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View Full Version : D&D 3.x Class The Harbringer, The Celestial Bladelord, and a host of feats.



Westhart
2017-12-27, 09:56 AM
So, not 100% done, but I'd like some PEACHing. Have some problems filling in a couple of dead levels, so suggestions there are always welcome. While this can be used to make the Paladin a prestige class, and as a rework of the blackguard the bladelord is not necessarily a rework of the paladin and can be used with one (although if you like Paladin's Grod did a much better one then Wizards did :smalltongue:) and takes any focus off of spellcasting to be replaced with mostly combat ability. So, here we go:


The Harbringer

Hit Die: d12

Requirements
To qualify to become a Harbringer, a character must fulfill all of the following criteria.
Alignment: Any Evil
Base Attack Bonus: +5
Feats: Any 3 vile feats, any 3 fighter bonus feats
Skills: Knowledge (Religion) 2 ranks

Class Skills: The class skills (and the key ability for each skill) are

Skill Points at Each Level: 6 + Int modifier




Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Bonus Feats


1st
+1
+0
+2
+2
Rebuke, Rollin' with the Devil
+1 Vile Feat


2nd
+2
+0
+3
+3
Archfiend's Blessings, Representative of the Abyss
+1 Fighter Feat


3rd
+3
+1
+3
+3
Path to Hel
+1 Vile Feat


4th
+4
+1
+4
+4
Archfiend's Blessings, Rally the Damned
+1 Fighter Feat


5th
+5
+1
+4
+4
Mettle, Immortality
+1 Vile Feat


6th
+6
+2
+5
+5
Archfiend's Blessings, Preclaimed
+1 Fighter Feat


7th
+7
+2
+5
+5

+1 Vile Feat


8th
+8
+2
+6
+6
Archfiend's Blessings, Damning Blades
+1 Fighter Feat


9th
+9
+3
+6
+6
Slayer's Grace
+1 Vile Feat


10th
+10
+3
+7
+7
Archfiend's Blessings, Fiendish Decadence
+1 Fighter Feat



Class Features
All of the following are class features of the Harbringer.

Weapon and Armor Proficiency: The Harbringer gains no new proficiencies with either weapons or armor.

Bonus Feats: At every odd level the Harbinger may select one vile feat. At every even level the Harbringer may select a fighter bonus feat. They must meet the prerequisites for these feats.
Special: The Harbringer may select Martial Stance and Martial study as many times as they wish with their fighter bonus feats, however when doing so they can choose only from the Shadow Hand, White Raven, and Devoted Spirit Disciplines. If they take it with a feat not granted from this class they use the usual limitations, and they do not need to choose from the available disciplines.


Rebuke: A Harbringer rebukes creatures with an evil alignment, and turns creatures of good alignment as a cleric of his level. If the Harbringer could already rebuke undead (or other creatures) the levels stack with other classes that grant it to determine effective rebuking level.

Rollin' with the Devil (Ex): The Harbringer never automatically fails on a roll of one and a number of times per day equal to their wisdom modifier they may count a roll as its inverse, such as a 1 as a 20, 2 as 19, and so on. The ability to invert a roll may be used once every 1d4 rounds.

Archfiends Blessings: The Harbinger gains several powers from the most powerful of fiends, and at each even level he may select one of the below abilities. An ability can not be selected more then once unless it states so.

Energy Immunity (Ex): The Harbinger is exposed through countless trials in his training, granting him immunity to an energy type of his choice (fire, cold, acid, sonic, electricity).
Special: This may be selected more then once.
Archfiend's Inner Constitution (Ex): You add your wisdom modifier to HP gained at each level, and you are immune to poison and disease, although you can still act as a carrier if you wish. Once the choice to act as a carrier is decided it can not be changed, except through magical means (such as remove disease) although you can acquire the disease again if you so wish.
Unholy Weaponry (Su):: Any weapon you wield (along with your natural weapons) has the unholy property. In addition the weapon deals additional vile damage equal to your wisdom modifier, to a max of ½ your class level. At 5th level or any higher level this gives the unholy burst property.
Soul Grasp (Su): You can physically trap the soul of a foe, that you slay in melee, in an item on your person. This works similar to a thinuan weapon, except it can be any item on your person. Note that breaking the item releases the soul trapped within. If you are using a Thinuan weapon then the soul is instead taken into the weapon, and you may have a number of soul’s captured equal to your wisdom modifier. If you are slain you can choose for your soul to go into any item on your person.
Undead Traits, Minor (Ex) The Harbinger gains some of the traits associated with undead. He gains immunity to dazing, stunning and is healed by negative energy.
Undead Traits, Major (Ex): The Harbringer gains the Undead type, with all the benefits thereof. Do not recalculate Base Saves, Base Attack Bonus or Skills. Recalculate HP (keep in mind all become d12's). In addition you can be resurrected and if so you come back as undead instead of a living creature, and you have turn resistance equal to your wisdom modifier.
Special: You must have Undead Traits, Minor to select Undead Traits, Major.
Archfiend's Embodiment (Ex): You gain a +2 profane bonus to your physical ability scores (Constitution, Strength, Dexterity).
Archfiend's Dark Thoughts (Ex): You gain a +2 profane bonus to your mental ability scores (Wisdom, Charisma, Intelligence).
Capture the Soul (Su): Once per year you may select a strike that kills a foe to capture the foe's soul in an item on his person. The person can not be resurrected etc until the item is used to store a different soul (displacing the old) or it is destroyed.
Master of Rituals (Ex):[/b] When using the sacrifice rules (BoVD) you add your level+wisdom modifier to all checks, and if you don't make a high enough check for your choens gift you can instead take one that you did meet the DC for, although you can not gain dark craft xp or gold with this ability.


Representative of the Abyss (Sp): You may cast the spells of the evil and destruction domains as spell like abilities a number of times per day equal to 1/2 your class level. Your caster level for this effect is your class level +wisdom modifier and you use wisdom for any saves that these spell like abilities would offer. The highest spell you can cast is equal to your class level-1, so that at 2nd level you can use inflict light wounds or protection from good 1/day. You also gain the domain powers of these domains. Your caster level for these spell like abilities is your character level+wisdom modifier.

Path to Hel (Su): The Harbringer may shift to any evil aligned plane as an immediate action. This ability works as greater planeshift. This ability can only be used every 1d4 rounds.

Rally the Damned (Ex): Once per encounter the Harbringer may rally any undead creature or any creature with the [Evil] subtype within level*10’. Such creatures become immune to turning, and gain temporary hit points equal to the harbinger's level+wisdom modifier. In addition all spells cast on evil creatures that are beneficial to them heal them a number of points equal to your wisdom score, and all spells/attacks/etc against enemies deal 2d4 additional points of vile damage.

Immortality (Ex): The Harbringer no longer ages, and he is immune to natural diseases (but not supernatural one such as Mummy's rot). Some rumor this is from him "eating" souls although sources are not clear... and a Harbringer wouldn't say either way.

Preclaimed (Ex): The Harbringer is immune to any effects that would affect his soul, whether mundane or magical (Thinuan weapons etc) and his soul can not be destroyed or harmed. He is immune to any alignment based effect unless it would be beneficial to him (such as the auras of some outsiders). In addition he may make a special attack a number of times per day equal to his wisdom modifier; any good creature struck by it can not heal (magically or not) for 1 hour/level unless they are in a consecrated/hallow area. In addition they take a number of points of damage each round equal to your wisdom score for 2d4 rounds.

Damning Blades (Su): Your attacks now overcome all damage reduction and regeneration of a good creature or a creature with the good subtype.

Slayer's Grace (Su): Whenever you attack a creature you gain some benefits:
1) If the creature has less HP then your wisdom score you slay it in a single stroke, although it may make a fortitude save (10+1/2 Damage) to resist this effect. Note that a successful save does not mean the creature won't die from other means, he just resists the auto-death.
2) When you fight a creature with at least a challenge rating 5 higher than you, and slay it you may drain them slightly. You gain a +1 to a random stat that was lower then you enemy's, and your enemy takes a -1 to a random stat, that was higher then yours, (which since they are dead only takes effect if they are resurrected). You can use this ability once per day, and when you do you can not be suffering from ability drain/damage/burn or negative levels. The bonus is permanent.

Fiendish Decadence: Your type changes to outsider, and you gain the evil and native subtypes. In addition whenever an effect would require you to be a certain evil aligned creature type you act as if you are of the required race. This is an extraordinary ability. In addition you gain DR/Good equal to your level+wisdom modifier. You also add all vile spells (BoVD) to your Representative of the Abyss ability and take no damage for using them.

Westhart
2017-12-27, 09:57 AM
Celestial Bladelord

Hit Die: d12

Requirements
To qualify to become a Celestial Bladelord, a character must fulfill all of the following criteria.
Alignment: Any Good.
Base Attack Bonus: +5.
Feats: Any 3 Exalted feats, any 3 fighter bonus feats
Skills: Knowledge (Religion) 2 ranks

Class Skills: The Bladelord’s class skills (and the key ability for each skill) are:

Skill Points at Each Level: 6 + Int modifier




Level
Base Attack Bonus
Ref Save
Fort Save
Will Save
Special
Bonus Feats


1st
+1
+0
+2
+2
Turn, Unwavering Faith of the Angels
+1 Exalted Feat


2nd
+2
+0
+3
+3
Divinity Incarnate, Champion of the Heavens
+1 Fighter Feat


3rd
+3
+1
+3
+3
Stairway to Heaven
+1 Exalted Feat


4th
+4
+1
+4
+4
Divinity Incarnate, Call of the Heavens
+1 Fighter Feat


5th
+5
+1
+4
+4
Mettle, Immortal Blade
+1 Exalted Feat


6th
+6
+2
+5
+5
Divinity Incarnate, Righteousness
+1 Fighter Feat


7th
+7
+2
+5
+5

+1 Exalted Feat


8th
+8
+2
+6
+6
Divinity Incarnate, ???
+1 Fighter Feat


9th
+9
+3
+6
+6
Strike of the Solars
+1 Exalted Feat


10th
+10
+3
+7
+7
Divinity Incarnate, Celestia Incarnate
+1 Fighter Feat



Class Features
All of the following are class features of the Celestial Bladelord.

Weapon and Armor Proficiency:

Bonus Feats: At every odd level the Celestial Bladelord may select one exalted feat. At every even level the Celestial Bladelord may select a fighter bonus feat. They must meet te prerequisites for these feats.
Special: The Bladelord may select Martial Stance and Martial study as many times as they wish, with their bonus feats however when doing so they can choose only from the Diamond mind, white raven, and Devoted spirit Disciplines. If they take it with a feat not granted from this class they use the usual limitations, and they do not need to choose from the available disciplines.

Turn: The Bladelord turns evil creatures and rebukes good creatures as a cleric of his level. If the Bladelord has levels in a class that grants turning (such as a cleric's turn undead) these levels stack to determine effective turning level.

Unwavering Faith of the Angels (Ex): You are immune to fear effects and whenever you are affected by a mind affecting effect you may roll your save twice. This ability may be used one per day at first, twice at 5th, and an additional time every 5 levels thereafter, and can be used after you see the roll, but before you know whether it is a success or failure.
Thinking making it per 1/encounter (becoming 2/encounter at 5th and so on) instead of day.

Divinity Incarnate: The Bladelord is imbued with the essemce of the heavens, and every even level they may select one of the abilities below.

Energy Immunity (Ex): The Bladelord gains immunity to 2 elements of their choice (from acid, cold, fire, electricity, sonic).
Special: This may be selected more then once.
Shields of the Archons (Ex): The Celestial Blade adds his wisdom modifier to all saves and to AC.
Fortitude of the Solars (Ex): The Celestial Bladelord adds their wisdom modifier to HP/level, and they gain immunity to death effects, ability damage, ability drain, and energy drain. The hit point gain is retroactive.
Holy Weaponry (Su): Any weapon you wield is treated as having the holy property.
Note: I have to ask, is there a consecrated damage (good version of vile damage?)
Free the Soul (Su): Once per year per point of wisdom of modifier you have you may free a soul from an effect that has captured it, whether it be trap the soul or a thinuan weapon or any other effect.


Champion of the Heavens (Sp): You may cast the spells on the war and good domains as spell like abilities a number of times per day equal to 1/2 your level. Your caster level for this effect is your class level +wisdom modifier and you use wisdom for any saves. The highest spell you can cast is equal to your level-1, so that at 2nd level you can use magic weapon or protection from evil once per day. You also gain the domain powers of these domains, if applicable.

Stairway to Heaven (Sp): The Bladelord may shift to any plane that is good aligned as an immediate action. This ability works as planeshift although there is no off destination arrival, and this ability can only be used every 1d4 rounds.

Call of the Heavens (Su): The Bladelord may rally all allies once per encounter, whether it be to defend an indefensible location or for one last charge. All allies with 20'/level gain an enhancement bonus to strength, constitution and dexterity equal to 1/2 the Bladelord's level and temporary hit points equal to his level+wisdom modifier. They also gain immunity to fear. The effects of this ability last until the beginning of the Bladelord's next turn, and works on all allies out to 60'.

Immortal Blade (Ex): The heavens have gifted the Celestial Bladelord with immortality. He will never die of old age, and he is immune to natural diseases (but not ones such as Mummy's rot).

Righteousness (Ex): The Celestial Bladelord is immune to any effects that would affect his soul, whether mundane or magical (Thinuan weapons etc) and his soul can not be destroyed or harmed. He is immune to any alignment based effect unless it would be beneficial to him (such as blasphemy). In addition he may make a special attack a number of times per day equal to his wisdom modifier; any evil creature struck by it can not heal (magically or not) for 1 hour/level unless they are in a desecrated/unhallow area. In addition they take a number of points of damage each round equal to your wisdom score for 2d4 rounds.

How's that for smiting eh?


Righteous Blade (Su): Against creatures who are evil, weapons you wield (and your natural attacks) have their threat range increased by 1/4 your level. This stacks with (but is never doubled by) effects such as keen and improved critical. In addition your weapons are always treated as holy weapons.

Mettle: If the bladelord makes a fortitude or will save against an effect that normally has a partial effect on a successful save she instead takes no effect.

Shield of the Divine (Ex): The Bladelord gains DR/evil and equal to his level and spell resistance eqaul to 10+1/2 level+wisdom modifier. This stacks with similar Damage reduction and with other spell resistance.

Blade of the Heavens (Su): Any time you hit an evil creature it must make a fortitude save or be destroyed (DC: 10+1/2 Level+wisdom modifier); the DC for creatures with the evil subtype save against DC: 10+level+wisdom modifier.

Celestial Incarnate (Ex): Your type changes to outsider, and you gain the angel, good, and native subtypes. In addition whenever an effect (such as some exalted spells) would require you to be a certain good aligned creature (such as an eladrin) you act as if you are of the required race. This is an extraordinary ability. In addition you gain DR/Good equal to your level+wisdom modifier. You also add all sanctified (BoED) spells to your Champion of the Heavens ability and take no damage for using them.

Westhart
2017-12-27, 09:58 AM
Feat Name
Feat Type
Requirements


Armored Warlord
Fighter
Proficient with all types of armor and shields. BAB +6


Armor of Conviction
Exalted
BAB +12, 3 Exalted Feats


Ascended
Exalted
5 Exalted Feats


Blade of Conviction
Exalted, Fighter
BAB +3, Wisdom 15


Blade of thy Lord
Exalted or Vile
Patron Deity of evil or good alignment, Wisdom 15, Champion of the Heavens or Representative of the Abyss class feature, true believer


Blasphemous Speech
Vile
Diplomacy 9 Ranks, Cha 15


Corpse Muncher
Vile
Constitution 13


Divine Power
Exalted
Ascended


Fierce Mount
Exalted
Sacred Mount


Forbidden Delicacies
Vile
Corpse Muncher


Go Down Fighting
Fighter
Toughness, Great Fortitude, BAB +18


God’s Speed, Archon’s Knowledge
Exalted, FIghter
Wis 15


I’ll Show You the Way
Exalted
Able to cast break enchantment or Divinity Incarnate, Wis 17


Improved Connection
Exalted
Sacred Mount, Fierce Mount, One in Body and Mind


Iron Commander
Fighter
Armored Warlord, BAB +10


Juggernaught
Fighter
Armored Warlord, Iron Commander, BAB +12


Living Steel
Fighter
Armored Warlord, Iron Commander, Juggernaut, Warding Steel, Steel Fighter BAB +18


Lord of Gluttony
Vile
Corpse Muncher, Forbidden Delicacies, Constitution 15


One in Body and Mind
Exalted
Sacred Mount, Fierce Mount


Red Tide of Doom
Fighter
BAB +15


Sacred Mount
Exalted
Ride 12 ranks, Mounted Combat


Steel Fighter
Fighter
Armored Warlord, Iron Commander, BAB +12


Superior Natural Armor
Genera
Natural Armor 4+


Warding Steel
Fighter
Armored Warlord, Iron Commander, BAB +12



Armored Warlord [Fighter]
Prerequisites: Proficient with all types of armor and shields (excluding tower). BAB +6
Benefits: You are never slowed by armor and you reduce the ACP of armor by 1/3 your BAB, and increase the max dex by the same.

Iron Commander [Fighter]
Prerequisites: Armored Warlord, BAB +10
Benefits: You add your shield and armor bonus to your Touch AC.

Juggernaut [Fighter]
Prerequisites: Armored Warlord, Iron Commander, BAB +12
Benefits: You now completely ignore ACP and max dexterity for your armors. In addition when wearing heavy armor you halve all slashing, piercing, and bludgeoning damage you take.

Warding Steel [Fighter]
Prerequisites Armored Warlord, Iron Commander, BAB +12
Benefits: When you are wearing medium or heavy armor you gain evasion (per the rogue ability).

Steel Fighter [Fighter]
Prerequisites: Armored Warlord, Iron Commander, BAB +12
Benefits: When you wear armor for the purposes of class features you can count the armor as the type it is (ex: heavy, medium, light) or as lower types, or as none, whichever is beneficial to you. When yo first gain this feat you can count it as one category lighter or heavier, and at BAB +14 you can count it as two, and at +16 as three. In addition shields do not count against class features that prohibit the wearing of armor or certain types of armor.

You may count a worn armor as more then one type.


Living Steel [Fighter]
Prerequisites: Armored Warlord, Iron Commander, Juggernaut, Warding Steel, Steel Fighter BAB +18
Benefits: When you are wearing medium or heavy armor you gain all the benefits of the construct type. In addition you may negate one attack on you that targets your AC (Such as a hammer blow, but not an AoE) per round, and your evasion from Warding Steel becomes improved evasion.

Ascended [Exalted]
Prerequisites: At least 5 other exalted feats.
Benefits: Your type becomes Outsider (Good, Angel, Native) Although you retain any other subtypes you may have had. You gain all the benefits of these types, although you do not recalculate BAB, or saves. In addition if you were already a creature with the good subtype you reduce your LA to 1/2 its normal.

Divine Power [Exalted]
Prerequisites: Ascended
Benefits: You gain fast healing equal to 2*your number of exalted feats (Including this one). In addition you gain a bonus to AC, all saves, and attack rolls equal to the number of exalted feats you possess.
[/indent]

Blade of thy Lord [Exalted or Vile]
Prerequisites: Patron Deity of evil or good alignment, Wisdom 15, Champion of the Heavens or Representative of the Abyss class feature, true believer.
Benefits: You add your deity's domains to your champion of the heavens or representative of the abyss class feature.
Note: If you have the champion of the heavens feature this is an exalted feat, if you have the representative of the abyss class feature this is a vile feat.

I'll Show You the Way [Exalted]
Prerequisite: Able to cast break enchantment or Divinity Incarnate, Wis 17
Benefits By completing a complex ritual requiring 4 hours of work you can free the soul of a creature, allowing it to pass to the afterlife and obtain the reward (or damnation) it deserves. This spell frees a soul from any effect holding it, from a thinuan weapon to a trap the soul spell, to any other effect. If the user of such an effect is equal to or higher level then your level -5, you both make a special check (you roll 1d20+level+wisdom modifier) and your enemy rolls 1d20+level+spellcasting stat (use Cha for spell like abilities or supernatural abilities.)

Sacred Mount [Exalted]
Prerequisites: Ride 12 Ranks, Mounted Combat,
Benefits: You gain the service of a loyal Pegasus (or Unicorn, between you and DM). This Pegasus will adventure alongside you, although you must treat it with respect and the dignity it deserves or it'll leave you until you properly atone. Your mount adds 1/2 your level as a sacred bonus to its AC and all saving throws.

For a vile version you could do something along the lines of "Profane Mount", give a nightmare and profane bonuses. Basically applies for all in the feat chain. Then make them vile feats.


Fierce Mount [Exalted]
Prerequisites: Sacred Mount
Your mount adds 1/2 your level as a sacred bonus to its ability scores, and as a sacred bonus on all attack and damage rolls. In addition it advances in HD to match your level.

One in Body and Mind [Exalted]
Prerequisites: Sacred Mount, Fierce Mount
Benefits: When you or your mount are subject to a negative effect that would allow a save and one of you fails the other may roll a save, and if successful you ignore the effects, however if the second roll is unsuccessful you take double the effect (a charm person lasts twice as long, a fireball deals double damage, etc) and one point of wisdom, intelligence, and charisma damage.

Improved Connection [Exalted]
Prerequisites: Sacred Mount, Fierce Mount, One in Body and Mind
Benefits: You do not take any ability damage if you both fail the save when using the One in Body and Mind feat. In addition if you have mettle or (Improved) evasion your mount benefits from these abilities as well.

Go down Fighting [Fighter]
"If I go down? Well, he's coming down as well!"
Prerequisites: Toughness (or improved toughness), Great Fortitude, BAB +18
Benefits: When you would take enough damage from a target to reduce you below negative hit points or straight out kill you, you instead enter a rage like state, gaining a enhancement bonus to attack and hit rolls equal to 1/2 your BAB. You can only attack your enemy, and you stay alive for 1 round per 2 points of BAB or until you kill your foe (whichever happens first).

Corpse Muncher [Vile]
Benefits: Fort +4
Prerequisites: By eating the corpse of a humanoid enemy you gain a bonus to constitution and to strength equal to 1/4 your level for the rest of the day. The effects of this feat do not stack with each other.

Forbidden Delicacies [Vile]
Prerequisites: Corpse Muncher, Con 13
Benefits: As a standard action you can attack a foe who is denied their dexterity modifier to AC, and take a small piece of flesh, devouring it (Thus the foe must actually take damage from the attack). Anyone within 30' who doesn't have at least one vile feat is nauseated for 1d4 rounds unless they succeed on a successful fortitude save (DC: 10+2*(number of vile feats)). An creature with an exalted feat takes a -4 penalty on the save.

Lord of Gluttony
Prerequisites: Corpse Muncher, Forbidden Delicacies, Con 15
Benefits: When you eat a humanoid who has at least as many HD as you you gain a +1 bonus to a random physical ability score.
[/indent][/indent]

Superior Natural Armor [Fighter]
Prerequisites: Must have a Natural Armor bonus of +4 or higher
Benefits: You add your natural armor to your touch attack AC.

Blade of Conviction [Exalted, Fighter]
Prerequisites BAB +3
Benefits:: You add your wisdom modifier as a sacred bonus to all melee and ranged attack rolls.

To make a vile version simply change it to a profane bonus, then something like "Blade of the Damned".


God's Speed, Archon's Knowledge [Exalted, Fighter]
Prerequisites: Wis 15
Benefits You add your wisdom modifier as a sacred bonus on all knowledge checks and initiative.

To make a vile version simply change it to a profane bonus. No idea for the vile name...


Armor of Conviction [Exalted, Fighter]
Prerequisites: BAB +12, Any 3 Exalted Feats
Benefits:You add your wisdom modifier as a sacred bonus to all saves and to AC.

To make a vile version simply change it to a profane bonus and require 3 vile feats. Not sure on a vile name so yeah :smalltongue:.


Red Tide of Doom [Fighter]
Prerequisites: Able to make a full attack on a charge, BAB +15
Benefits:Once per encounter you may charge and attack all enemies. The first enemy you charge must be within your movement rate for a charge, and the next must be within charging distance of the first and so on. You may not charge an enemy more then once with this ability. You can do this up to 1/4 your BAB times.

Blasphemous Speech [Vile]
Prerequisites: Diplomacy 9 ranks, Charisma 14
Benefits:You can use the diplomacy skill to shift the alignment of other creatures, although it is difficult. You first make a diplomacy check versus a DC of 1/2 their level+ any modifiers as given below+their wisdom modifier. If you are successful they must make a will save (DC: 10+1/2 level+cha mod) or have their moral (evil and good axis) alignment shift towards yours one step.


Circumstance
Modifier

Creature is Friendly towards you1.
+2

[tr]
Creature is [i]Helpful towards you1.
+4


Creature is [i]fanatic towards you1.
+8


Creature is Hostile towards you1.
-8


Creature is Unfriendly towards you1.
-4


Creature has a strong oath towards good. (Ex: cleric of a a good deity, exalted feats, paladin etc)
-10


Creature has the Good subtype
-20

1Per the diplomacy skill.


Suppose this could be exalted, in which case flip everything around, and for a name... "Redeem the Damned"?

ImperatorV
2017-12-27, 05:54 PM
I like these. They would both be very fun and thematic on a good or evil fighter/crusader. Some things:

You're missing the class skills for both classes.

It's impossible for non-humans to qualify for these classes at level 6 without flaws or getting a bonus feat from somewhere (assuming fighter4/something1 entry - non-fighters have it even worse). Non-humans who aren't creative with their build will be stuck entering at level 7 - just a little thing to note. Not sure if you need to do anything about it.

Sacred Mount references Knight level, but Fierce Mount uses character level. I think this might be a mistake. If it was intended to be restricted to Knights I'd advise changing that - a lot of characters can get some use out of a free flying mount.

The new exalted feats seem to stack with vow of poverty bonuses, which I like because VoP needs all the help it can get. Notably, with the bonuses VoP gives to AC plus Armor of Conviction and Divinity Incarnate, it's possible for a character to get some very silly numbers for their AC and Saves.

EDIT: More things.

Stairway to Heaven and Path to Hel: I notice you can't get back to the material plane with this. Is this intentional?

Dead levels: Giving Celestial/Fiendish characters wings is traditional, and martial characters need a source of flight anyway.

Westhart
2017-12-27, 06:46 PM
I like these. They would both be very fun and thematic on a good or evil fighter/crusader. Some things:

You're missing the class skills for both classes.

Yeah, got to go add those


It's impossible for non-humans to qualify for these classes at level 6 without flaws or getting a bonus feat from somewhere (assuming fighter4/something1 entry - non-fighters have it even worse). Non-humans who aren't creative with their build will be stuck entering at level 7 - just a little thing to note. Not sure if you need to do anything about it.

Eh it was meant for a fighter entry in mind... Maybe knock them down to 2 of each, and add a knowledge (religion) requirement?


Sacred Mount references Knight level, but Fierce Mount uses character level. I think this might be a mistake. If it was intended to be restricted to Knights I'd advise changing that - a lot of characters can get some use out of a free flying mount.

That was a mistake, I will go fix them.


The new exalted feats seem to stack with vow of poverty bonuses, which I like because VoP needs all the help it can get. Notably, with the bonuses VoP gives to AC plus Armor of Conviction and Divinity Incarnate, it's possible for a character to get some very silly numbers for their AC and Saves.

:smallsigh:
I always forget VoP, I'll go look over some things and try to balance it out.


EDIT: More things.

Stairway to Heaven and Path to Hel: I notice you can't get back to the material plane with this. Is this intentional?

Yes, it was intentional :smallsmile:.


Dead levels: Giving Celestial/Fiendish characters wings is traditional, and martial characters need a source of flight anyway.

Hmm, that's a good idea... Although I do hate the iconic winged paladin idea :smalltongue:

Goaty14
2017-12-27, 11:06 PM
Uh, removed I guess...

Westhart
2018-01-10, 12:27 PM
Finally got Goaty's comments worked in, so yeah :smalltongue:

Goaty14
2018-01-10, 12:40 PM
I forget the name (or if I have already said this) but does corpse muncher allow the subject (the eater) to catch <insert that one disease associated with handling dead bodies here>? Or is that the reason it has a Fort +4 requirement :smalltongue:

Westhart
2018-01-10, 12:58 PM
I forget the name (or if I have already said this) but does corpse muncher allow the subject (the eater) to catch <insert that one disease associated with handling dead bodies here>? Or is that the reason it has a Fort +4 requirement :smalltongue:

Yeah, you mentioned filth fever, so I added the save requirement. THus you want to eat dead bodies you deal with the consequences Mr Lecter