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| Khaine07-11-05, 08:17 AM | I know, its been done to death, but here's my take on it :cool: Elemental Champion "The very wind screams for vengeance. Who am I not to listen?" Grall, half-elf elemental champion Rare warriors devoted to the elemental powers of this dying world, elemental champions are created for a single purpose – to protect the waning vitality of their elemental patron at any cost. Chosen from among the strongest warriors, elemental champions are a desperate measure taken against the continued devastation of the natural world. Imbued with the power of their patrons, elemental champions protect the few remaining pristine places on Athas and often serve as bodyguards or agents for clerics who serve their chosen element. The main goal of every champion though, is the execution of defilers. Each and every defiler they leave bloodied and broken in their wake is one less parasite draining away the essence of their patron, and some champions take this ideology even farther to extend their wrath to all wizards. With foes like these, however, few champions live long enough to truly make a difference. Not all champions despise wizardry though, as the paraelemental powers have their champions as well. Although they are very rare, paraelemental champions serve the same and opposite roles of the elemental counterparts, guarding and serving paraelemental clerics and defilers while seeking to expand the influence of their twisted masters. Paraelemental champions are otherwise the same as elemental champions in every respect except their allegiances. Almost all elemental champions come from the ranks of the warrior classes, but fighters make up the bulk of the class due to the ease that they can be the prerequisites. Barbarians and rangers also make excellent elemental champions. Of the common races, dwarves, mul, and half-giants are often chosen to become elemental champions due to their sheer strength and endurance, although a half-giant’s notoriously feeble mentality can be a significant problem. Halflings are also common as elemental champions, particularly in the Forest Ridge. Hit Die: d10. Requirements To qualify to become an Elemental Champion, a character must fulfill all of the following criteria. Base Attack Bonus: +6 Skills: Knowledge (religion) 3 ranks, Knowledge (warcraft) 3 ranks Feats: Diehard, Endurance, and any one of the following feats: Combat Expertise, Combat Reflexes, Dodge, Point Blank Shot, Power Attack, or Weapon Finesse Special: A prospective elemental champion must ritually petition his chosen elemental patron in order to take up the mantle of a champion of the element. This ritual is similar to the initiation of a cleric, but must be presided over by a cleric of the element in question who is at least equal in level to the prospective champion. As in a cleric’s initiation, if the prospective champion is found wanting, he does not survive the experience. Table 3-x: The Elemental Champion Level Atk Fort Ref Will Special 1 +1 +2 +0 +2 Defiler Scent, Smite 1/day 2 +2 +3 +0 +3 Domain, Elemental Blessing 3 +3 +3 +1 +3 Mettle 4 +4 +4 +1 +4 Smite 2/day 5 +5 +4 +1 +4 Aura of Sacrifice 6 +6 +5 +2 +5 Bonus Feat 7 +7 +5 +2 +5 Smite 3/day 8 +8 +6 +2 +6 -- 9 +9 +6 +3 +6 Bonus Feat 10 +10 +7 +3 +7 Smite 4/day Elemental Champion Spells per Day Level 1 2 3 4 1 0 - - - 2 1 - - - 3 1 0 - - 4 1 1 - - 5 2 1 0 - 6 2 1 1 - 7 2 2 1 0 8 3 2 1 1 9 3 2 2 2 10 3 3 3 3 Class Skills Elemental Champions have the following skills as class skills: Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Intimidate (Cha), Knowledge (religion; Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis). Skill points per level: 2 + Intelligence bonus Class Features All of the following are features of the Elemental Champion prestige class. Weapons and Armor Proficiency: Elemental Champions are proficient in all simple and martial weapons. They are also proficient with all light and medium armor, and with shields (but not tower shields). Spells: Elemental champions cast divine spells drawn from the elemental champion spell list (see below). They must prepare spells daily, in the same fashion as a cleric. An elemental champion must have a Wisdom score of at least 10 + the spell level to cast any given spell, and an elemental champion receives bonus spells per day based on their Wisdom score. When an elemental champion receives 0 spells per day of a given spell level (see table 3-x), he is only able to cast spells of that level if he gains bonus spells due to a high Wisdom score. The Difficulty Class for resisting the effects of an elemental champion’s spells is 10 + the spell’s level + the elemental champion’s Wisdom modifier. An elemental champion’s caster level is equal to his class level. Defiler Scent: At 1st level, an elemental champion gains the ability to use the defiler scent spell at will as a spell-like ability. Smite: Also at 1st level, an elemental champion gains the smite power. Once per day, he can add his Charisma modifier (if positive) to his attack roll, and his class level to damage if the attack succeeds. A smite attack must be declared prior to making the attack roll, and if the attack misses, the smite attempt is wasted. An elemental champion gains additional daily uses of this ability at 4th level, 7th level, and 10th level, to a maximum of four smites per day. An elemental champion can also take the Extra Smiting feat to gain additional daily uses of this power. Domain: At 2nd level, an elemental champion receives one domain from the domains available to those who follow his patron element. The champion gains the domain’s class skill(s), weapon and armor proficiencies, and granted power. He also can prepare and cast spells for the chosen domain in addition to the spells on the elemental champion spell list, up to the maximum spell level he can cast. The elemental champion does not receive any additional spell slot due to this ability, however. Elemental Blessing: At 2nd level, an elemental champion gains a bonus equal to his Charisma bonus (if positive) on all saving throws. Mettle: At 3rd level, an elemental champion gains the ability to resist magical compulsions and other unusual attacks with uncommon willpower and stamina. If the champion makes a successful Fortitude or Will save against an attack that would normally have a lesser effect with a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), the effect is instead completely negated. This ability only works as long as the elemental champion is conscious, however. Aura of Sacrifice: By 5th level, an elemental champion’s power has grown strong enough that he can protect the natural world from the ravages of defiling magic. If an arcane spellcaster defiles within a 75ft radius of the champion, he can react to protect the land by sacrificing part of his own life force. This nullifies a wizard’s defiling radius and any effects it entails, including those of Raze feats, but the champion loses 2 hit points per 5ft of defiling radius nullified. An elemental champion can choose to nullify only part of a given defiling radius to reduce the cost to himself, but doing so frequently can cause the elemental forces to question their champion’s dedication. Bonus Feats: At 6th level, an elemental champion can select a bonus feat, which must be chosen from list of bonus feats available to fighters with the addition of the Extra Smiting feat. The character must meet the prerequisites for any feat that he selects. Elemental champions receive an additional bonus feat at 9th level. Ex-elemental Champions: An elemental champion who becomes a defiler (even if he only defiles once) automatically loses his champion class features and spellcasting abilities. Likewise, elemental champions of 5th level or higher to frequently allow defiling in their presence (by failing to use their Aura of Sacrifice ability) also risk the loss of their class features and spellcasting abilities. Paraelemental champions, on the other hand, do not suffer from this restriction. Elemental Champion Spell List 1st level: Bane, bless, bless element, create element, cause fear, cure light wounds, curse, element, detect poison, divine favor, endure elements, guidance, inflict light wounds, magic weapon, purify food & drink, remove fear, resistance, shield of faith, true strike 2nd level: Align weapon, augury, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, eagle’s splendor, inflict moderate wounds, resist energy 3rd level: Breathing, cure serious wounds, dispel magic, elemental armor, elemental weapon, greater magic weapon, haste, inflict serious wounds, keen edge, surface walk 4th level: Bestow curse, cure critical wounds, death ward, divination, divine power, freedom of movement, inflict critical wounds |
| Kalthandrix07-11-05, 08:35 AM | I like it- kinda like an elemental paladin. One thing I think is missing are elemental spells- they should have some kind of access to them. Maybe you could give them one domain where they hace access to the ability and the spells to show a greater tie to the elements. The smite damage should also be of the elemtal type that the warroir warships. |
| Khaine07-11-05, 10:05 AM | I like it- kinda like an elemental paladin. That was the idea ;) One thing I think is missing are elemental spells- they should have some kind of access to them. Maybe you could give them one domain where they hace access to the ability and the spells to show a greater tie to the elements. :confused: Umm, they get a domain and all its powers and spells at 2nd level... The smite damage should also be of the elemtal type that the warroir warships. Nice! I didn't think of that one. Gotta steal it :tiphat: |
| Kalthandrix07-11-05, 06:13 PM | Sorry Khain- like I said in my first post- I only have time for a quickee :D The requirements look really high on the feat side- but my guess is that you designed this PrC mainly to be taken by a fighter when they reached 7th level. If you wanted to open it up a little I would just get rid of one of the required feats, but this PrC really seems more like a fighter type would enter into anyway. |
| Khaine07-12-05, 03:02 AM | Sorry Khain- like I said in my first post- I only have time for a quickee :D The requirements look really high on the feat side- but my guess is that you designed this PrC mainly to be taken by a fighter when they reached 7th level. If you wanted to open it up a little I would just get rid of one of the required feats, but this PrC really seems more like a fighter type would enter into anyway. No prob, but yeah, I tend to go overboard with feat and skill requirements. The PrC was intended as mainly a fighter thing, but I don't want to make it to hard for gladiators, barbarians, or rangers to pick up either, so I nixed a couple of the feat prereqs. I also decided to keep their smite ability as an unspecified damage type, since I added the elemental weapon and elemental armor spells to their spell list (they were supposed to be there all along, but I guess I forgot :doh: ). As always, check above for changes ;) |
| Ruhl-Than Sage07-12-05, 09:20 AM | I think you should probably increase the amount of damage that the Elemental Champion takes from absorbing defiling magic, and allow him to absorb part of the magic if he can't absorb it all. This is a very powerful and impressive ability, and shouldn't come too cheaply. As you have it a ninth level spells defiling effect can be absorbed by a mere 9 hit points. I think you should at least double it to 2 hit points per 5ft. in the radius (like what plant creatures take). And maybe put a limit on how much defiling energy can be absorbed at once by an Elemental Champion say: Elemental Champion class level x2. I have to say though, very interesting :thinks: , and for the most part, well balanced PrC :D ! |
| Khaine07-12-05, 10:17 AM | I think you should probably increase the amount of damage that the Elemental Champion takes from absorbing defiling magic, and allow him to absorb part of the magic if he can't absorb it all. This is a very powerful and impressive ability, and shouldn't come too cheaply. As you have it a ninth level spells defiling effect can be absorbed by a mere 9 hit points. I think you should at least double it to 2 hit points per 5ft. in the radius (like what plant creatures take). And maybe put a limit on how much defiling energy can be absorbed at once by an Elemental Champion say: Elemental Champion class level x2. Good ideas, your right it would be too easy to negate a 9th level defile (or a 10th level, for that matter :eek: ). Expect some change in that tonight. I have to say though, very interesting :thinks: , and for the most part, well balanced PrC :D ! Balanced! :OMG! That's it, its a sign people! The end of the world IS here! :) |
| Khaine07-13-05, 02:49 AM | I think you should probably increase the amount of damage that the Elemental Champion takes from absorbing defiling magic, and allow him to absorb part of the magic if he can't absorb it all. This is a very powerful and impressive ability, and shouldn't come too cheaply. As you have it a ninth level spells defiling effect can be absorbed by a mere 9 hit points. I think you should at least double it to 2 hit points per 5ft. in the radius (like what plant creatures take). And maybe put a limit on how much defiling energy can be absorbed at once by an Elemental Champion say: Elemental Champion class level x2. OK, tweaked Aura of Sacrifice. Decided to leave it limited only by the champion's current hit points though... |
| Ruhl-Than Sage07-13-05, 04:54 AM | Looks better :D , I'd personal give my final approval. :thumbsup: |
| Khaine07-13-05, 11:50 AM | Looks better :D , I'd personal give my final approval. :thumbsup: Thank yah, thank yah very much (now if you'll step this way, we have many more things to show you) :smirk: |