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    Ogre in the Playground
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    In your head.

    Default Re: Base Class Challenge - Can I Borrow That?


    "You do not to fight the person in front of you, you are to fight the will of pelor himself!"
    -Linaell, a Chosne of Pelor

    A Chosen is a person that, as his names reveals, was chosen by some deity to fill a specific role it the world and is willing to lend that person a glimpse of his power to preform this role, yet not seeing fit to grant him magical powers such as these of the Favored Soul (or maybe the Chosen himself is simply not into magic at all and the Deity knows he will not use it properly or at all.)

    A Chosen always knows that he is a Chosen of said deity, and can sense whether or not the one who chose him approves of his actions and he might be either glad and honored to be Chosen by the deity, he might cower and wish somebody else was chosen as he wants to lead a simply life or see himself as not worthy, on rare occasions a Chosen is not even a follower of the Deity who chose him, or might even resent that Deity and wish to undermine his actions, but the Chosen in fact has little choice himself, and he is forced to serve as a tool in the name of the deity, either by choice or by being fooled into doing exactly what the Deity has planned.

    Abilities: Charisma is the most important stat for a Chosen, as it determines his maximum Intervention pool, following that you will need good dexterity to cover for lack of heavy armor, good strength to hit well in melee and good constitution to increase survivability. intelligence never hurts and wisdom, despite being unused, can never hurt.

    Role: A Chosen is mostly a melee fighter, and seldom a ranged one. and while he can be a rel powerhouse, his "power-up juice" is highly limited, and using it drains even his static abilities. in later levels the Chosen also become a good party face a "danger sense" for the party, a limited buffer or a debuffer/ debuff remover, or even an all-out utility with his last few abilities.
    The domain powers gained at levels 5, 10, 15 and 20 helps making a more diverged character, and grants you more options.

    Background: A chosen is from birth, and you are likely to slowly discover that things go unnaturally your way quite a lot, as an extension to this you also have some sort of "second conscience" that is actually an empathic link to the deity who has chosen you as you later discover.
    Usually the patron deity of a Chosen will reveal himself to the Chosen either through a messenger, or in some sort of a dream or revelation and inform the Chose of his nature, and what does he expect him to do.

    Organization: Any Chosen, if people believe him or if he can prove himself, will find a home inside the church of his patron deity as a holy man who will receive a lot or respect at the very least, but the rarity of existence of Chosen overall make it very unlikely for them to gather up as a "Company of Chosen by the gods."

    Alignment: A chosen is usually picked as one of the deity's over alignment, and the more extremist the deity is with his views (to any direction) the more likely for him to appoint Chosen, as such neutral Chosen are rare, but not unheard of.

    Races: A chosen is usually a member of the race a specific deity patrons, but occasionally a deity might choose a member of another race, if he has good reasons to do so.

    Religion: While a Chosen might revere to any deity, it is almost always the one who chose them, and they are likely to be extremely tight in their believes, even more then your average cleric or favored soul, not surprising considering their entire life is influenced by their patron whenever they like it or not.

    Other Classes: A Chosen gets positive reactions from most people, depending on who chose him. a Barbarian well admire the Chosen of war gods, a Bard will find him fascinating, a Druid, Cleric, Favored Soul or a Paladin might view them as outright holy, or outright unholy (depending on what god chose them), classes more focus about doing things yourself and hard training, such as Monks, Fighters, Rouges and even Wizards might be angry with his gifted nature, but still accepting him as somebody to respect, and people who are used to revive things from others or naturally such as Sorcerers and Warlocks will see the Chosen as "one of them".

    Adaptation: This class is self-adaption. if you have ANY gods, then a chosen of one of them may emerge, but if your setting has no gods at all, or ones that rarely or even never interfere with the mortal realm, then a chosen is required to go through extra loops to allow existence, that means-you must have a damn good explanation WHY the normally apathetic gods go out of their way to interfere this time.
    Also, new domains require new domain powers. you may use the ones granted to clerics, but you might need to have replacements created if they do not fit a non-spellcaster, or if they trans-pass in territory covered by the Chosen anyway.

    Hit Die: D10

    Class Features

    Class Skills: The Chosen class skills (and the key ability for each skill) are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (religion) (Int), Listen (Wis), Sense Motive (Wis) Spot (Wis) and Taunt (Cha).

    Skill Points at First Level: (4+int modifier)*4
    Skill Points at Each Additional Level: 4+int modifier


    1st|+0|+0|+0|+1|Will of the Deity, Divine Interference, Divine Protection

    2nd|+1|+0|+0|+1|Divine Saving

    3rd|+1|+1|+1|+2|Lesser Divine Punishment

    4th|+2|+1|+1|+2|Divine Health, Healing Surge

    5th|+2|+1|+1|+3|Domain Power

    6th|+3|+2|+2|+3|Divine Punishment

    7th|+3|+2|+2|+3|Divine Senses

    8th|+4|+2|+2|+4|Voice of the Divine

    9th|+4|+3|+3|+4|Curse/Uncurse 1/day

    10th|+5|+3|+3|+5|Domain Power

    11th|+5|+3|+3|+5|Improved Divine Punishment

    12th|+6/+1|+4|+4|+6|Ally Interference

    13th|+6/+1|+4|+4|+6|Curse/Uncurse 2/day

    14th|+7/+2|+4|+4|+6|Voice of the Divine

    15th|+7/+2|+5|+5|+7|Domain Power

    16th|+8/+3|+5|+5|+7|Greater Divine Punishment

    17th|+8/+3|+5|+5|+8|Curse/Uncurse 3/day

    18th|+9/+4|+6|+6|+8|Consult of the Deity

    19th|+9/+4|+6|+6|+8|True Divine Punishment

    20th|+10/+5|+6|+6|+9|Request Miracle, Voice of the Divine, Domain Power


    Weapon and Armor Proficiencies: A Chosen is proficient with all simple weapons and his deity's favored weapon. also he is proficient with light armor, bucklers and light shields.

    Will of the Deity (Su)
    A chosen is a tool of a deity, and as such must know the implications of his actions, every Chosen has an empathic link to his deity, constantly telling him how the deity feels about his actions and behavior.
    Also, if his deity wants the Chosen to preform a specific action at a given moment the Chosen will feel a strong urge to do so, but is not compelled in any way.

    In addition, the chosen gains a +4 to his will save against any compulsion effects that will cause him to go against the will of his deity.

    Siderbar: Will of the Deity as a DM tool:
    you should not use this as a tool to pull your players in any given direction, but you can use it to give advice or help move on if the game get stuck, just make it a subtle advice, and use it rarely, if you outright tell your players what do to you will either fall into railroading or your players will keep looking up to the Chosen to tell them what to do next.

    A good use for this emphatic link is to highlight things the players could should have noticed by themselves, for example if the chosen of Pelor gets an urge to kill that man in black cloak that attacks the party, they might conclude that this is the necromancer that they are looking for, or getting an urge to look at a picture might reveal that the next clue is hidden in it? or there is a secret passage behind it? maybe its hiding a trap? or is it just a flattering image that deity he is rather proud of?
    Using this urge in vast and unpredictable, and not always helpful ways is a good tool in order to add some flavor and even "tips" to the game without making people rely on it, especially if the urge sometimes ignore what should have been obvious (maybe the guy in front of you IS the traitor, but lolth is not going to tell you that but expects you to discover it yourself, and maybe the knight that attacked you is way too powerful for you, but its out of kord's nature to make you want to flee.)

    It is important to remember-this is only an empathic link, so only simple emotions or desires can be transferred, no reasoning or logic, nor are warnings (other then a simple "your patron is concerned about you) style, so it is recommended not to tell the player anything unless a powerful emotion arises from the deity about something.

    So, in short-use it much like an Animal Companion's link, except it links you with a deity that is probably smarter then you, so if you compare it to a Wizard and it's familiar, you are the familiar.

    Divine Interference (Su)
    The powers and abilities of a Chosen come from a Divine source, and as such they are limited both by his patron deity's attention and his limit to how much he can interfere without other gods asking too many questions, this limit is represented by "Interference Pool", the chosen has a maximum amount of Interference Points a day equal to his Charisma modifier, plus one for even forth Chosen level he has, this points are replenished at the beginning of each day, by whatever time seems right to the deity (same time every day, usually it is symbolic, for example a Chosen of Pelor is likely to replenish his points at dawn.)

    If a Chosen does not revive proper rest he cannot endure that much divine attention, and only half his maximum amount of points can be replenished (and added to whatever he has left from the last day.)

    Because of the divine nature of the powers of the Chosen, his supernatural abilities granted by this class are not suspended by mortal magic such as an anti-magic filed (it does however if a diety created them directly), as long the Chosen has Interference Point left this extend to supernatural abilities granted from other sources other then this class as well.

    Divine Protection (Su)
    The patron deity of the Chosen protects him from harm, granting him a deflection bonus to AC equal to half his remaining Interference Points, as a free action a Chosen may spend a single Interference Point to gain twice his Interference Points as a deflection bonus to AC for one round instead.

    Divine Saving (Su)
    The patron deity of a second level Chosen offers even more protection, giving his Chosen a divine bonus to his saving throws equal to his remaining Interference Points, as a free action he may also spend one to gain double his remaining Interference Points as a divine bonus to saving throws for one round instead.

    Divine Punishment (Su)
    The will of the deity guides the attacks of his third level Chosen, he gains a bonus to attack rolls equal to half his remaining Interference Points. (rounded down)

    A sixth level Chosen is more potent in delivering Divine Punishment giving him the option to spend one Interference Point as a standard action to make an attack and gain a bonus to the attack and damage roll equal to his remaining Interference Points.

    At eleventh level he gains twice his remaining Interference Points as a divine bonus to attack and damage rolls of an active use of the Divine Punishment instead of equal to it.

    At sixteenth level this increases to three times as much.

    At nineteenth level the Divine Punishment can be used in a similar fashion as an attack action, effectively allowing him to use Divine Punishment in combination with any kind of attack and even multiple times each round (yet each attack is a separate use)

    Divine Health (Ex)
    A third level Chosen is immune to all diseases, including supernatural and magical diseases.

    Healing Surge (Su)
    The deity are not found of their tools being wounded, and as such they accelerate their healing.
    By spending a single Interference Point a Chosen of forth can heal up to three times his remaining Interference Points in hit points, in addition he has Fast Healing equal to a quarter of his remaining Interference Points. (rounded down)

    Domain Power (Su)
    At fifth, tenth, fifteenth and twentieth level the Chosen gains one of the following powers, to select a power he must have that power to be of a domain of his patron deity, and he cannot select any alignment power if he has the opposite alignment.

    The powers may be selected multiple times, ones with daily uses grants an additional uses, while others have another bonus for additional investment as listed.

    No single Domain power may be taken more then three times, not even by the use of feats (see "Chosen Domain" feat in the feat section below.)

    NOTE: not all domain powers that give spell-like abilities grant them at CL equal to chosen level, read carefully.

    Domain List:

    Air: A Chosen infused with Air energy gains the ability to fly at a speed of 20 ft. and poor maneuverability. for each further choice of the Air domain your fly speed is increased by 10 ft. and maneuverability by one step.

    Animal: A Chosen infused with Animal domain gains an animal companion as a Druid of half your Chosen level, rounded down. at the second time you choose this domain it is as a Druid 3/4 your Chosen level, rounded down and at the third it is as a Druid of your Chosen level.

    Chaos: Once a day a Chosen infused with Chaos energy may use
    Confusion as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

    A Chosen infused with the Death power may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per Chosen level you possess. If the total at least equals the creature’s current hit points, it dies (no save).

    Destruction: Once per day, a Chosen with the Destruction power may cast Shatter as a spell like ability as a swift action, CL equal to his Chosen level DC equal to 10+remaining Interference Points.

    Earth: A Chosen with the power of earth may use Spike Stones once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points.

    Evil: A Chosen with the power of evil may use Unholy Blight once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

    Fire: A Chosen with the power of fire can breath fire much like a dragon, shooting forward a 30 ft. cone of flames dealing 2d6 fire damage, with a reflex save for half damage at a dc equal to 10+remaining Interference Points, this ability can be used every 1d4+1 rounds.
    Each additional time you choose this domain the cone is 10 ft. further and deals 1d6 more damage.

    Good: A Chosen with the power of good may use Holy Smite once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

    Healing: Your Healing Surge ability heals 1d6 more hit points in every use for every time you took this domain power.

    Knowledge: Add all knowledge skills to you class skills list, you gain a bonus on all knowledge skills equal to one-half (rounded down) of your remaining Interference Points. taking it the second time increases it to 3/4 (rounded down) and a third to your entire remaining Interference Points.

    Luck: A Chosen infused by luck gain the power of good fortune, which is usable once per day. This extraordinary ability allows him to reroll one roll that you have just made before the game master declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.

    Magic: A Chosen with the magic power can use Detect Magic at will, if taken a second time he is under the permanent effect of Arcane Sight, a third time will grant permanent Greater Arcane Sight.

    Plant: A Chosen infused with the powers of the Plant domain may use Command Plants once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points.

    Protection:A Chosen with the Protection domain may, once per day, put up a defensive shield that provides complete protection against one attack (spells that deal damage, even if area-of-effect, counts) around himself or another, the shield prevents any damage.
    You must decide to use this ability before damage is rolled.

    Strength: Once a day a Chosen infused with Strength energy may use Righteous Might as a spell-like ability, CL equal to half his Chosen level.
    To determine the type of DR give DR/evil for good patron diety, DR/good for evil patron diety and choose one on selection of the domain power for neutral ones.

    Law: Once a day a Chosen infused with Law energy may use Hold Monster as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

    Sun: A Chosen of the Sun may turn undead as a good Cleric half his level (rounded down), at the second time you choose this domain it is as a Cleric 3/4 your Chosen level, rounded down and at the third it is as a Cleric of your Chosen level.

    Travel: A Chosen infused with the powers of the travel domain may use Dimension Door once per day as a spell like ability, caster level equal to Chosen level, and DC equal to 10+remaining Interference Points

    Once a day a Chosen infused with Trickery energy may use Greater Invisibility as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

    War:Once a day a Chosen infused with War energy may use Divine Power as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

    Water:Once a day a Chosen infused with Water energy may use Control Water as a spell-like ability, CL equal to his Chosen level, DC equal to 10+remaining interference points.

    Divine Sense (Su)
    A seventh level Chosen is granted by his patron deity with great senses to allow him to better spot and avoid any danger, he gains half his remaining Interference Points (rounded down) as a divine bonus to both spot and listed, and by spending a Interference Point he may instead get his entire remaining Interference Points as a bonus instead.

    Voice of the Divine (Su)
    An eight level Chosen learns to speak in the name of his god, he chooses either Bluff, Diplomacy, Intimidate or Taunt and gains a divine bonus to them equal to half his remaining Interference Points (rounded down),
    At levels fourteen and twenty he may select yet another skill.

    Furthermore, a the Chosen may cast Charm Monster as a spell-like ability at the cost of a single interference point, with a DC equal to 10+remaining interference points and CL equal to his Chosen level.

    At level fourteen this improves to Suggestion, and at twenty to Dominate Monster.

    Curse/Uncurse (Sp)
    A ninth level Chosen is capable to channel his patron deity;s will to either Bestrew Curse on people (as the spell) or Remove Curse (also as the spell.), he main do so once per day at ninth level, twice a day at level thirteen, and tree times a day at level at level seventeen.

    Consult the Deity (Su)
    At level eighteen the Chosen is such high in the deity's service he may ask him for advice freely, as per the Commune spell, except it is a free action, lasting a single round, at will and with no Xp cost.
    It is most likely the deity will use some sort of messenger, but or important matters, or if the Chosen is really high on his favorite list, he might even answer the question personally.

    Request Miracle (Sp)
    At level twenty a Chosen has enough respect by his patron deity to outright ask for Miracles, this can be done as many times he likes, but each use costs him two Interference Points.


    Bonus Domain
    Requirements:Domain Power, as the Chosen's class feature.
    Benefit: You gain an additional domain power, this bonus domain power cannot increce a single domain power over the third time.

    Favorite of the God
    Requirements: Voice of the Divine class feature
    Benefit: You gain an additional Interference Point every day.
    Special: This feat may be taken multiple times, but no more then half your feats, rounded down.
    Last edited by boomwolf; 2010-10-27 at 11:54 AM.

    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.