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    Barbarian in the Playground
     
    Meat Shield's Avatar

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    Default Camerean Wandering Warrior [Base Class]

    This is a base class a friend and I are trying to finalize for use in our home campaign. The class is based off the paladin, 2nd edition Kensai, and Kane from Kung-Fu.

    We use a homebrew pantheon, and the god important to this discussion is Camear. Camear is the chaotic good god of Travel, Arts, Freedom, Expression, Artisans/Craftsmen, and Protection. His clerics are only allowed quarterstaves for weapons, and no more than medium armor, and can thus be quite vulnerable. The Wandering Warrior (below) is the Paladin of Camear, and is tasked with protecting the clerics and his flock. Part of the flavor is that the Wandering Warrior travels the globe, experiencing all that there is, seeing everything, and generally basking in the glow of creation - only then can one even begin to understand the glory that is Camear. Additionaly, the Wandering Warrior will become even closer to Camear by becoming more of an artist himself with the Camearian Sword (the bastard sword).

    Essentially, the Wandering Warrior (WW) is a warrior who travels the globe, protecting the defenseless, perfecting his use of the blade, and promote freedom. Please let me know what you think of the below, especially in terms of balance.

    Wandering Warrior
    {table=head]Level|Base Attack[br]Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +1
    |
    +2
    |
    +0
    |
    +0
    |Aura of Good, Detect Evil, Camear Strike 1/day
    2nd|
    +2
    |
    +3
    |
    +0
    |
    +0
    | Fleet of Foot, Lay on Hands, Rite of the Sword
    3rd|
    +3
    |
    +3
    |
    +1
    |
    +1
    | Aura of Resolve, Camearian Fighting Style
    4th|
    +4
    |
    +4
    |
    +1
    |
    +1
    | Endurance, Camear’s Salve 1/day
    5th|
    +5
    |
    +4
    |
    +1
    |
    +1
    | Camear Strike 2/day
    6th|
    +6
    |
    +5
    |
    +2
    |
    +2
    | Camear’s Surprise, Wanderer’s Diplomacy
    7th|
    +7
    |
    +5
    |
    +2
    |
    +2
    | Improved Critical – Camearian Sword
    8th|
    +8
    |
    +6
    |
    +2
    |
    +2
    | Camear’s Bulwark 1/day
    9th|
    +9
    |
    +6
    |
    +3
    |
    +3
    | Improved Camear Strike – Good
    10th|
    +10
    |
    +7
    |
    +3
    |
    +3
    | Camear Strike 3/day
    11th|
    +11
    |
    +7
    |
    +3
    |
    +3
    | Improved Camearian Fighting Style
    12th|
    +12
    |
    +8
    |
    +4
    |
    +4
    | Camearian Stride, Camear’s Salve 2/day
    13th|
    +13
    |
    +8
    |
    +4
    |
    +4
    |
    14th|
    +14
    |
    +9
    |
    +4
    |
    +4
    | Improved Camear Strike – Law/Chaos
    15th|
    +15
    |
    +9
    |
    +5
    |
    +5
    | Greater Camearian Fighting Style, Camear Strike 4/day
    16th|
    +16
    |
    +10
    |
    +5
    |
    +5
    | Camear’s Bulwark, 2/day
    17th|
    +17
    |
    +10
    |
    +5
    |
    +5
    | One Thousand Cuts
    18th|
    +18
    |
    +11
    |
    +6
    |
    +6
    | Weapon Supremacy
    19th|
    +19
    |
    +11
    |
    +6
    |
    +6
    |
    20th|
    +20
    |
    +12
    |
    +6
    |
    +6
    | Camear Strike 5/day [/table]


    Alignment: Any Good

    Hit Die: d10

    Class Skills
    The wandering warrior’s class skills are: Bluff (Chr), Climb (Str), Craft (Int), Diplomacy (Chr), Heal (Wis), Jump (Str), Knowledge (art/music, geography, fighting styles, religion, monsters, and royalty & nobility) (Int), Listen (Wis), Perform (Chr), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and use Rope (Dex).
    Skill Points at 1st Level: (4 + Int modifer) x 4
    Skill Points at Each Additional Level: 4 + Int modifer.

    Weapon and Armor Proficiency: A Wandering Warrior is proficient with all simple weapons and the Camearian Sword, and with light and medium armor.
    *(After the Rite of the Blade it is frowned upon for a WW to use a weapon other than the Camearian Sword)

    Aura of Good (Ex): The power of a WW is equal to their WW level.
    Detect Evil (Sp): At will, a wandering warrior can use detect evil as the spell.
    Camearian Strike: Add Charisma modifier to Hit and Level to Damage.
    Fleet of Foot: may make one directional change of up to 90 degrees during a charge.
    Lay on Hands: As paladin ability, except that the number of hit points that can be healed on any given day is 2xWandering Warrior level x Charisma bonus. This is a reflection of the WW's role as protector of the defenseless.
    Rite of the Blade: after the WWhas completed their “First Walk” they return to the church to participate in the Rite of the Blade. Upon proving themselves worthy they become proficient with and are presented a Camearian Sword (identical to a bastard sword). They also gain Exotic Weapon Proficiency Bastard Sword and Weapon Focus Bastard Sword.

    Use of any weapon other than the Camearian Sword is heavily frowned upon by the Camearian Church, and as such no other weapon training is undertaken. If the WW does not use the Blade in a conflict, he cannot become closer to the spirit of the Blade – as such any experience earned in battle while not holding the Camearian Sword in his hands will be reduced by 50%.
    Aura of Resolve: Beginning at 3rd level the Wandering Warrior is immune to compulsion effects. Additionally, each ally within 10 feet is granted a +4 morale bonus to saves against compulsion effects
    Endurance: The WW gains the Endurance feat for free.
    Camear’s Salve: At 4th level, the WW may use the protective energies of Camear to cast Shield Other at a caster level equal to his WW level. At 12th level, the WW can perform this selfless act twice a day.
    Camearian Fighting Style: When wielding a Camerian Sword the Wandering Warrior is considered to have Camear’s Defense and to have Specialization: Bastard Sword.
    Camear’s Defense: +1 Dodge Bonus to AC, bonus increases to +2 if fighting defensively, using total defense or if the WW spends at least 2 points from Combat Expertise.
    Improved Camearian Fighting Style: When wielding a Camerian Sword the Wandering Warrior has Improved Camear’s Defense and Greater Weapon Focus: Bastard Sword
    Improved Camear’s Defense: +2 Dodge Bonus to AC, bonus increases to +4 if fighting defensively, using total defense or if the WW spends at least 2 points from Combat Expertise
    Greater Fighting Style: When wielding a Camerian Sword the Wandering Warrior has Greater Camear’s Defense and has Greater Weapon Specialization: Bastard Sword
    Greater Camear’s Defense: +4 Dodge Bonus to AC, bonus increases to +6 if fighting defensively, using total defense or if the WW spends at least 2 points from Combat Expertise
    Camear’s Surprise: able to use full attack at the end of a charge up to WW level/2 per day.
    Wanderer’s Diplomacy: The WW gains the Wanderer’s Diplomacy feat (PHB II) for free, even if he would normally not qualify for it.
    Improved Critical – Camearian Sword: The WW gains the benefit of the Improved Critical feat with respect to his Camearian Sword. This does not stack with any other effects that increase the threat range of a weapon.
    Camear’s Bulwark: At 8th level, the WW may tap into the divine energies of Camear to bestow protective energies upon his allies. As a standard action, the WW can create a burst of divine energy of 5’ radius per WW level. All allies within this burst gain fire, cold, electrical, and acid resistance equal to twice the WW’s Charisma bonus, for a number of rounds equal to the WW’s Charisma bonus. At 16th level, the WW may perform this twice a day.
    Improved Camear Strike: Camerian Sword wielded by a WW becomes an aligned weapon. At 9th level, the weapon becomes good aligned for purposes of overcoming damage reduction, and causes +1d6 points of damage to evil creatures. At 14th level, the weapon also becomes axiomatic or anarchic for purposes of overcoming damage reduction for WW’s who are lawful or chaotic good respectively, and the additional damage to evil creatures increases to +2d6.
    Camerian Stride: Woodland Stride
    One Thousand Cuts: Once per day the Wandering Warrior may double the number of attacks when using a full attack, and gain the benefits of the Great Cleave feat.
    Weapon Supremacy: At 18th level, the WW receives the Weapon Supremacy (Camearian Sword) feat (PHB II) for free.
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    Pixie in the Playground
     
    SamuraiGuy

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    Default Re: Camerean Wandering Warrior [Base Class]

    Wouldn't it be more logical for the Wandering Warrior to wield the same weapon as the clerics? I'm supposing that the clerics wield Camear's favored weapon, so shouldn't the WW also use it to get closer to Camear? I like the flavour of the class, but seeing as it is very focused on one weapon, maybe it would be better as a PrC. Power-wise, it seems fairly balanced.

  3. - Top - End - #3
    Barbarian in the Playground
     
    Meat Shield's Avatar

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    Default Re: Camerean Wandering Warrior [Base Class]

    The feeling was that 1) anyone can pick up a stick and hit people with it, and 2) who would command more respect and keep people from starting trouble - the guy with the walking-staff or the guy with the meter and a half blade of sharpened steel?

    As for making it a PrC, its a paladin replacement, and rewards the PC with long term dedication to the class
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    Bugbear in the Playground
     
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    Default Re: Camerean Wandering Warrior [Base Class]

    I see a problem forming when the party meets an enemy with Damage Reduction 10/bludgeoning. The exp penalty is a bit much, the lack of proficiencies with any other martial weapons and the social problems caused are enough to stop usage of any other weapon over the bastard sword, or maybe even impose a -2 or -4 penalty with other weapons for those Wandering Warriors who took a level in fighter to start off with.
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    Barbarian in the Playground
     
    Meat Shield's Avatar

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    Default Re: Camerean Wandering Warrior [Base Class]

    (Wow, I was worried about it being overpowered....)

    The XP penalties and non-proficiencies are mainly class flavor and roleplaying items. I am aware that if I sunder his sword (I'm the DM BTW), then he is, officially, screwed.

    On the other hand, the 2nd edition Kensai was just about the most fun class to play, ever. Which is why we both love the class concept.
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