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| Chimaera200002-28-06, 09:39 AM | *Author's note: A paladin is a chivalric knight, but it's easy to imagine divine warriors of other alignments. Dragon Magazine has published paladins of all alignments, but it makes little sense to have nine classes when one can cover them all. It's my hope that this class can fulfill the archetype of the divine warrior while allowing flexibility in character concepts. The class concept was inspired by Monte Cook's Arcana Unearthed (http://www.montecook.com/AU.html). The Withstand ability was inspired by FriendlyBiscuit's Comic prestige class (http://boards1.wizards.com/showthread.php?t=595949). This class is intended to replace the paladin from the Player's Handbook, the blackguard from the Dungeon Master's Guide, and the holy liberator from Complete Divine. Enjoy. :) CHAMPION http://www.wizards.com/dnd/images/ph35_gallery/PHB35_PG43_WEB.jpg Alhandra Ideals are one of the most powerful forces in the universe. They shape the cosmos and guide every creature. To a champion, ideals do more than guide her actions; they define who she is. She is a warrior whose beliefs are her source of strength. Through her devotion, she gains divine gifts which empower her in her struggles. Through her determination, blessings, and martial prowess, she strives to make her ideals a reality. Adventures: Champions tend to be motivated adventurers, as their deeds often advance their cause. Even if their actions cannot further their ideals directly, adventures still serve as personal tests. Each new challenge is a chance to grow in strength and skill. Furthermore, it is a chance to learn and grow in their beliefs. As a blade is tempered by fire, so too do a champion’s ideals grow stronger through experience. Characteristics: A champion is a divine warrior empowered by faith. Her gifts can be used for both offense and defense. Offensively, she can smite foes and use spells to augment her prowess. Defensively, she can overcome many unusual attacks through sheer force of will. This dedication both inspires her friends and unnerves her foes. As well, she can summon a magical steed to her side and manifest several minor clerical abilities and spells. Alignment: From good to evil and lawful to chaotic, ideals cover the breadth of alignments. As such, champions can be of any alignment. As their beliefs often tie in strongly with their alignment, however, their alignment is not often changed. A careless champion risks losing her powers if she strays too far from her beliefs. Religion: If a champion’s ideals are represented by a deity, religion can play a tremendous role in her life. Many champions act as clerics do in service of their religion, albeit in a more militaristic way. Heironeous and Hextor are both commonly worshipped, for their values often match those of the divine warrior. However, many ideals (such as love, evil, or honor) are abstract, and religion may play less of a role for champions who follow these ideals. Background: Some individuals become champions by choice, while others have responsibility thrust upon them. The latter often occurs in a crisis, with an individual granted divine power to overcome it. Regardless, champions tend to share two things in their background: strong devotion and martial training. Many serve in churches of some kind, while many likewise serve in militias or armies. Nonetheless, champions can come from all walks of life. Races: Humans show both great ambition and passion, making them common champions. However, all races have their own beliefs and champions to represent them. The other common races tend to worship racial deities more than abstract ideals, but nonetheless champions show great variety across all races. Other Classes: Most champions can appreciate the talents of other party members. However, they typically adventure best with those whose motivations are similar to their own. Conflict may occur if party members act in ways that go against a champion's beliefs. Some champions ignore this stereotype, preferring to adventure with those who are radically different from themselves. Role: The champion’s main role is as a melee combatant. Her defensive abilities allow her to keep fighting even in the face of magical or supernatural attacks, while her auras allow her to support her allies and hamper her foes. Her spells and other abilities allow her to function like a secondary divine spellcaster. http://www.wizards.com/dnd/images/draco_gallery/75624.jpg Korrun GAME RULE INFORMATION Champions (Chn) have the following game statistics. Abilities: Charisma empowers many of the champion’s special abilities, making it particularly important. Strength is important for her because of its role in combat. A Wisdom score of 14 or higher is required to get access to the most powerful champion spells, and a score of 11 or higher is required to cast any champion spells at all. Alignment: Any. Hit Die: d10 Starting Age: Medium (as paladin) Starting Gold: 6d4 x10 (150 gp) Class Skills: The champion’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis). Skill Points at 1st level: (2+Int modifier)x4 Skill Points at Each Additional level: 2+Int modifier Table: The Champion Spells per Day Level BAB Fort Ref Will Special 1st 2nd 3rd 4th 1st +1 +2 +0 +0 Aura, smite 1/day, - - - - divine grace 2nd +2 +3 +0 +0 Imbued touch - - - - 3rd +3 +3 +1 +1 Aura of resolve, - - - - divine health 4th +4 +4 +1 +1 Turn/rebuke undead 0 - - - 5th +5 +4 +1 +1 Special mount 0 - - - 6th +6/+1 +5 +2 +2 1 - - - 7th +7/+2 +5 +2 +2 Smite 2/day 1 - - - 8th +8/+3 +6 +2 +2 1 0 - - 9th +9/+4 +6 +3 +3 Withstand 1 0 - - 10th +10/+5 +7 +3 +3 1 1 - - 11th +11/+6/+1 +7 +3 +3 Aura of devotion 1 1 0 - 12th +12/+7/+2 +8 +4 +4 1 1 1 - 13th +13/+8/+3 +8 +4 +4 Greater divine health 1 1 1 - 14th +14/+9/+4 +9 +4 +4 2 1 1 0 15th +15/+10/+5 +9 +5 +5 Smite 3/day 2 1 1 1 16th +16/+11/+6/+1 +10 +5 +5 2 2 1 1 17th +17/+12/+7/+2 +10 +5 +5 Aura of conviction 2 2 2 1 18th +18/+13/+8/+3 +11 +6 +6 3 2 2 1 19th +19/+14/+9/+4 +11 +6 +6 3 3 3 2 20th +20/+15/+10/+5 +12 +6 +6 Apotheosis 3 3 3 3 Class Features All of the following are class features of the champion. Weapon and Armor Proficiency: Champions are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields) Aura (Ex): A champion of a chaotic, evil, good, or lawful alignment has an aura (see the detect evil spell) equal to her champion level. Smite (Su): Once per day, a champion may channel divine energy into her strike, delivering an empowered melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per champion level. If she misses, the attempt is still used up for the day. At 7th level, and at every eight levels thereafter, the champion may smite one additional time per day, as indicated on Table: The Champion. Divine Grace (Su): A champion is blessed by the divine powers, receiving a bonus equal to her Charisma bonus (if any) on all saving throws. This bonus cannot exceed her class level. Additionally, she is immune to any effect that would cause her to magically change her alignment. Imbued Touch (Su): Beginning at 2nd level, a champion with a Charisma score of 12 or higher can cure or inflict wounds by touch. A good champion cures wounds, while an evil champion inflicts wounds. A neutral champion can choose to either heal or inflict wounds, but this choice is permanent. This choice also affects whether a champion can turn or rebuke undead (see below). Undead creatures endure the opposite effects of a imbued touch; they are damaged by curing and healing by inflicting. Using imbued touch is a standard action that does not draw attacks of opportunity. Each day, a champion may cure or inflict an amount of damage equal to her Charisma bonus x her champion level. This amount may be divided amongst multiple uses over the day. When used to cure, a champion simply touches the affected creature and declares how much healing they will receive, up to the maximum that they can heal for the day. When used to inflict, a champion must make a successful melee touch attack against her foe. She then decides how much of her daily allotment of points to inflict as damage afterwards. A creature damaged in this way can make a Will save (DC 10 + 1/2 champion’s level + Charisma modifier) for half damage. Aura of Resolve (Su): A champion’s faith fortifies her heart. Beginning at 3rd level, she receives a +4 morale bonus against fear. Allies within 10 ft receive a +2 morale bonus on saving throws against fear, while enemies within 10 ft suffer a -2 morale penalty on saving throws against fear. This ability functions while the champion is conscious, but not if she is unconscious or dead. Divine Health (Ex): At 3rd level, a champion gains immunity to all diseases, including supernatural and magical diseases. Turn/Rebuke Undead (Su): When a champion reaches 4th level, she gains the supernatural ability to turn or rebuke undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would. Good champions turn undead and evil champions rebuke undead, while neutral champions turn or rebuke undead depending on whether they cure or inflict with their imbued touch (see above). Spells: Beginning at 4th level, a champion gains the ability to cast a small number of divine spells, which are drawn from the champion spell list. A champion must choose and prepare her spells in advance. To prepare or cast a spell, a champion must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a champion’s spell is 10 + the spell level + the champion’s Wisdom modifier. Like other spellcasters, a champion can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Champion. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Champion indicates that the champion gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The champion does not have access to any domain spells or granted powers, as a cleric does. A champion prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A champion may prepare and cast any spell on the champion spell list, provided that she can cast spells of that level and it does not have an alignment descriptor opposed to her own. She must choose which spells to prepare during her daily meditation. Through 3rd level, a champion has no caster level. At 4th level and higher, her caster level is one-half her champion level. Spell List 1st: Bless, bless water, bless weapon*, create water, cure light wounds, curse water, detect chaos/evil/good/law, detect poison, detect undead, divine favor, inflict light wounds, magic weapon, protection from chaos/evil/good/law, read magic, remove fear, resistance, lesser restoration, virtue. 2nd: Bull’s strength, delay poison, eagle’s splendor, owl’s wisdom, remove paralysis, resist energy, shield other, undetectable alignment, zone of truth. 3rd: Cure moderate wounds, discern lies, dispel magic, heal mount, greater magic weapon, inflict moderate wounds, magic circle against chaos/evil/good/law, prayer, remove blindness/deafness, remove curse. 4th: Break enchantment, cure serious wounds, death ward, dispel chaos/evil/good/law, inflict serious wounds, holy sword*, mark of justice, neutralize poison, restoration. * Can be used against one designated alignment per casting. http://www.wizards.com/dnd/images/spellcomp_gallery/92246.jpg Spells are a boon to a strong champion Special Mount (Sp): Upon reaching 5th level, a champion gains the service of an unusually intelligent, strong, and loyal steed to serve her in her adbventures (see below). This mount is usually a heavy warhorse (for a Medium champion) or a warpony (for a Small champion). Once per day, as a full-round action, a champion may magically call her mount from the extraplanar realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the champion’s level. The mount immediately appears adjacent to the champion and remains for 2 hours per champion level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the champion may release a particular mount from service. Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect. Should the champion’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The champion may not summon another mount for thirty days or until she gains a champion level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the champion takes a –1 penalty on attack and weapon damage rolls. Withstand (Ex): Often, it’s one soldier’s refusal to yield that turns the tide. Once per day, a champion of 9th level or higher may reroll a failed saving throw. If this saving throw is successful, she and her allies receive a bless effect on her next turn, while her enemies receive a bane effect (save DC 11+Charisma modifier). These effects last for a number of rounds equal to the champion’s Charisma modifier. Aura of Devotion (Su): A champion’s will overcomes her body's weakness. Beginning at 11th level, a champion gains a +4 morale bonus against paralysis. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against paralysis. In addition, her renewed determination causes enemies within 10 ft to suffer a -1 penalty on saving throws. This ability functions while the champion is conscious, but not if she is unconscious or dead. Greater Divine Health (Ex): At 13th level, a champion gains immunity to all poisons, including supernatural and magical poisons. Aura of Conviction (Su): A champion’s belief steadies her mind. Beginning at 17th level, a champion gains a +4 morale bonus against charms and compulsions. Each ally within 10 feet of her gains a +2 morale bonus on saving throws against charms and compulsions, while enemies within 10 ft suffer an additional -1 penalty on saving throws. This ability functions while the champion is conscious, but not if she is unconscious or dead. Apotheosis (Ex): At 20th level, the champion transcends her mortal nature and becomes a divine creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the champions creature type was) for the purpose of spells and magical effects. Additionally, the champion radiates a permanent consecrate or desecrate effect, as appropriate, as well as gaining a permanent +2 bonus to Charisma. Unlike other outsiders, the champion can still be brought back from the dead as if she were a member of her previous creature type. http://www.wizards.com/dnd/images/draco_gallery/75623.jpg Faith brings transformation within THE CHAMPION’S MOUNT The champion’s mount is superior to a normal mount of its kind and has special powers, as described below. A champion may choose a mount from the following list: donkey, heavy warhorse, light warhorse, mule, riding dog, warpony, or wolf. A porpoise or Medium or Large Shark (for a champion in an aquatic campaign) may be allowed as well. Higher-level champions can select alternative mounts as well (see below). In this case, a number is subtracted from the champion's level to determine the mount's abilities. If the number would reduce the champion's level to zero or below, that creature is not selectable as a mount. A champion’s mount is treated as a magical beast for the purpose of all effects that depend on its type (though it retains its base creature's HD, base attack bonus, saves, skill points, and feats). Table: The Special Mount Champion Bonus HD Natural Str Adj. Int Special Level Armor Adj. 5th–7th +2 +4 +1 6 Empathic link, improved evasion, share spells, share saving throws 8th–10th +4 +6 +2 7 Improved speed 11th–14th +6 +8 +3 8 Command creatures of its kind 15th–20th +8 +10 +4 9 Spell resistance Champion’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below. Bonus HD: Extra Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus, saves, and skills depend on whether its creature type is animal, magical beast, or outsider (see the Monster Manual). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice. Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus. Str Adj.: Add this figure to the mount’s Strength score. Int: The mount’s Intelligence score. Empathic Link (Su): The champion has an empathic link with her mount out to a distance of up to 1 mile. The champion cannot see through the mount’s eyes, but they can communicate empathically. Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.Because of this empathic link, the champion has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars). Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Share Spells: At the champion’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount. The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the champion before the duration expires. Additionally, the champion may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A champion and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast). Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the champion’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have. Improved Speed (Ex): The mount’s speed increases by 10 feet. Command (Sp): Once per day per two champion levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 champion’s level + champion’s Cha modifier) to negate the effect. Spell Resistance (Ex): A mount’s spell resistance equals its master’s champion level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance. Alternative Special Mounts As mentioned above, champions of sufficient level can select mounts from the following list: Level -1: Blink dog, celestial creature*, dire badger, dire bat, dire wolf, fiendish creature*, giant lizard, hippogriff, Large monstrous spider, unicorn, worg. Level -2: Dire boar, dire wolverine, hell hound, giant eagle, giant owl, pegasus, rhinoceros, sea cat. Level-3: Dire lion, griffon, shadow mastiff, winter wolf, yeth hound. Level -4: Manticore, nightmare** * This template may be applied to any non-outsider and is cumulative with other level reductions for mounts. ** May not use astral projection or etherealness. Ideals: A champion must decide what ideals she holds that motivate her. These beliefs are the source of her power, making it an important choice. Possible ideals include deities, groups (including races), a place, a person, or abstract concepts like love, evil, or honor. Once an ideal has been chosen, a champion must choose an alignment that sums up these beliefs. A change in alignment represents a shift in her beliefs, which may result in the temporary loss of her powers (see Ex-Champions below). Note that a champion’s ideals are meant to challenge a player, not punish her. Players are encouraged to imagine how their champion’s ideals shape her background and personality. Likewise, players and DM’s can to work together to come up with a set of ideals that fit the character and campaign. Ex-Champions: A champion’s beliefs are the source of her strength. If she forsakes her ideals, she weakens herself. A champion whose alignment changes or who grossly violates her ideals loses all champion spells and abilities (including the service of the champion’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a champion. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate. This atonement can represent returning to her ideals or a change in her beliefs. In the second case, she declares her new ideals and changes her alignment, if appropriate. At this point, her powers are restored. Note that alignment change is not to be taken lightly; the divine powers may not restore her abilities if she is not sincere in wanting to change her ideals. EPIC CHAMPION http://www.wizards.com/dnd/images/cd_gallery/82294.jpg Alhandra as an epic champion The epic champion is the living embodiment of her faith. Her determination allows her to overcome virtually any challenge imaginable. Table: The Epic Champion Champion Special Level 1st -- 2nd -- 3rd Bonus feat, smite 4/day 4th -- 5th -- 6th Bonus feat 7th -- 8th -- 9th Bonus feat 10th -- Hit Die: d10. Skill Points at Each Additional Level: 2 + Int modifier. Smite (Su): The epic champion adds her class level to damage with any smite attack, as normal. He or she can smite one additional time per day for every eight levels higher than 15th. Divine Grace (Su): The epic champion's bonus on saving throws may not exceed her class level, as normal. Imbued Touch (Sp): Each day a champion can cure or inflict a total number of hit points equal to his or her Charisma bonus (if any) times his or her class level, as normal. The save DC likewise remains 10 + ½ champion level + Charisma modifier. Turn Undead (Su): The champion turns or rebukes undead as a cleric of three levels lower, as normal. Spells: The champion’s caster level is equal to one-half his or her class level, as normal. The champion’s number of spells per day does not increase after 20th level. Special Mount: The epic champion’s special mount continues to increase in power. Every five levels after 20th the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the champion’s class level + 5. Bonus Feats: The epic champion gains a bonus feat (selected from the list of epic champion feats) every three levels higher than 20th. Epic Champion Bonus Feat List: Armor Skin, Devastating Critical, Epic Leadership, Epic Prowess, Epic Reputation, Epic Toughness, Epic Weapon Focus, Great Smiting, Improved Combat Casting, Improved Spell Capacity, Legendary Commander, Legendary Rider, Overwhelming Critical, Perfect Health, Permanent Emanation, Planar Turning, Positive Energy Aura, Spectral Strike, Spontaneous Spell, Undead Mastery, Zone of Animation. http://www.wizards.com/dnd/images/cd_gallery/81349.jpg "Isn't my armor shiny, Mr. Feathers?" |
| Chimaera200002-28-06, 09:43 AM | Currently I'm working on the spell list. I was very tired when I posted it, so I don't know how comprehensive it is. I'm also working on feats and spells as necessary to fill in gaps left by the changes. All comments and questions are welcome! |
| DwarfPcfan02-28-06, 09:51 AM | Maybe it's just me but it seems like, this is just a more powerful alternate paladin ? :confused: I mean the ability to heal with a touch is the lay on hands ability. The ability to inflict damage is the pain touch for paladins of evil (UA). Basically, it has a better spell list, more powerful auras, weapon enhancements, etc. Flavor wise, it's very good, it simply puts all types of Paladins in one basket but stats wise, it seems like just a more powerful version of the paladin. As a player who frequently plays paladins ( and knows that with proper planing then can be some of the most frightning melee combatants ever), I figure some changes should be made to bring it to the same level as a true paladin in power. Using this champion here, I could make all of my already killer paladin builds even more powerful Flavor wise how ever I give it a three thumbs up for the very good taste. I'm even considering it for a campaign with a few changes. Keep up the good work :D :D !!! " My name is the Count of Monte Cristo, but my friends call me Edmon Dantes" |
| Nephlite02-28-06, 12:15 PM | I like it, I really like it. Drawbacks: no longer immuneto fear Lose remove disease But No code of conduct: Not even choose an alignment (suchas good,evil, chaotic, or lawful):you must stay that alignment or lose yourpowers. Example: Alhandra chooses good. She must stay good to use here powers. She can became NG, CG, or LG, but she must stay good. I do think you might have beefed up the paladin a little: Imbued weapon seems like a boost unnessecary. The paladin has spells to align his weapon. |
| Chimaera200003-02-06, 06:00 AM | I finished up some tweaking. The spell list has been changed to be almost identical to the paladin's. Though the precedent is for evil divine casters to have access to damaging spells, I decided to go with a theme of buffing, restoring, and detection spells. After all, for those evil champions, there's nothing saying that you have to use them for the party.... If I've missed any spells that should be in there, please let me know. Additionally, I added notes about the champion's ideals and ex-champions. Ideals function like a less restrictive code of conduct, while a champion now loses her powers if she changes her alignment or grossly violates her beliefs. I'm glad you guys like the flavor. Mechanically, I do understand your concerns. Doing a comparison: Advantages Disadvantages Smites can affect any target One less smite per day Gains imbued weapons Slower smite progression Auras give penalties to enemies Auras give smaller bonus to allies Gains apotheosis Loses detect evil Gains greater divine health Loses remove disease Gains aura of determination Loses immunity to fear Gains aura of conviction Divine grace capped by class level Less roleplaying restrictions Mechanically, the champion does come out ahead of the paladin, in my opinion. This may or may not be justified, as the paladin is considered one of the weaker classes according to danielinthewolvesden's class poll (http://boards1.wizards.com/showthread.php?t=369436). The biggest reason for adding abilities is to make sure that champions have a reason to take any given level of champion. The paladin has a couple of very lonely levels (seven and thirteen) where they get very little. I believe it's a sign of poor class design when a class doesn't get anything at a given level. Nonetheless, more changes may be coming. That's where you come in, true believers! :) I've some ideas for changes, but would love to get more feedback and suggestions as well. |
| kikazzi03-02-06, 10:05 AM | This is good. You should post in on dandwiki.com. |
| Chimaera200003-03-06, 10:45 AM | I'll certainly consider it. I did a reasonable shake-up of the class. I removed Imbued Weapons and one more smite per day, added the Withstand ability at 9th level, and did some miscellaneous changes here and there. At this point, I think it's quite well-balanced with the core paladin. It may be slightly more powerful, but not to any great degree. |
| frasmage03-03-06, 10:59 AM | Every aura states that in addition to protecting the champion and her allies, it gives all ennemies a penalty. Though it is obviously a saving through penalty, you should specify. You should also specify against what does the foe take a penalty. Otherwise it would mean that nearby ennemies take a cumulative penalty on all saving throes. |
| Chimaera200003-03-06, 03:26 PM | I've changed the aura of resolve to make it more explicit that the penalty is to saves against fear. For the last two auras, there's no mention of what the penalty is to because it is a cumulative penalty to all saving throws. I've expanded the champion's options for special mounts. I don't think there'll be much room for complaining about having a mount now, especially once I'm done writing out the Draconic Steed feat. |
| Elemental_Master03-03-06, 04:05 PM | I don't quite understand the whole smite thing. Why would he have less smites but be able to smite any alignment. So if i'm a LG champion then I can smite a LN Fighter for no reason? Yeah make it opposed alignment smiting. Oh and add in a clause saying no complete neutrals as that makes this class a little overpowerd. -Please note I'm a noob and so don't go loco if u disagree :blush: |
| Chimaera200003-03-06, 04:17 PM | The lower number of smites per day is a way of balancing the class's new abilities. I decided to make the champion able to smite anything for several reasons. First, it allows the champion to be more than a crusader or inquisitor, destroying a specific kind of enemy. Second, it allows the champion to be useful in all situations, not just in a campaign-specific context. Third, it allows evil champions to be a viable option, as the typical D & D campaign will not see combat against large numbers of good foes. If you want to think of it from a flavor perspective, think of channeling divine energy through your weapon to deliver a devastating strike, rather than striking out with zeal at an opposed enemy. Note that being able to smite anything is not without precedent, as the cleric's Destruction doman allows him to do that very thing once per day. I hope that explains my reasons without me "going loco." ;) |
| Elemental_Master03-07-06, 04:33 PM | The lower number of smites per day is a way of balancing the class's new abilities. I decided to make the champion able to smite anything for several reasons. First, it allows the champion to be more than a crusader or inquisitor, destroying a specific kind of enemy. Second, it allows the champion to be useful in all situations, not just in a campaign-specific context. Third, it allows evil champions to be a viable option, as the typical D & D campaign will not see combat against large numbers of good foes. If you want to think of it from a flavor perspective, think of channeling divine energy through your weapon to deliver a devastating strike, rather than striking out with zeal at an opposed enemy. Note that being able to smite anything is not without precedent, as the cleric's Destruction doman allows him to do that very thing once per day. I hope that explains my reasons without me "going loco." ;) Isn't that the point of this class to banish your opposed alighnment with the power of your beliefs? Nice joke. :P |
| Tisner4403-07-06, 11:51 PM | I agree that the Smite anything ability just loses the flavor of the class, I believe they should only smite the opposite alignment as mentioned before. I also believe the reduction in the smites was unnecessary...I think it would be balanced with the same amount of smites since they can only use them on the opposite alignment...that is the balancing factor in itself. |
| Chimaera200003-08-06, 10:17 AM | It's certainly possible to create a champion that functions like a generic paladin. Basically, you choose one alignment opposed to you on either the law-chaos or good-evil axis. You can detect that alignment at will, as well as being able to smite them. True neutral champions could detect and smite extremists, such as Lawful Good or Chaotic Evil. You can choose to use lay on hands or pain touch, project an aura of courage or fear, turn or rebuke undead, and gain remove disease or contagion as a spell-like ability. If you want to play a class like that, then it's a perfectly viable paladin alternative. However, I disagree with this idea for the reasons I stated above in my previous post. I think that the current set-up of the champion is suitably generic to allow a variety of character concepts while still being flavorful. To answer your question, Elemental_Master, the point of the class is not to destroy those who disagree with you by default. It is possible to play a champion that way, but it's simply one of the many interpretations of this class. For example, the boy-scout healing cleric of Pelor may be the interpretation of the cleric that comes to mind most easily, but it's not the only way you can play the class. To put it another way (in response to Tisner44), don't think of it as taking away from the champion's flavor, just interpreting it in a different way. I do believe that the reduction in smites were necessary for this particular class. If you wished to use an "opposed alignment" champion like I mentioned earlier in this post, then the same number of smites is justified. However, with all of the new abilities that I was giving to this class, something had to give. I decided to scale back the smite progression as a result. |
| Chimaera200004-11-06, 09:00 PM | I thought that others might be interested in this, so :bump:. |
| Atsettam11-30-06, 04:35 PM | :clap: |
| Coldoneknight03-14-07, 11:43 AM | I agree with being able to smite anything because you designed it for all alignments and if I'm an evil champion chances are the champions of other evil faith will get in my way just as much as those meddling good guys maybe even more so becuase they see it as only their god has the right to rule above all else. |