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Justdamohr
2007-09-28, 05:14 PM
And yet another base class. Please take a look at it. I'd appreciate it if you would please give it a review and FOCUS on the MECHANICS of the class FIRSTLY. Any questions regarding its " on " Fluff or Flavor, please SAVE IT FOR LAST when the mechanics have been fixed. Then afterward I will gladly answer any questions but my primary concern is to make this class FUNCTION. Not making it palatable for people with certain mindsets or opinions about how they THINK the class or abilities should be NAMED. Thank You. That being said, here they are the Charlemagnes. I hope you like them and I can't wait for your technical reviews. :smallbiggrin:

Charlemagnes

Charlemagnes are born leaders granted sacred powers from their deity. They are gifted with divine abilities that both on and off the battlefield can be used to change the course of their state. Most are of noble birth though not restricted to such status. They are of great variety and are revered for their divine blessings. In battle they are often seen at the head of armies, leading warriors into the thicket of war. Others have been seen as Kings, and Queens. Some choose to play more reserved roles as advisors or ambassadors of kings or lords. There are those who act as governors of regions or mayors of cities. For those with no interest in politics, some act as priests or local healer for their city or town’s churches. And then there are some who are just local heroes of their towns; whatever the case Charlemagnes are respected and feared persons, honored for their goodness or hated for their wicked ways, To be a Charlemagne is to possess great power and with it, great responsibility.

Alignments: As Charlemagnes require a deity’s blessings, they can be of any religion. Those of good tend to follow the ways of Heironeous and Kord as both embody the ideals of honor and valor in combat. Those of Neutral good alignment often favor Pelor for he embodies healing and enlightenment. Purely neutral Charlemagnes often follow St. Cuthbert as he represents justice and since most Charlemagnes believe in the protection of their allies and people, he tends to be their ideal god. Evil Charlemagnes usually follow either Hextor for his pride of tyranny as many Charlemagnes with evil intent seek to dominate and rule their foes. Those that seek only to kill their enemies are quite often found to be followers of Nerull.

Backgrounds and Races: The most common of Charlemagnes are Half-Elves or Humans. Since both are quite the social type and predominant species in most locations, they tend to be the local heroes, priests, and leaders of their nations. Second to them are Elves, although many are strictly followers of Corellon or Ehlonna and for that reason rarely venture past their boundaries as they believe in protecting their own. Halfling Charlemanges are often blessed by Yondolla, and like Elves, remain amongst their people. Reason being, most Halflings find the responsibility of being a Charlemagne tedious and labor some and since most are quite lazy or distracted by quests for gold, there are very few such leaders. Gnomes are rarely if at all Charlemagnes mainly because they stick to their alchemy and prefer the endeavors of arcane magic to those of war. Dwarves are ideal Charlemagnes but due to their natural dullness, many are not at all respected. They are often overlooked by the Fighters of their clans. Lastly Half Orc’s natural homeliness and mental handicap prevent them from ever fully being a great Charlemagne, although there are some who have been proven to be wondrous leaders. However those have been few and far between.

Classes: Charlemagnes are not particularly prejudice about what classes they venture with but more so, with the alignments of their companions. Many will not venture with those entirely opposing their alignment for instance good vs. evil or law vs. chaos. Some will, mainly to use said individuals to meet their ends but for the most part Charlemagnes prefer being surrounded by individuals they can trust and who in some form or manner hold the same beliefs as they.

Skills
Bluff (Cha), Diplomacy (Cha), Forgery (Int), Intimidate (Cha), Knowledge(Geography), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Religion), Perform (Cha), Profession (Int), Sense Motive (Wis)

Skill Points at 1st Level: (4 + Int. Mod) x 4
Skill Points at Each Additional Level: 4 + Int. Mod

Alignment: Any
Hit Die: 1d6

Armor and Weapon Proficiency:
Charlemagnes are proficient with all Simple Weapons and one Martial Weapon (Often of their Deity) and Light Armor. Light Armor does impose the spell failure chance on their spells.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th

1st|
+0|
+0|
+0|
+2| Divine Intervention, Holy Tactics 1x/day, Blessed Tongue |—|—|—|—

2nd|
+1|
+0|
+0|
+3| Sacred Challenge +1d8 to damage and + 1 to attack bonus |—|—|—|—

3rd|
+2|
+1|
+1|
+3| Aura of Courage |—|—|—|—

4th|
+3|
+1|
+1|
+4| Control The Masses |1+1|—|—|—

5th|
+3|
+1|
+1|
+4| Holy Tactics 2x/day, Never Stay Down|2+1|—|—|—

6th|
+4|
+2|
+2|
+5| +2d8 to damage and + 2 to attack bonus, Heat of Battle (Blessing)|3+1|1+1|—|—

7th|
+5|
+2|
+2|
+5|Jarring Words|3+1|2+1|—|—

8th|
+6/+1|
+2|
+2|
+6| Fallen Leader + 1, Forward March, Divine Protection (Blessing)|3+1|3+1|—|—

9th|
+6/+1|
+3|
+3|
+6|Morale's Grace|3+1|3+1|1+1|—

10th|
+7/+2|
+3|
+3|
+7| +3d8 to damage and + 3 to attack bonus, Holy Tactics 3x/day, No Escape (Blessing)|3+1|3+1|2+1|—

11th|
+8/+3|
+3|
+3|
+7|Commanding Presence|3+1|3+1|3+1|—

12th|
+9/+4|
+4|
+4|
+8|Raging War (Blessing)|3+1|3+1|3+1|1+1

13th|
+9/+4|
+4|
+4|
+8|Divine Retreat|3+1|3+1|3+1|2+1

14th|
+10/+5|
+4|
+4|
+9| +4d8 to damage and + 4 to attack bonus, Fallen Leader + 2, Deadly Omen (Blessing) |3+1|3+1|3+1|3+1

15th|
+11/+6/+1|
+5|
+5|
+9|Holy Tactics 4x/day, Retribution|3+1|3+1|3+1|3+1

16th|
+12/+7/+2|
+5|
+5|
+10|Ease the Suffering (Blessing)|3+1|3+1|3+1|3+1

17th|
+12/+7/+2|
+5|
+5|
+10|Fall Hard|3+1|3+1|3+1|3+1

18th|
+13/+8/+3|
+6|
+6|
+11| +5d8 to damage and + 5 to attack bonus, Holy Sacrifice (Blessing)|3+1|3+1|3+1|3+1

19th|
+14/+9/+4|
+6|
+6|
+11|Fell thy Enemy|3+1|3+1|3+1|3+1

20th|
+15/+10/+5|
+6|
+6|
+12| Awe Inspiring Presence, Holy Tactics 5x/day, Fallen Leader + 3|3+1|3+1|3+1|3+1

[/table]


Divine Intervention
Because of their sacred relationship with their deity, Charlemagne’s gain a foresight in battle. As such they can add their Wisdom bonus to their AC at 1st level.

Holy Tactics
Charlemagnes are innately leaders and their natural influence empowers their allies. At 1st level, Charlemagnes can influence their allies granting them morale bonuses to their attacks and damages equal to the Charlemagne’s Charisma bonus. At 1st level this 1x/day, at 5th it becomes 2x/day, at 10th it becomes 3x/day, at 15th its 4x/day and finally at 20th, its 5x/day.
The effect lasts rounds equal to the Charlemagne’s Charisma Bonus. It takes a Standard action to activate this ability. All must be within 60ft of the Charlemagne to gain this ability.

Blessed Tongue
A Charlemagne’s personality is not the only attribute empowered by their gods but also their intelligence. For this reason, they are gifted with the ability to combine their wits with their natural oratory skills. By 1st level, Charlegmagnes can add their Wisdom bonus to the following skills, Bluff, Diplomacy, and Intimidate checks for one check. They can achieve this an amount of times per day equal to their Int. Bonus + 3.

Sacred Challenge
At 2nd level, a Charlemagne can target a single foe as a standard action and call upon the divine powers of their deity to destroy their enemy. They gain a +1d8 hit die to damage and + 1 to Attack bonuses while this ability is active. This applies to melee attacks and ranged attacks within 30ft of the target.The bonuses remain for round equal to the Charlemagne's Wisdom Bonus Mod. or until the enemy has fallen. They can only do this once per encounter and must announce the enemy before engaging them in battle. Should their enemy fall before they can strike, they lose the usage of the ability during that encounter. At 6th level the damage increases to + 2d8, and Attack Bonuses increase by + 2, at 10th level it the damage becomes +3d8 and + 3 to Attack Bonus, at 14th it becomes +4d8 to damage and +4 to attack bonus, and finally at 18th level it becomes +5d8 and + 5 to attack bonus.

Aura of Courage
At 3rd level Charlemagne’s gain the Aura of Courage like a Paladin. They are immune to fear, both magical and non-magical and grant + 4 to saves against fear to all those who are within 10ft of the Charlemagne.

Spells:
At 4th level Charlemagnes can cast and prepare divine spells as a Cleric and are limited to a set spell list. (See Below) In addition to the spells they gain gain one domain spell and ability from their deity. A Charlemagne can only cast spells if their Wisdom is equal to 10 + the Spell’s Level. The DC of a Charlemagne’s Spell is equal to 10 + their Wisdom Modifier + their Spell’s Level.

Control the Masses
At 4th level Charlemagnes can use their overwhelming personality to affect their enemies, gaining the ability to turn their enemies acts just like a Cleric’s ability to turn Undead, although it targets those the Charlemagne considers enemies and only works on those with the ability to see and hear the Charlemagne and have Intelligences above a 5 and are living. This is an ENCHANTMENT with VERBAL and SOMATIC COMPONENTS. And as turn Undead, they cannot come with 10ft of the opponents. While using this ability they can only make move actions, defend or attacks of opportunity.

To Control the Masses, Charlemagnes must make a Control check equal to 1d20 + their Diplomacy Ranks + their Cha. Bonus to see the highest hit die they can control. Only with hit die equal to or below that amount of hit die can be affected.

The amount of hit die they can affect is equal to 2d6 hit die + Cha. Bonus + Diplomacy Skill Ranks.

Those affected must make Will Saves equal to Diplomacy Skill Ranks + Cha. Bonus + ½ the Charlemagne’s Level (Rounded Down). Those who save are immune to this affect for the next 24 hours.

Charlemagnes can achieve this feat an amount per days equal to 3 + their Charisma Bonus.

The range of this ability is 5 feet per Charlemagne Level.

Never Stay Down
Charlemagnes are not fighters known for yielding and for this reason, at 5th level whenever a Charlemagne is made prone, they may rise as a free action without provoking any attack of opportunity.

Blessings
Charlemagnes possess potent abilities called blessings, divine power taken from their deities and manifested for purposes of battle. They can use these blessings an amount of times per day equal to 1/2 their Level (rounded down). Also the effects of Blessings do not stack. Only one can be active at a time. Any bonuses provided by any of the Blessings are considered MORALE Bonuses. It takes a standard action to activate a blessing.

Heat of Battle (Blessing)
At 6th level Charlemagne's can encourage blood lust within their allies. Once per encounter Charlemagne's may rouse their allies to fight harder as if they were under the effect of the Cleave feat. Those within 5 ft per 2 Charlemagne Levels are effected by this ability. It lasts rounds equal to 3 + Wisdom Modifier.


Jarring Words
At 7th level, Charlemagnes can postpone the actions of their enemies by uttering a forewarning phrase. Those who hear this word must make a Will Save of 1/2 the Charlemagne's Level + their Intimidate Skill Ranks + their Cha. Modifier. Those that fail lose their next action and are considered flatfooted for one round and suffer a - on their attacks equal to the Charlemagne's Cha. Mod. for 1d4 rounds afterward. Those that succeed, suffer a -1 on their next attack roll, they are also immune this ability for another 24 hours.

This is a full round action.

Charlemagnes can only do this once per encounter.

The area of this affect is a cone, with a length of 5 feet per Charlegmane Level.

This is an ENCHANTMENT and has a VOCAL component.


Fallen Leader
Even in dying a Charlemagne empowers their allies. At 8th level, whenever a Charlemagne is reduced to 0 points by enemy attacks and begins to bleed out, they grant their allies a morale bonus to continue the fight. The bonus adds to their Allies Saves and AC. The effect last as many rounds as the leader continues to bleed out. When the Charlemagne dies, the effect ends. Bonus. At 8th level it is +1, at 14th level it becomes + 2, and finally at 20th level it becomes + 3. The range increment is that of 10ft per Charlemagne Level.

Forward March
At 8th level, Charlegmanes can extend their Never Stay Down ability to their allies. All within 5ft per Charlegmagne Level, can rise from a prone position without provoking an attack of oppurtunity.


Divine Protection (Blessing)
At 8th level a Charlemagne can aid their allies in battle by making it more difficult for them to be attacked in the heat of battle. All allies within 5ft per two Charlemagne Levels gain the benefits of the feat Mobility. All must be within SIGHT. This lasts 3 + the Charlemagne's Wis. Mod.

Morale's Grace
At 9th level, a Charlegmane may keep their dying allies alive. By uttering words of encouragement, a Charlegmane may stabilize allies bleeding out as if they had the skill Heal. By using 1/2 the Charlegmane's Level (Rounded Down) + their Wis. Bonus, Charlegmane's may make a Heal Check to all those within 5ft per Charlegmane Level to stabilize them. They can do this an amount of times per day equal to their Wis. Bonus. This is a full round action. They can only stabilize one ally at a time in this manner.

This has VERBAL components.

Commanding Presence
By 10th level, Charlemagnes gain Commanding Presence. Enemies within 10ft of a Charlegmanes Presence must make Will Saves equal to the Charlegmane’s Intimidate Skill Ranks + Cha. Bonus + ½ the Charlemagne’s Level (Rounded Down). Those that succeed, suffer the affects of Shaken while in melee combat of a Charlemagne. Should they leave the 10ft distance, and re-enter they must make the save again. Those that succeed the first time, are immune to this effect for 24 hours. This is an ENCHANTMENT. Characters must be able to SEE the Charlemagne for this to work.

No Escape (Blessing)
At 10th level, Charlemagnes can empower their allies to fight more aggressively against their foes. Charlegmagne's can grant all opponents within 5 feet per two Charlemagne Levels the ability to make more attacks of opportunity in battle. The effect is as if they had Combat Reflexes.The effect lasts rounds equal to their 3 + Wisdom Modifier.

Raging War (Blessing)
By 12th level, having experienced such hostility from ongoing wars, Charlemagne's can empower their allies to fight even harder. Charlemagne's can grant their allies the effects of the Great Cleave feat. Those within 5ft per two Charlegmane Levels are affected by this ability.
It last rounds equal to 3 + the Charlegmane's Wisdom Modifier.

Divine Retreat
Although Charlemagne's do believe in war, their desire to protect their allies comes first. At 13th level, whenever retreating, all of the Charlemagne's allies within 5ft per two Charlemagne Levels gain a circumstance movement speed bonus of 30ft.

Deadly Omen (Blessing)
At 14th level Charlemagne's can help their allies strike down their foes more viciously. All allies within 5 ft per two Charlemagne Levels have their weapon's crit. range reduced by the Charlemagne's Wis. Modifier. for rounds equal to the Charlemagne's Wis. Mod. All must be within SIGHT of the Charlemagne.

For instance a weapon that has a crit range of 20, now has a crit. range of 16-20. A weapon that has a crit. range of 18-20 now has a crit. range of 14-20.

Retribution
By 15th level, watching their allies fall empowers a Charlemagne to strike vengeance against their falls. For each ally either unconscious or bleeding out a Charlemagne gains a +2 to the Highest Hit Die they can control and + 2d6 Hit Die to the amount of people they can affect using Control the Masses. These additional are morale bonuses and are only applicable to one use of Control the Masses. Also should the same ally fall again, the Charlemagne does not receive this bonus again.

Ease the Suffering (Blessing)
At 16th level a Charlemagne can extend their will out to protect their allies by making it easier to accept damage. All allies within 5ft per two Charlemagne Levels, all lethal damage as nonlethal damage. The effect lasts equal to rounds equal to 3 + the Charlemagne's Wisdom Modifier.

All allies must be within Line of Sight of the Charlemagne.

Fall Hard (Blessing)
Charlemagne's can drive their allies further even at the brink of death and thus at 17th level all allies 5ft per two Charlemagne Levels gains effects of the DieHard Feat. This is a standard action and last for rounds equal to the Charlemagne's Wisdom Modifier + 3.

Holy Sacrifice
A Charlemagne may make the ultimate sacrifice to save their allies. By sacrificing their own life they can heal their allies to fight on. By dropping to -1 hit points, Charlemagnes can cast Mass Heal at a caster level equal to their Charlemagne level. They can only do this once per encounter.

Doing this however does not allow for FALLEN LEADER to become activated considering it is a self-sacrifice.

This only works if the Charlemagne has HALF their HIT POINTS.

All must be within SIGHT of the Charlemagne.

Fell thy Enemy
Whenever a Charlemagne kills the leader of his enemies, all allies of the fallen foe must make a Will Save equal to 1/2 the Charlemagne's Levels + their Skill Ranks in Intimidate + their Charisma Bonus. Those that fail suffer the effects of Confusion for rounds equal to the Charlemagne's Charisma Bonus.

This is an ENCHANTMENT.

Only those who can SEE the Charlemagne suffer from this effect.

The range is equal to 10ft per two Charlemagne Levels.

This can only happen once per encounter.


Awe-Inspiring Presence
At 20th level, Charlemagnes are so renowned for their abilities and powers, all threatening opponents that come within 30ft of them must make a Will save equal to 20 + ½ the Charlemagne’s Level (Rounded Down) + the Charlemagne's Cha. Modifier. Those that fail suffer the effects of Panicked for 4d6 rounds if they have 1 – 5 hit die, frightened for 3d6 if they have 6 – 10 hit die, or shaken for 2d6 round if they have 11- 20 hit die. Those with Hit die above 20 are unaffected by this ability. Those that succeed at this save are immune to it for another 24 hours. Similar to a Samurai’s ability. (See page 10 of the Complete Warrior). This is an ENCHANTMENT. Targets must be able to SEE the Charlegmagne for this to work.


Spell List

1st Level Spells
Bane
Bless
Comprehend Languages
Cure Light Wounds
Daze
Deathwatch
Detect Chaos/Evil/Good/Law
Detect Poison
Inflict Light Wounds
Lesser Restoration
Magic Weapon
Remove Fear
Shield of Faith

2nd Level Spells
Augury
Cure Moderate Wounds
Daze Monster
Delay Poison
Detect Thoughts
Eagle’s Splendor
Enthrall
Heroism
Hold Person
Inflict Moderate Wounds
Owl’s Cunning
Remove Paralysis
Resist Energy
Status
Suggestion
Tongues
Undetectable Alignment
Zone of Truth

3rd Level Spells
Bestow Curse
Clairaudience/Clairvoyance
Cure Serious Wounds
Discern Lies
Dispel Magic
Inflict Serious Wounds
Glibness
Magic Circle Against Evil/Good/Chaos/Law
Magic Weapon, Greater
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease

4th Level Spells
Break Enchantment
Cure Critical Wounds
Death Ward
Divination
Dominate Person
Freedom of Movement
Hold Monster
Inflict Critical Wounds
Greater Dispel Magic
Greater Heroism
Legend Lore
Modify Memory
Neutralize Poison
Restoration


Once again PLEASE focus on the MECHANICS of this class. I will GLADLY answer any thematic or detail oriented questions once the class is fully functional.Thank you again for reviewing the class and I hope you enjoyed it, I'll be awaiting your reviews. :smallbiggrin:[/SIZE]

Logic
2007-09-28, 05:43 PM
Those that fail suffer the effects of Panicked for 4d6 rounds if they have 1 – 5 hit die, frightened for 3d5 if they have 6 – 10 hit die, or shacken for 2d6 round if they have 11- 20 hit die.
I discovered an error.

I like the idea of the class, but I only gave it a quick overview.

Justdamohr
2007-09-28, 05:51 PM
I discovered an error.

I like the idea of the class, but I only gave it a quick overview.

No thank you very much for noticing that. Even such a detail so slight as that is vitally important to correct. Thank you for giving it a skim anyway. :smallbiggrin:

LCR
2007-09-28, 05:55 PM
Um, are you sure you want to call it Charlemagne?
I mean, that's a name and means Carl (Charles) the Great. It refers to a person and naming a class after it is rather confusing.

Justdamohr
2007-09-28, 08:09 PM
Um, are you sure you want to call it Charlemagne?
I mean, that's a name and means Carl (Charles) the Great. It refers to a person and naming a class after it is rather confusing.

Well I wanted to reserve these questions for later as mentioned above in the beginning of the class and again at the end but since you inquired, yes I am certain that I want to use this name. I'm glad you recognized the name because I loosely modeled the class after Charlemagne. I originally wanted to call them the Noblessed, for Noble and Blessed, but I believe Charlemagne is a perfect name especially with his history as a ruler and his involvement with the church. So that's the reason why I called the class that.

As for it being confusing, I'm not so sure. I mean, maybe for some but I suppose it would be no more confusing then trying to know what a Duskblade is, you know? Or even Monks, Paladins, Sorcerers or Wizards are, considering all four names are male named classes yet women can play the roles. You know? I mean there's no Witch or Sorceress, but we'll see. Maybe after all the mechanics discussion I'll consider it but I really like the name because I think it holds true to the essence of the class:smallsmile: But thank you for looking at the class and actually I'm glad you asked that question because I was able to use a bit of the little history I know. :smallbiggrin: LOLOLOLOL.

Anyway, what do you think of the mechanics of the class? :smallbiggrin:

Matthew
2007-09-28, 08:49 PM
I have to agree with LCR, naming this Class [Charles the Greats] is confusing and, frankly, a bit silly, especially since Charlemagne doesn't pluralise in that way. It's a word with a very specific meaning, unlike Duskblade or Warblade or whatever.

Dullyanna
2007-09-28, 08:58 PM
Looks fine, as far as I can tell. There's a little error though. In the table, it says they receive Divine Blood, whereas it's called Divine Intervention later on. Not that it really matters that much.

Justdamohr
2007-09-28, 09:15 PM
Looks fine, as far as I can tell. There's a little error though. In the table, it says they receive Divine Blood, whereas it's called Divine Intervention later on. Not that it really matters that much.

THANK YOU!!!!!!!!!!!!!!!!!!!!!!!! I missed that. :smallbiggrin: And thank you for taking the time in reviewing the class. :smallsmile: