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| Stormonu06-25-06, 07:37 AM | Chosen One Chosen One Class Base Fort Ref Will Level Attack Save Save Save Special 1 2 3 4 1 +1 +2 +2 +2 Alignment Aura, Detect Alignment, Smite 1x/day - - - - 2 +2 +3 +3 +3 Grace, Power of Life and Death - - - - 3 +3 +3 +3 +3 Divine Aura, Divine Health - - - - 4 +4 +4 +4 +4 Turn/Rebuke Undead, Planar Ally 0 - - - 5 +5 +4 +4 +4 Smite 2x/day 1 - - - 6 +6/+1 +5 +5 +5 Power over Disease 1x/week 1 - - - 7 +7/+2 +5 +5 +5 1 0 - - 8 +8/+3 +6 +6 +6 1 1 - - 9 +9/+4 +6 +6 +6 Power over Disease 2x/week 1 1 - - 10 +10/+5 +7 +7 +7 Smite 3x/day 1 1 0 - 11 +11/+6/+1 +7 +7 +7 2 1 1 - 12 +12/+7/+2 +8 +8 +8 Power over Disease 3x/week 2 1 1 - 13 +13/+8/+3 +8 +8 +8 2 1 1 0 14 +14/+9/+4 +9 +9 +9 2 2 1 1 15 +15/+10/+5 +9 +9 +9 Power over Disease 4x/week, Smite 4x/day 3 2 1 1 16 +16/+11/+6/+1 +10 +10 +10 3 2 1 1 17 +17/+12/+7/+2 +10 +10 +10 3 2 2 1 18 +18/+13/+8/+3 +11 +11 +11 Power over Disease 5x/week 3 2 2 1 19 +19/+14/+9/+4 +11 +11 +11 3 3 2 2 20 +20/+15/+10/+5 +12 +12 +12 Smite 5x/day 4 3 3 2 Over the ages, the gods of Amberos have always employed mortal champions for their causes. Where it is generally the job of the clergy and clerics to spread word of a god and inspire worship of these divine beings, Chosen Ones are the warriors and champions of the gods, fighting against enemies and foes of the divine in a deities name. Abilities: Strength and Wisdom are the primary attribute of a Chosen One, as most are known for their martial prowress and their link to the divine power they champion. Also, Dexterity figures in prominently as helps the Chosen One to avoid blows and affects the ability to control a mount in motion. A good Charisma is highly prized, as an influential Chosen One can lead armies to battle, and it fuels several of his divinely linked abilities. Constitution is important as a high score as the extra hit points keep the knight alive a bit longer. Finally, Intelligence plays its part off the battlefield in the political arena so many Chosen Ones are thrust into. Alignment: Chosen Ones may be of any alignment, though they tend more towards alignment extremes such as Lawful Good, Chaotic Evil or True Neutral. Like clerics, a chosen one’s alignment must be within one step of his diety’s (i.e., only one step in the Lawful-Chaos axis or one step in the Good-Evil axis, but not both). Religion: All chosen ones must chose a diety that the chosen one champions. Unlike paladins or some clerics, chosen ones MUST choose a diety or pantheon from which they draw their power. Note that if a chosen one ever ceases to promote the diety or pantheon he has chosen, he will not be able to advance in this class ever after again – even if the character chooses a new diety or pantheon to follow later on. Background: Chosen ones are exemplary models of the god they champion, and come from a wide variety of backgrounds. Most chosen ones have taken up their cause after a particularly close brush with the presence of the diety of their calling. Some claim to have spoken directly to or have been spoken to the diety they champion, while others claim to have been marked in some way during their life – many claiming to have been marked at birth – to champion their diety. Races: Chosen ones come from all races excepting those with gods that tend to be aloof of mortal affairs or those lacking gods – such as among elves on Amberos. Other Classes: Chosen ones tend to defer to clerics of the same diety, though some have been known to clash with clerical sects who abhor combat. Lawful Good chosen ones may find common ground with Paladins of the same diety, though chosen ones of differing alignments or chosen deities may find themselves in direct conflict with such champions. Chosen ones tend to be reserved around other classes; friendship or enimity tends to be based on their usefulness in the chosen one’s cause. Role: The chosen one is a front line fighter capable of holding his own in combat. His ability to cast divine spells is generally designed to augment his ability to destroy the hated foes of his diety and tend to be less beneficial to others. Hit Dice: 1d10 Starting Money: 200 gp + (6d4 x 10 gp) Class Skills The chosen one’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Jump (Str), Knowledge (Religion) (Int), Profession (Int), and Ride (Dex). Additionally, the chosen one gains the following additional skills as class skills based on alignment: Lawful - Diplomacy (Cha) and Sense Motive (Wis); Chaotic - Bluff (Cha) and Escape Artist (Dex) ; Good - Heal (Wis) and Knowledge (Any one) (Int); Evil - Appraise (Int) and Intimidate (Cha); Neutral - Gather Information (Cha) and Survival (Wis). See Chapter 4: Skills in the PHB for skill descriptions. Skill Points at first Level: (2 + Int modifier) X 4 Skill Points as Each Additional Level: 2 + Int Modifier. Class Features All of the following are class features of the Chosen One. Weapons and Armor Proficiency: Chosen ones are proficient with all simple and martial melee weapons. They are proficient with light, medium and heavy armors, as well as shields. Note that armor heavier than leather apply to the skills balance, climb, escape artist, hide, jump, move silently, sleight of hand and tumble. Also swim checks suffer a –1 penalty for every 5 pounds of armor and equipment carried. Alignment Aura (Ex): The power of a chosen one’s aura of Law/Chaos and Good/Evil equals his chosen one’s level, just like the aura of a cleric. Detect (Su): At will, a chosen one can detect Law (if chaotic), detect Chaos (if lawful), detect Good (if evil) or detect Evil (if good). Nuetrals may detect for the presence of either form. Only one form of detect may be used at a time. Smite (Su): At 1st level, the chosen one must take the ability to Smite Law (if Chaotically aligned), Smite Chaos (if Lawfully aligned), Smite Good (if Evilly aligned) or Smite Evil (if Good aligned). Only one form of smiting may be chosen, even if the character qualifies for more than one form. A True Neutral chosen one may choose one of the four abilities listed above. Thereafter, the chosen one may attempt a smite with one normal melee attack. The chosen one adds his charisma modifier to her attack roll and deals 1 extra point of damage per chosen one level. For example, a 11th level chosen one with a 16 Charisma (+3 modifier) would deal an additional 14 points of damage with the smite attack. If the chosen one accidentally smites a foe that does not meet the alignment requirement, the smite has no effect, but the ability is still used up for that day. At 5th level, and every 5 levels thereafter, the chosen one may smite one additional time per day as indicated on the class chart. Divine Grace(Su): At 2nd level, the chosen one gains a bonus equal to his charisma modifier on all saving throws. Power of Life And Death (Su): Beginning at 2nd level, the chosen one gains the ability to cure wounds (if good or neutrally aligned) or cause wounds (if evilly aligned) on himself or others by touch. If used in combat, this requires a touch attack to be successful. The chosen one can cure or cause a total number of hit points equal to his chosen one level X his Charisma bonus. Divine Health (Ex): At 3rd level, the chosen one gains immunity to disease, including supernatural and magical diseases (such as mummy rot or lycanthropy). Evil chosen ones can choose to be carriers of disease and not be affected by them. Planar Ally (Su): At 4th level, the chosen one gains the assistance of a specific planar ally. The chosen planar ally can be summoned to the chosen one’s presence once per day for up to one hour/2 levels of chosen one. Consult the table below for a list of planar allies that can be summoned. If the summoned planar ally is slain, it may be replaced after the chosen one makes prayers to his or her diety for a 24 hour period. Turn/Rebuke Undead (Su): At 4th level, a chosen one gains the ability to turn undead if good aligned, or rebuke undead if evilly aligned. Neutral chosen ones may choose to turn or rebuke when they gain this ability, but the choice is set and cannot be changed once taken. This ability works in the same manner as the clerical ability. The chosen one can turn/rebuke undead a number of times per day equal to 3 + his Charisma modifier. The chosen one turns/rebukes undead as a cleric 3 levels lower than her chosen one class level. Spells: Beginning at 4th level, the chosen one gains a limited number of divine spells that can be cast per day. These spells must be prepared each day in advance. To prepare or cast a spell, the chosen one must have a wisdom of 10 + the spell level. The DC to save against spell effects cast by the chosen one is 10 + spell level + chosen one’s Wis modifier. A chosen one prepares and cast spells in the same manner as a cleric, but does not gain domain spells nor can the chosen one spontaneously swap out spells to cast cure or inflict spells. Though 3rd level, a chosen one has no caster level. At 4th level and beyond, the chosen one’s caster level is equal to ˝ his chosen one class level. NOTE: Spell list would be similar to combined Paladin/Blackguard list. Power Over Disease (Su): Starting at 6th level, the chosen one can Cure Disease (if good or neutrally aligned) once per week as the spell. Evil chosen one can cast Contagion as per the spell once per week. At 9th level, and every three levels thereafter, the chosen one can use this ability one additional time per week. The casting level of this ability equals the Chosen one’s class level. The save against the Contagion version of the spell is equal to 13 + chosen one’s Charisma modifier. Chosen One Planar Ally A chosen one’s planar ally may be one of the following creatures initially. Creature Alignment Celestial Warhorse LG, NG, CG Fiendish Warhorse LE, NE, CE Anarchic Warhorse CG, CN, CE Axiometric Warhorse LG, LN, LE Elemental Warhorse N A chosen one's planar ally advances, according to the level of the chosen one, as follows. Chosen One Level Bonus HD Nat Armor Adj. Str Adj. Int Adj. Special 5th–7th +2 +4 +1 +2 Empathic link, improved evasion, share spells & saving throws 8th–10th +4 +6 +2 +4 Improved speed 11th–14th +6 +8 +3 +6 Command creatures of its kind 15th–20th +8 +10 +4 +8 Spell resistance Chosen one’s Planar Ally Basics: Use the base statistics for a creature of the ally’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 appropriate to the creature’s type, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the ally’s base attack and base save bonuses. A special ally’s base attack bonus is equal to that of a cleric of a level equal to the ally’s HD, regardless of how it would normally advance. An ally has good Fortitude and Reflex saves. The ally 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 ally’s existing natural armor bonus. Str Adj.: Add this figure to the ally’s Strength score. Int Adj.: Add this figure to the ally’s Intelligence score. Empathic Link (Su): The chosen one has an empathic link with her ally out to a distance of up to 1 mile. The chosen one cannot see through the ally’s eyes, but they can communicate empathically. Note that even intelligent allies see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the chosen one has the same connection to an item or place that her ally 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, an ally takes no damage if it makes a successful saving throw and half damage if the saving throw fails. Share Spells: At the chosen one’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her ally. The ally 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 ally if it moves farther than 5 feet away and will not affect the ally again even if it returns to the chosen one before the duration expires. Additionally, the chosen one may cast a spell with a target of “You” on her ally (as a touch range spell) instead of on herself. A chosen one and her ally can share spells even if the spells normally do not affect creatures of the ally’s type (magical beast). Share Saving Throws: For each of its saving throws, the ally uses its own base save bonus or the chosen one’s, whichever is higher. The ally 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 ally’s speed increases by 10 feet. Command (Sp): Once per day per two chosen one levels of its master, an ally 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 ally. This ability functions like the command spell, but the ally 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 ally’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 chosen one’s level + chosen one’s Cha modifier) to negate the effect. Spell Resistance (Ex): A ally’s spell resistance equals its master’s chosen one level + 5. To affect the ally with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the ally’s spell resistance. Advanced Planar Allies: Instead of increasing his planar allies abilities while leveling up, a chosen one may replace his current ally with a new, more powerful being. The table below shows at which level a new creature becomes available. When determining what additional abilities the planar allies gains from the table above, subtract the chosen’s one level from the number in parentheses. For example, if a 12th level chosen one took a Hell Hound as a planar ally, it would gain the ally abilities as if the chosen one were 6th level. NOTE: This list has not been play-tested yet! Creature Align 6th Level (level – 2) Fiendish Spider, Large Any Evil Celestial Brown Bear Any Good Quasit CE Celestial Hippogriff CG Imp LE Celestial Lion LG Elemental, Small N Homonculous Any 8th Level (level – 4) Yeth Hound Any Evil Unicorn Any Good Howler CE Celestial Blink Dog CG Hell Hound LE Lantern Archon LG Elemental, Medium N 10th Level (level – 6) Gibbering Mouther Any Chaotic Shadow Mastiff Any Evil Any Good CE Celestial Griffon CG Bearded Devil LE Hound Archon LG Mephit N 12th Level (level – 8) Nightmare Any Evil Any Good Succubus (demon) CE Bralani Eladrin CG Chain Devil LE LG Elemental, Large N Janni (genie) N 14th Level (level – 10) Any Evil Avoral Guardinal Any Good Babau (demon) CE CG Bone Devil LE Lammasu LG Androsphinx N Elemental, Huge N Djinni N, CG 16th Level (level – 12) Any evil Any Good Zelekhut (inevitable) Any lawful Vrock (demon) CE Lillend CG Hellcat LE Astral Deva (angel) LG Elemental, Greater N Efreeti N, LE 18th Level (level – 14) Night Hag Any Evil Leonal (guardinal) Any Good Kolyarut (inevitable) Any lawful Hezrou (demon) CE CG Barbed Devil LE Planetar (angel) LG Elemental, Elder N NOTE: Some of the creatures are unfilled at this time as I am unsure what to include. For my use, they MUST be available in the SRD/MM. Characters with a neutral portion of their alignment may summon creatures one step from their own neutral portion of their alignment. For example, Lawful Neutral characters may choose creatures from the Lawful Good or Lawful Evil list. Characters of Chaotic Neutral alignment may choose creatures from the Chaotic Good or Chaotic Evil list. Neutral evil characters may choose from the Lawful Evil or Chaotic Evil lists, while Neutral Good characters may choose from the Lawful Good or Chaotic Good lists. True Neutral characters are restricted to the Neutral list. |