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Vaynor
2007-10-09, 12:09 AM
This is the version of paladin I will be using for my homebrew, and I want to know if the mechanics are sound. They are taking the place of monks also, so note some monklike abilities.

Also, I need much input on Divine Justice. Is it balanced? OPed? Does it suck? Thanks!



Denaar

http://i25.photobucket.com/albums/c83/Vaynor/Picture5.png

The compassion to pursue good, the will to uphold the law, and power to defeat evil–these are the three weapons of the denaar. Few have the devotion and purity it takes to walk the path of the denaar, but those few are rewarded with the power to protect, to heal, and to smite. In a land of evil the denaar are the final hope that cannot be extinguished.
Adventures: Denaar take their adventures seriously and often attain their quests through their monastery. Every task put upon a denaar is seen as a personal test and an opportunity to demonstrate his bravery, to develop fighting and spellcasting skills, to learn tactics and to find ways to do good. Still denaar really find their way on campaigns against evil rather than looting ruins.
Characteristics: Divine power protects and aids them. It opens a variety of abilities that they can use in battle and to aid themselves and others.
Alignment: Denaar always do the right thing, are always fair and just, and uphold reasonable laws and help enforce them.
Religion: They revere and gain their power form the God Lucht, god of air.
Background: Denaar are taken at a very young age to be trained in a monastery. Usually at adulthood denaar leave the monastery to adventure, but some may stay to work at the monastery.
Races: Humans are the only race capable of being denaar.
Others Classes: Denaar tend to get along best with priests, shamans, venaar, and other denaar. They commonly get along with anyone who has a similar alignment. Often they tend to be at odds with vecht and thieves due to their chaotic nature.
Role: They are a fair melee combatant as well as a moderate spellcaster.

Game Rule Information

Abilities: Strength is useful for combat support, constitution and dexterity are important for surviving the fray, charisma is needed to amplify many abilities, and wisdom is crucial for casting their spells.

Alignment: Lawful Good

Hit Die: d8

Class Skills
Appraise (Int),Concentration (Con), Craft (Int), Decipher Script, (Int) Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int)

Skill points 4 + Int. mod. (x4)

Class Features

Weapon and Armor Proficiency: They are proficient with light and medium armor, light shields and simple weapons.

Aura of Good (Ex)
The power of a denaar’s aura of good (see the detect good spell) is equal to his denaar level.

Detect Evil (Sp)
At will, a denaar can use detect evil, as the spell.

Spells
A denaar casts divine spells, which are drawn from the denaar spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a denaar must have a wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a denaar’s spell is 10 + the spell level + the denaar’s wisdom modifier.
Like other spellcasters, a denaar can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table. In addition, he receives bonus spells per day if he has a high Wisdom score. When the table indicates that the denaar gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
The denaar’s selection of spells is extremely limited. A denaar begins play knowing four 0-level spells of your choice. At most new denaar levels, he gains one or more new spells, as indicated on the table. (Unlike spells per day, the denaar’s Wisdom score does not affect the number of spells he knows; the numbers on the table are fixed.)
Upon reaching 5th level, and at every third denaar level after that (8th, 11th, and so on), a denaar can choose to learn a new spell in place of one he already knows. In effect, the denaar "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level denaar spell the denaar can cast. A denaar may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a denaar need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

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Divine Grace (Su)
At 2nd level, a denaar gains a bonus equal to his Charisma bonus (if any) on all saving throws.

Divine Justice (Su)
Beginning at 2nd level (and every even level thereafter), a denaar with a Charisma score of 12 or higher can heal wounds (his own or those of others) or inflict holy damage by touch. They can heal or damage a total number of hit points equal to twice the sum of denaar level plus Charisma modifier {(lvl+cha mod)x2} and can be used number of times per day as listed on the table above. Using divine justice is a standard action; a denaar can also choose to imbue their weapon to deal holy damage on the next hit as a swift action (this counts as a use of the ability). When using this ability and for 4 rounds after golden ethereal wings sprout from the denaar’s back (nonfunctional).

Divine Health (Ex)
At 3rd level, a denaar gains immunity to all diseases, including supernatural and magical diseases.

Special Mount (Sp)
Upon reaching 5th level, a denaar gains the service of an unusually intelligent, strong, and loyal steed to serve his in his crusade against evil. This mount is usually a heavy warhorse (for a Medium denaar) or a warpony (for a Small denaar).
Once per day, as a full-round action, a denaar may magically call his mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the denaar’s level. The mount immediately appears adjacent to the denaar and remains for 2 hours per denaar level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the denaar may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the denaar’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The denaar may not summon another mount for thirty days or until he gains a denaar level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the denaar takes a -1 penalty on attack and weapon damage rolls.

Energy Resistance (Ex)
At 6th level a denaar gains 10 resistance against any one energy of his choice and gains another resistance at levels 12 and 15.

Timeless Body (Ex)
Upon attaining 16th level, a denaar no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the denaar still dies of old age when her time is up.

Improved Special Mount (Sp)
At 17th level a denaar’s mount grows wings and becomes a Pegasus, in addition the mount’s intelligence is increased to 12 (if for whatever reason the mount’s intelligence would be decreased by this keep its current intelligence score).

Perfect Self
At 20th level, a denaar becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the denaar’s creature type was) for the purpose of spells and magical effects. Additionally, the denaar gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the denaar can still be brought back from the dead as if she were a member of her previous creature type.

Code of Conduct
A denaar must be of lawful good alignment and loses all class abilities if he ever willingly commits an evil act.
Additionally, a denaar’s code requires that he respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who
harm or threaten innocents.

Associates
While he may adventure with characters of any good or neutral alignment, a denaar will never knowingly associate with evil characters, nor will he continue an association with someone who consistently offends his moral code. A denaar may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Denaars
A denaar who ceases to be lawful good, who wilfully commits an evil act, or who grossly violates the code of conduct loses all denaar spells and abilities (including the service of the denaar’s mount, but not weapon, armor, and shield proficiencies). He may not progress any farther in levels as a denaar. He regains his abilities and advancement potential if he atones for his violations (see the atonement spell description), as appropriate.
Like a member of any other class, a denaar may be a multiclass character, but multiclass denaars face a special restriction. A denaar who gains a level in any class other than denaar may never again raise his denaar level, though he retains all his denaar abilities.

The Denaar’s Mount
The denaar’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a denaar is a heavy warhorse. A denaar’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

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Denaar’s Mount Basics
Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD
Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a denaar of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.
The number on the table is an improvement to the mount’s existing natural armor bonus.

Str Adj.
Add this figure to the mount’s Strength score.

Int
The mount’s Intelligence score.

Empathic Link (Su)
The denaar has an empathic link with his mount out to a distance of up to 1 mile. The denaar cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the denaar has the same connection to an item or place that his mount does, just as with a master and his familiar.

Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Share Spells
At the denaar’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the denaar before the duration expires. Additionally, the denaar may cast a spell with a target of "You" on his mount (as a touch range spell) instead of on himself. A denaar and his mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).

Share Saving Throws
For each of its saving throws, the mount uses its own base save bonus or the denaar’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.

Improved Speed (Ex)
The mount’s speed increases by 10 feet.

Command (Sp)
Once per day per two denaar levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + ½ denaar’s level + denaar’s Cha modifier) to negate the effect.

Spell Resistance (Ex)
A mount’s spell resistance equals its master’s denaar level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

Denaar Spells
0-Level Denaar Spells (Orisons)
Create Water
Cure Minor Wounds
Detect Magic
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Read Magic
Resistance
Virtue

1st-Level Denaar Spells
Bless
Bless Water
Bless Weapon
Command
Cure Light Wounds
Deathwatch
Detect Chaos/Evil
Divine Favor
Find Temple (SC)
Golden Barding (SC)
Magic Weapon
Obscuring Mist
Protection from Chaos/Evil
Sticky Saddle (SC)
Summon Monster I

2nd-Level Denaar Spells
Aid
Align Weapon
Angel Skin (SC)
Augury
Awaken Sin (SC)
Cure Moderate Wounds
Delay Poison
Enthrall
Flame of Faith (SC)
Hold Person
Holy Mount (SC)
Remove Paralysis
Resist Energy
Shatter
Shield Other
Sound Burst
Spiritual Chariot (SC)
Spiritual Weapon
Status
Strength of Stone (SC)
Summon Monster II
Undetectable Alignment
Zeal (SC)
Zone of Truth

3rd-Level Denaar Spells
Continual Flame
Create Food and Water
Cure Serious Wounds
Daylight
Dispel Magic
Heal Mount
Invisibility Purge
Locate Object
Magic Circle against Chaos/Evil
Magic Vestment
Prayer
Protection from Energy
Remove Blindness/Deafness
Remove Curse
Remove Disease
Righteous Fury (SC)
Searing Light
Speak with Dead
Summon Monster III
Water Walk
Weapon of the Deity (SC)
Word of Binding (SC)

4th-Level Denaar Spells
Air Walk
Cure Critical Wounds
Death Ward
Dimensional Anchor
Discern Lies
Dismissal
Divination
Divine Power
Freedom of Movement
Holy Sword
Imbue with Spell Ability
Lawful Sword (SC)
Magic Weapon, Greater
Neutralize Poison
Restoration
Sending
Spell Immunity
Summon Monster IV
Tongues
Winged Mount (SC)

5th-Level Denaar Spells
Atonement
Break Enchantment
Blistering Radiance (SC)
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos/Evil
Divine Agility (SC)
Flame Strike
Hallow
Mark of Justice
Righteous Might
Spell Resistance
Summon Monster V
True Seeing
Zone of Revelation (SC)

6th-Level Denaar Spells
Animate Objects
Antilife Shell
Banishment
Blade Barrier
Cure Moderate Wounds, Mass
Dispel Magic, Greater
Find the Path
Heal
Heroes’ Feast
Stone Body (SC)
Summon Monster VI
Symbol of Persuasion
Wind Walk
Zealot Pact (SC)

JackMage666
2007-10-09, 02:01 AM
Where's 20th level? At first I thought the BAB and Saves were screwed up, but you just forgot 20th level. I'd look into getting that fixed.

Divine Justice seems a little strong. I don't think Lay on Hands has all that much problems as is. The healing amount on a single Divine Justice will be, until Heal, stronger than a Cleric's Cure X wounds of equal level. That seems a bit much.

Where do they get their spells from? Cleric's spells? You might want to write them out a list, or something.

As is, they seem much like a Bard/Paladin hybrid. Bard Spellcasting and BAB, with a Paladin's righteous ideals.

Caewil
2007-10-09, 08:07 AM
I'd make Divine Justice useable 1/encounter.

Maldraugedhen
2007-10-09, 08:37 AM
Plural Denaari? (http://en.wikipedia.org/wiki/Denarii)

Vaynor
2007-10-09, 05:37 PM
Where's 20th level? At first I thought the BAB and Saves were screwed up, but you just forgot 20th level. I'd look into getting that fixed.

Divine Justice seems a little strong. I don't think Lay on Hands has all that much problems as is. The healing amount on a single Divine Justice will be, until Heal, stronger than a Cleric's Cure X wounds of equal level. That seems a bit much.

Where do they get their spells from? Cleric's spells? You might want to write them out a list, or something.

As is, they seem much like a Bard/Paladin hybrid. Bard Spellcasting and BAB, with a Paladin's righteous ideals.

Woops... I took a picture of the table in word, and when I cropped it I must have cut out 20th. I'll edit it up in a sec.

Divine Justice is meant to replace smite and LoH. It is meant more for damage rather than healing. Also, it may do more healing, but it's usable less times per day.

I haven't finished the list yet, but it's similar to the paladin list.

That's the idea, mashing bard (with a little bit of monk) into the paladin class.

EDIT: Spell list added.