Although battling the forces of chaos is one of the primary functions of the Hand of Torm, she is also expected to have a thorough grasp of legal processes in civilizations all across Faerűn. Beginning at 2nd level, the character gains a bonus equal to her Hand of Torm level on all Knowledge and Gather Information checks related to laws or legal proceedings (such as recalling whether carrying weapons is illegal in a certain city or researching proper courtroom etiquette). She also gains the same bonus on Charisma-based skill or ability checks made to argue legal matters.

Spells per Day: Starting at 2nd level, and at each level thereafter, a Hand of Torm gains new spells per day as if she had also gained a level in a divine spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, improved special mount, and so on). If the character had more than one divine spellcasting class before becoming a Hand of Torm, she must decide to which class she adds each Hand of Torm level for the purpose of determining spells per day.

Detect Evil (Sp): A Hand of Torm can detect evil at will as a spell-like ability.

Detect Lie (Sp): Beginning at 4th level, the Hand of Torm may use detect lie once per day.

Magic Circle (Su): A 1st-level Hand of Torm is constantly surrounded by a magic circle against evil effect, as the spell cast by a cleric of the fist’s character level.

Pierce Illusion (Su): At 3rd level, the Hand of Torm gains the supernatural ability to penetrate illusions and disguises at will. The Hand must touch an illusion or a creature shrouded in illusion (such as a change self spell). The Handthen makes a caster level check as if casting dispel magic against the illusion effect. If he succeeds at this check, the illusion is immediately dispelled. The Hand of Torm's +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check as well. In addition, the Hand has a +4 competence bonus on Spot checks against the Disguise skill.

Sanctify Martial Strike: At 4th level, a Hand of Torm gains the Sanctify Martial Strike feat as a bonus feat.

Sunder Evil Item (Su): At 6th level, whenever a Hand of Torm attacks an object that is evil (such as an unholy sword or a darkskull) or an evil construct (such as a retriever), she deals double damage. This does not stack with the benefits of the Great Sunder feat.

Force Shapechange (Su): A Hand of Torm of 6th level or higher can force a creature into its natural form. The Hand of Torm must make a successful melee touch attack against the creature. If the attack is successful, the Hand of Torm makes a caster level check as if casting dispel magic against the shapechanging effect. The Hand of Torm's +4 bonus on dispel checks (the Inquisition domain granted power) applies to this check. This ability undoes the effect of alter self, polymorph self, shapechange, and alternate form abilities, whether exceptional, spell-like, or supernatural in nature. The affected creature cannot change its shape again for 1d6 rounds. The Hand of Torm can use this ability at will.

Learn the Truth (Su): By touching a creature that has lied to him, a Hand of Torm of 9th level or higher can force the creature to tell the truth. The creature can make a Will save (DC 10 + the church inquisitor's level + the Hand of Torm's Charisma modifier) to resist this mind-affecting compulsion effect. If the saving throw fails, the creature must speak the true version of the lie it uttered. The Hand of Torm can use this ability at will, but only immediately after using his discern lies spell-like ability on the creature in question.

Holy Martial Strike (Su): Any weapon that a 10th-level Hand of Torm wields is treated as a holy weapon, dealing an extra 2d6 points of damage to evil creatures, even when she is not smiting evil. This additional damage does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property

Smite Evil (Su): Once per day, a Hand of Torm may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per class level. If she accidentally smites a creature that is not evil, the smite has no effect but it is still used up for that day. She can use this ability more times per day as she advances in level,

If the Hand of Torm has paladin levels as well, add the daily uses from her Hand of Torm levels to the daily uses from her paladin levels. Her damage bonus equals her Hand of Torm class level plus her paladin class level. This ability does not stack with the smite ability granted by the Destruction domain. In addition to the basic function of smiting evil, a Hand of Torm gains special abilities that operate whenever she smites:

Holy: At 5th level, whenever a Hand of Torm smites evil, her weapon is considered holy, dealing an extra 2d6 points of damage against evil creatures. This additional damage stacks with the extra damage she deals from the smite. However, it does not stack with the benefit of the Sanctify Martial Strike feat or with the extra damage dealt by a weapon with the holy weapon property.

Fiendsmite: At 7th level, whenever a Hand of Torm smites evil, her weapon deals an extra 2d8 points of damage against evil outsiders and evil undead, instead of the +2d6 normally dealt by a holy weapon. If she also has the Exalted Smite feat, this damage is still doubled.

Chain: At 9th level, whenever a Hand of Torm smites evil, bolts of holy power erupt from the target creature and strike up to 5 additional evil targets within 30 feet, chosen by the Hand of Torm. Targets take 2d6 points of damage, or 2d8 if they are evil outsiders or evil undead. A successful Reflex save (DC 15 + the Hand of Torm’s Cha modifier) reduces the damage by half.

kalos72
2015-08-06, 07:44 AM
Any constructive feedback is welcome here, I really DO NOT want this to be so jacked up its no fun for the group to play it.