Quote Originally Posted by Origomar View Post
Edit: is it just me or do people rarely respond to class ideas in the homebrew section?
Classes take longer to get feedback, and get it less often, because (A) they're harder to judge than a monster or PrC or the like because there are more mechanics and more balance issues and (B) it's rare you get a unique one, since everyone and their brother likes coming up with minor variations on a theme (like many people might look at this class and think "it's a paladin with a cool sword") and not many people put in the effort to determine if a class is sufficiently different to merit reading through the whole thing.


In terms of feedback, I have only one issue:
Your weapon of choice can manifest itself through a mundane item of your choice . The Weapon of Heaven takes on the qualities of that weapon to determine + to hit or special abilities of the base item. You can change which item in which you manifest your weapon of heaven through by spending 350 xp and 100gp in material components for a small ritual you can easily conduct yourself. If the base item is destroyed, the Champion must make a Fortitude save of DC 15 , failure means the Champion looses 200 xp per level in Champion . Success of the save results in loss of xp ½ to what he would normally take. The xp cost can never be reduced to below 0. The Champion needs to be wielding his Weapon of Heaven in Order to use any of his Special Class Ability Attacks .
Basically what this is doing is charging the character XP to use his primary class ability. If a warblade has Weapon Focus(X) and decides to pick up another weapon, he can use it and can easily switch his WF; if a soulknife has his mindblade enchanted a certain way and decides to use another weapon, he can switch it while retaining all mindblade benefits; if a champion has his Weapon of Heaven and decides to pick up another weapon, he actually gets less powerful by doing so. In addition, you charge XP when it's destroyed; this whole issue of losing XP on destruction is why many sorcerers and wizards hate to get familiars, because a ton of XP loss is a few area attacks away (or in this case a few Sunders).

I strongly suggest you remove the XP penalties and make transferring the benefits easier. You might be able to leave the XP penalties for transferring the weapon since that amount of gold and XP becomes trivial by high level, but if you do you should scale it based on level; the XP loss if the weapon is destroyed definitely should go.