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Kord'sSpotter
2017-07-26, 11:58 AM
Alright so searching around the DnD wiki I found this and noticed it was incomplete. The Blessing of the Blood God ability was missing, and I also thought that the necessity to be either Chaotic or Neutral Evil was a little bit out of character with how Khorne was portrayed way back in the day.

Khorne couldn't give less of **** about alignment. He only cares that blood flows.

Hell back in his old profile (Around the Rogue Trader era) I believe "heroes" were included in his portfolio. Who spills more worthy blood than heroes?

Admittedly the requirement that worthy blood be spilled each day may be rather hard to meet assuming you don't spill good or innocent blood but its far from impossible.

If you haven't killed something that can at least hold up a sword today you can always go suplex/decapitate/dismember some trolls/ogres/orcs. They're friggin' everywhere after all.

So here's the crunch of the class:

Entry Requirements
Alignment: Any Chaotic
Base Attack Bonus:+7.
Skills: Intimidate 10 ranks, Spot 4 ranks, Listen 4 ranks.
Feats: Endurance, Diehard, Power Attack, Cleave.
Spellcasting: May not have any spellcasting ability. You may, however, be an ex-member of a class that granted spellcasting ability, as long as the penalty for losing class membership includes losing that spellcasting ability. For instance, a Fallen Paladin could become a Champion of Khorne.
Patron: Khorne (3.5e Deity).
Special: Must have singlehandedly defeated a foe with a Challenge Rating at least equal to your ECL at the time.

Table: The Champion of Khorne
Hit Die: d12

Level
BAB Saving Throws Special
Fort Ref Will
1st +1 +2 +0 +0 Berserk Fury 1/day, Cleave First Ask Questions Later
2nd +2 +3 +0 +0 Sweeping Advance
3rd +3 +3 +1 +1 Berserk Fury 2/day, Seething Anger +1
4th +4 +4 +1 +1 Fearless
5th +5 +4 +1 +1 Berserk Fury 3/day, Greater Berserk Fury, Feel No Pain 1/round
6th +6 +5 +2 +2 Blood Frenzy Seething Anger +2
7th +7 +5 +2 +2 Berserk Fury 4/day
8th +8 +6 +2 +2
9th +9 +6 +3 +3 Berserk Fury 5/day, Seething Anger +3
10th +10 +7 +3 +3 Demonic Berserk Fury, Feel No Pain 2/round
Class Skills (2 + Int modifier per level)
Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Swim (Str), Tumble (Dex).

Table: The Epic Champion of Khorne
Level Special
11th Berserk Fury 6/day
12th Seething Anger +4
13th Berserk Fury 7/day
14th Bonus Feat
15th Berserk Fury 8/day, Seething Anger +5, Feel No Pain 3/round
16th
17th Berserk Fury 9/day
18th Bonus Feat, Seething Anger +6
19th Berserk Fury 10/day
20th Blessing of The Blood God, Feel No Pain 4/round

Class Features:
All of the following are class features of the Champion of Khorne.
Weapon and Armor Proficiency: A Champion of Khorne gains proficiency with all simple and martial axe weapons (handaxe, throwing axe, battleaxe, and greataxe) plus the dwarven waraxe. He gains proficiency with all armor but not with shields.

Berserk Fury (Ex): A Champion of Khorne can surrender himself to raw emotional anger, entering a state of mind where primal fury overtakes humanoid intellect. Entering a Berserk Fury is a free action and can be done the indicated number of times per day. A Berserk Fury lasts a number of rounds equal to 2 + the Champion's (newly improved) Constitution modifier. While in this state, a Champion of Khorne gains a +9 bonus to Strength, a +4 bonus to Constitution, a -2 penalty to AC, and immunity to all Mind-Affecting effects. Whenever a Champion of Khorne damages a creature while in this state, he may make a free Demoralize Opponent check (see the Intimidate skill).
While in a Berserk Fury, a Champion of Khorne has little control over his own actions. The Champion of Khorne will always have his first instinct be to charge uncontrollably towards the nearest hostile creature. If multiple hostile creatures are tied for which is the nearest, randomly determine which the Champion of Khorne will attack. The Champion of Khorne always uses the maximum possible number of attacks against this creature, and he will always spend at least 3 points on the Power Attack feat for each attack (the player may choose the exact number beyond this). The Champion of Khorne will not pursue any action that is obviously suicidal (such as running off a cliff to chase an opponent). If a suicidal action would be necessary to attack the nearest creature, he instead attacks the next nearest creature, and so forth. If there are no eligible hostile creatures in sight, the Champion of Khorne will attempt to attack friendly creatures while within the Berserk Fury. To take any action other than charging towards or attacking the nearest hostile creature, a Champion of Khorne must succeed on a DC20+(2*the number of rounds his current fury has lasted) or be overcome by his instincts to spill worthy blood and continue charging towards or attacking the nearest hostile creature. In order to prematurely end the Berserk Fury before the Champion starts charging and attacking his allies the Champion of Khorne must succeed on a DC20 Will Save (This option is only available once all hostile creatures have been killed)
A Berserk Fury can never be ended prematurely by any outside effects except through the Champion of Khorne willing it to end (succeeding on the aforementioned save) once all hostile creatures have been killed. Berserk Fury does not stack with the Barbarian's Rage class feature, or The Frenzied Berserker's Frenzy class feature and instead replaces either or both of them (should the champion have the ability to use both).

Cleave First Ask Questions Later: A Champion of Khorne can never use the Diplomacy skill. If anything would force a Diplomacy check, he automatically fails.

Sweeping Advance(Ex): At 2nd level, a Champion of Khorne gains the ability to make a lightning-quick advance upon enemies who attempt to escape his wrath. Whenever a Champion of Khorne succeeds on an attack of opportunity against an opponent that moves out of one of his threatened squares, he may follow that opponent as a free action for a distance of up to his land speed. Opponents attempting to tumble past a Champion of Khorne have +5 added to the Tumble DC.

Seething Anger(Ex): Injuries that would make most people fall back and call for healing simply fuel the Champion of Khorne's murderous rage. At 3rd level, whenever a Champion of Khorne is at or below 25% of his maximum Hit Points, he gains a +1 bonus on all attack rolls, skill checks, ability checks, and saving throws. This bonus increases by an additional +1 every three levels.

Fearless(Ex): During battle, a Champion of Khorne's anger and bloodlust eventually build to the point where they completely shut out every other emotion. At 4th level, a Champion of Khorne gains immunity to all Fear effects and all Charm effects. Not even a Phantasmal Killer will faze him (though he might try to swing at it if he believes it's real, or sometimes even if he doesn't).

Greater Berserk Fury(Ex): At 5th level, the bonuses granted by the Beserk Fury ability increase to +12 (for Strength) and +6 (for Constitution). The ability otherwise remains the same.

Feel No Pain(Ex): At 5th level, a Champion of Khorne is able to focus his rage to the point where nothing short of total obliteration will stop his rampage. He may attempt to ignore all damage from a single spell or attack. He must succeed a Fortitude save (DC 25). If he succeeds, he takes no damage. He may use this ability the number of times per round indicated by the progression board. However, With each successive use of this ability the urge to give in to the pain and falter becomes greater. Each successive use of this ability increases the Fortitude save necessary to ignore the damage of a spell or attack by 10. For example the 2nd use of this ability would require a DC35 Fortitude Save to succeed, the 3rd would require a DC45 fortitude save, and so on.

Blood Frenzy(Ex): At 6th level, a Champion of Khorne's bloodlust grants him the ability to make one additional attack for every 5 class levels (Not just Champion of Khorne) they possess past 6. The first extra attack is made with a -5 penalty that is cumulative with the penalties for all other attacks made as part of a full-round attack. Every extra attack after is made with an additional -5 to hit. A character with 16 class levels (Who is at least a level 6 Champion of Khorne) with a BAB of 16 using this ability, to perform a full round attack makes a total of 6 attacks at +16/+11/+6/+1/-4/-9 as opposed to the normal attack routine of 4 attacks at +16/+11/+6/+1.

Daemonic Berserk Fury(Ex): At 10th level, daemonic spirits of rage temporarily possess the Champion of Khorne's body whenever he enters a Beserk Fury. The bonuses from Beserk Fury increase to +15 (for Strength) and +9 (for Constitution). Additionally, the Champion of Khorne is treated as an Outsider for the duration of the Berserk Fury.
The ability otherwise remains the same.

Blessing of the Blood God(Ex): At 20th level, the Champion of Khorne represents one of the single most powerful mortal champions of Khorne. Mighty Khorne has invested a significant portion of his nigh limitless might into infusing this creature, one of his greatest champions.
A level 20 Champion of Khorne (20 levels in this class not a level 20 character) gains the following boons:
---The bonuses from Daemonic Berserk Fury increase to +20 (For Strength) and +12 (For Constitution). While in a Daemonic Berserk Fury the Champion of Khorne's base movement speed doubles. As long as the Champion of Khorne is in a Demonic Berserk Frenzy he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his Daemonic Berserk Frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. While in a Daemonic Berserk Fury a Champion of Khorne gains DR 10/ Epic. While in a Daemonic Berserk Fury the Champion of Khorne gains Spell Resistance equal to the sum of his Strength score and Constitution score (The full score not the modifiers). While in a Daemonic Berserk Fury the Champion of Khorne gains access to the Supreme Power Attack Class Feature(The exact same class feature made available to a level 10 Frenzied Berserker) if he does not already have it. While in a Daemonic Berserk Frenzy the Champion of Khorne may make one additional attack at his highest bonus. Otherwise the ability remains the same.

Epic Bonus Feats: The Epic Champion of Khorne gains a bonus feat selected from the list of Epic Barbarian bonus feats every 4 levels after 10.

Good Champions of Khorne:
The line walked by a good Champion of Khorne is an interesting one.
Should a good character know of the truest facet of Khorne's nature and still use the power he grants he'd still be a champion but wouldn't be a follower in the traditional sense.
Of course there's scant difference. The Dark Gods draw power from actions and emotions. Not worship. They feed him the same regardless of whether they dedicate kills in his name, or see their power as something to oppose him with.
Khorne himself is very easily an evil god. "It matters not from whence the blood flows. Only that it flows" Case in point.
However so long as you're spilling copious amounts of blood from "something" it doesn't matter what the nature of that something is, nor would Khorne think less of a follower who chose to avoid killing entire groups (say allies, innocents, or even a group as broad as "good individuals") so long as they spill worthy blood in copious amounts.
Tldr: An evil god who in no way requires evil be done in his name.
It also helps that there's no way to say no to being empowered by him. If he wants to share his power with you, you have no say in the matter.
To elaborate more on the above Khorne has adopted many different faces to many different peoples.
The only real way for a Champion of Khorne to come to know him is through the power Khorne grants. Maybe the Champion's rage burns hottest when witnessing evil acts and deeds? Maybe this leads him to believe Khorne is a god of righteous ingdignation and is not evil. Who knows. There are a number of options.
If this seems chaotic and self defeating, congrats you're paying attention!!! He is a chaos god after all

Ex-Champions of Khorne
If a Champion of Khorne ceases to worship Khorne, changes his alignment to anything Non-Chaotic, fails to kill one creature that can put up a fight (Dm Fiat) once per day, or takes a level in any spellcasting class, he loses all Champion of Khorne class features and can no longer gain levels as a Champion of Khorne. He regains his abilities and advancement potential if he undoes these changes and uses an Atonement spell.

ATHATH
2017-07-26, 12:53 PM
This should be posted in the homebrew subfourm.

Also, just in case you didn't already know, dandwiki contains a lot of unmarked homebrew; the Champion of Khorne (as well as Khorne as a 3.5 deity) is one of them.

"Alright so searching around the DnD wiki I found this and noticed it was incomplete. The Blessing of the Blood God ability was missing, and I also thought that the necessity to be either Chaotic or Neutral Evil was a little bit out of character with how Khorne was portrayed way back in the day.

Khorne couldn't give less of **** about alignment. He only cares that blood flows. "

Then why does your revised prestige class require a Chaotic alignment?

ATHATH
2017-07-26, 01:07 PM
Also, Beserk Fury (should be Berserk Fury) is a poorly-designed ability. Basically, combat for a player that takes this prestige class consists only of popping your Beserk Fury, pulling out your DS, and saying that you Power Attack for your full BAB whenever your DM attacks something while playing your character for you. Also, having Regeneration (from, say, the Troll-Blooded feat (or actually being a Troll)) makes you completely immune to damage while in a Beserk Fury, since creatures with Regeneration are immune to nonlethal damage.

So, combat for the Champion of Khorne is pretty boring. What about your out-of-combat stuff? Oh wait, you can't conduct diplomacy with anything (and harm your party's attempts to do so), you have 2+INT skill points per level, and the only skills worth a !@#$ on your incredibly bad skill list are Intimidate (make people hate you and your party!), Tumble (which is pretty much only useful in combat), Listen (a passive skill), and Spot (another passive skill). Oh, and as icing on the Chaos cake, you can't cast any spells (the most fun and versatile out of combat things in the game) either unless your DM is nice and you enter a spellcasting class after your first level of Champion of Khorne.

EDIT: Wait, nevermind, you fall if you take a level in a spellcasting class. *sigh*

"If the Champion is still adjacent to the opponent at the end of this move, he gets another attack of opportunity for free."
What do you mean by "free"? Do you get an extra AoO over and above your normal limit, or does your opponent just provoke an AoO?

ATHATH
2017-07-26, 01:10 PM
Is Feel No Pain a free action that can be taken when it is not your turn?

Grod_The_Giant
2017-07-26, 01:20 PM
So, like... it's a Frenzied Berserker, but even less friendly to the rest of the party?

Kord'sSpotter
2017-07-26, 01:40 PM
Also, Beserk Fury (should be Berserk Fury) is a poorly-designed ability. Basically, combat for a player that takes this prestige class consists only of popping your Beserk Fury, pulling out your DS, and saying that you Power Attack for your full BAB whenever your DM attacks something while playing your character for you. Also, having Regeneration (from, say, the Troll-Blooded feat (or actually being a Troll)) makes you completely immune to damage while in a Beserk Fury, since creatures with Regeneration are immune to nonlethal damage.

So, combat for the Champion of Khorne is pretty boring. What about your out-of-combat stuff? Oh wait, you can't conduct diplomacy with anything (and harm your party's attempts to do so), you have 2+INT skill points per level, and the only skills worth a !@#$ on your incredibly bad skill list are Intimidate (make people hate you and your party!), Tumble (which is pretty much only useful in combat), Listen (a passive skill), and Spot (another passive skill). Oh, and as icing on the Chaos cake, you can't cast any spells (the most fun and versatile out of combat things in the game) either unless your DM is nice and you enter a spellcasting class after your first level of Champion of Khorne.

EDIT: Wait, nevermind, you fall if you take a level in a spellcasting class. *sigh*

"If the Champion is still adjacent to the opponent at the end of this move, he gets another attack of opportunity for free."
What do you mean by "free"? Do you get an extra AoO over and above your normal limit, or does your opponent just provoke an AoO?
Yeah the Regeneration trait does render you outright invincible. I'll edit that.
The no spells thing is kind of a huge lore deal.
Regardless I'd argue that with enough creativity (Read: Sufficiently Ridiculous) melee combat can be more amusing than spells.


This should be posted in the homebrew subfourm.

Also, just in case you didn't already know, dandwiki contains a lot of unmarked homebrew; the Champion of Khorne (as well as Khorne as a 3.5 deity) is one of them.

"Alright so searching around the DnD wiki I found this and noticed it was incomplete. The Blessing of the Blood God ability was missing, and I also thought that the necessity to be either Chaotic or Neutral Evil was a little bit out of character with how Khorne was portrayed way back in the day.

Khorne couldn't give less of **** about alignment. He only cares that blood flows. "

Then why does your revised prestige class require a Chaotic alignment?

In non DND land alignment is pretty much good or evil. However needing to kill something worthy once per day as a ****ing act of worship pretty much guarantees you're chaotic. You can still be good if you make sure those somethings are evil (as objective as objective gets. Evil is a ****ing subtype in Dnd). Or you can be evil and simply not care and go around killing anything and everything.


So, like... it's a Frenzied Berserker, but even less friendly to the rest of the party?
Pretty much yes. The aspects of that class are taken to their logical conclusion, and given a supernatural bent to them.

Grod_The_Giant
2017-07-26, 02:36 PM
Pretty much yes. The aspects of that class are taken to their logical conclusion, and given a supernatural bent to them.
That... wasn't really a compliment. The Frenzied Berserker is already deeply problematic; this is so much worse.


While in a Beserk Fury, a Champion of Khorne has little control over his own actions.
This is bad. Not only is the "will continue to attack allies" thing horrifically disruptive, there's absolutely no need to limit tactics so harshly. Above all in an RPG, you want the players to be engaged. Turning their characters into NPC robots is the opposite of that. It does a pretty good job of shutting down the "creativity" you mentioned.

Also, you should specify how this interacts with Rage.


To take any action other than charging towards or attacking the nearest hostile creature, a Champion of Khorne must succeed on a DC20+(2*the number of rounds his current fury has lasted)
Why does it get harder to leave your fury the longer it lasts? If anything, it should be easier. Either way, it should probably be easier than a DC 20something save for a warrior with a poor Will save.


Cleave First Ask Questions Later: A Champion of Khorne can never use the Diplomacy skill. If anything would force a Diplomacy check, he automatically fails. Furthermore, his mere presence causes all nearby allies to take a -4 circumstance penalty on Diplomacy checks.
This is very bad. Not only does it shut off a huge chunk of the game for you, it's making a spirited attempt to do the same to your partymates. Automatically debuffing allies is a monumentally rude thing to do.


Mark of Khorne(Su): A Champion of Khorne bears a divine sigil of Khorne on his body, usually the forehead. Any character, including NPCs, can identify this mark with a DC 24 Knowledge(Religion) check. The Mark of Khorne gives off an aura of evil (as an evil cleric). The mark temporarily fades in the presence of an antimagic field.
Ok. So you have a weird mark on your face that 95% of people you run into will never identify. What's the point?


Sweeping Advance(Ex): At 2nd level, a Champion of Khorne gains the ability to make a lightning-quick advance upon enemies who attempt to escape his wrath. Whenever a Champion of Khorne succeeds on an attack of opportunity against an opponent that moves out of one of his threatened squares, he may follow that opponent as an immediate action for a distance of up to his land speed. If the Champion is still adjacent to the opponent at the end of this move, he gets another attack of opportunity for free. Additionally, opponents attempting to tumble past a Champion of Khorne have +5 added to the Tumble DC.
Pursuing fleeing foes is good, but I wouldn't add the free extra attack-- that seems gratuitous. You'll be pretty good at killing things already.


Seething Anger(Ex): Injuries that would make most people fall back and call for healing simply fuel the Champion of Khorne's murderous rage. At 3rd level, whenever a Champion of Khorne is at or below 25% of his maximum Hit Points, he gains a +1 bonus on all attack rolls, skill checks, ability checks, and saving throws. This bonus increases by an additional +1 every three levels.
This is fine.


Fearless(Ex): During battle, a Champion of Khorne's anger and bloodlust eventually build to the point where they completely shut out every other emotion. At 4th level, a Champion of Khorne gains immunity to all Fear effects and all Charm effects. Not even a Phantasmal Killer will faze him (though he might try to swing at it if he believes it's real, or sometimes even if he doesn't).
Sounds good, though there's no need to call out Phantasmal Killer since it's already a [Fear] effect.


Greater Beserk Fury(Ex): At 5th level, the bonuses granted by the Beserk Fury ability increase to +8 (for Strength) and +4 (for Constitution). The ability otherwise remains the same.
Fine.


Feel No Pain(Ex): At 5th level, a Champion of Khorne is able to focus his rage to the point where nothing short of total obliteration will stop his rampage. He may attempt to ignore all damage from a single spell or attack. He must succeed a Fortitude save (DC 25). If he succeeds, he takes no damage. He may only use this ability once per round as a free action.
Pretty good for 12th level; I might limit it to once/fury, rather than 1/round, but expand it to include non-damage effects.


Blood Frenzy(Ex): At 6th level, a Champion of Khorne's bloodlust grants him the ability to make a deadly flurry of attacks. When he performs a full-round attack, he may make one additional attack. This extra attack is made with a -5 penalty that is cumulative with the penalties for all other attacks made as part of a full-round attack. For instance, a Champion of Khorne who had this ability and a Base Attack Bonus of 15 would be able to make a 4-swing full-round attack at +15/+10/+5/+0 (instead of the usual 3-swing attack at +15/+10/+5).
Meh. It's another attack that's basically guaranteed to miss. I'd do another one at full BAB-5 instead, or the standard "extra-attack-at-full-BAB-but-all-attacks-take-a--2-penalty" thing.


Daemonic Beserk Fury: At 10th level, daemonic spirits of rage temporarily possess the Champion of Khorne's body whenever he enters a Beserk Fury. The bonuses from Beserk Fury increase to +10 (for Strength) and +6 (for Constitution). Additionally, the Champion of Khorne is treated as an Outsider for the duration of the Beserk Fury.
The ability otherwise remains the same.
Being an Outsider during the fury won't accomplish anything worth noting, really. Maybe grant the benefits of the Demon subtype? It's not a fantastic capstone otherwise.


Blessing of the Blood God(Ex): At 20th level, the Champion of Khorne represents one of the single most powerful mortal followers of Khorne. Mighty Khorne has invested a significant portion of his nigh limitless might into infusing this creature, one of his greatest champions.
A level 20 Champion of Khorne (20 levels in this class not a level 20 character) gains the following boons:
It's...kind of weird to see this sort of thing, but whatever; you're a 27th level character when you get this, balance and sanity are only fleeting dreams.

---The bonuses from Demonic Berserk Fury increase to +15 (For Strength) and +9 (For Constitution). While in a Demonic Berserk Fury the Champion of Khorne's base movement speed doubles. As long as the Champion of Khorne is in a Demonic Berserk Frenzy he is not treated as disabled at 0 hit points, nor is he treated as dying at —1 to —9 hit points. Even if reduced to —10 hit points or less, he continues to fight normally until his Demonic Berserk Frenzy ends. At that point, the effects of his wounds apply normally if they have not been healed. While in a Demonic Berserk Fury a Champion of Khorne gains DR 10/ Epic. While in a Demonic Berserk Fury the Champion of Khorne gains Spell Resistance equal to the sum of his Strength score and Constitution score (The full score not the modifiers). While in a Demonic Berserk Fury the Champion of Khorne gains access to the Supreme Power Attack feat (The exact same feat made available to a level 10 Frenzied Berserker) if he does not already have it. Otherwise the ability remains the same.
Supreme Power Attack is not a feat. Otherwise, sounds about right for an Epic rage.

---He may attempt to utilize the Feel No Pain(Ex) Class Ability to attempt to ignore all damage from up to two spells or attacks per round. The second use of the the Feel No Pain(Ex) Ability requires a DC 35 Fortitude save. The first use still requires a DC 25 Fortitude Save. Otherwise the ability is unchanged.
---The Champion of Khorne may now make two additional attacks through use of the Blood Frenzy(Ex) Class Ability. The first is still at -5 to hit. The second uses his highest attack bonus.
A Full Round Attack with a BAB of 20 is now made as such (Assuming no other bonuses):+20/+20/+15/+10/+5/+0.
Other than the changes outlined here the ability remains the same.
Unexciting epic boons. I suggest spacing these out a bit, so it's not such a sudden power jump.


fails to kill one creature that can put up a fight (Dm Fiat) once per day, or takes a level in any spellcasting class, he loses all Champion of Khorne class features and can no longer gain levels as a Champion of Khorne. He regains his abilities and advancement potential if he undoes these changes and uses an Atonement spell.
So if "make a hard Will save or try to kill your friends" is bad, and "no socializing for you, we're going to have to put you in closet until the talking is done" is worse, "must have one relevant combat encounter a day" is, possibly, the single most disruptive thing I've ever seen in a class. I'll leave the roleplaying implications (horrifying as they are-- you're definitely not CG or CN with a requirement like that) for a moment, because this is campaign-destroying. You must, every day, have a fight to the death. It must be a real fight. You can't fake it, or just say "I go out and kill some stuff." You have to have your own personal little combat encounter, every day of the campaign, regardless of anything else going on. This will suck up huge amounts of table time, probably get the party into trouble, and almost certainly piss off fellow players.

Kord'sSpotter
2017-07-26, 03:05 PM
That... wasn't really a compliment. The Frenzied Berserker is already deeply problematic; this is so much worse.


This is bad. Not only is the "will continue to attack allies" thing horrifically disruptive, there's absolutely no need to limit tactics so harshly. Above all in an RPG, you want the players to be engaged. Turning their characters into NPC robots is the opposite of that. It does a pretty good job of shutting down the "creativity" you mentioned.

Also, you should specify how this interacts with Rage.


Why does it get harder to leave your fury the longer it lasts? If anything, it should be easier. Either way, it should probably be easier than a DC 20something save for a warrior with a poor Will save.


This is very bad. Not only does it shut off a huge chunk of the game for you, it's making a spirited attempt to do the same to your partymates. Automatically debuffing allies is a monumentally rude thing to do.


Ok. So you have a weird mark on your face that 95% of people you run into will never identify. What's the point?


Pursuing fleeing foes is good, but I wouldn't add the free extra attack-- that seems gratuitous. You'll be pretty good at killing things already.


This is fine.


Sounds good, though there's no need to call out Phantasmal Killer since it's already a [Fear] effect.


Fine.


Pretty good for 12th level; I might limit it to once/fury, rather than 1/round, but expand it to include non-damage effects.


Meh. It's another attack that's basically guaranteed to miss. I'd do another one at full BAB-5 instead, or the standard "extra-attack-at-full-BAB-but-all-attacks-take-a--2-penalty" thing.


Being an Outsider during the fury won't accomplish anything worth noting, really. Maybe grant the benefits of the Demon subtype? It's not a fantastic capstone otherwise.


It's...kind of weird to see this sort of thing, but whatever; you're a 27th level character when you get this, balance and sanity are only fleeting dreams.

Supreme Power Attack is not a feat. Otherwise, sounds about right for an Epic rage.

Unexciting epic boons. I suggest spacing these out a bit, so it's not such a sudden power jump.


So if "make a hard Will save or try to kill your friends" is bad, and "no socializing for you, we're going to have to put you in closet until the talking is done" is worse, "must have one relevant combat encounter a day" is, possibly, the single most disruptive thing I've ever seen in a class. I'll leave the roleplaying implications (horrifying as they are-- you're definitely not CG or CN with a requirement like that) for a moment, because this is campaign-destroying. You must, every day, have a fight to the death. It must be a real fight. You can't fake it, or just say "I go out and kill some stuff." You have to have your own personal little combat encounter, every day of the campaign, regardless of anything else going on. This will suck up huge amounts of table time, probably get the party into trouble, and almost certainly piss off fellow players.
I understand it wasn't. Make no mistake I'm aware the Frenzied Berserker is considered to make casters without access to level 6 and above spells mute.

Yeah looking at that, that will save is absurdly tough. I'll edit that. I still think that there needs to be some way to make this more destructive than the Frenzy class ability. Frenzy is still after all an ability that's purely physical. This....simply isn't. Being pumped full of rage by a god and all.

Yes I should.

If it were a natural ability yes, as after all you'd start to get sated/tired. Berserk Fury has daemons possess you. Getting tired physically or getting tired of letting blood isn't a possibility. And the more blood is spilt, the more they want to stay.

Yeah. I think I should limit that to only disallowing the Champion from attempting Diplomacy, and remove the effect it has on the party. Sorry I'm having to edit something that was fairly trashy.

I should probably just remove the mark.

I'll remove the extra attack.

Ok.

I'll remove mention of Phantasmic Killer.

Ok.

That'd make it an awful lot Iron Heart Surge. Not really a fan of that.

I wouldn't say that. Assuming you try to pump up your strength, your BAB is going to represent as little as a quarter of your to hit rolls.

The Demon subtype doesn't fit with the "any alignment" deal we have going.

Dreams yes. Fleeting not necessarily.

I'll edit that. Basically just change the wording from "feat" to "Class Feature"

I wouldn't really call them unexciting. Keep in mind what pretty much every other epic martial class gets.

Yeah the save is a little hard. You've clearly never seen the old Crusader. And not "no socializing". Simply "no diplomacy".
I'd personally argue with that. If you make every effort to avoid drawing innocent/good blood, and use these powers acquired from incredibly immoral sources solely in defense of innocent life, and to snuff out any evil or morally dubious things you encounter its hard to think of you as evil, or even not good. Could be comparable to being "A monster of God" ala Van Helsing. An incredibly violent creature sure but one who lusts solely for the blood of evil aligned entities, and who can be counted on to act in defense of the innocent.

No where does it state or even imply you can't do just that. You: "DM can I go skull**** an Orc raid party off screen" DM:"Sure" This is perfectly in the bounds of the limitation as described.

Grod_The_Giant
2017-07-26, 03:14 PM
The Demon subtype doesn't fit with the "any alignment" deal we have going.

[QUOTE]Yeah the save is a little hard. You've clearly never seen the old Crusader. And not "no socializing". Simply "no diplomacy".
I don't know what you mean be "the old Crusader," but... yeah, you've functionally drawn a huge curtain against socializing. You have three skills: Bluff, Diplomacy, and Intimidate, and you've closed off the only really friendly one.


I'd personally argue with that. If you make every effort to avoid drawing innocent/good blood, and use these powers acquired from incredibly immoral sources solely in defense of innocent life, and to snuff out any evil or morally dubious things you encounter its hard to think of you as evil, or even not good. Could be comparable to being "A monster of God" ala Van Helsing. An incredibly violent creature sure but one who lusts solely for the blood of evil aligned entities, and who can be counted on to act in defense of the innocent.
You got magic demon rage powers from the god of hate, which frequently lead to you trying to murder anyone nearby, and you lose everything if you go a day without crushing someone's skill. That's an evil PrC through and through.


No where does it state or even imply you can't do just that. You: "DM can I go skull**** an Orc raid party off screen" DM:"Sure" This is perfectly in the bounds of the limitation as described.
You should probably say that, because "enemy that can fight back" sounds like "can't be too weak" to me.

Kord'sSpotter
2017-07-26, 03:17 PM
The line walked by a good Champion of Khorne is an interesting one.
Should a good character know of the truest facet of Khorne's nature and still use the power he grants he'd still be a champion but wouldn't be a follower in the traditional sense.
Of course there's scant difference. The Dark Gods draw power from actions and emotions. Not worship. They feed him the same regardless of whether they dedicate kills in his name, or see their power as something to oppose him with.
Khorne himself is very easily an evil god. "It matters not from whence the blood flows. Only that it flows" Case in point.
However so long as you're spilling copious amounts of blood from "something" it doesn't matter what the nature of that something is, nor would Khorne think less of a follower who chose to avoid killing entire groups (say allies, innocents, or even a group as broad as "good individuals") so long as they spill worthy blood in copious amounts.
Tldr: An evil god who in no way requires evil be done in his name.
It also helps that there's no way to say no to being empowered by him. If he wants to share his power with you, you have no say in the matter.
To elaborate more on the above Khorne has adopted many different faces to many different peoples.
The only real way for a Champion of Khorne to come to know him is through the power Khorne grants. Maybe the Champion's rage burns hottest when witnessing evil acts and deeds? Maybe this leads him to believe Khorne is a god of righteous ingdignation and is not evil. Who knows. There are a number of options.
If this seems chaotic and self defeating, congrats you're paying attention!!! He is a chaos god after all.

Kord'sSpotter
2017-07-26, 03:21 PM
I don't know what you mean be "the old Crusader," but... yeah, you've functionally drawn a huge curtain against socializing. You have three skills: Bluff, Diplomacy, and Intimidate, and you've closed off the only really friendly one.


You got magic demon rage powers from the god of hate, which frequently lead to you trying to murder anyone nearby, and you lose everything if you go a day without crushing someone's skill. That's an evil PrC through and through.


You should probably say that, because "enemy that can fight back" sounds like "can't be too weak" to me.

It would probably be a good idea to change that yes.

An evil PrC yes. An evil character? No. Nothing's stopping you from using the power the way you see fit. Which isn't the case with every other evil Prc I know of.

I don't see why. It may sound like that to you but "enemy that can fight back" is literal. The ability to fight back means the ability to fight back. Even if the fight is incredibly quick. Again DM Fiat. It could be something as simple as being able to hold a sword.

Kord'sSpotter
2017-07-26, 07:53 PM
Edits for the edit god.
A whole lot of changes have been made, and progression has been spread out a whole lot more rather than the giant leap the Champion got at level 20.
In general the class now seems to follow a "quadratic" sort of progression similar to any spellcasting class.

ATHATH
2017-07-27, 11:24 AM
I understand it wasn't. Make no mistake I'm aware the Frenzied Berserker is considered to make casters without access to level 6 and above spells mute.
Woah woah woah woah woah. Hold up here. Care to explain why you think that a Frenzied Berserker is better than a 9th level Wizard?

Anyway, I've come up with an interesting ability overnight. Maybe you can replace another, worse one with it.

Invocation of Blood: Once per combat, when you make a successful intimidate check against an enemy with 1/2 your HD or less, you may force it to make a Fortitude save of DC: X+Y+Z. If it fails its save, your enemy's head or other suitable appendage (or its entire body, if it has no suitable appendages) explodes, killing the enemy instantly, even if it does not need an intact head/suitable appendage to survive. The Champion of Khorne may then, as a free action usable only once the round that the Champion of Khorne used this ability, cast a Summon Blood Elemental spell (with a CL equal to the Champion of Khorne's character level) as an SLA as a free action, with the Blood Elemental appearing on the same square that the killed enemy was on when it was killed by this ability, if possible and in the range of the spell (otherwise, the Champion of Khorne chooses where it appears).

JNAProductions
2017-07-27, 11:32 AM
Yeah, I'll echo the voices saying this is not fun. Ignoring all balance concerns (because, at the end of the day, this is a warrior PRC. It's not gonna break the game) it's not gonna be terribly fun for the player, since their combat actions are predetermined, and it makes the game less fun for everyone else too.