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| OfFlameAndAshes01-14-08, 05:40 PM | The Lord of the Morning Requirements: •Must have the Divine Grace class feature. •BAB +10. •Must have no levels in any classes that require an Evil alignment. •Must be Lawful Good. Hit Die: d10. BAB: Full. Saves: Fort. Good, Reflex Poor, Will Good. Skill Points Per Level: 2 + Intelligence modifier. Skills: Animal Empathy (Cha), Craft (Int) Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), and Speak Language (Int). Weapon/Armor Proficiencies: All simple and martial weapons, all armor. Class Features: 1.) The Path Of Light, Beneficent, Pure-Hearted 2.) Ray Of Hope 3.) Radiant Splendor 4.) Wings of Glory 5.) Dawnstrider 6.) Halo 7.) Illuminate 8.) Awaken The Dawn, Guardian Angel 9.) Sunfire 10.) Lord of the Morning, Heavenly Light The Path of Light: Like Paladins, the Lords of the Morning adhere to a strict moral code. It is identical to the Paladin's Code of Conduct - see the Player's Handbook for details. Beneficent: The Lords of the Morning have nothing but love and compassion in their hearts, and do not even wish ill upon their worst enemies, though they may have to fight or kill them to protect the innocent. They easily inspire goodwill and trust in others, and thus have competence bonus to their Animal Empathy, Diplomacy, and Handle Animal skill checks equal to their Charisma modifier (if positive). Pure-Hearted: The Lords of the Morning have hearts as pure as winter snow, and never let evil thoughts cross their minds. They receive a sacred bonus to their saves against mind-affecting spells and effects (i.e., charm, domination, etc.), as well as spells and effects that change their alignment equal to their Wisdom modifier (if positive). Ray Of Hope (su): At 2nd level, a number of times per day equal to 1 + his Charisma modifier (if positive), the Lord of the Morning is able to use a standard action to cast a ray of healing light upon one creature within 25 ft./level; the targeted creature immediately recovers 1d8 hit points + 3 hit points/class level, is cured of any negative psychological ailments (i.e. negative emotions caused by eyebite, insanity, etc.), and is also cured of all poisons and diseases as well. This is a supernatural ability. Radiant Splendor (su): At 3rd level, the Lord of the Morning shines brighter than the noonday sun. He is considered to radiate light equivalent to the spell light, but he may use a free action to suppress this ability at will. This is a supernatural ability. Wings Of Glory (ex): At 4th level, the Lord of the Morning grows a large pair of white wings that allow him to fly 50 ft./round (good). This is an extraordinary ability. Dawnstrider (su): At 5th level, the Lord of the Morning becomes so immersed in his devotion to the forces of light and goodness that he is able to use a swift action to teleport to any location within 100 ft./level once per day that is illuminated by bright light with no chance of failure. This is a supernatural ability. Halo (su): At 6th level, the Lord of the Morning's inner radiance begins to manifest as a halo of light surrounding his body that protects him from harm. He adds his Charisma modifier (if positive) as a sacred bonus to his Armor Class, and gains a damage reduction of 5/-. This is a supernatural ability. Illuminate (su): At 7th level, the Lord of the Morning is able to use the forces of light to inspire and uplift himself and his allies. A number of times per day equal to 1 + his Charisma modifier (if positive), he may use a standard action to shine a powerful light upon himself and all allies within 10 ft./level, granting both himself and his allies 20 temporary hit points, a +3 bonus to all saves and Armor Class, and a +6 bonus to their Wisdom and Charisma for 1 round/level. This is a supernatural ability. Awaken The Dawn (su): At 8th level, the Lord of the Morning is able to call the sun itself to shine upon the earth - even in the middle of the night. Once per day, the Lord of the Morning may use a standard action to illuminate an area centered on his location with a radius equal to 400 ft./level. The light is considered to be sunlight, and creatures such as vampires who are vulnerable to sunlight whom this light touches will be harmed by it. This is a supernatual ability. Guardian Angel (ex): At 9th level, the Lord of the Morning attracts a small, cherubic guardian angel to fight for him and protect him. If this guardian angel is ever slain, the Lord of the Morning suffers 1d4 points of temporary Constitution damage, and a new guardian angel will arrive, if he so wishes, in 2d4 days. Guardian angels may be dismissed at will, and the Lord of the Morning in this case does not suffer temporary Constitution damage. The guardian angel has the following statistics: Level: The Lord of the Morning's combined class level Hit Die: d4 BAB: Medium Base Armor Class: 0 Base Initiative: +10 Speed: 20 (walking), 50 (good) (flying) Saves: Fort. Poor, Reflex Good, Will Good Skill Points Per Level: 2 + Intelligence Modifier Skills: Animal Empathy (Cha), Heal (Wis), Knowledge (planes) (Int), Sense Motive (Wis), Speak Language. Weapon/Armor Proficiencies: Short sword, shortbow, light armor. Size: Small Creature Type: Celestial Attacks: Short sword (1d6 damage), shortbow (1d6 damage) Special Abilities: Halo, Radiant Splendor, Smite Evil, Divine Grace, Holy Shield Halo: See the Lord of the Morning's ability of the same name. Radiant Splendor: See the Lord of the Morning's ability of the same name. Smite Evil: See the Paladin's ability of the same name. Guardian angels may smite evil once per day per three full levels. Divine Grace: See the Paladin's ability of the same name. Holy Shield: Guardian angels radiate holy, protective energies which grant both themselves and their masters (the Lords of the Morning) a +1 sacred bonus to their Armor Class and saves. Strength: 7 Dexterity: 20 + half the Lord of the Morning's class level (rounded down) Constitution: 10 Intelligence: 15 + half the Lord of the Morning's class level (rounded down) Wisdom: 22 + half the Lord of the Morning's class level (rounded down) Charisma: 19 + half the Lord of the Morning's class level (rounded down) Sunfire (su): At 9th level, a number of times equal to 1 + his Charisma modifier, the Lord of the Morning may call upon the sun to purify the world of evil and dross. All enemies within 10 ft./level of the Lord of the Morning suffer 1d8 points of fire damage/level; enemies may attempt a Fortitude save with a DC equal to 10 + the Lord of the Morning's class level + the Lord of the Morning's Wisdom modifier to halve the damage. This is a supernatual ability. Lord of the Morning (ex): At 10th level, the Lord of the Morning undergoes a profound physical transformation due to his utter devotion to goodness and light. His skin becomes tinged with gold, his eyes sparkle with happiness and light, his hair becomes flecked with gold, and his whole body radiates light and purity. He gains a +2 sacred bonus to his Wisdom and Charisma scores as well as a +10 sacred bonus to his saves against mind-affecting spells and abilities and spells abilities that would, if successful, change his alignment (this stacks with the Pure-Hearted class feature). This is an extraordinary ability. Heavenly Light (su): At 10th level, the Lord of the Morning is able to shine light from the highest heavens upon his enemies. Twice per day, he may shine a ray of heavenly light upon all enemies within 10 ft./level; all enemies affected suffer 1d10 sacred damage/level, with no saves allowed. This is a supernatural ability. Well, there it is. *Braces for the flames* |
| OfFlameAndAshes01-14-08, 05:51 PM | Copyright Noah D. Linden, 2008 |
| Eldritch_Lord01-14-08, 05:52 PM | Well, there it is. *Braces for the flames* :mage: Let's see what we can do, shall we? Requirements: •Must have at least 10 levels of the Paladin core class. •BAB +10 •Must have no levels in any classes that require an Evil alignment. •Must be Lawful Good. The 10 levels in paladin is a bad idea. Levels in a particular class are never used as a requirement; you'd probably want to require divine grace or lay on hands or another paladin ability so that paladin-like classes also qualify. Hit Die: d10. BAB: Full. Saves: Fort. Good, Reflex Poor, Will Good. Skill Points Per Level: 2 + Intelligence modifier. Skills: Animal Empathy (Cha), Craft (Int) Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (planes) (Int), Ride (Dex), Sense Motive (Wis), and Speak Language (Int). Weapon/Armor Proficiencies: All simple and martial weapons, all armor. Looks good, but you might want to put them in a table with the abilities. Beneficent: The Lords of the Morning have nothing but love and compassion in their hearts, and do not even wish ill upon their worst enemies, though they may have to fight or kill them to protect the innocent. They easily inspire goodwill and trust in others, and thus have a +2 competence bonus to their Animal Empathy, Diplomacy, and Handle Animal skill checks. Pure-Hearted: The Lords of the Morning have hearts as pure as winter snow, and never let evil thoughts cross their minds. They receive a +6 sacred bonus to their saves against mind-affecting spells and effects (i.e., charm, domination, etc.), as well as spells and effects that change their alignment. Good, but you might want to tie in their Wis or Cha score(s) somehow to represent their strength of faith or sense of self. Ray Of Hope (su): At 2nd level, once per day, the Lord of the Morning is able to use a standard action to cast a ray of healing light upon one creature within 25 ft./level; the targeted creature immediately recovers 1d8 hit points + 3 hit points/class level, is cured of any negative psychological ailments (i.e. negative emotions caused by eyebite, insanity, etc.), and is also cured of all poisons and diseases as well. This is a supernatural ability. Radiant Splendor (su): At 3rd level, the Lord of the Morning shines brighter than the noonday sun. He is considered to radiate light equivalent to the spell light, but he may use a free action to suppress this ability at will. This is a supernatural ability. Wings Of Glory (ex): At 4th level, the Lord of the Morning grows a large pair of white wings that allow him to fly 50 ft./round (good). This is an extraordinary ability. Looks good. You don't have to put "This is a _________ ability" at the end if you add the (Su) or (Ex) tag, though. Dawnstrider (su): At 5th level, the Lord of the Morning becomes so immersed in his devotion to the forces of light and goodness that he is able to use a free action to teleport to any location within 100 ft./level once per day that is illuminated by bright light with no chance of failure. This is a supernatural ability. You should probably make this a swift action, not a free action, just for rules consistency. Halo (su): At 6th level, the Lord of the Morning's inner radiance begins to manifest as a halo of light surrounding his body that protects him from harm. He adds his Charisma modifier (if positive) as a sacred bonus to his Armor Class, and gains a damage reduction of 5/-. Good. Illuminate (su): At 7th level, the Lord of the Morning is able to use the forces of light to inspire and uplift himself and his allies. Once per day, he may use a standard action to shine a powerful light upon himself and all allies within 10 ft./level, granting both himself and his allies 20 temporary hit points, a +3 bonus to all saves and Armor Class, and a +6 bonus to their Wisdom and Charisma for 1 round/level. This is a supernatural ability. I would suggest adding more uses per day, maybe 1+Cha times per day. The paladin already has things on a per-day and per-week basis, so it doesn't get to use the good abilities that often. Awaken The Dawn (su): At 8th level, the Lord of the Morning is able to call the sun itself to shine upon the earth - even in the middle of the night. Once per day, the Lord of the Morning may use a standard action to illuminate an area centered on his location with a radius equal to 1 mile/level. The light is considered to be sunlight, and creatures such as vampires who are vulnerable to sunlight whom this light touches will be harmed by it. This is a supernatual ability. You might want to tone this down to a few hundred feet per level. The only other spells I know with radii measured in miles (Apocalypse from the Sky and Eclipse) require an artifact material component or are epic spells, respectively. Heavenly Light (su): At 9th level, the Lord of the Morning is able to shine light from the highest heavens upon his enemies. Once per day, he may shine a ray of heavenly light upon all enemies within 10 ft./level; all enemies affected suffer 1d6 damage/level, and may attempt to reduce the damage by half by passing a Fortitude save with a DC equal to 10 + the Lord of the Morning's class level + the Lord of the Morning's Wisdom modifier. This is a supernatual ability. Again, I'd bump uses/day up a bit. Lord of the Morning (ex): At 10th level, the Lord of the Morning undergoes a profound physical transformation due to his utter devotion to goodness and light. His skin becomes tinged with gold, his eyes sparkle with happiness and light, his hair becomes flecked with gold, and his whole body radiates light and purity. He gains a +2 sacred bonus to his Wisdom and Charisma scores as well as a +10 sacred bonus to his saves against mind-affecting spells and abilities and spells abilities that would, if successful, change his alignment (this stacks with the Pure-Hearted class feature). This is an extraordinary ability. Sunfire (su): At 10th level, once per day, the Lord of the Morning may call upon the sun to purify the world of evil and dross. All enemies within 10 ft./level of the Lord of the Morning suffer 1d10 points of damage/level with no save possible. This damage is sacred damage, and therefore cannot be reduced with a successful save. Good. Overall a good PrC; a few tweaks and you're golden. Pun intended. :D |
| OfFlameAndAshes01-14-08, 06:04 PM | Your criticisms and suggestions were both valid and well-intentioned. I really appreciate it - with the changes I've made, the class feels more complete, and no longer underpowered. :D |
| OfFlameAndAshes01-14-08, 06:11 PM | I mean, this is the first paladin-based PrC that can kick some serious tail. But I think that because Paladin's don't have tons of Feats, they should be able to have some powerful abilities, don't you think? |
| Eldritch_Lord01-14-08, 08:30 PM | I mean, this is the first paladin-based PrC that can kick some serious tail. But I think that because Paladin's don't have tons of Feats, they should be able to have some powerful abilities, don't you think? I agree. The paladin has needed to be improved for a while now, and I think with the changes you made this PrC goes a long way towards accomplishing that. |