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View Full Version : D&D 3.x Class Sublime Champion - PEACH



Jirachi
2017-02-14, 04:15 PM
Sublime Champion


"Make peace with your Gods, for I have made War with mine."

Why I made this class: As with the Sword Prince and Sublime Master, this was made with the design decision to be more powerful than the originals. This class also has an ACF that allows you to have a Paladin that can cast Miracle, which I think is just something that should exist.

Flavour: An agent of the divine, an instrument of war, A relentless blood hound, Sublime Champions are all of these things. You almost certainly believe that things are not going according to the plan, and that picking up a sword and a suit of armor will make things right again. You realize that in terms of raw fighting capability, you can come out lacking next to dedicated fighting classes, but you know that your mission is one that you cannot fail, and this helps you to burn the inifidels.


Role: Your Divine Devotee Class feature, along with your maunevers and decent skills allows you to competently act as what is almost a secondary caster, though your true skill lies in front line combat.

Alignment: To Sublime Champions, nothing is more important than The Mission and The Plan. Thusly, Almost all Sublime Champions are lawful. However, there are still a few Sublime Champions who enjoy just flowing along with the preexisting line of events, improvising when things get problematic. On the Good and Evil Axis, Crusaders are split nearly evenly, though neutrality is not usually something that motivates the vengance of a Sublime Champion.

Religion: Sublime Champions (being a divine class) obviously have a tonne of investment in religion, making there choice of deity important. Sublime Champions often worship gods who advocate aggressive action and a strict world view, often worshiping gods of Justice and strength.

Background: Many Sublime Champions set out on this path because they thought that they had an experience with the divine, and quested after that power agressively, stumbling upon the Sublime Path, figuring that it was the right one for them. Others felt that there training in the divine or martial arts was lacking something, so added them together.

Races: Races of Destiny are often attracted to the idea of being a Sublime Champion, becuase of there keen awareness of there mortality and strong convictions.
Other Classes: You likely have a respect for almost all classes, as you have a hand in many archetypes, though classes that have a strong chaotic flavor, such as barbarians (who are often thought of a simpletons who chase fickle ideals) and Bards (Stupid Spoony Bards).


Adaptation: The easiest adaptations would be the usage of the ACF's listed at the end of the classes description. Furthermore, you could easily adapt this to be an unarmed class.
Design intentions This class is intended to be around low tier 2, and viable as a weapon user.
GAME RULE INFORMATION
Sublime Champions have the following game statistics.
Abilities: Constution is very important for you, as charging into battle isn't exactly the best way to avoid taking damage and Strength, which determines most of your Save DCs. For your mental scores, investment in intellegence may be helpful to gain additional skill points, though keeping a good Wisdom or Charisma may be of use for some of your class features.
Alignment: Any
Hit Die: d10
Starting Age: As Paladin
Starting Gold: 6d4 x 10 Gp

Class Skills
The Sublime Champion's class skills: Tumble (Dex), Concentration (Con), Balance (Dex), Hide (Dex), Jump (Str), Diplomacy (Cha), Climb (Str), Intimidate (Cha), Knowledge (History) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Ride (Dex), Swim (Str), Perform (Weapon Drill) (Cha), Use Magic Device (Cha)

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CSublime Champion


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Maneuvers Known
Maneuvers Readied
Spell levels available


1st

+1

+2

+0

+2
Maneuvers, Stances, Initiate of the Divine, Smite 1/day
3
3
0


2nd

+2

+3

+0

+3
Furious counter strike, Steely Resolve 5
4
3
0


3rd

+3

+3

+1

+3
Mettle, Divine Devotee
5
3
1


4th

+4

+4

+1

+4
Steely Resolve 10
5
4
2


5th

+5

+4

+1

+4
Smite 2/day
6
4
3


6th

+6

+5

+2

+5

6
4
4


7th

+7

+5

+2

+5
Damage reduction 1/-
7
4
5


8th

+8

+6

+2

+6
Steely resolve 15
7
4
6


9th

+9

+6

+3

+6

8
4
7


10th

+10

+7

+3

+7
Die Hard, Damage resistance 2/-, smite 3/day
8
5
8


11th

+11

+7

+3

+7

9
5
9


12th

+12

+8

+4

+8
Steely Resolve 20
9
5
10


13th

+13

+8

+4

+8
Damage resistance 3/-
10
5
11


14th

+14

+9

+4

+9

10
5
12


15th

+15

+9

+5

+9
Smite 4/day
11
6
13


16th

+16

+10

+5

+10
Damage resistance 4/-, Steely Resolve 25
11
6
14


17th

+17

+10

+5

+10

12
6
15


18th

+18

+11

+6

+11
Paragon of the (un)Holy
12
6
16


19th

+19

+11

+6

+11
Damage resistance 5/-, Steely Resolve 30
13
6
17


20th

+20

+12

+6

+12
Smite 5/day
13
7
18



Class Features
All of the following are class features of the Sublime Champion:

Weapon and Armor Proficiencies: The Sublime Master is proficient in all melee martial and simple weapons, as well as discipline weapons of disciplines they possess. They are also proficient in light, medium and heavy armor and shields (but not tower shields).
Smite: As the Paladin class feature, though you may select any alignment component that you do not possess as the alignment you smite.
Maneuvers (Ex): You gain the ability to initiate maneuvers from the Devoted Spirit, Stone Dragon and White Raven disciplines (as well as homebrew disciplines as appropriate). Once you know a maneuver, you must ready it before you can use it. Sublime Champion maneuvers are Extraordinary abilities unless otherwise noted. At every even level, you may change a maneuver you know to another manuever you are eligible for.
A Sublime Champion can recover there maneuvers by expending a swift action and making any attack action that does not involve a maneuver.
Stances (Ex): You learn stances at first, fourth, tenth and sixteenth levels.
Initiate of the divine (Su): Even though your path is not quite that of divine spellcasting, you are still a practioner of the divine arts, and can activate magic items as if they were a cleric of your level.
Furious counterstrike (Ex): At second level, you gain the Crusader class feature.
Steely Resolve (Ex): At second level, you gain the Crusader class feature.
Damage Resistance: At seventh level, the Sublime Champion is so dedicate to there mission that blows can become nearly immaterial. You gain DR at the stated amount.
Mettle (Ex): At third level, you gain the duskblade class feature.
Divine Devotee: At third level, your connection to the divine becomes so strong that you gain a limited casting ability. You can prepare a number of spell slots equal to your Sublime Champion level - 2, and cannot cast a spell that a Cleric of your level with no ACFs could not cast. You prepare spells as a Cleric, and your casting stat is either Wisdom or Charisma.
Die Hard: At tenth level, you gain Die hard as a bonus feat.
Paragon of the (Un)holy: At eighteeth level, you become such a paragon of your alignment that you gain access to a new manuever that does not count towards your manuevers known.
Initiation action: standard action
Area: 40 ft around you, excepting creatures with one alignment component of your choice
As you strike, you emmit a wave of divine power, subjecting all creatures to an affect akin to Holy word, though you may make it replace all instances of non-good with non-(alignment component of your choice).


Alternate Class Features:
Paladin: You are a highly skilled warrior of good, seeking justice and writing wrongs.
Paladins can be of any good alignment, though they have a lawful bent as they must follow a code of conduct and ethics.
You do not gain Furious counter strike and Steely resolve class features or Initiating.
You do gain the following class features:
Turn Undead: At first level, you gain the ability to turn undead as a Cleric of your level.
Spellcasting: You gain a spellcasting progression as a Bard. The spells that you may learn are spells on the standard Paladin, spells with the good, healing and calling spells on the Cleric spell list, along with transmutation spells that do not change the form of the subject of the spell.
Lay on Hands: At first level you gain the standard Paladin class feature.
Note: Characters who take the Paladin ACF bundle technically get the Paragon of the Holy class feature, in basically the same way that one gets a manuever through martial study.