Holy Champion - 2e PrC from Faiths & Avatars [Archive] - Wizards Community

Post/Author/DateTimePost
admdavid

03-06-07, 07:08 PM
I am going to be playing a cleric of Torm in a new adventure me and my group are going to be running and I wanted to know if there was an equivalent or comparable 3.5e PrC.

Reason I ask is I think the existing PrC blow and I have played a Holy Champion in the past and loved the versatility and playability of it.

It seems like all the new PrC are aimed at neutral or evil clerics and there really isn't one that is cool for good clerics.

Ideas?
Dargoth

03-06-07, 11:47 PM
I am going to be playing a cleric of Torm in a new adventure me and my group are going to be running and I wanted to know if there was an equivalent or comparable 3.5e PrC.

Reason I ask is I think the existing PrC blow and I have played a Holy Champion in the past and loved the versatility and playability of it.

It seems like all the new PrC are aimed at neutral or evil clerics and there really isn't one that is cool for good clerics.

Ideas?

Torm hasnt got a PrC specfic to him yet.

Off the top of my head Tyr and Lathander and Sylune have PrCs otherwise theres the generic Divine Discple in PGTF
Mad Mage

03-07-07, 03:08 AM
Torm hasnt got a PrC specfic to him yet.

Off the top of my head Tyr and Lathander and Sylune have PrCs otherwise theres the generic Divine Discple in PGTF

The following deities have had divine PrCs presented, including their soure.
1) Tyr - Player's Guide to Faerun
2) Lathander - Player's Guide to Faerun
3) Horus-Re - Player's Guide to Faerun
4) Selune - Faiths and Pantheons
5) Bane - Faiths & Pantheons
6) Shaundakul - Faiths & Pantheons
7) Gond - Faiths & Pantheons
8) Sune - Faiths & Pantheons
9) Myrkul - Faiths & Pantheons
10) Bhaal - Dragon Magazine #322
11) Azuth - Dragon Magazine #284
12) Helm - Dragon Magazine #284
13) Arvoreen -Dragon Magazine #321
14) Tempus - Dragon Magazine #317

There are some more, but my eyes are about ready to shut on me. :embarrass
Diffan

03-07-07, 07:52 AM
It might best serve you to be a Divine Champion of Torm. It will give you the smite feature as well as laying on hands. Also, you get bonus feats at 2nd and 4th level along with a +1 and +2 bonus to your saves against divine spells and spell-like effects. The only problem is that you have to have a +7 BAB, which a cleric wouldn't get until 10th level and there is no addition to spellcasting. Originally, in the NWN games, the only PrC for paladins was to take the Champion of Torm class, which is what I think it's based off of.
admdavid

03-08-07, 02:22 PM
Thanks for the input, guys! I think I'm just going to convert the existing kit from 2e to 3.5e rules. :)
saucercrab

03-10-07, 03:38 PM
Fist of Raziel from BoED (renamed fist of Tyr or Torm) could work. Another is the battlepriest (of Cormyr), from Dragon #307.
admdavid

03-26-07, 04:00 PM
Here's a tentative build...any suggestions? I didn't select any bonus feats other than the weapon proficiency and focus feats.

Holy Champion (3.5e)

Hit Die
d10

Requirements
Must be selected at 1st level.

Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility & royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Ride (Dex), and Spellcraft (Int).

Domains and Class Skills
Good, Healing, Law, Protection, Strength

Skill Points at 1st Level
(2 + Int modifier) x 4

Skill Points at Each Additional Level
2 + Int modifier

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Turn or Rebuke Undead
2nd +1 +3 +0 +3 Cast command (1x day)
3rd +2 +3 +1 +3 Cast hold portal or mount (1x day)
4th +3 +4 +1 +4
5th +4 +4 +2 +4 Cast compel (1x day)
6th +5 +5 +2 +5 Cast command, greater (1x day)
7th +6/+1 +5 +3 +5 Cast detect lie (1x day)
8th +6/+1 +6 +3 +6
9th +7/+2 +6 +3 +6
10th +8/+3 +7 +4 +7 Cast dispel evil or flame strike (1x)
11th +9/+4 +7 +4 +7
12th +9/+4 +8 +4 +8
13th +10/+5 +8 +5 +8
14th +10/+5 +9 +5 +9
15th +11/+6/+1 +9 +5 +9 Power word, stun or blind (1x)
16th +12/+7/+2 +10 +6 +10
17th +12/+7/+2 +10 +6 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +7 +11
20th +15/+10/+5 +12 +7 +12 Holy Word (1x)


Class Features
All of the following are class features of the holy champion.

Weapon and Armor Proficiency
Holy Champions are proficient with all simple weapons, with all types of armor (light, medium, and heavy) and with shields (except tower shields).
A holy champion receives the Weapon Focus feat related to Torm’s weapon (Great Sword) as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat.

Aura (Ex)
A holy champion has a particularly powerful aura (lawful good) corresponding to Torm’s alignment (see the detect evil spell for details).

Spells
A holy champion casts divine spells, as a cleric.
The duration of protection and strength domain spells is doubled when they are cast by holy champions. Of course, a permanent spell is still permanent and an instantaneous one still instantaneous.

Deity, Domains, and Domain Spells
A holy champion chooses two domains from among those belonging to Torm. He can also select from either Good or Lawful alignment domains.
Each domain gives the holy champion access to a domain spell at each level he can cast, from 1st on up, as well as a granted power. The holy champion gets the granted powers from both the domains selected.
With access to two domain spells at a given level, a holy champion prepares one or the other each day in his domain slot. If a domain spell is not on the cleric spell list, a holy champion can prepare it only in his domain spell slot.

Spontaneous Casting
A holy champion can channel stored spell energy into healing spells that the holy champion did not prepare ahead of time. The holy champion can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Chaotic, Evil, Good, and Lawful Spells
A holy champion cannot cast spells of an alignment opposed to his own. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Turn or Rebuke Undead (Su)
A holy champion can turn or destroy undead creatures. A holy champion may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A holy champion with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
In addition to being able to turn undead, holy champions may decide to instead command the undead to perform certain specific tasks, such as guarding a passageway, without endangering their alignment.
When turning undead creatures, holy champions are not limited to only one attempt. If they are unsuccessful on the first attempt, they may not try to turn again. However, if they are successful, they may continue to turn once a round until they fail. This does not apply to attempts to command undead, which are carried out under the normal rules.

Bonus Languages
Holy champion’s bonus language is Celestial. This choice is in addition to the bonus languages available to the character because of his race.

Special to Holy Champions
Holy champions must tithe 25% of their income to their home temple or shrine, may only employ good henchmen, may only keep enough wealth to support them in a modest manner (similar to paladins), and may not personally possess more than 10 magical items (the same as paladins - though special items loaned them by their church do not count against this limit).
Mad Mage

03-26-07, 10:25 PM
Requirements
Must be selected at 1st level.


Domains and Class Skills
Good, Healing, Law, Protection, Strength

Skill Points at 1st Level
(2 + Int modifier) x 4

Skill Points at Each Additional Level
2 + Int modifier

Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Turn or Rebuke Undead
2nd +1 +3 +0 +3 Cast command (1x day)
3rd +2 +3 +1 +3 Cast hold portal or mount (1x day)
4th +3 +4 +1 +4
5th +4 +4 +2 +4 Cast compel (1x day)
6th +5 +5 +2 +5 Cast command, greater (1x day)
7th +6/+1 +5 +3 +5 Cast detect lie (1x day)
8th +6/+1 +6 +3 +6
9th +7/+2 +6 +3 +6
10th +8/+3 +7 +4 +7 Cast dispel evil or flame strike (1x)
11th +9/+4 +7 +4 +7
12th +9/+4 +8 +4 +8
13th +10/+5 +8 +5 +8
14th +10/+5 +9 +5 +9
15th +11/+6/+1 +9 +5 +9 Power word, stun or blind (1x)
16th +12/+7/+2 +10 +6 +10
17th +12/+7/+2 +10 +6 +10
18th +13/+8/+3 +11 +6 +11
19th +14/+9/+4 +11 +7 +11
20th +15/+10/+5 +12 +7 +12 Holy Word (1x)


Class Features
All of the following are class features of the holy champion.

Spells
A holy champion casts divine spells, as a cleric.
The duration of protection and strength domain spells is doubled when they are cast by holy champions. Of course, a permanent spell is still permanent and an instantaneous one still instantaneous.

Deity, Domains, and Domain Spells
A holy champion chooses two domains from among those belonging to Torm. He can also select from either Good or Lawful alignment domains.
Each domain gives the holy champion access to a domain spell at each level he can cast, from 1st on up, as well as a granted power. The holy champion gets the granted powers from both the domains selected.
With access to two domain spells at a given level, a holy champion prepares one or the other each day in his domain slot. If a domain spell is not on the cleric spell list, a holy champion can prepare it only in his domain spell slot.

Spontaneous Casting
A holy champion can channel stored spell energy into healing spells that the holy champion did not prepare ahead of time. The holy champion can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).

Bonus Languages
Holy champion’s bonus language is Celestial. This choice is in addition to the bonus languages available to the character because of his race.

The following areas quoted are what concern me.

If this is supposed to be a Prestige Class, it should likely be a maximum of 10 levels, and at minimum be about 5 (though some 3-level PrCs exist).

If it's supposed to be Substitution Levels, I can't quite give advice with that.

If this is supposed to be a full-blown character class, well, okay.
Mad Mage

03-26-07, 11:24 PM
Here's my version of the Holy Champion as a PrC.

Holy Champion of Torm (10-level Prestige Class)
Loyalty. Duty. Honor. These are some of the words that come to mind when the god Torm comes into question. Amongst his faithful are an elite sect of his worshippers that immerse themselves in these ideals and set out into the world to ensure that rightful rulership remains in place, lead righteous followers into honorable battle, and to oppose tyranny and corruption where they find it. These elite worshippers are known as Holy Champions of Torm, and woe to those who dare to cross them.
Note: Paladins of Torm may freely multiclass as Holy Champions of Torm.
Hit Die: d10

Requirements:
Skills: Diplomacy 8 ranks, Knowledge (Religion) or Knowledge (Nobility and Royalty) 4 ranks
Feats: Leadership, Weapon Focus (Greatsword)
Spellcasting: Must be able to cast 2nd-level divine spells.
Patron: Torm.
Special: Must have tithed their own income by 25% to a person for which they serve at least once before taking this PrC. It may be a just local lord, the head of the character's church, or any option specified by the DM.

Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Heal (Wis), Knowledge (nobility & royalty) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), and Ride (Dex).

Skill Points at Each Level: 2 + Int modifier.
Base Attack Bonus Progression: As paladin.
Saving Throw Progression: As paladin.
Spellcasting bonus: +1 to Spellcasting Class each level except 6th, 8th, and 10th level.

Class Features
- Weapon and Armor Proficiency: A Holy Champion gains no weapon or armor proficiencies.
- Spells per Day/Spells Known: At each Holy Champion level, the character gains news spells per day (and spells known, if applicable) as if they had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning/destroying undead, metamagic/item creation feats, and so on). If the character had more than one spellcasting class before becoming a Holy Champion, the player must decide to which class to add each Holy Champion level for the purpose of determining spells per day and spells known.
- Turn Undead (Ex): Starting at 1st level, a Holy Champion progresses to turn or destroy undead as if they gained a level in the Cleric class. In addition, a Holy Champion is allowed to command or rebuke an undead creature like an evil-aligned cleric without risking his alignment or eligibility for certain classes.
- Leadership (Ex): Starting at 2nd level, a Holy Champion becomes increasingly inspirational to those he interacts with. He gains a +1 reaction modifier to any cohorts, +2 if those individuals are of a faith compatible to Torm (such as Tyr or Ilmater), and +3 to actual Tormite cohorts. The standard modifiers presented on page 106 and 107 of the Dungeon Master's Guide still count towards the Holy Chamption's total Leadership score.
- Special Mount (Sp): Starting at 5th level, a Holy Champion gains the use of a special mount as per the Paladin class. If the Holy Champion has Paladin levels, the levels stack for the purpose of determining the mount's abilities.
- Spell-Like Ability: At 6th level, a Holy Champion can cast Dispel Evil or Flame Strike as a spell like ability once per day.
- Spell-Like Ability: At 8th level, a Holy Champion may cast Power Word (Blind) or Power Word (Stun) as a spell-like ability once per day.
- Holy Word (Sp): At 10th level, a Holy Champion may cast Holy Word (as the)once per day as a Spell-Like Ability.
- Code of Conduct: A Holy Champion of Torm must follow a Code of Conduct similar to that of a paladin (as depicted on page 44 of the Player's Handbook. In addition, the Holy Champion must continue to tithe their income to their superior as long as they remain active. Disregarding this section of the code will cause the Holy Champion to fall in favor and become an Ex-Holy Champion unless the character returns to their rightful way and recieves an Atonement spell from an appropriate cleric of Torm.

Works Cited: 3.5 Player's Handbook, Faiths & Avatars, Faiths & Pantheons.


Probably still some kinks to work out, though, namely with the whole Leadership thing.
admdavid

03-27-07, 03:45 PM
Thanks, Mad Mage!

Love the input! In 2e, it was it's own class but I do like the PrC that you wrote up. I'll have to mull it over.

:D
Dielzen

03-29-07, 01:29 AM
I use this in my home game...

Torm (Holy Champions)

Alignment: Holy champions may only be Lawful Good.

Skills: In addition to the choices available to all priests, battleguards have Climb, Diplomacy, Knowledge (nobility and royalty), Jump, and Ride as class skills.

Turn/Rebuke Undead: Holy champions can turn undead.

Armor and Weapons: Holy champions have the standard priest proficiencies with armor, shields, and weapons.

Defensive Superiority: Any abjuration spell cast by a holy champion is automatically under the effects of the Extend Spell feat, without paying for an increase in spell level.

Special Abilities: At levels 6, 12, and 18, the holy champion may choose Toughness, Improved Toughness (Libris), Leadership, Allied Defense, Formation Expert (CWarrior), or Wolfpack (Races of the Wild) as a bonus feat. All prerequisites must be met, as normal.


INITIATE OF TORM [INITIATE] (Custom)

You have been initiated into the greatest secrets of Torm’s church.

Prerequisites: Cleric or paladin level 1st, patron deity Torm.

Benefit: You gain the Aura of Courage class feature of the paladin. Should you already possess this feature (from levels in paladin, for instance) your allies now gain a +6 bonus to their saves while within 10 feet of you.

In addition, you may add the following spells to your cleric spell list.
Level Spell Name Description
1st Alert Vigil (2e): Target stays awake and alert. (Prayers from the Faithful pg 107)
3rd Compel (2e): As command, but two rounds and up to two creatures. (Faiths&Avatars pg 165)
6th Wrath of Torm (2e): As enlarge person, and gain additional combat bonuses. (Prayers from the Faithful pg 107)


I should note in my home game that I use a variant on the cleric with the following adjustments to the cleric class from the PHB:

1 - only gains Concentration, Know (religion) and Spellcraft as skills, plus whatever their deity grants
2 - 1 domain at 1st, another at 7th and 15th
3 - No spontaneous cure/inflict spells, instead all domain spells are spontaneous (so you can duplicate that ability by taking the Healing domain)

Maybe some of the above will help you or give you some ideas.